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Slow Melee Attack

Level 4
Joined
Nov 10, 2025
Messages
37
I am looking to create a "Frost slow melee attack" i dont want to get an orb that will take up inventory room.
Also "cleaving" would be nice too!

thank you!
 
Hello, so there's not really much of a difference between a Unit, Item, and Hero Ability. These can all be added to a Unit and function properly, with maybe a handful of exceptions because Warcraft 3 is annoying like that.

In other words, both the Melee Cold Damage Bonus ability and the Cleaving Attack ability can be given to a Unit without using Items, so inventory room is not a concern.

However, Melee Cold Damage Bonus is an Orb effect, meaning it will not stack with other Orb effects. If that's an issue, you'll have to trigger the effects of the ability yourself.

I can't upload files at the moment since Hive is having issues, but here's an example trigger using a Dummy unit:
  • MCDB On Attack
    • Events
      • Unit - A unit Takes damage
    • Conditions
      • (Level of Melee Cold Damage Bonus (Custom) for (Damage source)) Greater than 0
      • (Damage From Normal Attack) Equal to True
    • Actions
      • -------- First create a Dummy unit on top of the enemy unit: --------
      • Set VariableSet MCDB_Point = (Position of (Damage Target))
      • Unit - Create 1 Dummy for (Owner of (Damage source)) at MCDB_Point facing Default building facing degrees
      • Set VariableSet MCDB_Dummy = (Last created unit)
      • -------- --------
      • -------- Then clean up a memory leak. This is optional and only helps with map performance: --------
      • Custom script: call RemoveLocation( udg_MCDB_Point )
      • -------- --------
      • -------- Then remove the Dummy from the game after a short time (sometimes needs to be longer for certain abilities): --------
      • Unit - Add a 0.20 second Generic expiration timer to MCDB_Dummy
      • -------- --------
      • -------- Then give the Dummy the Ability you want to cast and Order it to cast it: --------
      • Unit - Add Frost Nova (Melee Cold Damage Bonus) to MCDB_Dummy
      • Unit - Order MCDB_Dummy to Undead Lich - Frost Nova (Damage Target)
I'll edit this post later and attach a map with a working example.

Edit: Attached the map.
 

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I appreciate it! I'm brand new to editor. do I'm learning lol. But yes thank you.

It would be for a hero in the dday judgement map!
For fun i just like to edit, i wanna add cold slow no damage to a melee hero, and cleave attack unless i have to add that cleave ability?
 
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On that same map - i can make a ranged unit attack have frost "slow" and then get the lightning orb so when it shoots it does slow and it does purge at the same time. How can i make this for melee?
 
If you use my triggered Orb of Frost (slow) then it will stack with the Orb of Lightning (Purge). It doesn't matter if the unit is Melee or Ranged.

You have to trigger these Orb effects yourself to get around most limitations, as far as I know.
 
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The heroes range is 150 - since its a melee attack do I need to make his range 0 for it to work?
 
Not sure what is happening lol, nothing seems to be working as intended. Any one able to make a unit that is melee and does cold "slow" damage and will work with cleave ability? Im a new noob at this lol!
 
Not sure what is happening lol, nothing seems to be working as intended. Any one able to make a unit that is melee and does cold "slow" damage and will work with cleave ability? Im a new noob at this lol!
What's wrong with my solution?

The trigger that I created doesn't care about Melee/Ranged units, it will work for any unit that deals attack damage. It just needs to have my custom Melee Cold Damage Bonus ability.

Also, what does "work with cleave" mean? Do you want the cleave to slow units that take cleaving damage?
 
I copied your custom melee cold damage to my hero, and cleave to where it attacks multiple units. just the primary unit that is getting attacked is slowed, but other units around are taking just damage.
 
I copied your custom melee cold damage to my hero, and cleave to where it attacks multiple units. just the primary unit that is getting attacked is slowed, but other units around are taking just damage.
I see now, that's why it helps to be specific, "doesn't work" to me sounds like nothing is even happening.

The issue is because the damage caused by Cleaving Attack is not considered "from a normal attack", so this Condition here is failing:
  • (Damage From Normal Attack) Equal to True
The solution is to figure out what the game considers a "cleaving attack". Unfortunately, this type of info isn't always readily available, especially in GUI. In this case you need to figure out the Attack Type and Damage Type associated with the Event.

