Use this:
Code:
Aura Template
Events
Time - Every 2.00 seconds of game time
Conditions
Actions
Set tempu = *YOUR UNIT*
Set i = (Level of *AURA SPELL* for tempu)
Set tempp = (Position of tempu)
Set tempg[1] = (Units within 500.00 of tempp matching (((Matching unit) has buff *AURA BUFF* ) Equal to True))
Unit Group - Pick every unit in tempg[1] and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked unit) is in tempg[0]) Equal to True
Then - Actions
Unit - Set level of *AURA SPELL INSIDE* for (Picked unit) to i
Else - Actions
Unit - Add *AURA SPELL* to (Picked unit)
Unit - Set level of *AURA SPELL INSIDE* for (Picked unit) to i
Unit Group - Pick every unit in tempg[0] and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked unit) is in tempg[1]) Equal to False
Then - Actions
Unit - Remove *AURA SPELL* from (Picked unit)
Unit - Remove *AURA SPELL INSIDE* from (Picked unit)
Else - Actions
Unit Group - Remove all units from tempg[0]
Custom script: call DestroyGroup(udg_tempg[0])
Set tempg[0] = (Units within 500.00 of tempp matching (((Matching unit) has buff *AURA BUFF* ) Equal to True))
Unit Group - Remove all units from tempg[1]
Custom script: call DestroyGroup(udg_tempg[1])
Custom script: call RemoveLocation(udg_tempp)
Specifics:
*YOUR UNIT* - The unit with the aura, note that if you use this inside a whole big Unit Group pick matching units with
the spell you could make it work for multiple units, however this may lag since you're going to be doing
loads of loops and such.
*AURA SPELL* - The actual aura spell that the affecting unit has.
*AURA BUFF* - The buff given by your aura.
*DUMMY ABILITY* - This will be a spellbook based ability that is disabled on map initialization for all players.
*DUMMY ABILITY INSIDE* - This is a passive ability inside *DUMMY ABILITY*, it should have as many levels as your main
aura spell does.
**NOTE: This entire system works on a few key bits of information. They are as follows:
1) Passive spells inside a spellbook ability can be hidden by disabling the spellbook that contains it for all players
2) Spells inside a spellbook ability can be detected and upgraded/manipulated
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You can also download the template I made
Here
However if you can use Vexorian's template I really suggest it, I think mine might have some memory leaks, not sure but I suspect. Anyway I hope this helps.