I need trigger for custom auras

Level 6
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Apr 5, 2018
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114
Please tell me what types of variables I need. This auras must works on heroes and units.

Aura Of Fortification (AoE 900)
lvl 1-Increase armor by 15%.
lvl 2-Increase armor by 17%.
lvl 3-Increase armor by 19%.
lvl 4-Increase armor by 22%.
lvl 5-Increase armor by 24%.
lvl 6-Increase armor by 26%.
lvl 7-Increase armor by 28%.
lvl 8-Increase armor by 30%.
lvl 9-Increase armor by 32%.
lvl 10-Increase armor by 34%.
lvl 11-Increase armor by 35%.
lvl 12-Increase armor by 37%.
lvl 13-Increase armor by 38%.
lvl 14-Increase armor by 40%.
lvl 15-Increase armor by 41%.
lvl 16-Increase armor by 42%.

Aura Of Toughness (AoE 800)
lvl 1-Increase hp by 10%.
lvl 2-Increase hp by 12%.
lvl 3-Increase hp by 14%.
lvl 4-Increase hp by 16%.
lvl 5-Increase hp by 18%.
lvl 6-Increase hp by 20%.
lvl 7-Increase hp by 22%.
lvl 8-Increase hp by 24%.
lvl 9-Increase hp by 26%.
lvl 10-Increase hp by 28%.
lvl 11-Increase hp by 30%.
lvl 12-Increase hp by 31%.
lvl 13-Increase hp by 32%.
lvl 14-Increase hp by 33%.
lvl 15-Increase hp by 34%.
lvl 16-Increase hp by 35%.

Aura Of Chasms (AoE 500) (ULTIMATE)
lvl 1-Damage to buildings 50 per second
lvl 2-Damage to buildings 75 per second
lvl 3-Damage to buildings 100 per second
lvl 4-Damage to buildings 125 per second
lvl 5-Damage to buildings 150 per second
lvl 6-Damage to buildings 200 per second

Aura Of Cunning/Cruelity/Bashing (AoE 900)
lvl 1-give 10% dodge/crit/bash
lvl 2-give 11% dodge/crit/bash
lvl 3-give 12% dodge/crit/bash
lvl 4-give 14% dodge/crit/bash
lvl 5-give 15% dodge/crit/bash
lvl 6-give 16% dodge/crit/bash
lvl 7-give 18% dodge/crit/bash
lvl 8-give 20% dodge/crit/bash
lvl 9-give 22% dodge/crit/bash
lvl 10-give 23% dodge/crit/bash
lvl 11-give 24% dodge/crit/bash
lvl 12-give 26% dodge/crit/bash
lvl 13-give 28% dodge/crit/bash
lvl 14-give 30% dodge/crit/bash
lvl 15-give 32% dodge/crit/bash
lvl 16-give 33% dodge/crit/bash

Aura Of The Eternity (AoE 800) (Ultimate)
lvl 1-increase mana by 20%
lvl 2-increase mana by 24%
lvl 3-increase mana by 28%
lvl 4-increase mana by 32%
lvl 5-increase mana by 36%
lvl 6-increase mana by 40%

Street Nightmare (AoE 250) (Ultimate) (PROBABLY IT IS NO POSSIBLE I'M NOT INFORMATIC GENIUS)
lvl 1-4 damage per 1/10 second slow attack and movement by 33% and decrease dmg by 20%
lvl 2-5 damage per 1/10 second slow attack and movement by 33% and decrease dmg by 20%
lvl 3-6 damage per 1/10 second slow attack and movement by 33% and decrease dmg by 20%
lvl 4-8 damage per 1/10 second slow attack and movement by 33% and decrease dmg by 20%
lvl 5-10 damage per 1/10 second slow attack and movement by 33% and decrease dmg by 20%
lvl 6-12 damage per 1/10 second slow attack and movement by 33% and decrease dmg by 20%

Aura Of Gardening (AoE 500) 16 levels
give poison effect with leveled this ability poison will be stronger by dmg

Aura Of Magic Shield (AoE 800) (Ultimate)
lvl 1-give 25% magic resist and give 4 armor
lvl 2-give 30% magic resist and give 8 armor
lvl 3-give 35% magic resist and give 12 armor
lvl 4-give 40% magic resist and give 15 armor
lvl 5-give 45% magic resist and give 18 armor
lvl 6-give 50% magic resist and give 20 armor
 

Uncle

Warcraft Moderator
Level 47
Joined
Aug 10, 2018
Messages
4,621
Not sure if this is outdated but it might work:
[GUI-friendly] Aura System

And just a rough idea of how each can be done:
1) Fortification:
Can be done with Devotion Aura set to Percent Bonus = True. EDIT: This doesn't seem to work. Try this instead:
  • Unit - Set Armor of (Triggering unit) to ((Armor of (Triggering unit)) x 1.25)
2) Toughness:
  • Unit - Set Max HP of (Triggering unit) to ((Max HP of (Triggering unit)) x (Integer(1.10)))
3) Chasms:
Permanent Immolation that can only target Buildings (I think this works)

4) Cunning:
You can do this with a Damage Engine OR add a hidden crit/evasion/bash ability to the units.

