Shadow Meld Abilitie

Kike

Member
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3
How can Ido an abilitie than makes the caster invisible, if its break the invisibilitie it will have bonus damage but if the caster moves it will becomes visible again like the Shadow Meld of the Templar Assasin from DotA. If anyone can help me please post
 

DuelPlayer

Member
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21
Make a trigger that when unit moves, remove buff
I remember i have seen people asking it before
You can try finding for it in helper.net
 

Kike

Member
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3
I can't find it here but I just need to now about this: there is a trigger than can check if the unit is moving or no? post it here please
 

Bogrim

y hello thar
Reaction score
154
You'll have to try a little bit harder to help yourself. :) But I can help you on the way: You save the x and y location of the unit when it casts the ability and then continously check the unit's x and y location values, comparing them to the old and remove the buff if they don't match.
 

hopy

Active Member
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64
I just had a little idea, I haven't tested it yet and I'm not sure if it'll work, but who knows... sometimes my weirdest ideas actualy work.

What you need:
- A Shadow Melt ability: Based on Thunder Clap or something like that with damage, range, no targets, just add a short casting time maybe. (Called Shadow Melt in this example).
- A Dummy unit! :D
- A Dummy ability based on Invisibility (human Sorceress ability) that adds a custom Shadow Melt buff. (Called Invisibility [Dummy] here).
- A Point variable. (called Point in this trigger, I'm so awesome with names!).
- Another Point variable. (Called Point2 in this trigger, woo!).
- A Player variable. (Called Player in this trigger, guess what my Unit Group variable will be called?).
- A Unit Group variable. (Yes that's it!, it's called Unit_Group!).

The Triggers:
- Trigger 1: Add the Invisibility to your hero.
- Trigger 2: Remove the Invisibility if the hero moves / casts.
- Trigger 3: Deal damage if the hero attacks and show Critical Hit! for ... fun?

Trigger 1: Cast
Trigger:
  • Shadow Melt cast
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Shadow Meld [Rogue]
    • Actions
      • Set Player = (Owner of (Triggering unit))
      • Set Point = (Position of (Triggering unit))
      • Unit - Create 1 Dummy Unit for (Owner of (Triggering unit)) at Point facing Default building facing degrees
      • Unit - Add Invisibility [Dummy] to (Last created unit)
      • Unit - Order (Last created unit) to Human Sorceress - Invisibility (Triggering unit)
      • Unit - Add a 2.00 second Generic expiration timer to (Last created unit)

Trigger 2: Order
Trigger:
  • Shadow Melt Order
    • Events
      • Unit - A unit Is issued an order with no target
      • Unit - A unit Is issued an order targeting a point
      • Unit - A unit Is issued an order targeting an object
    • Conditions
      • ((Triggering unit) has buff Shadow Melt) Equal to True
      • (Issued order) Not equal to (Order(attack))
    • Actions
      • Unit - Remove Shadow Melt buff from (Triggering unit)
      • Custom script: call RemoveLocation (udg_Point)

Trigger 3: Attack
Trigger:
  • Shadow Melt Attack
    • Events
      • Unit - A unit Is attacked
    • Conditions
      • ((Triggering unit) has buff Shadow Meld) Equal to True
    • Actions
      • Set Point2 = (Position of (Attacking unit))
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Distance between Point and Point2) Less than or equal to 90.00
        • Then - Actions
          • Unit - Cause (Attacking unit) to damage (Attacked unit), dealing 50.00 damage of attack type Hero and damage type Normal
          • Unit - Remove Shadow Meld buff from (Attacking unit)
          • Floating Text - Create floating text that reads Critical hit! above (Attacking unit) with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
          • Floating Text - Change (Last created floating text): Disable permanence
          • Floating Text - Change the lifespan of (Last created floating text) to 4.00 seconds
          • Floating Text - Change the fading age of (Last created floating text) to 0.50 seconds
          • Floating Text - Set the velocity of (Last created floating text) to 15.00 towards 90.00 degrees
          • Custom script: call RemoveLocation (udg_Point)
          • Custom script: call RemoveLocation (udg_Point2)
        • Else - Actions
          • Unit - Remove Shadow Meld buff from (Attacking unit)
          • Custom script: call RemoveLocation (udg_Point)
          • Custom script: call RemoveLocation (udg_Point2)

Trigger 4: Movement Check
Trigger:
  • Shadow Melt Check
    • Events
      • Time - Every 1.00 seconds of game time
    • Conditions
    • Actions
      • Set Unit_group = (Units owned by Player matching (((Matching unit) has buff Shadow Meld) Equal to True))
      • Unit Group - Pick every unit in VD_Unit_group and do (Actions)
        • Loop - Actions
          • Set Point2 = (Position of (Picked unit))
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Distance between Point and Point2) Greater than 90.00
            • Then - Actions
              • Unit - Remove Shadow Meld buff from (Picked unit)
              • Custom script: call RemoveLocation (udg_Point)
              • Custom script: call RemoveLocation (udg_Point2)
            • Else - Actions


Never mind, sorry for the amount of times I edit my posts.... I've added a 4th trigger to check the distance every second... thank Bogrim for that one. :p
However it should work now, I'll test it in a moment.
 
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