Need help with switchable Job System

RadiuS.x

Active Member
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2
I'm trying to make a switchable Job System in wc3's world editor.

Each player can train 4 soldiers, all of which can change their "job" (replace their unit with another) with a spell book containing different abilities for changing their job.

I am using Unit Requirements for each Job ability. The issue is, once that unit is created for the requirement, the job becomes available across all soldiers for the player.

All soldiers have the same spell book.

Do I really need to make separate Spell Book abilities, Job abilities, and Units for Unit Requirements for each Soldier? There's got to be an easier way.
 

Xan_Kriegor

I can change this now in User CP.
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12
I don't know exactly how to do it, but someone else on here can probably tell you: there's some way using triggers with spellbooks to add an ability to a specific units spellbook (granting the soldier their job ability) and not other units with the same spellbook. Effectively adding the ability to that unit only. I think it's based off of spellbooks with the same order string or something like that, but I don't know for certain.

The limitations of this are that A) any skills gained have to be contained within a specific spellbook and B) players will not be able to see their abilities until they have unlocked them, unlike how with using techtree requirements they can look ahead and see what is available.
 

OMGOMGOMG

UMBWGMG (Unidentified Human Being.)
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Use a spellbook, four spells that do nothing, and triggers.
Trigger:
  • MAP
    • Event
      • Spell is Cast
    • Condition
    • Action
      • If (Condition) Then (Action) Else (Action)
        • Condition
          • Spell is cast
          • Then
            • Unit - Change (Triggering Unit) to (UNIT)
          • Else
      • If (Condition) Then (Action) Else (Action)
        • Condition
          • Spell is cast
          • Then
            • Unit - Change (Triggering Unit) to (UNIT)
          • Else
      • If (Condition) Then (Action) Else (Action)
        • Condition
          • Spell is cast
          • Then
            • Unit - Change (Triggering Unit) to (UNIT)
          • Else
      • If (Condition) Then (Action) Else (Action)
        • Condition
          • Spell is cast
          • Then
            • Unit - Change (Triggering Unit) to (UNIT)
          • Else
      • If (Condition) Then (Action) Else (Action)
        • Condition
          • (Spell) is cast
          • Then
            • Unit - Change (Triggering Unit) to (UNIT)
          • Else

Change the Spell to the the job you want.
Change the UNIT to the unit you want for the job
I don't know if this works or not, I don't have the w/e open atm. I'm not sure about the Events/Conditions and actions, they might not be correct.
 
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