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add max mana?-_-

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Level 7
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Mar 22, 2010
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228
how am i gonna increase the maximum mana of a hero?
not by increasing its INT..
i triggered it once but it only increased the (current mana)...
NO IDEA!!!! ?
 
i honestly dont think its possible without raising the INT... ive been trying for like half an hour. I'm only in GUI though so it may be possible in jass. i really am not the one to ask about jass though mate. i will keep trying different ways probably for the next hour or until i get it, I'll edit this and let you know though.

EDIT: okay im attaching this map so you can see what i did. (custom trigger, custom item, custom ability) This is an item based system and the unit must be carrying the item to get the bonus but thats honestly the only way in GUI i could find. if you are interested in it though you can go to Object Editor>Abilities>Max Mana Change and then change the value of how much mana is gained. just change the value of Data - Max Mana Gained to whatever you want.
View attachment here you go (Item).w3x
 
Last edited:
that made me think leaving GUI now...
but i will stick to GUI this time..

can we use JASS scripts by using Costum script?
 
took me forever to find it sorry

JASS:
//////////////////////////////////////////////////////////////////////////////////////////
//@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
//@     SetUnitMaxState
//@=======================================================================================
//@ Credits:
//@---------------------------------------------------------------------------------------
//@     Written by:
//@         Earth-Fury
//@     Based on the work of:
//@         Blade.dk
//@
//@ If you use this system, please credit all of the people mentioned above in your map.
//@=======================================================================================
//@ SetUnitMaxState Readme
//@---------------------------------------------------------------------------------------
//@
//@ SetUnitMaxState() is a function origionally written by Blade.dk. It takes advantage of
//@ a bug which was introduced in one of the patches: Bonus life and mana abilitys will
//@ only ever add the bonus ammount for level 1. However, when removed, they will remove
//@ the ammount they should have added at their current level. This allows you to change a
//@ units maximum life and mana, without adding a perminent ability to the unit.
//@
//@---------------------------------------------------------------------------------------
//@ Adding SetUnitMaxState to your map:
//@
//@ Simply copy this library in to a trigger which has been converted to custom text.
//@ After that, you must copy over the abilitys. This is made easy by the ObjectMerger in
//@ JASS NewGen. Distributed with this system are //! external calls to the ObjectMerger.
//@ Simply copy both of them in to your map, save your map, close and reopen your map in
//@ the editor, and remove the external calls. (Or otherwise disable them. Removing the !
//@ after the // works.)
//@
//@---------------------------------------------------------------------------------------
//@ Using SetUnitMaxState:
//@
//@ nothing SetUnitMaxState(unit <target>, unitstate <state>, real <new value>)
//@
//@     This function changes <target>'s unitstate <state> to be eqal to <new value>. Note
//@ that the only valid unitstates this function will use are UNIT_STATE_MAX_MAN and
//@ UNIT_STATE_MAX_LIFE. Use SetUnitState() to change other unitstates.
//@
//@ nothing AddUnitMaxState(unit <target>, unitstate <state>, real <add value>)
//@
//@     This function adds <add value> to <target>'s <state> unitstate. <add value> can be
//@ less than 0, making this function reduce the specified unitstate. This function will
//@ only work with the unitstates UNIT_STATE_MAX_LIFE and UNIT_STATE_MAX_MANA.
//@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
//////////////////////////////////////////////////////////////////////////////////////////
library SetUnitMaxState initializer Initialize
globals
//========================================================================================
// Configuration
//========================================================================================

    // The rawcode of the life ability:
    private constant integer MAX_STATE_LIFE_ABILITY = 'Zx01'
    
    // The rawcode of the mana ability:
    private constant integer MAX_STATE_MANA_ABILITY = 'Zx00'
    
    // The maximum power of two the abilitys use:
    private constant integer MAX_STATE_MAX_POWER = 8
endglobals

