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UnitResetCooldown native, what does it do?

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@Aeroblyctos Look my prevoius post, second method (Remove + Add ability) can solve that problem.

  • reset one spell
    • Actions
      • Unit - Remove <yourability> from unit
      • Unit - Add <yourability> to unit
Ofcourse you can use Ability variable to help you manupulate that process ;) or use 'Ability being cast' to reset cooldown of triggering ability.
If you want to work with rawdata, then custom scripts are usefull for you, providing sligty more efficient way.
 
Heh Bribe =) I wouldn't post something without testing it earlier. Disabling/enabling abilities for cooldowns is usually used to trigger passives cooldown (mixed with spelll shield).

@Aeroblyctos If I'm not mistaken for Tinker's upgrade you still have to create additional ability, thus there is no difference.
If I'm wrong, since I don't have editor around meaby you will have to check the level of this upgrade too for proper triggering. Anyways, I'll solve this after I get back to editor.
 
Hence the disclaimer: "'I'll look into this later"

I let people know when I'm not sure. It's important to share ideas, tested or untested,
because that's where creativity comes from.

Frazes like that one makes me ensures me even more that you are one of the most responsible moderator on this forum.

Checked it, and Eginner upgrade still does nothing to be honest - you have to create new abilities anyway + action is in intant speed so there are no worries that it will bug.
 
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