About Refresher Orb in DotA

bLu3_eYeS

New Member
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create a ability based on Spellshield ( Amulet ) give it Cooldown 20 sec , and attribuite it to a item...
 

Nexor

...
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refresher orb refreshes ability cooldowns, spellshield blocks an ability, not the same.

There is a function to refresh every cooldown on a unit
 

bLu3_eYeS

New Member
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ohhh ! xD i remember it...i just ade mistake with the other orb...I'm Writing it ! :)

Make a ability that its cast on yourself when you use it and give it to doo nothing , just make it to be able to be casted. And Attribute it to a item.

Here you go!

Events:
Unit - A unit Starts the effect of an ability
Conditions:
(Ability being cast) Equal to ( YOur Custom Ability )
Actions:
Unit - Reset ability cooldowns for (Triggering unit)
 

jomik

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You have to be a poor scripter to make that non-mui :O or actually a pretty good scripter :O

About this:
ohhh ! xD i remember it...i just ade mistake with the other orb...I'm Writing it ! :)

Make a ability that its cast on yourself when you use it and give it to doo nothing , just make it to be able to be casted. And Attribute it to a item.

Here you go!

Events:
Unit - A unit Starts the effect of an ability
Conditions:
(Ability being cast) Equal to ( YOur Custom Ability )
Actions:
Unit - Reset ability cooldowns for (Triggering unit)

you should do it in
Trigger:
  • tags:
    • Like this:
    • <div class="bbCodeBlock bbCodeBlock--screenLimited bbCodeBlock--code"><div class="bbCodeBlock-title">Trigger:</div><div class="wc3trigger"><ul class="wc3" id="wc3_1">
    • <li class="lastopen"><span class="default">RefreshersOrb</span>
    • <ul>
    • <li class="open"><span class="events">Events</span>
    • <ul>
    • <li class="lasttree"><span class="unit">Unit - A unit Starts the effect of an ability</span></li>
    • </ul>
    • </li>
    • <li class="open"><span class="conditions">Conditions</span>
    • <ul>
    • <li class="lasttree"><span class="default">(Ability being cast) Equal to ( YOur Custom Ability )</span></li>
    • </ul>
    • </li>
    • <li class="lastopen"><span class="actions">Actions</span>
    • <ul>
    • <li class="lasttree"><span class="unit">Unit - Reset ability cooldowns for (Triggering unit)</span></li>
    • </ul>
    • </li>
    • </ul>
    • </li>
    • </ul>
    • </div></div>
 

bLu3_eYeS

New Member
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You have to be a poor scripter to make that non-mui :O or actually a pretty good scripter :O

About this:


you should do it in
Trigger:
  • tags:
    • Like this:
    • <div class="bbCodeBlock bbCodeBlock--screenLimited bbCodeBlock--code"><div class="bbCodeBlock-title">Trigger:</div><div class="wc3trigger"><ul class="wc3" id="wc3_3">
    • <li class="lastopen"><span class="default">RefreshersOrb</span>
    • <ul>
    • <li class="open"><span class="events">Events</span>
    • <ul>
    • <li class="lasttree"><span class="unit">Unit - A unit Starts the effect of an ability</span></li>
    • </ul>
    • </li>
    • <li class="open"><span class="conditions">Conditions</span>
    • <ul>
    • <li class="lasttree"><span class="default">(Ability being cast) Equal to ( YOur Custom Ability )</span></li>
    • </ul>
    • </li>
    • <li class="lastopen"><span class="actions">Actions</span>
    • <ul>
    • <li class="lasttree"><span class="unit">Unit - Reset ability cooldowns for (Triggering unit)</span></li>
    • </ul>
    • </li>
    • </ul>
    • </li>
    • </ul>
    • </div></div>
Trigger:
  • i know , but i did it free hand...It&#039;s allmost like not free handed , isn&#039;t it ?<img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite6" alt=":cool:" title="Cool :cool:" loading="lazy" data-shortname=":cool:" />
 

HydraRancher

Truth begins in lies
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197
Good Job, even if its not freehand doesnt mean you dont use [noparse]
Trigger:
[/noparse] tags. Takes ages to write freehand, but it gets fun later. Practice makes perfect. Lil' tip: For splits like [Trigger Name] and [Events], or Loop - Actions, use 3 spaces; it covers it all the time.
 