//========================================================================================
// System Code
//----------------------------------------------------------------------------------------
// Do not edit below this line unless you wish to change the way the system works.
//========================================================================================

globals
    private integer array PowersOf2
endglobals

function SetUnitMaxState takes unit u, unitstate state, real newValue returns nothing
    local integer stateAbility
    local integer newVal = R2I(newValue)
    local integer i = MAX_STATE_MAX_POWER
    local integer offset
    
    if state == UNIT_STATE_MAX_LIFE then
        set stateAbility = MAX_STATE_LIFE_ABILITY
    elseif state == UNIT_STATE_MAX_MANA then
        set stateAbility = MAX_STATE_MANA_ABILITY
    else
        debug call BJDebugMsg("SetUnitMaxState Error: Invalid unitstate")
        return
    endif
    
    set newVal = newVal - R2I(GetUnitState(u, state))
    
    if newVal > 0 then
        set offset = MAX_STATE_MAX_POWER + 3
    elseif newVal < 0 then
        set offset = 2
        set newVal = -newVal
    else
        return
    endif
    
    loop
        exitwhen newVal == 0 or i < 0
        if newVal >= PowersOf2[i] then
            call UnitAddAbility(u, stateAbility)
            call SetUnitAbilityLevel(u, stateAbility, offset + i)
            call UnitRemoveAbility(u, stateAbility)
            set newVal = newVal - PowersOf2[i]
        else
            set i = i - 1
        endif
    endloop
endfunction

function AddUnitMaxState takes unit u, unitstate state, real addValue returns nothing
    call SetUnitMaxState(u, state, GetUnitState(u, state) + addValue)
endfunction

private function Initialize takes nothing returns nothing
    local integer i = 1
    
    set PowersOf2[0] = 1
    loop
        set PowersOf2[i] = PowersOf2[i - 1] * 2
        set i = i + 1
        exitwhen i == MAX_STATE_MAX_POWER + 3
    endloop
endfunction
endlibrary
 
took me forever to find it sorry

JASS:
//////////////////////////////////////////////////////////////////////////////////////////
//@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
//@     SetUnitMaxState
//@=======================================================================================
//@ Credits:
//@---------------------------------------------------------------------------------------
//@     Written by:
//@         Earth-Fury
//@     Based on the work of:
//@         Blade.dk
//@
//@ If you use this system, please credit all of the people mentioned above in your map.
//@=======================================================================================
//@ SetUnitMaxState Readme
//@---------------------------------------------------------------------------------------
//@
//@ SetUnitMaxState() is a function origionally written by Blade.dk. It takes advantage of
//@ a bug which was introduced in one of the patches: Bonus life and mana abilitys will
//@ only ever add the bonus ammount for level 1. However, when removed, they will remove
//@ the ammount they should have added at their current level. This allows you to change a
//@ units maximum life and mana, without adding a perminent ability to the unit.
//@
//@---------------------------------------------------------------------------------------
//@ Adding SetUnitMaxState to your map:
//@
//@ Simply copy this library in to a trigger which has been converted to custom text.
//@ After that, you must copy over the abilitys. This is made easy by the ObjectMerger in
//@ JASS NewGen. Distributed with this system are //! external calls to the ObjectMerger.
//@ Simply copy both of them in to your map, save your map, close and reopen your map in
//@ the editor, and remove the external calls. (Or otherwise disable them. Removing the !
//@ after the // works.)
//@
//@---------------------------------------------------------------------------------------
//@ Using SetUnitMaxState:
//@
//@ nothing SetUnitMaxState(unit <target>, unitstate <state>, real <new value>)
//@
//@     This function changes <target>'s unitstate <state> to be eqal to <new value>. Note
//@ that the only valid unitstates this function will use are UNIT_STATE_MAX_MAN and
//@ UNIT_STATE_MAX_LIFE. Use SetUnitState() to change other unitstates.
//@
//@ nothing AddUnitMaxState(unit <target>, unitstate <state>, real <add value>)
//@
//@     This function adds <add value> to <target>'s <state> unitstate. <add value> can be
//@ less than 0, making this function reduce the specified unitstate. This function will
//@ only work with the unitstates UNIT_STATE_MAX_LIFE and UNIT_STATE_MAX_MANA.
//@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
//////////////////////////////////////////////////////////////////////////////////////////
library SetUnitMaxState initializer Initialize
globals
//========================================================================================
// Configuration
//========================================================================================

