Mine Limit Question!

WuHT

New Member
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6
Is there a way to limit how many times a certain spell can be casted PER unit ?

Ie if i were to give goblin mines as an ability to a certain unit, i would like there to be a limit to how many he can lay (not how many mines are present on the map).

Is there something i can do in the object editor (ie add a stock feature?)

If not ..the only way i can think of is..
For everytime i start the effect of goblin mine, i'd remove that ability and add another goblin mine ability, and repeat for how many times i'd set my limit.

Any other suggestions ?
 
M

MoonRazer

Guest
WuHT said:
Is there a way to limit how many times a certain spell can be casted PER unit ?

Ie if i were to give goblin mines as an ability to a certain unit, i would like there to be a limit to how many he can lay (not how many mines are present on the map).

Is there something i can do in the object editor (ie add a stock feature?)

If not ..the only way i can think of is..
For everytime i start the effect of goblin mine, i'd remove that ability and add another goblin mine ability, and repeat for how many times i'd set my limit.

Any other suggestions ?

hmm. there is a way but i dont know. the Goblin Techies do that in DotA but i trully dont know how :(. sry man. a trigger could do it but i can't think right now. good luck man
 
M

Mythic Fr0st

Guest
yup

I would say

Integer Variable (Array size hmm, 12) (Name, UnitUsed)

Event - A unit begins casting
Conditions UnitUsed[Player Number Of Owner Of target unit of ability being cast] less then or equal to 20
Actions - Set UnitUsed[Player Number Of Owner Of Target unit of ability being cast] = UnitUsed[Player Number of Owner of target unit of ability being cast] + 1

That should work, test and ask me
 

Sim

Forum Administrator
Staff member
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534
target unit of ability being cast????

(Casting unit) :p
 

WuHT

New Member
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6
Fr0zen said:
I would say

Integer Variable (Array size hmm, 12) (Name, UnitUsed)

Event - A unit begins casting
Conditions UnitUsed[Player Number Of Owner Of target unit of ability being cast] less then or equal to 20
Actions - Set UnitUsed[Player Number Of Owner Of Target unit of ability being cast] = UnitUsed[Player Number of Owner of target unit of ability being cast] + 1

That should work, test and ask me

Hmm i was going to do something like this
3 levels of an ability.

Event - A unit begins casting
Condition - Ability = Mines (level 3)
Action - Remove ability (mines =3), give ability (mines = 2)

Then repeat for level 2, and then level 1 will have "no give ability"

Problem is in tft they reworked flare to be re-usable (i'm 90% sure) so it's no longer a "stock" type ability.
 

W!†A_cRaft

Ultra Cool Member
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28
Try it but I think it wouldnt work coz if you would have several Goblins controled by the same player you would set fewer mines than that you should.
 

Andrewgosu

The Silent Pandaren Helper
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716
Maybe you could try to use the custom value, if the unit starts the effect of an ability and the custom value is 3, remove that ability. (for every time it has casted it set the custom value of the unit +1)
 

WuHT

New Member
Reaction score
6
well just did a test :

Code:
W Mine 2
    Events
        Unit - A unit Finishes casting an ability
    Conditions
        (Ability being cast) Equal to W Land Mine 
    Actions
        Set Wminelayer = (Casting unit)
        Unit - Remove (Ability being cast) from (Casting unit)
        Unit - Add W Land Mine (1)  to Wminelayer

Code:
W Mine 1
    Events
        Unit - A unit Finishes casting an ability
    Conditions
        (Ability being cast) Equal to W Land Mine (1) 
    Actions
        Unit - Remove (Ability being cast) from (Casting unit)

This is for having 2 mines as stock. I need to variable for the 1st trigger or else i can't re-add an ability.

Well if anyone has a better way feel free to tell me. This way works 99% (when i mass lay mines..most of the minelayers actually had their abilities re-added so that was good).
 
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