A) How fast a projectile hits or moves close to it.
B) Listen on an obscure channel for proprietary weapons to broadcast how much damage it should take, via whisper/say/shout.
Problems with both of these methods:
A) This doesn't work for weapons that make use of slow or unmoving damagers. Damage done generally has little bearing on how powerful the weapon's creator thinks it should be. (Though granted, there aren't a lot of weapons around in SL that don't kill instantly anyhow. -_-)
B) All of the systems utilizing this tend to be closed-source, and generally incompatible with each other. They also tend not to "hit" very logically. Won't go into detail about that.
I propose a new function with the following definition:
integer llDetectedDamage(integer number);
As should be obvious(but I'll explain anyhow, for those who might be a bit sketchy on such things), this would return useful information only in the collision_start, collision, and collision_end events, since there's no way to do damage in SL except through collision with an object or the ground. (And while it wouldn't be consistent with the rest of the llDetected* functions, having it work in the land collision events would be convenient. (Say something gets pushed into the ground hard enough to take damage.) Failing that, publishing a formula for calculating damage from llGetVel() in a land collision would work fine.
)Anyhow, in the events collision_start/collision/collision_end llDetectedDamage() would work just like the other llDetected* functions. That is, take as an input parameter an index to the object causing the event, and return the amount of damage that object has just dealt.
If this is used in an attachment, it should detect and return the amount of damage that was attempted to be dealt to the avatar. This function should work in safe land, and be completely independent of avatar health-tracking!
This pretty much solves both of the problems mentioned above(though I'm sure the loss in sales for those peddling L$1000+ proprietary damage-tracking systems will upset some.
), and I think will open up some new doors in the realm of combat in SL. Why should it be all about forcing someone to teleport home? Lots of other games make it fun!Post the vote URL in a moment.