    // The rawcode of the life ability:
    private constant integer MAX_STATE_LIFE_ABILITY = 'Zx01'
    
    // The rawcode of the mana ability:
    private constant integer MAX_STATE_MANA_ABILITY = 'Zx00'
    
    // The maximum power of two the abilitys use:
    private constant integer MAX_STATE_MAX_POWER = 8
endglobals

//========================================================================================
// System Code
//----------------------------------------------------------------------------------------
// Do not edit below this line unless you wish to change the way the system works.
//========================================================================================

globals
    private integer array PowersOf2
endglobals

function SetUnitMaxState takes unit u, unitstate state, real newValue returns nothing
    local integer stateAbility
    local integer newVal = R2I(newValue)
    local integer i = MAX_STATE_MAX_POWER
    local integer offset
    
    if state == UNIT_STATE_MAX_LIFE then
        set stateAbility = MAX_STATE_LIFE_ABILITY
    elseif state == UNIT_STATE_MAX_MANA then
        set stateAbility = MAX_STATE_MANA_ABILITY
    else
        debug call BJDebugMsg("SetUnitMaxState Error: Invalid unitstate")
        return
    endif
    
    set newVal = newVal - R2I(GetUnitState(u, state))
    
    if newVal > 0 then
        set offset = MAX_STATE_MAX_POWER + 3
    elseif newVal < 0 then
        set offset = 2
        set newVal = -newVal
    else
        return
    endif
    
    loop
        exitwhen newVal == 0 or i < 0
        if newVal >= PowersOf2[i] then
            call UnitAddAbility(u, stateAbility)
            call SetUnitAbilityLevel(u, stateAbility, offset + i)
            call UnitRemoveAbility(u, stateAbility)
            set newVal = newVal - PowersOf2[i]
        else
            set i = i - 1
        endif
    endloop
endfunction

function AddUnitMaxState takes unit u, unitstate state, real addValue returns nothing
    call SetUnitMaxState(u, state, GetUnitState(u, state) + addValue)
endfunction

private function Initialize takes nothing returns nothing
    local integer i = 1
    
    set PowersOf2[0] = 1
    loop
        set PowersOf2[i] = PowersOf2[i - 1] * 2
        set i = i + 1
        exitwhen i == MAX_STATE_MAX_POWER + 3
    endloop
endfunction
endlibrary

Nice. I'm betting that that one works :)
 
You can do it way easier.
Just create an ability based on the item-mana-bonus and give it two levels.
The first level gives 0 mana and the second -25.
Then you add this ability to your unit, set it's level to 2, and remove it again.
Your unit will have gained 25 max mana. (due to a little bug when leveling up this ability)
 
You can do it way easier.
Just create an ability based on the item-mana-bonus and give it two levels.
The first level gives 0 mana and the second -25.
Then you add this ability to your unit, set it's level to 2, and remove it again.
Your unit will have gained 25 max mana. (due to a little bug when leveling up this ability)

cant have negative value for that field. i just tried that.

EDIT: OKAY!!! i just got it, download this map and watch. completely invisible. and you can change the value to however much mana to gain, and is much easier to import than jass in my opinion :) i only put it in map form so i dont have to explain all the things i edited :P lemme know how it goes!!
EDIT2:
bcoz i want to increase it 100 times...
that is NOT easy ^^
you'd have to do that this way to, theres just much less triggering this way. if you give me the values of the 100 levels i will gladly do it and have it back to you in about an hour :) (estimate)

View attachment here you go (Item).w3x (yes i realize it has same name but this is an invisible ability with one required trigger:)
 
@cokemonkey11
dude i dont and i cant use jass :( +rep anyways for the effort

@meOme
am i going to change the levels to 100?
bcoz i want to increase it 100 times...
that is NOT easy ^^
 
OKAY!!! i just got it, download this map and watch. completely invisible. and you can change the value to however much mana to gain, and is much easier to import than jass in my opinion :) i only put it in map form so i dont have to explain all the things i edited :P lemme know how it goes!!

am i going to change the levels to 100?
bcoz i want to increase it 100 times...
that is NOT easy ^^
you'd have to do that this way to, theres just much less triggering this way. if you give me the values of the 100 levels i will gladly do it and have it back to you in about an hour :) (estimate)

View attachment 80533 (yes i realize it has same name but this is an invisible ability with one required trigger:)

as i stated before, this should work.
 
