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    posted a message on Chanelling ability cost?

    I'm trying to make an ability that costs minerals as you channel it, and ends if you run out. It seems like there'd be an easy way to do this through the cost section: am I just not seeing it?

    Alternatively I can just make the periodic effect also decrement the casting player's minerals, and use a periodic validator of has minerals to stop it when he runs out. I just feel like I must be missing something obvious as the idea of a channeling cost seems like it'd common.

    Posted in: Data
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    posted a message on Project Idea: 3-Class Combat System

    I'm pretty sure that anyone that is here on these forums already has an idea for a game, or else they wouldn't be here :) Everyone started with no map making experience, so I'm sure you can learn it too.

    Posted in: Project Workplace
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    posted a message on Consuming item charge on ability use

    I'm trying to create an item that can be used in many ways, each different way consuming a charge. I've added multiple abilities, each one requiring the item is in inventory (by having the item apply a behavior and the requirements check for that behavior.)

    In the cost section there's a 'charge' count and a 'link' field, but it doesn't seem to be able to link to items. I've also tried a trigger but I'm not great at those: there's an action for 'add charge used' but i can't seem to find a way to access the player's item's for that.

    Any advice?

    Posted in: Miscellaneous Development
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    posted a message on Ability shows up before it's leveled

    To compound the confusion a little more, I tried remaking the two broken abilities (in the abilities tab, and just linking their effects and data up to the existing stuff.) It fixed one of them and it doesn't show up before being leveled anymore, but the other one no luck.

    This seems like an editor bug. Time to go find the blizzard editor bug report forum... But if anyone else knows a workaround, please inform

    Posted in: Miscellaneous Development
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    posted a message on Ability shows up before it's leveled

    I'm having this exact same problem. In all the demos I see and other people's maps that I've downloaded, they do not have requirements set to display/use the ability and yet it only displays once it has been learned. However, for some of my skills I get this behavior, and others the ability is already usable before being learned.

    I tried adding requirements but they didn't seem to do anything. I was doing "CountAbility{<name>, CompleteOnlyAtUnit} > 0". Is CountAbility the right way to query the level of an ability on a unit?

    As for xhatix's comment I didn't fully understand: Do you mean the name of the 'learn' ability needs to be AS<name>, or the abilities that it links to? I have four abilities in my "LearnTest" ability: sprint, m203, hand grenade, and lay mine. The first two work properly and aren't displayed until learned, the 2nd two are immediately available.

    I'm still debugging it, but little help please! :)

    Posted in: Miscellaneous Development
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    posted a message on Help with learned hero abilities?

    In the abilities, learn ability (APirateLearn), in the info section, you need to set a button for the two different learn abilities. Then in the command card you need to reference those buttons as the 'ability command'.

    Button: stimulants command type: ability command requirements: none ability: learn ability name *ability command: this is currently empty in yours, and the drop-down menu has no options. You need to set the buttons for your learn abilities in that item, and then this will be populated. Set it to reference the different abilities to learn.

    Posted in: Miscellaneous Development
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