Help on warden skills

Zapat0

New Member
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need some sugestions on warden skills , im creating a hero with warden model , and i dont have ideas for any of her skills .
so , keep the suggestions coming .
here is the catch .
- No JASS (that means that i want GUI codes)
- im kinda new to the variables concept so 2 variables MAX in each skill .(would be ok if there are NO variables involved).
- I will need help with the coding so , please if you post something , KNOW how to code it , so you can tell me or give me tips about that)
- I just want 1 (preferably 0) passive abilities .
English is not my native language so excuse my errors .

Zapat0
 

ArmedCitizen

Kisses Cats
Reaction score
198
Imprisonment - The Warden locks the target unit in a cage disabling its attack and movement. Other people can still attack the target unit.

Shadow Flare - The Warden shadow strikes all surrounding units.

Revenge - While activated every time someone attacks the warden she gets a plus to her attack but a minus to her attributes.

Just a few I got off top of my head. Not very original but they will work. :p You have to come up with the pretty descriptions. :)
 

Zapat0

New Member
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2
Revenge sounds nice , i would like it to just give a plus to attack , would you be so kind to finish the code
code :
Event
Warden is attacked

Conditions

Actions:


Thx in advance
 

polo2005

Wana start playing LoL? http://tinyurl.com/369as27
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......

here comes my version of revenge, use it if you like:

Skill based on:
endurance aura (change bonus to 0 and create 3 new buffs called Revenge - 1/2/3 for it and give revenge - 1 for lvl 1 and revenge - 2 for.....

and make a varrible called Temp_point basedd on point

Code:
Revenge lvl 1
    Events
        Unit - A unit Is attacked
    Conditions
        (Random integer number between 1 and 100) Greater than or equal to 75
    Actions
        Set revenge_point = (Position of (Attacked unit))
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                ((Attacked unit) is alive) Equal to True
                ((Unit-type of (Attacked unit)) is A Hero) Equal to True
                ((Attacked unit) has buff Revenge - 1 ) Equal to True
                ((Attacking unit) is in (Units within 450.00 of revenge_point)) Equal to True
            Then - Actions
                Unit - Pause (Attacked unit)
                Unit - Turn collision for (Attacked unit) Off
                Animation - Change (Attacked unit)'s animation speed to 500.00% of its original speed
                Animation - Play (Attacked unit)'s attack animation, using only Common animations
                Unit - Make (Attacked unit) face (Attacking unit) over 0.00 seconds
                Special Effect - Create a special effect attached to the origin of (Attacking unit) using Objects\Spawnmodels\Human\HumanLargeDeathExplode\HumanLargeDeathExplode.mdl
                Wait 0.20 seconds
                Unit - Cause (Attacked unit) to damage (Attacking unit), dealing 75.00 damage of attack type Chaos and damage type Normal
                Special Effect - Destroy (Last created special effect)
                Animation - Change (Attacked unit)'s animation speed to 100.00% of its original speed
                Unit - Turn collision for (Attacked unit) On
                Unit - Unpause (Attacked unit)
            Else - Actions
                Do nothing


Code:
Revenge lvl 2
    Events
        Unit - A unit Is attacked
    Conditions
        (Random integer number between 1 and 100) Greater than or equal to 75
    Actions
        Set revenge_point = (Position of (Attacked unit))
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                ((Attacked unit) is alive) Equal to True
                ((Unit-type of (Attacked unit)) is A Hero) Equal to True
                ((Attacked unit) has buff Revenge - 2 ) Equal to True
                ((Attacking unit) is in (Units within 450.00 of revenge_point)) Equal to True
            Then - Actions
                Unit - Pause (Attacked unit)
                Unit - Turn collision for (Attacked unit) Off
                Animation - Change (Attacked unit)'s animation speed to 500.00% of its original speed
                Animation - Play (Attacked unit)'s attack animation, using only Common animations
                Unit - Make (Attacked unit) face (Attacking unit) over 0.00 seconds
                Special Effect - Create a special effect attached to the origin of (Attacking unit) using Objects\Spawnmodels\Human\HumanLargeDeathExplode\HumanLargeDeathExplode.mdl
                Wait 0.20 seconds
                Unit - Cause (Attacked unit) to damage (Attacking unit), dealing 125.00 damage of attack type Chaos and damage type Normal
                Special Effect - Destroy (Last created special effect)
                Animation - Change (Attacked unit)'s animation speed to 100.00% of its original speed
                Unit - Turn collision for (Attacked unit) On
                Unit - Unpause (Attacked unit)
            Else - Actions
                Do nothing