@meOme
am i going to change the levels to 100?
bcoz i want to increase it 100 times...
that is NOT easy ^^
Well, you could also add/remove the ability 100 times.

Or you make one ability that adds 1 mana, one that adds 10, one that adds 100, etc., then you can add any amount of mana you want by adding certain amounts of those abilities.
 
@Cweener

i did that already dude but my problem is i cant repeat that again...no mana is gain after many many times..or just once only...

@meOme

if i remove the ability, the mana is reduced...
what im doing is:
"custom ability that gives maxa mana"
then "a unit learns a skill"
"learned skill equal to (skill)"
"add ability to unit" <--if i remove that ability i guess the mana is reduced
^-------------------if the hero learns again, that means another ability will be given, but the effect will not stack...
 
I don't quite understand what the problem is. Please explain what exactly you are trying to do, then I will try to make you a test map to show you how to do it.
 
Like what meOme just said, create an ability based of the item ability max mana increase.
Set it to a unit ability and set your field value to the amount you want increased.
Now use triggers to add them to your hero. It should stack.

I believe he is saying that he wants the ability to be permanent. But why? You don't have to remove the mana bonus, just leave it there.
 
cant have negative value for that field. i just tried that.

shift-click/enter
this method is better if you intend to change the mana only

there also is a second way
make a few abilities which give bonuses like this:
1. +1
2. +2
3. +4
4. +8
n. +2^n
and add these abilities to your need (you can archive any integer value as long as you have got enough abilities)
for example if you want to add 7 mana you will need to add ability +4 and + 3
it is written with a lot of custom script
it can be converted to GUI easily but it will be a tiny little bit slower

