Cooldown theory

WuHT

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Is there any ability that will "Adjust" the cooldown of an ability (instead of just resetting it)

Ie : If you get a unit kill, is there a method to make a cooldown of an ability instantly go to 1/2 time (if total cooldown value is 30 seconds, this ability would suddenly set the clock to 15 secs remaining)

Or how about if instantly cutting off 1/2 value of the CD from an ability(ie if total cooldown is 30 seconds, and is has 20 seconds left, this ability would turn the cooldown clock to 5 seconds remaining)


???
 

mase

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I don't think you can, but I'll check it out.

-Edit-
Yea i doubt you can unless you mod Wc3...
 

Cres

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you can probably cut it in half easy for short CD but its really messy

Make 15 (if 30 sec CD) of the same ability, each with different CD, 1, 2, 3, etc.

then you have a variable called time since last cast or something like that.
So the trigger would be...

E:Every 1 second
C:Time_Since_Last_Cast (integer variable) greater than 0
A: Set Time_Since_Last_Cast equal to Time_Since_Last_Cast - 1

Then for the real ability
E: A unit dies
C: Killing Unit has ability XXXX (I don't know if this a real condition, maybe you will have to have another variable [boolean] that tracks if the hero/unit has the ability)
A:
If Then Else Multiple
If Time_Since_Last_Cast less than or equal to 15
Then Remove Ability XXXX Add Ability XXXX (0 CD) Set Hero_Has_Rigged_Spell to True
Else
If Then Else Multiple
If Time_Since_Last_Cast equal to 16
Then Remove Ability XXXX Add Ability XXXX (1 CD) Set Hero_Has_Rigged_Spell to True

... Continue ...
Remove Ability XXXX (0 CD) Add Ability XXXX (original) Set Hero_Has_Rigged_Spell to False
Wait 1 Second Remove Ability XXXX (1 CD) Add Ability XXXX (original) Set Hero_Has_Rigged_Spell to False
Wait 2 Seconds Remove Ability XXXX (2 CD) Add Ability XXXX (original) Set Hero_Has_Rigged_Spell to False
... Continue ...

Note, you CAN just remove the ability, and then leave the ability blank for a while, but im not sure if this refreshes CD and if the hero dies, it wont have the ability when it respawns i think...

Another Trigger

E: Unit casts an ability
C: Ability Equal to XXXX
A: Set Time_Since_Last_Cast to 30 (or spell's CD)

Another Triger

E: A unit respawns
C: Set Hero_Has_Rigged_Spell to True
Unit belongs to (player with this unit)
A: Remove Ability XXXX (CD 0) etc...
Add Ability XXXX (original)

Note for Set Hero_Has_Rigged_Spell to True, you may need a twelve array, one for each player if more than one player has this... And I'd HATE to trigger the other variable (Time_Since_Last_Cast) into an array so... probably not a good idea, or my way isnt really great but best i can think of
 

WuHT

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hmm using many levels of the spell with different cooldown speeds would be pretty ugly to keep inter-swapping.

I just want to know is there a way you can store as a variable the % of cooldown remaining ? (aside from having a seperate timer that starts when u cast the spell ?)
 

Slapshot136

Divide et impera
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there's something that might be worth noteing hereo - if a hero uses a item that has a cooldown, drops that item, and picks another item that has the same cooldown classification but a diffrent cooldown, the cooldown will speed up / slow down based on the second item's cool time. if you have no clue what i just said, then nvm
 

WuHT

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O but I do ( at least the parts that pertain to my problem)

I was just wondering if jass would keep track of cooldowns, and i guess we're stuck using a seperate timer for each version of the spell (with diff CD's each)
 

Slapshot136

Divide et impera
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471
Im trying to say that I know it can be done rather easily with items, but that whenever you add/remove a spell, it's cooldown is reset, and makeing diffrent versions of the spell and leveling it up/down would work, but then it would be rather hard to level the spell normally.
 
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