Thundergod's Wrath (Zeus (in Dota)'s ulti) help...

Smilis

TH.net Regular
Reaction score
7
hello everyone! I am searching for a "script" for Zeus (in Dota Allstars) ulti (Thundergod's Wrath).. but can't find anyone... And I´m thinking if someone of you have that script somewhere on you computer... and can share it with us other?

Thanks if you can help me :)


P.S. You can se what it does down here:

Code:
Thundergod's Wrath
Strikes down all enemy heroes with a bolt of lightning. 

Level 1 - Deals 210 damage.
Level 2 - Deals 335 damage. 
Level 3 - Deals 460 damage. 

Cooldown: 120 seconds.

Level 1: 225 mana, 120 sec cooldown.
Level 2: 325 mana, 120 sec cooldown.
Level 3: 450 mana, 120 sec cooldown.
 

Shadow14l

New Member
Reaction score
11
I don't really play dota, but I guess you could use this trigger:

Trigger:
  • Thundergods Wrath
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Thundergods Wrath
    • Actions
      • Unit Group - Pick every unit in (Units in (Playable map area) matching ((((Matching unit) is A Hero) Equal to True) and (((Matching unit) belongs to an enemy of (Triggering player)) Equal to True))) and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Level of Thundergods Wrath for (Triggering unit)) Equal to 1
            • Then - Actions
              • Unit - Set life of (Picked unit) to ((Life of (Picked unit)) - 210.00)
            • Else - Actions
              • Do nothing
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Level of Thundergods Wrath for (Triggering unit)) Equal to 2
            • Then - Actions
              • Unit - Set life of (Picked unit) to ((Life of (Picked unit)) - 335.00)
            • Else - Actions
              • Do nothing
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Level of Thundergods Wrath for (Triggering unit)) Equal to 3
            • Then - Actions
              • Unit - Set life of (Picked unit) to ((Life of (Picked unit)) - 460.00)
            • Else - Actions
              • Do nothing


Also don't forget to remove leaks too :)
 

WarLuvr3393

Hmmm...too many things to play (WoW, COD4, WC3)
Reaction score
54
I don't really play dota, but I guess you could use this trigger:

Trigger:
  • Thundergods Wrath
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Thundergods Wrath
    • Actions
      • Unit Group - Pick every unit in (Units in (Playable map area) matching ((((Matching unit) is A Hero) Equal to True) and (((Matching unit) belongs to an enemy of (Triggering player)) Equal to True))) and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Level of Thundergods Wrath for (Triggering unit)) Equal to 1
            • Then - Actions
              • Unit - Set life of (Picked unit) to ((Life of (Picked unit)) - 210.00)
            • Else - Actions
              • Do nothing
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Level of Thundergods Wrath for (Triggering unit)) Equal to 2
            • Then - Actions
              • Unit - Set life of (Picked unit) to ((Life of (Picked unit)) - 335.00)
            • Else - Actions
              • Do nothing
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Level of Thundergods Wrath for (Triggering unit)) Equal to 3
            • Then - Actions
              • Unit - Set life of (Picked unit) to ((Life of (Picked unit)) - 460.00)
            • Else - Actions
              • Do nothing


Also don't forget to remove leaks too :)

This trigger is inaccurate. There may be heroes in your map that has extra magic resistance or has damage removal. Heroes naturally have 25% magic resistance. Heroes like Anti Mage or Spectre have abilities which reduce damage.

The solution to this is to create a dummy beside each enemy hero and add "Lightning Bolt" to it, then have it cast it on them.
 

WolfieeifloW

WEHZ Helper
Reaction score
372
That would just reduce the life of an opponent randomly;
AKA no special effects...
I'm not going to write out the trigger but all you do is when it's cast, select all enemies that are a Hero, then create a dummy above them;
Then have the dummy cast a modified Chain Lightning with no bounces on them.
This will create the "downwards" lightning effect.
Modify the chain lightning to your damage.

EDIT: @WarLuvr3393: Creating a dummy "beside" them doesn't create the downwards lightning effect.
Also @Smilis: Use the Search function on these forums;
I'm pretty sure there's been multiple spell packs with this spell in them.
 

WarLuvr3393

Hmmm...too many things to play (WoW, COD4, WC3)
Reaction score
54
That would just reduce the life of an opponent randomly;
AKA no special effects...
I'm not going to write out the trigger but all you do is when it's cast, select all enemies that are a Hero, then create a dummy above them;
Then have the dummy cast a modified Chain Lightning with no bounces on them.
This will create the "downwards" lightning effect.
Modify the chain lightning to your damage.

