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[System] Bonus Mod & SetUnitMaxState

Discussion in 'Graveyard' started by Earth-Fury, Apr 9, 2008.

  1. Earth-Fury

    Earth-Fury

    Joined:
    Feb 18, 2004
    Messages:
    538
    Resources:
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    Tutorials:
    1
    Resources:
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    Note: Consider this a public beta. I'm too lazy to do extensive testing.

    Summary

    Bonus Mod is a system for easily applying a reversible bonus to a specific unit. With a single function call, you can increase a single units damage / armor / sight range / etc. by any chosen amount. Bonuses like damage, armor, intelligence and agility will show up next to the units base stat, in green or red depending on if the bonus is negative or positive.

    SetUnitMaxState is a function originally written by Blade.dk which abuses a bug introduced in some patch. It allows you to easily change the maximum life / mana of a single unit. It works by the fact that life / mana bonus abilities with more than one level will only ever add the bonus for level 1. However, when you remove the ability, it will remove the amount of life it is set up to add for that level. By removing a negative life bonus, a unit would gain life.

    Implementation Instructions

    These two systems can be added to a map independently of each other. (They are presented together due to their complimentary natures)

    To add one of these systems to your map, simply copy and paste each library in to its own empty custom-script trigger. You will also need to create a large number of abilities for Bonus Mod, and two for SetUnitMaxState. However, you can use the following Object Merger macros to do the hard work for you. Simply copy them in to empty triggers, save your map, close it and re-open it in the editor, and disable the triggers you copied them in to. All the abilities these systems use will then be present in your map:

    Bonus Mod Implementation Macros
    Code (vJASS):
    // About these macros:
    //
    // The first paramiter is the rawcode for the ability. The convention used here by default is:
    // Zx followed by an uppercase letter, unique to the bonus, followed by a 0-9-a-z representing
    // the base of two the ability applys.
    //
    // The second paramiter is the display value of the ability. This is so that they all line up
    // neatly in the object editor.
    //
    // The third paramiter is the actual value the bonus ability applys.
    //
    // Note that you should copy this in to its own trigger, save once, close the map and re-open
    // it in the World Editor, then disable the trigger you copied this in to. If you do not
    // disable the trigger, saving will take an insane ammount of time every time you save. If you
    // make any changes below, you can simply enable the trigger again, save again, then disable
    // the trigger again.

    // BonusMod - Armor
    //============================================================================================
    //! textmacro ArmorAbility takes RAWCODE, DISPLAYVALUE, VALUE
    //! external ObjectMerger w3a AId1 $RAWCODE$ Idef 1 $VALUE$ anam "BonusMod - Armor ($DISPLAYVALUE$)" aite 0 ansf "" aart ReplaceableTextures\CommandButtons\BTNHumanArmorUpOne.blp
    //! endtextmacro

    //! runtextmacro ArmorAbility("ZxA0", "+0001", "1")
    //! runtextmacro ArmorAbility("ZxA1", "+0002", "2")
    //! runtextmacro ArmorAbility("ZxA2", "+0004", "4")
    //! runtextmacro ArmorAbility("ZxA3", "+0008", "8")
    //! runtextmacro ArmorAbility("ZxA4", "+0016", "16")
    //! runtextmacro ArmorAbility("ZxA5", "+0032", "32")
    //! runtextmacro ArmorAbility("ZxA6", "+0064", "64")
    //! runtextmacro ArmorAbility("ZxA7", "+0128", "128")
    //! runtextmacro ArmorAbility("ZxA8", "+0256", "256")
    //! runtextmacro ArmorAbility("ZxA9", "+0512", "512")
    //! runtextmacro ArmorAbility("ZxAa", "+1024", "1024")
    //! runtextmacro ArmorAbility("ZxAb", "+2048", "2048")
    //! runtextmacro ArmorAbility("ZxAc", "-4096", "-4096")

    // BonusMod - Damage
    //============================================================================================
    //! textmacro DamageAbility takes RAWCODE, DISPLAYVALUE, VALUE
    //! external ObjectMerger w3a AItg $RAWCODE$ Iatt 1 $VALUE$ anam "BonusMod - Damage ($DISPLAYVALUE$)" aite 0 ansf "" aart ReplaceableTextures\CommandButtons\BTNSteelMelee.blp
    //! endtextmacro

    //! runtextmacro DamageAbility("ZxB0", "+0001", "1")
    //! runtextmacro DamageAbility("ZxB1", "+0002", "2")
    //! runtextmacro DamageAbility("ZxB2", "+0004", "4")
    //! runtextmacro DamageAbility("ZxB3", "+0008", "8")
    //! runtextmacro DamageAbility("ZxB4", "+0016", "16")
    //! runtextmacro DamageAbility("ZxB5", "+0032", "32")
    //! runtextmacro DamageAbility("ZxB6", "+0064", "64")
    //! runtextmacro DamageAbility("ZxB7", "+0128", "128")
    //! runtextmacro DamageAbility("ZxB8", "+0256", "256")
    //! runtextmacro DamageAbility("ZxB9", "+0512", "512")
    //! runtextmacro DamageAbility("ZxBa", "+1024", "1024")
    //! runtextmacro DamageAbility("ZxBb", "+2048", "2048")
    //! runtextmacro DamageAbility("ZxBc", "-4096", "-4096")

    // BonusMod - Sight Range
    //============================================================================================
    //! textmacro SightRangeAbility takes RAWCODE, DISPLAYVALUE, VALUE
    //! external ObjectMerger w3a AIsi $RAWCODE$ Isib 1 $VALUE$ anam "BonusMod - Sight Range ($DISPLAYVALUE$)" aite 0 ansf "" aart ReplaceableTextures\CommandButtons\BTNTelescope.blp
    //! endtextmacro

    //! runtextmacro SightRangeAbility("ZxC0", "+0001", "1")
    //! runtextmacro SightRangeAbility("ZxC1", "+0002", "2")
    //! runtextmacro SightRangeAbility("ZxC2", "+0004", "4")
    //! runtextmacro SightRangeAbility("ZxC3", "+0008", "8")
    //! runtextmacro SightRangeAbility("ZxC4", "+0016", "16")
    //! runtextmacro SightRangeAbility("ZxC5", "+0032", "32")
    //! runtextmacro SightRangeAbility("ZxC6", "+0064", "64")
    //! runtextmacro SightRangeAbility("ZxC7", "+0128", "128")
    //! runtextmacro SightRangeAbility("ZxC8", "+0256", "256")
    //! runtextmacro SightRangeAbility("ZxC9", "+0512", "512")
    //! runtextmacro SightRangeAbility("ZxCa", "+1024", "1024")
    //! runtextmacro SightRangeAbility("ZxCb", "+2048", "2048")
    //! runtextmacro SightRangeAbility("ZxCc", "-4096", "-4096")

    // BonusMod - Mana Regeneration
    //============================================================================================
    //! textmacro ManaRegenAbility takes RAWCODE, DISPLAYVALUE, VALUE
    //! external ObjectMerger w3a AIrm $RAWCODE$ Imrp 1 $VALUE$ anam "BonusMod - Mana Regen ($DISPLAYVALUE$)" aite 0 ansf "" aart ReplaceableTextures\CommandButtons\BTNSobiMask.blp
    //! endtextmacro

    //! runtextmacro ManaRegenAbility("ZxD0", "+0001", "0.01")
    //! runtextmacro ManaRegenAbility("ZxD1", "+0002", "0.02")
    //! runtextmacro ManaRegenAbility("ZxD2", "+0004", "0.04")
    //! runtextmacro ManaRegenAbility("ZxD3", "+0008", "0.08")
    //! runtextmacro ManaRegenAbility("ZxD4", "+0016", "0.16")
    //! runtextmacro ManaRegenAbility("ZxD5", "+0032", "0.32")
    //! runtextmacro ManaRegenAbility("ZxD6", "+0064", "0.64")
    //! runtextmacro ManaRegenAbility("ZxD7", "+0128", "1.28")
    //! runtextmacro ManaRegenAbility("ZxD8", "+0256", "2.56")
    //! runtextmacro ManaRegenAbility("ZxD9", "+0512", "5.12")
    //! runtextmacro ManaRegenAbility("ZxDa", "+1024", "10.24")
    //! runtextmacro ManaRegenAbility("ZxDb", "+2048", "20.48")
    //! runtextmacro ManaRegenAbility("ZxDc", "-4096", "-40.96")

    // BonusMod - Life Regenration
    //============================================================================================
    //! textmacro LifeRegenAbility takes RAWCODE, DISPLAYVALUE, VALUE
    //! external ObjectMerger w3a Arel $RAWCODE$ Ihpr 1 $VALUE$ anam "BonusMod - Life Regen ($DISPLAYVALUE$)" aite 0 ansf "" aart ReplaceableTextures\CommandButtons\BTNRingSkull.blp
    //! endtextmacro

    //! runtextmacro LifeRegenAbility("ZxE0", "+0001", "1")
    //! runtextmacro LifeRegenAbility("ZxE1", "+0002", "2")
    //! runtextmacro LifeRegenAbility("ZxE2", "+0004", "4")
    //! runtextmacro LifeRegenAbility("ZxE3", "+0008", "8")
    //! runtextmacro LifeRegenAbility("ZxE4", "+0016", "16")
    //! runtextmacro LifeRegenAbility("ZxE5", "+0032", "32")
    //! runtextmacro LifeRegenAbility("ZxE6", "+0064", "64")
    //! runtextmacro LifeRegenAbility("ZxE7", "+0128", "128")
    //! runtextmacro LifeRegenAbility("ZxE8", "+0256", "256")
    //! runtextmacro LifeRegenAbility("ZxE9", "+0512", "512")
    //! runtextmacro LifeRegenAbility("ZxEa", "+1024", "1024")
    //! runtextmacro LifeRegenAbility("ZxEb", "+2048", "2048")
    //! runtextmacro LifeRegenAbility("ZxEc", "-4096", "-4096")

    // BonusMod - Strength
    //============================================================================================
    //! textmacro HeroStrAbility takes RAWCODE, DISPLAYVALUE, VALUE
    //! external ObjectMerger w3a AIa1 $RAWCODE$ Iagi 1 0 Iint 1 0 Istr 1 $VALUE$ anam "BonusMod - Hero STR ($DISPLAYVALUE$)" aite 0 ansf "" aart ReplaceableTextures\CommandButtons\BTNGoldRing.blp
    //! endtextmacro

