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Item ability hack

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Level 21
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Mar 27, 2012
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Some time ago I found a bug with items, that can essentially be summed up as:
If an item is removed upon being sold, then its abilities still apply to the unit.

Removing abilities added in this way is done in exactly the same way as usual. Note that doing so will remove all copies of the ability.

The order of operations is slightly wrong in the case of sold items. First the item's abilities are applied, then the "item is sold" event launches and only then is that item actually added to the unit.
This means that removing an item upon this event will make the system try to add a null item to the unit, which is impossible and fails silently.
Since the item is never added to the unit, then it can't trigger "lose item" events either and thus, its abilities are not removed.


Possible uses:
1. Tomes that don't leak items (normal ones kill the item, but never remove it).
2. Adding invisible abilities to a unit without using spellbooks and thus, without any chance of spellbook collisions revealing them.
3. Adding multiples of the same ability to a unit (why?)
 

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  • ItemHack Test.w3x
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Level 21
Joined
Mar 27, 2012
Messages
3,232
I think currently a bonusmod is still better for various reasons:

1. This trick only works with sold items.
2. Spamming item abilities on a unit might cause the game to lag or use excessive memory.
3. You still need the abilities for stats and in addition you'll need items, so there is actually more need for object editor.

This trick here can be an alternative though in some cases. One of the reasons being that it requires only 1 trigger and everything else is just object editor - More GUI-friendly than any bonusmod.
 
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