Spell Shadow Steps GUI

cr4xzZz

Also known as azwraith_ftL.
Reaction score
51
Another spell by me /similar to Barathrum's Nether Strike from DotA/


MUI/MPI? - No...
Leakless? - As far as I know, yes
Lagless? - Yes. Preloaded dummy unit at Map Initialization


Shadow Steps
The Blademaster quickly hides himself in the surrounding shadows, making himself invulnerable to all attacks. As he leaves the shadows he will appear next to his target, dealing critical damage. The target is paralyzed during the effect and will regain conciousness after the spell effect finishes. The Hero can attack enemies while turning transparent.
Level 1 - Deals damage equal to number of nearby enemies * 50 and deals 25 extra damage.
Level 2 - Deals damage equal to number of nearby enemies * 60 and deals 35 extra damage.
Level 3 - Deals damage equal to number of nearby enemies * 70 and deals 45 extra damage.
Level 4 - Deals damage equal to number of nearby enemies * 80 and deals 55 extra damage.

I suggest keeping cooldown greater than 3 seconds, because spell is not MUI/MPI.

Triggers:
Code:
 Shadow Steps
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Shadow Steps 
    Actions
        Set SSCaster = (Triggering unit)
        Set SSTarget = (Target unit of ability being cast)
        Set SSLevel = (Real((Level of Shadow Steps  for SSCaster)))
        Unit - Add Invulnerable (Neutral) to SSCaster
        Trigger - Turn on SS Store Transparency <gen>
        Trigger - Turn on Set Transparency <gen>
        For each (Integer A) from 1 to 20, do (Actions)
            Loop - Actions
                Unit - Create 1 Dummy Unit for (Owner of SSCaster) at (Center of (Playable map area)) facing Default building facing degrees
                Set SSReal = (SSReal + 0.05)
                Unit - Add a SSReal second Generic expiration timer to (Last created unit)
        Set SSReal = 0.00
        Wait until ((SS Store Transparency <gen> is on) Equal to False), checking every 0.10 seconds
        Trigger - Turn off SS Store Transparency <gen>
        Trigger - Turn off Set Transparency <gen>
        Wait 0.50 seconds
        Animation - Change SSCaster's vertex coloring to (100.00%, 100.00%, 100.00%) with 0.00% transparency
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (SSTarget is dead) Equal to False
            Then - Actions
                Set SSTargetPos = (Position of SSTarget)
                Set SSInteger = (Real((Number of units in (Units within 450.00 of SSTargetPos matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) belongs to an enemy of (Owner of SSCaster)) Equal to True) and (((Matching unit) is dead) Equal to False)))))))
                Unit - Move SSCaster instantly to SSTargetPos
                Set SSDamage = ((SSInteger x (40.00 + (10.00 x SSLevel))) + (15.00 + (10.00 x SSLevel)))
                Custom script:   call RemoveLocation (udg_SSTargetPos)
                Unit - Order SSCaster to Attack SSTarget
                Animation - Play SSCaster's slam animation
                Unit - Cause SSCaster to damage SSTarget, dealing SSDamage damage of attack type Spells and damage type Normal
                Special Effect - Create a special effect attached to the chest of SSTarget using Abilities\Spells\Other\Stampede\StampedeMissileDeath.mdl
                Special Effect - Destroy (Last created special effect)
                Set SSDamageShow = (Integer(SSDamage))
                Floating Text - Create floating text that reads ((String(SSDamageShow)) + !) above SSTarget with Z offset 0.00, using font size 10.00, color (100.00%, 0.00%, 0.00%), and 0.00% transparency
                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 3.00 seconds
                Floating Text - Change the fading age of (Last created floating text) to 2.25 seconds
            Else - Actions
        Unit - Remove Invulnerable (Neutral) from SSCaster
        Unit - Remove Shadow Steps (Pause) buff from SSTarget
        Set SSStoreTrans = 0
        Set SSTrans = 0.00
Code:
SS Store Transparency
    Events
        Unit - A unit Dies
    Conditions
        (Unit-type of (Dying unit)) Equal to Dummy Unit
    Actions
        Set SSStoreTrans = (SSStoreTrans + 5)
        Set SSTrans = (Real(SSStoreTrans))
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                SSStoreTrans Greater than or equal to 100
            Then - Actions
                Trigger - Turn off (This trigger)
            Else - Actions
Code:
Set Transparency
    Events
        Time - Every 0.01 seconds of game time
    Conditions
    Actions
        Animation - Change SSCaster's vertex coloring to (100.00%, 100.00%, 100.00%) with SSTrans% transparency


Screenshots:


Start replying ;)
 

Attachments

  • [Spell]Shadow Steps by cr4xzZz.w3x
    73.5 KB · Views: 240

cr4xzZz

Also known as azwraith_ftL.
Reaction score
51
> Screen shots please

As I said, there's nothing amazing in the spell, but if you insist I will add.
 

NapaHero

Back from the dead...
Reaction score
43
Nice damage target screenshot. However, the caster was still jumping when the blood effect appeared :)P).
 

Hero

─║╣ero─
Reaction score
250
You should remove the numbers after the decimal..it looks weird that way
 

cr4xzZz

Also known as azwraith_ftL.
Reaction score
51
@NapaHero
Well, the damage is dealt when the Blademaster begins his attack animation... So it's normal the effect to be first :p
@Hero
I don't know how.. xx Reals always show precise numbers :/
 

NapaHero

Back from the dead...
Reaction score
43
>>Well, the damage is dealt when the Blademaster begins his attack animation... So it's normal the effect to be first

Put a wait in there.
 

Hero

─║╣ero─
Reaction score
250
@NapaHero
Well, the damage is dealt when the Blademaster begins his attack animation... So it's normal the effect to be first :p
@Hero
I don't know how.. xx Reals always show precise numbers :/

Make the real into a integer and round it off.
 

cr4xzZz

Also known as azwraith_ftL.
Reaction score
51
@Hero
Oh, yeah, right, forgot about that :/
@NapaHero
What will happen if you teleport and instantly click back, canceling the attack, and while the Hero is moving to his fountain the target instantly takes damage from an unknown .. target? :p It won't look cool
 

cr4xzZz

Also known as azwraith_ftL.
Reaction score
51
> cant resist gui eh cr4zxXx .. nice 1 =D
True :D
> i think he doesnt know how to combine the 3 triggers in jass?
Exactly... I don't know how to use Handle Vars, but Nether told me from where to learn them ^_^
 
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