# SpellVengeance

#### Drunken_God

##### Hopes to get back into Mapmaking with SC2 :)
Vengeance

Leakless: Yes
MUI/MPI: MUI (but not really because it only takes 2000 damage sources)
GUI/JASS: GUI

The Warden Unleashes all her power in order to revenge every unit that damaged her in the last 10 seconds. Deals 75%/100%/125%/150% of the damage taken.

Code:
Code:
``````Vengeance Periodic
Events
Time - Every 1.00 seconds of game time
Conditions
Actions
For each (Integer A) from 1 to 2000, do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
VengeanceDuration[(Integer A)] Greater than 0
Then - Actions
Set VengeanceDuration[(Integer A)] = (VengeanceDuration[(Integer A)] - 1)
Else - Actions
Set VengeanceDamage[(Integer A)] = 0.00
Set VengeanceUnit[(Integer A)] = No unit
Set VengeanceWarden[(Integer A)] = No unit``````

Code:
``````Vegeance Damage Taken
Events
Conditions
(Damage taken) Greater than 0.00
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
VengeanceArray Equal to 2000
Then - Actions
Set VengeanceArray = 0
Else - Actions
Set VengeanceArray = (VengeanceArray + 1)
Set VengeanceDamage[VengeanceArray] = (Damage taken)
Set VengeanceDuration[VengeanceArray] = 10
Set VengeanceUnit[VengeanceArray] = (Damage source)
Set VengeanceWarden[VengeanceArray] = (Triggering unit)``````

Code:
``````Vengeance
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Vengeance
Actions
Set temppoint = (Position of (Triggering unit))
Unit - Create 1 Vengeance Effect for (Owner of (Triggering unit)) at temppoint facing (Facing of (Triggering unit)) degrees
Animation - Play (Last created unit)'s spell animation
Unit - Add a 1.50 second Generic expiration timer to (Last created unit)
Custom script:   call RemoveLocation (udg_temppoint)
For each (Integer A) from 1 to 2000, do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
VengeanceWarden[(Integer A)] Equal to (Triggering unit)
VengeanceUnit[(Integer A)] Not equal to No unit
Then - Actions
Unit - Cause (Triggering unit) to damage VengeanceUnit[(Integer A)], dealing (VengeanceDamage[(Integer A)] x (0.75 + ((Real((Level of Vengeance  for (Triggering unit)))) x 0.25))) damage of attack type Chaos and damage type Normal
Set temppoint = (Position of VengeanceUnit[(Integer A)])
Special Effect - Create a special effect at temppoint using Abilities\Spells\Undead\DeathandDecay\DeathandDecayTarget.mdl
Special Effect - Destroy (Last created special effect)
Custom script:   call RemoveLocation (udg_temppoint)
Else - Actions``````

Code:
``````Vengeance Learn
Events
Unit - A unit Learns a skill
Conditions
(Learned Hero Skill) Equal to Vengeance
(Level of Vengeance  for (Triggering unit)) Equal to 1
Actions
Trigger - Add to Vegeance Damage Taken <gen> the event (Unit - (Triggering unit) Takes damage)``````

For implementation just copy the ability, create a dummy unit and copy the effect unit(and the triggers of course^^)

EDIT: a lil tooltip change^^

#### Attachments

• Vengeance.w3x
73.2 KB · Views: 554
>>(but not really because it only takes 2000 damage sources)
If I'm not mistaken, you're using global arrays, if then, why not max it up to 8190?

because then i have to run every second trough 8000 loops
dunno maybe that laggs for some ppl

Use a dummy group then, that way you don't have to check through 2000 conditions, only the number of units who are under the spell's effect And in 10 seconds, I can't see more than 150 instances (assuming that the spell isn't on a hero)

Code:
``````Set VengeanceUnit[(Integer A)] = No unit
Set VengeanceWarden[(Integer A)] = No unit``````
Code:
``````Vengeance Periodic
Events
Time - Every 1.00 seconds of game time
Conditions
Actions
For each (Integer A) from 1 to 2000, do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
VengeanceDuration[(Integer A)] Greater than 0
Then - Actions
Set VengeanceDuration[(Integer A)] = (VengeanceDuration[(Integer A)] - 1)
Else - Actions
Set VengeanceDamage[(Integer A)] = 0.00
Custom Script: set udg_VengeanceUnit[bj_forLoopIndexA] = null
Custom Script: set udg_VengeanceWarden[bj_forLoopIndexA] = null``````
GJ on the spell by the way.

Is this the DotA skill? By Spectre?

> Is this the DotA skill? By Spectre?

No.

> Set VengeanceUnit[(Integer A)] = No unit

Nulling a global variable is pointless.

Where are those implementation instructions?

> Set VengeanceUnit[(Integer A)] = No unit

Nulling a global variable is pointless.

because then i can check if the unit = no unit

Where are those implementation instructions?

and t.s.e
whats the difference between both?

like the spell
gj +rep(in 24 hours..)

> because then i can check if the unit = no unit

Oh, well, usually if the variable cannot be set to a unit it will retain its "No unit" value.

you think of this part?:
Else - Actions
Set VengeanceDamage[(Integer A)] = 0.00
Set VengeanceUnit[(Integer A)] = No unit
Set VengeanceWarden[(Integer A)] = No unit

Yea, but what you did is fine. You aren't nulling in any way.

Neat spell :thup:

This is not good:
Code:
``````Vegeance Damage Taken
Events
[I][COLOR="Red"]Unit - Warden 0002 <gen> Takes damage[/COLOR][/I]
Conditions
(Damage taken) Greater than 0.00
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
VengeanceArray Equal to 2000
Then - Actions
Set VengeanceArray = 0
Else - Actions
Set VengeanceArray = (VengeanceArray + 1)
Set VengeanceDamage[VengeanceArray] = (Damage taken)
Set VengeanceDuration[VengeanceArray] = 10
Set VengeanceUnit[VengeanceArray] = (Damage source)
Set VengeanceWarden[VengeanceArray] = (Triggering unit)``````
... so delete that event and create yourself another trigger:
Code:
``````Vengeance Learn
Events
Unit - A unit Learns a skill
Conditions
(Learned Hero Skill) Equal to Vengeance
(Level of Vengeance  for (Triggering unit)) Equal to 1
Actions
Trigger - Add to Vegeance Damage Taken <gen> the event (Unit - (Triggering unit) Takes damage)``````

Also here:
Code:
``````Vegeance Damage Taken
Events
Conditions
(Damage taken) Greater than 0.00
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
VengeanceArray Equal to 2000
Then - Actions
Set VengeanceArray = 0
Else - Actions
Set VengeanceArray = (VengeanceArray + 1)
Set VengeanceDamage[VengeanceArray] = (Damage taken)
[I][COLOR="Red"]Set VengeanceDuration[VengeanceArray] = 10[/COLOR][/I]
Set VengeanceUnit[VengeanceArray] = (Damage source)
Set VengeanceWarden[VengeanceArray] = (Triggering unit)``````
... that variable needs to be changed to:
Code:
``Set VengeanceDuration[VengeanceArray] = ((Level of Vengeance  for (Triggering unit)) x 10)``

Your "Vengeance Effect" unit should have a "flying" movement-type so it's created at the right spot as opposed to being offset slightly.
It should also not be shown on the minimap - set "Stats - Hide Minimap Display" to "true".

Rather than running from 1 to 2000 every time, why not just have it run to the Value of VengeanceArray?

That way, it runs to the max. And to keep it from getting anywhere near 2000, every 10 seconds that the warden is not in combat, it resets to 0. Or it could just be really late and I Could be really dumb.

Rather than running from 1 to 2000 every time, why not just have it run to the Value of VengeanceArray?

Won't work correctly. Once the VengeanceArray returns to 1 (after hitting 2000), you won't be able to get the loop correct (since you can't do an integer loop from 1900 to 2000 and back to 1 for example.

As I already suggested, dummy group would be the best way to go IMO (rather than checking through 2000 conditions) since it only takes the dummy units in exist (and those dummies will obviously get removed when no longer needed).

Neat spell :thup:

Also here:
Code:
``````Vegeance Damage Taken
Events
Conditions
(Damage taken) Greater than 0.00
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
VengeanceArray Equal to 2000
Then - Actions
Set VengeanceArray = 0
Else - Actions
Set VengeanceArray = (VengeanceArray + 1)
Set VengeanceDamage[VengeanceArray] = (Damage taken)
[I][COLOR="Red"]Set VengeanceDuration[VengeanceArray] = 10[/COLOR][/I]
Set VengeanceUnit[VengeanceArray] = (Damage source)
Set VengeanceWarden[VengeanceArray] = (Triggering unit)``````
... that variable needs to be changed to:
Code:
``Set VengeanceDuration[VengeanceArray] = ((Level of Vengeance  for (Triggering unit)) x 10)``

why should i do that?
then the duration of the damage taken is 10*level?
i want it to be 10 seconds not 10*level

for the rest ok i change it

EDIT: edited^^

> why should i do that?

Because otherwise your ability has false tooltips from levels 2+;
they state that the Warden damages units in the last 20/30/40 seconds.

I forgot to mention earlier that you need to add a 'Read Me' inside the test map.
(That contains better instructions than those in your 1st post)

> why should i do that?

Because otherwise your ability has false tooltips from levels 2+;
they state that the Warden damages units in the last 20/30/40 seconds.

I forgot to mention earlier that you need to add a 'Read Me' inside the test map.
(That contains better instructions than those in your 1st post)

ahhhh
sry
thats because of the auto fill tool i will edit that

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