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Cooldown not working on custom ability


Prevch

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Hey everybody,

I created a custom ability for the rogue. I took the Acid Flask item ability and turned it into a talent rather than an item use. It all works good, the only problem is that when I use the talent, there is no cooldown. I have the cooldown in my ABI_base_af.xls (the af stands for acid flask in case you're wondering) file set to 25 seconds, but it doesn't work. It's confusing because everything else in the file works like a charm.

 

Any ideas?

 

I used GDapp to export an .xls and you can see it here f this will help http://www.cebcorps.com/ABI_Base_af.xls

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Did you adjust the types to be correct for a Talent rather than an Item? When I was doing the open lock spells I know I had a problem with cooldowns when my types were incorrect, but I don't recall the exact field off the top of my head. UseType I think is what it was.

 

EDIT: Just looked and it was "UseType" that affected whether the cooldown worked or not for me, with my spells.

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Did you adjust the types to be correct for a Talent rather than an Item? When I was doing the open lock spells I know I had a problem with cooldowns when my types were incorrect, but I don't recall the exact field off the top of my head. UseType I think is what it was.

 

EDIT: Just looked and it was "UseType" that affected whether the cooldown worked or not for me, with my spells.

 

What did you change it to to get it to work? I tried changing it from 4 to 1 without success. According to the WIKI usetype defines the following:

 

usetype int Whether the ability is a passive, toggle, or instant use. 2 is toggle, 3 is passive, 4 is instant use.

 

I just noticed one isn't a valid value though whoops......hmm what value do you think I should use? I assume it's considered an instant use talent?

 

Well I tried 2, 3 and 4 and still have no cooldown......color me confused

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Not sure how to fix this but it sounds cool nonetheless :) How does the talent work? Is it a 'sneak attack' that allows the rogue to poison a target?

 

You could use it as a sneak if you combined it with stealth, but it actually doesn't poison it actually does nature damage. I supposed a DOT effect could be added, but it's already overpowered without a cooldown :biggrin:

 

Another interesting tidbit I just found out.....the talent doesn't do any damage for some reason!!! Any ideas?

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  • 2 years later...
Not sure how to fix this but it sounds cool nonetheless :) How does the talent work? Is it a 'sneak attack' that allows the rogue to poison a target?

 

You could use it as a sneak if you combined it with stealth, but it actually doesn't poison it actually does nature damage. I supposed a DOT effect could be added, but it's already overpowered without a cooldown :biggrin:

 

Another interesting tidbit I just found out.....the talent doesn't do any damage for some reason!!! Any ideas?

 

Hey dude.

 

I've been having the exact same problems for a long time now. I've been trying to add a melee ability to the Arcane Warrior class, and a year ago or so I tried to make some of the S&S Warrior abilities usable without a shield, and always I ran into issues with everything firing off except damage appearing.

 

I can happily say I've fixed my issue, at long last, and I think it'll help you (if this is still an issue for you).

 

Two problems can cause this:

 

First, your script: I'm not talking about the script itself, it could be perfect and you'll still not get the ability working. I'm not sure exactly how deep the architecture for scriping goes within the toolset but if your new ability is a completely new script file you will likely have issues. Even though the ability script files only have 4-5 script includes, those scripts in turn have their own includes etc. and all I can ascertain is that somewhere deeper in the architecture you need to specify a script file so it will be recognised fully by the game. In short? Stick your ability script into an existing script. In your case I would either stick it in an aoe_instant or singletarget script.

 

Secondly, the ability animation. Certain animations only work with certain ability types. For example, I tried to model my new Arcane Warrior ability on Mighty Blow. Finally, when I fixed the first issue above, I had it working great with a 2h but, just like Mighty Blow, even if you remove the 2h requirement in the ABI_base 2DA the ability won't fire properly when using a different weapon. This isn't due to the script, since there is NOTHING in the script that specifies it might be 2h, but purely due to the animation in the ABI_base 2DA. You need to find an animation that allows for the type of ability you're trying to make.

 

A little trick for the animations: if you still want it to show the existing animation you CAN set it as a vfx_impact animation and then specify this in the script. It's not quite the same but it can help. Your enemy in the ABI_base 2DA is the "castanim" field. Set that to 0 to begin with (no animation and test your ability from there. Once it's working try tinkering with animations until you find one that works for both you and the ability.

 

Good luck!

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