omnislash?? help please

Try searching the forum, Iv'e seen 5+ threads about omnislash:).
 
If you cant find anything, I'll try to help ya. If im sitting in front of the computer then. :)
 
I think I should create the Omnislash spell to end all Omnislash spells. Leakless, lagless and easy to implement. Could you describe the ability for me? I know it is from Final Fantasy VII and that Cloud casts it, but what exactly does it look like? If you have a screenshot, that would be very helpful to add good-looking effects.
 
Grurf said:
I think I should create the Omnislash spell to end all Omnislash spells. Leakless, lagless and easy to implement. Could you describe the ability for me? I know it is from Final Fantasy VII and that Cloud casts it, but what exactly does it look like? If you have a screenshot, that would be very helpful to add good-looking effects.

It's like.. *I suck on explaining things* hm...

Does any1 know where i can download a good ps emulator? I'll record it for you Grurf. ( I mean if i find any emulator )

Doh just figured out, if i find a emulator i have to almost finish the whole game.. Or depends on I can either wait til' I encounter Sephirot or i could win it off Gold Saucer.

Well then, I'll try to explain it.. * So damn long ago since i played it last time*

Hmm well.. He like rushes to the enemyand slashes them 11 hits in different directions like / \ / \ up and down.. Think he starts with a \ down. Then when he hit those hits he jumps up into the air and slashes one hit in the direction | down...


So you get a little picture of it Grurf?
 
It is from Dota. I'm pretty sure it's bassed off of chain lightning. When you cast it on a unit, it moves your hero to that unit, attacks it, and moves to another, atacks and so forth. If you are alone with a unit/hero and no one is around you it will rapidly atack that one unit/hero. When I say "move" it means instantly, not walking btw.

And btw #2, when casting it, your hero is invurnable.
 
PB_and_J said:
It is from Dota.

My ass. ^^



EDIT:

If you don't believe me here's some facts about it: ( i have made it through FF7 at least 3 times )

It's Cloud's, the main character, last limit break and it's won off Gold Saucer or when you encounter Sephirot, the last boss, for the last time then Cloud will begin with limit break and have "Omnislash".
 
I know, horrible immitation, however I think that error0024 wants te dota bassed 1.
 
@AddE:

So, Cloud rushes (runs? teleports? flies?) to a random one of the enemies, chops him, rushes to another one, chops again, and if there is only a single enemy, he will keep chopping him?

@Pb_and_J:

I ain't gonna make a DotA clone, I want to create a one that looks the most like the Final Fantasy version.
 
Thank god, plz do the FF one. lol
 
Hmm .. No Grurf.. I think it only strikes 1 unit.. He runs to the enemy and chops them ( they dont fall apart :)) and he runs to them because when fighting in final fantasy ( excludes FFX, FFX-2, FFXI ) hmm lets say:


Cloud and his party Enemy
| | | |

Cloud rushes to them:
| | | | * Chopp Chopp *
And chops them. :)

Each hit deals a amount of damage basing of his damage.
Or wait. Maybe he doesn't jump up to them on his last chop ( 12th one ) ..
Not sure.. .But it's gonna look cooler that way so try doing that. ( search of the forum for 'Jump ability' or something, there is a post where 56K, i think it was is trying to make a Mario unit jump, so youll probably learn how to use Flying Height there, if you cant find it or something i can do it for you )

Well good luck.

I can take a look at it when its done and say if it looks like the FF7 ability.

If you need help with it I'll maybe help ya too :). Have been thinking about making it many times. Never knew it was on DOTA tho. Lol ive never played DOTA so..

EDIT: My nice pictures lol up there with Cloud and his party is fu**** up for you viewing it. Or atleast for me.
 
Thats the 2nd time this thread that me and adde almost posted at the same time. (1 min apart max).

Sry I'm hijacking this thread
 
PB_and_J said:
Thats the 2nd time this thread that me and adde almost posted at the same time. (1 min apart max).

Sry I'm hijacking this thread

Haha, yup.

Well, anyways you can post alone now for some secs, going AFK but my web browser will still be open so it will seem like im online.



EDIT: WOW, didn't notice I have over 400 posts!!! YAY :)
 
Ok, will start creating it now. So he runs to the enemy (I think I'll make him slide btw, because the max move speed is quite low) and strikes him 11 times from different directions (does that mean that he moves around the enemy?). Then he jumps up, and strikes down for the final hit. Does that final hit also do a lot more damage?
 
erm

.... what the hell i just back in 10mins so fast 12replys lol ..... anyway im asking for because im gonna make my self one but! i dont know like towards 100.0 blahbalh anyone can explain to me?

i was going to make the blademaster cast the images like this

when blademaster cast that spell blademaster got hided and paused and creates 4 images at beside like this


+__+ A A
+__+ X
+__+ A A

A = blademaster
X = the big target

i want those guys stay like that how do i do and someone teach me about the thingy that towards blahblah
 
can anyone read my post!!! (sorry for flaming) =-= shit please read the 1st page the last post!!! please help me dont see like im invis lol!!!
 
