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[General] Too many iconless abilities in a unit...?

Discussion in 'World Editor Help Zone' started by Voidwalker, Jul 23, 2013.

  1. Voidwalker

    Voidwalker

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    Hi,

    I've been working on my map for a while already and I've found myself using a fairly considerable amount of iconless abilities as trigger-executed effects for dummy spells. Neither the abilities or dummy spells are anything complex, but most of them are based on orb-attack abilities. Since those orb-attack abilities don't do more than attach something onto the unit or switch attack types, I've had no, apparent, issues there so far.

    But my question is, do iconless abilities, despite not appearing in the UI, really NOT occupy some physical space AT ALL? Or is there any chance they might mess up the rest of the command interface?
     
  2. Maker

    Maker

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    You could always add the ability before casting and remove it after the casting is finished to be on the safe side.
     
  3. Voidwalker

    Voidwalker

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    I do precisely that. My fear is, what if a unit becomes targeted by several of these spells.
     
  4. Xonok

    Xonok

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    In theory you would need over 200 abilities to even get close to the point of finding a problem.

    That is, however, assuming that blizzard didn't make one of their notorious bottlenecks here.