| 11-18-2008, 10:45 AM | #1 |
Hi, is there an aura ability which can damage targets (for example Unholy Aura with negative values) and which can be used to detect damage done (when a unit is damaged by a negative Unholy Aura the "Unit - Takes Damage" doesn't fire)? Thanks! |
| 11-18-2008, 12:07 PM | #2 |
permanent immolation unholy aura is not "damaging" units |
| 11-18-2008, 12:18 PM | #3 |
tornado damage aura |
| 11-18-2008, 12:53 PM | #4 | |
Quote:
I can't test it right now cause I'm at university :P @Chocobo Probably you missed my question's point since I would like an aura which damages units (imagine an unholy aura with negative values). |
| 11-18-2008, 01:11 PM | #5 |
permanent immolation is aura-looking it damages enemies in a range it is periodic unholy aura is an aura it is not periodic unholy aura with negative value = life regeneration reduction = lowers HP slowly (= not damaging) immolation does not leave a buff immolation does damage immolation is periodic immolation fires a damage event immolation sfxs can be changed immolation just needs reset every learning to apply the correct level or use a dummy ability use a dummy ability to add aura unholy aura does leave a buff unholy aura does not damage but lower regeneration hp unholy aura is not periodic unholy aura does not fire a damage event |
| 11-18-2008, 01:30 PM | #6 | |
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| 11-18-2008, 04:42 PM | #7 |
Can't you just check if the damaging unit has the immolation ability instead of checking for the immolation buff? You could also just trigger the range detection instead of bothering with damage detection. |
| 11-18-2008, 04:51 PM | #8 |
Use ability pair Tornado damage + unholy aura, this will give you both buff and damage event. |
| 11-18-2008, 04:55 PM | #9 | |
Well, Building Damage Aura (Tornado) works but (there is a but ) it can't be set to work with percents instead of real values...P.S. the only motivation why I am searching an aura that can actually damage enemies is that it will give bounty if it kill units. Quote:
Anyway this is what I am going to do! The only left problem are percents... |
| 11-18-2008, 05:07 PM | #10 |
So you want it to damage a unit based on a percentage of his max life? If so then you're probably going to have to trigger it one way or another, I don't think there is any ability that deals damage based on a percent of a unit's maximum life. Your best bet for that is probably going to be a base aura that gives a buff to nearby enemy units. Then have a timer that runs every period (1 second?) and picks units in the designated radius and check to see whether or not they have the buff. If so, then damage them based on a certain percentage of their maximum life. |
| 11-18-2008, 05:26 PM | #11 | |
Quote:
Unholy Aura works with %s but it does not really "damage" units... The Undying on Dota maps has an ability which damages nearby enemy units dealing damage based on units' life. Does someone know if it triggered? Thanks! |
| 11-18-2008, 06:23 PM | #12 |
It must be, I haven't seen any non-triggered spell like it. Xombie's method is best, and all the better if you can do it in JASS. If you want help with that, I'd be glad to guide you through it. |
| 11-18-2008, 07:37 PM | #13 |
StockBreak Unholy aura do not damage in percentage, this is editor typo. |
| 11-18-2008, 08:31 PM | #14 | |
If you want I can give you the code for it in vJass but you'd have to create the necessary abilities in the Object Editor. Regardless of whether you wanted me to or not, I wrote up some vJass code on my mac (unable to test) so there may be a few kinks but I'll fix 'em up for you when they arise. Oh, one more thing, re-name the scope (currently Ability) to whatever the trigger-file is called (usually its the ability name).
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| 11-18-2008, 10:17 PM | #15 |
Thanks for your help guys! Actually I know Jass quite well but I will make something like this: Chilling Aura (Passive) A chilling cold is surrounding the Banshee. Nearby enemy units will be slowed and will take damage based on how close to the Banshee they are. Level 1 - 5% slow, 2 damage per second if units are far, 4 if they are close, 6 if they are really close to the Banshee. Level 2 - 10% slow, 4 damage per second if units are far, 6 if they are close, 8 if they are really close to the Banshee. Level 3 - 15% slow, 6 damage per second if units are far, 8 if they are close, 10 if they are really close to the Banshee. Is it balanced for a normal pseudo-melee map? Thanks! See also this post for the hero that I am trying to make. |
