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?
 
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
 
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
 
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.
 
add your unit to an hasttable and it should be bugless
 
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
 
post a demo map with your spell and i will take a look when i wake up.
 
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