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Omnislash v1.40

I was looking around the spell section and I couldn't find either an approved or working Omnislash. I needed one so here you go. Should be fully MUI and hopefully leak-less.

The Hero warps around the battlefield slashing enemy units and damaging them.
Level 1 - 5 Slashes, 75 Damage
Level 2 - 8 Slashes, 150 Damage
Level 3 - 11 Slashes, 225 Damage

Special thanks to Mantis Style for the ideas.

v1.00b
-> Fixed Hotkey
v1.20
-> Target unit is now slashed first.
-> Added some vertex coloring and transparency.
-> Changed animation speed for smooth strikes.
-> Caster now moves in random angles when slashing, specifically single-targets.
-> Fixed the critter bug.
v1.30
-> Fixed slashing numbers. It now hits the correct amount of times.
-> Removed annoying comment stripes, kept explanatory comments.
-> Reworked the entire indexing, now it uses Dynamic Index Rycycling [DIR]
v1.30b
-> Fixed the death bug.
v1.40
-> Now only recycles after spell is done.
-> Change transparency slightly.


  • Omnislash
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Omnislash
    • Actions
      • -------- Indexing Start --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • MUI_1 Equal to 0
        • Then - Actions
          • -------- If there are currently no instances running, we turn on the loop. --------
          • Trigger - Turn on Omnislash Loop <gen>
        • Else - Actions
      • -------- Increase the indexes --------
      • Set MUI_1 = (MUI_1 + 1)
      • -------- End of Indexing --------
      • -------- Start of Dynamic Indexing --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • MUI_1 Greater than Max_Index
        • Then - Actions
          • -------- Indexing ~~ --------
          • Set MUI_2[MUI_1] = MUI_1
          • Set Max_Index = MUI_1
        • Else - Actions
      • -------- End of Dynamic Indexing --------
      • -------- Makes it easier to read and cleaner. --------
      • Set Temp = MUI_2[MUI_1]
      • -------- The MUI boolean --------
      • -------- Setting The Caster --------
      • Set CL_Caster[Temp] = (Triggering unit)
      • -------- Setting the Player --------
      • Set CL_Player[Temp] = (Owner of (Triggering unit))
      • -------- Setting the Targeted unit --------
      • Set CL_Target[Temp] = (Target unit of ability being cast)
      • -------- Setting the ability level for the caster --------
      • Set CL_AbilityLevel[Temp] = (Level of Omnislash for (Triggering unit))
      • -------- ***Here you can change the number of slashes*** --------
      • Set CL_Slashes[Temp] = (2 + (3 x CL_AbilityLevel[Temp]))
      • -------- ***Here you can change the damage dealt*** --------
      • Set CL_Damage[Temp] = (75 x CL_AbilityLevel[Temp])
      • -------- ***Here you can change the AOE in which the hero teleports*** --------
      • Set CL_AOE[Temp] = 800.00
      • -------- ***Here you can change the effect on the weapon of the hero*** --------
      • Special Effect - Create a special effect attached to the weapon of CL_Caster[Temp] using Abilities\Weapons\PhoenixMissile\Phoenix_Missile.mdl
      • -------- This is used to count the slashes --------
      • Set CL_Count[Temp] = 0
      • -------- *** Change this to "False" if you dont want the targeted unit to get slashed first, instead a random unit near him. --------
      • Set CL_FirstTarget[Temp] = True
      • -------- Storing the effect --------
      • Set CL_Special[Temp] = (Last created special effect)
      • -------- Pausing the Caster --------
      • Unit - Pause CL_Caster[Temp]
      • -------- Adding some vertex coloring and transparency (fade). --------
      • Animation - Change CL_Caster[Temp]'s vertex coloring to (40.00%, 40.00%, 40.00%) with 40.00% transparency
      • -------- Changes animation speed for smooth slashing. --------
      • Animation - Change CL_Caster[Temp]'s animation speed to 200.00% of its original speed
      • -------- --------------------------------------------------------- --------
  • Omnislash Loop
    • Events
      • Time - Every 0.30 seconds of game time
    • Conditions
    • Actions
      • For each (Integer MUI_3) from 1 to MUI_1, do (Actions)
        • Loop - Actions
          • -------- Makes it easier to read and cleaner. --------
          • Set Temp = MUI_2[MUI_3]
          • -------- Counting the number of slashes --------
          • Set CL_Count[Temp] = (CL_Count[Temp] + 1)
          • -------- Setting loc to prevent leak --------
          • Set CL_Loc[1] = (Position of CL_Target[Temp])
          • -------- Setting the group in which the hero warps --------
          • Set CL_Group[1] = (Units within CL_AOE[Temp] of CL_Loc[1] matching ((((Matching unit) is A flying unit) Equal to False) and ((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an enemy of CL_Player[Temp]) Equal to True))))
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • CL_FirstTarget[Temp] Equal to True
            • Then - Actions
              • -------- Moving hero to target --------
              • Unit - Move CL_Caster[Temp] instantly to CL_Loc[1]
              • -------- Making the hero face the target --------
              • Unit - Make CL_Caster[Temp] face CL_Loc[1] over 0.00 seconds
