Well, I would trigger it without the dummy caster.
Like, if your hero kills a unit, randomly create a skeleton and add an expiration timer to it.
Of course play some random effect and remove the dying unit, if you want to.
http://en.wikipedia.org/wiki/Whip
There you find everything about whips.
Just kidding..
Seriously how are we supposed to help you?
"How to create a whip?"
What does it do? Do you need a model?
Do you want to build it within the editor using a chain of dummy units?
Give information and...
No.
Those two are the same:
GetTriggerUnit()
GetTriggerUnit ()
As I said:
That's not the problem.
When I'm sure about something, I'm making precise statements.
Store the structs in an array, then do something like this:
static method isUnitInArray takes unit u returns boolean
local thistype this
local integer i = 0
local boolean check = false
loop
exitwhen (check or (i >= STRUCT_COUNT))
set this = STRUCT_ARRAY[i]
if...
As I already said, store the slot in a variable and order the hero to move the replaced bottle to the stored slot.
And stop bumping.. You could also just ask, if there's something you don't understand.
I will not make the triggers for you.
Make a new rune bottle item for each rune.
Add an item-targetted spell to your empty bottle item and check, on which rune the spell is used.
Then add the corresponding rune bottle item to your hero.
For using it, add to each rune bottle item a non-targetted ability.
When one of those abilities...
Read and understand the original post first, then answer.
You would loop through the hero's inventory and check if the current slot contains the used item. Then store that value in a variable and order the hero to move the newly created item to this slot.
This method has the problem, that the...