• 🏆 Texturing Contest #33 is OPEN! Contestants must re-texture a SD unit model found in-game (Warcraft 3 Classic), recreating the unit into a peaceful NPC version. 🔗Click here to enter!
  • It's time for the first HD Modeling Contest of 2024. Join the theme discussion for Hive's HD Modeling Contest #6! Click here to post your idea!

Samuro Hero Concept

jMhzAHn.png


TbhPzr2.png

4Is7dwv.png

Samuro, the Blademaster, one of the greatest Orc warriors of all time. Samuro, in this Hero Concept, is a main Melee Assassin specialized in deceiving and moving around enemy units. Thanks to all that have been credited for their awesome work on models, effects, icons and code libraries, and please, if you find that no credit was given to you for your work here or credit were given by mistake, let me know, so I can fix it. Enjoy!

Breaking Slash

Wind Walk

Mirror Image

Mimic

Bladestorm

Switch

Critical Strike


y0lMtA2.png


zotmCoq.gif

4TbGWXD.png


2dKVM1J.gif

BrzLxkn.png


xaLvUyx.gif

iJJCvrZ.png


OZtUX3y.gif

JybqKtr.png


S8yUthh.gif

Q9Pz9Dh.png


Mzlnbcl.gif

09S5LI4.png

rHpwXMp.png

  • N3rth
  • PeeKay
  • Murlocologist
  • Anachron
  • TriggerHappy
  • CRAZYRUSSIAN
  • zbc
  • CheckeredFlag
  • Magtheridon96
  • Bribe
  • AZ
  • Verxorian
  • Blizzard

10/18/2020
  • Requirement Systems updated to their latest versions.
  • New Library PluginSpellEffect
  • Spells that require SpellEffectEvent by Bribe now also requires the new library.
11/02/2020
  • Requirement Systems updated to their latest versions.
11/23/2020
  • Requirement Systems updated to their latest versions.
04/30/2021
  • Concept ported to LUA
  • Updated the required systems to their latest versions
05/11/2021
  • Updated to use the latest version of the requirement libraries
  • Adjust the starting height of abilities that use Missiles
06/06/2021
  • Updated to use the latest version of the requirement libraries
01/13/2022
  • Updated to use the latest version of the requirement libraries
  • Included illusion death effect
  • Included a method to disable the illusions ability to cast item abilities and a detection to the anhk of reincarnation item.
01/01/2023
  • Mirror Image v1.3
    • Included 2 new abilities to help manage the illusions inventory and identification (Cloned Hero & Clone Inventory)
    • Removed the IsIllusion global variable and replaced it with the new funciton IsUnitIllusionEx.
    • Fixed a bug where illusions where not being treated as such.
    • New configuration function GetNumberOfIllusions
    • The Original effect indicator now disappear when all illusions die
    • Fixed a bug where illusions could receive items from another hero
    • Removed the leaks when indexing illusions (Lua only)
  • Switch v1.3
    • Fixed a bug where Samuro was being selected for all players instead of just the owner after casting Switch
    • Updated to use the new IsUnitIllusionEx function from Mirror Image
  • Mimic v1.3
    • Updated to use the new IsUnitIllusionEx function from Mirror Image

Pack updated to match my standard requirement libraries. For those who cant open the map due to a problem in the editor when trying to load Object Data, get the Object Data here.
Contents

Samuro Hero Concept (Map)

Samuro Hero Concept (Map)

Reviews
Wrda
An excellent spell pack for an agile warrior, assassin, ninja or any of these sorts. Approved
Level 20
Joined
May 16, 2012
Messages
635
Spellpack is dope but i can't acces it on 1.28.5 damn :D
Can someone post the samuro model from this spellpack?

The Samuro model is a rip by N3rth that you can find at the Warcraft Underground Community. Create an account an be an active member of their community and you will be granted access to a huge collection of models not only from HoTS but WoW as well. Always remember to always give credit to original authors.
 
Level 9
Joined
Dec 16, 2017
Messages
339
The Samuro model is a rip by N3rth that you can find at the Warcraft Underground Community. Create an account an be an active member of their community and you will be granted access to a huge collection of models not only from HoTS but WoW as well. Always remember to always give credit to original authors.
Thanks for info,but seems like their website is off for newcomers..
 
this is my favourite concept of yours that i use for my main in the projects im doing, campaign, melees, moba styles lol so anyways
i need to report some stuff here, me and friend went through some extensive testing on the versus with your concepts
Also Only if anybody is fighting each other (other players) with these concepts.
The Fear System, when fearing a players Hero, still causes player desync or player crashes of either the fearer or the feared.
Samuros' Illusions here also cause the game to crash when they are feared under a player control. To Solve this Issue this needs to put in the fear system ->
if IsUnitType(target, UNIT_TYPE_HERO) and IsIllusion[GetUnitUserData(target)] == false then

