you can use the tornado ability aura, it is a buffless/iconless stacking attack speed and movespeed aura, basically it is endurance aura that can stack a billion times on one unit, and with 0 range it only affects the unit with the ability, however it is an offensive debuff so it would need to have negative values to be an increase in attack or movespeed
there is also a way to set the attack cooldown by resetting the cooldown swing timer, basically if you want to trigger how fast a unit can attack do something like this
set the unit attack speed to insanely slow
then use a trigger like this:
Trigger:
events
a unit enters playable map area
conditions
or, any conditions are true
unit type of triggering unit is equal to (your unit type with triggered attack speed) (this condition is needed at least one time for every unit you are triggering)
actions
Unit Group - add triggering unit to unit group Attack_Speed_Units
Trigger:
events
a unit is attacked
condition
unit type of attacking unit is equal to (your unit)
actions
countdown timer - create attack_timer[however you index the units] as a one shot timer that expires in Attack_Speed[index of your units]/(1.00+(atk speed % increase/100))
Trigger:
events
Attack_Timer timer expires
conditions
actions
Unit Group - pick every unit in Attack_Speed_Units and do actions
Actions
If then else
If
Attack_Timer[how u index units, for picked unit] is expiring timer is equal to true (boolean)
then
Unit - Reset Swing timer
Else
trigger 1:
adds units that have their attack speed checked to a unit group so when we check for those units again in trigger 3 we dont need to check every unit in the game, you can also do this by adding units that attack to the group then removing them in the end of trigger 3
trigger 2:
begins the cooldown for the unit's attack speed, the math done at the end is to increase attack speed and determine how long the unit should wait between attacks, there is a base time: Attack_Speed; and a bonus attack speed (in %) that is added to the duration of the timer, dividing by an increasing number based on percent increases the attacks per second (ie: 100% increase on 2 sec attack timer would mean instead of doing 0.5 attacks per second it would now do 1
trigger 3:
resets the unit's swing timer, which also can be used to remove units from a unit group etc
my method uses a custom attack speed that is determined by seconds between attacks if thats what you mean
if you want to increase or decrease attack speed by a flat second ammount you could use another system to determine bonuses, ie: making each unit have a base attack speed or only using a trigger like this when they pick up an item, making them attack each second or something like that rather than their normal (only if slower) attack speed
I'm on a page about incorrect corrections, and spent the better part of like two hours trying to get someone to understand that -5^2 = -25, not 25, and then that post had comments get reposted because that group is self sustaining, and that person was in turn trying to explain what I just explained to them. And I'm taking that as a victory
I will be AFK for a couple of days you guys hold down the fort while I am gone. I will be checking in on my phone but that will severly limit me. Be back saturday!