how to make ursa's overpower skill??

millzy

Ultra Cool Member
Reaction score
44
i know how to get the 400% attack speed bonus
but how do i remove the 400% attack speed after x amount of attack and have the skill MUI or at least MPI

for those that dont play dota
the skill adds 400% attack damge for a sertan amount of attacks also it only lasts 15 seconds
 

8uY_YoU

New Member
Reaction score
4
My Technique :

Create an invisible ability such like vengeance ability (night elf)
Then set its ability level into "overpower attack limit + 1"

Now,
If ursa uses overpower
Add that ability into ursa

If ursa is attacking
Increase the level ability

If level of that ability = limit
Remove buff

Done
 

Nenad

~Choco Coronet~ Omnomnom
Reaction score
137
First of all, to make this skill properly you will need the GDD.

When a unit gets hit, detect if the hitting unit has buff = overpower.

If the unit has buff equal to overpower check if OverpowerInteger[Player number of (owner of GDD_DamageSource)] is higher then 1. If it is, remove one charge from it. If it's not, remove the buff from the unit. Simple as that ^^

The ''charges'' are initiated when you cast the spell. Ursa has 3/4/5/6 charges maybe? So when you cast the spell you do Set OverpowerInteger[Player number of (owner of Casting unit)] = (Level of Overpower for (casting unit) + 2).

That's about it, no further wisdom ^^
 

Nenad

~Choco Coronet~ Omnomnom
Reaction score
137
Sure, you can use the Event - A unit is Attacked and Attacking unit, but keep in mind that A unit is attacked will fire whenever the unit initiates an attack. Therefore constantly pressing stop, missing on attacks etc. will still be counted as charges used.
 

8uY_YoU

New Member
Reaction score
4
Firstly, sorry this computer doesn't have WE

I will explain it more details

My Technique :

1. Create an ability from ability that doesn't show icon such like Night Elf - Vengeance names it "Overpower dummy"

2. Remove the art and set "Stats - Level" into 6 (ursa max overpower attack in level 4)

3. Create a trigger that run when ursa is using overpower

3a. Add actions "Remove - Overpower dummy from (casting unit)"

3b. Add actions "Add - Overpower dummy from (casting unit)"

Note: 3a will prevent bug from overpower dummy

4. Create a trigger that run when ursa is attacking

4a. Add conditions "(attacker overpower dummy level) less than to (overpower cap)"
4b. Add conditions "(attacker has overpower buff) equal to (true)

4c. Add actions "increase overpower dummy to attacker"

Ah..
Do you understand now?
 

IronTrout

New Member
Reaction score
20
Ugh, I'm sick of watching this post :p

With the lack of GDD as requested, Heres the code to make it MUI and pretty :)

Trigger:
  • Overpower
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to (==) Overpower
    • Actions
      • Set Overpower_Units = (Overpower_Units + 1)
      • Set Overpower_Caster[Overpower_Units] = (Casting unit)
      • Set Overpower_Attacks[Overpower_Units] = 7
      • Set Overpower_Timer[Overpower_Units] = 12
      • Unit - Add Overpower (Dummy) to Overpower_Caster[Overpower_Units]
      • Unit Group - Add Overpower_Caster[Overpower_Units] to Overpower_delagger
      • Unit - Set level of Overpower (Dummy) for Overpower_Caster[Overpower_Units] to (Level of Overpower for Overpower_Caster[Overpower_Units])


Trigger:
  • Overpower Attacks
    • Events
      • Unit - A unit Is attacked
    • Conditions
      • (Level of Overpower (Dummy) for (Attacking unit)) Greater than (>) 0
    • Actions
      • Do Multiple ActionsFor each (Integer A) from 1 to Overpower_Units, do (Actions)
        • Loop - Actions
          • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Attacking unit) Equal to (==) Overpower_Caster[(Integer A)]
            • Then - Actions
              • Set Overpower_Attacks[(Integer A)] = (Overpower_Attacks[(Integer A)] - 1)
              • Game - Display to (All players) for 5.00 seconds the text: (([ + (String((Integer A)))) + (] + ( Just attacked, leaving only [ + (((String(Overpower_Attacks[(Integer A)])) + ]) + Attacks left!))))
                • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  • If - Conditions
                    • Overpower_Attacks[(Integer A)] Equal to (==) 0
                  • Then - Actions
                    • Unit - Remove Overpower (Dummy) from Overpower_Caster[(Integer A)]
                    • Game - Display to (All players) for 5.00 seconds the text: (([ + (String((Integer A)))) + (] + Has run out of attacks!))
                  • Else - Actions
                    • Do nothing
            • Else - Actions
              • Do nothing


