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Make a dummy unit channel it.
Cast
Events -

Unit - A Unit starts the effect of an ability
Conditions -

(Ability being Cast) equal to your ability
Actions -

Set BBV_I = BBV_I + 1

Set temp_loc = Postion of (Triggering Unit)

Unit - Create 1 dummy at temp_loc facing 0.00 degrees

Set BBV_U[BBV_I] = (Last Created Unit)

Unit - Order BBV_U[BBV_I] to BigBadVoodoo

Unit - Add (Spell Duration) to BBV_U[BBV_I]

Trigger - Turn On (Loop)

Custom script: call RemoveLocation(udg_temp_loc)

set BBV_C[BBV_I] = (Triggering Unit)

Set BBV_B[BBV_I] = True

Unit - Make BBV_C[BBV_I] Invulnerable
Loop
Events -

Time - every 0.03 of game time
Conditions -
Actions -

Set temp_Int = BBV_I

For Each integer BBV_II from 1 to BBV_I do actions


loop -



if then else




if -





( ((BBV_U[BBV_II] is Dead) equal to true) Or ((BBV_B[BBV_II]) equal to false)




then





Set BBV_B[BBV_II] = false





Set temp_Int = temp_Int - 1





Unit - Make BBV_C[BBV_II] Vulnerable




else





Set temp_loc = Postion of BBV_C[BBV_II]





Custom script: SetUnitX(udg_BBV_U[BBV_II], GetLocationX(udg_temp_loc)





Custom script: SetUnitY(udg_BBV_U[BBV_II], GetLocationY(udg_temp_loc)

if then else


if -



(temp_Int) equal to 0


then



Set BBV_I = 0



Trigger - Turn Off (This Trigger)



else
However that will give up it's only weakness - even the hero who casts it will be invulnerable, as the caster in this case would ultimately be a dummy unit.
lol?@Jad congrats! That invulnerability will last for 0.03 seconds, or will actually never happen. You don't have a counter. Nor expiration timer.
What? I did not see any custom script nor GUI action there making the dummy expire. Unless you have a third eye, which I don't.he use expiration to dummy
Unit - Add (Spell Duration) to BBV_U[BBV_I]
This is very badly handled.
Cast
Events -
Unit - A Unit starts the effect of an ability
Conditions -
(Ability being Cast) equal to your ability
Actions -
Set BBV_I = BBV_I + 1
Set temp_loc = Postion of (Triggering Unit)
Unit - Create 1 dummy at temp_loc facing 0.00 degrees
Set BBV_U[BBV_I] = (Last Created Unit)
Unit - Order BBV_U[BBV_I] to BigBadVoodoo
Unit - Add (Spell Duration) to BBV_U[BBV_I]
Trigger - Turn On (Loop)
Custom script: call RemoveLocation(udg_temp_loc)
set BBV_C[BBV_I] = (Triggering Unit)
Set BBV_B[BBV_I] = True
Unit - Make BBV_C[BBV_I] Invulnerable
Loop
Events -
Time - every 0.03 of game time
Conditions -
Actions -
Set temp_Int = BBV_I
For Each integer BBV_II from 1 to BBV_I do actions
loop -
if then else
if -
( ((BBV_U[BBV_II] is Dead) equal to true) Or ((BBV_B[BBV_II]) equal to false)
then
Set BBV_B[BBV_II] = false
Set temp_Int = temp_Int - 1
Unit - Make BBV_C[BBV_II] Vulnerable
else
Set temp_loc = Postion of BBV_C[BBV_II]
Custom script: SetUnitX(udg_BBV_U[BBV_II], GetLocationX(udg_temp_loc)
Custom script: SetUnitY(udg_BBV_U[BBV_II], GetLocationY(udg_temp_loc)
if then else
if -
(temp_Int) equal to 0
then
Set BBV_I = 0
Trigger - Turn Off (This Trigger)
else
For each (Integer LoopA) from 1 to 3, do (Actions)

Loop - Actions


For each (Integer LoopB) from 1 to 5, do (Actions)



Loop - Actions
Voodoo

Events


Unit - A unit Starts the effect of an ability

Conditions


(Ability being cast) Equal to Big Bad Voodoo

Actions


Set Max_Index = (Max_Index + 1)


Set Caster[Max_Index] = (Triggering unit)


Set TempPoint = (Position of Caster[Max_Index])


Unit - Create 1 Dummy for (Owner of Caster[Max_Index]) at TempPoint facing Default building facing degrees


Set Dummy[Max_Index] = (Last created unit)


Unit - Add a 10.00 second Generic expiration timer to Dummy[Max_Index]


Unit - Order Dummy[Max_Index] to Orc Shadow Hunter - Big Bad Voodoo


Custom script: call RemoveLocation(udg_TempPoint)


Unit - Make Caster[Max_Index] Invulnerable


If (All Conditions are True) then do (Then Actions) else do (Else Actions)



If - Conditions




Max_Index Equal to 1



Then - Actions




Trigger - Turn on Voodoo Loop <gen>



Else - Actions
Voodoo Loop

Events


Time - Every 0.03 seconds of game time

Conditions

Actions


For each (Integer Current_Index) from 1 to Max_Index, do (Actions)



Loop - Actions




If (All Conditions are True) then do (Then Actions) else do (Else Actions)





If - Conditions






(Dummy[Current_Index] is dead) Equal to True





Then - Actions






Unit - Make Caster[Current_Index] Vulnerable






Set Caster[Current_Index] = Caster[Max_Index]






Set Caster[Max_Index] = No unit






Set Dummy[Current_Index] = Dummy[Max_Index]






Set Dummy[Max_Index] = No unit






Set Current_Index = (Current_Index - 1)






Set Max_Index = (Max_Index - 1)






If (All Conditions are True) then do (Then Actions) else do (Else Actions)







If - Conditions








Max_Index Equal to 0







Then - Actions








Trigger - Turn off (This trigger)







Else - Actions





Else - Actions






Custom script: call SetUnitX(udg_Dummy[udg_Current_Index], GetUnitX(udg_Caster[udg_Current_Index])






Custom script: call SetUnitY(udg_Dummy[udg_Current_Index], GetUnitY(udg_Caster[udg_Current_Index])
Custom script: call SetUnitX(udg_Dummy[udg_Current_Index], GetUnitX(udg_Caster[udg_Current_Index]))
Custom script: call SetUnitY(udg_Dummy[udg_Current_Index], GetUnitY(udg_Caster[udg_Current_Index]))
