Code: c++
- if Validate.HasAbility(unit, 'HOculusMentalAgility') then
- Buff.ApplyBuff(target, 'HOculusMentalAgility', unit)
- Buff.RemoveBuffsByDebuff(unit, true)
-
- # Mana regain effects at targeted unit
- AttachBuffEffectAtBone( target, 'Energize01', -2 );
-
- # Casting effects on hand
- AttachEffectsAtBone( unit, EffectTemplates.Oculus.BrainstormCast01, 'sk_Puppet02_staff_effects' )
-
- # Glow at base of Oculus
- AttachEffectsAtBone( unit, EffectTemplates.Sedna.CastHeal02, -2 )
- end
-
This is the entire code section. The important part is that this entire section is only triggered when Occulus has Mental Agility. To test, look for the effects of Brain Storm. The effects for Brain Storm do not play until you have Mental Agility. These are the effects that are listed in the code snipet above too.
Fixing it depends on the intent. Currently Brain storm has no visual effect. Brain Storm plus Mental Agility does have an effect.
- If Brain Storm is supposed to have an effect and neutralize debuffs, an "end" statement needs to be moved up from the bottom of this code snipet to just below "Buff.ApplyBuff(target, 'HOculusMentalAgility', unit)".
- If Brain Storm is not supposed to have an effect and not supposed to neutralize debuffs, the code is currently correct.
- If Brain Storm is supposed to have an effect and not neutralize debuffs, an "end" statement needs to be moved up from the bottom of the code snipet to just below "Buff.RemoveBuffsByDebuff(unit, true)".
Also interestingly enough, if you have full mana and cast Brain Storm on yourself, you do not gain any mana. Or more precisely, you gain mana until you are at max mana (from the Brain Storm) and then you spend the casting cost of the ability. This results in 0 gain from it and the full mana cost being lost. A minor interesting behavior. The conclusion is, don't use it on yourself when you are at max mana minus the casting cost of Brain Storm.