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Adding stats to a hero with spells (adding stats temporarily through an ability)

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Level 3
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I don't know if there is already a premade spell in game that adds hero stats (agility, intelligence, strength) but I have searched and failed. I need it to be temporary as the spell I need is based off of wow's Mongoose enchantment (has a chance to add 100 something agility and increase attack speed temporarily). If someone could enlighten me on this issue or give me GUI/JASS codes for it that would be fantastic. Thanks
 
Level 12
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The real problem lies in how agility is handled in WoW and in Wc3.

In WoW, agility adds critical strike, evasion, and armor. In Wc3, agility adds attack speed, and if agility is the main attribute, it adds damage. Huge differences.

Which are you looking for?
 
The real problem lies in how agility is handled in WoW and in Wc3.

In WoW, agility adds critical strike, evasion, and armor. In Wc3, agility adds attack speed, and if agility is the main attribute, it adds damage. Huge differences.

Which are you looking for?

Lol this is rather useless thing to say but you realize agility adds armor in warcraft 3 also..? =D
 
Level 12
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Lol this is rather useless thing to say but you realize agility adds armor in warcraft 3 also..? =D

The premise of adding 100 agility to a hero/player in either game consist of much different statistical gains. Therefore, I am requesting that the OP clarify if he wants critical strike/evasion/armor, or damage/atk speed/armor; two entirely different things achieved in entirely different ways.

To say that it's a useless thing to ask shows how absolutely misinformed you are. Sorry, kid, but I don't understand why you're even in this forum trying to help if you have no comprehension of how triggers/abilities/etc work. Until you do, I would appreciate it in the future if you didn't reply to me.
 
Level 17
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Nice burn. Does the trigger that adds stats to a hero not let you specify whether the gain is temporary or permanent? I believe it does for me.
 
Level 3
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In the constants manager I edited it so that agility only adds damage, since agility is the main stat for all of my heroes (even casters, but intelligence adds spell damage). And I renamed strength to stamina. I also edited it so that stam gives less health per stat and you gain alot more stamina per level. But that is beside point.
 
Level 3
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Nice burn. Does the trigger that adds stats to a hero not let you specify whether the gain is temporary or permanent? I believe it does for me.


Thanks. I don't know how I missed that. Honest mistake though. +rep.

Edit: Though that does progress me further along with my issue, it does not full fix it. I can now add the stat via trigger (and make it say +X to the stat with the "Temporary" field) but I can't remove the effect as well without a "Wait" function, but this will make it non-MUI, my knowledge of jass is very minimal and anyone who can make a clean script would be worshiped. By me :D
 
Level 9
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If you add / remove a fixed number of stat points, this spell is not MUI.
  • Actions
    • Hero - Modify Strength of Hero[(Player number of (Triggering player))]: Add 10
    • Wait 2.00 seconds
    • Hero - Modify Strength of Hero[(Player number of (Triggering player))]: Subtract 10
If the number of stats added depends on some other value, you need local integer for it.
 
Level 16
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I hope this helps, all instructions are in the trigger

  • Moongoose
    • Events
      • Unit - A unit Is attacked
    • Conditions
      • (Random integer number between 1 and 1) Equal to 1
      • (Level of Devotion Aura for (Attacking unit)) Greater than 0
    • Actions
      • -------- Change conditions above too meet your requirments --------
      • -------- First condition is percentage --------
      • -------- Second is ability level, it can be changed to item --------
      • Custom script: local unit attacker
      • Custom script: local integer agility
      • Custom script: set attacker = GetAttacker()
      • -------- This trigger uses custom value unit data. --------
      • -------- You an change it by adding eg. moongoose buff for comparison --------
      • Custom script: if (GetUnitUserData(attacker)==0) then
      • Custom script: call SetUnitUserData( attacker, 1 )
      • -------- This determines how much agility will hero gain --------
      • -------- You can set any integer to it, eg. 25 --------
      • -------- Mine is set to level of devotion aura multiplied with 100 --------
      • Custom script: set agility = GetUnitAbilityLevel(attacker, 'AHad') * 100
      • Custom script: call SetHeroAgi(attacker, GetHeroAgi(attacker, false) + agility, true)
      • -------- Changer of custom value: --------
      • -------- Delete it if you want to add different comparison --------
      • Wait 10.00 seconds
      • Custom script: call SetUnitUserData( attacker, 0 )
      • -------- Scripts below are vital --------
      • Custom script: call SetHeroAgi(attacker, GetHeroAgi(attacker, false) - agility, true)
      • Custom script: endif
      • -------- nullifying locals: --------
      • Custom script: set attacker = null
 
Level 17
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Jun 12, 2007
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I don't know if there is already a premade spell in game that adds hero stats (agility, intelligence, strength) but I have searched and failed. I need it to be temporary as the spell I need is based off of wow's Mongoose enchantment (has a chance to add 100 something agility and increase attack speed temporarily). If someone could enlighten me on this issue or give me GUI/JASS codes for it that would be fantastic. Thanks

I never saw in his post that he wanted it to run when a unit gets attacked, I guess it has something to do with WoW.
Never played that game much, to boring.

(To cakemixcore.)
In the future explain your requests better, not everybody here is a 100% hardcore WoW gamer that knows every spell used in it. =)

----- Back on Topic -----

I still think it's bad to use that event, for it will run when a unit is attacked and not damaged. So let's say I have a unit at 10000 range away from it. And I order it to attack the unit, the trigger will run.

There should be a condition to check if the unit is actually in range etc.
But a damage detection system is far better. (And far more complicated.)
 
Level 12
Joined
Aug 22, 2008
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Option 1: Heh, there's the ability Attribute Bonus. You can modify it to add only Agility.
Option 2: You could also use Item abilities, because they don't have an icon (I think).

Anyway, you could make a trigger adding the ability to the Hero and after a while remove it. Sorry, I don't know what's the mongoose about.
 
Level 3
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Jul 7, 2007
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Thanks guys, this has helped. I guess i'll try out your suggestions. I just wish I could make it MUI. I could set a trigger which makes it only be able to add the +100 agility every 20 seconds or something, (make a bool where it checks if he doesn't have a certain buff which i make a dummy cast on the attacker when mongoose procs)
 
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