Is there a way to make attack speed/hp regen/etc unstackable WITHOUT using auras?

Whoareyou.

New Member
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Without auras? Howabout the item itself? Like doesn't Object Editor have something for stacking? Well for the item section?
Im not sure though.
 

Sim

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What do you want to do exactly? It depends on that.
 

NeuroToxin

New Member
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Just add an ability without an icon, like all the Item abilities, just uncheck the "Is an item - True" part Theres all the things you want there
Edit sorry for double post, my internet had a interfail
 

FarAwaY

TH.net Regular
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9
Sorry...I meant this:

Let's say you want to make an item give 50 attack speed. However, if a player acquires that same item 6 times, won't he get 50X60 = 300 attack speed?

Hence, my question is to ask how to make an item give unstackable attack speed bonuses, without using auras (since we all know auras don't stack unless different buffs are used).


P.S.
I should probably say this before anyone gives me an answer...I know we can use an alternative and make it so that each hero can wield each item only once. However, that doesnt really solve the problem since if I were to create 7 different items giving different attack speed bonuses, it will still result in a super high attack speed bonus as long as any player wields all 6 different items.
 

Sim

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Nothing prevents you from using auras put into disabled, hidden spellbooks giving no buffs whatsoever.

There you have it, an ability that gives attack speed (or whatever else), without giving a buff and not stacking.
 

muzk

Member
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You need a dummy item (X) and your item ability (A)
When a unit pick a item , check if the picked item is X and if the unit has A (Level of A for that unit should be greaten than 0). If he pass these conditions, then add A to the unit.
When a unit drop a item, if that item is X, then remove A ability from that unit.
 

FarAwaY

TH.net Regular
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9
Nothing prevents you from using auras put into disabled, hidden spellbooks giving no buffs whatsoever.

There you have it, an ability that gives attack speed (or whatever else), without giving a buff and not stacking.

Huh? Im afraid I dont understand.
 

esb

Because none of us are as cruel as all of us.
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I too am confused on how that helps him with making buffs unstackable without using auras...

Or you mean that spells/abilities/auras that are put into a spellbook will NOT stack (or act as auras)?
 

Sim

Forum Administrator
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> I too am confused on how that helps him with making buffs unstackable without using auras...

My point is: Why not use auras when you can use them with disabled spellbooks and they will act exactly like passive abilities except they won't stack?

Anyways, you can still add them passive abilities in the spellbooks as the auras, but passive abilities tend to stack. :) Making sure they won't stack will require extensive coding, while auras already don't stack!

Why give ourselves more trouble than needed?
 

Sim

Forum Administrator
Staff member
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It's actually quite the contrary. You add item effects to spellbooks!

Follow the link I provided. It explains spellbooks in detail.
 

Laiev

Hey Listen!!
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188
You can use this and just check if the amount of status for that unit is greater then 0 :)
 

Laiev

Hey Listen!!
Reaction score
188
not much...

look:


