- Joined
- Oct 6, 2022
- Messages
- 213
Hello, i'm making a spear skill, the base ability is the Stampede. what i would like to do is to make this spear is when an enemy got hit by it while the spear is moving, the enemy will get stun & knockback by the spear. but i don't know how would i do it here, can you guys able to help me with this one?
Hero's object editor:

Skill time channel cast:

Spear Trigger:
>>Initially On
>>Initially off
Hero's object editor:

Skill time channel cast:

Spear Trigger:
>>Initially On
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Remilia_SEN
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Events
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Unit - A unit Starts the effect of an ability
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Conditions
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(Ability being cast) Equal to []Remilia[] Impaling Spear
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Actions
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Set Remilia_Cast_Unit[6] = (Triggering unit)
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Set Remilia_SEN_IsCasted[1] = False
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Set Remilia_SEN_IsCasted[2] = True
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Set Remilia_SEN_Countdown = 2.90
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Set Remilia_SEN_Point[2] = (Target point of ability being cast)
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Set Remilia_SEN_angle = (Angle from (Position of Remilia_Cast_Unit[6]) to Remilia_SEN_Point[2])
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Set Remilia_SEN_Speed = 100.00
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Set Remilia_SEN_Distance = 0.00
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Set Remilia_SEN_MaxDistance = 900.00
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Set Remilia_KnockDuration = 0.00
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Wait 0.01 seconds
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Unit - Add (Fujiwara) DMG block to Remilia_Cast_Unit[6]
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Unit - For Remilia_Cast_Unit[6], Ability (Fujiwara) DMG block , Disable ability: False, Hide UI: True
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Animation - Play Remilia_Cast_Unit[6]'s attack animation
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Animation - Queue Remilia_Cast_Unit[6]'s stand animation
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Trigger - Turn on Remilia_SENCountdown <gen>
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Remilia_SEN Cancel
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Events
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Unit - A unit Stops casting an ability
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Conditions
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(Ability being cast) Equal to []Remilia[] Impaling Spear
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Actions
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Set Remilia_SEN_IsCasted[1] = False
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Set Remilia_SEN_IsCasted[2] = False
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>>Initially off
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Remilia_SENCountdown
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Events
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Time - Every 0.02 seconds of game time
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Conditions
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Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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Remilia_SEN_IsCasted[1] Equal to False
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Remilia_SEN_IsCasted[2] Equal to True
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Then - Actions
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Set Remilia_SEN_Countdown = (Remilia_SEN_Countdown - 0.10)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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Remilia_SEN_Countdown Equal to 0.00
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Then - Actions
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Set Remilia_SEN_IsCasted[1] = True
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Set Remilia_SEN_IsCasted[2] = True
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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Remilia_SEN_IsCasted[1] Equal to True
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Remilia_SEN_IsCasted[2] Equal to True
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Then - Actions
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Unit - Remove (Fujiwara) DMG block from Remilia_Cast_Unit[6]
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Unit - Remove [][]Fuji[][] DMGblock buff from Remilia_Cast_Unit[6]
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Set Remilia_SEN_OriginPoint = ((Position of Remilia_Cast_Unit[6]) offset by 50.00 towards ((Facing of Remilia_Cast_Unit[6]) + 0.00) degrees)
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Unit - Create 1 Remilia Spear Dummy for (Owner of Remilia_Cast_Unit[6]) at Remilia_SEN_OriginPoint facing (Facing of Remilia_Cast_Unit[6]) degrees
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Animation - Play (Last created unit)'s death animation
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Set Remilia_SEN_Dummy2[2] = (Last created unit)
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Trigger - Turn on Remilia_SENReleased Loop <gen>
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Trigger - Turn off (This trigger)
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Else - Actions
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Else - Actions
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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Remilia_SEN_IsCasted[1] Equal to False
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Remilia_SEN_IsCasted[2] Equal to False
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Then - Actions
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Trigger - Turn off (This trigger)
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Else - Actions
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Remilia_SENReleased Loop
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Events
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Time - Every 0.04 seconds of game time
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Conditions
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Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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Remilia_SEN_Distance Less than or equal to Remilia_SEN_MaxDistance
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Then - Actions
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For each (Integer A) from 1 to 2, do (Actions)
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Loop - Actions
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Unit - Move Remilia_SEN_Dummy2[(Integer A)] instantly to ((Position of Remilia_SEN_Dummy2[(Integer A)]) offset by Remilia_SEN_Speed towards Remilia_SEN_angle degrees), facing Remilia_SEN_angle degrees
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Animation - Play Remilia_SEN_Dummy2[(Integer A)]'s stand animation
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Unit Group - Pick every unit in (Units within 200.00 of (Position of Remilia_SEN_Dummy2[(Integer A)]) matching ((((Matching unit) belongs to an enemy of (Owner of Remilia_Cast_Unit[6])) Equal to True) and (((((Matching unit) is A structure) Equal to False) and (((Matching unit) is alive) Eq and do (Actions)
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Loop - Actions
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Unit - Cause Remilia_SEN_Dummy2[(Integer A)] to damage (Picked unit), dealing (100.00 x (Real((Level of []Remilia[] Impaling Spear for Remilia_Cast_Unit[6])))) damage of attack type Spells and damage type Normal
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Unit - Order (Picked unit) to Stop
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Special Effect - Create a special effect at (Position of (Picked unit)) using war3mapImported\Dota_Effect_lina_longpozhan.mdx
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Special Effect - Set Scale of (Last created special effect) to 0.50
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Special Effect - Destroy (Last created special effect)
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Trigger - Turn on Remilia_SEN Knock Loop <gen>
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Set Remilia_SEN_Distance = (Remilia_SEN_Distance + Remilia_SEN_Speed)
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Else - Actions
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Trigger - Turn off (This trigger)
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For each (Integer A) from 1 to 2, do (Actions)
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Loop - Actions
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Unit - Remove Remilia_SEN_Dummy2[(Integer A)] from the game
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Special Effect - Create a special effect at (Position of Remilia_SEN_Dummy2[(Integer A)]) using war3mapImported\Dota_Effect_lina_longpozhan.mdx
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Special Effect - Set Scale of (Last created special effect) to 0.50
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Special Effect - Destroy (Last created special effect)
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Set Remilia_SEN_Dummy2[(Integer A)] = No unit
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Remilia_SEN Knock Loop
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Events
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Time - Every 0.03 seconds of game time
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Conditions
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Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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And - All (Conditions) are true
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Conditions
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Remilia_KnockDuration Less than or equal to 1.00
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Then - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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Then - Actions
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Special Effect - Create a special effect at (Position of (Picked unit)) using Abilities\Spells\Other\Doom\DoomTarget.mdl
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Special Effect - Destroy (Last created special effect)
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Else - Actions
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Special Effect - Create a special effect at (Position of (Picked unit)) using Abilities\Spells\Items\AIfb\AIfbSpecialArt.mdl
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Special Effect - Destroy (Last created special effect)
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Unit - Move (Picked unit) instantly to ((Position of (Picked unit)) offset by 10.00 towards (Distance between (Position of Remilia_SEN_Dummy2[(Integer A)]) and (Position of (Picked unit))) degrees)
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Set Remilia_KnockDuration = (Remilia_KnockDuration + 0.05)
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Else - Actions
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Unit - Remove Remilia_SEN_Dummy2[(Integer A)] from the game
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Trigger - Turn off (This trigger)
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