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I think there is no way to find out if something is on cooldown so they way they probably do it is to make the item undroppable when it's used and set a timer manually that is the length of the cooldown so you can make it dropable when the timer expires.
Yes you'll need a trigger to make them undroppable.
I made mine like this. But it sucks this way its only MPI.
UndropAvatar
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Avatar (item)
Actions
Unit Group - Add (Casting unit) to AvatarItemUG
Set AvatarDrop[(Player number of (Owner of (Casting unit)))] = (Casting unit)
Item - Make (Item carried by (Casting unit) of type Avatar Item) Undroppable
Countdown Timer - Start AvDropTimer[(Player number of (Owner of (Casting unit)))] as a One-shot timer that will expire in 80.00 seconds
AVdrop
Events
Time - AvDropTimer[2] expires
Time - AvDropTimer[3] expires
Time - AvDropTimer[4] expires
Time - AvDropTimer[5] expires
Time - AvDropTimer[6] expires
Time - AvDropTimer[8] expires
Time - AvDropTimer[9] expires
Time - AvDropTimer[10] expires
Time - AvDropTimer[11] expires
Time - AvDropTimer[12] expires
Conditions
Actions
Unit Group - Pick every unit in AvatarItemUG and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Remaining time for AvDropTimer[(Player number of (Owner of (Picked unit)))]) Less than 1.00
Then - Actions
Item - Make (Item carried by AvatarDrop[(Player number of (Owner of (Picked unit)))] of type Avatar Item) Droppable
Unit Group - Remove (Picked unit) from AvatarItemUG
Else - Actions
I made this a very long time ago.
It works but it really sucks making it like this to all your items. xD
I don't know if there's a system for this but there should be.
If there isn't then I think I'll make one. LOL! xD
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