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[Solved] Custom aura

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Level 2
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Jul 14, 2012
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I am making an aura that has a Roar-like effect, but is a passive. I am trying to make it as follows:

Level 1:
25% damage increase
+1 armor
5% HP regen
2% MP regen

Level 2:
50% damage increase
+2 armor
10% HP regen
6% MP regen

Level 3:
75% damage increase
+3 armor
15% HP regen
10% MP regen

I made a dummy aura (Brilliance Aura) and I currently am trying to use triggers to apply those effects, but sadly I am not skilled enough. Any advice on how to do that?
Thanks in advance.
 
Level 14
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May 22, 2010
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You are going to have to create 3 aura skills.
1. A command aura skill that will be the hero skill that will give the %damage bonus
2. a devotion aura skill that will give the armor bonus(unit skill)
3. a edited fountain aura skill(I dont remember how it was called) that will give the hp and mana bonus(unit skill)
Than create a trigger that
when hero learns a skill
learned hero skill = to the command aura that you created
check if level of learned skill = 1
than
add the devotion and fountain aura skills that you created to the triggering unit
else
increase level of the the devotion and fountain aura skills
 
Level 2
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Jul 14, 2012
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WhiteDeath's solution is more simple, so for the time being I will use it, but I'll still try to implement the trigger system you provided me with. If you can help me with the code of the ability though, I would be most pleased :)
 
Level 2
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Update: I decided to merge both suggestions and give the four auras to a Battle Standard unit, which acts as scripted in Pharaoh_'s trigger. Thanks and rep to both of you.
 
Level 4
Joined
Aug 18, 2011
Messages
73
I`m agree with mr-bean`s idea because if you add an ability or item to the triggering unit the slots will show that added ability you want the buffs not spells ,right?
so if you make a dummy unit to do all effects, it might have better quality
 
Level 14
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May 22, 2010
Messages
362
If you dont want the added aura ability icons to be visible in the hero's iterface just add the abilities(only the devotion aura, the other one should not be visible) to a disabled spell book ability that the hero has.
Adding the abilities to a unit that follows the hero might cause complications if the hero is moved instantly by a spell or trigger, also detecting and killing the unit when the hero dies will also be a little hard.
 
Level 17
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Feb 11, 2011
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1,860
If you dont want the added aura ability icons to be visible in the hero's iterface just add the abilities(only the devotion aura, the other one should not be visible) to a disabled spell book ability that the hero has.
Adding the abilities to a unit that follows the hero might cause complications if the hero is moved instantly by a spell or trigger, also detecting and killing the unit when the hero dies will also be a little hard.

You can move the dummy unit to the hero's position periodically (like every 0.5 seconds). It won't be too hard to remove the unit when the hero dies; just use a unit indexer and check whether the dummy is alive.
 
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