Trigger:
  • Overpower Timer
    • Events
      • Time - Every 1.00 seconds of game time
    • Conditions
    • Actions
      • Do Multiple ActionsFor each (Integer A) from 1 to Overpower_Units, do (Actions)
        • Loop - Actions
          • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Overpower_Timer[(Integer A)] Greater than (>) 0
              • Overpower_Attacks[(Integer A)] Not equal to (!=) 0
            • Then - Actions
              • Set Overpower_Timer[(Integer A)] = (Overpower_Timer[(Integer A)] - 1)
              • Game - Display to (All players) for 5.00 seconds the text: (([ + (String((Integer A)))) + (] + ( Has only [ + (((String(Overpower_Timer[(Integer A)])) + ]) + Seconds left!))))
                • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  • If - Conditions
                    • Overpower_Timer[(Integer A)] Equal to (==) 0
                  • Then - Actions
                    • Set Overpower_Caster[(Integer A)] = No unit
                    • Unit - Remove Overpower (Dummy) from Overpower_Caster[(Integer A)]
                    • Unit Group - Remove Overpower_Caster[(Integer A)] from Overpower_delagger
                    • Game - Display to (All players) for 5.00 seconds the text: (([ + (String((Integer A)))) + (] + Has timed out!))
                  • Else - Actions
                    • Do nothing
                • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  • If - Conditions
                    • Overpower_Timer[(Integer A)] Equal to (==) 0
                  • Then - Actions
                    • Set Overpower_Caster[(Integer A)] = No unit
                    • Unit - Remove Overpower (Dummy) from Overpower_Caster[(Integer A)]
                    • Unit Group - Remove Overpower_Caster[(Integer A)] from Overpower_delagger
                      • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • (Number of units in Overpower_delagger) Equal to (==) 0
                        • Then - Actions
                          • Set Overpower_Units = 0
                          • Custom script: call DestroyGroup (udg_Overpower_delagger)
                        • Else - Actions
                          • Do nothing
                  • Else - Actions
                    • Do nothing
            • Else - Actions
              • Do nothing


I based the Overpower spell of nothing (its just a blank active spell) and the Overpower (Dummy) off Item Attackspeed or something along those lines. Its invisible and you can check if you have it :)
 

felnix

New Member
Reaction score
4
1st you will need to create a ability at object editor 'Ability tab':
Create a custom item ability 'Item Attack Speed Bonus' and set 'Data-Attack Speed Bonus' to 4.00(this mean 400%).

2nd you need to create variable at Variable Editor(In top of trigger editor with X icon):
-Attack_Times(Integer)
-Attack_MaxTimes(Integer)
-Casting_Unit(Unit)

3rd you need to work with Trigger Editor:
1)Overpower Casted
Events:
Unit - A unit Starts the effect of an ability
Conditions:
(Ability being cast) Equal to Overpower
Actions:
Set Casting_Unit = (Casting unit)
Unit - Add Item Attack Speed Bonus to (Casting unit)
Trigger - Turn on Attacking when Overpowered <gen>

2)Attacking when Overpowered
Events:
Unit - A unit Is attacked
Conditions:
(Attacking unit) Equal to Casting_Unit
Actions:
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions:
Attack_Times Less than Attack_MaxTimes
Then - Actions:
Attack_Times = Attack_Times + 1
Else - Actions:
Attack_Times = 0
Unit - Remove Item Attack Speed Bonus from Casting_Unit
Trigger - Turn off (This Trigger)

3)Overpower Learned
Events:
Unit - A unit Learn a skill
Conditions:
(Learned Hero Skill) Equal to Overpower
Actions:
Set Attack_MaxTimes = Attack_MaxTimes + 1

