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General Mapping Tutorials This board contains tutorials that provide generic mapping information.
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Old 04-11-2012, 07:57 AM   #16 (permalink)
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Man I have problem i have world edit and knowledge but i have no brain can someone help me xD
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Old 04-19-2012, 09:47 AM   #17 (permalink)
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dafuq did i just read
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Old 05-13-2012, 09:07 PM   #18 (permalink)
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Is there a need for passive abilities to cooldown?
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Old 05-13-2012, 09:22 PM   #19 (permalink)
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Sure, especially to require skill and not just having permanently boosted stats or random and unreliable proc-chance.
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Old 05-17-2012, 04:41 AM   #20 (permalink)
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Zephyr Contest #9 - Winner: Stringed Shuriken: An assassin is always working like a trickster. This entry proves the theory, as defskull managed to integrate the fictional lore of the human legacy into a single, virtual ability. Strike fast, die instantly! 
Quote:
Originally Posted by eubz View Post
Is there a need for passive abilities to cooldown?
You obviously does not play many types of custom map just yet (especially AoS-type which include this special features and add unique gameplay to the map)

On Thread
When I first enter this thread, I was hoping that when my unit walks about 500 range away, it will trigger this ability itself and has its cooldown (judging by the thread topic name...)

But, it's truly misled me as this only occurs when it's onAttack by referring to WaterKnight

Can you please change the title as to avoid further confusion for newcomers

Something like: Making a passive ability with a cooldown (attack-based) ?
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There are A LOT of differences between Spell Eye-candy Contest and Spell Functionality Contest.
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Old 05-17-2012, 04:44 AM   #21 (permalink)
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@eubz: Once of the popular maps that has it is DotA, Nerubian weaver's Geminate attack uses this kind of mechanic...

@OP: And again and again, we want you to rename this thread please...
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Old 05-17-2012, 07:20 AM   #22 (permalink)
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Old 05-18-2012, 08:00 AM   #23 (permalink)
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Making a passive ability with a cooldown (attack-based)

That's better
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Old 06-09-2012, 01:38 AM   #24 (permalink)
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Sorry for the lateness to review. I have checked this out and it seems like a workable technique. I changed the title to "Passive ability with a cooldown (attack-based)", hopefully that is okay. Usually you don't have to have the "Making a..." part since it is implied. (since the thread is a tutorial)

However, you should make a note at the end, preferably looking something like this:
Quote:
Notes:

The icon will appear to be darker than the actual icon. To fix this, you should import a custom version of the icon and make the regular icon have a path prefix of "DISPAS" and make the actual DISPAS have a path prefix of "PAS". For example, if you have a custom version of an icon named "MyPassiveAbility.blp", then you would make the normal PASBTN have a path of:
ReplaceableTextures\CommandButtonsDisabled\DISPASMyPassiveAbility.blp

And make the other disabled version have a path of:
ReplaceableTextures\CommandButtons\PASMyPassiveAbility.blp

Then in the object editor, assign it to the icon with the path:
ReplaceableTextures\CommandButtons\PASMyPassiveAbility.blp

Note that this may appear as green when the game is paused. (I'm not positive about this, but I assume that would happen) However, the problem where it is darkened will be fixed.

Also note that this technique as a whole is subject to whatever bugs/quirks the orb abilities already have.
You can actually just use that text directly if you want, and I'll approve.
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Old 06-20-2012, 06:42 AM   #25 (permalink)
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Done : )
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Old 06-21-2012, 02:19 AM   #27 (permalink)
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orbs doesnt have cooldowns coz it triggers on each chance, so the title is misleading,
a real passive cooldown however is triggered with timers, but this is very useful indeed...
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Old 06-21-2012, 03:46 AM   #28 (permalink)
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Zephyr Contest #9 - Winner: Stringed Shuriken: An assassin is always working like a trickster. This entry proves the theory, as defskull managed to integrate the fictional lore of the human legacy into a single, virtual ability. Strike fast, die instantly! 
Quote:
orbs doesnt have cooldowns coz it triggers on each chance
Data - Chance to Hit Heros (%): 100.00
Data - Chance to Hit Summons (%): 100.00
Data - Chance to Hit Units (%): 100.00

Or I just misunderstood you ?

Well, it is called as cooldown because it will trigger each time you ordered an attack.
Just like spell, when you order it to cast, it will fire but can't be re-fired when it is in cooldown, same as for the orb.

For first ordered attack, it will trigger it, but for the next (while on cooldown), it will trigger.
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Old 06-21-2012, 12:12 PM   #29 (permalink)
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Quote:
Well, it is called as cooldown because it will trigger each time you ordered an attack.
it will trigger on each chance, chance it triggered by attack ofc...
the cooldown is from the 'EffectAbility' (chain lightning), not the orb itself...
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Old 06-21-2012, 12:32 PM   #30 (permalink)
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Zephyr Contest #9 - Winner: Stringed Shuriken: An assassin is always working like a trickster. This entry proves the theory, as defskull managed to integrate the fictional lore of the human legacy into a single, virtual ability. Strike fast, die instantly! 
So why do you said that the title is misleading, at first (yes it was) but then again, it was improved to (Attack-based), meaning that this cooldown will proc via Attack (ordered), it seems that it leads us to the right place.
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