| 08-04-2004, 06:39 PM | #1 |
What ways can you think of to make an aura that: 1)Heals friendly troops, and 2)Slows enemy units Obviously, the requirement is that only 1 skill button is permissible. |
| 08-04-2004, 11:34 PM | #2 |
well the handy this about abilities is that they dont need an icon soo make 1 abilitie off of a healing aura (cant thing of one right now) with the tooltip ect. of the aura, then for each level of the aura (if its a hero ability) make anotherability that corresponds to that level of the slow part of the aura and is an item ability, which im pretty sure dont have icons. then, using triggers, find out when the hero learns lvl 1 of the ability, and give it the lvl 1 version of the slow and so on for the rest of the levels hope that works, good luck! |
| 08-05-2004, 07:16 AM | #3 |
Newsflash: Not all item abilities are iconless. Thanks for the suggestion though. Does anyone else have any idea? |
| 08-05-2004, 09:28 AM | #4 |
Use unholy for the healing, then use tornado slow aura for the slowing, because that has no icon. The tornado damage aura also has no icon. |
| 08-05-2004, 01:35 PM | #5 |
Useful info, thanks. What if I want to make an aura that: 1)Gives additional armour to friendly troops, and 2)Decreases damage of enemy units |
| 08-06-2004, 09:35 AM | #6 |
Anyone at all? |
| 08-06-2004, 09:56 AM | #7 |
1) devotion aura..... |
| 08-06-2004, 10:09 AM | #8 |
Hmmm well to literally decrease the damage of enemy units you can use attack speed reduction with tornado slow aura. But as for like a little green -3 damage or something, it's going to be trickier, you'd basically have to add/remove a -3 damage ability (or +3 armor ability) to nearby units - advanced triggering. |
| 08-06-2004, 11:30 AM | #9 |
I think I'll have no problem creating the effect of the aura by using detect a buff and then giving units an ability. But with this method, you'll basically have to run a check every 1 second or so. Question is, will this lag the game? I don't want to spend time creating a trigger that I won't use in the end because it lags. |
| 08-06-2004, 12:19 PM | #10 |
it'll lag if you dont clean up the memory leak(s)... otherwise it should be okay, unless you do something grossly inefficient in the trigger. |
| 08-06-2004, 12:46 PM | #11 |
Couldn't for the damage decrease aura be used a command aura with negative values that targets enemies? The only drawback is that it leaves an icon, so you would have two icons on the hero then, one of the hero devotion aura ability, and another one for the command aura unit ability. Alternatively you could give the second aura to a locusted unit, save that unit to a variable, and move it to the position of the hero with a periodic trigger. A lot more CPU efficient than adding and removing abilities from numerous affected units. |
| 08-06-2004, 04:25 PM | #12 |
Ok, basically there are two options when wanting to have the aura stay at 1 icon: 1)Use the buff detect way and periodically add/remove skill from units around the hero 2)Give the aura to a locusted & invisible unit and periodically move the unit to the hero Now, can someone who is familiar with both methods enlighten me as to which method produces less lag, and is less prone to bugs in general? |
| 08-06-2004, 05:17 PM | #13 |
Ok scince this is triggerhaven ill give it to you trigger style. event-unit comes within (whatever range) of another unit action- -if (first aura like devotion) is level 1((integer comparison, unit-level of ability)) -then (whatever second effect you want either ability or trigger) (add special effects, if needed) -else do nothing your turn off trigger event-unit comes within (1 more than range of the spell so if the above trigger is 300 do 301) action- -if (no triggers unless needed) -then (remove buffs and special effects) -else do nothing I hope this helps it takes work dpeending on the levels but its worth it because it should work. Good Luck! ![]() |
| 08-06-2004, 06:31 PM | #14 |
Thank you for you input. But I'm looking for opinions as to which way is the better one to follow. Not the structure of triggers that needs to be used. |
| 08-06-2004, 07:59 PM | #15 |
I would gues that the "move an invisible unit along with the hero" is a better way (altrough, if done right, I'm sure both methods are entirely fail safe and none of them lags the game too much). But I would guess that a single following unit method is easier to implement. |
