ultimate11
Active Member
- Reaction score
- 25
Hello helpers.
I`v created an aura based on devation aura (just for buff effect ) that increases friendly hero units their stats (int,str,agi) by (for exemple at aura lv.3) 60% of primary attribute and 30% of secondary attribute.
The system that recognize hero primary attribute is based of hero selection and each hero get and integer as his own custom value 1 = strenght 2 = agility 3 = intelligence
Aura work`s very very fine with no issue is adding the correct amount of status then when hero is not in range of aura is taking back the added value of status as should be.
The only problem is that I can`t make it MUI.
Maybe can somebody give me some hint .Here are the triggers:
I`v created an aura based on devation aura (just for buff effect ) that increases friendly hero units their stats (int,str,agi) by (for exemple at aura lv.3) 60% of primary attribute and 30% of secondary attribute.
The system that recognize hero primary attribute is based of hero selection and each hero get and integer as his own custom value 1 = strenght 2 = agility 3 = intelligence
Aura work`s very very fine with no issue is adding the correct amount of status then when hero is not in range of aura is taking back the added value of status as should be.
The only problem is that I can`t make it MUI.
Maybe can somebody give me some hint .Here are the triggers:
Trigger:
- Aura
- Events
- Time - Every 1.00 seconds of game time
- Conditions
- Actions
- -------- Buffing --------
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Buffer is alive) Equal to True
- Then - Actions
- Special Effect - Create a special effect attached to the origin of Buffer using war3mapImported\LawOfBloodScroll_Cast.mdx
- Special Effect - Destroy (Last created special effect)
- Else - Actions
- If - Conditions
- Set Buffed_group = (Units in (Entire map) matching (((Matching unit) has buff Brilliance Aura (custom)) Equal to True))
- Unit Group - Pick every unit in Buffed_group and do (Actions)
- Loop - Actions
- Set Buffed = (Load 1 of (Key (Picked unit)) from MY_hashtable)
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- Buffed Equal to False
- Then - Actions
- Hashtable - Save True as 1 of (Key (Picked unit)) in MY_hashtable
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Custom value of (Picked unit)) Equal to 1
- Then - Actions
- Set Buff_lvl = (Level of Briliance Aura for Buffer)
- Set Buff_val_int = (Integer(((Real((Intelligence of (Picked unit) (Include bonuses)))) x (0.10 x (Real(Buff_lvl))))))
- Set Buff_val_str = (Integer(((Real((Strength of (Picked unit) (Include bonuses)))) x (0.20 x (Real(Buff_lvl))))))
- Set Buff_val_agi = (Integer(((Real((Agility of (Picked unit) (Include bonuses)))) x (0.10 x (Real(Buff_lvl))))))
- Hero - Modify Intelligence of (Picked unit): Add Buff_val_int
- Hero - Modify Strength of (Picked unit): Add Buff_val_str
- Hero - Modify Agility of (Picked unit): Add Buff_val_agi
- Hashtable - Save Buff_val_str as 2 of (Key (Picked unit)) in MY_hashtable
- Hashtable - Save Buff_val_agi as 3 of (Key (Picked unit)) in MY_hashtable
- Hashtable - Save Buff_val_int as 4 of (Key (Picked unit)) in MY_hashtable
- Else - Actions
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Custom value of (Picked unit)) Equal to 2
