[spellrequest] 4 DotA spells

I will try to create a shorter version... MUI and MPI...(I hope) Anyway I'll just try... I'll post later if I was able to create it...
 
Mmk...but as I mention just above (I editted my post), theres nothing you can really get rid of and have the same effect.
 
Well the one I posted is MUI...

I could be mistaken, but the one you posted seems to be able to only have one backstab occur at the same time on the entire map.

Would be really lucky to fire the same trigger twice, but still :)
 
You're mistaken :D

If you mean the Trigger On/Off thing, well there is no wait between them, so it effectively is instant.
There is virtually no potential for another unit on the map to hit in between that.
 
I have a question... How do you calculate the angle??? If somehow, I could, I may create another trigger of BackStab.... Sorry I've been away from the PC for about 2 hours...
 
(Abs(((Facing of (Damage source)) - (Facing of (Triggering unit))))) Less than 60.00

That will get the 120 degrees behind the unit.
|-60| -> |60| (|| means absolute value)

So for example, if the attacking unit is facing 330 degrees, and the attacked is facing 360 degrees. 330 - 360 = -30. |-30| = 30. 30 < 60 therefore the angle is appropriate for a backstab.

If you question was about the logic: a unit must face a unit to attack, or be turning to face a unit, and the unit must be facing about the same as the unit it is attacking.

Logic: ( <x = attacker <o = attacked)

<o <x is a a backstab, because the angles they are facing are similar, and the unit is turned to face the unit he is attacking.
<x <o is not a backstab, and will not be picked up by the trigger, because the front unit will turn when it moves to attack

^ <o and V <o are not backstabs because the unit will turn towards the unit it is attacking ( x> <o) like that, and it wont be picked up by the algorithm

<o ^ and <o V can potentially be backstabs, because the unit will probably turn enough to be facing the right way.
 
thx, gref ^^
but what spell must i edit to create backstab?
 
Here's my backstab version....

The trigger to do Backstab!!

Code:
BackSTab Reinvented
    Events
        Unit - A unit Is attacked
    Conditions
        (Level of [B]BackStab[/B] for (Attacking unit)) Greater than 0
        ((Attacked unit) is A structure) Equal to False
    Actions
        Set Angle = (Integer(((Facing of (Attacked unit)) - (Facing of (Attacking unit)))))
        For each (Integer A) from 120 to 240, do (Actions)
            Loop - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        (Angle + 180) Equal to (Integer A)
                    Then - Actions
                        Special Effect - Create a special effect attached to the chest of (Attacked unit) using [I]Objects\Spawnmodels\Human\HumanBlood\HeroBloodElfBlood.mdl[/I]
                        Set Integer = (Integer + 1)
                        Set SFX[Integer] = (Last created special effect)
                        Unit - Cause (Attacking unit) to damage (Attacked unit), dealing ((Real((Level of [B]BackStab[/B] for (Attacking unit)))) x (0.25 x (Real((Agility of (Attacking unit) (Include bonuses)))))) damage of attack type Spells and damage type Normal
                    Else - Actions
Replace the one thats BOLD into the dummy passive ability you want...
Replace the ITALIC to the special effect you want... Mine is blood...



The trigger to remove Leaks


Code:
Remove FX
    Events
        Time - Every 5.00 seconds of game time
    Conditions
    Actions
        For each (Integer A) from 1 to Integer, do (Actions)
            Loop - Actions
                Special Effect - Destroy SFX[(Integer A)]
        Set Integer = 0
 
Theres a problem with that one erta...which is why i did it the other way.
If you miss, then they still take backstab damage; which is wrong.

To put my backstab in your game, just put the triggers in as shown, change Backstab (NERA) to the new dummy ability you use, and it will work.
Just edit spiked carapace as the dummy ability, and change damage return and armor etc to 0.
 
Oh... Yeah... Why I didn't thought of that.... Anyway, at least I'm beginning to understand the angle part... Anyway, thanks...

I have a question... Does adding events leaks??? I mean, If there are over 1000 units in the map, then there would be 1000 events right??
 
They won't leak like a position leaks, because they don't get called thousands of times a second, and they don't slow the game down unless you have poorly written code inside. I mean if you have a code that leaks in that trigger before you have a condition excluding most of the units, then it will create thousands of leaks every couple of seconds.
 
So that's mean I have no worries... I stopped doing this ability I called 'Cleaving Force' because I thought events would leak.... Hehe good thing you told me that...
 
Permanent Invisibility is a default wc3 ability.
You need to trigger the others.

Blink Strike is the most basic, just use "move unit instantly to target position" and Unit - damage unit. Base it on channel or something.

Backstab is a bit more advanced, need to compare facing angles of both the units.

Smoke screen, not sure about this one, it creates a dummy unit with the cloud model, silence and curse are cast on units wihin it.

Smoke Screen is done on a ablity of summon infernal. And summons a blue cloud model like u siad. That has a passive ablity that gives every enmey unit a buff. "Then theres a triggr that looks for that buff the dummy unit cast on that unit. Something like that
 
I think you need to trigger Permanent invisibility because of its Fade Time....

Smokescreen ability, done that months ago....... But its for my Shadow Ranger.

Blink Strike, use channel.....

Back Stab, do it just like gref did...
 
gref, the backstab wont work on my map =(
i created all the triggers u posted but when i tested, it will do extra dmg if i attack from the front. >.<
gref, can u make a downloadable map with a working backstab?

and any1 can make smoke screen, permanent invisibility and Blink strike to me?
 
well i'm a noob and don't know much
but im pretty sure blink strike should be based off
an ability: storm bolt or any time of skills like storm bolt
then what you have to do for the trigger is
made the triggering unit move instantly to target point or target unit or sumthing like that
and make it deal like normal dmagae or sumthing like
dmg equal to 25x level of ability (trust me on this one i made blink strike b4:D )

perma invis: default skill

cloud: no idea..

backstab: hmm im not sure
but i think that you should make a trigger where a unit is attacked then if the unit it attacked at a certain angle (from the back or the side), it deals extra dmg like (25% times level of ability) of agility)
well i hope this helps and good luck
 
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