    //! runtextmacro HeroStrAbility("ZxF0", "+0001", "1")
    //! runtextmacro HeroStrAbility("ZxF1", "+0002", "2")
    //! runtextmacro HeroStrAbility("ZxF2", "+0004", "4")
    //! runtextmacro HeroStrAbility("ZxF3", "+0008", "8")
    //! runtextmacro HeroStrAbility("ZxF4", "+0016", "16")
    //! runtextmacro HeroStrAbility("ZxF5", "+0032", "32")
    //! runtextmacro HeroStrAbility("ZxF6", "+0064", "64")
    //! runtextmacro HeroStrAbility("ZxF7", "+0128", "128")
    //! runtextmacro HeroStrAbility("ZxF8", "+0256", "256")
    //! runtextmacro HeroStrAbility("ZxF9", "+0512", "512")
    //! runtextmacro HeroStrAbility("ZxFa", "+1024", "1024")
    //! runtextmacro HeroStrAbility("ZxFb", "+2048", "2048")
    //! runtextmacro HeroStrAbility("ZxFc", "-4096", "-4096")

    // BonusMod - Agility
    //============================================================================================
    //! textmacro HeroAgiAbility takes RAWCODE, DISPLAYVALUE, VALUE
    //! external ObjectMerger w3a AIa1 $RAWCODE$ Iagi 1 $VALUE$ Iint 1 0 Istr 1 0 anam "BonusMod - Hero AGI ($DISPLAYVALUE$)" aite 0 ansf "" aart ReplaceableTextures\CommandButtons\BTNGoldRing.blp
    //! endtextmacro

    //! runtextmacro HeroAgiAbility("ZxG0", "+0001", "1")
    //! runtextmacro HeroAgiAbility("ZxG1", "+0002", "2")
    //! runtextmacro HeroAgiAbility("ZxG2", "+0004", "4")
    //! runtextmacro HeroAgiAbility("ZxG3", "+0008", "8")
    //! runtextmacro HeroAgiAbility("ZxG4", "+0016", "16")
    //! runtextmacro HeroAgiAbility("ZxG5", "+0032", "32")
    //! runtextmacro HeroAgiAbility("ZxG6", "+0064", "64")
    //! runtextmacro HeroAgiAbility("ZxG7", "+0128", "128")
    //! runtextmacro HeroAgiAbility("ZxG8", "+0256", "256")
    //! runtextmacro HeroAgiAbility("ZxG9", "+0512", "512")
    //! runtextmacro HeroAgiAbility("ZxGa", "+1024", "1024")
    //! runtextmacro HeroAgiAbility("ZxGb", "+2048", "2048")
    //! runtextmacro HeroAgiAbility("ZxGc", "-4096", "-4096")

    // BonusMod - Intelligence
    //============================================================================================
    //! textmacro HeroIntAbility takes RAWCODE, DISPLAYVALUE, VALUE
    //! external ObjectMerger w3a AIa1 $RAWCODE$ Iagi 1 0 Iint 1 $VALUE$ Istr 1 0 anam "BonusMod - Hero INT ($DISPLAYVALUE$)" aite 0 ansf "" aart ReplaceableTextures\CommandButtons\BTNGoldRing.blp
    //! endtextmacro

    //! runtextmacro HeroIntAbility("ZxH0", "+0001", "1")
    //! runtextmacro HeroIntAbility("ZxH1", "+0002", "2")
    //! runtextmacro HeroIntAbility("ZxH2", "+0004", "4")
    //! runtextmacro HeroIntAbility("ZxH3", "+0008", "8")
    //! runtextmacro HeroIntAbility("ZxH4", "+0016", "16")
    //! runtextmacro HeroIntAbility("ZxH5", "+0032", "32")
    //! runtextmacro HeroIntAbility("ZxH6", "+0064", "64")
    //! runtextmacro HeroIntAbility("ZxH7", "+0128", "128")
    //! runtextmacro HeroIntAbility("ZxH8", "+0256", "256")
    //! runtextmacro HeroIntAbility("ZxH9", "+0512", "512")
    //! runtextmacro HeroIntAbility("ZxHa", "+1024", "1024")
    //! runtextmacro HeroIntAbility("ZxHb", "+2048", "2048")
    //! runtextmacro HeroIntAbility("ZxHc", "-4096", "-4096")

    // Don't let a //! external command be the last line in a trigger!


    SetUnitMaxState Implementation Macros
    Code (vJASS):
    // The Mana ability:
    //! external ObjectMerger w3a AImz Zx00 alev 19 aite 0 Iman 1 0 Iman 2 1 Iman 3 2 Iman 4 4 Iman 5 8 Iman 6 16 Iman 7 32 Iman 8 64 Iman 9 128 Iman 10 256 Iman 11 -1 Iman 12 -2 Iman 13 -4 Iman 14 -8 Iman 15 -16 Iman 16 -32 Iman 17 -64 Iman 18 -128 Iman 19 -256 anam "SetUnitMaxState - Mana" ansf "" aart ReplaceableTextures\CommandButtons\BTNManaStone.blp

    // The Life ability:
    //! external ObjectMerger w3a AIlf Zx01 alev 19 aite 0 Ilif 1 0 Ilif 2 1 Ilif 3 2 Ilif 4 4 Ilif 5 8 Ilif 6 16 Ilif 7 32 Ilif 8 64 Ilif 9 128 Ilif 10 256 Ilif 11 -1 Ilif 12 -2 Ilif 13 -4 Ilif 14 -8 Ilif 15 -16 Ilif 16 -32 Ilif 17 -64 Ilif 18 -128 Ilif 19 -256 anam "SetUnitMaxState - Life" ansf "" aart ReplaceableTextures\CommandButtons\BTNHealthStone.blp

    // Don't let a //! external command be the last line in a trigger!


    Note that if your map contains abilities which have rawcodes containing Zx followed by an upper-case letter, you will have some trouble with implementing this system. To easy implementation, use the Find and Replace function included in the JASS NewGen trigger editor to replace all occurrences of Zx in the above macros, as well as in each systems library.

    The Libraries
    Bonus Mod Library
    Code (vJASS):
    //////////////////////////////////////////////////////////////////////////////////////////
    //@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
    //@     Bonus Mod
    //@=======================================================================================
    //@ Credits:
    //@---------------------------------------------------------------------------------------
    //@     Written by:
    //@         Earth-Fury
    //@     Based on the work of:
    //@         weaaddar
    //@
    //@ If you use this system, please credit all of the people mentioned above in your map.
    //@=======================================================================================
    //@ Bonus Mod Readme
    //@---------------------------------------------------------------------------------------
    //@
    //@ BonusMod is a system for adding bonuses to a single unit. For example, you may wish
    //@ to add a +40 damage bonus, or a -3 armor 'bonus'. Bonus mod works by adding abilitys
    //@ to a unit which effect the particular stat by a power of two. By combining diffrent
    //@ powers of two, you can reach any number between 0 and 2^(n+1) - 1, where n is the
    //@ largest power of 2 used. Bonus mod can also apply negative bonuses, by adding an
    //@ ability which has a 'bonus' of -2^(n+1), where again, n is the maximum power of 2.
    //@ With the negative bonus, you can add anywhere between 1 and 2^(n+1)-1 of a bonus. This
    //@ gives bonus mod a range of bonuses between -2^(n+1) and 2^(n+1)-1. By default, n is
    //@ set at 11, giving us a range of bonuses between -4096 and +4095.
    //@
    //@---------------------------------------------------------------------------------------
    //@ Adding Bonus Mod to your map:
    //@
    //@ Copy this library in to a trigger named "BonusMod" in your map.
    //@
    //@ After the script is copied, the hard part begins. You will have to transfer all of the
    //@ bonus abilitys found in this map to yours. However, this is really easy to do if you
    //@ are using the JASS NewGen editor. (Which you will have to be anyway, considering this
    //@ system is written in vJASS.) Included with this library are macros for the Object
    //@ Merger included in NewGen. Simply copy the Object Merger script included with this
    //@ system in to your map in its own trigger. Save your map. (Saving will take a while.
    //@ Up to 5 min if you have a slow computer.) Close your map, and reopen it. Disable the
    //@ trigger you copied the ObjectMerger script in to.
    //@ Your map now has all the abilitys it needs!
    //@
    //@---------------------------------------------------------------------------------------
    //@ Functions:
    //@
    //@ boolean UnitSetBonus(unit <target unit>, integer <bonus type>, integer <bonus ammount>)
    //@
    //@     This function clears any previously applied bonus on <target unit>, setting the
    //@ unit's bonus for <bonus type> to <bonus ammount>. <bonus type> should be one of the
    //@ integer type constants below. This function will return false if the desired bonus is
    //@ not a valid bonus type, or out of the range of bonuses that can be applied.
    //@
    //@ integer UnitGetBonus(unit <target unit>, integer <bonus type>)
    //@
    //@     Returns the bonus ammount of <bonus type> currently applied to <target unit>.
    //@
    //@ boolean UnitAddBonus(unit <target unit>, integer <bonus type>, integer <bonus ammount>)
    //@
    //@     This function will add <bonus ammount> to the bonus of type <bonus type> on the
    //@ unit <target unit>. <bonus ammount> can be a negative value. This function will return
    //@ false if the new bonus will be out of the range which bonus mod can apply.
    //@
    //@ nothing UnitClearBonus(unit <target unit>, integer <bonus type>)
    //@
    //@     This function will effectively set the bonus of type <bonus type> for the unit
    //@ <target unit> to 0. It is advised you use this function over UnitSetBonus(..., ..., 0)
    //@
    //@---------------------------------------------------------------------------------------
    //@ Variables:
    //@
    //@ BonusMod_MaxBonus
    //@     The maximum bonus that Bonus Mod can apply
    //@ BonusMod_MinBonus
    //@     The minimum bonus that Bonus Mod can apply
    //@---------------------------------------------------------------------------------------
    //@ Increasing the Range of Bonuses:
    //@
    //@ By default, bonus mod uses 13 abilitys per bonus type. This gives each bonus type a
    //@ range of -4096 to +4095. To increase this range, you will have to create one new
    //@ ability for each ability, for each power of two you increase bonus mod by. You will
    //@ also have to edit the negative bonus ability to apply a bonus of -2^(n+1), where n is
    //@ the largest power of two you will be using for positive bonuses. You will need to edit
    //@ the ABILITY_COUNT constant found below to reflect the new total number of abilitys
    //@ each individual bonus will use. You will also have to add the abilitys to the function
    //@ InitializeAbilitys. Note that the number in the array index indicates which power of
    //@ 2 is held there. So, for instance, set BonusAbilitys[i + 15] would hold an ability
    //@ which changes the relivent stat by 32768. (2^15 = 32768) The last ability in the array
    //@ must apply a negative bonus.
    //@
    //@ Here is an example of the bonus BONUS_ARMOR using 15 abilitys instead of 12:
    //@
    //@    set i = BONUS_ARMOR * ABILITY_COUNT
    //@    set BonusAbilitys[i + 0]  = 'ZxA0' // +1
    //@    set BonusAbilitys[i + 1]  = 'ZxA1' // +2
    //@    set BonusAbilitys[i + 2]  = 'ZxA2' // +4
    //@    set BonusAbilitys[i + 3]  = 'ZxA3' // +8
    //@    set BonusAbilitys[i + 4]  = 'ZxA4' // +16
    //@    set BonusAbilitys[i + 5]  = 'ZxA5' // +32
    //@    set BonusAbilitys[i + 6]  = 'ZxA6' // +64
    //@    set BonusAbilitys[i + 7]  = 'ZxA7' // +128
    //@    set BonusAbilitys[i + 8]  = 'ZxA8' // +256
    //@    set BonusAbilitys[i + 9]  = 'ZxA9' // +512
    //@    set BonusAbilitys[i + 10] = 'ZxAa' // +1024
    //@    set BonusAbilitys[i + 11] = 'ZxAb' // +2048
    //@    set BonusAbilitys[i + 12] = 'ZxAc' // +4096
    //@    set BonusAbilitys[i + 13] = 'ZxAd' // +8192
    //@    set BonusAbilitys[i + 14] = 'ZxAe' // +16384
    //@    set BonusAbilitys[i + 15] = 'ZxAf' // -32768
    //@
    //@---------------------------------------------------------------------------------------
    //@ Adding and Removing Bonus Types:
    //@
    //@ Removing a bonus type is simple. First, delete it from the list of constants found
    //@ below. Make sure the constants are numberd 0, 1, 2, 3, etc. without any gaps. Change
    //@ the BONUS_TYPES constant to reflect the new number of bonuses. You must then remove
    //@ the lines of array initialization for the bonus you removed from the
    //@ InitializeAbilitys function. You can then delete the abilitys for that bonus type, and
    //@ you are then done removing a bonus type.
    //@
    //@ Adding a bonus type is done in much the same way. Add a constant for it to the list of
    //@ constants below, ensuring they are numberd 0, 1, 2, 3 etc. withour any gaps. Change
    //@ the BONUS_TYPES constant to reflect the new number of bonuses. You must then create
    //@ all the needed abilitys for the new bonus type. Ensure the bonus they each apply is a
    //@ power of 2, as with the already included bonuses. See the section Increasing the Range
    //@ of Bonuses for more information. After all the abilitys are added, you must add the
    //@ needed lines to the InitializeAbilitys function. The existing lines should be a clear
    //@ enogh example.
    //@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
    //////////////////////////////////////////////////////////////////////////////////////////
    library BonusMod initializer Initialize