- Then - Actions
- Set Buff_lvl = (Level of Briliance Aura for Buffer)
- Set Buff_val_int = (Integer(((Real((Intelligence of (Picked unit) (Include bonuses)))) x (0.10 x (Real(Buff_lvl))))))
- Set Buff_val_str = (Integer(((Real((Strength of (Picked unit) (Include bonuses)))) x (0.10 x (Real(Buff_lvl))))))
- Set Buff_val_agi = (Integer(((Real((Agility of (Picked unit) (Include bonuses)))) x (0.20 x (Real(Buff_lvl))))))
- Hero - Modify Intelligence of (Picked unit): Add Buff_val_int
- Hero - Modify Strength of (Picked unit): Add Buff_val_str
- Hero - Modify Agility of (Picked unit): Add Buff_val_agi
- Hashtable - Save Buff_val_str as 2 of (Key (Picked unit)) in MY_hashtable
- Hashtable - Save Buff_val_agi as 3 of (Key (Picked unit)) in MY_hashtable
- Hashtable - Save Buff_val_int as 4 of (Key (Picked unit)) in MY_hashtable
- Else - Actions
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Custom value of (Picked unit)) Equal to 3
- Then - Actions
- Set Buff_lvl = (Level of Briliance Aura for Buffer)
- Set Buff_val_int = (Integer(((Real((Intelligence of (Picked unit) (Include bonuses)))) x (0.20 x (Real(Buff_lvl))))))
- Set Buff_val_str = (Integer(((Real((Strength of (Picked unit) (Include bonuses)))) x (0.10 x (Real(Buff_lvl))))))
- Set Buff_val_agi = (Integer(((Real((Agility of (Picked unit) (Include bonuses)))) x (0.10 x (Real(Buff_lvl))))))
- Hero - Modify Intelligence of (Picked unit): Add Buff_val_int
- Hero - Modify Strength of (Picked unit): Add Buff_val_str
- Hero - Modify Agility of (Picked unit): Add Buff_val_agi
- Hashtable - Save Buff_val_str as 2 of (Key (Picked unit)) in MY_hashtable
- Hashtable - Save Buff_val_agi as 3 of (Key (Picked unit)) in MY_hashtable
- Hashtable - Save Buff_val_int as 4 of (Key (Picked unit)) in MY_hashtable
- Else - Actions
- If - Conditions
- Else - Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Custom value of (Picked unit)) Equal to 1
- Then - Actions
- Set Buff_lvl = (Level of Briliance Aura for Buffer)
- Set Buff_val_int = (Integer(((Real(((Intelligence of (Picked unit) (Include bonuses)) - (Load 4 of (Key (Picked unit)) from MY_hashtable)))) x (0.20 x (Real(Buff_lvl))))))
- Set Buff_val_str = (Integer(((Real(((Strength of (Picked unit) (Include bonuses)) - (Load 4 of (Key (Picked unit)) from MY_hashtable)))) x (0.10 x (Real(Buff_lvl))))))
- Set Buff_val_agi = (Integer(((Real(((Agility of (Picked unit) (Include bonuses)) - (Load 4 of (Key (Picked unit)) from MY_hashtable)))) x (0.10 x (Real(Buff_lvl))))))
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- Or - Any (Conditions) are true
- Conditions
- Buff_val_str Not equal to (Load 2 of (Key (Picked unit)) from MY_hashtable)
- Buff_val_agi Not equal to (Load 3 of (Key (Picked unit)) from MY_hashtable)
- Buff_val_int Not equal to (Load 4 of (Key (Picked unit)) from MY_hashtable)
- Conditions
- Or - Any (Conditions) are true
- Then - Actions
- Hero - Modify Intelligence of (Picked unit): Subtract (Load 4 of (Key (Picked unit)) from MY_hashtable)
- Hero - Modify Strength of (Picked unit): Subtract (Load 2 of (Key (Picked unit)) from MY_hashtable)
- Hero - Modify Agility of (Picked unit): Subtract (Load 3 of (Key (Picked unit)) from MY_hashtable)
- Set Buff_val_int = (Integer(((Real((Intelligence of (Picked unit) (Include bonuses)))) x (0.10 x (Real(Buff_lvl))))))
