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Fade Step
An unique technique that allows the Warden to escape from the battles. Rapidly steps back evading attacks and spells.
Level 1: 300 Range back.
Level 2: 350 Range back.
Level 3: 400 Range back.
Init
Events
Map initialization
Conditions
Actions
Set TempPoint = (Center of (Playable map area))
Unit - Create 1 Fade for Neutral Passive at TempPoint facing 0.00 degrees
-------- First copy the dummy units then the buffs and abilities. After that copy the triggers and make sure it automatically generate new variables. --------
Fade Step
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Fade Step
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
FSHas[FSLastRecycled] Equal to True
Then - Actions
Set FSMax = (FSMax + 1)
Set FSIndex = FSMax
Else - Actions
Set FSIndex = FSLastRecycled
Set FSLastRecycled = FSRecycledList[FSLastRecycled]
Set FSCaster[FSIndex] = (Triggering unit)
Set FSCasterPoint[FSIndex] = (Position of FSCaster[FSIndex])
Set FSDistance[FSIndex] = 0.00
Set FSMaxDistance[FSIndex] = (250.00 + (50.00 x (Real((Level of Fade Step for FSCaster[FSIndex])))))
Custom script: set udg_FSDummyGroup[udg_FSIndex] = CreateGroup()
-------- --------------------- --------
-------- Time needed to travel this distance. --------
-------- --------------------- --------
-------- If you change this don't forget to change the ability's buff duration too. --------
-------- --------------------- --------
Set FSTime = 0.40
Set FSMove[FSIndex] = (FSMaxDistance[FSIndex] / (FSTime / 0.03))
Set FSFade[FSIndex] = (100.00 / (FSMaxDistance[FSIndex] / FSMove[FSIndex]))
Set FSFadeC[FSIndex] = (100.00 - FSFade[FSIndex])
Set FSFace[FSIndex] = (Facing of FSCaster[FSIndex])
Set FSHas[FSIndex] = True
Set FSCount = (FSCount + 1)
Unit - Add Hidden to FSCaster[FSIndex]
Set TempPoint = (Position of FSCaster[FSIndex])
Unit - Create 1 Fade for (Triggering player) at TempPoint facing FSFace[FSIndex] degrees
Unit - Add Fade Step DUMMY to (Last created unit)
Unit - Order (Last created unit) to Orc Troll Berserker - Berserk
Animation - Change FSCaster[FSIndex]'s vertex coloring to (100.00%, 100.00%, 100.00%) with FSFade[FSIndex]% transparency
Animation - Change FSDummy[FSIndex]'s vertex coloring to (100.00%, 100.00%, 100.00%) with FSFade[FSIndex]% transparency
Animation - Change FSDummy[FSIndex]'s animation speed to 150.00% of its original speed
Animation - Play FSDummy[FSIndex]'s slam animation
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Fade Step Loop <gen> is on) Equal to False
Then - Actions
Trigger - Turn on Fade Step Loop <gen>
Trigger - Turn on Dummy Removal <gen>
Else - Actions
Fade Step Loop
Events
Time - Every 0.03 seconds of game time
Conditions
Actions
For each (Integer FSInteger) from 0 to FSMax, do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
FSHas[FSInteger] Equal to True
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
FSDistance[FSInteger] Less than FSMaxDistance[FSInteger]
Then - Actions
Set TempPoint = (Position of FSCaster[FSInteger])
Set FSDistance[FSInteger] = (FSDistance[FSInteger] + FSMove[FSInteger])
Set TempPoint2 = (TempPoint offset by FSMove[FSInteger] towards (FSFace[FSInteger] + 180.00) degrees)
Set FSFadeC[FSInteger] = (FSFadeC[FSInteger] - FSFade[FSInteger])
Unit - Create 1 Fade for Neutral Passive at TempPoint facing FSFace[FSInteger] degrees
Unit - Add Fade to (Last created unit)
Unit - Order (Last created unit) to Orc Blademaster - Wind Walk
Unit - Add a 0.60 second Generic expiration timer to (Last created unit)
Animation - Change FSCaster[FSInteger]'s vertex coloring to (100.00%, 100.00%, 100.00%) with FSFadeC[FSInteger]% transparency
Animation - Change FSDummy[FSInteger]'s vertex coloring to (100.00%, 100.00%, 100.00%) with FSFadeC[FSInteger]% transparency
Set TempGroup = (Units within 125.00 of TempPoint2 matching ((((Matching unit) is A flying unit) Equal to False) and (((Matching unit) Not equal to FSCaster[FSInteger]) and (((Matching unit) is alive) Equal to True))))
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(TempGroup is empty) Equal to True
Then - Actions
Unit - Move FSCaster[FSInteger] instantly to TempPoint2
Else - Actions
Unit - Turn collision for FSCaster[FSInteger] Off
Unit - Move FSCaster[FSInteger] instantly to TempPoint2
Unit - Turn collision for FSCaster[FSInteger] On
Unit - Move FSDummy[FSInteger] instantly to TempPoint2
Animation - Change FSCaster[FSInteger]'s animation speed to 100.00% of its original speed
Animation - Change FSCaster[FSInteger]'s vertex coloring to (100.00%, 100.00%, 100.00%) with 0.00% transparency
Animation - Play FSCaster[FSInteger]'s stand animation
Set FSHas[FSInteger] = False
Set FSCount = (FSCount - 1)
Set FSRecycledList[FSInteger] = FSLastRecycled
Set FSLastRecycled = FSInteger
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
FSCount Equal to 0
Then - Actions
Set FSMax = 0
Set FSLastRecycled = 0
Set FSRecycledList[0] = 0
Trigger - Turn off (This trigger)
Else - Actions
Else - Actions
Special thanks to Maker for the hidden spell book idea.
