Blink Strike, gold from creeps

DrakonStar

New Member
Reaction score
4
Just a few quick questions:

1.How do I make a blink strike skill?
2.How do I make non-neutral creeps give gold upon death, with no triggers?

and

3. Using triggers, how do I make a skill deduct the user's HP?
 

Dinowc

don't expect anything, prepare for everything
Reaction score
223
base the blink strike from channel or any other targetable spell (but don't base it from blink xd since its a completely different spell)

Code:
e: unit starts the effect of an ability
c: ability being cast equal to blink strike
a: set caster = position of triggering unit
   set target = position of target unit of ability being cast
   set blink_pos = target offset by 150 towards angle between caster and target degrees
   move triggering unit instantly to blink_pos facing target
   order triggering unit to attack target
   cause triggering unit to damage target dealing x damage
   call RemoveLocation(udg_caster)
   call RemoveLocation(udg_target)
   call RemoveLocation(udg_blink_pos)
 

LurkerAspect

Now officially a Super Lurker
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118
I know the answer to your second question:

In the trigger editor you can add the action "Player - set flag: Turn Gives Bounty On" to cause a player to give bounty rewards to whoever kills their units. Alternatively, you can use some kind of calculation based on their max hp and give them gold manually if you only want certain units to give gold.

Hope this helps :D
 

DrakonStar

New Member
Reaction score
4
base the blink strike from channel or any other targetable spell (but don't base it from blink xd since its a completely different spell)

Code:
e: unit starts the effect of an ability
c: ability being cast equal to blink strike
a: set caster = position of triggering unit
   set target = position of target unit of ability being cast
   set blink_pos = target offset by 150 towards angle between caster and target degrees
   move triggering unit instantly to blink_pos facing target
   order triggering unit to attack target
   cause triggering unit to damage target dealing x damage
   call RemoveLocation(udg_caster)
   call RemoveLocation(udg_target)
   call RemoveLocation(udg_blink_pos)

Can you expand on this please?

I know the answer to your second question:

In the trigger editor you can add the action "Player - set flag: Turn Gives Bounty On" to cause a player to give bounty rewards to whoever kills their units. Alternatively, you can use some kind of calculation based on their max hp and give them gold manually if you only want certain units to give gold.

Hope this helps :D

Oh, thanks a bunch.
 

PrisonLove

Hard Realist
Reaction score
78
Trigger:
  • blink strike
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Blink Strike
    • Actions
      • Set TempPoint = (Position of (Triggering unit))
      • Set TempPoint = (Position of (Target unit of ability being cast))
      • Set Angle = (Angle from TempPoint to TempPoint2)
      • Special Effect - Create a special effect at TempPoint using Abilities\Spells\NightElf\Blink\BlinkTarget.mdl
      • Special Effect - Destroy (Last created special effect)
      • Unit - Move (Triggering unit) instantly to TempPoint2, facing Angle degrees
      • Special Effect - Create a special effect attached to the origin of (Triggering unit) using Abilities\Spells\NightElf\Blink\BlinkCaster.mdl
      • Special Effect - Destroy (Last created special effect)
      • Animation - Play (Triggering unit)'s attack animation
      • Animation - Queue (Triggering unit's) stand animation
      • Unit - Cause (Triggering unit) to damage (Target unit of ability being cast), dealing 500.00 damage of attack type Spells and damage type Normal
      • Custom script: call RemoveLocation(udg_TempPoint)
      • Custom script: call RemoveLocation(udg_TempPoint2)


Don't have too much fun.
 

