Mana Regeneration Question

MorbazanRhot

New Member
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Alright, so I have a quick and hopefully simple question: The situation is that I want some heroes to regen mana normally (over time) while others don't. To set the basis for this I set mana regen per intelligence to 0 in gameplay constants, and have no problem with the other heroes, however... How can I make some heroes still regenerate mana normally? I've tried giving them large base mana regen rates, but they still don't regen at all. A possible solution would be making intelligence still affect mana regeneration, and just have heroes that I don't want to regen mana not gain intelligence, but I'd prefer to not have to take that route, because it would screw up A LOT of other stuff. So my long-winded question again is - how do I make some heroes regen mana passively while others don't and intelligence does not give any mana regen? Thanks a lot for any effort on this one. :)
 

Baby-Bever

Cool Member
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Maybe you could just add an brilliance aura or something only affecting the hero who should have mana reg... This won't work if you want the mana regernation to scale with level tho, and it would be kinda disturbin to do, but atleast it won't intaract with other stuff (you would also have to avoid to use brilliance aura if you chose to use this way), and i'm not sure either if it will work, but I think it will...

This is the only way I see this would be possible, add an spell or something which will reg mana to the hero.

Hope this'll work!
 

MorbazanRhot

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My question about this would be: isn't giving a hero the brilliance aura effect the same thing as increasing his mana regen %, which would have the same effect as say... just setting his base mana regeneration to 500%?
 

Baby-Bever

Cool Member
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ugh... Brilliance aura give % bonus...? oh well... Just gotta look throuh all the item effect, I'll edit this post if I find something...

Edit:
I tested setting the mana reg/int point to 0 and the heros base mana reg to 0 and then added brilliance aura (slightly edited version). It works perfect, it doesn't give units % bonus.
 

Pyrogasm

There are some who would use any excuse to ban me.
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Alternatively, you could use the Fountain of Mana's mana regen ability inside a disabled spellbook. Here's what you'd do:

Create a spell based off of the Fountain of Mana's mana regen aura and modify that to how you need it to be. Tooltips and everything else doesn't matter, just set the amount gained and the targets correctly. If you make it multiple levels, you can change that in-game to affect the mana regen rate.

Next, create a custom ability based off of the "spellbook" ability (you can search for spells in the editor with Ctrl+S). Set the "Stats - Minimum Abilities" and "Stats - Maximum Abilities" fields to 1 and change the "Stats - Spells" field to contain only your new life regen ability.

Then, add this spellbook ability to each hero on your map (as a unit ability) in the Object Editor.

Last, you'll need to set up this simple trigger:
Code:
Events
    Map Initialization
Conditions
Actions
    Player Group - Pick every player in (All players) and do (Player - Disable YOUR SPELLBOOK ABILITY for (Picked Player))
This disables your spellbook from being shown in-game, though the mana regen still happens. If, for any reason, you need to alter the level of mana-regen for a unit, you can simply change the level of the Mana Regen ability to the correct level for the situation you need.
 

MorbazanRhot

New Member
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7
Alright, well those work then, but given that the heroes have 100 levels, what would you suggest to be the most practical? I'm not sure if I can even set an ability to have 100 levels (really only need 95) because I've never tried, but if I can it wouldn't be impossible to fill out using auto-fill. The problem would be leveling, but I believe I could just make a trigger doing something like whenever the unit levels set the ability to 1+(its current level) and as long as they are never capable of skipping levels in the map it would be fine. If any1 would care to point me in the right direction with a sample trigger that would be awesome. My other question is: do either/both of these stack with item mana regen (ie the sobi mask ability) and if so, would multiple item mana regens stack, or just the highest one count? Thanks a lot for all the feedback so far. :)
 

CrazyWolf

New Member
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4
I would suggest this:

Code:
Event
Every 1 second of game-time
Conditions
Actions
Pick every unit matching(matching unit has 101 point value)
Actions
Set picked unit's mana to [mana of unit + (intelligence of picked unit x 0.3)

This trigger will work if you go to the object editor and change the heroes point value(those that you want to regenerate mana) to 101.
Just be careful so that the heroes you dont want to regenerate mana normally must have point value other than 101.
You must also go to the game constants and change the field that gives mana regeneration for every intelligence point to 0.
 

MorbazanRhot

New Member
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7
Alright, I like that idea a lot, I just have a few questions: 1) Why did you pick 30% of the intelligence, any specific reason or just figured that was a decent value? 2) Having that trigger run every second for multiple heroes wont cause lag? 3) With the heroes still having no base non-triggered mana regeneration, will item mana regen work (like sobi mask) to augment their regen?
 

Slapshot136

Divide et impera
Reaction score
471
30% is just an example number, it can be changed to anything

it dosent leak so it shouldent lag much, especially considering that there usually arent hundreds of heros in a map

sobi masks increase mana regeneration by 50%, 150% of 0 is still 0. brilliance aura will however if it's not set to %, it has a option of being a constant or a %.
 

MorbazanRhot

New Member
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7
So then the only way to have items at all capable of increasing mana regeneration would be to either trigger each individual one or use the trigger for base mana regen and then have the brilliance aura effect but only be able to carry one item with that effect at a time and just have higher level items have stronger effects?

Edit: And yes, I know with the base trigger that items that give intelligence will give more mana regen, but I'm talking about having an item effect that is strictly mana regen without the intelligence.
 

CrazyWolf

New Member
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4
So then the only way to have items at all capable of increasing mana regeneration would be to either trigger each individual one or use the trigger for base mana regen and then have the brilliance aura effect but only be able to carry one item with that effect at a time and just have higher level items have stronger effects?

Your first part of the sentence is true but i didnt quite catch the meaning of the second part...

Anyway,if you use my way,items like sobi mask won't increase mana regen.You have to make all item mana regen bonuses triggered.
 

MorbazanRhot

New Member
Reaction score
7
Alright, that works, thank you very much. I gave everyone who replied +rep, so thanks to all you guys for your help.
 
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