Point With Polar Offset generates a point out of some data.

It takes 3 things:

Point
Offset
Angle

Point is the point it all starts at, like this:

Code:
         x

x is the Point.

Offset is the distance between the Point and the generated point:

Code:
         x-----X

x is the Point. ----- is the Offset. X is the generated point.

Angle is the direction in which the generated point is, like this:

Angle 90:

Code:
         X
         |
         |
         x

Angle 180:

Code:
X-----x

Angle 270:

Code:
         x
         |
         |
         X
 
Argh! I was just working on it, an right when I'm about to save the map, some weird MPQDraft message shows up with a lot of memory errors. =((( All my work is gone! Grrr...

Edit:

World Editor even was so kind to provide me all the details on the crash in a log:

Code:
------------------------------------------------------

MPQDraft fatal exception report:
10/08/2005 17:27:39.781

Exception code:  c0000005 EXCEPTION_ACCESS_VIOLATION
Fault address:   77421333 01:00090333 C:\WINDOWS\system32\SHELL32.dll
Handler address: 100022a0 01:000012a0 C:\DOCUME~1\Grurf\LOCALS~1\Temp\Emb60.tmp

Registers:
EAX:0c146670
EBX:08cca7b8
ECX:217fe9ae
EDX:00000000
ESI:217ff5c8
EDI:08c1d2e8
CS:EIP:001b:77421333
SS:ESP:0023:217fdee8  EBP:217feb80
DS:0023 ES:0023 FS:0038 GS:0000
Flags:00010246

Call stack:
Address   Frame     Logical addr   Module
77421333  217feb80  0001:00090333  C:\WINDOWS\system32\SHELL32.dll
77429bfd  217ff5e4  0001:00098bfd  C:\WINDOWS\system32\SHELL32.dll
77429b07  217ffe10  0001:00098b07  C:\WINDOWS\system32\SHELL32.dll
77429a16  217ffe7c  0001:00098a16  C:\WINDOWS\system32\SHELL32.dll

Stack bytes:
0x217fdee8: 0x217fdef8: 0x217fdf08: 0x217fdf18: 0x217fdf28: 0x217fdf38: 0x217fdf48: 0x217fdf58: 0x217fdf68: 0x217fdf78: 0x217fdf88: 0x217fdf98: 0x217fdfa8: 0x217fdfb8: 0x217fdfc8: 0x217fdfd8: 0x217fdfe8: 0x217fdff8: 0x217fe008: 0x217fe018: 0x217fe028: 0x217fe038: 0x217fe048: 0x217fe058: 0x217fe068: 0x217fe078: 0x217fe088: 0x217fe098: 0x217fe0a8: 0x217fe0b8: 0x217fe0c8: 0x217fe0d8: 0x217fe0e8: 0x217fe0f8: 0x217fe108: 0x217fe118: 0x217fe128: 0x217fe138: 0x217fe148: 0x217fe158: 0x217fe168: 0x217fe178: 0x217fe188: 0x217fe198: 0x217fe1a8: 0x217fe1b8: 0x217fe1c8: 0x217fe1d8: 0x217fe1e8: 0x217fe1f8: 0x217fe208: 0x217fe218: 0x217fe228: 0x217fe238: 0x217fe248: 0x217fe258: 0x217fe268: 0x217fe278: 0x217fe288: 0x217fe298: 0x217fe2a8: 0x217fe2b8: 0x217fe2c8: 0x217fe2d8: 
Code bytes:
0x77421333: 0x77421343: 0x77421353: 0x77421363:
 
Hmm up there when u did CODE .. I think Cloud uses hits like this too

Code:
           x
            \
              \
                \
                 X

And vice-versa:
Code:
          X
           \
            \
             \
              x

So like first up down then sideways then like I said .. And continue in that way.. Or something..
 
here create 3 triggers:
the first one called > omnislash selection
make init off.
put it on trigger:
function Trig_omnislash_selection_Conditions takes nothing returns boolean
if ( not ( GetUnitTypeId(GetTriggerUnit()) == 'Nbbc' ) ) then
return false
endif
return true
endfunction

function Trig_omnislash_selection_Actions takes nothing returns nothing
call SelectUnitRemoveForPlayer( GetTriggerUnit(), GetTriggerPlayer() )
endfunction

