Ultimate Footman - Blinking Death ability

power

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Hey,

I'm making an RPG and I'm trying to make some spells for my hero. Could anyone tell me how to make a move like blinking death but instead of it hitting 3 targets just one. I'm going to make it a warrior ability and call it Charge. Any help give would be appreciated and if it has something to do with triggers then people tell me.
 

Akatsuki

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Blinking death is a trigger spell in Ultimate Footmen that was created by TheHelper's very own VG Emblem. It's a move where the hero will blink and hit the targeted unit and then will find x random enemy units and attack them with a blurry like fashion.
 

Akatsuki

New Member
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I'm not on the creation team but I know there are people who don't know what Ultimate Footmen is but they can help out because they know how to do it just don't know what they need to do because they don't know the spell.

Blinking death is a trigger spell in Ultimate Footmen that was created by TheHelper's very own VG Emblem. It's a move where the hero will blink and hit the targeted unit and then will find x random enemy units and attack them with a blurry like fashion.

The first sentance was because then people will know that it is a trigger spell in Ultimate Footmen that was made by some guy on TheHelper which someone who didn't understand the description I'm about to give can see for themself what it is. The second part was to actually tell what the spell does so someone might find a way to make another trigger spell that can still fit the description. Trust me if I was adverstising something you will know it.

Just wanted to say that because my second post was kind of misleading of what I wrote in the first post. So just ignore my second post.
 

MrApples

Ultra Cool Member
Reaction score
78
Code:
Blink Strike
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Rift Strike (AngelOfVengeance1)
    Actions
        Set BlinkStrikeCasting = (Casting unit)
        Animation - Change BlinkStrikeCasting's vertex coloring to (100.00%, 100.00%, 100.00%) with 50.00% transparency
        Special Effect - Create a special effect attached to the weapon of BlinkStrikeCasting using Abilities\Weapons\PhoenixMissile\Phoenix_Missile.mdl
        Set BlinkStrikeEffect = (Last created special effect)
        Set BlinkStrikeTarget = (Target unit of ability being cast)
        Set TempPoint = (Position of BlinkStrikeTarget)
        Unit - Move BlinkStrikeCasting instantly to TempPoint
        Custom script:   call RemoveLocation(udg_TempPoint)
        Unit - Make BlinkStrikeCasting face BlinkStrikeTarget over 0.00 seconds
        Animation - Play BlinkStrikeCasting's attack animation
        Unit - Cause BlinkStrikeCasting to damage BlinkStrikeTarget, dealing (120.00 + (130.00 x ((Real((Level of Rift Strike (AngelOfVengeance1) for BlinkStrikeCasting))) - 1.00))) damage of attack type Chaos and damage type Normal
        Set BlinkStrikeTarget = No unit
        For each (Integer A) from 1 to (2 + ((Level of Rift Strike (AngelOfVengeance1) for BlinkStrikeCasting) x 2)), do (Actions)
            Loop - Actions
                Set TempPoint = (Position of BlinkStrikeCasting)
                Set TempGroup = (Units within (400.00 + (30.00 x (Real((Level of Rift Strike (AngelOfVengeance1) for BlinkStrikeCasting))))) of TempPoint matching (((((Matching unit) is alive) Equal to True) and (((Matching unit) is in BlinkStrikeUsed) Equal to False)) and (((Matching unit)
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        (TempGroup is empty) Equal to True
                    Then - Actions
                        Custom script:   exitwhen true
                    Else - Actions
                        Set BlinkStrikeTarget = (Random unit from TempGroup)
                        Set TempPoint2 = (Position of BlinkStrikeTarget)
                        Unit - Move BlinkStrikeCasting instantly to TempPoint2
                        Unit - Make BlinkStrikeCasting face BlinkStrikeTarget over 0.00 seconds
                        Animation - Play BlinkStrikeCasting's attack animation
                        Unit - Cause BlinkStrikeCasting to damage BlinkStrikeTarget, dealing (130.00 + (100.00 x ((Real((Level of Rift Strike (AngelOfVengeance1) for BlinkStrikeCasting))) - 1.00))) damage of attack type Hero and damage type Normal
                        Custom script:   call RemoveLocation(udg_TempPoint)
                        Custom script:   call RemoveLocation(udg_TempPoint2)
                        Custom script:   call DestroyGroup(udg_TempGroup)
                        Wait 0.20 game-time seconds
                        Unit Group - Add BlinkStrikeTarget to BlinkStrikeUsed
                        Set BlinkStrikeTarget = No unit
        Animation - Change BlinkStrikeCasting's vertex coloring to (100.00%, 100.00%, 100.00%) with 0.00% transparency
        Special Effect - Destroy BlinkStrikeEffect
        Custom script:   call DestroyGroup(udg_BlinkStrikeUsed)
        Custom script:   set udg_TempPoint = null
        Custom script:   set udg_TempPoint2 = null
        Custom script:   set udg_TempGroup = null
        Custom script:   set udg_BlinkStrikeUsed = null
Don't ask why i'm bothering, but all of you are wrong. Its old code, very different from the new code, but it can help you.
 
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