Prosperity Aura Trigger Help Please

Father_Yetti

New Member
Reaction score
46
This should be fairly simple though I can't get it to work. I just want to make an aura that has six levels to it and each level you are given gold within certain integers of time. Amounts of gold given would increase per level, or possibly frequency could as well. Also I only want the gold to be given so long as the Hero with the aura remains alive. The specific values are of little concern as I will tweak this with testing, but I just need the script set up and I can go from there. Help would be greatly appreciated, thanks.
 

vypur85

Hibernate
Reaction score
803
Base it off Endurance Aura. Then give the aura different buff at different levels. Then trigger:

Code:
Event
 Map init
Condition
Actions
 Set Buff[1] = Endurance Aura Buff Level 1
 Set Buff[2] = Endurance Aura Buff Level 2
 Set Buff[3] = Endurance Aura Buff Level 3
 Set Buff[4] = Endurance Aura Buff Level 4
 Set Buff[5] = Endurance Aura Buff Level 5
 Set Buff[6] = Endurance Aura Buff Level 6


Code:
Event
 Every 1.00 seconds of game-time
Condition
Actions
 For every Integer A 1 to 6 do actions
   Loop - Actions
      Unit group - Pick every unit in Playable Map Area matching ((Matching unit) has buff Buff[Integer A] Equal to True) and do actions
         Loop - Actions
            Player - Add (XX*(Integer A)) gold to (Owner of (Picked unit))

The above might just work.
 

Father_Yetti

New Member
Reaction score
46
Base it off Endurance Aura. Then give the aura different buff at different levels. Then trigger:

Code:
Event
 Map init
Condition
Actions
 Set Buff[1] = Endurance Aura Buff Level 1
 Set Buff[2] = Endurance Aura Buff Level 2
 Set Buff[3] = Endurance Aura Buff Level 3
 Set Buff[4] = Endurance Aura Buff Level 4
 Set Buff[5] = Endurance Aura Buff Level 5
 Set Buff[6] = Endurance Aura Buff Level 6


Code:
Event
 Every 1.00 seconds of game-time
Condition
Actions
 For every Integer A 1 to 6 do actions
   Loop - Actions
      Unit group - Pick every unit in Playable Map Area matching ((Matching unit) has buff Buff[Integer A] Equal to True) and do actions
         Loop - Actions
            Player - Add (XX*(Integer A)) gold to (Owner of (Picked unit))

The above might just work.

Cool, thanks man I will have to try it though I am not sure on how to set this up just yet as I am pretty noob to scripting. How do you set buff[1] = Prosperity Aura level 1?
 

FireBladesX

Eating my wings!
Reaction score
123
An alternate non-MUI method that would level the interval:

Upon learning, set the learner to a variable, pick units within X radius of the unit variable, and add an amount to their gold. Turn off the trigger, then wait Y seconds and run the trigger again.
 

vypur85

Hibernate
Reaction score
803
Code:
How do you set buff[1] = Prosperity Aura level 1

Buff[X] is an arrayed Buff variable-type.
 

Attachments

  • Prosperity.w3x
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vypur85

Hibernate
Reaction score
803
Yeah. That's why you need to create 6 different buffs for each level (6 different IDs) and then set them up in arrayed variables.

The trigger works. And MUI. Tested. :)
 
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