Zwiebelchen
Hosted Project GR
- Joined
- Sep 17, 2009
- Messages
- 7,234
So, I have been encountering this roadblock for one of my ability ideas in which I wanted to create an ability that resets its cooldown whenever the unit evades an attack.
Detecting when the evasion happens is not a problem, as all attacks are scripted anyway.
However, actually resetting the cooldown seems to be a huge issue.
So far, I tried the following:
... I'm out of ideas at this point. Anything? Please?
Detecting when the evasion happens is not a problem, as all attacks are scripted anyway.
However, actually resetting the cooldown seems to be a huge issue.
So far, I tried the following:
- Using
UnitResetCooldown
and temporarily hiding all other abilities viaSetPlayerAbilityAvailable
--> Result: All cooldowns will be resetted, regardless of if an ability is hidden or not - Removing the ability inside the spellbook and re-adding it via the adder book again --> Result: The ability resets properly, but as soon as I remove the original spellbook containing the ability (which is required to add the ability again), the spellbook closes itself as if the player pressed ESC
- Defining a second level of the ability with a zero cooldown, then setting/incrementing ability levels to the no-cooldown level and resetting it back, --> Result: no effect. The original cooldown will still be used until the timer has expired. Adding a wait or timer interval inbetween the level changes doesn't change anything.
... I'm out of ideas at this point. Anything? Please?
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