- Set Buff_val_str = (Integer(((Real((Strength of (Picked unit) (Include bonuses)))) x (0.20 x (Real(Buff_lvl))))))
- Set Buff_val_agi = (Integer(((Real((Strength of (Picked unit) (Include bonuses)))) x (0.10 x (Real(Buff_lvl))))))
- Hero - Modify Intelligence of (Picked unit): Add Buff_val_int
- Hero - Modify Strength of (Picked unit): Add Buff_val_str
- Hero - Modify Agility of (Picked unit): Add Buff_val_agi
- Hashtable - Save Buff_val_str as 2 of (Key (Picked unit)) in MY_hashtable
- Hashtable - Save Buff_val_agi as 3 of (Key (Picked unit)) in MY_hashtable
- Hashtable - Save Buff_val_int as 4 of (Key (Picked unit)) in MY_hashtable
- Else - Actions
- If - Conditions
- Else - Actions
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Custom value of (Picked unit)) Equal to 2
- Then - Actions
- Set Buff_lvl = (Level of Briliance Aura for Buffer)
- Set Buff_val_int = (Integer(((Real(((Intelligence of (Picked unit) (Include bonuses)) - (Load 4 of (Key (Picked unit)) from MY_hashtable)))) x (0.10 x (Real(Buff_lvl))))))
- Set Buff_val_str = (Integer(((Real(((Strength of (Picked unit) (Include bonuses)) - (Load 4 of (Key (Picked unit)) from MY_hashtable)))) x (0.10 x (Real(Buff_lvl))))))
- Set Buff_val_agi = (Integer(((Real(((Agility of (Picked unit) (Include bonuses)) - (Load 4 of (Key (Picked unit)) from MY_hashtable)))) x (0.20 x (Real(Buff_lvl))))))
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- Or - Any (Conditions) are true
- Conditions
- Buff_val_str Not equal to (Load 2 of (Key (Picked unit)) from MY_hashtable)
- Buff_val_agi Not equal to (Load 3 of (Key (Picked unit)) from MY_hashtable)
- Buff_val_int Not equal to (Load 4 of (Key (Picked unit)) from MY_hashtable)
- Conditions
- Or - Any (Conditions) are true
- Then - Actions
- Hero - Modify Intelligence of (Picked unit): Subtract (Load 4 of (Key (Picked unit)) from MY_hashtable)
- Hero - Modify Strength of (Picked unit): Subtract (Load 2 of (Key (Picked unit)) from MY_hashtable)
- Hero - Modify Agility of (Picked unit): Subtract (Load 3 of (Key (Picked unit)) from MY_hashtable)
- Set Buff_val_int = (Integer(((Real((Intelligence of (Picked unit) (Include bonuses)))) x (0.20 x (Real(Buff_lvl))))))
- Set Buff_val_str = (Integer(((Real((Strength of (Picked unit) (Include bonuses)))) x (0.10 x (Real(Buff_lvl))))))
- Set Buff_val_agi = (Integer(((Real((Strength of (Picked unit) (Include bonuses)))) x (0.10 x (Real(Buff_lvl))))))
- Hero - Modify Intelligence of (Picked unit): Add Buff_val_int
- Hero - Modify Strength of (Picked unit): Add Buff_val_str
- Hero - Modify Agility of (Picked unit): Add Buff_val_agi
- Hashtable - Save Buff_val_str as 2 of (Key (Picked unit)) in MY_hashtable
- Hashtable - Save Buff_val_agi as 3 of (Key (Picked unit)) in MY_hashtable
- Hashtable - Save Buff_val_int as 4 of (Key (Picked unit)) in MY_hashtable
- Else - Actions
- If - Conditions
- Else - Actions
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Custom value of (Picked unit)) Equal to 3
- Then - Actions
- Set Buff_lvl = (Level of Briliance Aura for Buffer)
- Set Buff_val_int = (Integer(((Real(((Intelligence of (Picked unit) (Include bonuses)) - (Load 4 of (Key (Picked unit)) from MY_hashtable)))) x (0.20 x (Real(Buff_lvl))))))