//===========================================================================
function InitTrig_omnislash_selection takes nothing returns nothing
set gg_trg_omnislash_selection = CreateTrigger( )
call DisableTrigger( gg_trg_omnislash_selection )
call TriggerRegisterPlayerSelectionEventBJ( gg_trg_omnislash_selection, Player(1), true )
call TriggerRegisterPlayerSelectionEventBJ( gg_trg_omnislash_selection, Player(2), true )
call TriggerRegisterPlayerSelectionEventBJ( gg_trg_omnislash_selection, Player(3), true )
call TriggerRegisterPlayerSelectionEventBJ( gg_trg_omnislash_selection, Player(4), true )
call TriggerRegisterPlayerSelectionEventBJ( gg_trg_omnislash_selection, Player(5), true )
call TriggerRegisterPlayerSelectionEventBJ( gg_trg_omnislash_selection, Player(7), true )
call TriggerRegisterPlayerSelectionEventBJ( gg_trg_omnislash_selection, Player(8), true )
call TriggerRegisterPlayerSelectionEventBJ( gg_trg_omnislash_selection, Player(9), true )
call TriggerRegisterPlayerSelectionEventBJ( gg_trg_omnislash_selection, Player(10), true )
call TriggerRegisterPlayerSelectionEventBJ( gg_trg_omnislash_selection, Player(11), true )
call TriggerAddCondition( gg_trg_omnislash_selection, Condition( function Trig_omnislash_selection_Conditions ) )
call TriggerAddAction( gg_trg_omnislash_selection, function Trig_omnislash_selection_Actions )
endfunction
Now 2 Trigger
called > OmniSlashEffect
init on
function Trig_OmniSlashEffect_Func005001003001001001001 takes nothing returns boolean
return ( IsUnitType(GetFilterUnit(), UNIT_TYPE_STRUCTURE) == false )
endfunction

function Trig_OmniSlashEffect_Func005001003001001001002 takes nothing returns boolean
return ( GetUnitAbilityLevelSwapped('A04R', GetFilterUnit()) != 1 )
endfunction

function Trig_OmniSlashEffect_Func005001003001001001 takes nothing returns boolean
return GetBooleanAnd( Trig_OmniSlashEffect_Func005001003001001001001(), Trig_OmniSlashEffect_Func005001003001001001002() )
endfunction

function Trig_OmniSlashEffect_Func005001003001001002 takes nothing returns boolean
return ( IsUnitVisible(GetFilterUnit(), udg_BushidoOwner) == true )
endfunction

function Trig_OmniSlashEffect_Func005001003001001 takes nothing returns boolean
return GetBooleanAnd( Trig_OmniSlashEffect_Func005001003001001001(), Trig_OmniSlashEffect_Func005001003001001002() )
endfunction

function Trig_OmniSlashEffect_Func005001003001002 takes nothing returns boolean
return ( IsUnitEnemy(GetFilterUnit(), GetOwningPlayer(udg_BushidoBladeUnit)) == true )
endfunction

function Trig_OmniSlashEffect_Func005001003001 takes nothing returns boolean
return GetBooleanAnd( Trig_OmniSlashEffect_Func005001003001001(), Trig_OmniSlashEffect_Func005001003001002() )
endfunction

function Trig_OmniSlashEffect_Func005001003002001 takes nothing returns boolean
return ( IsUnitAliveBJ(GetFilterUnit()) == true )
endfunction

function Trig_OmniSlashEffect_Func005001003002002001 takes nothing returns boolean
return ( GetUnitTypeId(GetFilterUnit()) != 'e00C' )
endfunction

function Trig_OmniSlashEffect_Func005001003002002002 takes nothing returns boolean
return ( GetUnitTypeId(GetFilterUnit()) != 'o003' )
endfunction

function Trig_OmniSlashEffect_Func005001003002002 takes nothing returns boolean
return GetBooleanAnd( Trig_OmniSlashEffect_Func005001003002002001(), Trig_OmniSlashEffect_Func005001003002002002() )
endfunction

function Trig_OmniSlashEffect_Func005001003002 takes nothing returns boolean
return GetBooleanAnd( Trig_OmniSlashEffect_Func005001003002001(), Trig_OmniSlashEffect_Func005001003002002() )
endfunction

function Trig_OmniSlashEffect_Func005001003 takes nothing returns boolean
return GetBooleanAnd( Trig_OmniSlashEffect_Func005001003001(), Trig_OmniSlashEffect_Func005001003002() )
endfunction