I don't believe it's a "downwards" chain lightning. It's another lightning effect, probably imported because it's much more larger than the chain lightning effect.
 

WolfieeifloW

WEHZ Helper
Reaction score
372
It's a downwards Chain Lightning, believe me.
How do you think Zeus' Lightning Bolt comes "downwards" :rolleyes: .
Or base it off Storm Bolt for the 0.1 second ministun.
 

WolfieeifloW

WEHZ Helper
Reaction score
372
It's not accurate actually.
Like he said, it doesn't take into account the unit's spell resistance.
It does a straight unreduced amount of damage;
Therefore, being inaccurate.
 

Shadow14l

New Member
Reaction score
11
It's not accurate actually.
Like he said, it doesn't take into account the unit's spell resistance.
It does a straight unreduced amount of damage;
Therefore, being inaccurate.

Then stop wasting my time and make him a trigger taking that into account...
Some people don't know how to do these things (like you), and need actual examples.

He's definitely smart enough to know what to do... But he doesn't know how to do that... That is why he is searching for a script that has the triggers to show him HOW to do it... He does not want a script that says "yeah you liek need to put unitz above him dood, and make them do litening on each hero".

But if he does want that, then I'll gladly admit you are right... But I don't think so...
 

Charapanga

New Member
Reaction score
46
I can get you the exact code from DotA, hold on...

EDIT:
JASS:
// Objects used:
// 'A07C' = Thundergod's Wrath (Lord of Olympia : Zeus)
// 'A06L' = Thundergod's Wrath
// 'H00J' = Geomancer
// 'e000' = Lightning Bolter
// 'A05S' = Lightning Bolt
// 'Aloc' = Locust (Dummy,ItemHolder,Vision Dummy,Dummy Ice,Lion Roar Effect,...)

// DEBUG Trigger Number : 285
function Thundergod_Spell takes nothing returns boolean
	if((GetSpellAbilityId()=='A07C'))then
		return true
	endif
	if((GetSpellAbilityId()=='A06L'))then
		return true
	endif
	return false
endfunction

function Trig_Thundergod_Wrath_Conditions takes nothing returns boolean
	if(not Thundergod_Spell())then
		return false
	endif
	return true
endfunction

function Thundergod_Valid takes nothing returns boolean
	return GetBooleanAnd((IsUnitType(GetFilterUnit(),UNIT_TYPE_HERO))and GetUnitTypeId(GetFilterUnit())!='H00J',(IsUnitEnemy(GetFilterUnit(),GetOwningPlayer(GetTriggerUnit()))))
endfunction

function Thundergod_NoAganim takes nothing returns boolean
	if(not(GetSpellAbilityId()=='A07C'))then
		return false
	endif
	return true
endfunction

function Thundergod_Main takes nothing returns nothing
	local location liD=GetUnitLoc(GetEnumUnit())
	if(Thundergod_NoAganim())then
		call CreateNUnitsAtLoc(1,'e000',GetOwningPlayer(GetTriggerUnit()),liD,bj_UNIT_FACING)
		call UnitAddAbility(bj_lastCreatedUnit,'A05S')
		call SetUnitAbilityLevelSwapped('A05S',bj_lastCreatedUnit,(4+GetUnitAbilityLevelSwapped('A07C',GetTriggerUnit())))
		call IssueTargetOrderById(bj_lastCreatedUnit,OrderId("chainlightning"),GetEnumUnit())
		call UnitApplyTimedLifeBJ(3.,'BTLF',bj_lastCreatedUnit)
		call SetUnitPathing(bj_lastCreatedUnit,false)
		call SetUnitInvulnerable(bj_lastCreatedUnit,true)
		call UnitAddAbility(bj_lastCreatedUnit,'Aloc')
	else
		call CreateNUnitsAtLoc(1,'e000',GetOwningPlayer(GetTriggerUnit()),liD,bj_UNIT_FACING)
		call UnitAddAbility(bj_lastCreatedUnit,'A05S')
		call SetUnitAbilityLevelSwapped('A05S',bj_lastCreatedUnit,(5+GetUnitAbilityLevelSwapped('A06L',GetTriggerUnit())))
		call IssueTargetOrderById(bj_lastCreatedUnit,OrderId("chainlightning"),GetEnumUnit())
		call UnitApplyTimedLifeBJ(3.,'BTLF',bj_lastCreatedUnit)
		call SetUnitPathing(bj_lastCreatedUnit,false)
		call SetUnitInvulnerable(bj_lastCreatedUnit,true)
		call UnitAddAbility(bj_lastCreatedUnit,'Aloc')
	endif
	call RemoveLocation(liD)
endfunction

