I have searched the forums and googled, but I can’t find anything regarding negative energy/mana regeneration (except in a thread asking if negative stats were possible, but without any further explanation other than a “yes” response). I hope I’m not duplicating any existing threads, but I am running out of unbroken wall space into which I can bang my head
What I’m trying to do here is something of a skill cost debuff to increase all skills used by X% (including skills not in my personal mastery tree) or to completely stop energy/mana regeneration. the concept is to either completely stop regeneration or increase all skills’ cost in order to increase the power of another skill (or to that effect).
What I have done thus far hadn’t worked, and upon looking around other mods and templates, I’m not entirely sure the engine can even support it…
I attached a skill_modifier to some attack skill that sets an auto-cast skill_buffselfduration for T seconds, with a controller cast_@selfonattack_100%. this auto-cast has a characterManaRegenModifier = -100 in order to completely shut off regeneration. I also tried changing skillManaCostReduction = -100… neither of these negative percentages seemed to work.
I also tried the set the auto-cast to be skillbuff_debuf. Also tested changing the base template for parameters_character to change the variable characterManaRegenModifier from array to equation and set the skill to have -manaRegen
So far, nothing seems to negatively affect energy/mana regeneration other than setting a negative for characterManaRegen (or skillActiveManaCost), but then there’s no guarantee that the negative regen or active cost will set my regeneration to exactly zero.
I also played around with the Spirit Mastery in Grimarillion since Insidious Miasma seems to have a negative health/mana regeneration, but even that doesn’t actually seem to reduce regeneration (other than the active cost associated with the toggled buff itself).
Is there something I’m missing? Thanks in advance!