  • BonusTest
    • Events
      • Player - Player 1 (Red) types a chat message containing <Empty String> as A substring
    • Conditions
    • Actions
      • Unit Group - Pick every unit in (Units currently selected by Player 1 (Red)) and do (Actions)
        • Loop - Actions
          • Set Bonus = (Integer((Entered chat string)))
          • Set Bonus_Which = 4
          • Set u = (Picked unit)
          • Trigger - Run BonusSet <gen> (ignoring conditions)
  • BonusSet
    • Events
    • Conditions
    • Actions
      • Custom script: local integer size = udg_Bonus_Which * 100
      • Custom script: local integer i = 0
      • Custom script: local integer max = 9
      • Custom script: local real power = max
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Bonus_Which Not equal to 1
          • Bonus_Which Not equal to 2
          • Bonus_Which Not equal to 4
        • Then - Actions
        • Else - Actions
          • Custom script: set max = 15
      • Custom script: loop
      • Custom script: call UnitRemoveAbility(udg_u, udg_Bonus_Ability[i+size])
      • Custom script: exitwhen i == max
      • Custom script: set i = i + 1
      • Custom script: endloop
      • Custom script: loop
      • Custom script: exitwhen i < 0 or udg_Bonus < 1
      • Custom script: set power = Pow(2.00, i)
      • Custom script: if udg_Bonus >= power then
      • Custom script: call UnitAddAbility(udg_u, udg_Bonus_Ability[i+size])
      • Custom script: set udg_Bonus = udg_Bonus - R2I(power)
      • Custom script: endif
      • Custom script: set i = i - 1
      • Custom script: endloop
  • BonusIni
    • Events
      • Map initialization
    • Conditions
    • Actions
      • -------- If you change the event to "Elapsed game time = 0 sec" it will load a lot faster but it will lag when the game starts --------
      • -------- Armor Bonus --------
      • Set Bonus_Ability[0] = Item Armor Bonus (+1)
      • Set Bonus_Ability[1] = Item Armor Bonus (+2)
      • Set Bonus_Ability[2] = Item Armor Bonus (+4)
      • Set Bonus_Ability[3] = Item Armor Bonus (+8)
      • Set Bonus_Ability[4] = Item Armor Bonus (+16)
      • Set Bonus_Ability[5] = Item Armor Bonus (+32)
      • Set Bonus_Ability[6] = Item Armor Bonus (+64)
      • Set Bonus_Ability[7] = Item Armor Bonus (+128)
      • Set Bonus_Ability[8] = Item Armor Bonus (+256)
      • Set Bonus_Ability[9] = Item Armor Bonus (+512)
      • -------- Damage Bonus --------
      • Set Bonus_Ability[100] = Item Damage Bonus (+1)
      • Set Bonus_Ability[101] = Item Damage Bonus (+2)
      • Set Bonus_Ability[102] = Item Damage Bonus (+4)
      • Set Bonus_Ability[103] = Item Damage Bonus (+8)
      • Set Bonus_Ability[104] = Item Damage Bonus (+16)
      • Set Bonus_Ability[105] = Item Damage Bonus (+32)
      • Set Bonus_Ability[106] = Item Damage Bonus (+64)
      • Set Bonus_Ability[107] = Item Damage Bonus (+128)
      • Set Bonus_Ability[108] = Item Damage Bonus (+256)
      • Set Bonus_Ability[109] = Item Damage Bonus (+512)
      • Set Bonus_Ability[110] = Item Damage Bonus (+1024)
      • Set Bonus_Ability[111] = Item Damage Bonus (+2048)
      • Set Bonus_Ability[112] = Item Damage Bonus (+4096)
      • Set Bonus_Ability[113] = Item Damage Bonus (+8192)
      • Set Bonus_Ability[114] = Item Damage Bonus (+16384)
      • Set Bonus_Ability[115] = Item Damage Bonus (+32768)
      • -------- Attack Speed Bonus --------
      • Set Bonus_Ability[200] = Item Attack Speed Bonus (+1)
      • Set Bonus_Ability[201] = Item Attack Speed Bonus (+2)
      • Set Bonus_Ability[202] = Item Attack Speed Bonus (+4)
      • Set Bonus_Ability[203] = Item Attack Speed Bonus (+8)
      • Set Bonus_Ability[204] = Item Attack Speed Bonus (+16)
      • Set Bonus_Ability[205] = Item Attack Speed Bonus (+32)
      • Set Bonus_Ability[206] = Item Attack Speed Bonus (+64)
      • Set Bonus_Ability[207] = Item Attack Speed Bonus (+128)
      • Set Bonus_Ability[208] = Item Attack Speed Bonus (+256)
      • Set Bonus_Ability[209] = Item Attack Speed Bonus (+512)
      • -------- Life Bonus --------
      • Set Bonus_Ability[300] = Item Life Bonus (+1)
      • Set Bonus_Ability[301] = Item Life Bonus (+2)
      • Set Bonus_Ability[302] = Item Life Bonus (+4)
      • Set Bonus_Ability[303] = Item Life Bonus (+8)
      • Set Bonus_Ability[304] = Item Life Bonus (+16)
      • Set Bonus_Ability[305] = Item Life Bonus (+32)
