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Blink Strike

Events


Unit - A unit Starts the effect of an ability

Conditions

Actions


If (All Conditions are True) then do (Then Actions) else do (Else Actions)



If - Conditions




(Ability being cast) Equal to Blink Strike



Then - Actions




Unit - Add Blink to (Casting unit)




If (All Conditions are True) then do (Then Actions) else do (Else Actions)





If - Conditions






((Target unit of ability being cast) belongs to an ally of (Owner of (Casting unit))) Equal to False





Then - Actions






Unit - Cause (Casting unit) to damage (Target unit of ability being cast), dealing 50.00 damage of attack type Spells and damage type Normal





Else - Actions






Do nothing




Unit - Order (Casting unit) to Night Elf Warden - Blink ((Position of (Target unit of ability being cast)) offset by 33.00 towards ((Facing of (Target unit of ability being cast)) + 180.00) degrees)



Else - Actions


If (All Conditions are True) then do (Then Actions) else do (Else Actions)



If - Conditions




(Ability being cast) Equal to Blink



Then - Actions




Wait 0.01 game-time seconds




Unit - Remove Blink from (Casting unit)



Else - Actions
Blink Strike

Events


Unit - A unit Starts the effect of an ability

Conditions


(Ability being cast) Equal to Blink Strike

Actions


Set TempPoint = (Position of (Target unit of ability being cast))


Special Effect - Create a special effect at TempPoint using Abilities\Spells\Human\ThunderClap\ThunderClapCaster.mdl


Special Effect - Destroy (Last created special effect)


Unit - Move (Triggering unit) instantly to TempPoint, facing TempPoint


If (All Conditions are True) then do (Then Actions) else do (Else Actions)



If - Conditions




((Target unit of ability being cast) belongs to an enemy of (Owner of (Triggering unit))) Equal to True



Then - Actions




Unit - Cause (Triggering unit) to damage (Target unit of ability being cast), dealing 500.00 damage of attack type Spells and damage type Universal



Else - Actions


Custom script: call RemoveLocation (udg_TempPoint)
Blink Strike

Events


Unit - A unit Starts the effect of an ability

Conditions

Actions


-------- TempCaster and TempTarget are Unit variables --------


Set TempCaster = (Casting unit)


Set TempTarget = (Target unit of ability being cast)


If (All Conditions are True) then do (Then Actions) else do (Else Actions)



If - Conditions




(Ability being cast) Equal to Blink Strike



Then - Actions




Unit - Add Blink to (Casting unit)




Unit - Order (Casting unit) to Night Elf Warden - Blink ((Position of (Target unit of ability being cast)) offset by 33.00 towards ((Facing of (Target unit of ability being cast)) + 180.00) degrees)




If (All Conditions are True) then do (Then Actions) else do (Else Actions)





If - Conditions






((Target unit of ability being cast) belongs to an ally of (Owner of (Casting unit))) Equal to False





Then - Actions






Unit - Cause TempCaster to damage TempTarget, dealing 50.00 damage of attack type Spells and damage type Normal





Else - Actions



Else - Actions


If (All Conditions are True) then do (Then Actions) else do (Else Actions)



If - Conditions




(Ability being cast) Equal to Blink



Then - Actions




Wait 0.01 game-time seconds




Unit - Remove Blink from (Casting unit)



Else - Actions
The above trigger has several issues and potential issues with it:
1) the trigger leaks a point
2) because the trigger moves the unit via an actual blink, there will be a delay before the unit moves. Not only does this guarantee that the damage happens before the movement, but it ALSO leaves you wide open to a bug occurring if your unit gets stunned while trying to cast the blink etc.
3) the triggered damage will be reduced by armor value because the damage type is Normal instead of Universal. Always remember this: when triggering damage, the only 2 damage types that matter are Normal which is reduced by armor and Universal which is not.
4) the unit will face the direction it was facing before, rather than the target of the attack.
Do use the channel ability as he suggested, but don't use an actual blink ability. Instead just create a variable called TempPoint and do this:
Replace the special effect thunderclap with whatever flashy cool thing you want to appear at the actual point you go to.
Blink Strike
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Blink Strike
Actions
Set TempPoint = (Position of (Target unit of ability being cast))
Special Effect - Create a special effect at TempPoint using Abilities\Spells\Human\ThunderClap\ThunderClapCaster.mdl
Special Effect - Destroy (Last created special effect)
Unit - Move (Triggering unit) instantly to TempPoint, facing TempPoint
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Target unit of ability being cast) belongs to an enemy of (Owner of (Triggering unit))) Equal to True
Then - Actions
Unit - Cause (Triggering unit) to damage (Target unit of ability being cast), dealing 500.00 damage of attack type Spells and damage type Universal
Else - Actions
Custom script: call RemoveLocation (udg_TempPoint)
Blink Strike

