The issue is that not all abilities provide appropriate values when :GetAbilityDamage() is called on them.
What I'm thinking is create a "GetGlobalDamage()" function for each hero (defaults to returning 0 in decision.lua base class) which will return the actual damage value (raw value if no target provided).
The issue is that not all abilities provide appropriate values when:GetAbilityDamage() is called on them.
What I'm thinking is create a "GetGlobalDamage()" function for each hero (defaults to returning 0 in decision.lua base class) which will return the actual damage value (raw value if no target provided).