- Fade1
- Events
- Unit - A unit Starts the effect of an ability
- Conditions
- Ability being cast Equal to X
- Actions
- Set Position1 = (Position of (Triggering unit))
- Set Position2 = (Target point of ability being cast)
- Unit - Create 1 Dummy for (Owner of (Triggering unit)) at Position1 facing (Facing angle of (Triggering unit))
- Custom script: SetUnitX(GetTriggerUnit(), GetLocationX(udg_Position2))
- Custom script: SetUnitY(GetTriggerUnit(), GetLocationY(udg_Position2))
- Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
- Unit - Add MarkAbility to (Last created unit)
- Trigger - Turn on Untitled Trigger 002 <gen>
- Custom script: call RemoveLocation (udg_Position1)
- Custom script: call RemoveLocation (udg_Position2)
Base the ability off Channel (Or the blink itself, but without the "Move unit action"), create a dummy unit of your hero, with the Locust and Invulnerable abilities and Pathing - Collision Size to 0. Then, create it at the position of the caster.
- Untitled Fade2
- Events
- Time - Every 0.05 seconds of game time
- Conditions
- Actions
- Unit Group - Pick every unit in (Units in (Playable map area) matching ((Level of MarkAbility for (Matching unit)) Greater than or Equal to 1))
- If - Conditions
- (Custom value of (Picked unit)) equal to 100
- Then - Actions
- Unit - Set custom value of (Picked unit) to ((Set custom value of (Picked unit)) + 5)
- Animation - Change (Picked unit)'s vertex coloring to (100.00%, 100.00%, 100.00%) with (Real(custom value of (Picked unit)))% transparency
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Else - Actions