I would like to have a passive ability, which needs to be level-able and should show a visual cooldown progression. Similar to, lets say, reincarnation in Warcraft 3. It triggers on a certain Event, goes to cooldown, the cooldown is show in the UI and after the cooldown finishes, the spell is active again.
Data or trigger solution, as long as it works fine and can be made Mui.
I would have no idea how to make this since Im not even slightly good with Data edit, but I think there is already a video tutorial showing levelable abilities. For your spell, maybe you can just create the passive ability, and change the charge to 1, and put a cooldown for a new charge or something. I really dont know. Hope this helps though.
Unfortunately, the Data Editor cannot handle this type of ability just yet. If you look at the map my team is working on Dungeons - Guardians of Fire, we tried implementing Zeratul's Critical Strike Passive, Jim Raynors Passive ect ect but these are the problems we encountered. Unlike the castable abilities, when a passive ability was added to the Learn Skills, even if you had not yet learned it, you would see it as one of your skills on your command card (however it would be grayed out) so this would look quite ugly. Our solution to this was simply making the ability an auto-cast castable ability that did what u needed to do automatically. I expect they will release a solution to this problem with the release of their DOTA map because there are many passive abilities that will need to work in that game.
My current workaround for passives is non-useable effect- instant abilities, which are greyed out in the command card (quite ugly, though) and applying the needed behaviors either via trigger or directly to the units with requirements for the skill levels.
I did not want to use an auto-cast skill, because the visuals bug, when you have multiple auto-cast skills on the hero and almost every hero of mine uses 1-2 passive abilities.
I think you could make the ability require a certain buff or something and make the ability autocastable to apply this buff. When the skill triggers, you would set the cooldown per trigger and remove the buff. Spell is available, but on cooldown and as soon as its ready, it will autocast the buff again, which will cause it to grey out.
Pretty ugly workaround, but might work. I will try it some time.
The trigger solution is when the abiltiy is level up modify the effect of the passive abiltiy useing the "set catalog field value".. or you can create a "switch effect" which requires alot more data work
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Hey
I would like to have a passive ability, which needs to be level-able and should show a visual cooldown progression. Similar to, lets say, reincarnation in Warcraft 3. It triggers on a certain Event, goes to cooldown, the cooldown is show in the UI and after the cooldown finishes, the spell is active again.
Data or trigger solution, as long as it works fine and can be made Mui.
Any thoughts?
I would have no idea how to make this since Im not even slightly good with Data edit, but I think there is already a video tutorial showing levelable abilities. For your spell, maybe you can just create the passive ability, and change the charge to 1, and put a cooldown for a new charge or something. I really dont know. Hope this helps though.
@Apexplosive: Go
Free Bump, I would love to see a data-only solution for this. (Go Prozaic! :-P)
Unfortunately, the Data Editor cannot handle this type of ability just yet. If you look at the map my team is working on Dungeons - Guardians of Fire, we tried implementing Zeratul's Critical Strike Passive, Jim Raynors Passive ect ect but these are the problems we encountered. Unlike the castable abilities, when a passive ability was added to the Learn Skills, even if you had not yet learned it, you would see it as one of your skills on your command card (however it would be grayed out) so this would look quite ugly. Our solution to this was simply making the ability an auto-cast castable ability that did what u needed to do automatically. I expect they will release a solution to this problem with the release of their DOTA map because there are many passive abilities that will need to work in that game.
My current workaround for passives is non-useable effect- instant abilities, which are greyed out in the command card (quite ugly, though) and applying the needed behaviors either via trigger or directly to the units with requirements for the skill levels.
I did not want to use an auto-cast skill, because the visuals bug, when you have multiple auto-cast skills on the hero and almost every hero of mine uses 1-2 passive abilities.
I think you could make the ability require a certain buff or something and make the ability autocastable to apply this buff. When the skill triggers, you would set the cooldown per trigger and remove the buff. Spell is available, but on cooldown and as soon as its ready, it will autocast the buff again, which will cause it to grey out.
Pretty ugly workaround, but might work. I will try it some time.
The trigger solution is when the abiltiy is level up modify the effect of the passive abiltiy useing the "set catalog field value".. or you can create a "switch effect" which requires alot more data work