Spell Request Jinada GUI

hiyazaki09

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Passively adds a critical strike and maim to Bounty Hunter's next attack, has a cooldown.
Level 1 - 1.4x critical multiplier, 25% movement and attack speed slow
Level 2 - 1.6x critical multiplier, 25% movement and attack speed slow.
Level 3 - 1.8x critical multiplier, 25% movement and attack speed slow.
Level 4 - 2.0x critical multiplier, 25% movement and attack speed slow.
Duration: 3
Mana Cost: N/A
Cooldown: 21/16/11/6


thnx:thup:
 

Never_Quit

New Member
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16
metroid_prime_1.jpg


You just want the triggers right?

Does it have 100% hit rate? (solely based off of cooldown?)

Start with a dummy ability that has levels 4 levels looks the way you want probably based on curse with autocast different picture of course, unless there is a better way to do it.

Create 4 levels of the same abilities you mentioned:
crit strike (must have 100% hit rates on this ability)
maim (also 100% hit on this)
Make sure there is a poison slow or ice passive ability available for this spell.

Create a dummy unit with all of the spells and each level of spell.

Trigger:
  • Super Passive-ish ability
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to CurseDummyAbility
      • ((Triggering unit) is A Hero) Equal to True
    • Actions
      • Set tempPoint = (Target point of ability being cast)
      • Set tempAbility = (Created Crit Strike)
      • Unit - Create 1 Footman for (Triggering player) at tempPoint facing Default building facing degrees
      • Unit - Add (tempAbility) to (Last created unit)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Level of (Ability being cast) for (Triggering unit)) Greater than 1
        • Then - Actions
          • For each (Integer A) from 2 to (Level of for (Triggering unit)), do (Actions)
            • Loop - Actions
              • Unit - Increase level of (tempAbility) for (Last created unit)
        • Else - Actions
      • Set tempAbility = (Created Maim)
      • Unit - Add (tempAbility) to (Last created unit)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Level of (Ability being cast) for (Triggering unit)) Greater than 1
        • Then - Actions
          • For each (Integer A) from 2 to (Level of for (Triggering unit)), do (Actions)
            • Loop - Actions
              • Unit - Increase level of (tempAbility) for (Last created unit)
        • Else - Actions
      • Set tempAbility = (Created Ice,Slow,Poison,Cripple)
      • Unit - Add (tempAbility) to (Last created unit)
      • Unit - Order (Last created unit) to Attack (Target unit of ability being cast)
      • Custom script: call RemoveLocation(udg_tempPoint)
      • Wait 0.01 seconds
      • Unit - Order (Triggering unit) to Stop
      • Animation - Reset (Triggering unit)'s animation
      • Animation - Play (Triggering unit)'s spell animation
      • Animation - Queue (Triggering unit)'s stand animation


If you want to add a random chance of the ability to work, it will require another trigger.
The dummy unit will need to be able to attack and have a model of NONE and be invulnerable or targeted as locust.

The primary problem with this setup would be that currently this skill would take up an active ability slot.
 

Nherwyziant

Be better than you were yesterday :D
Reaction score
96
metroid_prime_1.jpg


You just want the triggers right?

Does it have 100% hit rate? (solely based off of cooldown?)

Start with a dummy ability that has levels 4 levels looks the way you want probably based on curse with autocast different picture of course, unless there is a better way to do it.

Create 4 levels of the same abilities you mentioned:
crit strike (must have 100% hit rates on this ability)
maim (also 100% hit on this)
Make sure there is a poison slow or ice passive ability available for this spell.

Create a dummy unit with all of the spells and each level of spell.

