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Siphon System

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Level 3
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Jan 26, 2008
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Hey everyone. I'm trying to create an aura that siphons armor from nearby enemy units and grants the owner bonus armor.

For example: The aura steals 2 armor from all nearby enemy units and grants 50% of it to the caster.

I do realize I'll need dummy spells and such, I'm just very rubbish with auras and triggers. If anyone knows how to do this, I'd seriously appreciate the help.
 
Level 19
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impossible.

1) cant remove armor
2) cant get a unit's armor without some inaccurate method

or u can just do two auras, one that does -2 armor to enemies and one that gives +1 armor to allies
 
Level 19
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Not impossible, but thanks anyway.

....


It is possible...

elaborate.

1 is possible either using Bonus (which is way too complicated for him) or creating a bazillion devotion auras

2 is only possible by creating an exact duplicate of the hero with the same exact abilities, items, buffs, etc. and dealing an amount of dmg to him than calculating his old health to his new health to figure out how much damage was dealt, converting that to a percentage, than using some other awful formula to figure out how much armor reduces that percentage

ive already backed my methods up twice, so if your going to say theres an easier method than present it dont just say "it is possible".
 
Level 3
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how about creating a dummy with Orb of Corruption ability over each nearby enemies and using a loop trigger from 1 to number of dummy to give +1 armor?

don't know whether its possible only trying to put it theoricaly lol
 
Level 17
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if unit has a buff from the aura then
add a minus armor ability to that unit and a plus armor ability to the unit who has the aura
add the number of stacks to an array
remove the stacks if the unit does not have the buff
you only need 2 abilities this can be done in 5 lines....
 
using OoC, you need to make one dummy per unit and cause the dummy to attack the unit so that the OoC will work... and it will take a lot of processing power map with so many units...

the thing with gorillabull's method is on how you would detect when a unit exits the aura's effect [because you need to regive the lost armor]... as well as who has the aura that affects each unit [to add/remove armor to the correct unit]... unless only 1 unit can have that aura, it will be pretty tedious...
 
Level 19
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if unit has a buff from the aura then
add a minus armor ability to that unit and a plus armor ability to the unit who has the aura
add the number of stacks to an array
remove the stacks if the unit does not have the buff
you only need 2 abilities this can be done in 5 lines....

impossible to detect the event Unit Loses Buff, let alone Unit Has Buff. You would have to check every 0.03 seconds of units within 150-250-etc. of the unit to see if they have the buff, add them to a unit group, than periodically check if anyone in the unit group doesnt have the buff. (not taking account the 2-3 second delay when the unit is getting the aura and also when the unit is losing the aura)

using OoC, you need to make one dummy per unit and cause the dummy to attack the unit so that the OoC will work... and it will take a lot of processing power map with so many units...

Basically would have to do the same thing as above or else creating those dummys every 1 second and making the OoC duration last 1.25 seconds which would use up a TON of processor as you had stated (and will leak a ton if the system isnt made right)
 
Level 28
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1) cant remove armor
You can do this with negative "item armor bonus" (and then some binary system to subtract the exact amount, similar to Bonus but it can be made pretty easily).

2) cant get a unit's armor without some inaccurate method
http://www.hiveworkshop.com/forums/1941493-post3.html.
Now you don't have to tell me that there's a very obvious flaw in that: the unit could actually die. Another flaw is that "Chaos" may have been altered.
It is still quite accurate though (I have yet to see it get the incorrect armor amount) and the flaws can be avoided through other means.
 
Level 33
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Saying "impossible" means "it can't be done", but this thing actually can be done
Next time, you might want to choose your words carefully before type it out.

Just like apo said, the armor can be done via Bonus Mod system, just need a simple calculation, that's all.

Plus, why do you need armor of the affected unit ?
Just add him a -2 Armor Bonus to it, then it will reduce its armor by 2, what ? To remove it ?
Simply remove the ability from the unit, therefore -2 Armor has become 0 (default state).

#1. Check enemy units in range of the unit that has the aura
#2. Pick enemy units in range of the unit and add -X Bonus Armor
#3. Calculate how many units are in range
#4. The result from #3 will be divided by 2 (since he wants 50% from it)
#5. The result from #4 will be added to the unit that has the aura

DONE.
 
Level 12
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Mar 13, 2012
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@ap0calypse: Also there are quite some abilities which change physical damage, which adds more possible flaws.
 
Level 12
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Spells based on Banish, Divine Shield (generally invulnerability), Berserk, Spirit Link, Generally illusion units, Hardened Skin, Mana Shield.

Also you create a damage event, which might be unwanted by triggers or abilities/buffs(e.g. Sleep, Phase Shift, Healing buffs)

There might be more glitches, this is just what comes to my mind right now. Although the system can be improved (avoid deaths, etc) it has to be highly adopted to specific maps to be fail-proof.
 
Level 28
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Oh, abilities on the receiving end, yes: you're right.
There is no denying those flaws: this was created for a specific map and was never really meant to be a general system.

In any case, healing buffs on enemies are quite rare, same goes for phase shift. It does wake up sleeping units, but since it's a combat-ability I see no problem in that.
The other things you've mentioned (hardened skin, mana shield, ...) are indeed things you have to watch out for.
 
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