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Triple Blink 0.2 [GUI]

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
Spell description:

Assassin dashes through space three times in a short amount of time, damaging units within small radius with the damage equal to her agility (including bonuses). Distance and angle between each dash are randomized to extent.

Distance: Random range between 150 and 400
Angle (Second dash): Random angle between 0 and 90 degrees
Angle (Last dash): Random angle between 90 and 180

Spell is easily configurable and its user-friendly. I've put comment tags almost everywhere to explain what exactly is happening for those who don't have that much experience.


0.2


- Fixed the spell (removed wait/pause)
- Predefined special effect
- Made it more user-friendly



Triggers


  • TB Initialization
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Triple Blink
    • Actions
      • -------- Setting basic perimeters (feel free to edit values to fit your map) --------
      • Set TB_Caster = (Triggering unit)
      • Set TB_TB = Triple Blink
      • Set TB_AoE_DMG = 200
      • Set TB_Damage = (Agility of TB_Caster (Include bonuses))
      • Set TB_Loc[0] = (Target point of ability being cast)
      • -------- Determine the other 2 locations --------
      • Set TB_Loc[1] = (TB_Loc[0] offset by (Random real number between 150.00 and 400.00) towards (Random real number between 0.00 and 90.00) degrees)
      • Set TB_Loc[2] = (TB_Loc[1] offset by (Random real number between 150.00 and 400.00) towards (Random real number between 90.00 and 180.00) degrees)
      • -------- Two additional locations are pretty much randomized depending on those numbers. This gives unpredictable value to the spell which I think is good. --------
      • -------- However, you can change the numbers to specifics, to your liking. --------
      • -------- ----------------------------------------------------------------------------------------------------- --------
      • Set TB_Unit_Owner = (Owner of TB_Caster)
      • Set TB_Enemy_Owner = (All enemies of TB_Unit_Owner)
      • -------- Setting up the Enemy Group --------
      • Set TB_Enemy_Group[0] = (Units within (Real(TB_AoE_DMG)) of TB_Loc[0] matching ((Owner of (Matching unit)) Not equal to TB_Unit_Owner))
      • Set TB_Enemy_Group[1] = (Units within (Real(TB_AoE_DMG)) of TB_Loc[1] matching ((Owner of (Matching unit)) Not equal to TB_Unit_Owner))
      • Set TB_Enemy_Group[2] = (Units within (Real(TB_AoE_DMG)) of TB_Loc[2] matching ((Owner of (Matching unit)) Not equal to TB_Unit_Owner))
      • -------- NOTE: This ability will damage every unit which is not owned by the player. --------
      • -------- Setting Special Effects --------
      • Set TB_Special_Effects[0] = Abilities\Spells\NightElf\FanOfKnives\FanOfKnivesCaster.mdl
      • Set TB_Special_Effects[1] = Abilities\Spells\NightElf\Blink\BlinkTarget.mdl
      • Set TB_Special_Effects[2] = Objects\Spawnmodels\Orc\Orcblood\BattrollBlood.mdl
      • -------- If you want different special effects, simply change the model path. --------
      • Trigger - Turn on TB Loop <gen>
      • -------- Running the actual ability trigger --------


