Power Aura v1.0.2

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An old request from @Razer!X back at Kawaii Spell Workshop led by @Malhorne
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.

I put two versions, one with CSS and the other without it. The one without has limitation of only support 100 unit per aura owner.

Oh, the best part of this ability is that it's a passive AND is GUI! :D

[1.0.2]
Changed the recommended method
Added some information for the no longer supported method

[1.0.1]
Preload abilities to avoid lag
Fixed a typo in the description

[1.0]
Uploaded

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Contents

Power Aura (Map)

Reviews
KILLCIDE
Despite the simplicity, the way the aura updates based on the number of units in the area makes this simple spell really interesting. Nice job! I would just get rid of the "normal" Power Aura haha. Needs Fixed Nothing Suggestions The way you're...
Level 9
Joined
Dec 12, 2007
Messages
489
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?
 
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?

Indeed the GUI one is flawed, but it avoids the 198 import CSS have as that needs JNGP's Macro, which as far as 1.28 concerns, is messed up. I will add the note instead and make it secondary like you recommended.

The whole spell reacts to the buff, so I think it won't matter much. I will check it for the ToR case.
 
Level 9
Joined
Dec 12, 2007
Messages
489
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.
 
Sorry for the double post, forgot to comment on this

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.

Well, the initial idea was that it won't exceed 100 and back in the day, an easier approach in my logic. I also distaste the aura's delay.
 

KILLCIDE

Spell Moderator
Level 36
Joined
Jul 22, 2015
Messages
3,488
Despite the simplicity, the way the aura updates based on the number of units in the area makes this simple spell really interesting. Nice job! I would just get rid of the "normal" Power Aura haha.

Needs Fixed

  • Nothing

Suggestions

  • The way you're storing the radius per level isn't that user friendly :p I'd get rid of the loop and just let users input it how they want from there.
  • Not a fan of using (Matching unit) to filter units of a unit group. I recommend taking a look at this
  • It's not really necessary for you to let PA_SubUnit = No unit at the end of each iteration
  • To slightly improve efficiency and logic, I'd only have Power Aura Loop on if there are units / Heroes present in PA_Group

Status

Approved
 
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