I am currently trying to create an ability whose cooldown is reduced every time the host unit attacks with the attack command - so with every attack, the cooldown of this ability is reduced by one second.
With research, I found that cooldown stuff is achieved through the Modify Unit Behavior, so I tried creating one with the Cost+ field edited so the Ability field was the ability in question, Cooldown Time Used to -1.0 (also tried a version with 1.0 in case I misunderstood the mouseover) and Player Value set as Source. This Modify Unit Behavior is part of a set with a Damage Effect, and the set is triggered by a Weapon which is applied to the unit with the ability in question. Also, Impact Unit+ is set to (None):Source.
However, either way, attacking with the attack command only does the usual damage effect - the cooldown of the ability is neither raised or lowered, so the problem seems to be that the effect is just not triggering. I'm not quite sure what else I can mess around with, so has anyone else done an effect like this? It seems simple, but there's probably a field I'm overlooking or misusing.
you can try an augment type ability, similar to the Zealot's charge. set it to activate when the unit attacks and have it apply a buff that can stack multiple times. not sure about getting it to decrease the cooldown by exactly one second each stack, but under the behavior tab in the modifications of that buff you can set how the buff affects cooldowns percentage-wise.
or, of course, you can use your Modify Unit Behavior in that buff. just place it in the buff's initial effect and its refresh effect.
My current knowledge of triggers is a grand total of "absolutely nothing" so I'm going to sift through the Triggers subforum for information regarding events and whatnot.
In the meantime, is there any way to do this through Data? It seems like it would be simple enough through the Modify Unit Effect, but whenever I see it mentioned in the threads I've found here, it's only brought up in name (ie. "you can do this through Modify Unit").
EDIT: Did an experiment where I created another Effect - Instant ability that activated the Modify Unit Effect - I was only able to put the ability in question on cooldown (by adding cooldown to the ability), but it would have no effect positive or negative when the ability in question was cooling down (with error text reading "Cooldown is active").
I guess to clarify, I want to create an effect that reduces an ability's cooldown while the ability is on cooldown - so when the effect is triggered, if the cooldown has 5 seconds left, it's bumped down to 4 seconds left. Triggering the effect while the ability is off cooldown would do nothing, since there's no more cooldown left to remove.
Just tested it out, and it works like a charm! Thanks for taking the time to helping me with this - it's been a big help (and opens up a lot of options going forward). I guess it's also some nice incentive to start fiddling around with Triggers!
I am currently trying to create an ability whose cooldown is reduced every time the host unit attacks with the attack command - so with every attack, the cooldown of this ability is reduced by one second.
With research, I found that cooldown stuff is achieved through the Modify Unit Behavior, so I tried creating one with the Cost+ field edited so the Ability field was the ability in question, Cooldown Time Used to -1.0 (also tried a version with 1.0 in case I misunderstood the mouseover) and Player Value set as Source. This Modify Unit Behavior is part of a set with a Damage Effect, and the set is triggered by a Weapon which is applied to the unit with the ability in question. Also, Impact Unit+ is set to (None):Source.
However, either way, attacking with the attack command only does the usual damage effect - the cooldown of the ability is neither raised or lowered, so the problem seems to be that the effect is just not triggering. I'm not quite sure what else I can mess around with, so has anyone else done an effect like this? It seems simple, but there's probably a field I'm overlooking or misusing.
@ItemsGuy: Go
it would be quite easy with triggers. just register your effect as event and use the coresponding action to set the cooldown.
you can try an augment type ability, similar to the Zealot's charge. set it to activate when the unit attacks and have it apply a buff that can stack multiple times. not sure about getting it to decrease the cooldown by exactly one second each stack, but under the behavior tab in the modifications of that buff you can set how the buff affects cooldowns percentage-wise.
or, of course, you can use your Modify Unit Behavior in that buff. just place it in the buff's initial effect and its refresh effect.
@FunkyUserName: Go
My current knowledge of triggers is a grand total of "absolutely nothing" so I'm going to sift through the Triggers subforum for information regarding events and whatnot.
In the meantime, is there any way to do this through Data? It seems like it would be simple enough through the Modify Unit Effect, but whenever I see it mentioned in the threads I've found here, it's only brought up in name (ie. "you can do this through Modify Unit").
EDIT: Did an experiment where I created another Effect - Instant ability that activated the Modify Unit Effect - I was only able to put the ability in question on cooldown (by adding cooldown to the ability), but it would have no effect positive or negative when the ability in question was cooling down (with error text reading "Cooldown is active").
I guess to clarify, I want to create an effect that reduces an ability's cooldown while the ability is on cooldown - so when the effect is triggered, if the cooldown has 5 seconds left, it's bumped down to 4 seconds left. Triggering the effect while the ability is off cooldown would do nothing, since there's no more cooldown left to remove.
@ItemsGuy: Go
i will post a map with non lagging triggers tommorow, too late too tired. good luck with your data only solution :d
Thank you very much! I'll take a crack at reverse-engineering it when you post it. : P
I suppose I'll update this thread if I figure things out on my own, for anyone else looking for a similar solution!
@ItemsGuy: Go
welcome
@FunkyUserName: Go
Just tested it out, and it works like a charm! Thanks for taking the time to helping me with this - it's been a big help (and opens up a lot of options going forward). I guess it's also some nice incentive to start fiddling around with Triggers!
@ItemsGuy: Go
everyone welcome, my only loan is a like :d