After testing I found that it's considered to be the HERO attack type and ENHANCED damage type:
  • MCDB On Attack 2
    • Events
      • Unit - A unit Takes damage
    • Conditions
      • (Level of Melee Cold Damage Bonus (Custom) for (Damage source)) Greater than 0
    • Actions
      • Set VariableSet MCDB_Should_Proc = False
      • -------- --------
      • -------- This allows it to work with Cleaving Attack which deals "enhanced" damage but doesn't "come from an attack": --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Damage From Normal Attack) Equal to True
        • Then - Actions
          • Set VariableSet MCDB_Should_Proc = True
        • Else - Actions
          • Custom script: set udg_MCDB_AttackType = BlzGetEventAttackType()
          • Custom script: set udg_MCDB_DamageType = BlzGetEventDamageType()
          • Custom script: if udg_MCDB_AttackType == ATTACK_TYPE_HERO and udg_MCDB_DamageType == DAMAGE_TYPE_ENHANCED then
          • Set VariableSet MCDB_Should_Proc = True
          • Custom script: endif
      • -------- --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • MCDB_Should_Proc Equal to True
        • Then - Actions
          • -------- Create the Dummy on top of the enemy unit: --------
          • Set VariableSet MCDB_Point = (Position of (Damage Target))
          • Unit - Create 1 Dummy for (Owner of (Damage source)) at MCDB_Point facing Default building facing degrees
          • Set VariableSet MCDB_Dummy = (Last created unit)
          • -------- --------
          • -------- This cleans up a memory leak. It's optional but helps with map performance: --------
          • Custom script: call RemoveLocation( udg_MCDB_Point )
          • -------- --------
          • -------- Remove the Dummy from the game after a short time (sometimes needs to be longer for certain abilities): --------
          • Unit - Add a 0.20 second Generic expiration timer to MCDB_Dummy
          • -------- --------
          • -------- Give it the Ability you want to cast and Order it to cast it: --------
          • Unit - Add Frost Nova (Melee Cold Damage Bonus) to MCDB_Dummy
          • Unit - Order MCDB_Dummy to Undead Lich - Frost Nova (Damage Target)
        • Else - Actions
Note that this will Slow enemy units whenever your unit deals ANY damage falling into these two categories (ie: an ability). But that seems highly unlikely since the combination is rather unique.

This attached map has the above solution.
 

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Ive copied the triggers and both the (Melee Cold Damage Bonus) and Frost Nova that you made and the hero shows the cold frost icon but not the cleave icon like on the pitlord. When he attacks there is no cold "slow" even applied.
 
Ive copied the triggers and both the (Melee Cold Damage Bonus) and Frost Nova that you made and the hero shows the cold frost icon but not the cleave icon like on the pitlord. When he attacks there is no cold "slow" even applied.
Did you copy the Dummy unit as well? It sounds like you're missing something.

The triggers will probably have errors in them, like broken Events/Conditions/Actions that appear red (disabled). When you copy something to your own map it can break if something it relied on was missing at the time.

For example, if you were to copy the triggers FIRST before copying the ability that the triggers use, it'll break the trigger. You'll have to go back and fix the trigger, reassigning the ability once it's in your map.
 
oh no i didnt copy the dummy unit. Now i did - i copied everything from your test #2 onto a brand new map that i made to test. just used a different unit and changed it to melee.

And still nothing lol! crazy how you can copy exactly everything and it wont work
 
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oh no i didnt copy the dummy unit. Now i did - i copied everything from your test #2 onto a brand new map that i made to test. just used a different unit and changed it to melee.

And still nothing lol! crazy how you can copy exactly everything and it wont work
Understand that everything in the Object Editor is stored under a unique ID. This ID is called a Rawcode.

So for example, this Condition in my trigger is referencing an Ability from the Object Editor:
  • (Level of Melee Cold Damage Bonus (Custom) for (Damage source)) Greater than 0
But technically it's referencing the Rawcode "A000", or whatever Rawcode ID I gave to that ability.

The problem is that your map is different from mine and has it's own custom Object Editor and Trigger Editor data. So your map may have already used the ID "A000" for a different ability. The problem is that my trigger is still referencing "A000", which would be the wrong ability in this case.

That means you need to ensure that the trigger is referencing everything correctly:
1763216548480.png


So first ensure that you've imported these into your map:

Units:
1. Dummy

Abilities:
1. Melee Cold Damage Bonus (Custom)
2. Frost Nova (Melee Cold Damage Bonus)

Assets (optional):
1. "war3mapImported\dummy.mdx"

Then revisit the triggers and make sure that those are linked together properly.
 
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AH! So triggers and "abilities" link with each other? like hardware and software? Yes in this map im just editing must already be using those raw codes since there is A LOT!!
 
So, where does the trigger and raw code match? In your picture i dont see A000 in that trigger? Or is it just the ability that is matching?
 
Still not working, but think im almost there! something about where it says create unit in that window, its suppose to say dummy? where is that dummy located?
 

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Still not working, but think im almost there! something about where it says create unit in that window, its suppose to say dummy? where is that dummy located?
Check where the Dummy unit is stored in the Object Editor. It's all categorized by race, Human, Orc, Undead, etc.

Also, if a unit is new like my custom Dummy unit, it will be put into the Custom Units subcategory at the bottom of the Object Editor.

1763303867961.png
1763303889600.png


So whenever you're looking through a Unit palette you'll see that things are organized the same way:

1763303977533.png
1763304199371.png


Click the Melee button and you'll see options for Campaign and Custom.
 
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So going back to my picture i posted a bit ago, the unit that is in red i changed that to captain and lol! Everytime he would attack he would die so the game just kept saying hero has fainted lol! Everytime he attacked!
 

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So going back to my picture i posted a bit ago, the unit that is in red i changed that to captain and lol! Everytime he would attack he would die so the game just kept saying hero has fainted lol! Everytime he attacked!
That's funny, it's because this line kills the Dummy unit after 0.20 seconds:
  • Unit - Add a 0.20 second Generic expiration timer to MCDB_Dummy
"expiring" in this case means dying.

Anyway, I'm assuming that you've changed it from Captain to Dummy and that it's working now?


Also, understand that a Dummy unit in this case is just an invisible, uncontrollable spellcaster. The only reason we need this is because the game lacks a way for us to easily cast spells. It'd be great if we could do something like this:
  • Ability - Cast the (Frost Nova) ability on (Damage target) from (Damage source) using Ability Level: 1
Unfortunately that Action doesn't exist, so we need to have an actual unit that has our ability and can be told to use it.
 
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Which dummy do i choose? I would say myself but not listed.
 

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It worked!!! lol! THANK YOU UNCLE! It only took 13 years for me to understand what you were saying haha!! Im sure i'll have more questions haha! So im kinda learning that raw codes are or have to be tied into triggers and abilities for things to work?

Also was able to get the lighting orb and the enemy was slowed and purged at same time! So thank you again!
 
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If i wanted to give my hero spellbreaker model an icy or frost glow or aura or effect around him? Is that more complicated to add?
 
If i wanted to give my hero spellbreaker model an icy or frost glow or aura or effect around him? Is that more complicated to add?
No, that's not complicated. You can just give him an ability that applies Art effects, like the Item Armor bonus ability. You should be able to modify the Art - Target field and adjust the Attachment Points, "origin" works well for what you described.
 
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I will check that out, so just download an aura from hive workshop or there already built in aura's that I can choose from?

Also I found this frost sword on this site that I'd like to add to the spell breaker, I don't know if that's even possible to add to him? Remove that weapon or no since it's built into that model.

I added target Frost armor buff and nothing happened lol. Where would an aura be? Buffs or ? In that window?
 
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I will check that out, so just download an aura from hive workshop or there already built in aura's that I can choose from?

Also I found this frost sword on this site that I'd like to add to the spell breaker, I don't know if that's even possible to add to him? Remove that weapon or no since it's built into that model.

I added target Frost armor buff and nothing happened lol. Where would an aura be? Buffs or ? In that window?
You don't have to download anything, plenty of standard abilities apply art effects to the unit that has the ability.

And any model can be used as well, custom (like your frost sword) or a standard model.

Any button that appears in that bottom right corner is an Ability.
(That 3x4 grid of buttons that includes Move, Hold Position, Stop, Attack, and Patrol.)

I'll give you a simple experiment, copy and paste Devotion Aura, set it's Targets Allowed to None, set it's Armor Bonus to 0.00, and change it's Art - Target to any model you'd like, custom or not.
 
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so i made a new ability? if thats righ? Frostblade aura, do i add it to target art? or ability? or did i do that wrong? lol. because i cant find it under the list.

And how would i attach the sword i downloaded from this site to the spellbreaker?
 

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And how would i attach the sword i downloaded from this site to the spellbreaker?
Now give the Spellbreaker that new Devotion Aura ability. But make sure it's a non-Hero ability so he doesn't have to Learn it using Skill Points.

"origin" is one of the many Attachment Points that models CAN use (they might not though). Here's a list to mess around with:
You can also use existing Abilities/Buffs as a reference, like Bloodlust comes to mind since it creates an effect on both the left and right hands.

The imported model should appear in the Custom or Imported section at the bottom of that "Model art" dropdown menu.
 
