So after much trial and error I managed to get charges for my Spider Mine ability to recharge correctly over time without triggers. I noticed a lot of help requests on this topic but no real answers, so here is what I found. There are some bugs and/or some poorly labeled fields that have to be worked around. The important fields are:
Cost - Charge - Count (Max) >>> The maximum number of charges the ability can have at any one time.
Cost - Charge - Count (Start) >>> The number of charges the ability has from the start.
Cost - Charge - Count (Use) >>> How many charges are consumed when the unit uses the ability.
Cost - Charge - Hide Count >>> Whether or not the player can see how many charges remain (Disabled means the player can see the number).
Cost - Charge - Time Start >>> The amount of time it initially takes for one charge to regenerate.
Cost - Charge - Time Use >>> The amount of time added to the recharge timer each time the ability is used. (At least I am 99% certain that's what this does. If anyone finds out otherwise post your update down below.)
Alright, so now we want to make an ability. For me I did Spider Mines. Duplicate your ability and come down to these fields.
Set the Count (Max) to whatever you want. Now the tricky part, set the Count (Start) to anything LESS than the max. Do not set it equal to or greater than Count (Max) or your ability will not recharge at all. Clearly a bug, but until it gets fixed you have to work around it.
Now determine how long you want it to take for the ability to regenerate one charge, like 5 seconds. Put 5 into the Time Start field, not the Time Use field. And yes, the labeling for these fields it terrible. Set Time Use to 0.
Now save and test your ability. If everything is working correctly it should recharge once every 5 seconds. You will only get it to display the time remaining for the next charge if their are 0 charges. No idea how to change this. Also have not tested item charges to see if they follow the same pattern. Hope that helps.
I was having a really bizarre issue where the ability would work (given start = max) fine, but if I used the Add charges used trigger, the charges would reset to max (and stay at max) upon use. I made start = 999, max = 1000, and viola! Worked like a charm.
Man this solves some item issues i was having in my RPG. Good find sir. Weird that even internal blizz map makers probably have to go through this too lol. GJ!
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So after much trial and error I managed to get charges for my Spider Mine ability to recharge correctly over time without triggers. I noticed a lot of help requests on this topic but no real answers, so here is what I found. There are some bugs and/or some poorly labeled fields that have to be worked around. The important fields are:
Cost - Charge - Count (Max) >>> The maximum number of charges the ability can have at any one time.
Cost - Charge - Count (Start) >>> The number of charges the ability has from the start.
Cost - Charge - Count (Use) >>> How many charges are consumed when the unit uses the ability.
Cost - Charge - Hide Count >>> Whether or not the player can see how many charges remain (Disabled means the player can see the number).
Cost - Charge - Time Start >>> The amount of time it initially takes for one charge to regenerate.
Cost - Charge - Time Use >>> The amount of time added to the recharge timer each time the ability is used. (At least I am 99% certain that's what this does. If anyone finds out otherwise post your update down below.)
Alright, so now we want to make an ability. For me I did Spider Mines. Duplicate your ability and come down to these fields.
Set the Count (Max) to whatever you want. Now the tricky part, set the Count (Start) to anything LESS than the max. Do not set it equal to or greater than Count (Max) or your ability will not recharge at all. Clearly a bug, but until it gets fixed you have to work around it.
Now determine how long you want it to take for the ability to regenerate one charge, like 5 seconds. Put 5 into the Time Start field, not the Time Use field. And yes, the labeling for these fields it terrible. Set Time Use to 0.
Now save and test your ability. If everything is working correctly it should recharge once every 5 seconds. You will only get it to display the time remaining for the next charge if their are 0 charges. No idea how to change this. Also have not tested item charges to see if they follow the same pattern. Hope that helps.
@Undertaking: Go
Good call on the Start < Max!
I was having a really bizarre issue where the ability would work (given start = max) fine, but if I used the Add charges used trigger, the charges would reset to max (and stay at max) upon use. I made start = 999, max = 1000, and viola! Worked like a charm.
Just like to give a big thanks to Undertaking for posting this, definitely helped me finally understand how these things work.
@Xackery: Go
Yeah, charge skill with multiple levels work pretty bizarre. I had to discard one of my hero skills because of that.
For example if you increase the maximum count in any level of the skill, it will give you infinite charges, and stuff like that.
Thank you Undertaking! I've been struggling with this problem for a long time, and thanks to you i managed to fix it :D
Man this solves some item issues i was having in my RPG. Good find sir. Weird that even internal blizz map makers probably have to go through this too lol. GJ!