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Omnislash v1.02 [GUI]

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
I was really BORED so tried recreating the Omnislash spell in DotA, So... Well it took me 2 Hours to create this spell... Very easy to use, because it has just 1 Trigger.

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PLEASE GIVE CREDITS TO ME IF YOU'LL USE THIS SPELL IN YOUR MAP.

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Keywords:
Omni, Slash, Critical, Strike, Deadly, Fast, Quick, Death, Flash, Brutal, paologerochi, Paolo, Gerochi.
Contents

Omnislash v1.02 by paologerochi (Map)

Reviews
14:45, 30th May 2011 Maker: Use waits, leaks and there is already Omnishlash here at the Hive.

Moderator

M

Moderator

14:45, 30th May 2011
Maker: Use waits, leaks and there is already Omnishlash here at the Hive.
 
i think i will vote 1/5(for being an AoS spell)

Dude, what are you saying? because its an AoS spell, lol

Anyway... yeah this is like 50th version of this spell, and not a good one.

Spell leaks, uses waits and it's overall weirdly triggered. Also its not MUI (meaning only one unit can cast this spell at a time, if not the whole spell would bug)

So, fix:
-leaks
-get rid of waits
-make it MUI (by using indexing or hashtable method)
-fix the animation as the spell ends
-floating texts really don't look good on aoe spells

But as I said, this is XXth version of the spell, so I think it won't get approved, unless you do something original with the spell.

For now 2/5

Edit:

Also (possibly) attach triggers to your submission, describe what the spell does, because not all people play dota.

  • Omnislash
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Omnislash
    • Actions
      • -------- CONFIGURABLES --------
      • Set Omni_Caster = (Casting unit)
      • Set Omni_Target = (Target unit of ability being cast)
      • Set Omni_Level = (Level of Omnislash for Omni_Caster)
      • Set Omni_Damage = ((Random real number between 150.00 and 250.00) + (50.00 x (Real(Omni_Level))))
      • Set Omni_Count = (2.00 + (2.00 x (Real(Omni_Level))))
      • -------- CREATE SPELL SPECIAL EFFECTS --------
      • Player - Disable Omnislash for (Owner of Omni_Caster)
      • Wait 0.00 seconds
      • Unit - Make Omni_Caster Invulnerable
      • Unit - Turn collision for Omni_Caster Off
      • Animation - Reset Omni_Caster's animation
      • Animation - Change Omni_Caster's vertex coloring to (100.00%, 100.00%, 100.00%) with 50.00% transparency
      • Special Effect - Create a special effect attached to the weapon of Omni_Caster using Abilities\Weapons\PhoenixMissile\Phoenix_Missile.mdl
      • Set Omni_Effect = (Last created special effect)
      • -------- RUN SPELL --------
      • Unit - Move Omni_Caster instantly to ((Position of Omni_Target) offset by 80.00 towards (Random real number between 0.00 and 360.00) degrees), facing (Position of Omni_Target)
      • Unit - Cause Omni_Caster to damage Omni_Target, dealing Omni_Damage damage of attack type Hero and damage type Normal
      • Animation - Play Omni_Caster's attack animation
      • Special Effect - Create a special effect attached to the chest of Omni_Caster using Abilities\Spells\NightElf\Blink\BlinkCaster.mdl
      • Special Effect - Destroy (Last created special effect)
      • Wait 0.25 seconds
      • For each (Integer Omni_Loop) from 1 to (Integer(Omni_Count)), do (Actions)
        • Loop - Actions
          • Set Omni_Target = (Random unit from (Units within 450.00 of (Position of Omni_Caster) matching ((((Matching unit) is A structure) Not equal to True) and ((((Matching unit) is Mechanical) Not equal to True) and ((((Matching unit) is alive) Equal to True) and ((((Matching unit)
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ((Units within 450.00 of (Position of Omni_Caster) matching ((((Matching unit) is A structure) Not equal to True) and ((((Matching unit) is Mechanical) Not equal to True) and ((((Matching unit) is A flying unit) Not equal to True) and ((((Matching unit) is al Equal to True
            • Then - Actions
              • Player - Enable Omnislash for (Owner of Omni_Caster)
              • Unit - Make Omni_Caster Vulnerable
              • Unit - Turn collision for Omni_Caster On
              • Animation - Change Omni_Caster's vertex coloring to (100.00%, 100.00%, 100.00%) with 0.00% transparency
              • Special Effect - Destroy Omni_Effect
              • Set Omni_Caster = No unit
              • Set Omni_Target = No unit
            • Else - Actions
          • -------- SHOW TEXT DAMAGE (( JUST REMOVE IF YOU DON'T LIKE )) --------
          • Floating Text - Create floating text that reads ((String((Integer(Omni_Damage)))) + !) above Omni_Caster with Z offset 0.00, using font size 10.00, color (100.00%, 0.00%, 0.00%), and 0.00% transparency
          • Floating Text - Set the velocity of (Last created floating text) to 64.00 towards 90.00 degrees
          • Floating Text - Change (Last created floating text): Disable permanence
          • Floating Text - Change the lifespan of (Last created floating text) to 2.00 seconds
          • -------- TEXT SETTINGS END --------
          • Unit - Move Omni_Caster instantly to ((Position of Omni_Target) offset by 80.00 towards (Random real number between 0.00 and 360.00) degrees), facing (Position of Omni_Target)
          • Unit - Cause Omni_Caster to damage Omni_Target, dealing Omni_Damage damage of attack type Hero and damage type Normal
          • Animation - Play Omni_Caster's attack animation
          • Special Effect - Create a special effect attached to the chest of Omni_Caster using Abilities\Spells\NightElf\Blink\BlinkCaster.mdl
          • Special Effect - Destroy (Last created special effect)
          • Wait 0.25 seconds
      • Player - Enable Omnislash for (Owner of Omni_Caster)
      • Unit - Make Omni_Caster Vulnerable
      • Unit - Turn collision for Omni_Caster On
      • Special Effect - Destroy Omni_Effect
      • Animation - Change Omni_Caster's vertex coloring to (100.00%, 100.00%, 100.00%) with 0.00% transparency
      • Set Omni_Caster = No unit
      • Set Omni_Target = No unit
~Berz
 
If you really want to impress us, why don't you make DotA spells that no one ever did.

For example:

-Fairie Dragon
-Medusa
-Shadow Demon
-Gyrocopter
....

You can take any spell from one of those guys or anyone else and try to make it. Those are the kind of spells that we need to see at the hiveworkshop.


If you want this spell to be approved, i suggest you index the spell, remove the waits, and make it MUI.
 
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