Igor_Z

You can change this now in User CP.
Reaction score
61
Those triggers suck. No offence, but make it like this. Base the spell of Chain Lightning with 0 DMG no effects and everything to 0, cast range set it on how much u want... Do this trigger:

Blink Strike
Code:
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Blink Strike 
    Actions
        Set Blink_Strike_Units[1] = (Triggering unit)
        Set Blink_Strike_Units[2] = (Target unit of ability being cast)
        Set Blink_Strike_Point = (Position of Blink_Strike_Units[2])
        Special Effect - Create a special effect attached to the chest of Blink_Strike_Units[1] using Abilities\Spells\NightElf\Blink\BlinkTarget.mdl
        Set BS_Effects[1] = (Last created special effect)
        Wait 0.03 seconds
        Special Effect - Create a special effect attached to the chest of Blink_Strike_Units[1] using Abilities\Spells\NightElf\Blink\BlinkTarget.mdl
        Set BS_Effects[2] = (Last created special effect)
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Blink_Strike_Units[2] belongs to an enemy of (Owner of Blink_Strike_Units[1])) Equal to True
            Then - Actions
                Unit - Move Blink_Strike_Units[1] instantly to Blink_Strike_Point
                Unit - Cause Blink_Strike_Units[1] to damage Blink_Strike_Units[2], dealing (25.00 + (25.00 x (Real((Level of Blink Strike  for Blink_Strike_Units[1]))))) damage of attack type Chaos and damage type Universal
                Unit - Order Blink_Strike_Units[1] to Attack Blink_Strike_Units[2]
                Floating Text - Create floating text that reads ((String((25 + (25 x (Level of Blink Strike  for Blink_Strike_Units[1]))))) + !) above Blink_Strike_Units[2] with Z offset 0.00, using font size 12.00, color (100.00%, 0.00%, 0.00%), and 0.00% transparency
                Set Blink_Strike_Text[1] = (Last created floating text)
                Floating Text - Set the velocity of (Last created floating text) to 64.00 towards 90.00 degrees
                Floating Text - Change (Last created floating text): Disable permanence
                Floating Text - Change the lifespan of (Last created floating text) to 1.50 seconds
            Else - Actions
                Unit - Move Blink_Strike_Units[1] instantly to Blink_Strike_Point
        Special Effect - Destroy BS_Effects[1]
        Special Effect - Destroy BS_Effects[2]
        Custom script:   set udg_BS_Effects[1] = null
        Custom script:   set udg_BS_Effects[2] = null
        Custom script:   call RemoveLocation(udg_Blink_Strike_Point)
 

DrakonStar

New Member
Reaction score
4
Trigger:
  • blink strike
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Blink Strike
    • Actions
      • Set TempPoint = (Position of (Triggering unit))
      • Set TempPoint = (Position of (Target unit of ability being cast))
      • Set Angle = (Angle from TempPoint to TempPoint2)
      • Special Effect - Create a special effect at TempPoint using Abilities\Spells\NightElf\Blink\BlinkTarget.mdl
      • Special Effect - Destroy (Last created special effect)
      • Unit - Move (Triggering unit) instantly to TempPoint2, facing Angle degrees
      • Special Effect - Create a special effect attached to the origin of (Triggering unit) using Abilities\Spells\NightElf\Blink\BlinkCaster.mdl
      • Special Effect - Destroy (Last created special effect)
      • Animation - Play (Triggering unit)'s attack animation
      • Animation - Queue (Triggering unit's) stand animation
      • Unit - Cause (Triggering unit) to damage (Target unit of ability being cast), dealing 500.00 damage of attack type Spells and damage type Normal
      • Custom script: call RemoveLocation(udg_TempPoint)
      • Custom script: call RemoveLocation(udg_TempPoint2)


Don't have too much fun.

Thank you very very much.
 

neo34rd

New Member
Reaction score
3
Hey im having trouble damaging the unit. Also I would prefer if we dont have to use variables because that screws up the trigger if more then 1 unit casts the same spell.

blinkstrikespell.png

I've tried many different events to start the trigger but all of them seem to either "forget" to damage the target or to skip the trigger entirely. Help please.
 

neo34rd

New Member
Reaction score
3
Nvm guys, I've moved the damage bit of the trigger higher up. Now it damages properly!
 

KaerfNomekop

Swim, fishies. Swim through the veil of steel.
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613
Read the form rules, please. Necroing and double-posting in the same thread.
 
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