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[General] Custom Power Up Items

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Level 3
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Oct 9, 2007
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Hey guys! I've been working hard on this one, breaking my head to solve this, yet I came up empty handed. So, what I'm trying to do is making an item system in which, whenever a mob drops an item, it's not a normal, equippable item but a power-up, similar to Stat-books, Heal Runes, etc.

After playing around in the Object Editor, nothing seemed viable. I've tried putting the item Haste spell on a rune, the +Attack spell as well; but nothing happens ingame, they just can't be used.

Any way to solve this one or should I go the trigger route? I'd rather avoid that but if it can't be done whitout triggers, then fine!

Thanks for every answer!
 
Level 12
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Nov 3, 2013
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Did you use single target abilities?

I tried making a rune myself (I've actually never used them), and it didn't work when I selected inner fire for +attack (single target), but it worked with battle roar which is an AoE spell.
 
Level 3
Joined
Oct 9, 2007
Messages
37
Did you use single target abilities?

I tried making a rune myself (I've actually never used them), and it didn't work when I selected inner fire for +attack (single target), but it worked with battle roar which is an AoE spell.

Although I do see your point, my goal is to increase the passive stats of the hero, by adding common item abilities, such as +attackspeed, +armor, etc. and have them being permanent, as if I held the item.
 
Level 45
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Feb 27, 2007
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Runes cast a spell when picked up, and something like item haste is a passive ability that can't be 'cast'. Your best bet is probably to make dummy runes that don't actually do anything; then detect when a unit picks one up and add the appropriate stats to the unit based on whatever item it was that was picked up. On the most recent patch (1.30) there are natives to set unit attack damage, armor, attack speed, cooldowns, etc. directly.
 
Level 3
Joined
Oct 9, 2007
Messages
37
Runes cast a spell when picked up, and something like item haste is a passive ability that can't be 'cast'. Your best bet is probably to make dummy runes that don't actually do anything; then detect when a unit picks one up and add the appropriate stats to the unit based on whatever item it was that was picked up. On the most recent patch (1.30) there are natives to set unit attack damage, armor, attack speed, cooldowns, etc. directly.

Thanks for the answer, that's pretty much what I've came up with just yesterday. I've made a dummy restore mana runespell, put it on a dummy rune item, set up the triggers and it worked, so I guess that's what I'm gonna do after all. Thanks again guys!
 
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