Join Date: Apr 2007
This one is more of a system, but her goes:
These two spells "split time
" and "fuse time
" will work in conjunction to allow your hero to move faster relative to time, or slow back down, to lessen risks associated. Every time "split time
" is cast, your hero splits time even thinner, allowing him to move faster relativley, when "fuse time
" is cast, he begins to move closer to normal speed.
Splits time, this spell increases in level each time it is cast, however if you upgrade it in your hero advancement thingy, like normal heros, your maximum tolerance
is increased (the ammount at which it becomes dangerous to continue splitting)
Basicly the spell slows down all other units on the map by 10/20/30...80/90/100% (increased per cast) (at 100% units are basicly paused), also increasing with cast is mana drain -1/-1.5/-2...-4.5/-5% of total mana per second. Also with each level, starting from 2 below maximum tolerance
chance to take damage on cast, chance to instantly drain all mana, and chance to health degen increase, chances below.
These chances will be taken on the cast, and at every 50/48/46/44/42/40/38/36/34/32/30/28 seconds compared, once again, to 2 below maximum tolerance
. And additinoly every time one of these periodic tests are taken, the risk increases, so the equivilent level increases. For example a hero with level 8 maximum tolerance
who has been at level 10 Split time (the maximum) will have taken 1 casting test, at 7% chance to get a minor effect, at 44 seconds will take one at 11%, at another 42 seconds will take one at 13%, etc, etc. (chances taken from the data below)
The hero fuses time back together, allowing him to move closer to normal speed again. When fusing from higher levels, starting from 1 below maximum tolerance
the hero has a chance to gain mana regen, gain mana, or gain a speed bonus, chances are below.
Extra info, as per standard setup
* Spell, buffs and effect names are included
* 10 levels for the maximum tolerance dummy(ish) abilty
* Tooltip as written, but do not include the chances, those will be in the quest menu, or if you feel like implementing it, through a "-Chances Split/Fuse" pop-up game menu system
* use Jass of Gui as u wish
* MUI is required, units on lower levels will be slowed down by the diffenrence, ie 3 heros are at levels 3,4 and 9, they will be at 69%, 59% and 100% of their speed.
please use effects as nessecary, but not too much, this system should seemlessly meld with gameplay
Also if the initiating cooldowns is immpossible, just make it a silence for half the ammount
1 more thing, your maximum tolerance is the actual abilty that you level =)
if you do attempt this spell, and subsequently complete it, THANKYOU!!!
btw good work with the spell thread, 31 pages, and many, many spells