Code:
Revenge lvl 3
    Events
        Unit - A unit Is attacked
    Conditions
        (Random integer number between 1 and 100) Greater than or equal to 75
    Actions
        Set revenge_point = (Position of (Attacked unit))
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                ((Attacked unit) is alive) Equal to True
                ((Unit-type of (Attacked unit)) is A Hero) Equal to True
                ((Attacked unit) has buff Revenge - 3 ) Equal to True
                ((Attacking unit) is in (Units within 450.00 of revenge_point)) Equal to True
            Then - Actions
                Unit - Pause (Attacked unit)
                Unit - Turn collision for (Attacked unit) Off
                Animation - Change (Attacked unit)'s animation speed to 500.00% of its original speed
                Animation - Play (Attacked unit)'s attack animation, using only Common animations
                Unit - Make (Attacked unit) face (Attacking unit) over 0.00 seconds
                Special Effect - Create a special effect attached to the origin of (Attacking unit) using Objects\Spawnmodels\Human\HumanLargeDeathExplode\HumanLargeDeathExplode.mdl
                Wait 0.20 seconds
                Unit - Cause (Attacked unit) to damage (Attacking unit), dealing 175.00 damage of attack type Chaos and damage type Normal
                Special Effect - Destroy (Last created special effect)
                Animation - Change (Attacked unit)'s animation speed to 100.00% of its original speed
                Unit - Turn collision for (Attacked unit) On
                Unit - Unpause (Attacked unit)
            Else - Actions
                Do nothing


aww.. just change thiss part of the trigger if you want to change revenge damage: Unit - Cause (Attacked unit) to damage (Attacking unit), dealing 175.00 damage of attack type Chaos and damage type Normal


credis goes to xxx-sartan on europ server for triggering if you want xD
 

Zapat0

New Member
Reaction score
2
thx for the trigger , it seems difficult to me and im afraid i wont use it .
any more spell ideas would be appreciated .
on a side note :
anybody knows how to code blink strike ?
if the answer is yes , please post the code . thx
and thx in advance
 

Trollvottel

never aging title
Reaction score
262
maybe:

a unit casts an ability

abilitity = blinkstrike

set target= target unit of ability being cast
wait 0.3 seconds
play triggering unit attack animation
cause triggering unit to damage target dealing level of blinkstrike for triggering unit * 100 damage of type x and bla bla

the wait time is how long the unit blinks, i dont know, try it out
 

Naminator

Coming Back To Life
Reaction score
76
3 variables. Here it is. Suppose the Blink Strike has 4 levels. So:
Level 1 - 30 x 1 = 30 of damage.
Level 2 - 30 x 2 = 60 of damage.
Level 3 - 30 x 3 = 90 of damage.
Level 4 - 30 x 4 = 120 of damage.

Code:
Blink Strike
    Acontecimientos
        Unidad - A unit starts the effect of an ability
    Condiciones
    Acciones
        Set BS_Caster = (Triggering unit)
        Set BS_Target = (Target unit of ability being cast)
        Set BS_Target_Loc = (Position of BS_Target)
        Unidad - Move BS_Caster instantly to BS_Target_Loc, facing BS_Target_Loc
        Unit - Cause BS_Caster to damage BS_Target, dealing (30.00 x (Real((Level of Blink Strike for BS_Caster)))) damage of attack type Conjuros and damage type Normal
        Custom script:   call RemoveLocation (udg_BS_Target_Loc)

Hope it Helps!
 

polo2005

Wana start playing LoL? http://tinyurl.com/369as27
Reaction score
97
thx for the trigger , it seems difficult to me and im afraid i wont use it .
any more spell ideas would be appreciated .
on a side note :
anybody knows how to code blink strike ?
if the answer is yes , please post the code . thx
and thx in advance

if you want i can uppload the map which the skill and send over on some way oO and then u can just copy over it all oO
 

polo2005

Wana start playing LoL? http://tinyurl.com/369as27
Reaction score
97
hmmm can u uppload on this side on some way? my first ide was megashare but my accound runned out of premie so i am to lazy to registrade me again like free user oO
 

ArmedCitizen

Kisses Cats
Reaction score
198
Scroll down and press "Manage Attachments" when you are on the reply page then upload the map. It will show up at the end of your post.
 

polo2005

Wana start playing LoL? http://tinyurl.com/369as27
Reaction score
97
Oh.... thx xD

ok ok here it comes xD credits for triggering if someone wanna use it would thx full goes to xxx-sartan on europ relm xD

and btw its + a half clear jump skill oO
 

Zapat0

New Member
Reaction score
2
ok thx , here 's a code i found of Blink Strike :

Events
A unit starts the effect of an ability
Conditions
(Ability being cast) equal to (Blink Strike)
Actions
Move (Triggering Unit) instantly to (Position of (Target Unit of Ability being cast))
Make (Triggering Unit) damage (Target Unit of ability being cast) by (<maths to calculate damage per level, use arithmetic function>)
Issue (Triggering Unit) to "attack" (Target Unit of ability being cast)


but ...

i cant code the part where :
Make (Triggering Unit) damage (Target Unit of ability being cast) by (<maths to calculate damage per level, use arithmetic function>)

it would be nice if someone helped me , with a post or making a map and upload it .

also , how can my trigger check if i have learnt blink strike lvl 1 or lvl 2 ?
i want it to have 3 lvls .
thx in advance
 

polo2005

Wana start playing LoL? http://tinyurl.com/369as27
Reaction score
97
oO

Added it on my map if you wanna test and look..





uppload messed up..
 

