how to make ursa's overpower skill??

millzy

Ultra Cool Member
Reaction score
44
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 :)

is it mui i got like 5 passiv spells
 

millzy

Ultra Cool Member
Reaction score
44
um somthing isent working right if u dont attack b4 the 15 seconds is up i think. the overpower ability becomes permanent what have i dont wrong there


Trigger:
  • Overpower GDD
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Rage
    • Actions
      • Set Overpower_Units = (Overpower_Units + 1)
      • Set Overpower_Caster[Overpower_Units] = (Casting unit)
      • Set Overpower_Attacks[Overpower_Units] = ((Level of Rage for (Triggering unit)) + 2)
      • Set Overpower_Timer[Overpower_Units] = 15
      • 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 Rage for Overpower_Caster[Overpower_Units])


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)
              • 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)]
                • Else - Actions
                  • Do nothing
            • Else - Actions
              • Do nothing



Trigger:
  • Overpower Timer GDD
    • Events
      • Time - Every 1.00 seconds of game time
    • Conditions
    • 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
              • 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)
              • If (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
              • If (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
                  • If (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
 

IronTrout

New Member
Reaction score
20
So it does!

Umm Move
Trigger:
  • Set Overpower_Caster[(Integer A)] = No unit
from "Overpower Timer GDD" to underneath
Trigger:
  • Unit Group - Remove Overpower_Caster[(Integer A)] from Overpower_delagger


So that the entire if, then, else sequence looks like:
Trigger:
  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    • If - Conditions
      • Overpower_Timer[(Integer A)] Equal to 0
    • Then - Actions
      • Unit - Remove Overpower (Dummy) from Overpower_Caster[(Integer A)]
      • Unit Group - Remove Overpower_Caster[(Integer A)] from Overpower_delagger
      • Set Overpower_Caster[(Integer A)] = No unit
    • Else - Actions
      • Do nothing
 

Dirac

22710180
Reaction score
147
Wont be easier to do:

Unit takes damage

Set custom value of damage source to (custom value + 1)
If custom value is equal to 5
Then remove overpower buff
Else --
 

IronTrout

New Member
Reaction score
20
Wont be easier to do:

Unit takes damage

Set custom value of damage source to (custom value + 1)
If custom value is equal to 5
Then remove overpower buff
Else --

Cuz thats not MUI?

And

its not the damage that isent working........................

What? I know, just do as I've said, and the ability will be removed when the time runs out. It was a simple "get rid of unit" mistake :D
 

Medeam

New Member
Reaction score
3
"Ugh, I'm sick of watching this post

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

Trigger:

* Overpower
o Events
+ Unit - A unit Starts the effect of an ability
o Conditions
+ (Ability being cast) Equal to (==) Overpower
o 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
o Events
+ Unit - A unit Is attacked
o Conditions
+ (Level of Overpower (Dummy) for (Attacking unit)) Greater than (>) 0
o 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)
o If - Conditions
+ (Attacking unit) Equal to (==) Overpower_Caster[(Integer A)]
o 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
o Overpower_Attacks[(Integer A)] Equal to (==) 0
* Then - Actions
o Unit - Remove Overpower (Dummy) from Overpower_Caster[(Integer A)]
o Game - Display to (All players) for 5.00 seconds the text: (([ + (String((Integer A)))) + (] + Has run out of attacks!))
* Else - Actions
o Do nothing
o Else - Actions
+ Do nothing



Trigger:

* Overpower Timer
o Events
+ Time - Every 1.00 seconds of game time
o Conditions
o 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)
o If - Conditions
+ Overpower_Timer[(Integer A)] Greater than (>) 0
+ Overpower_Attacks[(Integer A)] Not equal to (!=) 0
o 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
o Overpower_Timer[(Integer A)] Equal to (==) 0
* Then - Actions
o Set Overpower_Caster[(Integer A)] = No unit
o Unit - Remove Overpower (Dummy) from Overpower_Caster[(Integer A)]
o Unit Group - Remove Overpower_Caster[(Integer A)] from Overpower_delagger
o Game - Display to (All players) for 5.00 seconds the text: (([ + (String((Integer A)))) + (] + Has timed out!))
* Else - Actions
o Do nothing
# Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
* If - Conditions
o Overpower_Timer[(Integer A)] Equal to (==) 0
* Then - Actions
o Set Overpower_Caster[(Integer A)] = No unit
o Unit - Remove Overpower (Dummy) from Overpower_Caster[(Integer A)]
o 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
o Do nothing
o 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 "

This works just as good as GDD just need to add one small trigger to stop em cheaters....

Trigger:
  • Unit - A unit is issued an order with no target
    • Issued order Equal to order stop
    • Unit - order triggering unit to move to position of triggering unit
    • unit - pause triggering unit
    • wait 0.27 game-time seconds
    • unit - unpause triggering unit
 

polo2005

Wana start playing LoL? http://tinyurl.com/369as27
Reaction score
97
Just curious why all people insist on that GDD is the only way to make damage detections, there isn't any "major" diffrences between this

Code:
one part 1
    Events
        Map initialization
    Conditions
    Actions
        Custom script:   set bj_wantDestroyGroup=true
        Unit Group - Pick every unit in (Units in (Playable map area)) and do (Actions)
            Loop - Actions
                Unit Group - Add (Picked unit) to Cond_group
                Trigger - Add to Your damage detection trigger <gen> the event (Unit - (Picked unit) Takes damage)

Code:
one part 2
    Events
        Unit - A unit enters (Playable map area)
    Conditions
        ((Triggering unit) is in Cond_group) Equal to False
    Actions
        Unit Group - Add (Triggering unit) to Cond_group
        Trigger - Add to Your damage detection trigger <gen> the event (Unit - (Triggering unit) Takes damage)

and GDD

Edit just saw how old this thread was^^ epic fail... -.-
 

Attachments

  • ursa speed skill.w3x
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