Variables
Blink_Strike_Caster. Unit(Array) <- Will Be Caster
Blink_Strike_Target. Unit(Array) <- Will be Target Of Caster
TempLoc00, Point(Array) <- Will Be Where You Teleport To
AbilityLevel, Real(Array) <- Will Determine Level Of Blink Strike
BlinkDamage, Real(Array) <- Will Determine Damage Delt
First
Make the Ability, you can use alot of differant abilities, just make sure you make its "Targets Allowed" to the correct setting.
Then make an ability event.
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Events
Unit - A unit Starts the effect of an ability
Second
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Conditions
(Ability being cast) Equal to Blink Strike
Third, Now you need to start creating variables. i will walk you through it inside of the actions.
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Actions
-------- Sets Caster in a Variable --------
Set Blink_Strike_Caster[1] = (Casting unit)
-------- Sets Target in a Variable --------
Set Blink_Strike_Target[1] = (Target unit of ability being cast)
-------- Sets Location in a Variable --------
Set TempLoc00[1] = (Position of (Target unit of ability being cast))
-------- Sets Ability Level in a Variable --------
Set AbilityLevel[1] = (Real((Level of Blink Strike for Blink_Strike_Caster[1]))) This is used when you want your ability to deal damage based on the level of the ability.
-------- Sets Damage in a Variable --------
Set Blink_Damage[1] = 30.00
-------- Start the Spell --------
Animation - Play Blink_Strike_Caster[1]'s spell animation <--Makes the Spell Look better
Unit - Move Blink_Strike_Caster[1] instantly to TempLoc00[2] <-- Moves Caster To Target
Unit - Cause Blink_Strike_Caster[1] to damage Blink_Strike_Target[1], dealing (AbilityLevel[1] x Blink_Damage[1]) damage of attack type Normal and damage type Normal <-- Damages target dealing 30xThe Level Of the Ability, Ex; Level 1x30=30, Level 2x30=60, Level 3x30=90, Level 4x30=120.
Unit - Order Blink_Strike_Caster[1] to Attack Blink_Strike_Target[1] <-- Makes caster continue atacking the target.
Special Effect - Create a special effect at (Position of Blink_Strike_Target[1]) using Objects\Spawnmodels\Human\HumanBlood\BloodElfSpellThiefBlood.mdl
Animation - Play Blink_Strike_Caster[1]'s attack animation
Custom script: call RemoveLocation(udg_TempLoc00[1]) <-- Removes leaks(removes the stored location)
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Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Blink Strike (Templar)
Actions
-------- Sets Caster in a Variable --------
Set Blink_Strike_Caster[2] = (Casting unit)
-------- Sets Target in a Variable --------
Set Blink_Strike_Target[2] = (Target unit of ability being cast)
-------- Sets Location in a Variable --------
Set TempLoc00[2] = (Position of (Target unit of ability being cast))
-------- Sets Ability Level in a Variable --------
Set AbilityLevel[2] = (Real((Level of Blink Strike for Blink_Strike_Caster[1])))
-------- Sets Damage in a Variable --------
Set Blink_Damage[2] = 30.00
Animation - Play Blink_Strike_Caster[2]'s spell animation
Unit - Move Blink_Strike_Caster[2] instantly to TempLoc00[2]
Unit - Cause Blink_Strike_Caster[2] to damage Blink_Strike_Target[2], dealing (AbilityLevel[2] x Blink_Damage[2]) damage of attack type Normal and damage type Normal
Unit - Order Blink_Strike_Caster[2] to Attack Blink_Strike_Target[2]
Special Effect - Create a special effect at (Position of Blink_Strike_Target[2]) using Objects\Spawnmodels\Human\HumanBlood\BloodElfSpellThiefBlood.mdl
Animation - Play Blink_Strike_Caster[2]'s attack animation
Custom script: call RemoveLocation(udg_TempLoc00[2])