              • -------- Damaging the target --------
              • Unit - Cause CL_Caster[Temp] to damage CL_Target[Temp], dealing (Real(CL_Damage[Temp])) damage of attack type Normal and damage type Normal
              • -------- Attack animation for eye candy --------
              • Animation - Play CL_Caster[Temp]'s attack animation
              • -------- The "Blink" effect. You may change this. --------
              • Special Effect - Create a special effect attached to the origin of CL_Caster[Temp] using Abilities\Spells\NightElf\Blink\BlinkCaster.mdl
              • Special Effect - Destroy (Last created special effect)
              • -------- Setting the boolean to false else the target will get hit the whole time. --------
              • Set CL_FirstTarget[Temp] = False
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (CL_Caster[Temp] is alive) Equal to True
                  • CL_Count[Temp] Less than or equal to CL_Slashes[Temp]
                  • (Number of units in CL_Group[1]) Greater than 0
                • Then - Actions
                  • -------- Setting the next target of the hero --------
                  • Set CL_Victim[Temp] = (Random unit from CL_Group[1])
                  • -------- Setting the loc of the target to prevent leak --------
                  • Set CL_Loc[2] = (Position of CL_Victim[Temp])
                  • Set CL_Loc[3] = (CL_Loc[2] offset by 50.00 towards (Random angle) degrees)
                  • -------- Moving hero to target --------
                  • Unit - Move CL_Caster[Temp] instantly to CL_Loc[3]
                  • -------- Making the hero face the target --------
                  • Unit - Make CL_Caster[Temp] face CL_Loc[2] over 0.00 seconds
                  • -------- Damaging the target --------
                  • Unit - Cause CL_Caster[Temp] to damage CL_Victim[Temp], dealing (Real(CL_Damage[Temp])) damage of attack type Normal and damage type Normal
                  • -------- Attack animation for eye candy --------
                  • Animation - Play CL_Caster[Temp]'s attack animation
                  • -------- The "Blink" effect. You may change this. --------
                  • Special Effect - Create a special effect attached to the origin of CL_Caster[Temp] using Abilities\Spells\NightElf\Blink\BlinkCaster.mdl
                  • Special Effect - Destroy (Last created special effect)
                  • -------- Removing Point Leaks --------
                  • Custom script: call RemoveLocation( udg_CL_Loc[2] )
                  • Custom script: call RemoveLocation( udg_CL_Loc[3] )
                • Else - Actions
                  • -------- Destroying his weapon effect --------
                  • Special Effect - Destroy CL_Special[Temp]
                  • -------- Unpausing the caster --------
                  • Unit - Unpause CL_Caster[Temp]
                  • -------- Resetting the casters animations --------
                  • Animation - Change CL_Caster[Temp]'s vertex coloring to (100.00%, 100.00%, 100.00%) with 0.00% transparency
                  • Animation - Reset CL_Caster[Temp]'s animation
                  • -------- Recycling all the indexes --------
                  • Set MUI_2[MUI_3] = MUI_2[MUI_1]
                  • Set MUI_2[MUI_1] = Temp
                  • Set MUI_1 = (MUI_1 - 1)
                  • Set MUI_3 = (MUI_3 - 1)
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • MUI_1 Equal to 0
                    • Then - Actions
                      • -------- Turning off this trigger. Pointless to keep running --------
                      • Trigger - Turn off (This trigger)
                      • -------- --------------------------------------------------------- --------
                    • Else - Actions
          • -------- Removing Point Leaks --------
          • Custom script: call RemoveLocation( udg_CL_Loc[1] )
          • -------- Removing Group Leak --------
          • Custom script: call DestroyGroup( udg_CL_Group[1] )
Keywords:
Slash, Omnislash, Omni, Blade, Master, Sword, Strike, Blink, Leap, Slice, Shield, Fire, Sunder, Armour, Armor, Juggernaut, Jugger, Knight, Jedi, Eleme
Contents

Omnislash v1.40 (Map)

Reviews
15:22, 26th Mar 2010 The_Reborn_Devil: Lol, another Omnislash spell. I swear this is the last omnislash spell I will review unless the next one is really awesome and highly customizable. The triggering looks ok, but I noticed that in many...

Moderator

M

Moderator

15:22, 26th Mar 2010
The_Reborn_Devil:

Lol, another Omnislash spell. I swear this is the last omnislash spell I will review unless the next one is really awesome and highly customizable.
The triggering looks ok, but I noticed that in many occasions the hero didn't attack the target, but a random unit within range of that unit. That's kinda annoying.


Status: Approved
Rating: Useful
 
Level 14
Joined
Nov 2, 2008
Messages
579
Wow. As many people here will say, it's for to "not special". But i couldnt do it cooler, and it's awsome coding. It is cool slashes. :) 4/5 :wink:

Glad you like it :)

Lol, i sat here and needed that :)

Hehe looks like I'm psychic :)

Description says 5 slashes on level 1, but when I cast the spell with 2 blademasters, both do 2-3 slashes.