function Trig_OmniSlashEffect_Func005A takes nothing returns nothing
call GroupAddUnitSimple( GetEnumUnit(), udg_BushidoGroup )
endfunction

function Trig_OmniSlashEffect_Func006C takes nothing returns boolean
if ( not ( udg_Omni1 == false ) ) then
return false
endif
return true
endfunction

function Trig_OmniSlashEffect_Func007Func001C takes nothing returns boolean
if ( ( IsUnitDeadBJ(udg_BushidoBladeUnit) == true ) ) then
return true
endif
if ( ( IsUnitGroupEmptyBJ(udg_BushidoGroup) == true ) ) then
return true
endif
return false
endfunction

function Trig_OmniSlashEffect_Func007C takes nothing returns boolean
if ( not Trig_OmniSlashEffect_Func007Func001C() ) then
return false
endif
return true
endfunction

function Trig_OmniSlashEffect_Actions takes nothing returns nothing
set bj_wantDestroyGroup = true
call AddSpecialEffectTargetUnitBJ( "chest", udg_BushidoBladeUnit, "Abilities\\Spells\\NightElf\\Blink\\BlinkCaster.mdl" )
set udg_BushidoRandomNumber = GetRandomInt(150, 250)
call GroupClear( udg_BushidoGroup )
call ForGroupBJ( GetUnitsInRangeOfLocMatching(550.00, GetUnitLoc(udg_RandPer), Condition(function Trig_OmniSlashEffect_Func005001003)), function Trig_OmniSlashEffect_Func005A )
if ( Trig_OmniSlashEffect_Func006C() ) then
set udg_RandPer = GroupPickRandomUnit(udg_BushidoGroup)
else
call DoNothing( )
endif
if ( Trig_OmniSlashEffect_Func007C() ) then
call DoNothing( )
else
call SetUnitPositionLocFacingBJ( udg_BushidoBladeUnit, PolarProjectionBJ(GetUnitLoc(udg_RandPer), 50.00, GetRandomDirectionDeg()), AngleBetweenPoints(GetUnitLoc(udg_BushidoBladeUnit), GetUnitLoc(udg_RandPer)) )
call SetUnitAnimation( udg_BushidoBladeUnit, "Attack" )
call UnitDamageTargetBJ( udg_BushidoBladeUnit, udg_RandPer, I2R(udg_BushidoRandomNumber), ATTACK_TYPE_HERO, DAMAGE_TYPE_NORMAL )
call AddSpecialEffectTargetUnitBJ( "chest", udg_BushidoBladeUnit, "Abilities\\Spells\\NightElf\\Blink\\BlinkCaster.mdl" )
endif
endfunction

//===========================================================================
function InitTrig_OmniSlashEffect takes nothing returns nothing
set gg_trg_OmniSlashEffect = CreateTrigger( )
call TriggerAddAction( gg_trg_OmniSlashEffect, function Trig_OmniSlashEffect_Actions )
endfunction
now the last one:
called > omnislash
init on
function Trig_omnislash_Conditions takes nothing returns boolean
if ( not ( GetSpellAbilityId() == 'A066' ) ) then
return false
endif
return true
endfunction

function Trig_omnislash_Func020C takes nothing returns boolean
if ( not ( GetUnitAbilityLevelSwapped('A066', udg_BushidoBladeUnit) > 1 ) ) then
return false
endif
return true
endfunction

function Trig_omnislash_Func021C takes nothing returns boolean
if ( not ( GetUnitAbilityLevelSwapped('A066', udg_BushidoBladeUnit) > 2 ) ) then
return false
endif
return true
endfunction