N(O.O)B

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You have to be a poor scripter to make that non-mui :O or actually a pretty good scripter :O

By spells he means the other spells in the map, for if you were to use a spell, then use the Refresher Orb and immediately cast the spell again, the spell could bug if it wasn't MUI. It's probably no problem for somebody that needs help making a Refresher Orb, though, as he probably doesn't use too many triggered spells :shades:
 

HydraRancher

Truth begins in lies
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By spells he means the other spells in the map, for if you were to use a spell, then use the Refresher Orb and immediately cast the spell again, the spell could bug if it wasn't MUI. It's probably no problem for somebody that needs help making a Refresher Orb, though, as he probably doesn't use too many triggered spells :shades:

Either I am the biggest idiot ever, or that spell is MUI, there are no waits, and even uses (Triggering Unit) perfect MUI-ness.
 

N(O.O)B

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Either I am the biggest idiot ever, or that spell is MUI, there are no waits, and even uses (Triggering Unit) perfect MUI-ness.

You are the biggest idiot ever ;)

By spells he means the other spells in the map, for if you were to use a spell, then use the Refresher Orb and immediately cast the spell again, the spell could bug if it wasn't MUI.

Ever try using the "thedudeabides" cheat with a non-MUI spell, or an item like the one mentioned in this thread? It will bug, dummy units or effects will stick around, damage will not be dealt properly, or whatever your spell does will bug. The Orb itself is MUI, you just have to be careful when using an item like that if other spells aren't MUI, as they might bug.
 

HydraRancher

Truth begins in lies
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Oh right, didnt quite understand that, but I mean, now Hashtables are driving down the road, what isnt MUI?
 

N(O.O)B

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Oh right, didnt quite understand that, but I mean, now Hashtables are driving down the road, what isnt MUI?

They've made it easy to make MUI spells, but MUI spells are still always less memory efficient than non-MUI spells, and they're more of a hassle to make, and when creating an AOS/Hero Defense map (which he probably is) where every Hero can only be used once, there's really not much of a point to making most spells MUI.
 

jomik

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i know , but i did it free hand...It's allmost like not free handed , isn't it ?:cool:

That is perfectly freehanded :D

I think the problem is if non-mui spells are cast to fast because you're able to reset the cooldown, then that might happen, has nothing to do with this spell being MUI or not :p

EDIT: Fixed my phrasing :O
 

N(O.O)B

New Member
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27
That is perfectly freehanded :D

I think the problem is if non-mui spells are cast to fast because you're able to reset the cooldown, then that might happen, has nothing to do with this spell :p

It does because this spell allows non-MUI spells to be cast too fast, where they normally couldn't be cast that fast. :nuts:
 

tooltiperror

Super Moderator
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231
If a spell is MUI it can't glitch from being cast over and over. (I guess it could in theory, though.)

The main cause for this is over writing global variables during a wait.

JASS:
constant function refcon1 takes nothing returns boolean
    return GetSpellAbilityId() == &#039;AUan&#039; // Put your spells raw code right here.
endfunction

function refact1 takes nothing returns nothing
    call UnitResetCooldown(GetTriggerUnit())
endfunction

function InitTrig_refresh takes nothing returns nothing
    set gg_trg_refresh = CreateTrigger(  )
    local integer i
    set i = 0
     loop
        call TriggerRegisterPlayerUnitEvent (gg_trg_refresh,Player(i),EVENT_PLAYER_UNIT_SPELL_EFFECT,null)
        exitwhen i == 11
        set i = i + 1
     endloop
    call TriggerAddCondition( gg_trg_refresh, Condition( function refcon1 ) )
    call TriggerAddAction( gg_trg_refresh, function refact1 )
endfunction


Create a trigger in your map and name it 'refresh' and paste this code into it. Replace [ljass]AUan[/ljass] with you with your abilities rawcode.

Untested, of course, but I think it works, no compile errors.
 

Laiev

Hey Listen!!
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188
you don't need this:

[ljass] set i = 0[/ljass]
[ljass] loop[/ljass]
[ljass] call TriggerRegisterPlayerUnitEvent (gg_trg_refresh,Player(i),EVENT_PLAYER_UNIT_SPELL_EFFECT,null)[/ljass]
[ljass] exitwhen i == 11[/ljass]
[ljass] set i = i + 1[/ljass]
[ljass] endloop[/ljass]

Use BJ instead
 

tooltiperror

Super Moderator
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231
Why call the BJ?

Loops are quicker than an integer A loop.
 
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