Looking at the code, the way it uses the chance modifier looks suspect for those times when it is not 1.0. In those cases it will only rarely block any damage

I also noticed that even though it places the max health in the maxhp variable, it then calls War3_GetMaxHP(victim) 2 more times when it should probably just use maxhp.
Code:
new currenthp=GetClientHealth(victim);
new maxhp=War3_GetMaxHP(victim);
if(currenthp<maxhp)
{
new newhp=currenthp+RoundFloat(damage*SpikeArr[skill_level]);
if(newhp>War3_GetMaxHP(victim))
{
newhp=War3_GetMaxHP(victim);
}
SetEntityHealth(victim,newhp);
}
new maxhp=War3_GetMaxHP(victim);
if(currenthp<maxhp)
{
new newhp=currenthp+RoundFloat(damage*SpikeArr[skill_level]);
if(newhp>War3_GetMaxHP(victim))
{
newhp=War3_GetMaxHP(victim);
}
SetEntityHealth(victim,newhp);
}





Logged


DarkEnergy
I should of known that...