function Trig_Thundergod_Wrath_Actions takes nothing returns nothing
	local group lEw=GetUnitsInRectMatching(bj_mapInitialPlayableArea,Condition(function Thundergod_Valid))
	call ForGroupBJ(lEw,function Thundergod_Main)
	call DestroyGroup(lEw)
endfunction

function StartTrigger_Thundergod_Wrath takes nothing returns nothing
	set gg_trg_Thundergod_Wrath=CreateTrigger()
	call TriggerRegisterAnyUnitEventBJ(gg_trg_Thundergod_Wrath,EVENT_PLAYER_UNIT_SPELL_EFFECT)
	call TriggerAddCondition(gg_trg_Thundergod_Wrath,Condition(function Trig_Thundergod_Wrath_Conditions))
	call TriggerAddAction(gg_trg_Thundergod_Wrath,function Trig_Thundergod_Wrath_Actions)
endfunction

function InitTrig_Thundergod_Wrath takes nothing returns nothing
endfunction

It has some custom functions..and all the objects used are listed...
 

sheep

New Member
Reaction score
2
I don't really play dota, but I guess you could use this trigger:

Trigger:
  • Thundergods Wrath
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Thundergods Wrath
    • Actions
      • Unit Group - Pick every unit in (Units in (Playable map area) matching ((((Matching unit) is A Hero) Equal to True) and (((Matching unit) belongs to an enemy of (Triggering player)) Equal to True))) and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Level of Thundergods Wrath for (Triggering unit)) Equal to 1
            • Then - Actions
              • Unit - Set life of (Picked unit) to ((Life of (Picked unit)) - 210.00)
            • Else - Actions
              • Do nothing
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Level of Thundergods Wrath for (Triggering unit)) Equal to 2
            • Then - Actions
              • Unit - Set life of (Picked unit) to ((Life of (Picked unit)) - 335.00)
            • Else - Actions
              • Do nothing
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Level of Thundergods Wrath for (Triggering unit)) Equal to 3
            • Then - Actions
              • Unit - Set life of (Picked unit) to ((Life of (Picked unit)) - 460.00)
            • Else - Actions
              • Do nothing


Also don't forget to remove leaks too :)


just use
Trigger:
  • Unit - Cause (Triggering unit) to damage (Triggering unit), dealing 500.00 damage of attack type Spells and damage type Normal

insted of set life. very simple :D
 

Larcenist

REP: Respect, Envy, Prosperity?
Reaction score
211
Create a dummy caster at each hero's location, change the dummy unit's fly height to something above normal (1000 for example), order the dummy to cast your chain lightning and there you go, a lightning from above.
 

Shadow14l

New Member
Reaction score
11
just use
Trigger:
  • Unit - Cause (Triggering unit) to damage (Triggering unit), dealing 500.00 damage of attack type Spells and damage type Normal

insted of set life. very simple :D

Yes, thank you sheep, I was looking for that but rushed and couldn't find it :p

You can use either way, as they both work.
 

Flare

Stops copies me!
Reaction score
662
You can use either way, as they both work.
Work, and work properly are two very different things.

Set Life works, but it doesn't do everything you want it to. First of all, it doesn't register a killer, so if you set the unit's life below 0, it dies, but nobody gets credit (and, consequently, no EXP/gold) and secondly, as a few people already mentioned, resistances aren't taken into account which, depending on the map, can be problematic

Damage Unit, on the other hand, works properly - the damage is appropriately reduced based on target armor (with respect to the attack/damage type), and it grants credit properly.

And, above all, the Chain Lightning cast just wins, since it's doing the correct type of damage that you need, giving credit, and it's providing the lightning effect, so much more pro's than the rest, and only con is actually making the spell in Object Editor :p
 

Shadow14l

New Member
Reaction score
11
Work, and work properly are two very different things.

Set Life works, but it doesn't do everything you want it to. First of all, it doesn't register a killer, so if you set the unit's life below 0, it dies, but nobody gets credit (and, consequently, no EXP/gold) and secondly, as a few people already mentioned, resistances aren't taken into account which, depending on the map, can be problematic

Damage Unit, on the other hand, works properly - the damage is appropriately reduced based on target armor (with respect to the attack/damage type), and it grants credit properly.

And, above all, the Chain Lightning cast just wins, since it's doing the correct type of damage that you need, giving credit, and it's providing the lightning effect, so much more pro's than the rest, and only con is actually making the spell in Object Editor :p

Ok you convinced me that it could be better in most (ok pretty much all of them) situations, but I just whipped up a fast gui solution :p
 

Smilis

TH.net Regular
Reaction score
7
Well.. I used the first code.. and it worked.. so thanks for all the answers :)
 
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