I think it only looks to you that it does 2-3 slashes. I tested it on a high hp unit, and it does the correct amount of damage. If you wanna ensure that you see all the slashes, try changing this to a higher amount:

  • Time - Every 0.30 seconds of game time
 
Level 25
Joined
Jun 5, 2008
Messages
2,572
No offense but what is the point in making this again?

On the risk of sounding negative, i would rate this 4/5 tops, even if vexorian himself couldn't do the code better the idea is extremelly lacking.

This is my opinion only though and i don't want you to think it is something personal, it is just my opinion.
 
Level 14
Joined
Nov 2, 2008
Messages
579
No offense but what is the point in making this again?

On the risk of sounding negative, i would rate this 4/5 tops, even if vexorian himself couldn't do the code better the idea is extremelly lacking.

This is my opinion only though and i don't want you to think it is something personal, it is just my opinion.

Well i was only able to find 2 omnislash abilities and both got rejected, so I thought I'd make one and share it here. Since it's such a famous ability people will really use it. Besides I didn't upload it thinking I'd get a directors cut rating or anything.

Omnislash 1

Omnislash 2
 
Level 22
Joined
Dec 31, 2006
Messages
2,216
There are really many omnislash spells here. I promised myself I would reject the next omnislash spell I saw unless it was really awesome, but I felt so nice right now.
 
Level 6
Joined
May 20, 2010
Messages
94
Luul thats how Omnislash is suppose to work, which is why you don't use it on a hero when creeps are around.

I believe he wants to say that the unit targeted with the ability is not the first target of the slash. You are able to target a unit, but the trigger searchs for a random unit to beginn the spell and that's kind of stupid.

But i think it's a good basic spell and many people (just like me) are needing this. And I want to give you some ideas for improving your spell, too.

Improvable
-The target-unit should be the first unit to get slashed
-Adding some transparency (and darker vertex colouring) to the caster would be nice
-Setting the animation to a higher level (like 200%) so you can see the whole attack animation and not only the first part
-Moving the caster to a random point around the target to improve the "art of blinking". If you slash one single unit with high hp, the caster will only move to the same position and that's not really blinking.


PS: Please don't be mad about my level of English, actually I'm from Germany and just learning English at school.
 
Level 5
Joined
Nov 14, 2009
Messages
191
There is a bug. If you cast it on neutral passive units such as stag without any other enemy units within spell range, it starts draining all of your mana and the hero can't move until mana reaches 0.
 
Level 1
Joined
Oct 3, 2010
Messages
8
in your triggers all it says that you gotta copy the skill and copy the triggers and it should work and it didnt lol i even imported the dummy that you imported when i try 2 cast the skill theres no modle of the skill do i gotta like add it
 
Level 22
Joined
Nov 14, 2008
Messages
3,256
in your triggers all it says that you gotta copy the skill and copy the triggers and it should work and it didnt lol i even imported the dummy that you imported when i try 2 cast the skill theres no modle of the skill do i gotta like add it

you have to make sure to fix corrupted lines and the condition of the cast trigger to be the correct ability
 
Level 5
Joined
Aug 9, 2012
Messages
119
Dear author, and what about after i implemented everything,
the spell, when i activated it...
NOTHING happen sir...
or is it must be cast by blademaster model???

then what do i need? is the sphere,(buff) u edit is necessary? and ice carnage2

what i do is,
copy omnislash
then 2 trigger
and turn on omnislash trigger loop

but still....
pls help sir


and for condition, whats MUI_1 refer to?
thx sir, pls help
 
Level 8
Joined
Nov 20, 2011
Messages
202
Dear author, and what about after i implemented everything,
the spell, when i activated it...
NOTHING happen sir...
or is it must be cast by blademaster model???

then what do i need? is the sphere,(buff) u edit is necessary? and ice carnage2

what i do is,
copy omnislash
then 2 trigger
and turn on omnislash trigger loop

but still....
pls help sir


and for condition, whats MUI_1 refer to?
thx sir, pls help

U need to check the conditon: "Ability beeing cast Equal to Omnilash"
Also look though the code an try to find something that is wrong.

@The creator
The skill aborts, if the target unit gets removed. So if you have a "corspe remove" Trigger this sucks. Anyway perfect spell.
 
Level 3
Joined
Nov 8, 2009
Messages
46
Hey how can i make it so that when i click on the targeted enemy unit the last hit/strike will be on the targeted unit?
 

Zed

Zed

Level 7
Joined
Feb 22, 2014
Messages
280
How can you make the caster invulnerable while omnislashing?
 
Last edited:
Level 4
Joined
Nov 17, 2015
Messages
91
This removes the tint on my unit. 1/5

Hive forums fixed it, by removing transparency. 5/5
 
Last edited by a moderator:
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