Naminator

Coming Back To Life
Reaction score
76
ok thx , here 's a code i found of Blink Strike :

Events
A unit starts the effect of an ability
Conditions
(Ability being cast) equal to (Blink Strike)
Actions
Move (Triggering Unit) instantly to (Position of (Target Unit of Ability being cast))
Make (Triggering Unit) damage (Target Unit of ability being cast) by
(<maths to calculate damage per level, use arithmetic function>)
Issue (Triggering Unit) to "attack" (Target Unit of ability being cast)


but ...

i cant code the part where :
Make (Triggering Unit) damage (Target Unit of ability being cast) by (<maths to calculate damage per level, use arithmetic function>)

it would be nice if someone helped me , with a post or making a map and upload it .

also , how can my trigger check if i have learnt blink strike lvl 1 or lvl 2 ?
i want it to have 3 lvls .
thx in advance

I Give you a code. You must forgot to read. Here it is again.

3 variables. Here it is. Suppose the Blink Strike has 4 levels. So:
Level 1 - 30 x 1 = 30 of damage.
Level 2 - 30 x 2 = 60 of damage.
Level 3 - 30 x 3 = 90 of damage.
Level 4 - 30 x 4 = 120 of damage.

Code:
Blink Strike
    Acontecimientos
        Unidad - A unit starts the effect of an ability
    Condiciones
    Acciones
        Set BS_Caster = (Triggering unit)
        Set BS_Target = (Target unit of ability being cast)
        Set BS_Target_Loc = (Position of BS_Target)
        Unidad - Move BS_Caster instantly to BS_Target_Loc, facing BS_Target_Loc
        Unit - Cause BS_Caster to damage BS_Target, dealing (30.00 x (Real((Level of Blink Strike for BS_Caster)))) damage of attack type Conjuros and damage type Normal
        Custom script:   call RemoveLocation (udg_BS_Target_Loc)
 

polo2005

Wana start playing LoL? http://tinyurl.com/369as27
Reaction score
97
ah.. had full uppload space or something

here is my old map which added blink strike

I Give you a code. You must forgot to read. Here it is again.

3 variables. Here it is. Suppose the Blink Strike has 4 levels. So:
Level 1 - 30 x 1 = 30 of damage.
Level 2 - 30 x 2 = 60 of damage.
Level 3 - 30 x 3 = 90 of damage.
Level 4 - 30 x 4 = 120 of damage.

Code:
Blink Strike
    Acontecimientos
        Unidad - A unit starts the effect of an ability
    Condiciones
    Acciones
        Set BS_Caster = (Triggering unit)
        Set BS_Target = (Target unit of ability being cast)
        Set BS_Target_Loc = (Position of BS_Target)
        Unidad - Move BS_Caster instantly to BS_Target_Loc, facing BS_Target_Loc
        Unit - Cause BS_Caster to damage BS_Target, dealing (30.00 x (Real((Level of Blink Strike for BS_Caster)))) damage of attack type Conjuros and damage type Normal
        Custom script:   call RemoveLocation (udg_BS_Target_Loc)

Doh made it on a another way did not see that u posted^^
 

Zapat0

New Member
Reaction score
2
thx all of you for your blink strike codes , but i wanna use one with no varibles , that concept just confuses me .
i would grately appreciate if someone could make a map where my trig on blink strike is used . seems possible , and easy .
if noone is willing , please help me find where the hell is this action :

Make (Triggering Unit) damage (Target Unit of ability being cast) by (<maths to calculate damage per level, use arithmetic function>)

how can my trigger check if i have learnt blink strike lvl 1 or lvl 2 ?
i want it to have 3 lvls .
possible without variables?
as i stated before , that concept just confuses me .
 

Naminator

Coming Back To Life
Reaction score
76
If/Then/Else conditions. Integer comparsion. If Level of Blink Strike For Triggering Unit Equal To 1..
 

Zapat0

New Member
Reaction score
2
thx very much:)

Edit :

Victim of bs is a variable , you almost got me .
but this is helpful . thx very much , when i got time to go through the triggering i will ask bout things i dont understand.

yaaaay!
finished the trigger with almost no problems , there was something i couldnt find , but i found it : D .
thx polo2005 for the uploaded map , it helped me very much . :D

now :
the last part , can someone post the code if the part where :

if level of blink strike is bla bla bla .

i would be thankfull .
 

polo2005

Wana start playing LoL? http://tinyurl.com/369as27
Reaction score
97
like
Code:
(Level of <your ability> for (Triggering unit)) Equal to 1

or
Code:
If ((Level of <your ability> for (Triggering unit)) Equal to 1) then do .......
 
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