Spell Immolate

Immolation

Member
Reaction score
20
Immolate
Because Immolation is not enough.


Surrounds target unit(allied or enemy) with flames, dealing damage each .33 seconds to enemy units near it.

GUI
/vJASS= vJASS
Leakless?= Yes.
Lagless= Yes.
MUI/MPI?= MUI
Requires: AIDS, Event, KT2, GT and Damage.
Changelog:
v1.01:
-Improved code.
-Damage configuration now takes damage per second instead of damage per period.

v1.00:
-Initial release.

Code:
JASS:
scope Immolate initializer Init
//-------------------------------------------------------------
//                  Immolate by Immolation                
//-------------------------------------------------------------

// Description:
//---------------------------
//Surrounds target unit(allied or enemy) with flames, dealing damage each .33 seconds to enemy units near it.

// What do I need to import it in my map?
//---------------------------
// You need to download JASS NewGen, available at the following links:
//
// -http://www.thehelper.net/forums/showthread.php?t=73936
// -http://www.wc3c.net/showthread.php?t=90999
//
//Install it and then read the following paragraph.

// How do I put it in my map?
//---------------------------
// 1. Copy:
//  a. Copy the Ability found in the Abilities tab in the Object Editor.
//  b. Copy all this trigger and those you find in the Systems category.
//     Check the Damage and AIDS triggers for implementation instructions about those systems.
// 2. Press CTRL + D while in Abilities section in Object Editor to find out the rawcode of:
//  a. The "Immolate" ability. Change the ABILITY_ID to the rawcode that you find(it's 'A000' in this map).
// 3. You have succesfully imported the spell <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big Grin    :D" loading="lazy" data-shortname=":D" />

// Changelog:
//---------------------------
// v1.01
// -Improved code.
// -Damage configuration now takes damage per second instead of damage per period.

// v1.00
// -Initial release.

//---------------------------
// TheHelper.net

//-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
//                             LIST OF CONFIGURABLES
//-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

    globals
        //Rawcodes:
        private constant integer ABILITY_ID = &#039;A000&#039;
    
        //Effects:
        private constant string EFFECT_TARGET = &quot;Abilities\\Spells\\Other\\ImmolationRed\\ImmolationRedTarget.mdl&quot;
        private constant string EFFECT_TARGET_ATTACHMENT = &quot;chest&quot;

        private constant string EFFECT = &quot;Abilities\\Spells\\Items\\AIfb\\AIfbSpecialArt.mdl&quot;
        private constant string EFFECT_ATTACHMENT = &quot;chest&quot;
    endglobals

    private function Duration takes integer Level returns real
        return 10.00
    endfunction

    private function Period takes integer Level returns real
        return 0.33
    endfunction

    private function DamagePerSecond takes integer Level returns real
        return 15.00 * Level //Damage per second.
    endfunction
    
    private function Area takes integer Level returns real
        return 200.00
    endfunction
//-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

//-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

    native UnitAlive takes unit id returns boolean

    private struct Immolate
        unit caster
        unit target
        integer level
        integer ticks
        effect sfx
        real range
        real dmg
    endstruct

    globals
        private group GROUP = CreateGroup()
        private unit Caster
        private real Damage
    endglobals

    private function GroupCallback takes nothing returns boolean
        local unit target = GetFilterUnit()
        if IsUnitEnemy(Caster, GetOwningPlayer(target)) == true and UnitAlive(target) == true /*
        */ and IsUnitType(target, UNIT_TYPE_STRUCTURE) == false then
            call DestroyEffect(AddSpecialEffectTarget(EFFECT, target, EFFECT_ATTACHMENT))
            call Damage_Spell(Caster, target, Damage)
        endif
        set target = null
        return false
    endfunction

    private function TimerCallback takes nothing returns boolean
        local Immolate A = KT_GetData()
        if A.ticks == 0 or UnitAlive(A.target) == false then
            call DestroyEffect(A.sfx)
            call A.destroy()
            return true
        endif
        set Caster = A.caster
        set Damage = A.dmg
        set A.ticks = A.ticks - 1
        call GroupEnumUnitsInRange(GROUP, GetUnitX(A.target), GetUnitY(A.target), A.range, Filter(function GroupCallback))
        return false
    endfunction

    private function Main takes nothing returns boolean
        local Immolate A = Immolate.create()
        set A.caster = GetTriggerUnit()
        set A.target = GetSpellTargetUnit()
        set A.level = GetUnitAbilityLevel(A.caster, ABILITY_ID)
        set A.dmg = DamagePerSecond(A.level) * Period(A.level)
        set A.range = Area(A.level)
        set A.ticks = R2I(Duration(A.level) / Period(A.level))
        set A.sfx = AddSpecialEffectTarget(EFFECT_TARGET, A.target, EFFECT_TARGET_ATTACHMENT)
        call KT_Add(function TimerCallback, A, Period(A.level))
        return false
    endfunction

//===========================================================================
    private function Init takes nothing returns nothing
        call GT_AddStartsEffectAction(function Main, ABILITY_ID)
    endfunction
endscope
Screenshot:
[/IMG][/URL]​
 

Attachments

  • Immolate v1.01.w3x
    116.9 KB · Views: 266

_whelp

New Member
Reaction score
54
Nice to see you turned yourself into a spell, Immolation. :D

Cool spell though, hehe.
 

Dinowc

don't expect anything, prepare for everything
Reaction score
223
nothing new

it's the DotA's "Ion Shell" spell ;)

+rep for the effort though

btw why do you need so many systems for such a relatively simple spell? :confused:

KT2 would be enough
 

Immolation

Member
Reaction score
20
I don't play DotA, so I don't know what spell you're talking about.

Also, the systems I use are mostly for efficiency(see GT).

And Damage is a systems that all mappers should use since it makes everything so much more simpler.
You won't get anything more efficient than this, I think.
 

kingkingyyk3

Visitor (Welcome to the Jungle, Baby!)
Reaction score
216
JASS:
Filter(function GroupCallback)

Preload it.

JASS:
Damage(Level)
Area(Level)

Get the value in "Main", it reduces lots of calculations.

JASS:
if IsUnitEnemy(Caster, GetOwningPlayer(target)) == true and UnitAlive(target) == true then

Structures are also involved? xD

JASS:
    private function Damage takes integer Level returns real
        return 5.00 * Level
    endfunction

I thinks it is better to put damage per second.

You are not destroying the struct instance after the spell is finished.
 

Immolation

Member
Reaction score
20
Updated.

>It might be editable?
Of course, look at the first part of the code(where LIST OF CONFIGURABLES is written) :p
 

HydraRancher

Truth begins in lies
Reaction score
197
Maybe a bit more detailed description? I mean is it literatelly put an immolation on a unit?
 

Immolation

Member
Reaction score
20
Umm, it's not really that hard to understand I think :nuts:

Basically, enemy units near your target take damage each .33 seconds(configurable).
You can cast it both on allies and enemies.
 

Executor

I see you
Reaction score
57
As periodically area damage can be very useful for different things, you should make this spell more dynamically, means you should be able to do sth. like this:

JASS:
set im = Immolate.create(target,damage,area)
set im2 = Immolate.createEx(target,damage,area,targeteffect,hiteffect,duration)
 
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