Making The Ability Omnislash

K

K3NNY

Guest
Does anyone know how to make the ability ominislash similar to the one in Dota? i am trying a new map with everyone using omnislash
 

NiKaNoRoU_GR

New Member
Reaction score
115
lh2705 said:
Code:
// Map deprotected by DimonT, NETRAT and TheBloodiest
// [url]http://dimon.xgm.ru/opendota/[/url]
// Visit our modmaking community at [url]http://xgm.ru/[/url]

// A0M1 = Omnislash
function Trig_Juggernaut_Spell_Omnislash_Conditions takes nothing returns boolean
	if(GetSpellAbilityId()=='A0M1')then
		return true
	endif
	return false
endfunction

// Nbbc = Blademaster
function LELE takes nothing returns boolean
	if(GetUnitTypeId(GetTriggerUnit())=='Nbbc')then
		return true
	endif
	return false
endfunction

function LfLf takes nothing returns nothing
	call SelectUnitRemoveForPlayer(GetTriggerUnit(),GetOwningPlayer(GetTriggerUnit()))
endfunction

function LFLF takes unit Lgg,unit Haa returns nothing
	local location KCC=GetUnitLoc(Haa)
	local location LGG=GetUnitLoc(Lgg)
	local location fww=PolarProjectionBJ(KCC,50,GetRandomReal(0,360))
	local effect fxx
	call SetUnitPositionLocFacingBJ(Lgg,fww,AngleBetweenPoints(LGG,KCC))
	call SetUnitAnimation(Lgg,"Attack")
	call UnitDamageTargetBJ(Lgg,Haa,GetRandomReal(150,250),ATTACK_TYPE_HERO,DAMAGE_TYPE_NORMAL)
	set fxx=AddSpecialEffectTargetUnitBJ("chest",Lgg,"Abilities\\Spells\\NightElf\\Blink\\BlinkCaster.mdl")
	call RemoveLocation(KCC)
	call RemoveLocation(LGG)
	call RemoveLocation(fww)
	call DestroyEffect(fxx)
endfunction

// o003 = Spin Web
// e00C = Stop looking at me swan!!
// A04R = Marker
function LhLh takes nothing returns boolean
	if(GetUnitTypeId(GetFilterUnit())!='o003')then
		if(GetUnitTypeId(GetFilterUnit())!='e00C')then
			if(IsUnitAliveBJ(GetFilterUnit()))then
				if(IsUnitType(GetFilterUnit(),UNIT_TYPE_STRUCTURE)==false)then
					if(GetUnitAbilityLevelSwapped('A04R',GetFilterUnit())!=1)then
						return true
					endif
				endif
			endif
		endif
	endif
	return false
endfunction

function LHLH takes unit Lgg returns unit
	local player Lii=GetOwningPlayer(Lgg)
	local unit Haa
	local group fAA
	local location LGG=GetUnitLoc(Lgg)
	local boolean LII=false
	set fAA=GetUnitsInRangeOfLocMatching(575,LGG,Condition(function LhLh))
	loop
		exitwhen LII
		set Haa=GroupPickRandomUnit(fAA)
		if(IsUnitVisible(Haa,Lii))then
			if(IsUnitEnemy(Haa,Lii))then
				set LII=true
			endif
		endif
		call GroupRemoveUnit(fAA,Haa)
		if(IsUnitGroupEmptyBJ(fAA))then
			if(LII==false)then
				set Haa=null
			endif
			set LII=true
		endif
	endloop
	call RemoveLocation(LGG)
	call DestroyGroup(fAA)
	return Haa
endfunction