    globals
    //========================================================================================
    // Bonus Type Constants
    //========================================================================================

        constant integer BONUS_ARMOR            = 0 // Armor Bonus
        constant integer BONUS_DAMAGE           = 1 // Damage Bonus
        constant integer BONUS_SIGHT_RANGE      = 2 // Sight Range Bonus
        constant integer BONUS_MANA_REGEN       = 3 // Mana Regeneration Bonus (A % value)
        constant integer BONUS_LIFE_REGEN       = 4 // Life Regeneration Bonus (An absolute value)
        constant integer BONUS_HERO_STR         = 5 // Strength Bonus
        constant integer BONUS_HERO_AGI         = 6 // Agility Bonus
        constant integer BONUS_HERO_INT         = 7 // Intelligence Bonus

        // The number of bonus type constants above:
        constant integer BONUS_TYPES = 8

    //========================================================================================
    // Other Configuration
    //========================================================================================

        // The number of abilitys used per bonus type:
        private constant integer ABILITY_COUNT = 13
       
        // Note: Setting the following to false will decrease loading time, but will cause a
        // small ammount of lag when a bonus is first applied. (Especially a negative bonus)
        // If set to true, all BonusMod abilitys will be preloaded:
        private constant boolean PRELOAD_ABILITYS = true
       
        // Only applies if PRELOAD_ABILITYS is set to true.
        // The unit type used to preload abilitys on:
        private constant integer PRELOAD_DUMMY_UNIT = 'hpea'
    endglobals

    //========================================================================================
    // Ability Initialization
    //----------------------------------------------------------------------------------------
    // The following function is used to define the rawcodes for all the abilitys bonus mod
    // uses. If you use the text macros included with BonusMod, and if you do not wish to add,
    // remove, or change the range of bonuses, you will not have to edit the following.
    //
    // Note that if your map already has abilitys with rawcodes that begin with Zx followed by
    // an upper-case letter, the ObjectMerger macros included with this library will not work
    // and you will have to edit the lines below. However, you could use the find and replace
    // feature in JASS NewGen's Trigger Editor Syntax Highlighter to replace all occurances of
    // Zx both here and in the ObjectMerger macros to ease configuration.
    //========================================================================================
    private keyword BonusAbilitys
    private function InitializeAbilitys takes nothing returns nothing
        local integer i

        // Bonus Mod - Armor abilitys
        set i = BONUS_ARMOR * ABILITY_COUNT
        set BonusAbilitys[i + 0]  = 'ZxA0' // +1
        set BonusAbilitys[i + 1]  = 'ZxA1' // +2
        set BonusAbilitys[i + 2]  = 'ZxA2' // +4
        set BonusAbilitys[i + 3]  = 'ZxA3' // +8
        set BonusAbilitys[i + 4]  = 'ZxA4' // +16
        set BonusAbilitys[i + 5]  = 'ZxA5' // +32
        set BonusAbilitys[i + 6]  = 'ZxA6' // +64
        set BonusAbilitys[i + 7]  = 'ZxA7' // +128
        set BonusAbilitys[i + 8]  = 'ZxA8' // +256
        set BonusAbilitys[i + 9]  = 'ZxA9' // +512
        set BonusAbilitys[i + 10] = 'ZxAa' // +1024
        set BonusAbilitys[i + 11] = 'ZxAb' // +2048
        set BonusAbilitys[i + 12] = 'ZxAc' // -4096
       
        // Bonus Mod - Damage abilitys
        set i = BONUS_DAMAGE * ABILITY_COUNT
        set BonusAbilitys[i + 0]  = 'ZxB0' // +1
        set BonusAbilitys[i + 1]  = 'ZxB1' // +2
        set BonusAbilitys[i + 2]  = 'ZxB2' // +4
        set BonusAbilitys[i + 3]  = 'ZxB3' // +8
        set BonusAbilitys[i + 4]  = 'ZxB4' // +16
        set BonusAbilitys[i + 5]  = 'ZxB5' // +32
        set BonusAbilitys[i + 6]  = 'ZxB6' // +64
        set BonusAbilitys[i + 7]  = 'ZxB7' // +128
        set BonusAbilitys[i + 8]  = 'ZxB8' // +256
        set BonusAbilitys[i + 9]  = 'ZxB9' // +512
        set BonusAbilitys[i + 10] = 'ZxBa' // +1024
        set BonusAbilitys[i + 11] = 'ZxBb' // +2048
        set BonusAbilitys[i + 12] = 'ZxBc' // -4096
       
        // Bonus Mod - Sight Range abilitys
        set i = BONUS_SIGHT_RANGE * ABILITY_COUNT
        set BonusAbilitys[i + 0]  = 'ZxC0' // +1
        set BonusAbilitys[i + 1]  = 'ZxC1' // +2
        set BonusAbilitys[i + 2]  = 'ZxC2' // +4
        set BonusAbilitys[i + 3]  = 'ZxC3' // +8
        set BonusAbilitys[i + 4]  = 'ZxC4' // +16
        set BonusAbilitys[i + 5]  = 'ZxC5' // +32
        set BonusAbilitys[i + 6]  = 'ZxC6' // +64
        set BonusAbilitys[i + 7]  = 'ZxC7' // +128
        set BonusAbilitys[i + 8]  = 'ZxC8' // +256
        set BonusAbilitys[i + 9]  = 'ZxC9' // +512
        set BonusAbilitys[i + 10] = 'ZxCa' // +1024
        set BonusAbilitys[i + 11] = 'ZxCb' // +2048
        set BonusAbilitys[i + 12] = 'ZxCc' // -4096
       
        // Bonus Mod - Mana Regen abilitys
        set i = BONUS_MANA_REGEN * ABILITY_COUNT
        set BonusAbilitys[i + 0]  = 'ZxD0' // +1
        set BonusAbilitys[i + 1]  = 'ZxD1' // +2
        set BonusAbilitys[i + 2]  = 'ZxD2' // +4
        set BonusAbilitys[i + 3]  = 'ZxD3' // +8
        set BonusAbilitys[i + 4]  = 'ZxD4' // +16
        set BonusAbilitys[i + 5]  = 'ZxD5' // +32
        set BonusAbilitys[i + 6]  = 'ZxD6' // +64
        set BonusAbilitys[i + 7]  = 'ZxD7' // +128
        set BonusAbilitys[i + 8]  = 'ZxD8' // +256
        set BonusAbilitys[i + 9]  = 'ZxD9' // +512
        set BonusAbilitys[i + 10] = 'ZxDa' // +1024
        set BonusAbilitys[i + 11] = 'ZxDb' // +2048
        set BonusAbilitys[i + 12] = 'ZxDc' // -4096
       
        // Bonus Mod - Life Regen abilitys
        set i = BONUS_LIFE_REGEN * ABILITY_COUNT
        set BonusAbilitys[i + 0]  = 'ZxE0' // +1
        set BonusAbilitys[i + 1]  = 'ZxE1' // +2
        set BonusAbilitys[i + 2]  = 'ZxE2' // +4
        set BonusAbilitys[i + 3]  = 'ZxE3' // +8
        set BonusAbilitys[i + 4]  = 'ZxE4' // +16
        set BonusAbilitys[i + 5]  = 'ZxE5' // +32
        set BonusAbilitys[i + 6]  = 'ZxE6' // +64
        set BonusAbilitys[i + 7]  = 'ZxE7' // +128
        set BonusAbilitys[i + 8]  = 'ZxE8' // +256
        set BonusAbilitys[i + 9]  = 'ZxE9' // +512
        set BonusAbilitys[i + 10] = 'ZxEa' // +1024
        set BonusAbilitys[i + 11] = 'ZxEb' // +2048
        set BonusAbilitys[i + 12] = 'ZxEc' // -4096
       
        // Bonus Mod - Hero STR abilitys
        set i = BONUS_HERO_STR * ABILITY_COUNT
        set BonusAbilitys[i + 0]  = 'ZxF0' // +1
        set BonusAbilitys[i + 1]  = 'ZxF1' // +2
        set BonusAbilitys[i + 2]  = 'ZxF2' // +4
        set BonusAbilitys[i + 3]  = 'ZxF3' // +8
        set BonusAbilitys[i + 4]  = 'ZxF4' // +16
        set BonusAbilitys[i + 5]  = 'ZxF5' // +32
        set BonusAbilitys[i + 6]  = 'ZxF6' // +64
        set BonusAbilitys[i + 7]  = 'ZxF7' // +128
        set BonusAbilitys[i + 8]  = 'ZxF8' // +256
        set BonusAbilitys[i + 9]  = 'ZxF9' // +512
        set BonusAbilitys[i + 10] = 'ZxFa' // +1024
        set BonusAbilitys[i + 11] = 'ZxFb' // +2048
        set BonusAbilitys[i + 12] = 'ZxFc' // -4096
       
