noobish questions

lh2705

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i noe this question is dumb cuz evryone has posted about it but,
i was wondering about the omni strike skill.
i have the skill but i cant seem to make it better as in like it has a few problems.
1. when there is no enemy nearby, the hero still blinks on the spot
2. cant make the hero look like hes atking when after blink ( not sure if can change it)

i m noob so pls try to help abit at least

heres my trigger
 
I adjusted the trigger for you, changelog:

-Made it attack enemy units only
-Made it stop when there were no enemies around
-Fixed all memory leaks
-Made it cast a little slower, it went too fast
-Made the warden play her attack animation while facing the target

Post if you need me to adjust anything else.

Edit:

Fixed the Unit Group leak, too.
 

Attachments

thx man that helped alot
oh ya...if i want to make the slash 2 lvls how do i do it?
do i make another trigger?

forgot 1 thing...
if i want to make the damage same as the damage of a normal hit by the hero..how do i do that? and how do i make the passive skills affect the omni( if i had them on the hero)??
 
One thing you may add is to pause the target right before you move to it. Unpause it after the attack. This would ensure the attack animation isn't being played out of range of the target and it is not notiecable visually. Although, it might be notiecable I guess...I have mine set for instant kill so I can't tell if they pause or not :P

If you want to damage the target with the same amount as a regular attack, I would slow it down and let her actually attack the target instead of using animation and damage. This is when pausing the target will be important because if the target is running, she will not be able to attack it in time since she will have to chase it.

This is how I varied the levels of my omnislash(Thanks to Acehart): I have it set for looping 2x more than the level my hero has of the ability. For each integer A from 2 to level of omnislash of casting unit x 2. This will do 2 blinks for lvl 1, 4 for lvl 2, and 6 for lvl 3. Of course you can change that to what suits you.

I'll post my trigger if you need.
 
i would gr8tly appreciate it
Now, i m having 1 problem with the trigger..wad skill do u base the omni on?
 
Letting the warden do her normal attack during the spell has several problems:

-She won't attack when she's paused, so in order to let her attack, she may not be paused during the casting. This means that the player is able to interrupt her orders during the casting.
-If you have uber-tomes in your map (or anything else that can greatly increase a unit's speed) the warden will be able to attack a lot of times within the time she's given before she gets teleported again.
-You would not be able to fully control the damage she does using the trigger, which means that it'll be a lot harder to make passive abilities effect it.

Therefore I recommend using a damage amount defined by the trigger, and not by the warden's attack itself.

And this: "For each integer A from 2 to level of omnislash of casting unit x 2" would make the loop run zero times at level one, two times at level two, and four times at level three. You better use: "For each integer A from 2 to 2+(level of omnislash of casting unit x 2)"

About pausing the target: I think it would be better not to make the caster invulnerable during the casting and checking if she's still alive every time the loop runs. This way the enemy units will keep attacking the here, and they won't run away (unless they have no attack at all).

And what skill to base it on? I would recommend to learn how to use channel, you can use it for any spell, see here.
 
er... i sort of understand them but i dun really get it...cuz my knowledge for the trigger is sort of lousy...cuz i just only discovered it. in the site

i understand what ur saying bout the atk damage but i dun understand the lvl of the omni trigger setting thingy..
 
you would do the exact trigger except for a few changes like mayb ethe how many blinks and dmg

you would use

IF/THEN/ELSE


on IF you would do IF level of omnislash for <warden> is equal to X then .... else....

all that in once trigger

on else, start another IF/THEN/ELSE for the next level and so on..
 
Grurf is right about the super tomes in your map. If you allow her to have an agility over 100, she will more than likely be able to attack twice in the time between blinks; maybe even less than 100. I hadn't thought of that. That would be reason enough to use damage unit, instead of allowing her to attack.

I used 100% evasion instead of invulnerability, but I did it more for realism cohesion purposes. Anyway, using it to stop units from running will only work on computer controlled units. A player wanting to run away could avoid an attack or two if they're not paused. Test this out on the kind of targets your map will have and choose for yourself wether to pause them or not.

This is what I have for doing 2x the movements as the level of the ability my hero has. Ignore the Integer Integer[(Player number of blah blah part--this is for allowing more than one instance of this ability to occur on the map at the same time. You can confront this dilemma at a later stage. You will just need For each integer A for that part. I'm not sure why level 1 x 2 would result in 0 loops, but maybe I expressed my code wrong in my last post. This does in fact do 2 loops for level 1, 4 for level 2, and 6 for level 3.

Code:
For each (Integer Integer[(Player number of (Owner of (Triggering unit)))]) from 1 to ((Level of Blink Storm  for Caster[(Player number of (Owner of (Triggering unit)))]) x 2), do (Actions)

I based my ability on warstomp because I wanted units in range to be paused like the hero was stopping time and then blinking around.

A question about channel. Since you cannot have two abilities on a hero based on the same ability, wouldn't it be more prudent to use channel for an ability which really would work best based on channel, and use something that would suffice for this? Since many, many things could work for this, why waste channel on it? Do I misunderstand?
 
You can have seven channel abilities on a hero without problems. Why? Because changing the orderstring actually works with channel. Channel is the only ability that "stacks" in this way.
 
i may understand abit but can i see the whole trigger with lvls so i can like study it properly
 
Okay I will add the level distinction into the one Grurf did because my trigger is really messy with the long ass indexes and such. I'll edit this post and attatch it when I'm done. If I can figure how to attatch things.

You know, I'm only changing one thing I will just tell you.

Where it says For each (Integer A) from 1 to 8, do (actions)

Change it to say...

For each (Integer A) from 1 to ((Level of omnistrike for caster) x 2), do (actions)

Leave the 1 as it is, but click the 8, and go to arithmetic. This will allow you to put the multiplication in. Find level of ability for unit, and find your ability. Then change the sign and number to what suits you...x3, +5, whatever you want.

Hope this helps.
 
man u rox thx thats like abit easier to understand...
oh ya can i like add an effect like be4 the skill is casted n how can i put a target? as in like to target the firstperson to hitso that u dont waste the skill if u are too far from the enemy
 
The way Grurf set it up, you won't waste the skill if you are too far. If there is nothing in range, it won't do anything. I've never used "no unit", but I believe that when he says the random unit is equal to no unit, it means if the random unit picked doesn't exist, then don't do the loop. I put the unit group of units in range is empty equal to false, but either way works I think. For the target, it is a random unit within the group of units in range.

First he sets the unit group varaible to units within range of the caster. He then sets the unit(target) variable to a random unit in that group. You then move instantly to that unit and damage it. When the loop starts again, it sets the unit again which will be another random unit, which of course, could be the same unit again coincedentally or if it is the only unit left in range.

For special effects, try it out. Add some effects and see what you can do. Add waits in the spots that you want.
 
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