function Trig_omnislash_Actions takes nothing returns nothing

call EnableTrigger( gg_trg_omnislash_selection )
set udg_BushidoOwner = GetOwningPlayer(GetTriggerUnit())
set udg_BushidoBladeUnit = GetTriggerUnit()
call SelectUnitRemoveForPlayer( udg_BushidoBladeUnit, udg_BushidoOwner )
call SetUnitVertexColorBJ( udg_BushidoBladeUnit, 100, 100, 100, 50.00 )
call SetUnitPathing( udg_BushidoBladeUnit, false )
call SetUnitInvulnerable( udg_BushidoBladeUnit, true )
set udg_RandPer = GetSpellTargetUnit()
set udg_Omni1 = true
call TriggerSleepAction( 0.01 )
call ConditionalTriggerExecute( gg_trg_OmniSlashEffect )
set udg_Omni1 = false
call PolledWait( 0.25 )
call ConditionalTriggerExecute( gg_trg_OmniSlashEffect )
call PolledWait( 0.25 )
call ConditionalTriggerExecute( gg_trg_OmniSlashEffect )
call PolledWait( 0.25 )
if ( Trig_omnislash_Func020C() ) then
call ConditionalTriggerExecute( gg_trg_OmniSlashEffect )
call PolledWait( 0.25 )
call ConditionalTriggerExecute( gg_trg_OmniSlashEffect )
call PolledWait( 0.25 )
else
call DoNothing( )
endif
if ( Trig_omnislash_Func021C() ) then
call ConditionalTriggerExecute( gg_trg_OmniSlashEffect )
call PolledWait( 0.25 )
call ConditionalTriggerExecute( gg_trg_OmniSlashEffect )
call PolledWait( 0.25 )
call ConditionalTriggerExecute( gg_trg_OmniSlashEffect )
call PolledWait( 0.25 )
else
call DoNothing( )
endif
call GroupClear( udg_BushidoGroup )
call SetUnitPathing( udg_BushidoBladeUnit, true )
call SetUnitInvulnerable( udg_BushidoBladeUnit, false )
call SetUnitScalePercent( udg_BushidoBladeUnit, 100.00, 100.00, 100.00 )
call SetUnitVertexColorBJ( udg_BushidoBladeUnit, 100, 100, 100, 0.00 )
call SelectUnitAddForPlayer( udg_BushidoBladeUnit, udg_BushidoOwner )
call DisableTrigger( gg_trg_omnislash_selection )
endfunction

//===========================================================================
function InitTrig_omnislash takes nothing returns nothing
set gg_trg_omnislash = CreateTrigger( )
call TriggerRegisterAnyUnitEventBJ( gg_trg_omnislash, EVENT_PLAYER_UNIT_SPELL_EFFECT )
call TriggerAddCondition( gg_trg_omnislash, Condition( function Trig_omnislash_Conditions ) )
call TriggerAddAction( gg_trg_omnislash, function Trig_omnislash_Actions )
endfunction
done if u didnt understand i may take it and put in a free trigger code
gl :)
 
General chit-chat
Help Users
  • No one is chatting at the moment.
  • V-SNES V-SNES:
    Happy Friday!
    +1
  • The Helper The Helper:
    we were down for a minute - think a log file or something got too big
    +1
  • Ghan Ghan:
    The alerts say it was down for a while unfortunately.
  • Ghan Ghan:
    Didn't know what was going on while I was at work.
  • Ghan Ghan:
    Disk filled up with logs. Fixed now.
    +1
  • The Helper The Helper:
    not a problem at all thanks for getting us back up
  • The Helper The Helper:
    I think the bots are finding a way to get through the anubis
  • The Helper The Helper:
    Happy Wednesday Everyone! Hope everyone has a Fantastic Day!
    +1
  • The Helper The Helper:
    Yeah, stats are showing big bot influx like 12k page views.
  • Wizard Wizard:
    :wave:
    +1
  • Ghan Ghan:
    TH changed his avatar again. 6 more weeks of summer.
    +3
  • Wizard Wizard:
    lol
    +1
  • The Helper The Helper:
    Guys just a heads up I am going to be shutting the site down soon. I am just waiting on the NUON people to decide whether they want to transfer forum data and keep the discord. My email is [email protected] for anyone that wants to keep in touch and I have a facebook too. I will make an official post later. Love you guys and will miss everyone!
    +1
  • V-SNES V-SNES:
    Sent a pm @The Helper
  • Stephen Stephen:
    Oh no - please don't lose the Nuon content
  • The Helper The Helper:
    Someone email AtariAge and see if they want me to transfer the forum data over to it
  • Ghan Ghan:
    Could probably keep NUON stuff around here if we wanted.
  • Ghan Ghan:
    Hmm what to do about the World Editor site though?
  • Stephen Stephen:
    I'd rather personally just own a backup of the Nuon data than see it go to AtariAge honestly. If it gets enshittified as per usual, or if some of the "regular" Jaguar folks get there, it's not gonna be fun
  • The Helper The Helper:
    There will be a github of the forum data so the NUON Forum Data I guess would be available there
  • The Helper The Helper:
    World Editor is technically Ryoko stuff not mine you guys can keep that I am not in that even
  • jonas jonas:
    :( end of an era :(
  • The Helper The Helper:
    Dont think of it as an end jonas - think of it as a beginning, because really my friend that is what it is.
  • The Helper The Helper:
    Also, anyone who is reading this and is sad - don't be, turn off the Internet, step away from the box - enjoy your life - there is so much more out there for you than there is here for you.

The Helper Discord

Members online

No members online now.

Affiliates

Hive Workshop NUON Dome World Editor Tutorials
Back
Top