Miss aura

Takhoon

New Member
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Hi there , is there anyway you could make an aura which reduces enemy's accuracy ? like the banshee's curse ? % chance to miss? but in aura format not spell?
 

OMGOMGOMG

UMBWGMG (Unidentified Human Being.)
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28
You will have to make triggers as well as an aura that does nothing.

Seeing as you asked if there is a way, I am believed to think not.

Also, as you didn't ask for anything but that, I, in any circumstance, do not have to give you anyhelp with the triggers at this point in time.

HOWEVER, if you made a thread asking for triggers, then I may help you. Also, I am entitled not to help you if I wish not to as I am a helper, and am not being paid. Therefore, I do not have to help you if I do not wish to help you. But seeing as I may not have anything to do in that point of time, I will probably help you.
 

O.A

Quantum physics rules
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29
If you want a miss aura i think you would have to use a quick interval mass Curse trigger:

Events
Time - Every 5.00 seconds of game time
Conditions
(Number of units in (Units within [Your aura's range] of (Position of Your Hero matching (((Matching unit) belongs to an enemy of Your Player) Equal to True))) Greater than or equal to 1
Actions
Set Group_MissGroup = (Units within [Same as condition above])
Unit Group - Pick every unit in Group_MissGroup and do (Actions)
Loop - Actions
Unit - Create 1 General Dummy for Your Player at Position of (Picked Unit) facing Default building facing degrees
Unit - Add a 3.00 second Generic expiration timer to (Last created Unit)
Unit - Add ability Your Curse to (Last created Unit)
Unit - Order (Last created unit) to Curse (Picked Unit)

Custom script: call DestroyGroup (udg_Group_MissGroup)

Set the duration of the Curse to 6 seconds and enemies around your hero will always be cursed. Then add a dummy passive icon to your Hero, add effects you may want.

Edit: Also, you may want to fine-tune the trigger with Temp_Point to not leak the location of the dummy unit.
 

O.A

Quantum physics rules
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29
You could also make a dummy unit curse everybody with your custom aura buff.

I thought about that too, but there could be problems with using that approach. For example, ending up with a double-buff, which would be strange.

Also, if you don't do it correctly, two buffs can cause a whole lot of trouble, even crashes (the custom would have to be copied from the original in this case, though, i think). Just mentioning...
 

KaerfNomekop

Swim, fishies. Swim through the veil of steel.
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613
The real issue with dummy units is the timing of the buff. A long periodic interval would make things weird, with the buff appearing 5 seconds after getting within the AoE or taking 5 seconds to dispel after leaving it. On the other hand a short interval would consume more resources.
 

O.A

Quantum physics rules
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29
That's true, although i think there is already a small delay in how auras come and go, especially when they disappear, i don't think 3 second intervals would be too disrupting in either hogging resources or creating weirdness. But you're right, 5 seconds would probably create some weird situations, like "dude, where's my aura" when entering combat.

Having said that; assign the carrier of the aura to a variable, and add this Event to a trigger:

Trigger - Add to Miss Aura <gen> the event (Unit - A unit comes within [Range of Aura] of Your Hero)
Conditions - Triggering Unit belongs to an enemy etc. etc.

And then have the dummy cast the Curse on the units immediately when they enter close enough.

Then combine this with the above interval trigger and you're set. This takes care of the delay in casting the aura on enemies, there's still a delay in removing, but there is by default anyway.

Edited to a more coherent form @11.30
 

Crimson

Member
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3
Why not just add evasion to the units in a periodic trigger? Creating a dummy every time would make the game lag because units leak a little and creating a unit strains Warcraft.

Set the Hero to a variable, pick units around him and add it to a unit group. Then check if the units in the group still have the buff and remove evasion from them if they don't. Then remove the picked unit from the group.
 

Solu9

You can change this now in User CP.
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216
I was thinking about using the Cloud ability.
The problem is that it cannot be cast on units.

Or Silence or Drunken Haze for that matter, but same problem occurs.
 

O.A

Quantum physics rules
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29
Unit leaks are minor leaks, even without cleaning them up you would probably never notice any lag, besides, like i mentioned, using a temporary point variable to clean it up, and of course goes without saying, adding an expiration timer to the unit makes the trigger leakless.

Solu9, actually, Cloud works pretty well in this case, it was also the first thing i thought of when i saw this thread, but i thought it would remove the attack from the units. However, if you set 'Attacks prevented' to None, it will not remove the attacks, but will still make units miss all of their attacks, when miss chance is set to 1.00. Just have to reconfigure the targets of course. So Takhoon can try that as well if it makes more sense.

PS. Out of curiosity i tried what happens using the trigger i suggested with two exactly same buffs (dummy aura, and then real Curse), and it did indeed crash the game, but without a dummy aura it works perfectly.
 

KaerfNomekop

Swim, fishies. Swim through the veil of steel.
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613
I was thinking about using the Cloud ability.
The problem is that it cannot be cast on units.

Or Silence or Drunken Haze for that matter, but same problem occurs.

Cloud and Silence could be repeatedly cast on the hero's location, but doing so would probably be worse than periodically spawning dummies to Curse. Drunken Haze can be cast on units, but it would just be Curse with an AoE that can't be centered on the hero.
 

Crimson

Member
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3
Because then the aura would reduce the accuracy of the hero with the ability, not units around it.

I thought he wants an aura that reduces enemies' accuracy? If he gives evasion to friendly units then he'd still be reducing their accuracy.

EDIT: By the way, I think you misunderstood what I said.
 

Xialian

Member
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8
Yes, but that will reduce the accuracy of units SHOOTING at friendly units in the aura. The point is, as far as I know, that ENEMIES, who enter the aura, gets their accuracy reduced.

Examples:

So, let's say that there is some guy, let's call him Test Subject with Miss Aura. The aura has 750 range.

1) Your solution: A friendly unit comes within 750 units of Test Subject. Enemies shooting at or hitting the unit will sometimes not hit, even though they're outside the aura.

2) His request: An enemy comes within 750 range of Test Subject, the buff is applied and it will sometimes miss its target(s), until it leaves the area, the aura is affecting.
 

vypur85

Hibernate
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803
To be honest, despite all the reasons given. I still feel Crimson's idea is the best. Saves the trouble. Besides, the original poster seems missing. He/She is pretty new here. I'm assuming he/she is expecting a map. Just don't bother until that person replies back to this thread.
 
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