Mana Regeneration

hopy

Active Member
Reaction score
64
I have a hero with only 500 mana.
His Int is 0, mana regeneration 0 etc.

How do I make sure he doesn't get any bonus from: Brilliance Aura, Negative Brilliance Aura, Mana Potions, Mana Stones, and all that kinda stuff?
Also items that give maximum mana shouldn't increase his mana

Would I have to trigger all of those?
 

Ghan

Administrator - Servers are fun
Staff member
Reaction score
888
> Aura

For that, you could possibly make that hero have a strange classification that the auras don't target. It might not work since we're talking about a hero, but it's worth a shot.

As for the rest, you will probably need to trigger it, yes.
 

jig7c

Stop reading me...-statement
Reaction score
123
illusions don't bestow aura... maybe make that unit into an illusion
 

Seprest

New Member
Reaction score
15
you can set mana and hp regeneration to negative values. It is how blizzard made the "warrior" class in one of their pre-packaged custom maps
 

Corleone

New Member
Reaction score
44
you can set mana and hp regeneration to negative values. It is how blizzard made the "warrior" class in one of their pre-packaged custom maps

That wouldn't work. OP clearly states that his unit has 500 mana, and no regeneration or anything. Setting the regeneration to a negative value would mean that he loses mana over time, even though that is not intended.

Here's an idea for keeping his mana fixed: You could make a trigger that sets a variable equal to the units mana, after every spell he casts ( with default value 500 ). Then, you could simply make a periodic trigger that sets his mana equal to that variable. That way, his mana will always be set to the correct value, even when his maximum is higher.
 

jig7c

Stop reading me...-statement
Reaction score
123
what you would have to do is..

Trigger:
  • events
    • Map Init
    • conditions
    • actions
      • set ManaInt = 500


Trigger:
  • events
    • every 1 second of game-time
    • conditions
    • actions
      • unit - set <some unit> mana to ManaInt


Trigger:
  • events
    • a unit starts the effect of an ability
    • conditions
      • triggering unit equal to (some unit)
        • or
      • custom value of (some unit) equal to (whatever you set it in the object editor for that unit) //per Ghan_04
    • actions
      • if/then/else
        • if
          • ability being cast equal to Roar
        • then
          • set ManaInt = ManaInt - 250 //mana cost of one of the abilities
          • unit - set <some unit> mana to ManaInt
        • else
      • if/then/else
        • if
          • ability being cast equal to stun
        • then
          • set ManaInt = ManaInt - 150 //mana cost of one of the abilities
          • unit - set <some unit> mana to ManaInt
        • else


something like that!

>ghan
is that what you meant by custom value....
 

Ghan

Administrator - Servers are fun
Staff member
Reaction score
888
> something like that!

Indeed. Though it would be more prudent, I think, to use the unit's Custom Value. Not only because it's easier than creating a new variable, but also because it is unique to that unit meaning that any other units that operate in this manner will easily have their own value.
 

hopy

Active Member
Reaction score
64
what you would have to do is..

Trigger:
  • events
    • Map Init
    • conditions
    • actions
      • set ManaInt = 500


Trigger:
  • events
    • every 1 second of game-time
    • conditions
    • actions
      • unit - set <some unit> mana to ManaInt


Trigger:
  • events
    • a unit starts the effect of an ability
    • conditions
      • triggering unit equal to (some unit)
        • or
      • custom value of (some unit) equal to (whatever you set it in the object editor for that unit) //per Ghan_04
    • actions
      • if/then/else
        • if
          • ability being cast equal to Roar
        • then
          • set ManaInt = ManaInt - 250 //mana cost of one of the abilities
          • unit - set <some unit> mana to ManaInt
        • else
      • if/then/else
        • if
          • ability being cast equal to stun
        • then
          • set ManaInt = ManaInt - 150 //mana cost of one of the abilities
          • unit - set <some unit> mana to ManaInt
        • else


something like that!

>ghan
is that what you meant by custom value....

I realy hadn't tought about setting his mana every second and changing his mana variable with each ability ... instead of trying to avoid the mana reduces.

Thank you everyone for the ideas. +rep :)


Sorry for not replying sooner btw, I was unable to connect to the forums yesterday, and I just came home just now, so this was the earlyst I could reply.
 
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