- Set Buff_val_str = (Integer(((Real(((Strength of (Picked unit) (Include bonuses)) - (Load 4 of (Key (Picked unit)) from MY_hashtable)))) x (0.10 x (Real(Buff_lvl))))))
- Set Buff_val_agi = (Integer(((Real(((Agility of (Picked unit) (Include bonuses)) - (Load 4 of (Key (Picked unit)) from MY_hashtable)))) x (0.10 x (Real(Buff_lvl))))))
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- Or - Any (Conditions) are true
- Conditions
- Buff_val_str Not equal to (Load 2 of (Key (Picked unit)) from MY_hashtable)
- Buff_val_agi Not equal to (Load 3 of (Key (Picked unit)) from MY_hashtable)
- Buff_val_int Not equal to (Load 4 of (Key (Picked unit)) from MY_hashtable)
- Conditions
- Or - Any (Conditions) are true
- Then - Actions
- Hero - Modify Intelligence of (Picked unit): Subtract (Load 4 of (Key (Picked unit)) from MY_hashtable)
- Hero - Modify Strength of (Picked unit): Subtract (Load 2 of (Key (Picked unit)) from MY_hashtable)
- Hero - Modify Agility of (Picked unit): Subtract (Load 3 of (Key (Picked unit)) from MY_hashtable)
- Set Buff_val_int = (Integer(((Real((Intelligence of (Picked unit) (Include bonuses)))) x (0.20 x (Real(Buff_lvl))))))
- Set Buff_val_str = (Integer(((Real((Strength of (Picked unit) (Include bonuses)))) x (0.10 x (Real(Buff_lvl))))))
- Set Buff_val_agi = (Integer(((Real((Strength of (Picked unit) (Include bonuses)))) x (0.10 x (Real(Buff_lvl))))))
- Hero - Modify Intelligence of (Picked unit): Add Buff_val_int
- Hero - Modify Strength of (Picked unit): Add Buff_val_str
- Hero - Modify Agility of (Picked unit): Add Buff_val_agi
- Hashtable - Save Buff_val_str as 2 of (Key (Picked unit)) in MY_hashtable
- Hashtable - Save Buff_val_agi as 3 of (Key (Picked unit)) in MY_hashtable
- Hashtable - Save Buff_val_int as 4 of (Key (Picked unit)) in MY_hashtable
- Else - Actions
- If - Conditions
- Else - Actions
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- Loop - Actions
- Custom script: call DestroyGroup(udg_Buffed_group)
- -------- Debuffing --------
- Set Buffed_group = (Units in (Entire map) matching ((((Matching unit) is A Hero) Equal to True) and (((Matching unit) has buff Brilliance Aura (custom)) Equal to False)))
- Unit Group - Pick every unit in Buffed_group and do (Actions)
- Loop - Actions
- Set Buffed = (Load 1 of (Key (Picked unit)) from MY_hashtable)
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- Buffed Equal to True
- Then - Actions
- Hashtable - Save False as 1 of (Key (Picked unit)) in MY_hashtable
- Set Buff_val_int = (Load 4 of (Key (Picked unit)) from MY_hashtable)
- Set Buff_val_str = (Load 2 of (Key (Picked unit)) from MY_hashtable)
- Set Buff_val_agi = (Load 3 of (Key (Picked unit)) from MY_hashtable)
- Hero - Modify Intelligence of (Picked unit): Subtract Buff_val_int
- Hero - Modify Strength of (Picked unit): Subtract Buff_val_str
- Hero - Modify Agility of (Picked unit): Subtract Buff_val_agi
- Hashtable - Clear all child hashtables of child (Key (Picked unit)) in MY_hashtable
- Else - Actions
- If - Conditions
- Loop - Actions
- Custom script: call DestroyGroup(udg_Buffed_group)
- Events
Trigger:
- Aura learn
- Events
- Unit - A unit Learns a skill
- Conditions
- (Learned Hero Skill) Equal to Briliance Aura
- Actions
- Set Buffer = (Triggering unit)
- Trigger - Turn on Aura <gen>
- Trigger - Turn off (This trigger)
- Events