        // Bonus Mod - Hero AGI abilitys
        set i = BONUS_HERO_AGI * ABILITY_COUNT
        set BonusAbilitys[i + 0]  = 'ZxG0' // +1
        set BonusAbilitys[i + 1]  = 'ZxG1' // +2
        set BonusAbilitys[i + 2]  = 'ZxG2' // +4
        set BonusAbilitys[i + 3]  = 'ZxG3' // +8
        set BonusAbilitys[i + 4]  = 'ZxG4' // +16
        set BonusAbilitys[i + 5]  = 'ZxG5' // +32
        set BonusAbilitys[i + 6]  = 'ZxG6' // +64
        set BonusAbilitys[i + 7]  = 'ZxG7' // +128
        set BonusAbilitys[i + 8]  = 'ZxG8' // +256
        set BonusAbilitys[i + 9]  = 'ZxG9' // +512
        set BonusAbilitys[i + 10] = 'ZxGa' // +1024
        set BonusAbilitys[i + 11] = 'ZxGb' // +2048
        set BonusAbilitys[i + 12] = 'ZxGc' // -4096
       
        // Bonus Mod - Hero INT abilitys
        set i = BONUS_HERO_INT * ABILITY_COUNT
        set BonusAbilitys[i + 0]  = 'ZxH0' // +1
        set BonusAbilitys[i + 1]  = 'ZxH1' // +2
        set BonusAbilitys[i + 2]  = 'ZxH2' // +4
        set BonusAbilitys[i + 3]  = 'ZxH3' // +8
        set BonusAbilitys[i + 4]  = 'ZxH4' // +16
        set BonusAbilitys[i + 5]  = 'ZxH5' // +32
        set BonusAbilitys[i + 6]  = 'ZxH6' // +64
        set BonusAbilitys[i + 7]  = 'ZxH7' // +128
        set BonusAbilitys[i + 8]  = 'ZxH8' // +256
        set BonusAbilitys[i + 9]  = 'ZxH9' // +512
        set BonusAbilitys[i + 10] = 'ZxHa' // +1024
        set BonusAbilitys[i + 11] = 'ZxHb' // +2048
        set BonusAbilitys[i + 12] = 'ZxHc' // -4096
    endfunction

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

    globals
        // Contains all abilitys in a two-dimensional structure:
        private integer array BonusAbilitys
       
        // Precomputed powers of two to avoid speed and rounding issues with Pow():
        private integer array PowersOf2

        // Range constants (Read only please):
        public integer MaxBonus
        public integer MinBonus
    endglobals

    function UnitClearBonus takes unit u, integer bonusType returns nothing
        local integer i = 0
       
        loop
            call UnitRemoveAbility(u, BonusAbilitys[bonusType * ABILITY_COUNT + i])
           
            set i = i + 1
            exitwhen i == ABILITY_COUNT - 2
        endloop
    endfunction

    function UnitSetBonus takes unit u, integer bonusType, integer ammount returns boolean
        local integer i = ABILITY_COUNT - 2
       
        if ammount < MinBonus or ammount > MaxBonus then
            debug call BJDebugMsg("BonusSystem Error: Bonus too high or low (" + I2S(ammount) + ")")
            return false
        elseif bonusType < 0 or bonusType >= BONUS_TYPES then
            debug call BJDebugMsg("BonusSystem Error: Invalid bonus type (" + I2S(bonusType) + ")")
            return false
        endif
       
        if ammount < 0 then
            set ammount = MaxBonus + ammount + 1
            call UnitAddAbility(u, BonusAbilitys[bonusType * ABILITY_COUNT + ABILITY_COUNT - 1])
            call UnitMakeAbilityPermanent(u, true, BonusAbilitys[bonusType * ABILITY_COUNT + ABILITY_COUNT - 1])
        else
            call UnitRemoveAbility(u, BonusAbilitys[bonusType * ABILITY_COUNT + ABILITY_COUNT - 1])
        endif

        loop
            if ammount >= PowersOf2[i] then
                call UnitAddAbility(u, BonusAbilitys[bonusType * ABILITY_COUNT + i])
                call UnitMakeAbilityPermanent(u, true, BonusAbilitys[bonusType * ABILITY_COUNT + i])
                set ammount = ammount - PowersOf2[i]
            else
                call UnitRemoveAbility(u, BonusAbilitys[bonusType * ABILITY_COUNT + i])
            endif
           
            set i = i - 1
            exitwhen i < 0
        endloop
       
        return true
    endfunction

    function UnitGetBonus takes unit u, integer bonusType returns integer
        local integer i = 0
        local integer ammount = 0
       
        if GetUnitAbilityLevel(u, BonusAbilitys[bonusType * ABILITY_COUNT + ABILITY_COUNT - 1]) > 0 then
            set ammount = MinBonus
        endif
       
        loop
            if GetUnitAbilityLevel(u, BonusAbilitys[bonusType * ABILITY_COUNT + i]) > 0 then
                set ammount = ammount + PowersOf2[i]
            endif
           
            set i = i + 1
            exitwhen i == ABILITY_COUNT - 2
        endloop
       
        return ammount
    endfunction

    function UnitAddBonus takes unit u, integer bonusType, integer ammount returns boolean
        return UnitSetBonus(u, bonusType, UnitGetBonus(u, bonusType) + ammount)
    endfunction

    private function Initialize takes nothing returns nothing
        local integer i = 1
        local unit u
       
        set PowersOf2[0] = 1
        loop
            set PowersOf2[i] = PowersOf2[i - 1] * 2
            set i = i + 1
            exitwhen i == ABILITY_COUNT
        endloop
       
        set MaxBonus = PowersOf2[ABILITY_COUNT - 1] - 1
        set MinBonus = -PowersOf2[ABILITY_COUNT - 1]
       
        call InitializeAbilitys()
       
        if PRELOAD_ABILITYS then
            set u = CreateUnit(Player(15), PRELOAD_DUMMY_UNIT, 0, 0, 0)
            set i = 0
            loop
                exitwhen i == BONUS_TYPES * ABILITY_COUNT
                call UnitAddAbility(u, BonusAbilitys[i])
                set i = i + 1
            endloop
            call RemoveUnit(u)
        endif
    endfunction
    endlibrary

    SetUnitMaxState Library
    Code (vJASS):
    //////////////////////////////////////////////////////////////////////////////////////////
    //@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
    //@     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


    Credit Where Credit is Due

    Bonus Mod is a system originally written by weaaddar.

    SetUnitMaxState() is a function originally written by Blade.dk.

    Demo Map

    Because of the nature of these systems, I thought it prudent to include a small demo map. If anyone wants to make a less-sucky demo map, feel free and I'll include it in this post with credit to you. Else I will some day make a decent demo map.

    Download the Demo Map: View attachment EarthFurys Bonus Mod Version 1.0.0.w3x

    In Closing

    Any suggestions? Criticism? Anyone willing to write better documentation?

    I haven't so extensively bug-tested these systems, but they seem stable enough for a general release. If you find any bugs or have any gripes, please do speak up now.

    And finally, don't criticize my crappy wrapper functions too much. I'm just too tired of staring at 500 lines of code to properly implement those two functions.
     
  2. PurgeandFire

    PurgeandFire

    Code Moderator

    Joined:
    Nov 11, 2006
    Messages:
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    JASS:
    4
    Resources:
    18
    Haha, I knew these systems seemed familiar. :p

    Anywho, nice coding. Looks fine to me, I hope I'll find use of this.
     
  3. Silvenon

    Silvenon

    Joined:
    Nov 22, 2006
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    I already find the use of SetUnitMaxState, it's really handy.

    I would rep you, but those are not made by you, so.......... DREAM ON, SUCKER!!! (and I have to spread first)
     
  4. Vegavak

    Vegavak

    Joined:
    Mar 16, 2006
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    This saves me time.

    Thanks!
     
  5. Ja2Mike

    Ja2Mike

    Joined:
    Jan 29, 2009
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    This is really handy, especially since the map I'm working on has multiple levels of each ability, and often the bonuses are based off of a hero attribute, and until now doing that was impossible.

    Thanks for an excellent mod :infl_thumbs_up:

    EDIT #1: There does seem to be one moderate bug, if you modify strength by any negative value, the hero dies.

    EDIT #2: Actually, I found another bug. Clearing doesn't work with negative values, and neither does GetUnitBonus. I fixed both of those, but still haven't been able to fix the strength problem. I believe it happens because the -4096 STR is applied before any other bonuses, I'll try to fix it.

    In order to fix ClearUnitBonus and GetUnitBonus to work with negative values, you just need to switch "exitwhen i = ABILITY_COUNT - 2" in the UnitClearBonus function to "exitwhen i = ABILITY_COUNT", and "exitwhen i = ABILITY_COUNT - 2" in UnitGetBonus to "exitwhen i = ABILITY_COUNT - 1".

    All in all just simple arithmetic mistakes that are easily fixed.
     
    Last edited: Mar 1, 2009
  6. Cheezeman

    Cheezeman

    Joined:
    Aug 19, 2008
    Messages:
    437
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    2
    Hello mates! :grin:
    I made a spell out of the SetUnitMaxState() library. Works great, awesome library! :thumbs_up:
    However I noticed a dumb bug in my spell: It lagged first time I used it.
    So I sat down wondering why for a while, and then I realized that SetUnitMaxState() uses 2 abilities, and nowhere in the library do they preload!

    So I've added a preload function, and now it works without lags. Thought I'd might share it with you.
    Here's the modyfied version I use:
    SetUnitMaxState() without lag!

    Code (vJASS):

    //////////////////////////////////////////////////////////////////////////////////////////
    //@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
    //@ 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
           
            //The dummy unit of your map
            private constant integer DUMMY_ID = 'h000'

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


        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
           
            set bj_lastCreatedUnit = CreateUnit( Player( PLAYER_NEUTRAL_PASSIVE ), DUMMY_ID, 0., 0., 0. )
            call UnitAddAbility( bj_lastCreatedUnit, MAX_STATE_LIFE_ABILITY )
            call UnitAddAbility( bj_lastCreatedUnit, MAX_STATE_MANA_ABILITY )
            call KillUnit( bj_lastCreatedUnit )
        endfunction
    endlibrary
     


    Hope you enjoy this improvment! :grin:

    Oh and, before I get any stupid comments, note that I use bj_lastCreatedUnit because it's faster than a local variable.
    Yes, bj_ variables are faster than regular, while BJ functions are slower.
    Now you know, hope that come in handy aswell.
     
