Beginning
Events
Map initialization
Conditions
Action
Text - Create floating text that reads Red Way at (Center of Red <gen>) with Z offset 0.00, using font size 10.00, color (100.00%, 0.00%, 0.00%), and 0.00% transparency
Text - Create floating text that reads Blue Way at (Center of Blue <gen>) with Z offset 0.00, using font size 10.00, color (0.00%, 0.00%, 100.00%), and 0.00% transparency
Text - Create floating text that reads Cyan Way at (Center of Cyan <gen>) with Z offset 0.00, using font size 10.00, color (0.00%, 100.00%, 100.00%), and 0.00% transparency
Text - Create floating text that reads Purple Way at (Center of Purple <gen>) with Z offset 0.00, using font size 10.00, color (100.00%, 0.00%, 100.00%), and 0.00% transparency
Text - Create floating text that reads Yellow Way at (Center of Yellow <gen>) with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 0.00%), and 0.00% transparency
Text - Create floating text that reads Orange Way at (Center of Orange <gen>) with Z offset 0.00, using font size 10.00, color (80.00%, 40.00%, 10.00%), and 0.00% transparency
Text - Create floating text that reads Green Way at (Center of Green <gen>) with Z offset 0.00, using font size 10.00, color (0.00%, 100.00%, 0.00%), and 0.00% transparency
Text - Create floating text that reads Pink Way at (Center of Pink <gen>) with Z offset 0.00, using font size 10.00, color (100.00%, 50.00%, 50.00%), and 0.00% transparency
Text - Create floating text that reads Gray Way at (Center of Gray <gen>) with Z offset 0.00, using font size 10.00, color (50.00%, 50.00%, 50.00%), and 0.00% transparency
Text - Create floating text that reads Light Blue Way at (Center of Light Blue <gen>) with Z offset 0.00, using font size 10.00, color (50.00%, 50.00%, 100.00%), and 0.00% transparency
Text - Create floating text that reads Secret Heroes at (Center of Secret Heroes <gen>) with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
They are not real auras, they count units that come within range and they are auto-cast. Plus, fountain needs to have both abilities to regenerate both hp and mp. He asked for auras, so, this solution is clearly impractical. Finally, adding this in a unit that takes orders, like Priest, all orders will be undone, so that he heals the hp/mp of the units around (it is a spell casting anyway, that's why only Fountain has it - cause it takes no other orders to accomplish). Attacking then and regenerating nearby allies' hp cannot be done then, because like i said, those are spells, not auras (which do not restrain orders).
I beg you read carefully. I didn'y say they do not work, i said they are not auras. They are spells; if you want, check it out. Those are auto-cast spells (which means they are active), but he wanted auras (which means passive). If you still think that Fountains use Auras instead of Active Auto-cast spells, go to Edit - Find... - "Life Regeneration Aura". Notice that it has an order ID string, which, if it was a passive aura, it would not belong there [only active spells have order ID strings].You are wrong, I have maps that use those fountain auras and they work. Make an ability based off Fountain of Restoration's ability, it grants Mana and Life regeneration in 1 aura, but it doesn't have an in game icon, so youll have to trigger it and use a dummy icon if you want one.
Then, trigger it. Go to Trigger Editor and follow through this schema:
Trigger:
- Trigger
- Events
- A unit learns a skill
- Conditions
- (Learned Hero skill) Equal to (Your ability)
- Actions
- Set Hero1 = (Learning Hero)
- Unit - Add Brilliance Aura to Hero1
- Unit - Add Unholy Aura to Hero1
Now, you will make: Go to Object Editor and find Brilliance Aura, go to Data - Hero Ability, set it to False and Data - Item ability again set it to False. The same thing for Unholy Aura.
Create an ability based off Endurance Aura now and all the effects set them to 0. E.g. change Attack speed increase to 0, so that it has no effects. Rename this ability and use its name on the trigger above in "Conditions". So, if you name it for example "Resistance Aura", your condition above will become: "(Learned Hero skill) Equal to Resistance Aura". This means that when you learn this ability, the other two will be added and have the effect of both MP and HP regeneration; this is what this trigger does.