Trigger:
  • Super Passive-ish ability
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to CurseDummyAbility
      • ((Triggering unit) is A Hero) Equal to True
    • Actions
      • Set tempPoint = (Target point of ability being cast)
      • Set tempAbility = (Created Crit Strike)
      • Unit - Create 1 Footman for (Triggering player) at tempPoint facing Default building facing degrees
      • Unit - Add (tempAbility) to (Last created unit)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Level of (Ability being cast) for (Triggering unit)) Greater than 1
        • Then - Actions
          • For each (Integer A) from 2 to (Level of for (Triggering unit)), do (Actions)
            • Loop - Actions
              • Unit - Increase level of (tempAbility) for (Last created unit)
        • Else - Actions
      • Set tempAbility = (Created Maim)
      • Unit - Add (tempAbility) to (Last created unit)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Level of (Ability being cast) for (Triggering unit)) Greater than 1
        • Then - Actions
          • For each (Integer A) from 2 to (Level of for (Triggering unit)), do (Actions)
            • Loop - Actions
              • Unit - Increase level of (tempAbility) for (Last created unit)
        • Else - Actions
      • Set tempAbility = (Created Ice,Slow,Poison,Cripple)
      • Unit - Add (tempAbility) to (Last created unit)
      • Unit - Order (Last created unit) to Attack (Target unit of ability being cast)
      • Custom script: call RemoveLocation(udg_tempPoint)
      • Wait 0.01 seconds
      • Unit - Order (Triggering unit) to Stop
      • Animation - Reset (Triggering unit)'s animation
      • Animation - Play (Triggering unit)'s spell animation
      • Animation - Queue (Triggering unit)'s stand animation


If you want to add a random chance of the ability to work, it will require another trigger.
The dummy unit will need to be able to attack and have a model of NONE and be invulnerable or targeted as locust.

The primary problem with this setup would be that currently this skill would take up an active ability slot.

What's with the picture? And you got it wrong. Jinada is passive, and every X sec, it gives a buff to the owner of spell a critical ability and when enemy is hit, they will get slowed for 25%, after that, the buff will get removed and after X seconds buff wil regain.
 

Never_Quit

New Member
Reaction score
16
What's with the picture? And you got it wrong. Jinada is passive, and every X sec, it gives a buff to the owner of spell a critical ability and when enemy is hit, they will get slowed for 25%, after that, the buff will get removed and after X seconds buff wil regain.

O sorry I don't play DOTA
 

mapguy

New Member
Reaction score
46
use a damage detection trigger:

my way only works for melee units.

make a trigger that detect whe an unit attacks and add it to attackerunitgroup.
and make another that if the same unit cast a spell, uses an item, stops or holds position it's removed from attackerunitgroup.

than create a damage detection GUI trigger that detects if the damage source is in attackerunitgroup and has buff JINADA, than u remove critical strike from your unit and trigger a countdown to replace the buff using a dummy unit.
 

keviebear

New Member
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0
Jinada thingy

but how do you give jinada the cooldown it needs to make it work and how do you it without triggers?
 

tommerbob

Minecraft. :D
Reaction score
110
This is a 9 month old thread. If you still need help making a Jinada spell, make a new thread.

You would use a timer, and when the timer reaches 0, add a dummy critical strike ability (with a buff) to the hero. Then detect when he deals damage, when he does, remove the ability/buff and restart the timer.
 

NeuroToxin

New Member
Reaction score
46
This is a 9 month old thread. If you still need help making a Jinada spell, make a new thread.

You would use a timer, and when the timer reaches 0, add a dummy critical strike ability (with a buff) to the hero. Then detect when he deals damage, when he does, remove the ability/buff and restart the timer.

This is wrong (Not to be a troll) Theres a certain orb, it might be orb of slow, which has cooldown on it, which can be used for passive effects, then you check simply if the unit has the buff, then do the damage if it does.
 

tommerbob

Minecraft. :D
Reaction score
110
This is wrong (Not to be a troll) Theres a certain orb, it might be orb of slow, which has cooldown on it, which can be used for passive effects, then you check simply if the unit has the buff, then do the damage if it does.

o_O I learn something new everyday. :p
 
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