Why not just aggregate the amount you heal in some variable and deal with it later?
The direct spell is easy to do - just add the amount healed to the variable.
The aura is more complicated, albeit doable - do you have access to the aura details? Can you plant some code in what happens to units in the aura? If so, it's just a matter of planting the same code you have in a direct spell in there. Concerning lag and aura-updating: you can set the update to happen not every time but every few times the units gets healed by the aura. That way the local aggregator for the aura would be updated without causing any kind of net traffic (unless I have the running model wrong) and only when you update the "global" aggregator will anything be transferred to other players. I know it won't be EXACTLY what you're looking for, but it's a reasonable compromise that will give you the approximate same behaviour.
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Why not just aggregate the amount you heal in some variable and deal with it later? The direct spell is easy to do - just add the amount healed to the variable. The aura is more complicated, albeit doable - do you have access to the aura details? Can you plant some code in what happens to units in the aura? If so, it's just a matter of planting the same code you have in a direct spell in there. Concerning lag and aura-updating: you can set the update to happen not every time but every few times the units gets healed by the aura. That way the local aggregator for the aura would be updated without causing any kind of net traffic (unless I have the running model wrong) and only when you update the "global" aggregator will anything be transferred to other players. I know it won't be EXACTLY what you're looking for, but it's a reasonable compromise that will give you the approximate same behaviour.