Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
The idea came while playing Megaman X8
-----------------------------------------------------------------------------------
Hero makes the move to a single speed according to the angle at which you are, cause 75/150/225/300 damage, 15/20/25/30 speed and 150/200/250/300 max range, also make your hero invisible and affected units cannot attack momentarily.
Invisibility duration: 10 seconds.
Off attack duration: 1.5 seconds.
Triggers:
Dash Settings
Events
Map initialization
Conditions
Actions
Set Dash_Ability = Dash
Set Dash_DummyAbility = Dash (Off attack)
Set Dash_DummyEffect = Dummy (Dash)
Set Dash_DummyOffAttack = Dummy (Off attack)
Set Dash_AttackType = Spells
Set Dash_DamageType = Normal
-------- as a normal effect set this to 2 (don't change this to more or you get not good effect :/) --------
Set Dash_Limit_N = 2
Dash
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Dash_Ability
Actions
Set Dash_M_Index = (Dash_M_Index + 1)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Dash_M_Index Equal to 1
Then - Actions
Trigger - Turn on Dash Loop <gen>
Else - Actions
Set Dash_Limit[Dash_M_Index] = Dash_Limit_N
Set Dash_Caster[Dash_M_Index] = (Triggering unit)
Set Dash_Angle[Dash_M_Index] = (Facing of Dash_Caster[Dash_M_Index])
Set Dash_Ability_Level[Dash_M_Index] = (Level of Dash_Ability for Dash_Caster[Dash_M_Index])
Set Dash_Damage[Dash_M_Index] = (75.00 x (Real(Dash_Ability_Level[Dash_M_Index])))
Set Dash_Speed[Dash_M_Index] = (10.00 + (5.00 x (Real(Dash_Ability_Level[Dash_M_Index]))))
Set Dash_Distance[Dash_M_Index] = (10 + (5 x Dash_Ability_Level[Dash_M_Index]))
Unit - Turn collision for Dash_Caster[Dash_M_Index] Off
Dash Loop
Events
Time - Every 0.03 seconds of game time
Conditions
Actions
For each (Integer Dash_C_Index) from 1 to Dash_M_Index, do (Actions)
Loop - Actions
Set Dash_Distance[Dash_C_Index] = (Dash_Distance[Dash_C_Index] - 1)
Set Dash_Point1[Dash_C_Index] = (Position of Dash_Caster[Dash_C_Index])
Set Dash_Point2[Dash_C_Index] = (Dash_Point1[Dash_C_Index] offset by Dash_Speed[Dash_C_Index] towards Dash_Angle[Dash_C_Index] degrees)
Unit - Move Dash_Caster[Dash_C_Index] instantly to Dash_Point2[Dash_C_Index]
Set Dash_Limit[Dash_C_Index] = (Dash_Limit[Dash_C_Index] - 1)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Dash_Limit[Dash_C_Index] Equal to 0
Then - Actions
Set Dash_Limit[Dash_C_Index] = Dash_Limit_N
Unit - Create 1 Dash_DummyEffect for (Owner of Dash_Caster[Dash_C_Index]) at Dash_Point2[Dash_C_Index] facing (Facing of Dash_Caster[Dash_C_Index]) degrees
Set Dash_Dummy = (Last created unit)
Unit - Add a 0.40 second Generic expiration timer to Dash_Dummy
Animation - Change Dash_Dummy's vertex coloring to (100.00%, 100.00%, 100.00%) with 50.00% transparency
Animation - Play Dash_Dummy's walk animation
Set Dash_Dummy = No unit
Else - Actions
Animation - Play Dash_Caster[Dash_C_Index]'s walk animation
Set Dash_Group = (Units within 150.00 of Dash_Point2[Dash_C_Index] matching (((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is Magic Immune) Equal to False) and ((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an enemy of
Unit Group - Pick every unit in Dash_Group and do (Actions)
Loop - Actions
Set Dash_Picked_Unit = (Picked unit)
Unit - Cause Dash_Caster[Dash_C_Index] to damage Dash_Picked_Unit, dealing Dash_Damage[Dash_C_Index] damage of attack type Dash_AttackType and damage type Dash_DamageType
Set Dash_Point_Off_attack[Dash_C_Index] = (Position of Dash_Picked_Unit)
Unit - Create 1 Dash_DummyOffAttack for (Owner of Dash_Caster[Dash_C_Index]) at Dash_Point_Off_attack[Dash_C_Index] facing Default building facing (270.0) degrees
Set Dash_Dummy = (Last created unit)
Special Effect - Create a special effect at Dash_Point_Off_attack[Dash_C_Index] using Abilities\Spells\Other\Stampede\StampedeMissileDeath.mdl
Special Effect - Destroy (Last created special effect)
Unit - Add Dash_DummyAbility to Dash_Dummy
Unit - Order Dash_Dummy to Neutral Pandaren Brewmaster - Drunken Haze Dash_Picked_Unit
Unit - Add a 0.75 second Generic expiration timer to Dash_Dummy
Unit Group - Add Dash_Picked_Unit to Dash_GroupCheck
12th Dec 2015
IcemanBo: Too long as NeedsFix. Rejected.
Dash v1.4 | Reviewed by Maker | 5th Aug 2013
NEEDS FIX
Dash group check variable is not used correctly. You could use a unit group array
Add importing...
as i said b4 if its a variable that is only a temp variable dont use an array simply use tempUnit. Arrays are slightly slower than non arrays. And adding unnecessary variables is inefficient.
as i said b4 if its a variable that is only a temp variable dont use an array simply use tempUnit. Arrays are slightly slower than non arrays. And adding unnecessary variables is inefficient.
about this "Your spell potentially creates tons of units. Try to find a way
to optionally limit the number of units created"
i think this is not necessary, that's part of the effect to make it look good.
about the others already changed and added settings from a new trigger "Settings"
about this "Your spell potentially creates tons of units. Try to find a way
to optionally limit the number of units created"
i think this is not necessary, that's part of the effect to make it look good.
about the others already changed and added settings from a new trigger "Settings"
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.