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its stormbolt with a very very short stun, and a different missile art.
// Edit to change effect...
constant function AssasinateTarget_String takes nothing returns string
return "Abilities\\Spells\\Other\\AcidBomb\\BottleImpact.mdl"
endfunction
// Edit to match spell casttime...
constant function AssasinateTarget_Duration takes nothing returns real
return 3.00
endfunction
// Don't edit!!!
function AssasinateTarget_Timer takes nothing returns nothing
call DestroyEffect(LoadEffectHandle(udg_AssasinateEffectTable, GetHandleId(GetExpiredTimer()), 0))
call FlushChildHashtable(udg_AssasinateEffectTable, GetHandleId(GetExpiredTimer()))
call DestroyTimer(GetExpiredTimer())
endfunction
// Don't edit!!!
function AssasinateTarget takes player owner, unit target returns nothing
local integer assasinateInt = 0
local string assasinateString = "Doodads\\Terrain\\LOSBlocker\\IntentionallyLeftBlank.mdl"
local timer assasinateTimer = CreateTimer()
local effect assasinateEffect = null
call TimerStart(assasinateTimer, AssasinateTarget_Duration(), false, function AssasinateTarget_Timer)
loop
if IsPlayerAlly(owner, Player(assasinateInt)) then
if GetLocalPlayer() == Player(assasinateInt) then
set assasinateString = AssasinateTarget_String()
endif
endif
exitwhen assasinateInt >= bj_MAX_PLAYERS
set assasinateInt = assasinateInt + 1
endloop
set assasinateEffect = AddSpecialEffectTarget(assasinateString, target, "overhead")
call SaveEffectHandle(udg_AssasinateEffectTable, GetHandleId(assasinateTimer), 0, assasinateEffect)
set assasinateEffect = null
set assasinateTimer = null
endfunction
Set AssasinateEffectTable = Initialize Hashtable
Events

Unit - A Unit Begins Casting an Ability
Conditions

Ability being cast = X
Actions

Custom script: call AssasinateTarget(GetOwningPlayer(GetSpellAbilityUnit()), GetSpellAbilityUnit())
Well,I checked the system,and I don't think that the target effect disappears exactly when the target is hit by the missile of spell like in DotA=)Haven't tested it, but add this to your header,
Add this to your Init TriggerJASS:// Edit to change effect... constant function AssasinateTarget_String takes nothing returns string return "Abilities\\Spells\\Other\\AcidBomb\\BottleImpact.mdl" endfunction // Edit to match spell casttime... constant function AssasinateTarget_Duration takes nothing returns real return 3.00 endfunction // Don't edit!!! function AssasinateTarget_Timer takes nothing returns nothing call DestroyEffect(LoadEffectHandle(udg_AssasinateEffectTable, GetHandleId(GetExpiredTimer()), 0)) call FlushChildHashtable(udg_AssasinateEffectTable, GetHandleId(GetExpiredTimer())) call DestroyTimer(GetExpiredTimer()) endfunction // Don't edit!!! function AssasinateTarget takes player owner, unit target returns nothing local integer assasinateInt = 0 local string assasinateString = "Doodads\\Terrain\\LOSBlocker\\IntentionallyLeftBlank.mdl" local timer assasinateTimer = CreateTimer() local effect assasinateEffect = null call TimerStart(assasinateTimer, AssasinateTarget_Duration(), false, function AssasinateTarget_Timer) loop if IsPlayerAlly(owner, Player(assasinateInt)) then if GetLocalPlayer() == Player(assasinateInt) then set assasinateString = AssasinateTarget_String() endif endif exitwhen assasinateInt >= bj_MAX_PLAYERS set assasinateInt = assasinateInt + 1 endloop set assasinateEffect = AddSpecialEffectTarget(assasinateString, target, "overhead") call SaveEffectHandle(udg_AssasinateEffectTable, GetHandleId(assasinateTimer), 0, assasinateEffect) set assasinateEffect = null set assasinateTimer = null endfunction
And create this trigger
Set AssasinateEffectTable = Initialize Hashtable
PS:
Events
Unit - A Unit Begins Casting an Ability
Conditions
Ability being cast = X
Actions
Custom script: call AssasinateTarget(GetOwningPlayer(GetSpellAbilityUnit()), GetSpellAbilityUnit())
A) This uses the Hashtable variable: AssasinateEffectTabl
B) Change the 2 constant functions' return values, comments say what to do.
It dissapears when the shot is fired, which is more realisticWell,I checked the system,and I don't think that the target effect disappears exactly when the target is hit by the missile of spell like in DotA=)

Why should it be 1.23 compatible? Everyone has 1.24 now, and Garena too, as 70% users are DotA players, that have to update in order to play, and the rest update because they have no reason not to.And ORLYowl, if you want your map to be not only 1.24 compatible but 1.23 also (don't know about older version)then try to avoid hashtables as in this system,but it's good anyway=)
Still there are many users which use 1.23 or even older versions...Some because they don't want to update to 1.24 because many maps don't work on them,some because they don;t have internet to download the patch (Believe me,in the world there are many countries where max. speed is about 50 Kb/sec, and downloading is about 10/15 Kb/sec,I lived in a such one...)It dissapears when the shot is fired, which is more realistic
Why should it be 1.23 compatible? Everyone has 1.24 now, and Garena too, as 70% users are DotA players, that have to update in order to play, and the rest update because they have no reason not to.
