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The hero becomes swift increasing her movement speed, allowing her to walk through units and giving 50% chance to evade an attack. In addition, enemies near the hero takes minor damage.
Level 1: MS increase: 20% AoE damage: 33.33*/sec
Level 2: MS increase: 40% AoE damage: 66.66*/sec
Level 3: MS increase: 60% AoE damage: 100/sec
Init
Events
Map initialization
Conditions
Actions
Set TempPoint = (Center of (Playable map area))
Unit - Create 1 Footman 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. --------
Swiftness
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Swiftness
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
SnHas[SnLastRecycled] Equal to True
Then - Actions
Set SnMax = (SnMax + 1)
Set SnIndex = SnMax
Else - Actions
Set SnIndex = SnLastRecycled
Set SnLastRecycled = SnRecycledList[SnLastRecycled]
Set SnCaster[SnIndex] = (Triggering unit)
Set SnTimer[SnIndex] = (5.00 + (5.00 x (Real((Level of Swiftness for SnCaster[SnIndex])))))
Unit - Add Hidden to SnCaster[SnIndex]
Set SnDamage[SnIndex] = (Real((Level of Swiftness for SnCaster[SnIndex])))
Set SnEffectCounter[SnIndex] = 0
Set SnHas[SnIndex] = True
Set SnCount = (SnCount + 1)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Swiftness Loop <gen> is on) Equal to False
Then - Actions
Trigger - Turn on Swiftness Loop <gen>
Trigger - Turn on Dummy Removal <gen>
Else - Actions
Swiftness Loop
Events
Time - Every 0.03 seconds of game time
Conditions
Actions
For each (Integer SnInteger) from 0 to SnMax, do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
SnHas[SnInteger] Equal to True
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
SnTimer[SnInteger] Greater than 0.00
(SnCaster[SnInteger] is alive) Equal to True
Then - Actions
Set SnTimer[SnInteger] = (SnTimer[SnInteger] - 0.03)
Set SnEffectCounter[SnInteger] = (SnEffectCounter[SnInteger] + 1)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(SnEffectCounter[SnInteger] mod 2) Equal to 0
Then - Actions
Set TempPoint = (Position of SnCaster[SnInteger])
Unit - Create 1 Fade for Neutral Passive at TempPoint facing (Facing of SnCaster[SnInteger]) degrees
Animation - Change (Last created unit)'s animation speed to 50.00% of its original speed
Animation - Play (Last created unit)'s slam animation
Unit - Add Fade to (Last created unit)
Unit - Order (Last created unit) to Orc Blademaster - Wind Walk
Unit - Add a 0.75 second Generic expiration timer to (Last created unit)
Custom script: set bj_wantDestroyGroup = true
Unit Group - Pick every unit in (Units within 200.00 of TempPoint matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an enemy of (Owner of SnCaster[SnInteger])) Equal to True)))) and do (Actions)
Loop - Actions
Unit - Cause SnCaster[SnInteger] to damage (Picked unit), dealing SnDamage[SnInteger] damage of attack type Spells and damage type Normal
12th Dec 2015
IcemanBo: Too long as NeedsFix. Rejected.
Maker, Swiftness v1.0, 22nd Dec
Typically abilities in WC3 do not inflict damage as often as once per 0.06 seconds
The spell creates 167 dummies per cast at level 1. That is simply too...
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