Events


Unit - A unit Starts the effect of an ability

Conditions

Actions


If (All Conditions are True) then do (Then Actions) else do (Else Actions)



If - Conditions




(Ability being cast) Equal to Blink Strike



Then - Actions




-------- TempCaster and TempTarget are Unit variables --------




Set TempCaster = (Casting unit)




Set TempTarget = (Target unit of ability being cast)




Unit - Add Blink to (Casting unit)




Unit - Order (Casting unit) to Night Elf Warden - Blink ((Position of (Target unit of ability being cast)) offset by 33.00 towards ((Facing of (Target unit of ability being cast)) + 180.00) degrees)



Else - Actions


If (All Conditions are True) then do (Then Actions) else do (Else Actions)



If - Conditions




(Ability being cast) Equal to Blink



Then - Actions




Wait 0.01 game-time seconds




Unit - Remove Blink from (Casting unit)




If (All Conditions are True) then do (Then Actions) else do (Else Actions)





If - Conditions






(TempTarget belongs to an ally of (Owner of TempCaster)) Equal to False





Then - Actions






Unit - Cause TempCaster to damage TempTarget, dealing 50.00 damage of attack type Spells and damage type Normal





Else - Actions



Else - Actions
2) Damage was indeed noticed before the actual blink, (see other reply)
Noone said that it may not be possible for other players to counter you right? So the Stun is kinda not a bug.
The Damage should indeed be on the Blink part of the trigger. (Notice that Ability Being Cast is not Blink Strike any more)
In my trigger, TempPoint is a point. In Wietlol's trigger, TempCaster is a unit and TempTarget is a unit.which variable type is that variable?
Blink Strike

Events


Unit - A unit Starts the effect of an ability

Conditions


(Ability being cast) Equal to Blink Strike

Actions


Set TempPoint = (Position of (Target unit of ability being cast))


Special Effect - Create a special effect at TempPoint using Abilities\Spells\Human\ThunderClap\ThunderClapCaster.mdl


Special Effect - Destroy (Last created special effect)


If (All Conditions are True) then do (Then Actions) else do (Else Actions)



If - Conditions




((Target unit of ability being cast) belongs to an enemy of (Owner of (Triggering unit))) Equal to True



Then - Actions




Unit - Cause (Triggering unit) to damage (Target unit of ability being cast), dealing 500.00 damage of attack type Spells and damage type Universal



Else - Actions


Unit - Pause (Triggering unit)


Unit - Move (Triggering unit) instantly to TempPoint, facing TempPoint


Unit - Unpause (Triggering unit)


Custom script: call RemoveLocation (udg_TempPoint)
Set TempPoint2 = (TempPoint offset by -100.00 towards (Facing of (Target unit of ability being cast)) degrees)
Set TempPoint2 = (TempPoint offset by 100.00 towards (Random angle) degrees)
Animation - Change (Triggering unit)'s animation speed to 300.00% of its original speed
Unit - Make (Triggering unit) face TempPoint over 0.00 seconds
Animation - Play (Triggering unit)'s attack animation
Wait 0.20 game-time seconds
Animation - Change (Triggering unit)'s animation speed to 100.00% of its original speed
Animation - Reset (Triggering unit)'s animation
When referencing things multiple times, (Triggering Unit, etc.) store them into a variable. Variables are faster than functions.
i have a problem with the blink behind target, when i changed the point you move instantly to PointTemp2 the hero teleport to the center of the map![]()
Blink Strike

Events


Unit - A unit Starts the effect of an ability

Conditions


(Ability being cast) Equal to Blink Strike 1

Actions


Set TempPoint2 = (TemPoint offset by -100.00 towards (Facing of (Target unit of ability being cast)) degrees)


Set TemPoint = (Position of (Target unit of ability being cast))


Set CasterPoint = (Position of (Triggering unit))


Special Effect - Create a special effect at CasterPoint using Abilities\Spells\NightElf\Blink\BlinkCaster.mdl


Special Effect - Destroy (Last created special effect)


If (All Conditions are True) then do (Then Actions) else do (Else Actions)



If - Conditions




((Target unit of ability being cast) belongs to an enemy of (Owner of (Triggering unit))) Equal to True



Then - Actions




Unit - Cause (Triggering unit) to damage (Target unit of ability being cast), dealing ((Real((Agility of (Triggering unit) (Include bonuses)))) x 4.50) damage of attack type Spells and damage type Universal



Else - Actions


Unit - Pause (Triggering unit)


Unit - Move (Triggering unit) instantly to TempPoint2, facing TemPoint


Unit - Unpause (Triggering unit)


Custom script: call RemoveLocation (udg_TemPoint)
