Whiplash Spell Problem

Igor_Z

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I have a problem with a spell called whiplash.
Description:
The Mamba is able to increase her base damage and unleash devastating attacks that damage multiple enemies. After 5 successful attacks the mamba will have a 100% chance to deal a 1.25x/1.5x/1.75x/2x critical strike and apply 25/50/75/100% splash damage in radius of 175.

So I based the main spell that the hero has of Evasion with all fields set to 0.
I made a Dummy spell based on Critical Strike with never miss = true.
I used a spell book to hide the dummy spell.
P.S: I disable the spellbook in another trigger so don't comment on that.

Triggers:

Trigger:
  • Whiplash Add at beginning
    • Events
      • Time - Elapsed game time is 0.00 seconds
    • Conditions
    • Actions
      • Set W_TempGroup = (Units in (Playable map area))
      • Unit Group - Pick every unit in W_TempGroup and do (Actions)
        • Loop - Actions
          • Trigger - Add to Whiplash Add <gen> the event (Unit - (Picked unit) Takes damage)
          • Trigger - Add to Whiplash Remove <gen> the event (Unit - (Picked unit) Takes damage)
          • Unit Group - Add (Picked unit) to W_TakeDMG_Group
      • Custom script: call DestroyGroup(udg_W_TempGroup)
      • Custom script: call DestroyTrigger(gg_trg_Whiplash_Add_at_beginning)


Trigger:
  • Whiplash DS Add
    • Events
      • Unit - A unit enters (Playable map area)
    • Conditions
      • ((Triggering unit) is in W_TakeDMG_Group) Equal to False
    • Actions
      • Unit Group - Add (Triggering unit) to W_TakeDMG_Group
      • Trigger - Add to Whiplash Add <gen> the event (Unit - (Triggering unit) Takes damage)
      • Trigger - Add to Whiplash Remove <gen> the event (Unit - (Triggering unit) Takes damage)


Trigger:
  • Whiplash Add
    • Events
    • Conditions
      • ((Damage source) is an illusion) Equal to False
      • (Level of Whiplash for (Damage source)) Greater than 0
    • Actions
      • Trigger - Turn off (This trigger)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • W_Attacks Equal to 4
          • W_Added Equal to False
        • Then - Actions
          • Unit - Add Spell Book (Whiplash) to (Damage source)
          • Unit - Set level of Whiplash (Dummy) for (Damage source) to (Level of Whiplash for (Damage source))
          • Set W_Added = True
        • Else - Actions
          • Set W_Attacks = (W_Attacks + 1)
      • Trigger - Turn on (This trigger)


Trigger:
  • Whiplash Remove
    • Events
    • Conditions
      • W_Attacks Equal to 4
      • ((Damage source) is an illusion) Equal to False
      • (Level of Whiplash for (Damage source)) Greater than 0
      • (Level of Whiplash (Dummy) for (Damage source)) Greater than 0
    • Actions
      • Trigger - Turn off (This trigger)
      • Set W_Caster = (Damage source)
      • Set W_Target = (Triggering unit)
      • Set W_DT = (Damage taken)
      • Set W_TP = (Position of W_Target)
      • Set W_Group = (Units within 175.00 of W_TP matching ((((Matching unit) belongs to an ally of (Owner of W_Caster)) Equal to False) and ((Matching unit) Not equal to W_Target)))
      • Unit Group - Pick every unit in W_Group and do (Actions)
        • Loop - Actions
          • Unit - Cause W_Caster to damage (Picked unit), dealing W_DT damage of attack type Hero and damage type Normal
      • Set W_Attacks = 0
      • Set W_Added = False
      • Set W_DT = 0.00
      • Unit - Remove Spell Book (Whiplash) from W_Caster
      • Custom script: set udg_W_Caster = null
      • Custom script: set udg_W_Target = null
      • Custom script: call RemoveLocation(udg_W_TP)
      • Custom script: call DestroyGroup(udg_W_Group)
      • Trigger - Turn on (This trigger)


In my opinion, here is the problem:
The spell book ability is removed instantly before the damage from the critical strike is dealt...
I can trigger the whole spell without using the critical strike dummy ability but I want my hero to attack with different missle art on the fifth attack.

Any idea how to fix this spell?
 

sentrywiz

New Member
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25
I seriously misunderstand this trig. Its too complicated... not that its written wrong or anything but:

- All of this for fancy effect? Isn't it easier to just have 1 integer that will count attacks and then when it reaches 5 it will attach some sort of sfx to the attacker's weapon? If that is what you mean by each 5th attack looking differently

- Also, you can force your unit to animate a different attack... and manually make the crit and splash. Check the list for what commands are for attack animation. I think there was a program for it too
 

polo2005

Wana start playing LoL? http://tinyurl.com/369as27
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97
first create a new trigger named w/e
with the event timerX expires
and in your takes damage trigger, add start timerX onsshot 0seconds blablabal
if i remember correctly it will trigger exactly after the damage is dealt

a side note this damage detection will even proc at spells.

offtopic: looks like HoN puppetmasters spell
 

Igor_Z

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61
looks like HoN puppetmasters spell
Yes...

a side note this damage detection will even proc at spells.
This can't be avoided unless I use a buff for each spell of this kind

first create a new trigger named w/e
with the event timerX expires
and in your takes damage trigger, add start timerX onsshot 0seconds blablabal
if i remember correctly it will trigger exactly after the damage is dealt

Have to try this... But I don't know if it will be efficient and bugless.
 

polo2005

Wana start playing LoL? http://tinyurl.com/369as27
Reaction score
97
add your unit to an hasttable and it should be bugless
 

Igor_Z

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Mind showing me the triggers? I'm not so good when it comes to hashtables...

P.S: I tried many ways. I just can't fix the spell myself
 

polo2005

Wana start playing LoL? http://tinyurl.com/369as27
Reaction score
97
post a demo map with your spell and i will take a look when i wake up.
 
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