    Last edited: Jun 5, 2009
  7. Deaod

    Deaod

    Joined:
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    This library doesnt work in conjunction with HP Bonus (%) Upgrades (havent tested with the absolute version).
     
  8. Karawasa

    Karawasa

    Joined:
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    I can confirm this statement as well.
     
  9. Anachron

    Anachron

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    Yeah, so what? Everbody knows by checking the code that this also can not be, you have to make your own (HP, MP, Regeneration)-Saving system so you know what to add / remove.
     
  10. Silvenon

    Silvenon

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    That's why I use UnitProperties :D
     
  11. Anachron

    Anachron

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    Added attackspeed and movespeed!

    The New System

    Code (vJASS):

    //////////////////////////////////////////////////////////////////////////////////////////
    //@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
    //@ Bonus Mod
    //@=======================================================================================
    //@ Credits:
    //@---------------------------------------------------------------------------------------
    //@ Written by:
    //@  dhk_undead_lord aka Anachron
    //@ Based on the work of:
    //@  Earth-Fury
    //@  weaaddar
    //@
    //@ If you use this system, please credit all of the people mentioned above in your map.
    //@=======================================================================================
    //@ Bonus Mod Readme
    //@---------------------------------------------------------------------------------------
    //@
    //@ BonusMod is a system for adding bonuses to a single unit. For example, you may wish
    //@ to add a +40 damage bonus, or a -3 armor 'bonus'. Bonus mod works by adding abilitys
    //@ to a unit which effect the particular stat by a power of two. By combining diffrent
    //@ powers of two, you can reach any number between 0 and 2^(n+1) - 1, where n is the
    //@ largest power of 2 used. Bonus mod can also apply negative bonuses, by adding an
    //@ ability which has a 'bonus' of -2^(n+1), where again, n is the maximum power of 2.
    //@ With the negative bonus, you can add anywhere between 1 and 2^(n+1)-1 of a bonus. This
    //@ gives bonus mod a range of bonuses between -2^(n+1) and 2^(n+1)-1. By default, n is
    //@ set at 11, giving us a range of bonuses between -4096 and +4095.
    //@
    //@---------------------------------------------------------------------------------------
    //@ Adding Bonus Mod to your map:
    //@
    //@ Copy this library in to a trigger named "BonusMod" in your map.
    //@
    //@ After the script is copied, the hard part begins. You will have to transfer all of the
    //@ bonus abilitys found in this map to yours. However, this is really easy to do if you
    //@ are using the JASS NewGen editor. (Which you will have to be anyway, considering this
    //@ system is written in vJASS.) Included with this library are macros for the Object
    //@ Merger included in NewGen. Simply copy the Object Merger script included with this
    //@ system in to your map in its own trigger. Save your map. (Saving will take a while.
    //@ Up to 5 min if you have a slow computer.) Close your map, and reopen it. Disable the
    //@ trigger you copied the ObjectMerger script in to.
    //@ Your map now has all the abilitys it needs!
    //@
    //@---------------------------------------------------------------------------------------
    //@ Functions:
    //@
    //@ boolean UnitSetBonus(unit <target unit>, integer <bonus type>, integer <bonus ammount>)
    //@
    //@ This function clears any previously applied bonus on <target unit>, setting the
    //@ unit's bonus for <bonus type> to <bonus ammount>. <bonus type> should be one of the
    //@ integer type constants below. This function will return false if the desired bonus is
    //@ not a valid bonus type, or out of the range of bonuses that can be applied.
    //@
    //@ integer UnitGetBonus(unit <target unit>, integer <bonus type>)
    //@
    //@ Returns the bonus ammount of <bonus type> currently applied to <target unit>.
    //@
    //@ boolean UnitAddBonus(unit <target unit>, integer <bonus type>, integer <bonus ammount>)
    //@
    //@ This function will add <bonus ammount> to the bonus of type <bonus type> on the
    //@ unit <target unit>. <bonus ammount> can be a negative value. This function will return
    //@ false if the new bonus will be out of the range which bonus mod can apply.
    //@
    //@ nothing UnitClearBonus(unit <target unit>, integer <bonus type>)
    //@
    //@ This function will effectively set the bonus of type <bonus type> for the unit
    //@ <target unit> to 0. It is advised you use this function over UnitSetBonus(..., ..., 0)
    //@
    //@---------------------------------------------------------------------------------------
    //@ Variables:
    //@
    //@ BonusMod_MaxBonus
    //@ The maximum bonus that Bonus Mod can apply
    //@ BonusMod_MinBonus
    //@ The minimum bonus that Bonus Mod can apply
    //@---------------------------------------------------------------------------------------
    //@ Increasing the Range of Bonuses:
    //@
    //@ By default, bonus mod uses 13 abilitys per bonus type. This gives each bonus type a
    //@ range of -4096 to +4095. To increase this range, you will have to create one new
    //@ ability for each ability, for each power of two you increase bonus mod by. You will
    //@ also have to edit the negative bonus ability to apply a bonus of -2^(n+1), where n is
    //@ the largest power of two you will be using for positive bonuses. You will need to edit
    //@ the ABILITY_COUNT constant found below to reflect the new total number of abilitys
    //@ each individual bonus will use. You will also have to add the abilitys to the function
    //@ InitializeAbilitys. Note that the number in the array index indicates which power of
    //@ 2 is held there. So, for instance, set BonusAbilitys[i + 15] would hold an ability
    //@ which changes the relivent stat by 32768. (2^15 = 32768) The last ability in the array
    //@ must apply a negative bonus.
    //@
    //@ Here is an example of the bonus BONUS_ARMOR using 15 abilitys instead of 12:
    //@
    //@ set i = BONUS_ARMOR * ABILITY_COUNT
    //@ set BonusAbilitys[i + 0] = 'ZxA0' // +1
    //@ set BonusAbilitys[i + 1] = 'ZxA1' // +2
    //@ set BonusAbilitys[i + 2] = 'ZxA2' // +4
    //@ set BonusAbilitys[i + 3] = 'ZxA3' // +8
    //@ set BonusAbilitys[i + 4] = 'ZxA4' // +16
    //@ set BonusAbilitys[i + 5] = 'ZxA5' // +32
    //@ set BonusAbilitys[i + 6] = 'ZxA6' // +64
    //@ set BonusAbilitys[i + 7] = 'ZxA7' // +128
    //@ set BonusAbilitys[i + 8] = 'ZxA8' // +256
    //@ set BonusAbilitys[i + 9] = 'ZxA9' // +512
    //@ set BonusAbilitys[i + 10] = 'ZxAa' // +1024
    //@ set BonusAbilitys[i + 11] = 'ZxAb' // +2048
    //@ set BonusAbilitys[i + 12] = 'ZxAc' // +4096
    //@ set BonusAbilitys[i + 13] = 'ZxAd' // +8192
    //@ set BonusAbilitys[i + 14] = 'ZxAe' // +16384
    //@ set BonusAbilitys[i + 15] = 'ZxAf' // -32768
    //@
    //@---------------------------------------------------------------------------------------
    //@ Adding and Removing Bonus Types:
    //@
    //@ Removing a bonus type is simple. First, delete it from the list of constants found
    //@ below. Make sure the constants are numberd 0, 1, 2, 3, etc. without any gaps. Change
    //@ the BONUS_TYPES constant to reflect the new number of bonuses. You must then remove
    //@ the lines of array initialization for the bonus you removed from the
    //@ InitializeAbilitys function. You can then delete the abilitys for that bonus type, and
    //@ you are then done removing a bonus type.
    //@
    //@ Adding a bonus type is done in much the same way. Add a constant for it to the list of
    //@ constants below, ensuring they are numberd 0, 1, 2, 3 etc. withour any gaps. Change
    //@ the BONUS_TYPES constant to reflect the new number of bonuses. You must then create
    //@ all the needed abilitys for the new bonus type. Ensure the bonus they each apply is a
    //@ power of 2, as with the already included bonuses. See the section Increasing the Range
    //@ of Bonuses for more information. After all the abilitys are added, you must add the
    //@ needed lines to the InitializeAbilitys function. The existing lines should be a clear
    //@ enogh example.
    //@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
    //////////////////////////////////////////////////////////////////////////////////////////
    library BonusMod initializer Initialize

    globals
    //========================================================================================
    // Bonus Type Constants
    //========================================================================================

        constant integer BONUS_ARMOR = 0 // Armor Bonus
        constant integer BONUS_DAMAGE = 1 // Damage Bonus
        constant integer BONUS_SIGHT_RANGE = 2 // Sight Range Bonus
        constant integer BONUS_MANA_REGEN = 3 // Mana Regeneration Bonus (A % value)
        constant integer BONUS_LIFE_REGEN = 4 // Life Regeneration Bonus (An absolute value)
        constant integer BONUS_HERO_STR = 5 // Strength Bonus
        constant integer BONUS_HERO_AGI = 6 // Agility Bonus
        constant integer BONUS_HERO_INT = 7 // Intelligence Bonus
        constant integer BONUS_SPEED_MOVE = 8 // Movespeed Bonus (A % value)
        constant integer BONUS_SPEED_ATTACK = 9 // Attackspeed Bonus (A % value)

        // The number of bonus type constants above:
        constant integer BONUS_TYPES = 10

    //========================================================================================
    // Other Configuration
    //========================================================================================

        // The number of abilitys used per bonus type:
        private constant integer ABILITY_COUNT = 13

        // Note: Setting the following to false will decrease loading time, but will cause a
        // small ammount of lag when a bonus is first applied. (Especially a negative bonus)
        // If set to true, all BonusMod abilitys will be preloaded:
        private constant boolean PRELOAD_ABILITYS = true

        // Only applies if PRELOAD_ABILITYS is set to true.
        // The unit type used to preload abilitys on:
        private constant integer PRELOAD_DUMMY_UNIT = 'hpea'
    endglobals

    //========================================================================================
    // Ability Initialization
    //----------------------------------------------------------------------------------------
    // The following function is used to define the rawcodes for all the abilitys bonus mod
    // uses. If you use the text macros included with BonusMod, and if you do not wish to add,
    // remove, or change the range of bonuses, you will not have to edit the following.
    //
    // Note that if your map already has abilitys with rawcodes that begin with Zx followed by
    // an upper-case letter, the ObjectMerger macros included with this library will not work
    // and you will have to edit the lines below. However, you could use the find and replace
    // feature in JASS NewGen's Trigger Editor Syntax Highlighter to replace all occurances of
    // Zx both here and in the ObjectMerger macros to ease configuration.
    //========================================================================================
    private keyword BonusAbilitys
    private function InitializeAbilitys takes nothing returns nothing
        local integer i

