- Joined
- Feb 27, 2019
- Messages
- 401
Hello,
Today with some tests I figured out a way to add an hidden buff (on 1 unit, or like an aura). I wanted to share it with you, ans ask if you see issues/risks with this ?
I can see many uses for this thing:
- For triggered/custom abilities:
- To create systems:
How-to (aura version):
Modify or copy the "Building Damage Aura (Tornado)" ability such as it does 0.01 damages in 900 range:
How-to (single-unit version):
Same process, but set radius to 1, and allowed targets to self.
Result:
- The aura source has no ability button displayed (no need for a disabled spell book to hide the button).
- The aura source & targets have no buff icon displayed.
- "Unit has specific buff" returns true if I test the presence of my custom buff.
- Impacted units don't move away, nor loose hp, nor have portrait flashing red, ...
Countereffect:
- Every second, impacted units fire a "Unit attacked" event, and "Unit damaged event" with 0.01 damage of weapon type=unknown, attack type=spells, damage type=force. You can nullify the damages and prevent the 2nd event thanks to Damage Engine by Bribe with a trigger like:
I also wonder is Healing Ward Aura doesn't also create an invisible buff (only target art is visible, no buff button).
Today with some tests I figured out a way to add an hidden buff (on 1 unit, or like an aura). I wanted to share it with you, ans ask if you see issues/risks with this ?
I can see many uses for this thing:
- For triggered/custom abilities:
- To add an hidden aura buff and check it in your triggers.
- To add a hidden single-unit buff.
- To simulate buff levels without weird buff-stacking & display issues (particularly for auras).
- Use the periodic events for triggered effects ("unit attacked", "unit damaged" or with Bribe's Damage Engine).
- To dynamicaly add a standing visual effect with "[TargetArt] Art- Target".- To add a hidden single-unit buff.
- To simulate buff levels without weird buff-stacking & display issues (particularly for auras).
- Use the periodic events for triggered effects ("unit attacked", "unit damaged" or with Bribe's Damage Engine).
- To create systems:
- Implement a system with range/aura events: start, refresh, end.
etc...How-to (aura version):
Modify or copy the "Building Damage Aura (Tornado)" ability such as it does 0.01 damages in 900 range:
- [DataA1] Data - Damage Per Second = 0.01
- [DataC1] Medium Damage Per Second = 0.00
- [DataB1] Medium Damage Radius = 900.00
- [DataE1] Small Damage Per Second = 0.00
- [DataD1] Small Damage Radius = 900.00
- [Area1] Area of Effect = 900.00
- [BuffID1] Buffs = <my custom buff>
- [targs1] = air, friend, ground, self
- (Optional) [TargetArt] Art - Target : if you want a standing visual effect. Other arts are not taken into account.
How-to (single-unit version):
Same process, but set radius to 1, and allowed targets to self.
Result:
- The aura source has no ability button displayed (no need for a disabled spell book to hide the button).
- The aura source & targets have no buff icon displayed.
- "Unit has specific buff" returns true if I test the presence of my custom buff.
- Impacted units don't move away, nor loose hp, nor have portrait flashing red, ...
Countereffect:
- Every second, impacted units fire a "Unit attacked" event, and "Unit damaged event" with 0.01 damage of weapon type=unknown, attack type=spells, damage type=force. You can nullify the damages and prevent the 2nd event thanks to Damage Engine by Bribe with a trigger like:
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InvisibleBuffCorrector
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Events
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Game - DamageModifierEvent becomes Equal to 1.00
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Conditions
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DamageEventPrevAmt Equal to 0.01
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DamageEventWeaponT Equal to WEAPON_TYPE_NONE
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DamageEventAttackT Equal to ATTACK_TYPE_SPELLS
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DamageEventDamageT Equal to DAMAGE_TYPE_FORCE
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((Owner of DamageEventSource) is an enemy of (Owner of DamageEventTarget)) Equal to False
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Actions
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Set DamageEventAmount = 0.00
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Last edited: