Could you put the image in hidden tags? x) Thanks for drawing it out.
Erghh... see the problem with the idea is that I will need a seperate loop timer that keeps track of whenever the Caster looses mana. It will make it extremely convoluted, and can maybe tax your FPS. Are you sure you want to do it? I also wouldn't be able to redirect the mana used from (mana draining attacks & spells) to use the one from the orb instead of the caster's mana pool. I will only be able to "refill" after said mana is lost.
The mana and health that go over the caster's maximum values are hardcoded into both Life Drain and Mana Drain. Unfortunately since you wanted it to be AoE, I had to code it from scratch and I don't see how it's possible. I, however, can make it so that if the Caster has reached maximum life, I can switch over to mana. The units affected should still be losing life though right, not mana?
Oh this is for an Earth Based hero? Woops. I can change it if you want. How does the Hero look?
Some things I currently have coded:
Units affected by a Forked Drain cannot be affected by another
There is a break range
Only up to X units can be affected by an instance
Requires a Unit Indexer
Current multi-level supported variables:
I haven't added the actual drain mechanics yet. Just testing out the effects. There is a "break" sfx, target sfx, caster sfx, & caster loop sfx. I still have a question: should damage, health transfer, and mana transfer happen every loop iteration, or a configurable interval?
For Forked Drain a lightning effect is wanted yes - but for Earth Tap (If you consider it) could be like your mana orb things but it could be area targetted and the orbs could fly to the caster.
Ahh okay, I haven't looked at Earth Tap yet, I'll get started on Forked Drain.
es actually I hope you won't get creeped out but I like checking out your spells and requests because they are Wc3 eye candy.
Not at all! Thank you :3 I try to make them look really cool only using ingame effects.
Forked Drain will be easy to make, it will just be hard to make it look pretty my only gripe is the last mechanic: "Forked drain can push the casters mana over its maximum value, dissipating at (VARIABLE) seconds over time." I'm not entirely sure how I will be able to do this what do you mean by dissipating?
Earth Tap will also be easy to make. It will just be hard to make it look pretty
The dummy model you are using is incorrect. The reason I have dummy.mdx is because it has attachment points, which I use to attach special effects to. "none.mdl" has no attachment points, which is why you dont see the special effects on it
Not hard at all. Tell me how YOU want the spell to work, and then I'll just give you that version and upload something else extremely similar to it. Yah basically haha. Don't update it just yet! I'm actually working on its hopefully final version.
Just added an extra condition inside of the nest.
Unit Group - Pick every unit in SP_CheckGroup[SP_CurrentIndex] and do (Actions)
Loop - Actions
Set SP_PickedUnitCG = (Picked unit)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(SP_PickedUnitCG is in SP_InfectedGroup) Equal to False
(SP_PickedUnitCG belongs to an enemy of (Owner of SP_Caster[SP_CurrentIndex])) Equal to True
(SP_PickedUnitCG is A structure) Equal to False
(SP_PickedUnitCG is Mechanical) Equal to False
(SP_PickedUnitCG is alive) Equal to True
Then - Actions
Unit Group - Add SP_PickedUnitCG to SP_Group[SP_CurrentIndex]
Unit Group - Add SP_PickedUnitCG to SP_InfectedGroup
Animation - Change SP_PickedUnitCG's vertex coloring to (50.00%, 100.00%, 50.00%) with 0.00% transparency
Unit - Set SP_PickedUnitCG movement speed to (SP_MSMultiplyFactor x (Default movement speed of SP_PickedUnitCG))
Special Effect - Create a special effect attached to the origin of SP_PickedUnitCG using SP_InfectSFX
Special Effect - Destroy (Last created special effect)
Else - Actions
Oh no its not x) I realized that while I was adding more features to it. Ill send you the trigger snippet to change when I get home.
I took your spell idea and added two extra features that I plan on uploading to the resource section soon.