        // Bonus Mod - Armor abilitys
        set i = BONUS_ARMOR * ABILITY_COUNT
        set BonusAbilitys[i + 0] = 'ZxA0' // +1
        set BonusAbilitys[i + 1] = 'ZxA1' // +2
        set BonusAbilitys[i + 2] = 'ZxA2' // +4
        set BonusAbilitys[i + 3] = 'ZxA3' // +8
        set BonusAbilitys[i + 4] = 'ZxA4' // +16
        set BonusAbilitys[i + 5] = 'ZxA5' // +32
        set BonusAbilitys[i + 6] = 'ZxA6' // +64
        set BonusAbilitys[i + 7] = 'ZxA7' // +128
        set BonusAbilitys[i + 8] = 'ZxA8' // +256
        set BonusAbilitys[i + 9] = 'ZxA9' // +512
        set BonusAbilitys[i + 10] = 'ZxAa' // +1024
        set BonusAbilitys[i + 11] = 'ZxAb' // +2048
        set BonusAbilitys[i + 12] = 'ZxAc' // -4096

        // Bonus Mod - Damage abilitys
        set i = BONUS_DAMAGE * ABILITY_COUNT
        set BonusAbilitys[i + 0] = 'ZxB0' // +1
        set BonusAbilitys[i + 1] = 'ZxB1' // +2
        set BonusAbilitys[i + 2] = 'ZxB2' // +4
        set BonusAbilitys[i + 3] = 'ZxB3' // +8
        set BonusAbilitys[i + 4] = 'ZxB4' // +16
        set BonusAbilitys[i + 5] = 'ZxB5' // +32
        set BonusAbilitys[i + 6] = 'ZxB6' // +64
        set BonusAbilitys[i + 7] = 'ZxB7' // +128
        set BonusAbilitys[i + 8] = 'ZxB8' // +256
        set BonusAbilitys[i + 9] = 'ZxB9' // +512
        set BonusAbilitys[i + 10] = 'ZxBa' // +1024
        set BonusAbilitys[i + 11] = 'ZxBb' // +2048
        set BonusAbilitys[i + 12] = 'ZxBc' // -4096

        // Bonus Mod - Sight Range abilitys
        set i = BONUS_SIGHT_RANGE * ABILITY_COUNT
        set BonusAbilitys[i + 0] = 'ZxC0' // +1
        set BonusAbilitys[i + 1] = 'ZxC1' // +2
        set BonusAbilitys[i + 2] = 'ZxC2' // +4
        set BonusAbilitys[i + 3] = 'ZxC3' // +8
        set BonusAbilitys[i + 4] = 'ZxC4' // +16
        set BonusAbilitys[i + 5] = 'ZxC5' // +32
        set BonusAbilitys[i + 6] = 'ZxC6' // +64
        set BonusAbilitys[i + 7] = 'ZxC7' // +128
        set BonusAbilitys[i + 8] = 'ZxC8' // +256
        set BonusAbilitys[i + 9] = 'ZxC9' // +512
        set BonusAbilitys[i + 10] = 'ZxCa' // +1024
        set BonusAbilitys[i + 11] = 'ZxCb' // +2048
        set BonusAbilitys[i + 12] = 'ZxCc' // -4096

        // Bonus Mod - Mana Regen abilitys
        set i = BONUS_MANA_REGEN * ABILITY_COUNT
        set BonusAbilitys[i + 0] = 'ZxD0' // +1
        set BonusAbilitys[i + 1] = 'ZxD1' // +2
        set BonusAbilitys[i + 2] = 'ZxD2' // +4
        set BonusAbilitys[i + 3] = 'ZxD3' // +8
        set BonusAbilitys[i + 4] = 'ZxD4' // +16
        set BonusAbilitys[i + 5] = 'ZxD5' // +32
        set BonusAbilitys[i + 6] = 'ZxD6' // +64
        set BonusAbilitys[i + 7] = 'ZxD7' // +128
        set BonusAbilitys[i + 8] = 'ZxD8' // +256
        set BonusAbilitys[i + 9] = 'ZxD9' // +512
        set BonusAbilitys[i + 10] = 'ZxDa' // +1024
        set BonusAbilitys[i + 11] = 'ZxDb' // +2048
        set BonusAbilitys[i + 12] = 'ZxDc' // -4096

        // Bonus Mod - Life Regen abilitys
        set i = BONUS_LIFE_REGEN * ABILITY_COUNT
        set BonusAbilitys[i + 0] = 'ZxE0' // +1
        set BonusAbilitys[i + 1] = 'ZxE1' // +2
        set BonusAbilitys[i + 2] = 'ZxE2' // +4
        set BonusAbilitys[i + 3] = 'ZxE3' // +8
        set BonusAbilitys[i + 4] = 'ZxE4' // +16
        set BonusAbilitys[i + 5] = 'ZxE5' // +32
        set BonusAbilitys[i + 6] = 'ZxE6' // +64
        set BonusAbilitys[i + 7] = 'ZxE7' // +128
        set BonusAbilitys[i + 8] = 'ZxE8' // +256
        set BonusAbilitys[i + 9] = 'ZxE9' // +512
        set BonusAbilitys[i + 10] = 'ZxEa' // +1024
        set BonusAbilitys[i + 11] = 'ZxEb' // +2048
        set BonusAbilitys[i + 12] = 'ZxEc' // -4096

        // Bonus Mod - Hero STR abilitys
        set i = BONUS_HERO_STR * ABILITY_COUNT
        set BonusAbilitys[i + 0] = 'ZxF0' // +1
        set BonusAbilitys[i + 1] = 'ZxF1' // +2
        set BonusAbilitys[i + 2] = 'ZxF2' // +4
        set BonusAbilitys[i + 3] = 'ZxF3' // +8
        set BonusAbilitys[i + 4] = 'ZxF4' // +16
        set BonusAbilitys[i + 5] = 'ZxF5' // +32
        set BonusAbilitys[i + 6] = 'ZxF6' // +64
        set BonusAbilitys[i + 7] = 'ZxF7' // +128
        set BonusAbilitys[i + 8] = 'ZxF8' // +256
        set BonusAbilitys[i + 9] = 'ZxF9' // +512
        set BonusAbilitys[i + 10] = 'ZxFa' // +1024
        set BonusAbilitys[i + 11] = 'ZxFb' // +2048
        set BonusAbilitys[i + 12] = 'ZxFc' // -4096

        // Bonus Mod - Hero AGI abilitys
        set i = BONUS_HERO_AGI * ABILITY_COUNT
        set BonusAbilitys[i + 0] = 'ZxG0' // +1
        set BonusAbilitys[i + 1] = 'ZxG1' // +2
        set BonusAbilitys[i + 2] = 'ZxG2' // +4
        set BonusAbilitys[i + 3] = 'ZxG3' // +8
        set BonusAbilitys[i + 4] = 'ZxG4' // +16
        set BonusAbilitys[i + 5] = 'ZxG5' // +32
        set BonusAbilitys[i + 6] = 'ZxG6' // +64
        set BonusAbilitys[i + 7] = 'ZxG7' // +128
        set BonusAbilitys[i + 8] = 'ZxG8' // +256
        set BonusAbilitys[i + 9] = 'ZxG9' // +512
        set BonusAbilitys[i + 10] = 'ZxGa' // +1024
        set BonusAbilitys[i + 11] = 'ZxGb' // +2048
        set BonusAbilitys[i + 12] = 'ZxGc' // -4096

        // Bonus Mod - Hero INT abilitys
        set i = BONUS_HERO_INT * ABILITY_COUNT
        set BonusAbilitys[i + 0] = 'ZxH0' // +1
        set BonusAbilitys[i + 1] = 'ZxH1' // +2
        set BonusAbilitys[i + 2] = 'ZxH2' // +4
        set BonusAbilitys[i + 3] = 'ZxH3' // +8
        set BonusAbilitys[i + 4] = 'ZxH4' // +16
        set BonusAbilitys[i + 5] = 'ZxH5' // +32
        set BonusAbilitys[i + 6] = 'ZxH6' // +64
        set BonusAbilitys[i + 7] = 'ZxH7' // +128
        set BonusAbilitys[i + 8] = 'ZxH8' // +256
        set BonusAbilitys[i + 9] = 'ZxH9' // +512
        set BonusAbilitys[i + 10] = 'ZxHa' // +1024
        set BonusAbilitys[i + 11] = 'ZxHb' // +2048
        set BonusAbilitys[i + 12] = 'ZxHc' // -4096
       
        // Bonus Mod - Move Speed Abilities
        set i = BONUS_SPEED_MOVE * ABILITY_COUNT
        set BonusAbilitys[i + 0] = 'ZxI0' // +1
        set BonusAbilitys[i + 1] = 'ZxI1' // +2
        set BonusAbilitys[i + 2] = 'ZxI2' // +4
        set BonusAbilitys[i + 3] = 'ZxI3' // +8
        set BonusAbilitys[i + 4] = 'ZxI4' // +16
        set BonusAbilitys[i + 5] = 'ZxI5' // +32
        set BonusAbilitys[i + 6] = 'ZxI6' // +64
        set BonusAbilitys[i + 7] = 'ZxI7' // +128
        set BonusAbilitys[i + 8] = 'ZxI8' // +256
        set BonusAbilitys[i + 9] = 'ZxI9' // +512
        set BonusAbilitys[i + 10] = 'ZxIa' // +1024
        set BonusAbilitys[i + 11] = 'ZxIb' // +2048
        set BonusAbilitys[i + 12] = 'ZxIc' // -4096
       
        // Bonus Mod - Attack Speed Abilities
        set i = BONUS_SPEED_ATTACK * ABILITY_COUNT
        set BonusAbilitys[i + 0] = 'ZxJ0' // +1
        set BonusAbilitys[i + 1] = 'ZxJ1' // +2
        set BonusAbilitys[i + 2] = 'ZxJ2' // +4
        set BonusAbilitys[i + 3] = 'ZxJ3' // +8
        set BonusAbilitys[i + 4] = 'ZxJ4' // +16
        set BonusAbilitys[i + 5] = 'ZxJ5' // +32
        set BonusAbilitys[i + 6] = 'ZxJ6' // +64
        set BonusAbilitys[i + 7] = 'ZxJ7' // +128
        set BonusAbilitys[i + 8] = 'ZxJ8' // +256
        set BonusAbilitys[i + 9] = 'ZxJ9' // +512
        set BonusAbilitys[i + 10] = 'ZxJa' // +1024
        set BonusAbilitys[i + 11] = 'ZxJb' // +2048
        set BonusAbilitys[i + 12] = 'ZxJc' // -4096
    endfunction

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

    globals
        // Contains all abilitys in a two-dimensional structure:
        private integer array BonusAbilitys

        // Precomputed powers of two to avoid speed and rounding issues with Pow():
        private integer array PowersOf2

