#Custom talents don't update the skill value (visual bug)

1 messages · Page 1 of 1 (latest)

west moat
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is this a new update bug ? tried many ways and could not get to update the skill tooltip value when talent is chosen , even tested a map with (talents fixed in this update 1 day ago) and seems to have same problem

This is just a visual problem (at least on my lua skills)

trail oriole
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Mine works fine (+3 duration talent)

past river
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You can start with posting your kv files at least. Without that you question is like "guys, i have bug. How to fix it?"

gusty prawn
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it doesn't work if you havem ultiple talents/facets attached to the same value

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so for example if oyu have 2 duration increasing talents, neither will update

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this mostly happens if you override default dota abilities, add a talent where there is none and valve later adds a talent for that kv

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if this isn't the case check your kv, make sure its valid

west moat
# past river You can start with posting your kv files at least. Without that you question is ...

that's how i have now(because of lua using an older method to read the value , but that can updated) , but it was written in many forms to test if it works
like :
"crit_chance" { "value" "2 2 3 4 5" "special_bonus_custom_pa_coup_de_grace_crit_chance" "5" }
and the talent too (empty with no value)
and "special_bonus_base" instead of "special_bonus_undefined" i think i changed them in almost all combinations

but idk about facet , but this is consistent , multiple custom skills with talents work but no visual update (im guessing is not facet because of multiple skills on same hero have same problem not only ones that might share name with facet)

west moat
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btw this is the additional map i tested (after i could not fix on mine) and seem to have same problem (on different heroes , their talent do not update skill value visually but works )

trail oriole
west moat
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i have them both(skill and talent) written in npc_abilities_custom , is the same for you ? idk what is the difference

trail oriole
west moat
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moved them both in npc_abilities_override , and tried different ways and still no result

west moat
trail oriole
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Talents - not

west moat
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the vanila talents are fine for me too (even those skills that are modified)

cyan cipher
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you send old format of talents now you might use

    "special_bonus_unique_<name>"
    {
        "BaseClass"                        "special_bonus_base"
        "AbilityType"                    "DOTA_ABILITY_TYPE_BASIC"
        "AbilityBehavior"                "DOTA_ABILITY_BEHAVIOR_PASSIVE | DOTA_ABILITY_BEHAVIOR_HIDDEN"
    }

and then modify value or overwrite it with =

"crit_chance"
            {
                "value" "2 2 3 4 5"
                "special_bonus_unique_<name>" "+5"
            }
gusty prawn
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it HAS to be named special_bonus_unique

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for talents at least

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thats how dota knows to go look

west moat
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yeah i was about to say that was the only thing i din't had

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"special_bonus_unique" , i will rename and see

gusty prawn
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it being named special_bonus_custom instead is def the issue

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if this is being applied to a vanilla skill tho, it still might not work

cyan cipher
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and also you may not create kv

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for talent in proper slot kv will created dynamically

west moat
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yeah seems name was

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and ofk being written with no "linkspecial thing"

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so now with correct starting name even the lua gets the value no need for special function like before

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thanks