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[Solved] Stacking Life Reg Ability?

Level 2
Joined
Feb 17, 2020
Messages
5
Hey Guys,
im working on my One Tower Defense, you can buy Upgrade Life Reg for example +3hp/s,+5hp/s, +8hp/s and you can buy them multiple times.

So now i tried with then Ring of Health ability , but it doesnt take levels, the Add it level it remove it also doesnt work. Adding its multiple times also doesnt seem to work.

How can i achieve this?

Only way i thought was Unholy Aura, but how to apply multiple upgrades with different Xhp/s and also i have unholy aura allready in work, does it stack with different buff? Or is there a Life Reg Ability which takes level?

Best Regards
ileavemaybe
 
It depends on which patch you're on, but you can stack basically every effect as long as the Buffs are unique. So your Unholy Aura would work fine.

Also, most Item abilities stack in the sense that you can Add them to a Unit multiple times and the bonuses will stack with one another. But this could be the rare exception.

If you're on 1.31+ you should be able to Add a base +0 Life Regen ability to your Unit and then modify it's values using triggers:
  • Set Variable MyUnit = (Some unit...)
  • Ability - Set Ability: (Unit: MyUnit's Ability with Ability Code: Attack Speed (Item))'s Real Level Field: Attack Speed Increase ('Isx1') of Level: 0 to 0.20
  • Unit - Increase level of Attack Speed (Item) for MyUnit
  • Unit - Decrease level of Attack Speed (Item) for MyUnit
^ This example shows how to modify the Attack Speed (Item) ability which I pulled from another thread. In this case 0.20 = 20% increased attack speed. You could try to apply this same logic to the Life Regen ability. The weird "Increase/Decrease" level stuff is to fix a bug that would normally prevent these changes from being applied. This issue seems to only happen to passive effects.

Here's a system that is designed to take advantage of "modifying ability values at runtime" that I showed above. This is extremely useful:
^ You could also check to see how it handles Life Regen, perhaps it uses a different ability entirely.
 
Last edited:
Patch 2.0.3 fixed a lot of the new real and integer natives, so if you are on that you are in luck:
  • Unit - Set Unit: (Picked unit)'s Real Field: Hit Points Regeneration Rate ('uhpr') to Value: ((Unit: (Picked unit)'s Real Field: Hit Points Regeneration Rate ('uhpr')) + 10.00)
seems to work flawlessly, actually let me check if a revived unit resets its values - no that works all good
 
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