Bear Form Issue

Neko

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Hello everyone, im pretty new to worldedit.

Currently im trying to do a hero with dual modes, manage to do it by tweaking "Bear Form" skills. Having some trouble editing the skills to be removed and restored when change from a character to another.

Trying to do a character with melee and ranged modes, with different set of skills.

I've read something about an invisible spellbook and dummys (off similiar threads), but am unsure how to do it

Update: Need help for damage gain when changing forms and attribute change
Help is appreciated !
 

tommerbob

Minecraft. :D
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You can base it off of the Night Elf Bear Form ability. It has data fields for regular form, and alternate form. You would create 2 heroes, one is the normal form, and the other is the alternate form. Then you can just change their attributes and stuff to what you want.

The tricky part is the skills. Because of the way the ability works, any hero abilities will remain on both regular and alternate form, even though they are technically two separate units. So what you want to do is either use all dummy unit abilities for your hero, OR use triggers to replace/restore your hero each time the ability is cast.

I hope that makes sense. I have an ability exactly like what you want. It's kind of complicated the way I made mine work though, so maybe you don't want to take my route.

Anyway, let me know if you have any questions. And welcome to TH! :)
 

Neko

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thank you for the quick reply!
i'm currently basing it off the bear form ability instead (look at edited post)

im not sure which fields to edit bear form skill to grant hero bonuses when being in that mode, since the skill comes with default cooldown, i tried granting trigger bonus to the hero when it is casting the spell, but as forementioned, the bonuses affect whilst unit is casting it rather than granting the bonus after the cast

im also unsure where to edit the attribute change
 

tommerbob

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Well its 3 am here, so I am about to head to bed. I'll check my WE and have answers for you hopefully tomorrow.
 

Neko

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thank you for the help tommerbob! :)

i've based the data of bear form off another unit (now a strength hero)
still doesnt make the attribute change!
 

Moridin

Snow Leopard
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As long as both your units are based off of heroes, it should be pretty easy :).

Look under the "stats - " part of the hero in the Object editor.

They have:

Stats - Starting Strength
Stats - Starting Intelligence
Stats - Starting Agility
Stats - Agility Per level
Stats - Intelligence per level
Stats - Strength per level

...also note that the fields in the object editor are alphabetical. That should help you find them :).

------------------------
Other ways to change the stats:

1) Use a trigger with the event:- Generic Unit event :- Unit - A unit finishes casting an ability

2) Use a small wait and then change the stats of the triggering unit. Make sure it's triggering unit though...otherwise it might not be MUI, depending on how long the wait is.
 

Neko

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thank you Moridin,

1)
i used A unit starts casting the ability, thats where i made a wrong choice at :-
i've manage to grant hero bonus in Stat when converting, but the hero still does not change its attribute after morphing

Events
Unit - A unit Finishes casting an ability

Conditions
(Ability being cast) Equal to Melee Mode

Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)

If - Conditions
(Triggering unit) Equal to Bmage 0036 <gen>

Then - Actions
Hero - Modify Strength of Bmage 0036 <gen>: Add 10

Else - Actions
Hero - Modify Strength of Bmage 0036 <gen>: Subtract 10

since both forms are of the same unit, do i have to set a variable to tell the trigger as an additional condition?
currently, the subtraction of the stat is not working


2)dont think its required, it works fine now
 

Moridin

Snow Leopard
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Umm.. ok, you've got it a little bit wrong :p.

To bring the strength back to normal (deduct 10) you'll need a seperate trigger, with the condition for that trigger being "Ability being cast Equal to Ranged mode" :).
 

Neko

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Toggling the ability : Bear Form on and off are recognised as 1 and the same skill. is there a way to seperate it?
It doesnt let me choose turning off skill etc

Edit: Solved by using 2 triggers to add and subtract

Melee
Events
Unit - A unit Finishes casting an ability
Conditions
(Ability being cast) Equal to Melee Mode
(Triggering unit) Equal to Bmage 0036 <gen>
Actions
Hero - Modify Strength of Bmage 0036 <gen>: Add 10
Wait 0.20 seconds
Trigger - Turn off (This trigger)
Trigger - Turn on Range <gen>


Range (initially off)
Events
Unit - A unit Finishes casting an ability
Conditions
(Ability being cast) Equal to Melee Mode
(Triggering unit) Equal to Bmage 0036 <gen>
Actions
Hero - Modify Strength of Bmage 0036 <gen>: Subtract 10
Wait 0.20 seconds
Trigger - Turn off (This trigger)
Trigger - Turn on Melee <gen>
 

Neko

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thank you for your input, im still clueless about Invisible spellbooks granting and taking away hero skills when changing form. Any idea on that?
 

