WTF? Has this been here all along?
Probably. Good find, though. We're finding out all sorts of interesting things about the AI logic as well now that modding is enabled. Its good to be able to dig around in the code.
So, the item grants +350 mana as advertised. It also grants a 7% attack speed increase (that no one really knew about - or mentioned). It's SUPPOSED to have a 15% chance to drain 300 mana. I don't see this in the code you provided though. So, it appears to be completely missing... This was one of the items that was updated with 1.2. Perhaps a mistake was made?
+8 percent attack speed actually:) It probably displayed as 7 percent due to some rounding.
Anyways, if anyone is curious to check for any errors, here is the full code for the item. It is way too late for me to look for errors in code atm:)
#################################################################################################################
# Gauntlets of Despair
#################################################################################################################
ItemBlueprint {
Name = 'Item_Glove_030',
DisplayName = '<LOC ITEM_Glove_0004>Gauntlets of Despair',
GetManaBonus = function(self) return Buffs['Item_Glove_030'].Affects.MaxEnergy.Add end,
GetProcChance = function(self) return Ability['Item_Glove_030_WeaponProc'].WeaponProcChance end,
GetProcDrain = function(self) return math.floor( Buffs['Item_Glove_030_Drain'].Affects.Energy.Add * -1 ) end,
Tooltip = {
Bonuses = {
'<LOC ITEM_Helm_0015>+[GetManaBonus] Mana',
},
ChanceOnHit = '<LOC ITEM_Glove_0017>[GetProcChance]% chance on hit to drain [GetProcDrain] Mana.',
},
Mesh = '/meshes/items/chest/chest_mesh',
Animation = '/meshes/items/chest/Animations/chest_Idle_anim.gr2',
MeshScale = 0.1,
Icon = 'NewIcons/Hand/Hand5',
Abilities = {
AbilityBlueprint {
Name = 'Item_Glove_030',
AbilityType = 'Quiet',
FromItem = 'Item_Glove_030',
Icon = 'NewIcons/Hand/Hand5',
Buffs = {
BuffBlueprint {
Name = 'Item_Glove_030',
BuffType = 'ENCHANTCRITMULT',
Debuff = false,
EntityCategory = 'ALLUNITS',
Stacks = 'ALWAYS',
Duration = -1,
Affects = {
MaxEnergy = {Add = 350, AdjustEnergy = false},
RateOfFire = {Mult = 0.08},
},
}
},
},
AbilityBlueprint {
Name = 'Item_Glove_030_WeaponProc',
AbilityType = 'WeaponProc',
FromItem = 'Item_Glove_030',
Icon = 'NewIcons/Hand/Hand6',
WeaponProcChance = 15,
WeaponProcChanceRanged = 10,
OnWeaponProc = function(self, unit, target, damageData)
if not target:IsDead() then
Buff.ApplyBuff(target, 'Item_Glove_030_Drain', unit)
AttachEffectsAtBone( unit, EffectTemplates.Items.Glove.GauntletsOfDespairProc, -2 )
end
end,
}
},
}
BuffBlueprint {
Name = 'Item_Glove_030_Drain',
BuffType = 'ITEM_GLOVE_030_DRAIN',
Debuff = true,
CanBeDispelled = true,
Stacks = 'REPLACE',
Duration = 0,
Affects = {
Energy = {Add = -300},
},
Effects = 'Manadrain01',
EffectsBone = -2,
}