        // Range constants (Read only please):
        public integer MaxBonus
        public integer MinBonus
    endglobals

    function UnitClearBonus takes unit u, integer bonusType returns nothing
        local integer i = 0

        loop
            call UnitRemoveAbility(u, BonusAbilitys[bonusType * ABILITY_COUNT + i])

            set i = i + 1
            exitwhen i == ABILITY_COUNT - 2
        endloop
    endfunction

    function UnitSetBonus takes unit u, integer bonusType, integer ammount returns boolean
        local integer i = ABILITY_COUNT - 2

        if ammount < MinBonus or ammount > MaxBonus then
            debug call BJDebugMsg("BonusSystem Error: Bonus too high or low (" + I2S(ammount) + ")")
            return false
        elseif bonusType < 0 or bonusType >= BONUS_TYPES then
            debug call BJDebugMsg("BonusSystem Error: Invalid bonus type (" + I2S(bonusType) + ")")
            return false
        endif

        if ammount < 0 then
            set ammount = MaxBonus + ammount + 1
            call UnitAddAbility(u, BonusAbilitys[bonusType * ABILITY_COUNT + ABILITY_COUNT - 1])
            call UnitMakeAbilityPermanent(u, true, BonusAbilitys[bonusType * ABILITY_COUNT + ABILITY_COUNT - 1])
        else
            call UnitRemoveAbility(u, BonusAbilitys[bonusType * ABILITY_COUNT + ABILITY_COUNT - 1])
        endif

        loop
            if ammount >= PowersOf2[i] then
                call UnitAddAbility(u, BonusAbilitys[bonusType * ABILITY_COUNT + i])
                call UnitMakeAbilityPermanent(u, true, BonusAbilitys[bonusType * ABILITY_COUNT + i])
    set ammount = ammount - PowersOf2[i]
            else
                call UnitRemoveAbility(u, BonusAbilitys[bonusType * ABILITY_COUNT + i])
            endif

            set i = i - 1
            exitwhen i < 0
        endloop

        return true
    endfunction

    function UnitGetBonus takes unit u, integer bonusType returns integer
        local integer i = 0
        local integer ammount = 0

        if GetUnitAbilityLevel(u, BonusAbilitys[bonusType * ABILITY_COUNT + ABILITY_COUNT - 1]) > 0 then
            set ammount = MinBonus
        endif

        loop
            if GetUnitAbilityLevel(u, BonusAbilitys[bonusType * ABILITY_COUNT + i]) > 0 then
                set ammount = ammount + PowersOf2[i]
            endif

            set i = i + 1
            exitwhen i == ABILITY_COUNT - 2
        endloop

        return ammount
    endfunction

    function UnitAddBonus takes unit u, integer bonusType, integer ammount returns boolean
        return UnitSetBonus(u, bonusType, UnitGetBonus(u, bonusType) + ammount)
    endfunction

    private function Initialize takes nothing returns nothing
        local integer i = 1
        local unit u

        set PowersOf2[0] = 1
        loop
            set PowersOf2[i] = PowersOf2[i - 1] * 2
            set i = i + 1
            exitwhen i == ABILITY_COUNT
        endloop

        set MaxBonus = PowersOf2[ABILITY_COUNT - 1] - 1
        set MinBonus = -PowersOf2[ABILITY_COUNT - 1]

        call InitializeAbilitys()

        if PRELOAD_ABILITYS then
            set u = CreateUnit(Player(15), PRELOAD_DUMMY_UNIT, 0, 0, 0)
            set i = 0
            loop
                exitwhen i == BONUS_TYPES * ABILITY_COUNT
                call UnitAddAbility(u, BonusAbilitys[i])
                set i = i + 1
            endloop
            call RemoveUnit(u)
        endif
    endfunction
    endlibrary
     




    The Macro
    Code (vJASS):

    // About these macros:
    //
    // The first paramiter is the rawcode for the ability. The convention used here by default is:
    // Zx followed by an uppercase letter, unique to the bonus, followed by a 0-9-a-z representing
    // the base of two the ability applys.
    //
    // The second paramiter is the display value of the ability. This is so that they all line up
    // neatly in the object editor.
    //
    // The third paramiter is the actual value the bonus ability applys.
    //
    // Note that you should copy this in to its own trigger, save once, close the map and re-open
    // it in the World Editor, then disable the trigger you copied this in to. If you do not
    // disable the trigger, saving will take an insane ammount of time every time you save. If you
    // make any changes below, you can simply enable the trigger again, save again, then disable
    // the trigger again.

    // BonusMod - Armor
    //============================================================================================
    //! textmacro ArmorAbility takes RAWCODE, DISPLAYVALUE, VALUE
    //! external ObjectMerger w3a AId1 $RAWCODE$ Idef 1 $VALUE$ anam "BonusMod - Armor ($DISPLAYVALUE$)" aite 0 ansf "" aart ReplaceableTextures\CommandButtons\BTNHumanArmorUpOne.blp
    //! endtextmacro

    //! runtextmacro ArmorAbility("ZxA0", "+0001", "1")
    //! runtextmacro ArmorAbility("ZxA1", "+0002", "2")
    //! runtextmacro ArmorAbility("ZxA2", "+0004", "4")
    //! runtextmacro ArmorAbility("ZxA3", "+0008", "8")
    //! runtextmacro ArmorAbility("ZxA4", "+0016", "16")
    //! runtextmacro ArmorAbility("ZxA5", "+0032", "32")
    //! runtextmacro ArmorAbility("ZxA6", "+0064", "64")
    //! runtextmacro ArmorAbility("ZxA7", "+0128", "128")
    //! runtextmacro ArmorAbility("ZxA8", "+0256", "256")
    //! runtextmacro ArmorAbility("ZxA9", "+0512", "512")
    //! runtextmacro ArmorAbility("ZxAa", "+1024", "1024")
    //! runtextmacro ArmorAbility("ZxAb", "+2048", "2048")
    //! runtextmacro ArmorAbility("ZxAc", "-4096", "-4096")

    // BonusMod - Damage
    //============================================================================================
    //! textmacro DamageAbility takes RAWCODE, DISPLAYVALUE, VALUE
    //! external ObjectMerger w3a AItg $RAWCODE$ Iatt 1 $VALUE$ anam "BonusMod - Damage ($DISPLAYVALUE$)" aite 0 ansf "" aart ReplaceableTextures\CommandButtons\BTNSteelMelee.blp
    //! endtextmacro

    //! runtextmacro DamageAbility("ZxB0", "+0001", "1")
    //! runtextmacro DamageAbility("ZxB1", "+0002", "2")
    //! runtextmacro DamageAbility("ZxB2", "+0004", "4")
    //! runtextmacro DamageAbility("ZxB3", "+0008", "8")
    //! runtextmacro DamageAbility("ZxB4", "+0016", "16")
    //! runtextmacro DamageAbility("ZxB5", "+0032", "32")
    //! runtextmacro DamageAbility("ZxB6", "+0064", "64")
    //! runtextmacro DamageAbility("ZxB7", "+0128", "128")
    //! runtextmacro DamageAbility("ZxB8", "+0256", "256")
    //! runtextmacro DamageAbility("ZxB9", "+0512", "512")
    //! runtextmacro DamageAbility("ZxBa", "+1024", "1024")
    //! runtextmacro DamageAbility("ZxBb", "+2048", "2048")
    //! runtextmacro DamageAbility("ZxBc", "-4096", "-4096")

    // BonusMod - Sight Range
    //============================================================================================
    //! textmacro SightRangeAbility takes RAWCODE, DISPLAYVALUE, VALUE
    //! external ObjectMerger w3a AIsi $RAWCODE$ Isib 1 $VALUE$ anam "BonusMod - Sight Range ($DISPLAYVALUE$)" aite 0 ansf "" aart ReplaceableTextures\CommandButtons\BTNTelescope.blp
    //! endtextmacro

    //! runtextmacro SightRangeAbility("ZxC0", "+0001", "1")
    //! runtextmacro SightRangeAbility("ZxC1", "+0002", "2")
    //! runtextmacro SightRangeAbility("ZxC2", "+0004", "4")
    //! runtextmacro SightRangeAbility("ZxC3", "+0008", "8")
    //! runtextmacro SightRangeAbility("ZxC4", "+0016", "16")
    //! runtextmacro SightRangeAbility("ZxC5", "+0032", "32")
    //! runtextmacro SightRangeAbility("ZxC6", "+0064", "64")
    //! runtextmacro SightRangeAbility("ZxC7", "+0128", "128")
    //! runtextmacro SightRangeAbility("ZxC8", "+0256", "256")
    //! runtextmacro SightRangeAbility("ZxC9", "+0512", "512")
    //! runtextmacro SightRangeAbility("ZxCa", "+1024", "1024")
    //! runtextmacro SightRangeAbility("ZxCb", "+2048", "2048")
    //! runtextmacro SightRangeAbility("ZxCc", "-4096", "-4096")

    // BonusMod - Mana Regeneration
    //============================================================================================
    //! textmacro ManaRegenAbility takes RAWCODE, DISPLAYVALUE, VALUE
    //! external ObjectMerger w3a AIrm $RAWCODE$ Imrp 1 $VALUE$ anam "BonusMod - Mana Regen ($DISPLAYVALUE$)" aite 0 ansf "" aart ReplaceableTextures\CommandButtons\BTNSobiMask.blp
    //! endtextmacro

    //! runtextmacro ManaRegenAbility("ZxD0", "+0001", "0.01")
    //! runtextmacro ManaRegenAbility("ZxD1", "+0002", "0.02")
    //! runtextmacro ManaRegenAbility("ZxD2", "+0004", "0.04")
    //! runtextmacro ManaRegenAbility("ZxD3", "+0008", "0.08")
    //! runtextmacro ManaRegenAbility("ZxD4", "+0016", "0.16")
    //! runtextmacro ManaRegenAbility("ZxD5", "+0032", "0.32")
    //! runtextmacro ManaRegenAbility("ZxD6", "+0064", "0.64")
    //! runtextmacro ManaRegenAbility("ZxD7", "+0128", "1.28")
    //! runtextmacro ManaRegenAbility("ZxD8", "+0256", "2.56")
    //! runtextmacro ManaRegenAbility("ZxD9", "+0512", "5.12")
    //! runtextmacro ManaRegenAbility("ZxDa", "+1024", "10.24")
    //! runtextmacro ManaRegenAbility("ZxDb", "+2048", "20.48")
    //! runtextmacro ManaRegenAbility("ZxDc", "-4096", "-40.96")

    // BonusMod - Life Regenration
    //============================================================================================
    //! textmacro LifeRegenAbility takes RAWCODE, DISPLAYVALUE, VALUE
    //! external ObjectMerger w3a Arel $RAWCODE$ Ihpr 1 $VALUE$ anam "BonusMod - Life Regen ($DISPLAYVALUE$)" aite 0 ansf "" aart ReplaceableTextures\CommandButtons\BTNRingSkull.blp
    //! endtextmacro