v 1.7
complete change and optimization v 1.6
minor fixes v 1.5
fixed system bug
little efficiency improvement v 1.4
rewritten indexing v 1.3
added extra configurable
added little comments for the begginer's in triggers v 1.2
added hidden spellbook with evasion, spell shield and spell dmg reduce v 1.1
minor fixes
If you like it please vote for approval.
Also what do you think? Is the effect better without the caster's slam animation?
Maker, Fade Step v1.7, 23rd Dec
Good ability with some originality.
Maker, Fade Step v1.7, 22nd Dec
You could list the stats per each level in learn tooltip
The indexing works, but you could look into dynamic indexing. There's a...
I suggest the object editor Fade Step Immune ability to be an item ability instead, so it won't show up and at the same time, the ability effect will still be there.
An unique technique that allows the Warden to escape from the battles. During this motion the Warden takes no damage.
Level 1: 300 Range.
Level 2: 350 Range.
Level 3: 400 Range.
Heh I forgot it there when I tried to make a new recycling system ~.~
edit: If you think it's good please vote for approval.
edit: well FSGet is needed to prevent the overrun, without it the trigger starts with an index with the value of FSMax laso if you cast it more than one time it increases the FSMax so it's required ~.~
I Like the spell instead of spell immunity, the warden could go to Invunerable rather than spell immune since, the spell immune icon shows at heros Spell inventory and that can be problem for some users.
You could use evasion with 100% chance. Normal attacks would miss but enemies keep attacking it. Spells would still be lethal but you could give him magic reduction.
Use a hidden spell book. Give the spell book Evasion, Spell Shield, Spell Damage Reduction. Use item abilities as base. No icons are shown, and the unit won't get stunned or take damage from normal attacks or spells, but can still be targeted by them.
There's an item ability called spell book. Copy and paste it. Then copy and paste the desired passive abilities. In the spell book, there's data - spell list. Add the passive abilities there. Then disable the spell book:
For each (Integer A) from 1 to 16, do (Actions)
Loop - Actions
Player - Disable Spell Book for (Player((Integer A)))
The spell book icon won't show up. Passive abilities in a spell book won't show up, but still work.
Very nice indeed, just add some kind of pathing checker because atm it's possible to land on trees/destrucables/doodads and boundry. It's also possible to "Fade" out of map boundry's
EDIT: And the slam animation will probably only look good on Warden but idk.
Well the spell looks nice but It won't play the animation if the unit moves. If it is standing it works fine. Also maybe it should deal slight damage to all units on its way? Fix the pathing, its kinda annyoing to get stuck in trees.
Oooookay, pathing is fixed, I just forgot to add a condition ~.~
@Axaron Well, I can add a "ghost" dummy that always play the animation and the caster just move back. And this is an escape spell ~.~ But you can add damage by a simple pick unit group func.
Oooookay, pathing is fixed, I just forgot to add a condition ~.~
@Axaron Well, I can add a "ghost" dummy that always play the animation and the caster just move back. And this is an escape spell ~.~ But you can add damage by a simple pick unit group func.
@bladerdog
first import the dummies then the buffs then the abilities then the triggers and make sure you turned on "automatic generate new variables" option in WE
also check the triggers because sometimes at copy it changes the ordered abilities/units
use 'call DestroyTrigger(GetTriggeringTrigger())' at the end of triggers that you only use once, like example map initialization as I take it as a leak and will make your spell more efficient
This is a nice spell. The way the hero moves and how the image of the hero blurrs behind the hero looks cool. But when i was spamming the skill i heard the warden scream(like when she dies).+rep for this spell.
Great Spell I like the effects, and the idea of it, but would it be possible to use this spell with a different model like blade master, or something.
+rep nice work =)
Great Spell I like the effects, and the idea of it, but would it be possible to use this spell with a different model like blade master, or something.
+rep nice work =)
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