// A0M1 = Omnislash
// A05G = Blade Fury
function Trig_Juggernaut_Spell_Omnislash_Actions takes nothing returns nothing
	local trigger LJJ=CreateTrigger()
	local unit Lgg=GetTriggerUnit()
	local player Lii=GetOwningPlayer(Lgg)
	local unit Haa=GetSpellTargetUnit()
	local integer JJJ=GetUnitAbilityLevel(Lgg,'A0M1')
	local integer e88=2
	local integer e99=3
	local integer Lkk=GetUnitAbilityLevel(Lgg,'A05G')
	if(JJJ==2)then
		set e99=5
	endif
	if(JJJ==3)then
		set e99=8
	endif
	if(Lkk>0)then
		call SetPlayerAbilityAvailable(Lii,'A05G',false)
	endif
	call SelectUnitRemoveForPlayer(Lgg,Lii)
	call SetUnitVertexColorBJ(Lgg,100,100,100,50)
	call SetUnitPathing(Lgg,false)
	call SetUnitInvulnerable(Lgg,true)
	call PolledWait(.01)
	call TriggerRegisterPlayerSelectionEventBJ(LJJ,Lii,true)
	call TriggerAddCondition(LJJ,Condition(function LELE))
	call TriggerAddAction(LJJ,function LfLf)
	if(IsUnitAliveBJ(Lgg))then
		call LFLF(Lgg,Haa)
		call PolledWait(.25)
		loop
			exitwhen e88>e99
			set Haa=LHLH(Lgg)
			if(Haa!=null)then
				if(IsUnitAliveBJ(Lgg))then
					call LFLF(Lgg,Haa)
					call PolledWait(.25)
				endif
			else
				set e88=e99+1
			endif
			set e88=e88+1
		endloop
	endif
	call DisableTrigger(LJJ)
	call SetUnitPathing(Lgg,true)
	call SetUnitInvulnerable(Lgg,false)
	call SetUnitScalePercent(Lgg,100.,100.,100.)
	call SetUnitVertexColorBJ(Lgg,100,100,100,.0)
	call SelectUnitAddForPlayer(Lgg,Lii)
	if(Lkk>0)then
		call UnitAddAbility(Lgg,'A05G')
		call SetUnitAbilityLevel(Lgg,'A05G',Lkk)
	endif
	call PolledWait(.01)
	if(Lkk>0)then
		call SetPlayerAbilityAvailable(Lii,'A05G',true)
	endif
endfunction

function StartTrigger_Juggernaut_Spell_Omnislash takes nothing returns nothing
	set gg_trg_Juggernaut_Spell_Omnislash=CreateTrigger()
	call TriggerRegisterAnyUnitEventBJ(gg_trg_Juggernaut_Spell_Omnislash,EVENT_PLAYER_UNIT_SPELL_EFFECT)
	call TriggerAddCondition(gg_trg_Juggernaut_Spell_Omnislash,Condition(function Trig_Juggernaut_Spell_Omnislash_Conditions))
	call TriggerAddAction(gg_trg_Juggernaut_Spell_Omnislash,function Trig_Juggernaut_Spell_Omnislash_Actions)
endfunction

function InitTrig_Juggernaut_Spell_Omnislash takes nothing returns nothing
endfunction

there direct from the open dota :D
Credits to him aswell ;)
 

rayquaza218

New Member
Reaction score
51
no i i mean copy pasting something to him doesn't help him, obviously by saying "is this possible without triggers" his new to triggering, let alone JASS, so really, this doesn't help him.
 

NiKaNoRoU_GR

New Member
Reaction score
115
rayquaza218 said:
no i i mean copy pasting something to him doesn't help him, obviously by saying "is this possible without triggers" his new to triggering, let alone JASS, so really, this doesn't help him.
Um, then just K3NNY copy-paste the code to your editor and change the unit issues.
Isn't that hard :)
and in your tutorials there are some about being friendly with JASS and triggers ;)
 

lh2705

Just another Helper
Reaction score
111
I'll give you my gui code if you want..
I have 2 types of them in GUI
one is a Freestyle one, which allows the caster to move/attack while omnislashing while the other is one that does fixed damage everytime it slashes.
so..which would you like? :D
 
M

Malygos

Guest
I'm a little late but I think this GUI will work too
Events
Melee Initialization
Actions
Set target_number = 0
Set ability_mana = *mana of Omnislash*

Events
Unit - A unit Starts the effect of an ability
Conditions
Set target_number = target_number + 1
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
target_number Equal to *maximum target*
Then - Actions
Set target_number = 0
Do nothing
Else - Actions
Unit Group - Pick every unit in (Units within *ability AoE* of (Position of (Casting unit))) and do (Actions)
Loop - Actions
Unit - Reset ability cooldowns for (Casting unit)
Unit - Order (Casting unit) to Omnislash (Picked Unit)
Unit - Set mana of (Triggering unit) to ((Mana of (Casting unit))+ ability_mana)

Just remove the variable if u want to make it infinite
Base Omnislash on Blink
The last action is used to make your hero can use Omnislash multiple times without reducing its mana to 0
I think it will work :D :D :D
If u try it, please tell me if it work (haven't try, too busy) :D
 

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