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    posted a message on Add cooldown to ability

    Well thats awesome :D .Seems like work perfect. Thank you soooo much <3.

    Posted in: Triggers
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    posted a message on Add cooldown to ability

    Thats obviously not the finish stage man, try it in my map. Cooldown starts immediately after click, while if i use finish stage it will launch trigger after that for a few seconds, depending on ability's finish time value in data.

    Posted in: Triggers
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    posted a message on Add cooldown to ability

    1) I have a hero wich can pick up skills dropped from mobs.

    2) My hero has custom attribute wich will decrease cooldown for all skills used by hero.

    3) I cant predict what exact skill combination will use player, so i CANT just type "blink" or whatever it is in my commands i need to get this values from data, depending which ability used, or just use something like "unit use ANY ability"event(which i didnt find btw).

    i thought rather to add -value to cooldown i could use your approach to change catalog value in Cost[0].Cooldown.TimeUse field, but in that case i will change it for ALL units that using that ability, whic is not the option cuz every unit will have their own -cd% parameter.

    The problem in that latest map is: when u use Transfusion ability, trigger starts properly, but if i use spawn larva ability, trigger starting after cooldown is launched. In case of Thor cannons my trigger doesnt work at all. I think the problem is in Ability Stage value of my event. So im trying to launch trigger in the same moment when cooldown starts for any ability.

    Posted in: Triggers
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    posted a message on Add cooldown to ability

    Well after all i still having some problem.... :D for example, now i cant figure out what should i put in ability stage property of my event. I just need same stage that sc2 engine uses to launch ability cooldwons, maybe i need to use some custom script or what. ffs! In this map you can see some problems..

    Posted in: Triggers
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    posted a message on Add cooldown to ability

    allright now it works as i want, i just changed Cost[0].Cooldown.TimeUse to Cost[0].Cooldown.Link, now my trigger works with any ability and unit. I will attach the map so anyone want to solve same problem can see it. So basicaly if u want to DECREASE cooldown ( i dont know why u guys both thought i want to increase it :D) just change custom unit value in -cooldown stat% trigger to 0.3 for -30% 0.8 for -80%, etc. Thx all for replies.

    Posted in: Triggers
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    posted a message on Add cooldown to ability

    This is very helpful man thank you. But actually i need to get the value of field with "Transfusion" text. because i want to make map where hero can pick up Skills, so i dont know what exact spells hero will have so i need to read value from that cost link field u talking in your first posts, and then i will add a -x time to cooldown of ability. I hope u understand now what is my problem

    Posted in: Triggers
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    posted a message on Add cooldown to ability

    I have a problem with that ^. I need to read a value from cooldown_link field in data but i cant and i dont get why, here is my map. Look please in set variable action of my trigger

    Posted in: Triggers
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    posted a message on Add cooldown to ability

    Thank you very much man. I didnt know about that copied stuff before, i thought it just modifies primary ability and color it in green :O.

    However, i also thought that i can set this cooldown time just once and then it will always be 3.5 sec for example ( so i thought that i can use event like map initialization or unit enters area and set this value and everytime i will use ability cooldown will be 3.5 secs) so i was wrong.

    Basically i am making rpg map now (pretty slowly) and i want to use custom unit value to define cooldown multiplier for all abilities of that unit (cooldown decrease by 55% for example or so). Could you express your suggestions of what triggers i need to use and how to implement this.

    So, i'm adding 10 custom values for each unit with trigger (including CD multiplier, they are my custom stats like crit multiplier, chance, etc.). Then i need to use trigger unit use ability i guess, then actions for this trigger: get catalog value - cd time of used ability, multiply it, and launch new cd time with this value , right? :D

    Posted in: Triggers
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    posted a message on Add cooldown to ability

    I hadnt copied anything man, i just removed the cost itself from ability. I tried to make it again and added this cost but it doesnt work again. Could you please make changes in my map so it will work, i think if you know what are you talking about it wont take too much time from you, even less time than you spent to make this screenshot;d. It will be very appreciated

    Posted in: Triggers
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    posted a message on Add cooldown to ability

    Well i tried to make it. Doesnt work.

    Posted in: Triggers
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    posted a message on Add cooldown to ability

    I dont get what should i put in the coldown of my "add coldown for ability" action( i dont know how it calls in english version hope u will understand what im talking about) it has string type of value, could someone explain first two properties for this type of action. it has 1) value, 2)coldown, 3)ability, 4)unit

    Posted in: Triggers
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    posted a message on Hp regen increasing by %

    1) no, i mean hero can have 25 hp regen/sec for example and +200% overall regen so the total regen will be 25 + 25x2 = 75hp reg/sec

    3) Actually all this behaviours are dummy, only to set the custom values for units. I just dont know how to access this stuff with event, for example i need my status update when the custom value changed i dont know how to make it. Also i didnt test yet can i modify custom values directly when wielding weapons(mean items from inventory, not the unit's weapon) or not.

    Posted in: Triggers
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    posted a message on Hp regen increasing by %

    Hi i made this using triggers and unit custom parameters. Any way to make it with data? I also would like to know how to decrease all coldowns on spells for particular unit with data.

    Also have second question: i have almost 10 custom parameters on every unit on map, i made following: every attribute point = point of my custom value, so my units have like 10 behaviours (attributes) with 100-300 stacks each. Is it ok for performance? I also want to mention that map will be diablo-like rpg so there wont be too many units on the screen and very large armies

    Posted in: Triggers
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    posted a message on Why trigger doesnt work..

    anyone?

    Posted in: Triggers
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    posted a message on Why trigger doesnt work..

    Trigger does nothing when "life armor changed" event used. Did i miss something?

    Posted in: Triggers
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