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Hm not sure i did it right lol! nothing working

I imported that dual frost blade do i have to do something else? That aura didnt work either lol
 

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Like I said before, it shouldn't be a Hero ability. It needs to be a Unit ability and it needs to be added amongst the other Unit abilities like Inventory (Hero) is. "Default Active Abilities" is meant to be used with Autocast like Inner Fire, see the Priest for an example. It's a way for you to make a Unit toggle an Ability on as it comes into play. It can also be used for Toggle-able abilities like Defend.

Note that...

Not every model will always work, they each have different animations that allow for different uses. But I assume Frost Armor <target> does work since it's a Buff and those are intended to appear for a set duration. Also, "origin" is located at the base of the unit, dead center. This position isn't always ideal and the effect could be appearing underground for instance.

The editor can be inconsistent so you need to use some critical thinking skills and pattern recognition -> "I know that Devotion Aura creates a pulsing blue ring effect under the Paladin, and the Art - Target references that very same Model. I also know from playing the Campaign and other maps that the Hero has to learn Devotion Aura before this effect appears. I also see that Hero abilities need to be learned from the Hero Skill menu, Item abilities are used with Items, and that Unit abilities seem to be learned by default and start at Level 1." Put yourself in the shoes of the developers and try to edit or replicate what they've already created for you. Reference things that you know work already and base your custom content off of them.
 
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I copied inner fire since (neutral) and added Frost armor and I added it to default unit ability. Lol idk what's going on it didn't work. Lol I think it's just me 😂

That double bladed weapon would it remove what the spell breaker weapon has? Or?
 
I copied inner fire since (neutral) and added Frost armor and I added it to default unit ability. Lol idk what's going on it didn't work. Lol I think it's just me 😂

That double bladed weapon would it remove what the spell breaker weapon has? Or?
I told you exactly what type of Ability it should be and where it should go.

I never told you to use Default Unit Ability.

I explained what Default Unit Ability IS for, which doesn't apply here.

Please re-read what I wrote!
 
I got the aura to work! Couple questions - that devotion aura icon in the 1st picture thats by STATUS: how do i get rid of that? The next 2 pics i dont see a devotion any, even though i did copy the devotion aura. And 2nd, is there a way to make that "Aura" Spread out bigger? "Red Circled" in the 1st pic as well! Thank you!

And is there a way to make the Frost armor icon not be there? Like not even take up a spot?
 

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Right, so the Art for Devotion Aura (the blue pulsing ring) is found under the "Art - Target" field.

You've successfully changed that to the Frost Armor <target> model and can see it working in-game.

But you're using the "origin" attachment point, which as I've explained before is at the very base of the model. If you want the Art to appear somewhere else then you'll need to change the attachment point to something else. I linked the many different options available.

Then you're going to want to prevent Devotion Aura from having ANY effects besides the visual.
I've already explained what you need to do in my post from Tuesday on how to achieve this:
I'll give you a simple experiment, copy and paste Devotion Aura, set it's Targets Allowed to None, set it's Armor Bonus to 0.00, and change it's Art - Target to any model you'd like, custom or not.
Once you've followed ALL of those instructions you'll want to move onto these next two steps:

1. Changing Devotion Aura to a Unit ability and giving it to your Hero through the Abilities field.
If you set both the Hero Ability and Item Ability fields to false then it's going to be a Unit ability. Those are the only 3 possibilities.

2. Hiding it's Icon from the command card (the bottom right corner grid of buttons).
This is done by holding shift while opening the Art - Button Position fields, then setting X: 0, Y: -11.

From there you SHOULD be good.

Summary: You're making a disabled Devotion Aura. The only thing it's going to do is to create an Art effect attached to any Unit that has the Ability. The only way for the Unit to have this Art effect is for it to actually have the ability. But you don't want to LEARN the ability because that requires wasting a Skill Point. That's why it cannot be a Hero ability. It's also not a "Default Active Ability" because that's reserved for Autocast/Toggling, see the Sorceress or Priest for an example.

Hero Abilities: Learned from the Hero Skill menu and require Skill Points (leveling up). If you don't want to LEARN it then set this to false.
Item Abilities: Used exclusively with Items. If you're not working with Items then set this to false.
Unit Abilities: If it's not a Hero Ability and it's not an Item Ability then it has to be a Unit Ability. This is like Phase Shift, or Devour, or any of the other abilities that basic Units have by default. They don't have to learn it, it's not specific to a Hero, and it's not attached to an Item. They just have it.

I think you need to revisit my old posts because I've answered most of these questions already.
 
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