5) Eternity:
  • Unit - Set Max MANA of (Triggering unit) to ((Max MANA of (Triggering unit)) x (Integer(1.10)))
6) Nightmare:
Permanent Immolation + Endurance Aura with Negative Values + Command Aura with Negative Values (Change Auras to Target enemies instead of allies). Hide the Negative Aura icons.

7) Gardening:
Damage Engine or add a hidden Envenomed Weapons ability to the units.

8) Magic Shield:
Devotion Aura + add Spell Damage Reduction (item ability) to the units.

Edit: The Armor/Max Hp/Max Mana ones require a lot of work to make function properly. Also, a lot of these setups would apply 2-3 buffs per Aura, which isn't the biggest deal but it's something to note.
 
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Uncle

Warcraft Moderator
Level 47
Joined
Aug 10, 2018
Messages
4,621
Does this now work? I recall it adding fixed armor amounts even when percentage value was enabled.
Just tested it with 1 Armor and the Armor Bonus set to 0.05%. It increased the Armor by +0.1 and the Damage Reduction value in the Armor Panel didn't change from 6%.

I guess there's some rounding going on here. Regardless, it doesn't really work.

Maybe this is the better option:
  • Unit - Set Armor of (Triggering unit) to ((Armor of (Triggering unit)) x 1.25)
 
Last edited:
Level 33
Joined
Feb 27, 2007
Messages
4,552
Setting armor like that will recursively add armor every time the spell is leveled up (beyond the intended aura bonus amount). Same with health. And there will be issues returning to original HP/armor if units gain HP/armor in some other way while under the effects of the aura (picking up an item or being affected by other such spells, for example). Overall, keeping track of this stuff is likely more work than it appears.
 

Uncle

Warcraft Moderator
Level 47
Joined
Aug 10, 2018
Messages
4,621
Yeah, the Armor/HP/Mana ones will require a lot more work. The rest should be fairly easy.

For those 3 I'd probably just track the Base values of these stats. Fairly easy for units but a bit more complicated for Heroes that like you said can equip Items/Cast Spells/Modify Attributes that will change these values. I'd personally avoid keeping it truly recursive and instead do "snapshots" every 1.00 second or so.

Like:
----------------
Every 1.00 second

Pick every unit in HP Aura Group

Reset unit's HP to it's Base HP
(If you have other sources of % increased Max HP then you'd have to track the old Aura Multiplier and subtract that instead of resetting)

Set unit's HP to HP * Aura Multiplier
----------------
I'd probably use a Unit Indexer to store the Base HP value of each unit. Also, this is all designed around the idea that each Aura will be used only once.
 
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Level 1
Joined
Jan 11, 2020
Messages
5
For your first Armor Buff:

It is based on Inner Fire. So it changes Abilitiy Integer Field: Defense Increase ('Inf2') every time triggers.
It adds _ArmorBonus to that Data.
And _Armor Bonus is calculated with Level Of Ability and anything you want. Like Caster Inteligence maybe???

  • reCast
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to ARMOR_BUFF_SPELL (Its is Dummy of INNER FIRE copy)
      • ((Casting unit) is A Hero) Equal to True
    • Actions
      • Set _Caster = (Casting unit)
      • Set _Target = (Target unit of ability being cast)
      • Set _Ab = (Ability being cast)
      • Set _LevelOfAb= (Real((Level of _Ab for _Caster)) - 1)
      • Set _ArmorBonus = (((Real((Level of _Ab for _Caster))) x (CALCULATE USE WHAT EVER YOU WANT???)
      • Ability - Set Ability: (Unit: _Caster's Ability with Ability Code: _Ab)'s Integer Level Field: Defense Increase ('Inf2') of Level: (LevelOfAb) to (Integer(reArmorBonus))
Like this approach maybe another Armor Buff Aura's Integer or Real Field: Defence Incerase can be changed?? Devotion Aura maybe?
 
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