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Item/Ability Problem

11-04-2007, 06:23 PM#1
darkxion
I made an Item, and I made 2 Abilities that the item uses, but it won't work right. The first time I use the item, ultimate shield casts, and the cooldown starts, while it cools down of course if you try to use it, it says the spell isn't ready (of course, it should) but after the cool down, if I try to use it, nothing at all happens. No spell, no cool down again, nothing, I don't even get a message.
I could really use a hand, if anyone might have an idea how to fix it.

The first ability is based off of ultimate shield.
The second ability is based off of item armor bonus.
11-04-2007, 07:48 PM#2
vesuvan doppleganger
You can't give an item two activateable abilities. If you want an item with two castable spells, base an ability on spellbook.
11-04-2007, 08:35 PM#3
cohadar
Quote:
Originally Posted by vesuvan doppleganger
You can't give an item two activateable abilities. If you want an item with two castable spells, base an ability on spellbook.

Yes you can, the only problem is that one of them has to be spell shield :D
11-04-2007, 11:56 PM#4
darkxion
That should be fine, since the second ability, +35 armor, isn't activatable. It's a bonus that's in effect all the time. Only the first one is, the ultimate shield. At least it should be that way, perhaps I made a mistake. I uploaded pics of the item and abils, see below. I should have just did that the first time rather than upload the actual data files XD
11-05-2007, 12:54 AM#5
Hunter of Shadows
If i remeber correctly there is a special thing you have to check on the actual item that makes it reusable. Here: Stats - Actively Used=True

Stats - Perishible=False

Stats - Number of Charges=0

With all of those like that it should be reusable.

On another note, did you set the cooldown group to the actual activatable item? Otherwise it won't work. Make sure the activatable item ability is actually an item abil and not a hero or unit abil.
11-05-2007, 02:55 AM#6
darkxion
Quote:
Originally Posted by Hunter of Shadows
If i remeber correctly there is a special thing you have to check on the actual item that makes it reusable. Here: Stats - Actively Used=True

Stats - Perishible=False

Stats - Number of Charges=0

With all of those like that it should be reusable.

On another note, did you set the cooldown group to the actual activatable item? Otherwise it won't work. Make sure the activatable item ability is actually an item abil and not a hero or unit abil.

Tried that, didn't work. =(
11-05-2007, 03:04 AM#7
Hunter of Shadows
How unfortunate, I'd just start over then, because if that didnt work that abil is screwed. and if you cant get it to work...well...life hates us all and I understand.
11-05-2007, 03:38 AM#8
darkxion
I've started over like 5 times already, kinda tapped out on that. I did notice that if I simply drop the item, and pick it back up, the cool down starts again and the item can be used again, once. This can be done repeatedly excepting A) I explicitly need this item to be not droppable, and 2) It would be monotonous anyway. There must be a way with trigs to remove the item from the heroes inventory after it's been used, than place it back in their inventory, but I'm not sure how, currently fiddling with it.
11-05-2007, 03:52 AM#9
Castlemaster
Depending on what you are using to make the item not droppable, you can probably use the following algorithm

Event - Generic Unit Uses an Item
Condition - Item being Used Equal to (ultimate Shield)
Action -
*Disable anti-drop*
Hero-Order hero to drop (item being used)
Hero-Order hero to pick-up (item being used)

This command happens so fast that players wouldn't notice. You can even make it go back to the same spot in the inventory.
11-05-2007, 03:57 AM#10
darkxion
Quote:
Originally Posted by Castlemaster
Depending on what you are using to make the item not droppable, you can probably use the following algorithm

Event - Generic Unit Uses an Item
Condition - Item being Used Equal to (ultimate Shield)
Action -
*Disable anti-drop*
Hero-Order hero to drop (item being used)
Hero-Order hero to pick-up (item being used)

This command happens so fast that players wouldn't notice. You can even make it go back to the same spot in the inventory.

That's sort of like what I was already trying, but I couldn't get it to work, mostly because of the condition part. I tried a condition like that, item being manipulated equal to...but I can't seem to specify the item being manipulated, i just get choices like..last created item, random item, picked item, etc.
11-05-2007, 04:07 AM#11
Castlemaster
Item being manipulated is only for items dropped/picked up.
*opens up WE* Yeah, I see your problem. Here's an idea: Just have the hero drop and pick up every copy of that item every time the hero uses an item. Even if they use a different item, dropping the ultimate shield will not affect anything, but should they actually be using the ultimate shield, it will fix that cooldown problem.
11-05-2007, 04:11 AM#12
darkxion
Actually I've not tested it yet, about to, but I think I figured out the condition issue.
Action Type
All
Item - Make Undroppable
You can just click where it says undroppable and change it to droppable, right i the preset. I used...
Make (item being manipulated) droppable
Can't believe I missed that.
However, item being manipulated *is* just for items being dropped/picked up, I think you're right there. We'll see.
According to WE item being manipulated is uses/acquires/loses an item
Bohaahh! The trig works! Thanks a bunch!
Like this.
Untitled Trigger 001
Events
Unit - A unit Uses an item
Conditions
(Item carried by (Triggering unit) of type Power Armor) Equal to (Item being manipulated)
Actions
Item - Make (Item being manipulated) Droppable
Hero - Drop (Item being manipulated) from (Triggering unit)
Hero - Create Power Armor and give it to (Triggering unit)
works like a charm.