4)Ursa Initialization
Events:
Time - Elapsed game time is 0.00 seconds
Conditions:
Actions:
Trigger - Turn off Attacking when Overpowered <gen>
Set Attack_MaxTimes = 3

Hope this helps you. :)
 

Nenad

~Choco Coronet~ Omnomnom
Reaction score
137
Ugh, I'm sick of watching this post :p

With the lack of GDD as requested, Heres the code to make it MUI and pretty :)

Trigger:
  • Overpower
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to (==) Overpower
    • Actions
      • Set Overpower_Units = (Overpower_Units + 1)
      • Set Overpower_Caster[Overpower_Units] = (Casting unit)
      • Set Overpower_Attacks[Overpower_Units] = 7
      • Set Overpower_Timer[Overpower_Units] = 12
      • Unit - Add Overpower (Dummy) to Overpower_Caster[Overpower_Units]
      • Unit Group - Add Overpower_Caster[Overpower_Units] to Overpower_delagger
      • Unit - Set level of Overpower (Dummy) for Overpower_Caster[Overpower_Units] to (Level of Overpower for Overpower_Caster[Overpower_Units])


Trigger:
  • Overpower Attacks
    • Events
      • Unit - A unit Is attacked
    • Conditions
      • (Level of Overpower (Dummy) for (Attacking unit)) Greater than (&gt;) 0
    • Actions
      • Do Multiple ActionsFor each (Integer A) from 1 to Overpower_Units, do (Actions)
        • Loop - Actions
          • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Attacking unit) Equal to (==) Overpower_Caster[(Integer A)]
            • Then - Actions
              • Set Overpower_Attacks[(Integer A)] = (Overpower_Attacks[(Integer A)] - 1)
              • Game - Display to (All players) for 5.00 seconds the text: (([ + (String((Integer A)))) + (] + ( Just attacked, leaving only [ + (((String(Overpower_Attacks[(Integer A)])) + ]) + Attacks left!))))
                • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  • If - Conditions
                    • Overpower_Attacks[(Integer A)] Equal to (==) 0
                  • Then - Actions
                    • Unit - Remove Overpower (Dummy) from Overpower_Caster[(Integer A)]
                    • Game - Display to (All players) for 5.00 seconds the text: (([ + (String((Integer A)))) + (] + Has run out of attacks!))
                  • Else - Actions
                    • Do nothing
            • Else - Actions
              • Do nothing


Trigger:
  • Overpower Timer
    • Events
      • Time - Every 1.00 seconds of game time
    • Conditions
    • Actions
      • Do Multiple ActionsFor each (Integer A) from 1 to Overpower_Units, do (Actions)
        • Loop - Actions
          • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Overpower_Timer[(Integer A)] Greater than (&gt;) 0
              • Overpower_Attacks[(Integer A)] Not equal to (!=) 0
            • Then - Actions
              • Set Overpower_Timer[(Integer A)] = (Overpower_Timer[(Integer A)] - 1)
              • Game - Display to (All players) for 5.00 seconds the text: (([ + (String((Integer A)))) + (] + ( Has only [ + (((String(Overpower_Timer[(Integer A)])) + ]) + Seconds left!))))
                • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  • If - Conditions
                    • Overpower_Timer[(Integer A)] Equal to (==) 0
                  • Then - Actions
                    • Set Overpower_Caster[(Integer A)] = No unit
                    • Unit - Remove Overpower (Dummy) from Overpower_Caster[(Integer A)]
                    • Unit Group - Remove Overpower_Caster[(Integer A)] from Overpower_delagger
                    • Game - Display to (All players) for 5.00 seconds the text: (([ + (String((Integer A)))) + (] + Has timed out!))
                  • Else - Actions
                    • Do nothing
                • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  • If - Conditions
                    • Overpower_Timer[(Integer A)] Equal to (==) 0
                  • Then - Actions
                    • Set Overpower_Caster[(Integer A)] = No unit
                    • Unit - Remove Overpower (Dummy) from Overpower_Caster[(Integer A)]
                    • Unit Group - Remove Overpower_Caster[(Integer A)] from Overpower_delagger
                  • Else - Actions
                    • Do nothing
            • Else - Actions
              • Do nothing
      • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Number of units in Overpower_delagger) Equal to (==) 0
        • Then - Actions
          • Set Overpower_Units = 0
          • Custom script: call DestroyGroup (udg_Overpower_delagger)
        • Else - Actions
          • Do nothing


