[Trigger] Dota 2 axe abilities

Level 25
Joined
Sep 7, 2018
Messages
535
hi friends i need 2 abilities of axe from dota 2.
Berserker's Call and Culling Blade.
thanks alot.
Axe

actally i made culling blade my self but it doesn't cast positive effects.
did i sth wrong?
  • Culling Blade
    • Events
      • Unit - A unit Begins casting an ability
    • Conditions
      • (Ability being cast) Equal to Culling Blade
    • Actions
      • Wait 0.65 seconds
      • -------- Config --------
      • Set Culling_Blade_Caster = (Triggering unit)
      • Set Culling_Blade_Target = (Target unit of ability being cast)
      • Set Culling_Blade_Point = (Position of Culling_Blade_Target)
      • -------- Casting the spell --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Life of Culling_Blade_Target) Less than 250.00
        • Then - Actions
          • Special Effect - Create a special effect at Culling_Blade_Point using Abilities\Weapons\PhoenixMissile\Phoenix_Missile.mdl
          • Set Culling_Blade_Effect = (Last created special effect)
          • Special Effect - Destroy Culling_Blade_Effect
          • Unit - Cause Culling_Blade_Caster to damage Culling_Blade_Target, dealing 1000000000.00 damage of attack type Hero and damage type Normal
          • Custom script: call RemoveLocation(udg_Culling_Blade_Point)
          • -------- Positive effect --------
          • Set Culling_Blade_Point = (Position of Culling_Blade_Caster)
          • Unit - Create 1 Dummy for (Owner of Culling_Blade_Caster) at Culling_Blade_Point facing Default building facing degrees
          • Set Culling_Blade_Dummy = (Last created unit)
          • Unit - Add Culling Blade (Positive) to Culling_Blade_Dummy
          • Unit - Add a 0.20 second Generic expiration timer to Culling_Blade_Dummy
          • Custom script: set bj_wantDestroyGroup = true
          • Unit Group - Pick every unit in (Units within 300.00 of Culling_Blade_Point) and do (Actions)
            • Loop - Actions
              • Set Culling_Blade_Group = (Picked unit)
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Culling_Blade_Group is Magic Immune) Equal to False
                  • (Culling_Blade_Group belongs to an ally of (Owner of Culling_Blade_Caster)) Equal to True
                • Then - Actions
                  • Unit - Order Culling_Blade_Dummy to Night Elf Warden - Shadow Strike Culling_Blade_Group
                • Else - Actions
                  • Do nothing
        • Else - Actions
          • Unit - Cause Culling_Blade_Caster to damage Culling_Blade_Target, dealing 150.00 damage of attack type Hero and damage type Normal
      • -------- End cooldown --------
      • If ((Culling_Blade_Target is A Hero) Equal to True) then do (Unit - For Unit Culling_Blade_Caster, end cooldown of ability Culling Blade ) else do (Do nothing)
      • -------- Remove leak --------
      • Custom script: call RemoveLocation(udg_Culling_Blade_Point)
my map.
 

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Rheiko

Spell Reviewer
Level 26
Joined
Aug 27, 2013
Messages
4,214
You already declared Culling_Blade_Point before the IF block
  • Set Culling_Blade_Point = (Position of Culling_Blade_Target)
You don't have to change its value to caster's location. Using target's location is fine.

Also, I think refresh cooldown should be in the first IF block as well. Just add more condition.
Remove
  • Do nothing
I'm not sure about using Shadowstrike for the positive buff as the game considers it negative buff. Instead, you can use something like Inner Fire for bonus armor and Bloodlust for movement speed.

Lastly, give enough expiration timer to the dummy so it can cast the spell without any issue.
Check out this thread to make your dummy cast the spell instantly: Single Target Spell for Multiple Units
 
Level 25
Joined
Sep 7, 2018
Messages
535
I'm not sure about using Shadowstrike for the positive buff as the game considers it negative buff. Instead, you can use something like Inner Fire for bonus armor and Bloodlust for movement spspeed.
It's OK if we use nagative points and positive buff with color code.

You already declared Culling_Blade_Point before the IF block
  • Set Culling_Blade_Point = (Position of Culling_Blade_Target)
You don't have to change its value to caster's location. Using target's location is fine.

Also, I think refresh cooldown should be in the first IF block as well. Just add more condition.
Remove
  • Do nothing
I'm not sure about using Shadowstrike for the positive buff as the game considers it negative buff. Instead, you can use something like Inner Fire for bonus armor and Bloodlust for movement speed.

Lastly, give enough expiration timer to the dummy so it can cast the spell without any issue.
Check out this thread to make your dummy cast the spell instantly: Single Target Spell for Multiple Units
Every things are working fine but I don't know why culling blade dummy doesn't cast shadow strike on culling blade group units.
 

Rheiko

Spell Reviewer
Level 26
Joined
Aug 27, 2013
Messages
4,214
have you checked the "Stats - Target Allowed" in Object Editor? Either that, or there's probably something wrong with your dummy setup in Object Editor as well.

To quote from the tutorial, your dummy unit must be set up like this:
  • Art - Animation - Cast Backswing, change this to 0.000 otherwise this method won't work properly
  • Art - Animation - Cast Point, change this to 0.000 otherwise this method won't work properly
  • Art - Model File, use custom path and write "Dummy" on it. Because there is no Model File with "Dummy" as a name, if you put this inside the world editor it will appear as Green Box. But in the game it will appear without any model file.
  • Art - Shadow Image (Unit), change it to none. So Dummy will have no shadow beneath it.
  • Damage, we will make the Dummy has no damage. So it won't attack enemy unit.
    • Combat - Attack 1 - Damage Base, change it to 0
    • Combat - Attack 1 - Damage Number of Dice, change it to 0
    • Combat - Attack 1 - Damage Sides per Die, change it to 0
  • Movement - Type, change it to Fly. So Dummy won't collide with other units in battlefield.
  • Movement - Speed, change it to 0 otherwise this method won't work properly.
 
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