It's because I'm frustrated with it, and they are telling me I'm "doing it incorrectly", which I am not, and they keep glossing over the fact that I say it works for one ability then the exact same thing doesn't work for another ability.
I was originally asking for ways around it, and the only actual answer so far has been to not use the GUI at all.
I actually found some other work arounds which I mentioned myself that allow you to get around the problem and still use the GUI, namely putting something in the tooltip.
At this point, I have no doubt that it has some bugs, it's just annoying when they appear to be somewhat random and make no sense.
Sorry I didn't include the full test I did that gave me a problem, but the condition was complete, and was basically this:
CountAbil(BoosterPack,CompleteOnlyAtUnit) < 1
Like I said, there was nothing wrong with what I did, as it worked fine when I changed the ability to something else. It is just picky and buggy at times.
When it works fine, then all of a sudden doesn't just because I change to a different ability ID, I can't see why you think I am using it incorrectly.
I am not doing anything wrong, it's just very picky and buggy.
For example as a test I created a new Requirement, Added a single USE node of type Count Ability, selected my ability, selected Completed at Caster.
That is all, it wouldn't save. If I change the ability it saves, sometimes for some reason it doesn't like some abilites. To top it off, if I change Completed at Caster to Completed, it saves - or if I add some tooltip text, even just 'a', then it saves.
One of the situations I had was I had a requirement all setup and working, no issues at all. The ability it related to had to be renamed, so I did, then I came into the requirement to change the ability to the new one (since its not a dynamic reference) and selected the new ability, then it wouldn't save.
Anyhow, if anyone has this problem, the simplest fix seems to be to actually select your Count Ability node and enter something (anything) into the tooltip field, strangely it lets you save if you do this.
This is dumb, sometmies when it wont let you save, if you add anything to the tooltip of the Count Ability condition then it lets you save. Really strange stuff.
So I'm trying to setup requirements for my levelable abilities, I can get it working and know how to do it, but half of the time I make a change and the stupid editor doesn't let me accept the change. So you press OKAY and it just does nothing, the dialog doesn't close.
Annoying the hell out of me! Is there any way around it?
Often when I change one of the Ability Count abilities to something else it lets me save, so I'm not sure what the deal is.
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It's because I'm frustrated with it, and they are telling me I'm "doing it incorrectly", which I am not, and they keep glossing over the fact that I say it works for one ability then the exact same thing doesn't work for another ability.
I was originally asking for ways around it, and the only actual answer so far has been to not use the GUI at all.
I actually found some other work arounds which I mentioned myself that allow you to get around the problem and still use the GUI, namely putting something in the tooltip.
At this point, I have no doubt that it has some bugs, it's just annoying when they appear to be somewhat random and make no sense.
Sorry I didn't include the full test I did that gave me a problem, but the condition was complete, and was basically this:
CountAbil(BoosterPack,CompleteOnlyAtUnit) < 1
Like I said, there was nothing wrong with what I did, as it worked fine when I changed the ability to something else. It is just picky and buggy at times.
When it works fine, then all of a sudden doesn't just because I change to a different ability ID, I can't see why you think I am using it incorrectly.
I am not doing anything wrong, it's just very picky and buggy.
For example as a test I created a new Requirement, Added a single USE node of type Count Ability, selected my ability, selected Completed at Caster.
That is all, it wouldn't save. If I change the ability it saves, sometimes for some reason it doesn't like some abilites. To top it off, if I change Completed at Caster to Completed, it saves - or if I add some tooltip text, even just 'a', then it saves.
One of the situations I had was I had a requirement all setup and working, no issues at all. The ability it related to had to be renamed, so I did, then I came into the requirement to change the ability to the new one (since its not a dynamic reference) and selected the new ability, then it wouldn't save.
Anyhow, if anyone has this problem, the simplest fix seems to be to actually select your Count Ability node and enter something (anything) into the tooltip field, strangely it lets you save if you do this.
This is dumb, sometmies when it wont let you save, if you add anything to the tooltip of the Count Ability condition then it lets you save. Really strange stuff.
So I'm trying to setup requirements for my levelable abilities, I can get it working and know how to do it, but half of the time I make a change and the stupid editor doesn't let me accept the change. So you press OKAY and it just does nothing, the dialog doesn't close.
Annoying the hell out of me! Is there any way around it?
Often when I change one of the Ability Count abilities to something else it lets me save, so I'm not sure what the deal is.