H34DhUnT3r
Ultra Cool Member
- Reaction score
- 36
Hi,
Shadow Attack
Icon
Ability Info
This ability creates copies (shadows) of the Shadowmaster which damages the target; also stuns the target for 5 seconds
Level 1 - 1 shadow; 90 damage total
Level 2 - 2 shadows; 180 damage total
Level 3 - 3 shadows; 270 damage total
Editor Info
-1 trigger
-2 custom units (the Shadowmaster and the shadow of the Shadowmaster)
-1 custom sound (not needed, but sounds nice )
-1 custom ability (based on storm bolt)
-MPI
-No Jass (just 1 normal trigger )
The trigger:
Screenie:
Hope you like, not sure if it's original though
If so, I'm sorry
well,, Discuss! (or comment or whatever you prefer )
Greetings,
H34DhUnT3r[NL]
Shadow Attack
Icon
Ability Info
This ability creates copies (shadows) of the Shadowmaster which damages the target; also stuns the target for 5 seconds
Level 1 - 1 shadow; 90 damage total
Level 2 - 2 shadows; 180 damage total
Level 3 - 3 shadows; 270 damage total
Editor Info
-1 trigger
-2 custom units (the Shadowmaster and the shadow of the Shadowmaster)
-1 custom sound (not needed, but sounds nice )
-1 custom ability (based on storm bolt)
-MPI
-No Jass (just 1 normal trigger )
The trigger:
Code:
Shadow Attack
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Shadow Attack
Actions
For each (Integer A) from 1 to 12, do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Triggering unit)) Equal to (Player((Integer A)))
Then - Actions
Set SA_CastingUnit[(Integer A)] = (Triggering unit)
Set SA_AttackedUnit[(Integer A)] = (Target unit of ability being cast)
Set SA_LvlAbility[(Integer A)] = (Level of Shadow Attack for SA_CastingUnit[(Integer A)])
Set SA_RandomAngle[(Integer A)] = (Random real number between 0.00 and 360.00)
For each (Integer B) from 1 to SA_LvlAbility[(Integer A)], do (Actions)
Loop - Actions
Set SA_RandomAngle[(Integer A)] = (SA_RandomAngle[(Integer A)] + 120.00)
Set SA_AttackedUnitPos[(Integer A)] = (Position of SA_AttackedUnit[(Integer A)])
Set SA_ShadowPlacePos[(Integer A)] = (SA_AttackedUnitPos[(Integer A)] offset by 100.00 towards SA_RandomAngle[(Integer A)] degrees)
Sound - Play ShadowAttack <gen> at 100.00% volume, located at SA_AttackedUnitPos[(Integer A)] with Z offset 0.00
Unit - Create 1 Shadowmaster (Shadow) for (Owner of SA_CastingUnit[(Integer A)]) at SA_ShadowPlacePos[(Integer A)] facing Default building facing degrees
Set SA_ShadowUnit[(Integer A)] = (Last created unit)
Unit - Change ownership of SA_ShadowUnit[(Integer A)] to Neutral Passive and Retain color
Unit - Make SA_ShadowUnit[(Integer A)] face SA_AttackedUnit[(Integer A)] over 0.00 seconds
Animation - Change SA_ShadowUnit[(Integer A)]'s animation speed to 1000.00% of its original speed
Animation - Play SA_ShadowUnit[(Integer A)]'s attack animation
Wait 0.12 seconds
Unit - Cause SA_CastingUnit[(Integer A)] to damage SA_AttackedUnit[(Integer A)], dealing 30.00 damage of attack type Spells and damage type Normal
Animation - Play SA_ShadowUnit[(Integer A)]'s attack animation
Wait 0.12 seconds
Unit - Cause SA_CastingUnit[(Integer A)] to damage SA_AttackedUnit[(Integer A)], dealing 30.00 damage of attack type Spells and damage type Normal
Animation - Play SA_ShadowUnit[(Integer A)]'s attack slam animation
Wait 0.12 seconds
Unit - Cause SA_CastingUnit[(Integer A)] to damage SA_AttackedUnit[(Integer A)], dealing 30.00 damage of attack type Spells and damage type Normal
Unit - Remove SA_ShadowUnit[(Integer A)] from the game
Custom script: call RemoveLocation(udg_SA_AttackedUnitPos[bj_forLoopAIndex])
Custom script: call RemoveLocation(udg_SA_ShadowPlacePos[bj_forLoopAIndex])
Else - Actions
Screenie:
Hope you like, not sure if it's original though
If so, I'm sorry
well,, Discuss! (or comment or whatever you prefer )
Greetings,
H34DhUnT3r[NL]