- Joined
- Mar 28, 2018
- Messages
- 128
In what way is it bugged? This is the first I have heard of that...I do not think using attacking event is a clean solution, partially since that event is bugged.
In what way is it bugged? This is the first I have heard of that...
Not working as you want it to is not the same as bugged... The event works as intended.What? the event fires even if you cancel the animation, this is common knowledge.
Unless they fixed it in 1.29 or something
In this case, you are using the wrong event. The problem is not the event, but your thinking and expectations from the event.I am pretty sure animation canceling is not an intended feature.
In practice it means that you can abuse onhit triggers.
If you have a ranged unit, shoot an attack, halfway through the animation order unit to move = event triggers
In this case it is just nitpicking, but for other triggers it can be somewhat serious.
For example, let's say you have a passive which gives a 40% chance to deal 10 extra damage.
You're about to pull a boss, do the animation but change your mind, the attack does not go off.. but the on attack event triggers and deals the 10 extra damage with aggros the unit.
This can be extra annoying if it is a passive with a cooldown and you have to wait before it is up again.
Except that is not a bug? The key is in the name...What? the event fires even if you cancel the animation, this is common knowledge.
There is no "on hit" event to abuse in the first place... Closest is a unit takes damage.In practice it means that you can abuse onhit triggers.
The trigger is fired the instant the unit begins to attack, as the name suggests. The attack can then be interrupted, eg by a stun or order, before it completes but the trigger has already fired. This only applies to units which have an attack backswing time, for animation purposes, since that forms a delay between an attack starting (trigger run) and the attack being performed. After the attack is performed there may still be a delay before it completes but this can largely be ignored as the attack has already been placed on cooldown.If you have a ranged unit, shoot an attack, halfway through the animation order unit to move = event triggers
Which is why one needs to proc it from an attack damage detection system which is vaguely accurate (possibly more so now with the new natives). This way the proc would mostly correctly occur when the unit takes attack damage.For example, let's say you have a passive which gives a 40% chance to deal 10 extra damage.
You're about to pull a boss, do the animation but change your mind, the attack does not go off.. but the on attack event triggers and deals the 10 extra damage with aggros the unit.
This can be extra annoying if it is a passive with a cooldown and you have to wait before it is up again.