      • Set Bonus_Ability[306] = Item Life Bonus (+64)
      • Set Bonus_Ability[307] = Item Life Bonus (+128)
      • Set Bonus_Ability[308] = Item Life Bonus (+256)
      • Set Bonus_Ability[309] = Item Life Bonus (+512)
      • Set Bonus_Ability[310] = Item Life Bonus (+1024)
      • Set Bonus_Ability[311] = Item Life Bonus (+2048)
      • Set Bonus_Ability[312] = Item Life Bonus (+4096)
      • Set Bonus_Ability[313] = Item Life Bonus (+8192)
      • Set Bonus_Ability[314] = Item Life Bonus (+16384)
      • Set Bonus_Ability[315] = Item Life Bonus (+32768)
      • -------- Mana Bonus --------
      • Set Bonus_Ability[400] = Item Mana Bonus (+1)
      • Set Bonus_Ability[401] = Item Mana Bonus (+2)
      • Set Bonus_Ability[402] = Item Mana Bonus (+4)
      • Set Bonus_Ability[403] = Item Mana Bonus (+8)
      • Set Bonus_Ability[404] = Item Mana Bonus (+16)
      • Set Bonus_Ability[405] = Item Mana Bonus (+32)
      • Set Bonus_Ability[406] = Item Mana Bonus (+64)
      • Set Bonus_Ability[407] = Item Mana Bonus (+128)
      • Set Bonus_Ability[408] = Item Mana Bonus (+256)
      • Set Bonus_Ability[409] = Item Mana Bonus (+512)
      • Set Bonus_Ability[410] = Item Mana Bonus (+1024)
      • Set Bonus_Ability[411] = Item Mana Bonus (+2048)
      • Set Bonus_Ability[412] = Item Mana Bonus (+4096)
      • Set Bonus_Ability[413] = Item Mana Bonus (+8192)
      • Set Bonus_Ability[414] = Item Mana Bonus (+16384)
      • Set Bonus_Ability[415] = Item Mana Bonus (+32768)
      • -------- Item Agi Bonus --------
      • Set Bonus_Ability[500] = Item Agi Bonus (+1)
      • Set Bonus_Ability[501] = Item Agi Bonus (+2)
      • Set Bonus_Ability[502] = Item Agi Bonus (+4)
      • Set Bonus_Ability[503] = Item Agi Bonus (+8)
      • Set Bonus_Ability[504] = Item Agi Bonus (+16)
      • Set Bonus_Ability[505] = Item Agi Bonus (+32)
      • Set Bonus_Ability[506] = Item Agi Bonus (+64)
      • Set Bonus_Ability[507] = Item Agi Bonus (+128)
      • Set Bonus_Ability[508] = Item Agi Bonus (+256)
      • Set Bonus_Ability[509] = Item Agi Bonus (+512)
      • -------- Item Str Bonus --------
      • Set Bonus_Ability[600] = Item Str Bonus (+1)
      • Set Bonus_Ability[601] = Item Str Bonus (+2)
      • Set Bonus_Ability[602] = Item Str Bonus (+4)
      • Set Bonus_Ability[603] = Item Str Bonus (+8)
      • Set Bonus_Ability[604] = Item Str Bonus (+16)
      • Set Bonus_Ability[605] = Item Str Bonus (+32)
      • Set Bonus_Ability[606] = Item Str Bonus (+64)
      • Set Bonus_Ability[607] = Item Str Bonus (+128)
      • Set Bonus_Ability[608] = Item Str Bonus (+256)
      • Set Bonus_Ability[609] = Item Str Bonus (+512)
      • -------- Item Int Bonus --------
      • Set Bonus_Ability[700] = Item Int Bonus (+1)
      • Set Bonus_Ability[701] = Item Int Bonus (+2)
      • Set Bonus_Ability[702] = Item Int Bonus (+4)
      • Set Bonus_Ability[703] = Item Int Bonus (+8)
      • Set Bonus_Ability[704] = Item Int Bonus (+16)
      • Set Bonus_Ability[705] = Item Int Bonus (+32)
      • Set Bonus_Ability[706] = Item Int Bonus (+64)
      • Set Bonus_Ability[707] = Item Int Bonus (+128)
      • Set Bonus_Ability[708] = Item Int Bonus (+256)
      • Set Bonus_Ability[709] = Item Int Bonus (+512)
      • Set zLoc = (Point(0.00, 0.00))
      • Unit - Create 1 Hero Dummy for Neutral Passive at zLoc facing 0.00 degrees
      • -------- Preload abilities --------
      • For each (Integer i) from 0 to 7, do (Actions)
        • Loop - Actions
          • For each (Integer i2) from 0 to 15, do (Actions)
            • Loop - Actions
              • Unit - Add Bonus_Ability[((i x 100) + i2)] to (Last created unit)
              • Unit - Remove Bonus_Ability[((i x 100) + i2)] from (Last created unit)
      • Unit - Remove (Last created unit) from the game
I've got this with a few other things in a system I am making right now
 

Attachments

You can do it way easier.
Just create an ability based on the item-mana-bonus and give it two levels.
The first level gives 0 mana and the second -25.
Then you add this ability to your unit, set it's level to 2, and remove it again.
Your unit will have gained 25 max mana. (due to a little bug when leveling up this ability)

That's exactly what that library does, except it uses more than just those 2 levels and loops so you can add any amount of mana and not just sets of 25.
 
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