- Joined
- Oct 16, 2017
- Messages
- 16
Hi everyone,
A week or two ago I posted a thread about making a stance swapping mechanic that retained the cooldowns used in other stances. A person suggested disabling/enabling abilities as stances are swapped which worked fine but I have ran into some issues with it.
As a bit of a prelude I will explain what I mean by stance swapping. It's based on the Warrior class in World of Warcraft, where different abilities required being in a particular stance to be cast. I'm trying to replicate that to a degree, where I will be having 12 different abilities cast between 3 stances. A unit will use a stance and have 4 abilities available, as well as 2 abilities to swap between other stances.
Currently I have 3 stances: Assault, Fortress and Skilled.
When the unit is in Assault stance it should have the Second Wind and Charge ability. In Skilled Stance it should have Shattering Slam. And in Fortress Stance it should have the Shield Slam ability.
Assault Stance (AS) is based on Mana Shield. Skilled Stance (SS) is based on Immolation. Fortress Stance (FS) is based on Windwalk.
My current issue is that the skilled stance and fortress stance when used consecutively will remove all abilities from being available. I think it would be easier to just give examples as per below.
The default stance is assault stance.
AS --> SS --> AS - The trigger works fine, abilities are available in appropriate stances.
AS --> FS --> AS - Same as above.
AS --> SS --> AS --> FS - The Shield Slam ability becomes unavailable in FS and further stance swapping breaks the trigger more.
AS --> FS --> SS --> AS/FS --> Every ability other than the stance abilities vanishes.
AS --> SS --> FS --> AS/SS --> Same as above.
I've went through the trigger plenty of times trying to find a spot where I don't reactivate an ability or deactivate it twice but I can't find it if that is the issue. I was hoping someone else might be able to find the flaw in it.
I have attached screenshots of the triggers used and a test map with the Knight unit with the stances/abilities. Any recommendations or assistance would be appreciated. Thank you.
A week or two ago I posted a thread about making a stance swapping mechanic that retained the cooldowns used in other stances. A person suggested disabling/enabling abilities as stances are swapped which worked fine but I have ran into some issues with it.
As a bit of a prelude I will explain what I mean by stance swapping. It's based on the Warrior class in World of Warcraft, where different abilities required being in a particular stance to be cast. I'm trying to replicate that to a degree, where I will be having 12 different abilities cast between 3 stances. A unit will use a stance and have 4 abilities available, as well as 2 abilities to swap between other stances.
Currently I have 3 stances: Assault, Fortress and Skilled.
When the unit is in Assault stance it should have the Second Wind and Charge ability. In Skilled Stance it should have Shattering Slam. And in Fortress Stance it should have the Shield Slam ability.
Assault Stance (AS) is based on Mana Shield. Skilled Stance (SS) is based on Immolation. Fortress Stance (FS) is based on Windwalk.
My current issue is that the skilled stance and fortress stance when used consecutively will remove all abilities from being available. I think it would be easier to just give examples as per below.
The default stance is assault stance.
AS --> SS --> AS - The trigger works fine, abilities are available in appropriate stances.
AS --> FS --> AS - Same as above.
AS --> SS --> AS --> FS - The Shield Slam ability becomes unavailable in FS and further stance swapping breaks the trigger more.
AS --> FS --> SS --> AS/FS --> Every ability other than the stance abilities vanishes.
AS --> SS --> FS --> AS/SS --> Same as above.
I've went through the trigger plenty of times trying to find a spot where I don't reactivate an ability or deactivate it twice but I can't find it if that is the issue. I was hoping someone else might be able to find the flaw in it.
I have attached screenshots of the triggers used and a test map with the Knight unit with the stances/abilities. Any recommendations or assistance would be appreciated. Thank you.