Spell Copy Spell/Sharingan

DiFm

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Sharingan/Copy Spell

By DiFm

GUI/MUI/MPI

The idea of taking advantage of the enemy is an idea we all to often fiddle with. With this spell you take advantage of the enemies spell power and also increasing your own spell power.


The Spell is named Sharingan after an ability in the popular mange "Naruto" While that also gives other attributes this is soley based on the Copy Ability. MAximum possible learned abilities at same time is 5. however I set it to 4.

After the fourth spell is learned the spell you keeped the longest will be replaced. All spells will be removed on deactiviation. However you can just disable the "Removal" trigger if you wanna keep them. This spel is using the Spell Map by Tinki3



Lagless
Leakless
2 Triggers Only
1 Spell Only
MUI
MPI
GUI

Cons:
None so far



Possible Future Updates
Depending on demand.
Store System. (stooring abilities so they will come back when you activate again)
System for Heroes to copy more than 2 spells. Since they ussually have 4 spells it gives them only the ability to copy maximum of 2 spell.


Screenshots serve no purpose in this try it ingame.

Code
Trigger:
  • Sharingan
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
    • Actions
      • Set LeakPoint = (Position of (Triggering unit))
      • Set TempGroup = (Units within 2000.00 of LeakPoint matching (((Matching unit) has buff Sharingan ) Equal to True))
      • For each (Integer A) from 1 to 100, do (Actions)
        • Loop - Actions
      • Unit Group - Pick every unit in TempGroup and do (Actions)
        • Loop - Actions
          • Set MUI_True = False
          • For each (Integer A) from 1 to 100, do (Actions)
            • Loop - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Picked unit) Equal to MUI_User[(Integer A)]
                • Then - Actions
                  • Set MUI_True = True
                  • Set MUI = (Integer A)
                • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • MUI_True Equal to False
            • Then - Actions
              • For each (Integer A) from 1 to 100, do (Actions)
                • Loop - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • (MUI_User[(Integer A)] has buff Sharingan ) Equal to False
                    • Then - Actions
                      • Set MUI = (Integer A)
                    • Else - Actions
            • Else - Actions
          • Set MUI_User[MUI] = (Picked unit)
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Level of (Ability being cast) for MUI_User[MUI]) Less than 1
            • Then - Actions
              • Unit - Remove MUI_Skill4[MUI] from MUI_User[MUI]
              • Set MUI_Skill4[MUI] = MUI_Skill3[MUI]
              • Set MUI_Skill3[MUI] = MUI_Skill2[MUI]
              • Set MUI_Skill2[MUI] = MUI_Skill1[MUI]
              • Set MUI_Skill1[MUI] = (Ability being cast)
              • Unit - Add (Ability being cast) to MUI_User[MUI]
              • Unit - Set level of (Ability being cast) for MUI_User[MUI] to (Level of (Ability being cast) for (Triggering unit))
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Level of (Ability being cast) for (Triggering unit)) Greater than (Level of (Ability being cast) for MUI_User[MUI])
                • Then - Actions
                  • Unit - Set level of (Ability being cast) for MUI_User[MUI] to (Level of (Ability being cast) for (Triggering unit))
                • Else - Actions
      • Custom script: call RemoveLocation (udg_LeakPoint)
      • Custom script: call DestroyGroup(udg_TempGroup)


Trigger:
  • Removal
    • Events
      • Unit - A unit Is issued an order with no target
    • Conditions
      • (Issued order) Equal to (Order(unimmolation))
    • Actions
      • For each (Integer A) from 1 to 100, do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Triggering unit) Equal to MUI_User[(Integer A)]
            • Then - Actions
              • Unit - Remove MUI_Skill1[(Integer A)] from (Triggering unit)
              • Unit - Remove MUI_Skill2[(Integer A)] from (Triggering unit)
              • Unit - Remove MUI_Skill3[(Integer A)] from (Triggering unit)
              • Unit - Remove MUI_Skill4[(Integer A)] from (Triggering unit)
            • Else - Actions


Jesus Christ forgot the most important thing to attach the map.
 

Attachments

  • Copy Spell by DiFm.w3x
    47.2 KB · Views: 390
Sounds nice but, where is the map/spell?
EDIT: Aha didn't see the edit ^^
 
Trigger:
  • Set LeakPoint = (Position of (Triggering unit))

Why do people insist to name their locations LeakPoint?
 
Trigger:
  • Set LeakPoint = (Position of (Triggering unit))

Why do people insist to name their locations LeakPoint?

Maybe becoz they wanna name it for what its used as i named the integer MUI i named the point Leakpoint becoz it nly exist to clear the leak.
 
Maybe becoz they wanna name it for what its used as i named the integer MUI i named the point Leakpoint becoz it nly exist to clear the leak.

Then why isn't your unit group named LeakGroup? :p
 
This spell might cause unpleasant effects on heroes... why? maybe some Ability ID disorder or the X,Y position of the ability on the unit's frame.

To solve this i propose to create a ability named "Copied Ability" or so. When the sharingan user casts it, a dummy in his location casts the stored copied ability.
Pros: Solves the bugs i mentioned before
Cons: i dont know how to specify which ability is stored. Might only work for a maximum of 2 abilities.
 
Trigger:
  • For each (Integer A) from 1 to 100, do (Actions)
    • Loop - Actions

Why? It's in the first trigger, one of the first lines.

You could use a total instead of constantly looping from 0-100.

GUI-MUI code is really ugly. :(
 
Trigger:
  • For each (Integer A) from 1 to 100, do (Actions)
    • Loop - Actions

Why? It's in the first trigger, one of the first lines.

You could use a total instead of constantly looping from 0-100.

GUI-MUI code is really ugly. :(

Pff lol i thought i had gotten rid of that :/ srry that is just pointless


A total? I had that be4 bu i felt what if someone wanna use this in a map with real large number. then if your 5 players and you attack the enemies continously it's quite possible to go over 20 each at the end of the game.


This spell might cause unpleasant effects on heroes... why? maybe some Ability ID disorder or the X,Y position of the ability on the unit's frame.

To solve this i propose to create a ability named "Copied Ability" or so. When the sharingan user casts it, a dummy in his location casts the stored copied ability.
Pros: Solves the bugs i mentioned before
Cons: i dont know how to specify which ability is stored. Might only work for a maximum of 2 abilities.

This is why i typed it in Future uppdates its supposed to be a unit ability for now. I might fix it later and then i propably use a morph ability however it will preven the hero from having other morph abilities. otherwise the hero can have a mximum of 2 spells so far as i mentioned be4.
 
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