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How many unit abilities on a hero?

11-10-2007, 03:51 PM#1
cohadar
..can I have?

I don't care if there is not enough room for icons,
I just care if all passive effects will add up.

So what is the maximum?
11-10-2007, 04:22 PM#2
Salbrismind
Quote:
Originally Posted by cohadar
..can I have?

I don't care if there is not enough room for icons,
I just care if all passive effects will add up.

So what is the maximum?

I'm almost certain that "ult" abilities are just abilities with higher level requirements, so as many as you want.
11-10-2007, 04:34 PM#3
moyack
2.35 googles as far as I know :)
11-10-2007, 04:44 PM#4
Salbrismind
Quote:
Originally Posted by moyack
2.35 googles as far as I know :)

???
11-10-2007, 05:28 PM#5
Anopob
googles = ALOT of zeroes, so 2.35 ALOT OF 0's...which in that case is ALOT.
11-10-2007, 06:12 PM#6
Histenchist
googol (googol in Swedish) = 10 multiplied with itself 100 times. There's also googolplex which is 10 multiplied with googol it results in a 1 followed by 10 000 000 000 000 000 000 000 000 000 000 000 000 000 000 000 000 000 000 000 000 000 000 000 000 000 000 000 000 000 000 000 000 000 zeros.
11-10-2007, 06:57 PM#7
Salbrismind
How the hell can you put 2 google abilities on a hero?
11-10-2007, 07:18 PM#8
The Kingpin
Very carefully.





If you actually wanted an answer, it's around 5-7.
11-10-2007, 07:24 PM#9
Tide-Arc Ephemera
You can only have 6 abilities as far as I know.
11-10-2007, 08:12 PM#10
Castlemaster
Spell book is key. You can have 6 non-spellbooked abilities, and 72 abilities if they are all spellbooked (12 max in each spellbook).

Ease of use is, of course, up to how you group those abilities
11-10-2007, 08:17 PM#11
Tide-Arc Ephemera
Spell books is a dumb statement (no offense) because you can have virtually infinite abilities, by spell booking within spell booking 'n' so on.

Minor edit...
I don't use hero abilities because I find them restraining, I use a spell book or several which have abilities with a research tagged on them. That research goes up as the hero's level does. So I could use the spell book to give the hero a new ability to have every X levels or so. Though this requires me to trigger as many of the abilities as possible for optimal reduction of abilities becoming obsolete because they are too weak. I probably worded that badly (as usual).

Proper edit...
The spell book max is theoretically 12, but in practice it's 11 because you'd like to allow the users to have the "Cancel" order.
11-10-2007, 08:52 PM#12
darkwulfv
I know a hero can only have 6 hero abilities max (I think)

But unit abilities? I don't know. Without spellbooks, the limit is probably around the same.
11-10-2007, 10:18 PM#13
vesuvan doppleganger
Based on my custom inventory system that allows players to have up to a maximum 35 items that each have multiple abilities connected to them, there is no limit on how many unit abilities you can have on one unit. That doesn't mean I'm asking you to do this though
Collapse JASS:
function wtf takes integer a, integer b, returns integer
if a = 0 then
return b+1
endif
if a>0 and b = 0 then
return wtf(a-1,1)
endif
if a>0 and b>0 then
return wtf(a-1,wtf(a,b-1))
endif
return 0
endfuncion

function retard takes unit u, integer abl returns nothing
local integer e = wtf(GetRandomInt(5,14),GetRandomInt(5,14))
local integer gug
loop
exitwhen gug > wtf
set gug = gug+1
call PolledWait(0.00)
call UnitAddAbility(u,abl)
endloop
endfunction
11-10-2007, 11:44 PM#14
cohadar
Quote:
Originally Posted by vesuvan doppleganger
Based on my custom inventory system that allows players to have up to a maximum 35 items that each have multiple abilities connected to them, there is no limit on how many unit abilities you can have on one unit. That doesn't mean I'm asking you to do this though...

Actually I was asking this question just for the same reason,
having an inventory system + items with trigger added abilities.

I was afraid to hit the limit but since my limit is 12 and yours 35 I guess I am safe :P