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Assassin's spell

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Jul 22, 2009
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I've create a classical assassin type hero, but i've some problem with the spells.

The first spell of the hero is a classical Stealth that make the hero invisible and slow it's movement speed. It's based on blademaster wind walk.

The second spell(the one wich I have problem with) is a stun based that can ony be cast if the hero is invisible(stealth activate). i've search a lot but i really don't know how to do this

Can you help me
 
You can use something like this:

  • Untitled Trigger 073
    • Events
      • Unit - A unit Is issued an order targeting an object
    • Conditions
      • // Change this to the order string of your ability
      • (Issued order) Equal to (Order(thunderbolt))
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • // Change the buff to the buff that your stealth applies
          • ((Target unit of issued order) has buff Wind Walk) Equal to False
        • Then - Actions
          • // You can display some message to the owner of caster. Maybe colored text.
          • Set PlayerGroup = (Player group((Owner of (Triggering unit))))
          • Game - Display to PlayerGroup the text: Stop
          • Custom script: call DestroyForce(udg_PlayerGroup)
          • Unit - Order (Triggering unit) to Stop
        • Else - Actions
There's also SimError (simulate error) to display error messages.
 
It's doesn't work cause when I issue the casting order the hero invisibility fade and the buff dissapear. so do ttrigger check if the hero have the buff and he doesnt...

EDIT: can you say me more about SimError
 
SimError: http://www.wc3c.net/showthread.php?t=101260

Use Ghost instead. It prevents the hero from fading in, upon spellcasting. Use a timer to remove the Ghost ability, when the duration is over or when he is issued an order other than move/hold position/stun based ability. Add an if/then/else, if Level of Ghost for (Triggering unit) Greater than 0, then make the spell happen, else, stop the unit and leave no actions.
 
First spell:
Just make the spell bonus speed to negative
1. Go to "Data - Movement Speed Increase (%)"
2. Hold Shift button + Double click on that field
3. Add "-" (negative sign) followed by your number of slowness
This just makes the ability respond to negative speed, which is, slowed, not in bonus speed
 
First spell:
Just make the spell bonus speed to negative
1. Go to "Data - Movement Speed Increase (%)"
2. Hold Shift button + Double click on that field
3. Add "-" (negative sign) followed by your number of slowness
This just makes the ability respond to negative speed, which is, slowed, not in bonus speed

I already know this
 
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