Now this however would still cause a problem, cause now its brings the illusions down to the unit fear, which also crashes the game so to fix that i have this after ->
else
if IsIllusion[GetUnitUserData(target)] == true then
call KillUnit(target)
else
call UnitAddAbility(target, FEAR)
call IssueImmediateOrder(target, "bearform")
call UnitRemoveAbility(target, FEAR)
endif

Now fearing the illusions wont crash the game anymore and it is fixed, i have set it to kill, maybe you want Remove instead if you find it giving exp or whatever.
Now the back to main problem of the hero fear, i have removed it from heros currently, as i havent been able to find a way to fix it yet, trying other skills almost works, but the units become targetable after the fear ends, they can only be selected by a drawing a box. it is the the alternate form skills causing the main problem, as it is using metamorphosis, if you fear the demon hunter, the demon hunter will try to transform, he will stay in normal form but get everything the demon form has, ranged attack and everything.
i have tried using avatar instead and thats worse, the hero will end up disappearing, robogoblin is also desync or crash, tried defend, it crashed, berserk they became unselectable/not targetable, various other non alternate form skills, causing unselectable hero after the fear duration ends. so i have a simple deselect replacing the fear hero part of the code until something is figured out lol by one or another.
So aslong as your not fighting any other players (not computers) you will have no issues runs great, but if your gonna battle your friends with these concepts, some changes need to take place and some things need to be looked into.
There is small problem with the Illusions also being counted as hero so in melee versus, getting him first and using illusions, causes your altar to blank out the heros thinking you already have all your heros, as the 'Illusions' are really another of the hero by the DataCode. just a little heads up in a melee versus match with them.

But yea anyways thats all i got to report lol for anybody using in player(s) vs player(s)
I will also continue to look for some way to fix the fear hero, i am sure there is a solution somewhere and yea great concepts love the skills and everything, fairly balanced fighting each other too although i have mixed some up to be related to the heros we are using but yea its great, love them, lets hope somebody can figure out some solution to the fear hero too lol, ill keep trying.
And again only fighting other players does these things matter, you can play with your friend on your team, as long you fight computers there will be no issues.
 

Wrda

Spell Reviewer
Level 25
Joined
Nov 18, 2012
Messages
1,864
1. Aura of mirror image still stands if illusions die before their timeout. I think it would make more sense if it was removed earlier if the illusions also die earlier. It's still possible to give items to illusions by using the owner or another hero, and then they disappear forever after illusions' death. Maybe you could find a way to to make those items drop on the ground, while not screwing the cloning of the items on CloneStats function.
local integer sIdx and local integer tIdx in switch method in Switch trigger are not being used at all.
2. SelectUnit in after method in Switch trigger is going to select the unit for all players, requires a local player block.

There's some strange bug with Mirror Image... (in VJASS, in Lua version didn't seem to happen) I don't know what causes it, only the signs when it breaks. The bug consists of one or more illusions not being illusions anymore. Thus, one of the signs is they can earn skill points. When the time life expires, they revive, like the real hero. Another sign is the illusion not being able to mimic the spells when cast. IsIllusion must be turning false at some point, or the custom value of the unit perhaps. I was unable to reproduce the problem consistently.

1. and 2. applies to the lua version as well.
Only lua version:
Lua:
Critical.chance[unit]
Critical.multiplier[unit]
Evasion.evasion[unit]
Evasion.miss[unit]
Evasion.neverMiss[unit]
Evasion.evasion[unit]
Evasion.miss[unit]
Evasion.neverMiss[unit]
SpellPower.flat[unit]
SpellPower.percent[unit]
LifeSteal.amount[unit]
SpellVamp.amount[unit]
These are all going to leak on illusion death in Mirror Image trigger since you're not nilling them. Technically you're doing this for every unit with RegisterUnitIndexEvent. You either could use weak keys, or filter the indexing by unit type, by creating a table as a container on top of script with the possible unit types as keys that use this spell. If the key in the container, then set those variables. Nonetheless, you have to nil those on illusions' death (and IsIllusion[unit]).

Lua:
Bladestorm = setmetatable({}, {})
    local mt = getmetatable(Bladestorm)
    mt.__index = mt
I know you do this a lot, it's your style, makes sense most of the time and that's fine. What I don't understand is its use here. I don't see it used anywhere except in Mimic script. Wouldn't it just be simpler by making it a boolean?

