Help with Jass Spell

dudeim

New Member
Reaction score
22
Well I just got into Jass, and i'm learning bit by bit, but now I dunno how to make this spell i've tried lots of ways but it always really bugs:banghead:...

Life Force:
The Hero Casts a wave of lightning upon a targeted unit then if there are any enemies of the caster in 500 range of the target the lightnings will send out to all of them ( not bouncing all at once) and dealing damage to the main target equal to "(number of units in 500 range of target + target) * Int of the caster ( so there are three units around the enemy it deals 4*int of caster to the target) and the damage dealt to the main target will be halved and be dealt to the secundary targets. Also if their are any friendly unit nearby their will be send a healing beam to them healing them for "Total dmg - Damage targets (explain some further in post).

Total dmg = Damage Targets ( the unit within 500 of main target + main target) * friendly units (so if there are 4 enemies (main target is counted in) and there are 2 friendly units nearby and the int of the caster is 50 then Total damage will be 50*4*2 = 400 Total dmg. Then the main target will get 200 dmg and the secundairy targets will get 100 dmg and friendly units will be healed by 200 in this case.)

If you have any questions just ask them i'll try to awnser them.
If anyone could help me with this i would really appreciate it and rep+.

Thanks:D
 

Naga'sShadow

Ultra Cool Member
Reaction score
49
Generally speaking this isn't a place to request spells. If you post what you've got you're much more likely to get help. But because the idea intrigued me and I have a huge amount of time on my hands, here you go.

JASS:
scope LifeForce initializer init

    globals
        private constant integer SPELLID = 'A000' //Spell Rawcode
        private constant integer RANGE = 500 //Search Range 
        private constant string LIGHTPRIME = ???? //Lightning code goes here
        private constant string LIGHTHURT = ????  //ditto
        private constant string LIGHTHEAL = ???? //"" ""   
    endglobals
       

    private function groupfilter takes nothing returns boolean
        return GetWidgetLife(GetFilterUnit()) >= .45 and GetFilterUnit() != GetSpellTargetUnit() and IsUnitType(GetFilterUnit(), UNIT_TYPE_MECHANICAL) == False
    endfunction

    private function start takes nothing returns nothing
        local unit caster = GetTriggerUnit()
        local unit target = GetSpellTargetUnit()
        local group targets = CreateGroup()
        local real x1 = GetUnitX(caster)
        local real y1 = GetUnitY(caster)
        local real x2 = GetUnitX(target)
        local real y2 = GetUnitY(target)
        local real x3
        local real y3
        local lightning array lights
        local real damage
        local real secodamage = damage / 2
        local unit FOG
        local integer index = 0
        local integer targetnum
        
        call GroupEnumUnitsInRange(targets, x2, y2, RANGE, Filter( function groupfilter))
        set targetnum = (CountUnitsInGroup(targets) + 1)
        set light[index] = AddLightning(LIGHTPRIME, true, x1, y1, x2, y2)
        call SetLightningColor(light[index],0,250,0,1) //Lightning color isn't necessary, probably the wrong alpha value anyway.
        set damage = I2R(targetnum * GetHeroInt(caster, true))
        call UnitDamageTarget(caster,target,damage,false,false,ATTACK_TYPE_MAGIC,DAMAGE_TYPE_NORMAL,WEAPON_TYPE_WHOKNOWS)
        
        loop
            set FOG = FirstOfGroup(targets)
            exitwhen FOG == null
            set index = index + 1
            if IsUnitEnemy(FOG, GetOwningPlayer(caster)) == true then
                set x3 = GetUnitX(FOG)
                set y3 = GetUnitY(FOG)
                set lights[index] = AddLightning(LIGHTHURT,true,x2,y2,x3,y3)
                call SetLightningColor(lights[index],250,0,0,1)
                call UnitDamageTarget(caster,FOG,secodamage,false,false,ATTACK_TYPE_MAGIC,DAMAGE_TYPE_MAGIC,WEAPON_TYPE_WHOKNOWS)
                call GroupRemoveUnit(targets, FOG)
            else
                set x3 = GetUnitX(FOG)
                set y3 = GetUnitY(FOG)
                set lights[index] = AddLightning(LIGHTHEAL,true,x2,y2,x3,y3)
                call SetUnitState(FOG, UNIT_STATE_LIFE, (GetWidgetLife(FOG) + secodamage))
                call GroupRemoveUnit(targets, FOG)
            endif 
        
        call TriggerSleepAction(.5)
        set index = 0
        
        loop 
            exitwhen lights[index] == null
            call DestroyLightning(lights[index])
            set index = index + 1
        endloop
        
        set caster = null
        set target = null
        set FOG = null
        call DestroyGroup(targets)
    endfunction

    private function condtitions takes nothing returns boolean
        if GetSpellAbilityId() == SPELLID then
            call start()
        endif
        return false
    endfunction


    private function init takes nothing returns nothing
        local trigger t = CreateTrigger()
        call TriggerRegisterAnyUnitEventBJ(t, EVENT_PLAYER_UNIT_SPELL_EFFECT)
        call TriggerAddCondition(t, Condition( function conditions))
    endfunction
endscope


Note1: This needs newgen to work.

Note2: I've altered your complicated damage formula, change it around as you see fit.

Note3: This is completely untested and will likely have errors. Take it as what it is a starting block to build on.
 

dudeim

New Member
Reaction score
22
Thank you man i'll test the script and use as a start. Next time i'll post my own made script if it buggs me out:p, but well rep + man:thup:
 
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