On number 3: I have actually made it possible to display cooldown timers through some custom scripting, however this will eventually not be needed as we flesh out cooldowns. Look at the following screenshot:
This is done by creating a custom variable inside of the design (Vars Scripted), and setting the variable to "TimerVar", at which point several features are exposed. I set the name of the Vars Scripted object to "spell" and used the following code:
Code:
local s, d = GetSpellCooldown("Holy Shock");
local spell_start = s;
local spell_duration = d;
local spell_timeleft = s + d - GetTime();
local spell_text = "Holy Shock ready in ";
local spell_bool = false;
if d <= 0 then
spell_timeleft = 0;
spell_text = "Holy Shock ready!";
spell_bool = true;
end
Everything that begins with "spell" here MUST match what you name the Vars Scripted, so if you name the variable "123", the lines that say spell_start, etc, must be 123_start, etc. This does matter!
After this is done, you now have all the variables needed to use a text/bar/timer shader object like you would for casting bars, only it's for the cooldown of the spell in the script above. Eventually this will be a full feature on it's own down the line where you just pick a spell from a dropdown or some such.