  • TB Loop
    • Events
      • Time - Every 0.03 seconds of game time
    • Conditions
    • Actions
      • Unit - Make TB_Caster Invulnerable
      • -------- We make our hero invincible during the spell cast --------
      • Unit - Move TB_Caster instantly to TB_Loc[0]
      • Special Effect - Create a special effect at TB_Loc[0] using TB_Special_Effects[0]
      • Set TB_SE[0] = (Last created special effect)
      • Special Effect - Create a special effect at TB_Loc[0] using TB_Special_Effects[1]
      • Set TB_SE_Test[0] = (Last created special effect)
      • -------- Special effect (TB_SE_Test[A]) is unrequired and you can delete it if you want --------
      • Unit Group - Pick every unit in TB_Enemy_Group[0] and do (Actions)
        • Loop - Actions
          • Set TB_tempUnit[0] = (Picked unit)
          • Unit - Cause TB_Caster to damage TB_tempUnit[0], dealing (Real(TB_Damage)) damage of attack type Spells and damage type Normal
          • Special Effect - Create a special effect attached to the chest of TB_tempUnit[0] using TB_Special_Effects[2]
          • Set TB_SE_Unit[0] = (Last created special effect)
      • Custom script: call DestroyGroup(udg_TB_Enemy_Group[0])
      • -------- Quick explanation --------
      • -------- First, we move our Hero to the inital point (TB_Loc[0]) --------
      • -------- After that, our hero damages all units within a set group with the designated damage. --------
      • -------- The last one is destryoing the group so it doesn't leak --------
      • -------- We'll do the same thing for two other locations below. --------
      • Unit - Move TB_Caster instantly to TB_Loc[1]
      • Special Effect - Create a special effect at TB_Loc[1] using TB_Special_Effects[0]
      • Set TB_SE[1] = (Last created special effect)
      • Special Effect - Create a special effect at TB_Loc[1] using TB_Special_Effects[1]
      • Set TB_SE_Test[1] = (Last created special effect)
      • Unit Group - Pick every unit in TB_Enemy_Group[1] and do (Actions)
        • Loop - Actions
          • Set TB_tempUnit[1] = (Picked unit)
          • Unit - Cause TB_Caster to damage TB_tempUnit[1], dealing (Real(TB_Damage)) damage of attack type Spells and damage type Normal
          • Special Effect - Create a special effect attached to the chest of TB_tempUnit[1] using TB_Special_Effects[2]
          • Set TB_SE_Unit[1] = (Last created special effect)
      • Custom script: call DestroyGroup(udg_TB_Enemy_Group[1])
      • -------- ---------------------------------------------------------------- --------
      • Unit - Move TB_Caster instantly to TB_Loc[2]
      • Special Effect - Create a special effect at TB_Loc[2] using TB_Special_Effects[0]
      • Set TB_SE[2] = (Last created special effect)
      • Special Effect - Create a special effect at TB_Loc[2] using TB_Special_Effects[1]
      • Set TB_SE_Test[2] = (Last created special effect)
      • Unit Group - Pick every unit in TB_Enemy_Group[2] and do (Actions)
        • Loop - Actions
          • Set TB_tempUnit[2] = (Picked unit)
          • Unit - Cause TB_Caster to damage TB_tempUnit[2], dealing (Real(TB_Damage)) damage of attack type Spells and damage type Normal
          • Special Effect - Create a special effect attached to the chest of TB_tempUnit[2] using TB_Special_Effects[2]
          • Set TB_SE_Unit[2] = (Last created special effect)
      • Custom script: call DestroyGroup(udg_TB_Enemy_Group[2])
      • Unit - Make TB_Caster Vulnerable
      • -------- Now we're removing possible leaks --------
      • For each (Integer A) from 0 to 2, do (Actions)
        • Loop - Actions
          • Special Effect - Destroy TB_SE[(Integer A)]
          • Special Effect - Destroy TB_SE_Test[(Integer A)]
          • Special Effect - Destroy TB_SE_Unit[(Integer A)]
      • Custom script: call RemoveLocation(udg_TB_Loc[0])
      • Custom script: call RemoveLocation(udg_TB_Loc[1])
      • Custom script: call RemoveLocation(udg_TB_Loc[2])






Keywords:
triple blink, dash, assassin spell, agility, stats, damage, GUI
Contents

Triple Blink 0.2 (Map)

Reviews
12th Dec 2015 IcemanBo: Too long as NeedsFix. Rejected. Triple Blink 0.2 | Reviewed by Maker | 14th Sep 2013 NEEDS FIX The spell does not work correctly when more than one unit cast it at the same time, the spell is not MUI...

Rheiko

Spell Reviewer
Level 25
Joined
Aug 27, 2013
Messages
4,121
please make this configureable, so newbie can easily manipulate this spell
-store your ability to a variable
-don't use casting unit (it's not efficient) but use triggering unit instead
-owner of picked unit won't work, you should use matching unit instead
-store unit's owner to a variable
-why you use 'run' action? your loop trigger is periodic timer
-never ever use pause unit action
-store picked unit into a variable "tempunit"
-make the special effect configureable
-never use wait, it's not recommended
-why you use unhide action if you never use hide action before that

This spell is not efficient and not MUI
 
Pretty much everything that Rheiko said is right.

Please read spell submission rules and don't upload spells that are 0.1
Spells should only be uploaded if you think they are done.
Look at my tutorial things a guier should know. The chapter how to index will help you with making your spell MUI. There is a lot of other helpful things in the tutorial that you should look at
 
Level 20
Joined
Aug 13, 2013
Messages
1,696
please make this configureable, so newbie can easily manipulate this spell
-store your ability to a variable
-don't use casting unit (it's not efficient) but use triggering unit instead
-owner of picked unit won't work, you should use matching unit instead
-store unit's owner to a variable
-why you use 'run' action? your loop trigger is periodic timer
-never ever use pause unit action
-store picked unit into a variable "tempunit"
-make the special effect configureable
-never use wait, it's not recommended
-why you use unhide action if you never use hide action before that

This spell is not efficient and not MUI


The apple is right ^^. Agree
 
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