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Why don't you create a unit on Map Init, add the ability, and then remove the unit?The one without has a spike lag when you acquire the ability for the first time.
(3 ratings)
Power Aura Code Type: GUI Spell Type: Hero Target Type: Passive Area of Effect: 1000/1100/1200/1300 Number of Levels: 4 Mana Cost: 0 Cooldown: 0 In-game Description: The hero leads his allies to bring them to victory. Each allied unit nearby will give +1 damage to every allied unit with this buff. How the spell works: Each allied unit within 1000/1100/1200/1300 will give all allies with this aura to have +1 damage. Example: When there are 10 nearby heroes, you and your allies will have +10 damage. |
Why don't you create a unit on Map Init, add the ability, and then remove the unit?The one without has a spike lag when you acquire the ability for the first time.
I just checked the triggers through Trigger Viewer,
it seems that the GUI one lack configurability as most part of it depends on OE editing and limited to 100 units affected,
assuming +1 per unit affected with default 100 levels (or more with shift-click) of dummy damage ability,
you should mention these limitation as to not confusing GUI users that find the ability didn't give correct bonus under certain conditions.
the other one that uses CSS is much more better and has possibility of more customization,
(like different bonus value per level, not just restricted to aura AOE increase like the GUI one),
I would like to suggest to drop the current GUI one (or at least make it the secondary version) while updating the CSS version to support different bonus per level learned and make the CSS as mandatory requirement.
and how about add the support for Tome of Retraining case?
Works for WEXit avoids the 198 import CSS have as that needs JNGP's Macro, which as far as 1.28 concerns, is messed up.
WEX supports Macro?Works for WEX
on second thought, why you choose to implement individual bonus to each unit affected?
how about this method:
you can use a hidden modified dummy Trueshot Aura to give static bonus per level,
then you adjust the level of the dummy ability based on number of units in area with the buff.
the only downside though is the delay on updating the bonus since it use aura to give bonus.
and you can enum the correct units directly by adding the condition "Matching Unit has buff" to the SubGroup enumeration instead of using if- check on SubUnit.
on second thought, why you choose to implement individual bonus to each unit affected?
how about this method:
you can use a hidden modified dummy Trueshot Aura to give static bonus per level,
then you adjust the level of the dummy ability based on number of units in area with the buff.
the only downside though is the delay on updating the bonus since it use aura to give bonus.
and you can enum the correct units directly by adding the condition "Matching Unit has buff" to the SubGroup enumeration instead of using if- check on SubUnit.
Hi! I am still learning code...please I have some questions. If it's too hard I understand, this particular code looks rather meticulous and grindy.. but I have no idea what I'm talking about...
I am looking to make this ability have a lower max affected unit cap (10-12 nearby units).
I want certain auras to only affect certain unit types:
ie. a footmen captain gives +1 armor to other nearby footmen (not riflemen or others) - up to 12 footmen total!
ie. a dryads captain gives +125 sight range to other nearby dryads (not footmen or others) - up to 5 dryads total!
I apprecieate babystep explanations for my stuuupid brain. Thanks! Good work!
Very late for me, but I recall Last Revolt [Techtree Contest #14] had something similar to your need.I'm using Reforged. I will take a look at chopinski's Bonus system. Thanks!
I think that sort of reworking the entire spell to adjust to this configuration. New Bonus will help a lot for this though.Ah ha, found it!
I can contribute my idea:
level 1 - plus 1 Agility
level 2 - plus 1 Strength
level 3 - plus 1 Intelligence
level 4 - plus 1 damage