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:
Screenshots:
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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:
Turn transparent: http://img89.imageshack.us/img89/9201/turntransparentaf8.jpg
Damage target: http://img220.imageshack.us/img220/9706/damagerd1.jpg
Damage target: http://img220.imageshack.us/img220/9706/damagerd1.jpg
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