Spell Shadow Word

cr4xzZz

Also known as azwraith_ftL.
Reaction score
51
Shadow Word
btnspellshadowshadowworis6.gif


Really simple spell. Had nothing to do and decided to make it.

GUI/JASS/vJASS? vJASS.
MUI? Yes.
Leakless? Yes.
Lagless? Yes.
Follows JESP? It should.
Requires?
- JASS NewGen Pack v1.5a
- ABCT v2.0

Description:
A single word causes powerful magics to envelop the target. Creates a healing mechanism on a friendly target or damages an unfriendly one. Does not dispel on attack, cannot be purged. Lasts 8 seconds.
Level 1 - Heals or damages 10 hit points per second.
Level 2 - Heals or damages 20 hit points per second.
Level 3 - Heals or damages 30 hit points per second.
Level 4 - Heals or damages 40 hit points per second.

Code:
JASS:
scope ShadowWord

//###########################################################
//                              CONFIGURATION MENU
//###########################################################
globals
// Raw code of the Shadow Word ability
    private constant integer AID_RAW = 'A000'
// Interval between healing/damaging
    private constant real INTERVAL = 1.
// Effect on the unit if it is an enemy
    private constant string ENEMY_SFX = "Abilities\\Spells\\Orc\\Voodoo\\VoodooAuraTarget.mdl"
// Effect on the unit if it is an ally 
    private constant string ALLY_SFX = "Abilities\\Spells\\Items\\StaffOfSanctuary\\Staff_Sanctuary_Target.mdl"
// Attachment point of the special effect
    private constant string ATTACH_POINT = "chest"
endglobals
// Damage dealt by Shadow Word ability if the target is an enemy
    private constant function DAMAGE takes integer whichLvl returns real
        return whichLvl * 10.
    endfunction
// Heal amount by Shadow Word ability if the target is an ally
    private constant function HEAL takes integer whichLvl returns real
        return whichLvl * 10.
    endfunction
// Duration of the Shadow Word ability
    private constant function DURATION takes integer whichLvl returns integer
        return 8
        //return 7 + (1 * whichLvl) <--- could be something like this
    endfunction
//###########################################################
//                          END CONFIGURATION MENU 
//###########################################################

private struct Data
    unit hero
    unit target
    real value
    integer ticks
    effect sfx
    
    method onDestroy takes nothing returns nothing
        call DestroyEffect(.sfx)
    endmethod
endstruct

private function Conditions takes nothing returns boolean
    return GetSpellAbilityId() == AID_RAW
endfunction

private function Callback takes nothing returns boolean
    local Data d = ABCT_GetData()
    if IsUnitAlly(d.target, GetOwningPlayer(d.hero)) or d.hero == d.target then
        call SetWidgetLife(d.target, GetWidgetLife(d.target) + d.value)
    else
        call UnitDamageTarget(d.hero, d.target, d.value, true, true, ATTACK_TYPE_MAGIC, DAMAGE_TYPE_MAGIC, null)
    endif
    set d.ticks = d.ticks - 1
    if d.ticks <= 0 or GetWidgetLife(d.target) < 0.405 then
        call d.destroy()
        return true
    endif
    return false
endfunction

private function Actions takes nothing returns nothing
    local Data d = Data.create()
    local integer lvl
    set d.hero = GetTriggerUnit()
    set d.target = GetSpellTargetUnit()
    set lvl = GetUnitAbilityLevel(d.hero, AID_RAW)
    if IsUnitAlly(d.target, GetOwningPlayer(d.hero)) == true or d.hero == d.target then
        set d.value = HEAL(lvl)
        set d.sfx = AddSpecialEffectTarget(ALLY_SFX, d.target, ATTACH_POINT)
    else
        set d.value = DAMAGE(lvl)
        set d.sfx = AddSpecialEffectTarget(ENEMY_SFX, d.target, ATTACH_POINT)
    endif
    set d.ticks = R2I(DURATION(lvl) / INTERVAL)
    call ABCT_Start(function Callback, d, INTERVAL)
endfunction

function InitTrig_ShadowWord takes nothing returns nothing
    local trigger trig = CreateTrigger()
    call TriggerRegisterAnyUnitEventBJ(trig, EVENT_PLAYER_UNIT_SPELL_EFFECT)
    call TriggerAddCondition(trig, Condition(function Conditions))
    call TriggerAddAction(trig, function Actions)
endfunction

endscope

Implementation instructions can be found in the map.

Screenshots:
healet6.jpg

damagelw1.jpg

Credits:
Credits to Cohadar for ABCT and Tinki3 for the Test Map Template.
 

Attachments

  • [DotA Spell]Shadow Word v1.[1].0.w3x
    52.3 KB · Views: 532

~GaLs~

† Ғσſ ŧħə ѕαĸε Φƒ ~Ğ䣚~ †
Reaction score
180
[del]You sure it heals and damage the same amount?[/del]

Sorry, my bad, I didn't notice it is updated.
 

cr4xzZz

Also known as azwraith_ftL.
Reaction score
51
> Sorry, my bad, I didn't notice it is updated.
Updated? I didn't update anything o_O

> You sure it heals and damage the same amount?
It may look that it deals greater damage, but that's because the units have Heavy type armor. And we all know that Heavy armor takes extra damage from magic attacks... :)
 

Tom_Kazansky

--- wraith it ! ---
Reaction score
157
> You sure it heals and damage the same amount?
It may look that it deals greater damage, but that's because the units have Heavy type armor. And we all know that Heavy armor takes extra damage from magic attacks... :)

Yeah, but have you tried attack type null[/B and damage type Universal ?
 

~GaLs~

† Ғσſ ŧħə ѕαĸε Φƒ ~Ğ䣚~ †
Reaction score
180
>>Updated? I didn't update anything o_O
No, I mean the DotA map has been updated.

Previously, it is healing 40ps and damaging 36ps, and now it is 40:40.
 

darkRae

Ueki Fan (Ueki is watching you)
Reaction score
173
There isn't a Null attack type.
Try attack type Spells and damage type Magic
 

cr4xzZz

Also known as azwraith_ftL.
Reaction score
51
> Try attack type Spells and damage type Magic

Magic and Magic is the same as Spells and Magic.. Doesn't matter really. ^^
 
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