Hi Everyone,
I have been wondering about how to make items negatively affect users; for example, an equip item that increases your attack damage but reduces your maximum Health, or an item that gives spell immunity at the cost of Mana regeneration (Elder Scrolls style). Setting a negative value to a field in the Object Editor is impossible so there has to be a set of triggers.
Is there a way to do this without having to constantly debuff an item-user with a dummy? Specifically with the cases stated above, I have played around with setting it so that maximum health for a unit is always a fraction [ex. 300/500 HP, triggers prevent it from going up further], but then auto-healers would constantly waste Mana on this unit (very impractical). For the other case, I would be periodically draining Mana (via Trigger) to counter Mana regeneration, but then if the same unit buys a +Mana regeneration item, it would no longer matter (unless I change the tick based on item gains, which would clunk up the trigger load if I have to write triggers for every single Mana regeneration item; don't want to do that).
Whether or not there is a simple method, for having solutions to this problem, I am wondering if there is even a method for doing this that will not come off shoddy or impractical-looking when other people play the map. I want it to look good as picking up the item and seeing instant stat increases.
I should specify that I do not use vJass, and I would very well prefer GUI. If the above scenarios cannot be achieved with GUI, I might as well remove the mechanic entirely.
I have been wondering about how to make items negatively affect users; for example, an equip item that increases your attack damage but reduces your maximum Health, or an item that gives spell immunity at the cost of Mana regeneration (Elder Scrolls style). Setting a negative value to a field in the Object Editor is impossible so there has to be a set of triggers.
Is there a way to do this without having to constantly debuff an item-user with a dummy? Specifically with the cases stated above, I have played around with setting it so that maximum health for a unit is always a fraction [ex. 300/500 HP, triggers prevent it from going up further], but then auto-healers would constantly waste Mana on this unit (very impractical). For the other case, I would be periodically draining Mana (via Trigger) to counter Mana regeneration, but then if the same unit buys a +Mana regeneration item, it would no longer matter (unless I change the tick based on item gains, which would clunk up the trigger load if I have to write triggers for every single Mana regeneration item; don't want to do that).
Whether or not there is a simple method, for having solutions to this problem, I am wondering if there is even a method for doing this that will not come off shoddy or impractical-looking when other people play the map. I want it to look good as picking up the item and seeing instant stat increases.
I should specify that I do not use vJass, and I would very well prefer GUI. If the above scenarios cannot be achieved with GUI, I might as well remove the mechanic entirely.