| 10-01-2009, 01:32 PM | #1 |
Is there a passive skill which requires mana to take effect? I want to make a passive skill which regenerates X hit points every second, but constantly drains Y mana each second. The skill should stop regenerating hp if the mana of the unit/building goes below Y. Is this possible? |
| 10-01-2009, 01:36 PM | #2 |
Of course, trigger it. |
| 10-01-2009, 01:47 PM | #3 |
Assuming it should stop when the unit is out of mana you could possibly add a negative Immolation with Targets Allowed set to Self. However it'd require some triggering to make it passive anyway.. |
| 10-01-2009, 01:51 PM | #4 |
The idea behind this question was to know if there was a way to make it without using triggers... |
| 10-01-2009, 01:56 PM | #5 |
And my answer implies that there is not. I guess you could add brilliance aura to the unit with a negative value and then add life regeneration to the unit, but in order to get it to end when under Y life you'd need triggers anyways. It'd be much cleaner to just trigger the entire thing, including the mana degeneration. |
| 10-01-2009, 02:01 PM | #6 |
There is one way I could do it, but it'll be a bit a crappy method, involving a dummy unit cast a spell everytime to detect a passing second (and detecting that spell so as to create a loop), but I'm guessing there has to be a much more efficient method to do this, one which I'm hoping does not involve JASS. |
| 10-01-2009, 02:08 PM | #7 |
Doing it with even GUI instead of that absurd dummy caster thing you just mentioned would even be a huge improvement. |
| 10-01-2009, 02:55 PM | #8 |
Easy with GUI Trigger: |
| 10-01-2009, 04:06 PM | #9 |
This is a bit outside the box, but I feel obliged to mention that I don't think most people will want a skill that drains mana that they don't have any control over. Most people find the Destroyer's mana pretty annoying, for example. The active skills are active for a reason. That said, I understand you're not soliciting opinions of your idea, but it might be worth taking another look at. |
| 10-01-2009, 05:02 PM | #10 | |
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I fully agree. A negative Immolation with targets set to self, would be the best solution in my oppinion. |
| 10-01-2009, 05:35 PM | #11 |
Dragoon, the reason why I didn't do it this way is because every change in life/mana are going to be synvhronised, and, well, it's not really a bad thing, but it sorts of makes it too uniform, and life regeneration for 10 units are not uniform, as far as I know, because they didn't come into play at 1 sec, 2 secs, 3 secs into gameplay, it more like 1 sec, 2.3secs, 4.5secs, etc (if you see what I mean). If I dnt find any alternate solution, I'll go with what you posted. Also, Panto and Hans, I see what you mean, but the purpose of this spell is not conventional, as you may imagine :) |
| 10-02-2009, 01:53 AM | #12 |
How many units in the game would have the ability at once? Because if it's lowish, you could just run 1 timer per unit. |
| 10-02-2009, 03:37 AM | #13 |
It for buildings, so I guess it could work in that way, but still, aren't there any alternate solutions? |
| 10-02-2009, 07:50 AM | #14 |
Permanent Immolation have proper effect, but it wont shutdown when mana ends. |
| 10-02-2009, 02:28 PM | #15 | |
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Okay, let's recap then, what do you excactly need? Be as detailed as possible please |
