Problems with "Defend"

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I've created a spell based on the ability "Defend" (used normally by the footman unit) and for some reason it doesn't have the specified cooldown or mana cost. (both are 0)

So, my question is: Is it possible to even add cooldown/mana cost to the ability Defend?

If it is, let me know how and if it isn't, is there any viable alternative? (all I use the defend ability to is movement speed reduction and on/off states, rest is triggered)
 
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or just trigger the whole thing.
- two spells (Spell1, Spell2)
- if Spell1 is used, remove it and add Spell2, and vice versa
- if Spell1 is used, change the triggering unit's movement speed to half
- if Spell2 is used, change the triggering unit's movement speed to default
*of course this will not have any cooldown since you removed a spell and added another one
 
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@Maker
That would work on the mana cost issue but I still have the cooldown not triggering (for some reason) and the tooltip won't specify mana cost like any other spell

@nerovesper
I'll check that out if it fits my needs (hopefully it does)

@ronojales
It's a hero ability so making it that way would probably (not sure) break the level of the ability etc (if you change to the turn off spell and level the normal one what happens??)
 
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I've tested the Robo-Goblin ability as a base, modified it etc. to suit my needs, both cooldown and mana cost works (great I know) BUT it makes all the triggered parts of the spell to stop working (Yes I also modified the triggers to use the new ability)

I want the spell to be a turn on/off spell (like defend) that when turned on gives the player reduced movement speed, damage reduction and the ability to convert damage taken to rage (all but the movement speed is triggered) and when turning it off it will gain normal movement speed, take normal damage and stop converting damage taken to rage, it would also do a aoe attack while turning off knocking back all nearby units (damage is based on level of spell)

It works flawlessly when based upon Defend besides the fact that neither cooldown or mana cost works.. Using robo-goblin will make the cooldown and mana cost to work but render the spell useless since it won't allow anything besides the mana cost and cooldown to work (for some reason)
 
I suggest using Bear Form ability. The Alternate unit form will be the same unit with lower movement speed (And you won't have to muddle up with movement speed abilities or triggers) and you can also enhance a negative mana regeneration, by Shift+Enter clicking the unit's field: "Stats - Mana regeneration" and typing a negative value. The only thing you will have to trigger is the damage > rage thing.
 
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maybe you use a different event for the triggered part? it's better if you use the event Unit - Issued an order with no target then use the condition Issued Order Equal to unrobogoblin/robogoblin or bearform/unbearform.
 
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@ronojales
That's exactly what I'm doing to detect when the spell is turned on/off but for some reason it doesn't want to work with robo-goblin nor bear form :sad:

I'm still searching for viable alternatives.. Until then, I'll try both bear form and robo-goblins once more (in hope that I screwed something up earlier)
 
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