Once again, the spells are great as usual. Just mirror image being problematic at the moment and some minor things to fix.
 
Level 20
Joined
May 16, 2012
Messages
635
1. Aura of mirror image still stands if illusions die before their timeout. I think it would make more sense if it was removed earlier if the illusions also die earlier. It's still possible to give items to illusions by using the owner or another hero, and then they disappear forever after illusions' death. Maybe you could find a way to to make those items drop on the ground, while not screwing the cloning of the items on CloneStats function.
local integer sIdx and local integer tIdx in switch method in Switch trigger are not being used at all.
2. SelectUnit in after method in Switch trigger is going to select the unit for all players, requires a local player block.

There's some strange bug with Mirror Image... (in VJASS, in Lua version didn't seem to happen) I don't know what causes it, only the signs when it breaks. The bug consists of one or more illusions not being illusions anymore. Thus, one of the signs is they can earn skill points. When the time life expires, they revive, like the real hero. Another sign is the illusion not being able to mimic the spells when cast. IsIllusion must be turning false at some point, or the custom value of the unit perhaps. I was unable to reproduce the problem consistently.

1. and 2. applies to the lua version as well.
Only lua version:
Lua:
Critical.chance[unit]
Critical.multiplier[unit]
Evasion.evasion[unit]
Evasion.miss[unit]
Evasion.neverMiss[unit]
Evasion.evasion[unit]
Evasion.miss[unit]
Evasion.neverMiss[unit]
SpellPower.flat[unit]
SpellPower.percent[unit]
LifeSteal.amount[unit]
SpellVamp.amount[unit]
These are all going to leak on illusion death in Mirror Image trigger since you're not nilling them. Technically you're doing this for every unit with RegisterUnitIndexEvent. You either could use weak keys, or filter the indexing by unit type, by creating a table as a container on top of script with the possible unit types as keys that use this spell. If the key in the container, then set those variables. Nonetheless, you have to nil those on illusions' death (and IsIllusion[unit]).

Lua:
Bladestorm = setmetatable({}, {})
    local mt = getmetatable(Bladestorm)
    mt.__index = mt
I know you do this a lot, it's your style, makes sense most of the time and that's fine. What I don't understand is its use here. I don't see it used anywhere except in Mimic script. Wouldn't it just be simpler by making it a boolean?

Once again, the spells are great as usual. Just mirror image being problematic at the moment and some minor things to fix.
Fixed.
 
Level 1
Joined
Jan 10, 2023
Messages
1
Hi, really cool hero concepts you're making. I've been trying to use them however, I'm a total noob when it comes to the map editor. I created a new map and copied the models via saving your map as a file. I then imported the object data, ability data and trigger data. I disabled all but Initialization in the "This Map Only" triggers and I am having one issue that I can recognize which is that, breaking slash is not procing with wind walk. It procs with the other critical strike and with the illusions so it is "working". I don't know if you might know what the issue could be?

There is also a visual bug with wind walk where it creates a transparent square around Samuro.

Thanks for providing these!
 
Level 4
Joined
Nov 13, 2021
Messages
18
how to solve this problem?
JASSHelper = Step 2(structs_
Compile error.
Line 1457:too many nested ifs(Max is 50)
 
Level 2
Joined
Jul 29, 2015
Messages
19
Is there a way to change bladestorm's damage to a different attack type? It's the only ability I'm having trouble changing.

Many of the other skills seem to be configurable for this
1691138858527.png

But bladestorm is missing this option

Thank you for the hero concepts, I've had a lot of fun messing with them in editor
 
Is there a way to change bladestorm's damage to a different attack type? It's the only ability I'm having trouble changing.

Many of the other skills seem to be configurable for this
View attachment 442419
But bladestorm is missing this option

Thank you for the hero concepts, I've had a lot of fun messing with them in editor
Well yes you change the ATTACK_TYPE_ to something else
ATTACK_TYPE_NORMAL
DAMAGE_TYPE_NORMAL or MAGIC
Is common ones
 
Level 4
Joined
Nov 13, 2021
Messages
18
Hello~ For the first time. I am one of your followers.
I am using the skill you uploaded as a reference and applying it to my map.
It's especially cool that MirrorImages uses Bladestorm at the same time as the original hero.
But is there a way to prevent clone heroes from appearing in the hero portrait at the top left of the screen?
( Personally, the hero death message that appears when the mirror image dies was implemented by setting WE to not display a message when the original hero dies. )

However, I don't know if it's possible to hide the clones from the hero portrait.
I would also understand if it is difficult to fix this because the clone hero has to be treated as a hero in order to use Blade Storm with the original hero.

I would like to ask the original author if there is a way.
 
Top