I need help configuring a "Genji" character

I have a lot of extra additions I’d like to put onto this character. He has a good baseline to him and I would like to use his kit. If anyone could please tell me how to make these scripts happen, if it’s possible?

Genji’s ultimate Primary attack
Every hit increases attack speed by 10% to a maximum of 100%. Resets attack speed after 2 second of not hitting a target. Every hit has a 10% chance of stunning the target hit. I currently have it so Genji is Permanently using his ult.

Genji’s Dash attack
Add a second charge to Genji’s dash. If this can’t be done ill reduce the CD. It’s close enough.

Genji’s Reflect
Reduces all damage by 50% upon activation for 4 seconds. When activated stuns targets around Genji for 2 seconds. Range is very close like melee range or just a tiny bit further. The delay time between when he can attack again is 0. The cool down is 10 seconds. Genji’s reflect no longer reflect anything. The animation is still nice to have.

New ability for Genji
Upon activation increase damage by 100% for 4 seconds. 8 second cool down. Summons a blue orb next to Genji and disappears after 4 seconds. During this 4 seconds if it could act as a turret and either shoot things, lightning or whatever can be done will help a lot. If it could follow the genji and attack the nearest enemy target that would be cool. If it just has to be placed at a target area that works too. If it cannot attack that is ok too.

If any of these abilities need to just be completely replaced I’m ok with that too. Having the animations just make it look cleaner.

I guess I know how to make all requested expect Reflect because it requires an additional research of this ability.


More info about me and my game mods you can find here.
Feel free to comment my ideas.

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Awesome would you be able to show or teach me when you have time.

Do you want to see it in a real time on just on the forum?

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whatever is easiest for you and which ever will be easiest for me to learn how to do this type of thing.

Either way I can figure it out and I can always ask questions

You can add me to the friend list and invite to your custom game. I am online atm.

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Rany’s response is right, everything seems possible except for the reflect one. Im trying to think of a work around on it but the least that i can think of it is this way, so you can still have the animation for deflect. The only problem in this solution is that, you won’t have the animation for deflect in first person.

One thing i have thought is once you press E, you turn yourself invisible, and spawn in a dummy bot genji (That has a “phased out” status) on your position doing the deflect animation and since deflect has a duration, you set the damage received to yourself by 50% for how long the deflect animation lasts and boom. Although this solution is very buggy, and might not work while moving :/. Although the stun effect around deflect is actually possible through a simple one rule.

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Afaik changing attack speed is not possible. There is a glitch that gets it done I think, but I don’t know how to do it (maybe it doesn’t work on his ult, only projectiles).

player dealt damage rule → condition: event ability == button(ultimate) → actions: if(compare(random integer(0, 9), ==, 0)) → set status(victim, stunned) → end

I think its doable by using a variable that saves how many of the charges are currently used and restores them over time. If you don’t know how to do it yet, you may will when you get more experience.

Don’t think thats possible.

set damage received(event player, 50)

Use “set status(stunned)” on “players within range”.

This is totally doable, but it is also quite advanced. The best is if you start with the visuals only. Try to get a sphere relative to the player that disappeares after some time (tip: “total time elapsed” is the value for the current time; save it into a variable as a timestamp when you create the orb and if “total time elapsed - the variable >= 4” then 4 seconds have passed; alternatively you can just “wait(4)”)
Then you try to let the turret choose a target. Use “filtered array” to get only alive enemies in line of sight and/or in a certain range. Use “sorted array” and “distance between” on the filtered array to get the closest player to the event player.
Then you let it “shoot” (use a beam effect or whatever) and deal damage on this player.

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This status keeps interacting with an environment but ignores most of effects on your hero.

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I think I sent you a request

Or join my custom game in Europe zone “Short term fun arena”… (check ping please, can be “poor” if you are not in my zone).