JASS:
//      Methods:
//     ¯¯¯¯¯¯¯¯¯¯
//          Statuses (short list):
//              - Disable (addDisable, removeDisable, isDisabled)
//              - Stun (addStun, removeStun, isStunned)
//              - Silence (addSilence, removeSilence, isSilenced)
//              - Doom (addDoom, removeDoom, isDoomed)
//              - DisarmMelee (addDisarmMelee, removeDisarmMelee, isDisarmedMelee)
//              - DisarmRange (addDisarmRange, removeDisarmRange, isDisarmedRange)
//              - Disarm (addDisarm, removeDisarm, isDisarmed) // this is both Melee AND Ranged.
//              - Immobolise (addImmobolise, removeImmobolise, isImmobolised)
//              - Invisible (addInvisible, removeInvisible, isInvisible)
//              - Ghost (addGhost, removeGhost, isGhost)
//              - Invulnerable (addInvulnerable, removeInvulnerable, isInvulnerable)
//              - Immunity (addImmunity, removeImmunity, isImmune)
//              - Pause (addPause, removePause, isPaused)
//              - Hide (addHide, removeHide, isHidden)
//              - Unpath (addUnpath, removeUnpath, isUnpathed)
//              - Hex (addHex, removeHex, isHexed)
//              - Locust (addLocust, removeLocust, isLocust) // does not remove correctly for flying units, use with caution.
//              - NeverMiss (addNeverMiss, removeNeverMiss, isNeverMiss)
//              - AlwaysMiss (addAlwaysMiss, removeAlwaysMiss, isAlwaysMiss)
//              - Untouchable (addUntouchable, removeUntouchable, isUntouchable) // 100% evasion
//              - Banish (addBanish, removeBanish, isBanished)
//              - Phase (addPhase, removePhase, isPhased) // clashes with windwalk, interrupts current order
//              - ResistantSkin (addResistantSkin, removeResistantSkin, isResistantSkin)
//              - ReflectPiercing (addReflectPiercing, removeReflectPiercing, isReflectPiercing)
//
//          Bonuses (short list):
//              - ArmorBonus (modArmorBonus, getArmorBonus)
//              - DamageBonus (modDamageBonus, getDamageBonus)
//              - StrBonus (modStrBonus, getStrBonus)
//              - AgiBonus (modAgiBonus, getAgiBonus)
//              - IntBonus (modIntBonus, getIntBonus)
//              - AttackSpeedBonus (modAttackSpeedBonus, getAttackSpeedBonus)
//              - Health (modHealthBonus, getHealthBonus)
//              - Mana (modManaBonus, getManaBonus)'
//              - HealthRegen (modHealthRegenBonus, getHealthRegenBonus)
//              - HealthRegenPercent (modHealthRegenPercentBonus, getHealthRegenPercentBonus) // percent of max
//              - ManaRegen (modManaRegenBonus, getManaRegenBonus)
//              - ManaRegenPercent (modManaRegenPercentBonus, getManaRegenPercentBonus) // percent of max
//              - MoveSpeed (modMoveSpeedBonus, getMoveSpeedBonus)
//              - MoveSpeedPercent (modMoveSpeedPercentBonus, getMoveSpeedPercentBonus) // percent of current move speed (after normal bonuses).
//
//      How to Use:
//     ¯¯¯¯¯¯¯¯¯¯¯¯¯
//          Statuses:
//              Status[unit].add?()
//                  - Adds the status effect to the unit.
//                  - This does not add any animation.
//              Status[unit].remove?()
//                  - Removes the status effect added with .add?().
//                  - Will not actually remove it until all added instances are removed.
//              Status[unit].is?() --> boolean
//                  - Checks to see whether or not a unit has a status effect applied.
//
//          Bonuses:
//              Status[unit].mod?(amount)
//                  - Modifies the bonus by the amount given.
//                  - Use a negative value to reverse a bonus.
//                  - Supports giving negative of a bonus.
//              Status[unit].get?()
//                  - Gets the curret total amount for a given bonus.
//


example in gui:

Trigger:
  • .
    • set TempUnit = Triggering Unit
    • set TempInteger = 10
    • Custom Script: call Status[udg_TempUnit].modAttackSpeedBonus(udg_TempInteger)


/\ this will just add 10 of Attack Speed to the unit TempUnit

to prevent stack things... do this:

Trigger:
  • .
    • set TempUnit = Triggering Unit
    • set TempInteger = 10
    • Custom Script: if Status[udg_TempUnit].getAttackSpeedBonus() == 0 then
    • Custom Script: call Status[udg_TempUnit].modAttackSpeedBonus(udg_TempInteger)
    • Custom Script: endif


/\ this will check if the unit attack speed bonus by this system is equal to 0, if so, will add 10 of Attack Speed to the TempUnit, if greater then 0 then will do nothing
 

Weep

Godspeed to the sound of the pounding
Reaction score
400
Nothing prevents you from using auras put into disabled, hidden spellbooks giving no buffs whatsoever.

There you have it, an ability that gives attack speed (or whatever else), without giving a buff and not stacking.
How do you create an aura that affects a unit yet does not apply a buff? (This question excludes wholly triggered auras.)

I'm sorry, I believe what you've suggested is impossible in WC3.
 

Laiev

Hey Listen!!
Reaction score
188
some auras has no display buff

like tornado aura, regeneration of fountain
 
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