    //! runtextmacro LifeRegenAbility("ZxE0", "+0001", "1")
    //! runtextmacro LifeRegenAbility("ZxE1", "+0002", "2")
    //! runtextmacro LifeRegenAbility("ZxE2", "+0004", "4")
    //! runtextmacro LifeRegenAbility("ZxE3", "+0008", "8")
    //! runtextmacro LifeRegenAbility("ZxE4", "+0016", "16")
    //! runtextmacro LifeRegenAbility("ZxE5", "+0032", "32")
    //! runtextmacro LifeRegenAbility("ZxE6", "+0064", "64")
    //! runtextmacro LifeRegenAbility("ZxE7", "+0128", "128")
    //! runtextmacro LifeRegenAbility("ZxE8", "+0256", "256")
    //! runtextmacro LifeRegenAbility("ZxE9", "+0512", "512")
    //! runtextmacro LifeRegenAbility("ZxEa", "+1024", "1024")
    //! runtextmacro LifeRegenAbility("ZxEb", "+2048", "2048")
    //! runtextmacro LifeRegenAbility("ZxEc", "-4096", "-4096")

    // BonusMod - Strength
    //============================================================================================
    //! textmacro HeroStrAbility takes RAWCODE, DISPLAYVALUE, VALUE
    //! external ObjectMerger w3a AIa1 $RAWCODE$ Iagi 1 0 Iint 1 0 Istr 1 $VALUE$ anam "BonusMod - Hero STR ($DISPLAYVALUE$)" aite 0 ansf "" aart ReplaceableTextures\CommandButtons\BTNGoldRing.blp
    //! endtextmacro

    //! runtextmacro HeroStrAbility("ZxF0", "+0001", "1")
    //! runtextmacro HeroStrAbility("ZxF1", "+0002", "2")
    //! runtextmacro HeroStrAbility("ZxF2", "+0004", "4")
    //! runtextmacro HeroStrAbility("ZxF3", "+0008", "8")
    //! runtextmacro HeroStrAbility("ZxF4", "+0016", "16")
    //! runtextmacro HeroStrAbility("ZxF5", "+0032", "32")
    //! runtextmacro HeroStrAbility("ZxF6", "+0064", "64")
    //! runtextmacro HeroStrAbility("ZxF7", "+0128", "128")
    //! runtextmacro HeroStrAbility("ZxF8", "+0256", "256")
    //! runtextmacro HeroStrAbility("ZxF9", "+0512", "512")
    //! runtextmacro HeroStrAbility("ZxFa", "+1024", "1024")
    //! runtextmacro HeroStrAbility("ZxFb", "+2048", "2048")
    //! runtextmacro HeroStrAbility("ZxFc", "-4096", "-4096")

    // BonusMod - Agility
    //============================================================================================
    //! textmacro HeroAgiAbility takes RAWCODE, DISPLAYVALUE, VALUE
    //! external ObjectMerger w3a AIa1 $RAWCODE$ Iagi 1 $VALUE$ Iint 1 0 Istr 1 0 anam "BonusMod - Hero AGI ($DISPLAYVALUE$)" aite 0 ansf "" aart ReplaceableTextures\CommandButtons\BTNGoldRing.blp
    //! endtextmacro

    //! runtextmacro HeroAgiAbility("ZxG0", "+0001", "1")
    //! runtextmacro HeroAgiAbility("ZxG1", "+0002", "2")
    //! runtextmacro HeroAgiAbility("ZxG2", "+0004", "4")
    //! runtextmacro HeroAgiAbility("ZxG3", "+0008", "8")
    //! runtextmacro HeroAgiAbility("ZxG4", "+0016", "16")
    //! runtextmacro HeroAgiAbility("ZxG5", "+0032", "32")
    //! runtextmacro HeroAgiAbility("ZxG6", "+0064", "64")
    //! runtextmacro HeroAgiAbility("ZxG7", "+0128", "128")
    //! runtextmacro HeroAgiAbility("ZxG8", "+0256", "256")
    //! runtextmacro HeroAgiAbility("ZxG9", "+0512", "512")
    //! runtextmacro HeroAgiAbility("ZxGa", "+1024", "1024")
    //! runtextmacro HeroAgiAbility("ZxGb", "+2048", "2048")
    //! runtextmacro HeroAgiAbility("ZxGc", "-4096", "-4096")

    // BonusMod - Intelligence
    //============================================================================================
    //! textmacro HeroIntAbility takes RAWCODE, DISPLAYVALUE, VALUE
    //! external ObjectMerger w3a AIa1 $RAWCODE$ Iagi 1 0 Iint 1 $VALUE$ Istr 1 0 anam "BonusMod - Hero INT ($DISPLAYVALUE$)" aite 0 ansf "" aart ReplaceableTextures\CommandButtons\BTNGoldRing.blp
    //! endtextmacro

    //! runtextmacro HeroIntAbility("ZxH0", "+0001", "1")
    //! runtextmacro HeroIntAbility("ZxH1", "+0002", "2")
    //! runtextmacro HeroIntAbility("ZxH2", "+0004", "4")
    //! runtextmacro HeroIntAbility("ZxH3", "+0008", "8")
    //! runtextmacro HeroIntAbility("ZxH4", "+0016", "16")
    //! runtextmacro HeroIntAbility("ZxH5", "+0032", "32")
    //! runtextmacro HeroIntAbility("ZxH6", "+0064", "64")
    //! runtextmacro HeroIntAbility("ZxH7", "+0128", "128")
    //! runtextmacro HeroIntAbility("ZxH8", "+0256", "256")
    //! runtextmacro HeroIntAbility("ZxH9", "+0512", "512")
    //! runtextmacro HeroIntAbility("ZxHa", "+1024", "1024")
    //! runtextmacro HeroIntAbility("ZxHb", "+2048", "2048")
    //! runtextmacro HeroIntAbility("ZxHc", "-4096", "-4096")

    // BonusMod - Move Speed
    //============================================================================================
    //! textmacro HeroMSAbility takes RAWCODE, DISPLAYVALUE, VALUE
    //! external ObjectMerger w3a AIms $RAWCODE$ Imvb 1 $VALUE$ anam "BonusMod - Move Speed ($DISPLAYVALUE$)" aite 0 ansf "" aart ReplaceableTextures\CommandButtons\BTNBootsOfSpeed.blp
    //! endtextmacro

    //! runtextmacro HeroMSAbility("ZxI0", "+0001", "0001")
    //! runtextmacro HeroMSAbility("ZxI1", "+0002", "0002")
    //! runtextmacro HeroMSAbility("ZxI2", "+0004", "0004")
    //! runtextmacro HeroMSAbility("ZxI3", "+0008", "0008")
    //! runtextmacro HeroMSAbility("ZxI4", "+0016", "0016")
    //! runtextmacro HeroMSAbility("ZxI5", "+0032", "0032")
    //! runtextmacro HeroMSAbility("ZxI6", "+0064", "0064")
    //! runtextmacro HeroMSAbility("ZxI7", "+0128", "0128")
    //! runtextmacro HeroMSAbility("ZxI8", "+0256", "0256")
    //! runtextmacro HeroMSAbility("ZxI9", "+0512", "0512")
    //! runtextmacro HeroMSAbility("ZxIa", "+1024", "1024")
    //! runtextmacro HeroMSAbility("ZxIb", "+2048", "2048")
    //! runtextmacro HeroMSAbility("ZxIc", "-4096", "-4096")

    // BonusMod - Attack Speed
    //============================================================================================
    //! textmacro HeroASAbility takes RAWCODE, DISPLAYVALUE, VALUE
    //! external ObjectMerger w3a AIsx $RAWCODE$ Isx1 1 $VALUE$ anam "BonusMod - Attack Speed ($DISPLAYVALUE$)" aite 0 ansf "" aart ReplaceableTextures\CommandButtons\BTNGlove.blp
    //! endtextmacro

    //! runtextmacro HeroASAbility("ZxJ0", "+00.01", "0.01")
    //! runtextmacro HeroASAbility("ZxJ1", "+00.02", "0.02")
    //! runtextmacro HeroASAbility("ZxJ2", "+00.04", "0.04")
    //! runtextmacro HeroASAbility("ZxJ3", "+00.08", "0.08")
    //! runtextmacro HeroASAbility("ZxJ4", "+00.16", "0.16")
    //! runtextmacro HeroASAbility("ZxJ5", "+00.32", "0.32")
    //! runtextmacro HeroASAbility("ZxJ6", "+00.64", "0.64")
    //! runtextmacro HeroASAbility("ZxJ7", "+01.28", "1.28")
    //! runtextmacro HeroASAbility("ZxJ8", "+02.56", "2.56")
    //! runtextmacro HeroASAbility("ZxJ9", "+05.12", "5.12")
    //! runtextmacro HeroASAbility("ZxJa", "+10.24", "10.24")
    //! runtextmacro HeroASAbility("ZxJb", "+20.48", "20.48")
    //! runtextmacro HeroASAbility("ZxJc", "-40.96", "-40.96")

    // Don't let a //! external command be the last line in a trigger!
     
     
    Last edited: Oct 6, 2009
  12. Kricz

    Kricz

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    Modespeed doesn't stack :)
     
  13. Anachron

    Anachron

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    Ehrm, sure? :/
    if yes I will rework it and make the own function for movespeed... :)
     
  14. Kricz

    Kricz

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    I've tested it :)
     
  15. Element of Water

    Element of Water

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    The reason movespeed doesn't work isn't because of the function - it's because of the game mechanics. All units have a maximum and minimum move speeds, and nothing can make it go over these values.
     
  16. Anachron

    Anachron

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    Who cares? we are actually talking about STACKING, and not about max unit speed.

    I wonder why movement speed doesn't stuck like armor bonusses etc.
     
  17. Element of Water

    Element of Water

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    My point is, it's not that it doesn't stack, it's that you don't see it stacking because there is a limit to how high the movespeed can actually go.
     
  18. Anachron

    Anachron

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    Really? OMG! Kricz said it doesn't STACK, so does it or not??
     
  19. YourNameHere

    YourNameHere

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    If you use an ability, no, it doesnt stack. But that is indeed Warcraft based.
     
  20. BlueBerryWizard

    BlueBerryWizard

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    You can change the the maximum and minimum movespeed to whatever you want. For example, import a .txt file to your map called war3mapMisc.txt that has the following written in it.

    Code (Text):
    [Misc]
    MinUnitSpeed=0.0
    MaxUnitSpeed=999999999999999.0
    make sure the path is war3mapMisc.txt and not war3mapImported/war3mapMisc.txt before you save your map. Btw, you can also change the chat font here and if you attach/remove effects you could do "EffectDeathTime=0.0" so they disappear right away (Normally they take 5.0 seconds to go away) among other things you can modify.