I based the Overpower spell of nothing (its just a blank active spell) and the Overpower (Dummy) off Item Attackspeed or something along those lines. Its invisible and you can check if you have it :)

You won't get it any better then this, however, without GDD those 7 attacks may just be 1 attack. If your hero isn't melee, then there is a good chance of not using any of these attacks (range movement). I advise you to download and set up GDD, but do as you want to
 

millzy

Ultra Cool Member
Reaction score
44
ok then how do i make it to work the system i just dled it then
also i should use it for some of my other passive spells
so i should learn how to use it

can u show me what i need? to do for it using the system
 

millzy

Ultra Cool Member
Reaction score
44
First of all, to make this skill properly you will need the GDD.

When a unit gets hit, detect if the hitting unit has buff = overpower.

If the unit has buff equal to overpower check if OverpowerInteger[Player number of (owner of GDD_DamageSource)] is higher then 1. If it is, remove one charge from it. If it's not, remove the buff from the unit. Simple as that ^^

The ''charges'' are initiated when you cast the spell. Ursa has 3/4/5/6 charges maybe? So when you cast the spell you do Set OverpowerInteger[Player number of (owner of Casting unit)] = (Level of Overpower for (casting unit) + 2).

That's about it, no further wisdom ^^

the one nenad posted
 

IronTrout

New Member
Reaction score
20
lol right, didn't see that. Gimmie a minute, i'll knock something up for ya :)

Change Overpower Attack with:

Trigger:
  • Overpower Attacks GDD
    • Events
      • Game - GDD_Event becomes Equal to 0.00
    • Conditions
      • (Level of Overpower (Dummy) for GDD_DamageSource) Greater than 0
    • Actions
      • For each (Integer A) from 1 to Overpower_Units, do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • GDD_DamageSource Equal to Overpower_Caster[(Integer A)]
            • Then - Actions
              • Set Overpower_Attacks[(Integer A)] = (Overpower_Attacks[(Integer A)] - 1)
              • Game - Display to (All players) for 5.00 seconds the text: (([ + (String((Integer A)))) + (] + ( Just attacked, leaving only [ + (((String(Overpower_Attacks[(Integer A)])) + ]) + Attacks left!))))
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • Overpower_Attacks[(Integer A)] Equal to 0
                • Then - Actions
                  • Unit - Remove Overpower (Dummy) from Overpower_Caster[(Integer A)]
                  • Game - Display to (All players) for 5.00 seconds the text: (([ + (String((Integer A)))) + (] + Has run out of attacks!))
                • Else - Actions
                  • Do nothing
            • Else - Actions
              • Do nothing


I'll post new map here with both solutions, but i'll take off old map off other post :)
View attachment Overpower2.w3x
 

millzy

Ultra Cool Member
Reaction score
44
ok sweet thanks lol soz for beeing so noob i havent been playing around with the WE for soooooo long
 

IronTrout

New Member
Reaction score
20
Oh right, Well it should say in the jass script called "GUI Friendly Damage Reduction" but basically in short, copy / paste the catagory called "GDD" in the overpower map into any other map you want. Then to activate it, in Events put in
Trigger:
  • Game - GDD_Event becomes Equal to 0.00
. That begins the trigger when someone deals damage. Umm I'll just link the respective variables to use:

*GDD_Damage is the amount of damage, replacing Event Response - Damage Taken.
*GDD_DamagedUnit is the damaged unit, replacing Event Response - Triggering Unit.
*GDD_DamageSource is the damaging unit, replacing Event Response - Damage Source.

I have no idea how the jass side of it works, I'm a GUI kid, not jassy :)
 
General chit-chat
Help Users
  • No one is chatting at the moment.

      The Helper Discord

      Members online

      No members online now.

      Affiliates

      Hive Workshop NUON Dome World Editor Tutorials

      Network Sponsors

      Apex Steel Pipe - Buys and sells Steel Pipe.
      Top