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[Solved] Which Ability Is Best to Base My Item On - Rusty Axe?

Level 13
Joined
Jul 21, 2015
Messages
293
Hi all so I have created an item that is a Rusty Axe that deals 25 damage, but disappears after it is used.

Perishable - Yes
Stacks - 10

So far I have tried the Storm Bolt, Finger of Death, Death Coil.

These ones all have their own errors though in there own way.

Storm Bolt, forces a stun even if set to .1 (ideally no stun would be best)

Finger of Death forces range to be 150 or closer

Death Coil (art target) won't go away even if removed, and the damage dealt isn't full.

I would like advice for which ability to base my item upon. Storm Bolt does seem like the best working option to me but I want to completely get rid of Storm Bolt stunning.

THANK YOU!

EDIT: solved for the most part, i chose storm bolt and edited the buff ability itself to no art target, and kept stun as .01 so no effect is noticed. mods can delete if they want

I also see Acid Bomb might be a good alternative in case anyone else has this problem that i encountered to base a spell around, thanks
 
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EDIT: solved for the most part, i chose storm bolt and edited the buff ability itself to no art target, and kept stun as .01 so no effect is noticed. mods can delete if they want

I also see Acid Bomb might be a good alternative in case anyone else has this problem that i encountered to base a spell around, thanks
I don't think you can actually remove the Stun from Storm Bolt, even if you change the Buff. The Art might not appear but I have a feeling it still disables the unit temporarily. I haven't tested this in a while but I recall these effects being hardcoded in.

Death Coil has a bug where you need to set the Art - Special field to "None" on the original ability, which will then affect any copies of it.

Acid Bomb isn't a great alternative since it deals damage over time and has no concept of initial impact damage. Although, maybe it applies a tick immediately, I'm not 100% certain.

At the end of the day you can always rely on triggers for very basic effects like this:
  • Events
    • Unit - A unit Starts the effect of an ability
  • Conditions
    • (Ability being cast) Equal to YOUR ITEM ABILITY
  • Actions
    • Unit - Cause (Triggering unit) to damage (Target unit of ability being cast), dealing 25.00 damage of attack type Normal and damage type Normal
What's nice here is that you can choose ANY ability to be used as your Item ability. But in this case you'd probably want to use the Channel ability, which is designed to be used with triggers since it has extra customization options.
 
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I don't think you can actually remove the Stun from Storm Bolt, even if you change the Buff. The Art might not appear but I have a feeling it still disables the unit temporarily. I haven't tested this in a while but I recall these effects being hardcoded in.

Death Coil has a bug where you need to set the Art - Special field to "None" on the original ability, which will then affect any copies of it.

Acid Bomb isn't a great alternative since it deals damage over time and has no concept of initial impact damage. Although, maybe it applies a tick immediately, I'm not 100% certain.

At the end of the day you can always rely on triggers for very basic effects like this:
  • Events
    • Unit - A unit Starts the effect of an ability
  • Conditions
    • (Ability being cast) Equal to YOUR ITEM ABILITY
  • Actions
    • Unit - Cause (Triggering unit) to damage (Target unit of ability being cast), dealing 25.00 damage of attack type Normal and damage type Normal
What's nice here is that you can choose ANY ability to be used as your Item ability. But in this case you'd probably want to use the Channel ability, which is designed to be used with triggers since it has extra customization options.
Thank you Uncle once again you da best.
I will ultimately rely on your method I think. Do you think I can still get the Axe missile target attached to the channel based power?

Also btw I relied on one of your posts from 2020 with an issue I was having with Avatar and incorporated it into my map. I modified it a little bit but gave you credit in my map :D

  • Avatar Simple
    • Events
      • Unit - A unit Is issued an order with no target
    • Conditions
      • (Issued order) Equal to (Order(metamorphosis))
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Or - Any (Conditions) are true
            • Conditions
              • (Unit-type of (Triggering unit)) Equal to Main Character
              • (Unit-type of (Triggering unit)) Equal to Main Character (ranged)
        • Then - Actions
          • Special Effect - Create a special effect attached to the origin of (Triggering unit) using Abilities\Spells\Human\Avatar\AvatarCaster.mdl
          • Special Effect - Destroy (Last created special effect)
          • Wait 0.00 seconds
          • Unit - Add Avatar Bonus Armor (Avatar) to (Triggering unit)
          • Unit - Add Avatar Bonus Damage (Avatar) to (Triggering unit)
          • Animation - Change (Triggering unit)'s size to (150.00%, 150.00%, 150.00%) of its original size
          • Wait 30.00 seconds
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ((Item carried by (Triggering unit) of type Bow And Arrow) is owned) Equal to True
              • (Unit-type of (Triggering unit)) Equal to Main Character
            • Then - Actions
              • Unit - Add Equip Bow to (Triggering unit)
            • Else - Actions
        • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Or - Any (Conditions) are true
                • Conditions
                  • (Unit-type of (Triggering unit)) Equal to Main Character (avatar)
                  • (Unit-type of (Triggering unit)) Equal to Main Character (ranged, avatar)
            • Then - Actions
              • Wait 0.00 seconds
              • Unit - Remove Avatar Bonus Armor (Avatar) from (Triggering unit)
              • Unit - Remove Avatar Bonus Damage (Avatar) from (Triggering unit)
              • Animation - Change (Triggering unit)'s size to (100.00%, 100.00%, 100.00%) of its original size
            • Else - Actions

How to make a buff ignore invulnerability?
 
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Thank you Uncle once again you da best.
I will ultimately rely on your method I think. Do you think I can still get the Axe missile target attached to the channel based power?
Channel can't have a Missile, unfortunately. I recommend Chopinski's "relativistic missile" system to trigger your own Missile instead. Otherwise, if you're okay with the damage happening before the Missile makes contact then you could get away with using Acid Bomb with most of it's unwanted settings "disabled".
Also btw I relied on one of your posts from 2020 with an issue I was having with Avatar and incorporated it into my map. I modified it a little bit but gave you credit in my map :D
Lol, I don't remember making that but I'm glad it worked out. And thank you but there's no need to credit me for something like that :p
 
Channel can't have a Missile, unfortunately. I recommend Chopinski's "relativistic missile" system to trigger your own Missile instead. Otherwise, if you're okay with the damage happening before the Missile makes contact then you could get away with using Acid Bomb with most of it's unwanted settings "disabled".

Lol, I don't remember making that but I'm glad it worked out. And thank you but there's no need to credit me for something like that :p
Okay thank you UNCLE :D
 
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