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[Trigger] Samurai Ultimate Skill????

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Level 8
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Dec 26, 2006
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I'm making an AoS with a girl Samurai (using Stan's model) and im looking for a good Ultimate that i could easily make in GUI (not JASS) cause im very inexperienced with JASS and i don't wanna try and mess up right now so anyone have any ideas or code on a good Ultimate skills for a samurai (2 levels) Come on peoeple.. please... if you could could you post a Omni Slash code? just asking ^_^ be creative please! im all out of ideas!

Oh and does anyone know how to make a AoE Entangled Roots... i just tried making one with GUI and it lagged the game and did nothing...:)
 
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Level 2
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Dec 4, 2006
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Try using the dark samurai pack or the one with the blink storm in wc3. Just remembered there is also that one with bleach spell
 

Dr Super Good

Spell Reviewer
Level 63
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Try making a spell that is passive and creates 3 illusions of the samuri which the samuri can swap places with at any times the illusions do no damage and hp reflect the orignals (take no damage) the catch is the illusions are limated 1000 "distence units" away from the orignal which if they pass that far away take damage at 8* normal rate, the orignal can not switch with them and they last only 15 seconds unless they are brought back to the orignal.
If a Illusion dies it is replaced with another near the hero

It could even be a turn on/off spell with mana drainage for balence and would be quite spectacular.

It function would be decoy and assassination since the illusion could enable you to flee a souround situation and decoy them by making them think its you by sedning one off suicide in the enemies direction also the illusions could allow you to flank an enemy hero off gaurd by attacking at the front then switching with an illusion behind the foe.

Also it seems ballenced since it only improves your retreate/mobility ability and does not up your attack or hp in combat.

Knowing how complex such a spell is I belive you will stick with the already made ones . . .
 

Dr Super Good

Spell Reviewer
Level 63
Joined
Jan 18, 2005
Messages
27,180
Since you are not realy skilled with triggers I will help you lay out what you need.

If you make the active (on/off) version it will need to be based on something like "immolation" of the demon hunter which runs the spell int triggers on turning on.
If its the pasive version the int trigger has to run when it learns the spell.
Only difference basicly is on the active version it needs an end trigger when the spell is turned off.
The int trigger needs to make 3 dummy units (invisiable casters for effects) which each cast a modified version of the illusion staff item ability on the activating hero.
The illusion ability must have the out of range effect damage as a default and damage delt % set to 0.
Now you need to set the illusions with the damage syncronizer which basicly is a unit is damaged trigger for each illusion (you might need jass to do this . . .) which then sets their HP back to that of the main hero ONLY IF they are in the allowed distence otherwise it does nothing.
For improved spell preformance the death detection of the illusions which causes them to respawn (if they get out of the area and die) can be done on the damage trigger by using formula to detect if the damage has "killed" the illusion using the illusions current HP and the damage delt.
If the illusions has died simply respawn one like you did on trigger int (jass can help here by making a function to spawn them that on int you call 3 tims and on every death you can call it once).
The damage trigger also can be used to detect if the illusions owner is dead in which case they must all die by simply checking if the main hero has 0 hp or less.
You may also run the illusion owner death trigger on a timer (more recomended) which allows you to detect if the owner is alive every 1 sec (not to many just every so often to keep lag low) in which case it kills all illusions and sets a boolean varable false.
In the timer actions if the hp are more than 0 (alive) and the varable is false then remake all 3 illusions and set the varable to true otherwise if the varable is true just do nothing.

Teleporting to an illusion I do not know how to do it in an active version due to I do not belive you can add abilites to illusions but in a passive version you can simple make a spell book which is the pasive ability which contains 3 spells which each teleports you to a different illusion.
If you can add castable abilites to illusions you can simply teleport the main hero to the illusion who uses that ability.
The teleport is simple it store 2 locations (of the illusion and of the main) and checks if they are in range and if they are it swaps their places.
You could allso try a command activated teleport.
Also different types of moving might be recomended to stop humans knowing it been teleported.
If you have to use the spell book version make sure that above the illusion some kind of ID is displaying so you know which is which to teleport to.
Also in teleportation make sure you face the same way as the illusion and vica versa.
If an effect is noticable to humans try your best to remove it and if nesscary try making the illusions randomly swaping which each other if they are in range so that the enemies dont knwo if it was you swapping or an illusion swaping an illusion.

NOTE it will be your spell so remember to balence it by changing figures and even adding new effects (like the ability for illusions to die when hit and if your hit you swap with an illusion and that illusion dies making the foes look like that was an illusion although it was your hero(this idea might have major balence issues))

Also remember this is a guide line and not HOW TO DO IT.
You may want to change the illusion dies detection to a timer so that the illusions do not spawn instantly after death for balence reasons.

TIPS
Look over leak guides since if you do not know what leaks are and how to stop them your spell will be unusealbe due to it will lag your map.
Try and learn jass (from the many guides) since jass makes everything easier.
Note efficency of triggers and if your game has lots of triggers running at the same time you might want to try and write spells more effeciently.
DO NOT USE DO "DO NOTHING" ACTION IN GUI SINCE IT DOES THE SAME AS IF YOU DID NOT PUT IT THERE AND IT ADDS TO LAG.
To balence the spell do not use formulas or average player reports since such a spell might be usless to the average player but to one or two pros might make the hero riggedly powerfull.
Balence skills by getting pros with this hero to fight different hero pros and checking if the hero is noticably strogner due to othe ability.
Test all possiable stratergies skills have before deciding if it is too strong or too weak.
Test custom spells with each possiable situation that can arrise in the map for bugs since custom spells are know to interfear BADLY with each other (like a magnetic pull ability which keeps a unit near you causing the swap to bug and making the illusion and the orignal to appear where the orignal was).
Keep trying when making custom spells and NEVER GIVE UP unless it is completly above the games power to create. . .
Lay your custom spells out logicaly otherwise you can end up getting lost in your own spells when you come back to change something. . .

Well I wish you luck creating the spell and hope it turns out like you want it to. . .
 
Level 6
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Oct 23, 2006
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223
Here's a simple and easy aoe dmg spell...make dummy unselectable units of ur samurai model, then add pheonix effect to both arms then move them randomly around 1000 aoe of your hero (use move unit to random point within...)...it looks cool eneough. cheap and easy!
 
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