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4 years ago
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I downloaded a small mod that adds new abilities for Kha-Beleth. One of them is a large wave that damages all non-demon units. I tweaked this ability a bit, reducing the damage and the damage increase from magic, and added a mana cost (in the original, the ability is free, but I want it to cost mana). I set the cost to 4 mana per use, and it seems to be working; the damage changes, and the ability costs 4 mana in the spellbook. However, when Kha-Beleth casts it, the mana isn't deducted. How can I make the ability consume mana?
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4 years ago
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As far as I know, the Overlord's ability doesn't consume mana at all.
In reply to }{0TT@6bI4
4 years ago
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}{0TT@6bI4
As far as I know, the Warlord's ability doesn't consume mana at all.

So, is the issue with Kha-Belekh? Does the character himself not consume mana? And is there a way to change this?

In reply to Dorg
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4 years ago
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Dorg

 

So, is the issue with Kha-Belekh? Does the character not consume mana? And is there a way to change this?

The details aren't clear here; there aren't many mods with this ability, so it's hard to say for sure what the problem is.

The problem shouldn't be with the hero. In general, it's a strange ability... Does Hellfire Wave initially cost 5 mana points? In the "Invasion from the Underworld" campaign, Hellfire Wave costs 0 mana points; this might be related to this bug.
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4 years ago
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The Warlord's ability belongs to the SPECIAL magic school. It has one mechanical feature: it requires mana, but doesn't consume it. To make mana get consumed, you can change the school to DESTRUCTIVE, for example, but this might lead to somewhat unpredictable results for heroes who have learned chaos magic.
In reply to Gerter
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4 years ago
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Gerter
The Warlord's ability belongs to the SPECIAL magic school. It has one mechanical feature: it requires mana but doesn't consume it. To make it consume mana, you can change the school to DESTRUCTIVE, for example, but there might be somewhat unpredictable results for heroes who have learned chaos magic.
Oh, that's interesting information; it seems the issue lies with the magic school!

If we assign Hellfire to chaos magic, we'll need to give it the sixth level of the Mage Guild – to prevent Hellfire from appearing in the guild.

And we definitely need to conduct tests because I've already experimented with a similar spell (Devil's Chain). When I assigned the chain to chaos magic, everything went haywire – the spell started consuming mana but stopped dealing damage!
In reply to Gerter
4 years ago
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Gerter
The Lord's ability belongs to the SPECIAL magic school. It has one mechanical feature: it requires mana, but doesn't consume it. To make it consume mana, you can change the school to DESTRUCTIVE, for example, but there might be somewhat unpredictable results for heroes who have learned Chaos magic.

Interesting observation, I will definitely try it!



Added 2 minutes ago

fktifzobr@mail.ru
The details are unclear here; there are few mods with this ability, and it's difficult to say for sure what the problem is.

The problem shouldn't be with the hero; it's a strange ability in general... Does Hellfire Wave initially cost 5 mana points? In the "Invasion from the Underworld" campaign, Hellfire Wave costs 0 mana points; this might be related to this bug.

 

No, no, it initially cost 0, but I want to make it cost mana.



Added 12 minutes ago

fktifzobr@mail.ru
Oh, that's interesting information; it means the problem is with the magic school!

If we assign Hellfire Wave to Chaos magic, we'll need to give it the sixth level of the Mage Guild – so that Hellfire Wave doesn't appear in the Guild.

And we definitely need to run tests because I've already experimented with a similar spell (Devil's Chain). When I assigned Chain to Chaos magic, everything went haywire – the spell started consuming mana, but it stopped dealing damage!

The same problem is happening here; the animation even appears when casting (it didn't before), but the effect and damage are gone, but mana is consumed. How can I fix this?

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