- Joined
- Jul 22, 2015
- Messages
- 3,485
Well that wasn't so bad actually. You might want to test for a lot of scenarios to make sure everything works properly. I couldn't bother imagining what your map and anyone else's map might have. All though, I managed to implement all the mechanics you requested for. There is only one issue with one of the mechanics: the heal being nulled will have a noticeable flicker in the HP bar. Having a small loop timer will probably fix it or just happen rarely. Other than that:False Promise
Temporarily alters an ally's destiny, delaying any healing or damage taken until False Promise ends. Any healing that is delayed by False Promise is multiplied by N. Configurable to make it so new instances on the same unit either add to the duration or do nothing at all.
If ( DAMAGE - N*HEALING > LIFE AT TIME OF CAST), kill the unit. (Kill credit is given to the player whose units did the most damage to the unit, or to nobody at all if that is too time consuming to code)
EDIT: Should have a buff, and spell should end normally if buff is dispelled. Please add custom events for when an instance of the spell begins and when it ends, if it's not too much trouble. Thanks again ^.^
Level 1 - 8 second duration, N=2
Level 2 - 9 second duration, N=2.5
Level 3 - 10 second duration, N=3
Spell Type: Unit Target
Targets Allowed: Friend/Self
- Buff indicator is from the Unholy Frenzy ability
- All damage and healing will be nulled (keep note of the HP bar flicker I mentioned)
- Casting False Promise on a unit that already has it will reset the instance
- Buff is dispellable. The instance will end, but the "end" mechanics will still occur
- Custom events include index and deindex (index event doesn't fire from an instance being reset). Variables include the target unit and the ability level
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v1.00 (12 November 2016)
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