Custom Auras?

ultimate11

Active Member
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Well i can say that i learn a lot from the time when i went here and i like to help other when i can.But now i need a little help.Anyone can tell me how can i create auras that decrease armour,damage or magic rezistance?
In GUI please :D.

Thx a lot.
 

Komaqtion

You can change this now in User CP.
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469
Just use Devotion Aure (For the armor) with a negative value... ;)
To get a negative value in the OE, you'll need to first go to:
File -> Preferences -> (General Tab) Tick "Allow negative real values in the Object Editor"

And then, just Shift - click the value you wish, and you can change it to a negative one ;)
 

Narks

Vastly intelligent whale-like being from the stars
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90
you would have to trigger an aura to decrease magic resistance - no ability can do this for you


what you do, is detect when a unit goes into range of another unit, then add the ability used on the Runed Bracers item (its % magic resist, just change it to negative) to the entering unit
 

G00dG4m3

New Member
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1
Well, im not good in such thing, but I think that magic ressistance should be timed trigger which every 0.04 seconds check for nearby enemies and add the ability made from runed bracer's ability with negative values as above.
And to make it limited range there should be two unit groups (Like Closests and Farers). Each check old units should be added to another group, then destroy the first group and add nearests. Then pick all enemies in the old units group and remove the ability if enemy is not in the closer enemies groups.

I hope that helped? :D
 

OneBadPsycho

10100111001
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93
Well, im not good in such thing, but I think that magic ressistance should be timed trigger which every 0.04 seconds check for nearby enemies and add the ability made from runed bracer's ability with negative values as above.
And to make it limited range there should be two unit groups (Like Closests and Farers). Each check old units should be added to another group, then destroy the first group and add nearests. Then pick all enemies in the old units group and remove the ability if enemy is not in the closer enemies groups.

I hope that helped? :D

In addition to this:
You can also make a dummy ability based on an aura with no effects, but with a buff. After that you can periodically select units and check if they have your specified aura buff and do actions.
 

tooltiperror

Super Moderator
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231
Don't use periodics.

I mean, .01 seconds is .27 seconds, and that is more than enough time for a trigger to fire.
 

Weep

Godspeed to the sound of the pounding
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Don't use periodics.

I mean, .01 seconds is .27 seconds,
You keep posting this and it is flat-out wrong. That only applies to wait actions (wait, wait game-time seconds, wait for sound to finish, wait for condition checking every X seconds...) Timers (including periodic trigger events) and ability durations can be as precise as you want.

and that is more than enough time for a trigger to fire.
Huh?
 

tooltiperror

Super Moderator
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231
To my knowledge, timers are the only thing in JASS/GUI/WC3 that are down to the mark.

Any benchmark or such that I can read about this?
 

Weep

Godspeed to the sound of the pounding
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400
Time - Every 2.00 seconds of game time becomes [ljass]call TriggerRegisterTimerEventPeriodic( gg_trg_Untitled_Trigger_001, 2.00 )[/ljass], where that function is [ljass]return TriggerRegisterTimerEvent(trig, timeout, true)[/ljass], which is a native function. Note that it says "Timer". It's also pretty apparent in use that it can fire much faster than 4 times/second.

Also, at one point, I've used looping spells to trigger unit sliding, both a Life Drain with very fast damage interval, and a repeating spellcast that had 0.03 casting time, and both gave smooth sliding motion just like a 0.03 timer.

I can't vouch for their absolute accuracy compared to timers, but they're far, far more precise than TriggerSleepAction().
 

Accname

2D-Graphics enthusiast
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1,462
periodic events are precise. i know for sure, just check it out yourself, create 2 periodic triggers, one firing every 0.01 seconds and one firing every 1.00 seconds and make them increase 2 different integer variables.
then you will see that the first one will be exactly 100 times faster then the other one.
(or are you saying 1.00 seconds is not precise as well?)
 
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