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[General] How to insert two active abilities in an item?

Level 11
Joined
Aug 24, 2022
Messages
434
Hello everybody one more time! My doubt now looks very simple: Is there a way to insert two active abilities in a same item?

I want to improve my healing potions, with instant cure, and a prolonged regeneration effect. The problem is: Only the first active ability in the list is used.

The item template, now, is:
  • Instant Heal Effect;
  • Passive Regeneration Bonus;
  • Active Regeneration Effect (Like healing salve, rejuvenation or even "Edited Roar or Howl of Terror",
  • Passive raw health bonus.
I tried to figure out how to do this without triggers, but I was not successful. If you tell me that there is no way without triggers, its ok. I know how to trigger it, and I'll do it. I'm trying to make my project as triggerless as possible, that's why I didn't go directly to Trigger GUI.
 
Level 11
Joined
Aug 24, 2022
Messages
434
Not possible without triggers. Not sure how that would even work, how would it know how to handle cooldowns/mana costs/cast order?
How it works when the item gets used:
  • 1- Unit gets healed instantly;
  • 2- Unit gets the bonus regeneration, that must be an effect. It needs to be dispellable through dispel abilities, not attacks like Healing Salve;
With the trigger solution, it will look like this:
  • Healing Potion Lvl 1
    • Events
      • Unit - A unit Uses an item
    • Conditions
      • (Item-type of (Item being manipulated)) Equal to Healing Potion (Tier 2)
    • Actions
      • Set VariableSet Temp_Location = (Position of (Hero manipulating item))
      • Unit - Create 1 Dummy Arena Effect for (Owner of (Hero manipulating item)) at Temp_Location facing Default building facing degrees
      • Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
      • Unit - Add Regeneration +500 to (Last created unit)
      • Unit - Order (Last created unit) to Night Elf Druid Of The Claw - Rejuvenation (Hero manipulating item)
      • Custom script: call RemoveLocation( udg_Temp_Location )
 

Uncle

Warcraft Moderator
Level 73
Joined
Aug 10, 2018
Messages
7,869
How it works when the item gets used:
  • 1- Unit gets healed instantly;
  • 2- Unit gets the bonus regeneration, that must be an effect. It needs to be dispellable through dispel abilities, not attacks like Healing Salve;
With the trigger solution, it will look like this:
I know, I just meant that with how Warcraft 3 mechanics works, allowing multiple active abilities on a single button doesn't make much sense. Not important though.

Anyway, because I can't help myself, here's a suggested optimization:
  • Healing Potion Lvl 1
    • Events
      • Unit - A unit Uses an item
    • Conditions
      • (Item-type of (Item being manipulated)) Equal to Healing Potion (Tier 2)
    • Actions
      • Set VariableSet Temp_Location = (Position of (Hero manipulating item))
      • Unit - Create 1 Dummy Arena Effect for (Owner of (Hero manipulating item)) at Temp_Location facing Default building facing degrees
      • Custom script: call RemoveLocation( udg_Temp_Location )
      • Unit - Add a 0.25 second Generic expiration timer to (Last created unit)
      • Unit - Add Regeneration +500 to (Last created unit)
      • Unit - Order (Last created unit) to Night Elf Druid Of The Claw - Rejuvenation (Hero manipulating item)
Also, if the Dummy unit is setup properly it will cast this ability immediately, no need for a long expiration timer.
(Copy Locust, Set Movement Type = None, Speed Base = 0, disable other interfering settings like Attacks Enabled)
 
Last edited:
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