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Fade Step v1.7

Submitted by Marsal
This bundle is marked as approved. It works and satisfies the submission rules.
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
      • Unit - Add Hidden to (Last created unit)
      • Unit - Add Fade to (Last created unit)
      • Unit - Explode (Last created unit)
      • Custom script: call RemoveLocation (udg_TempPoint)
      • For each (Integer A) from 1 to 12, do (Actions)
        • Loop - Actions
          • Player - Disable Hidden for (Player((Integer A)))
      • -------- 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
      • Set FSDummy[FSIndex] = (Last created unit)
      • Custom script: call RemoveLocation (udg_TempPoint)
      • 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
                  • Custom script: call DestroyGroup(udg_TempGroup)
                  • Custom script: call RemoveLocation (udg_TempPoint)
                  • Custom script: call RemoveLocation (udg_TempPoint2)
                • Else - Actions
                  • Unit - Remove Hidden from FSCaster[FSIndex]
                  • Unit Group - Pick every unit in FSDummyGroup[FSInteger] and do (Unit - Remove (Picked unit) from the game)
                  • Custom script: call DestroyGroup(udg_FSDummyGroup[udg_FSInteger])
                  • Unit - Remove FSDummy[FSInteger] from the game
                  • Custom script: call RemoveLocation (udg_FSCasterPoint[udg_FSInteger])
                  • 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.

Changelog
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?

Keywords:
motion, blur, evade, immune, spell, speed, fast, instant,
Contents

Just another Warcraft III map (Map)

Reviews
Moderator
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...
  1. Marsal

    Marsal

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    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.

    edit: ghost dummy added
     
    Last edited: Apr 16, 2011
  2. bladerdog

    bladerdog

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    it is about the spells how do you import them??
     
  3. Axarion

    Axarion

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    Looks better now :) And please don't try to explain me such basicsthings. You made me laugh :p

    http://www.hiveworkshop.com/forums/trigger-gui-editor-tutorials-279/spells-importing-tutorial-7335/
     
  4. Marsal

    Marsal

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    Okay okay, ~.~

    @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
     
  5. xorkatoss

    xorkatoss

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    awesome spell man!! 5/5 :thumbs_up:

    offtopic:[b/]
    is it me or does the warden do a backflip when dashing back?
     
  6. Marsal

    Marsal

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    backflip? the spell creates a ghost dummy that do a jump and spin animation
     
  7. SA Dashie

    SA Dashie

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    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:)
     
  8. RakEnRoL

    RakEnRoL

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    As far as I remember, I already did test this spell before. So I'm going to rate it based on my previous tests.

    Rating: 4/5
    The spell is clean and smooth
    It is really cool
    Good choice of effects
    Looks deadly
    MUI and Leakless
     
  9. nafre

    nafre

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    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.
     
  10. Donate_Xxx

    Donate_Xxx

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    This spell is very nice! 5/5
     
  11. RoyalLich

    RoyalLich

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    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 =)
     
  12. RoyalLich

    RoyalLich

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    It looks fine to me I just tested it =)
    And its going right on to my map.
     
    Last edited: Mar 18, 2012
  13. jolelele

    jolelele

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    Looks amazing. Im gonna use the shit out of this.