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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. Wanarax

    Wanarax

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    Cool i liked it.
     
  2. Vengeancekael

    Vengeancekael

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    Useful. +rep
     
  3. yamigosaya

    yamigosaya

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    There are some Omnislash That Are still Pending
     
  4. f0rsAk3n

    f0rsAk3n

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    Luul thats how Omnislash is suppose to work, which is why you don't use it on a hero when creeps are around.
     
  5. Mantis_Style

    Mantis_Style

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    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.
     
  6. NoMoreChallenge

    NoMoreChallenge

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    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.
     
  7. TV_Dinnah

    TV_Dinnah

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    ?

    Funny, when i tried to copy this to my map it didnt work at all. Any help maybe? Or should i just write the whole trigger?
     
  8. ShiroiSenji

    ShiroiSenji

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    well i noticed that it should hit 5/8/11 times, but that wasn't the case really. It hitted 7 tiems at last rank.

    Also spell could be diffrent such as being only able to targeted at heroes.
     
  9. f0rsAk3n

    f0rsAk3n

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    Sorry it took me so long to update lol, completely forgot :<
     
  10. Genji Lone

    Genji Lone

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    999999999999999999999999999999/5
    Another cool thing is when you die it still omnislashes when your dead. when its over it will stay in a place where its final slash was and youll respawn there.
     
  11. Orcnet

    Orcnet

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    nice spell dude! keep up the good work!
     
  12. Philipe

    Philipe

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    I have a 'little' bug: When I attack the same group of the other Omnislasher. One of this can't move or attack after.
     
  13. Soul_EaterS

    Soul_EaterS

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    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
     
  14. f0rsAk3n

    f0rsAk3n

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    Hi, This tutorial will explain everything. It's quite easy.
     
  15. baassee

    baassee

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    you have to make sure to fix corrupted lines and the condition of the cast trigger to be the correct ability
     
  16. Buzz123_ist

    Buzz123_ist

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    iam sure that this is only OMNISLASH on hiveworkshop what works!!!GREAT JOB!!!!!!
     
  17. Crigges

    Crigges

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    Great Spell, but how to make 10 lvls?

    Oh i see too easy :D

    That is crazy simple even a noob like me know how to edit.
     
    Last edited: Nov 21, 2011
  18. a2k_max

    a2k_max

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    wow this is great n tutorial is full n help full
     
  19. Shehyee

    Shehyee

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    Good Job :D
     
  20. mikagami

    mikagami

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    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