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Omnislash v1.40

Submitted by f0rsAk3n
This bundle is marked as approved. It works and satisfies the submission rules.
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.

Changelog
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 Init
  • 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
  • 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
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...
  1. 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
     
  2. ChaosKnight

    ChaosKnight

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    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:
     
  3. Etzer

    Etzer

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    Lol, i sat here and needed that :)
     
  4. MortAr

    MortAr

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    Description says 5 slashes on level 1, but when I cast the spell with 2 blademasters, both do 2-3 slashes.
     
  5. f0rsAk3n

    f0rsAk3n

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    Glad you like it :)

    Hehe looks like I'm psychic :)

    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
     
  6. baassee

    baassee

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    I thought my did work or atleast when Aspard fixed it.

    Well the only thing I would suggest is that you can decide the intervals.
     
  7. MortAr

    MortAr

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    You are right, its my mistake, sorry for the false information.
     
  8. f0rsAk3n

    f0rsAk3n

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    Do you mean the delay between slashes? Because you can change that.

    Its np :) Thanks for testing.
     
  9. baassee

    baassee

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    No you cant as if you change the event, it changes for all units that uses it.
     
  10. Kingz

    Kingz

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    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.
     
  11. f0rsAk3n

    f0rsAk3n

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    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
     
  12. Kingz

    Kingz

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    There are some Omnislash spells, but they are in spellpacks(i think there are 2 spellpacks on THW with omnislash spells).

    Anyway i am not going to argue.
     
  13. f0rsAk3n

    f0rsAk3n

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    Hmmm Sorry I didn't know that. I'll see if I can't tweak mine a little to make it more original :)
     
  14. Dynasti

    Dynasti

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    It's good, but the superlack of originality pulls it down.
     
  15. baassee

    baassee

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    one of those packs is mine
     
  16. jms

    jms

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    omnislash ? realy ? :T
     
  17. FatNastyOgre

    FatNastyOgre

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    Nice work
     
  18. The Reborn Devil

    The Reborn Devil

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    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.
     
  19. HeX.16

    HeX.16

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    The caster with teleport with the target. Big bug if you ask me.
    If you use a teleport scroll while BEING omnislashed the enemy teleports with you.