Moridin

Snow Leopard
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...Invisible spellbooks granting and taking away hero skills when changing form...
What? :S I had no idea invisible spellbooks could do that.

What you could do is this though. You have your two triggers:

Trigger:
  • Melee
    • Events
      • Unit - A unit Finishes casting an ability
    • Conditions
      • (Ability being cast) Equal to Melee Mode
      • (Triggering unit) Equal to Bmage 0036 &lt;gen&gt;
    • Actions
      • Hero - Modify Strength of Bmage 0036 &lt;gen&gt;: Add 10
      • Unit - Remove (Ability) from (Triggering unit)
      • Unit - Add (Ablity) to (Triggering unit)
      • Wait 0.20 seconds
      • Trigger - Turn off (This trigger)
      • Trigger - Turn on Range &lt;gen&gt;


Trigger:
  • Range (initially off)
    • Events
      • Unit - A unit Finishes casting an ability
    • Conditions
      • (Ability being cast) Equal to Melee Mode
      • (Triggering unit) Equal to Bmage 0036 &lt;gen&gt;
    • Actions
      • Hero - Modify Strength of Bmage 0036 &lt;gen&gt;: Subtract 10
      • Unit - Remove (Ability) from (Triggering unit)
      • Unit - Add (Ablity) to (Triggering unit)
      • Wait 0.20 seconds
      • Trigger - Turn off (This trigger)
      • Trigger - Turn on Melee &lt;gen&gt;


You can keep adding and removing abilities by duplicating those actions :).

Edit: Also, here's a SpellBook Tutorial to clarify anything you need to know about spellbooks.
 

Neko

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thank you for that, valuable information !

i also have to enable all (melee and range)abilities on both the hero that i am basing the Bearform on right?
 

Moridin

Snow Leopard
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i also have to enable all (melee and range)abilities on both the hero that i am basing the Bearform on right?
No you don't have to enable them. When you give/remove an ability it is automatically enabled.

However, if you want to, instead of adding/removing you can enable/disable the abilities. I think that allows the abilities to retain their level....will have to do a bit of testing to verify this.
 

Neko

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i have read on other forums that disabled skills appear (permanently) in cooldown mode. how do i hide a skill from the interface?
 

tommerbob

Minecraft. :D
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i have read on other forums that disabled skills appear (permanently) in cooldown mode. how do i hide a skill from the interface?

When you disable an ability, it hides that ability in the UI. For example, if you add a spellbook ability to a hero, and then disable it, you can't see it on the hero.
 

Okay

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I think a good way to do this is to have 2 separate heros and hide one and unhide the other everytime an ability (based on channel) is cast.
the triggering would be something like this

Trigger:
  • start
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Unit - Hide Your Range hero 0001 &lt;gen&gt;
      • Unit - Change ownership of Your Range hero 0001 &lt;gen&gt; to Neutral Passive and Retain color


Trigger:
  • switching heros
    • Events
      • Unit - A unit Finishes casting an ability
    • Conditions
      • (Ability being cast) Equal to Change Weapon
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Triggering unit) Equal to your melee hero 0000 &lt;gen&gt;
        • Then - Actions
          • Unit - Hide your melee hero 0000 &lt;gen&gt;
          • Unit - Change ownership of your melee hero 0000 &lt;gen&gt; to Neutral Passive and Retain color
          • Unit - Change ownership of Your Range hero 0001 &lt;gen&gt; to Player 1 (Red) and Retain color
          • Unit - Move Your Range hero 0001 &lt;gen&gt; instantly to (Position of (Triggering unit))
          • Unit - Unhide Your Range hero 0001 &lt;gen&gt;
          • Selection - Add Your Range hero 0001 &lt;gen&gt; to selection
        • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Triggering unit) Equal to Your Range hero 0001 &lt;gen&gt;
            • Then - Actions
              • Unit - Hide Your Range hero 0001 &lt;gen&gt;
              • Unit - Change ownership of Your Range hero 0001 &lt;gen&gt; to Neutral Passive and Retain color
              • Unit - Change ownership of your melee hero 0000 &lt;gen&gt; to Player 1 (Red) and Retain color
              • Unit - Move your melee hero 0000 &lt;gen&gt; instantly to (Position of (Triggering unit))
              • Unit - Unhide your melee hero 0000 &lt;gen&gt;
              • Selection - Add your melee hero 0000 &lt;gen&gt; to selection
            • Else - Actions
 

Tyman2007

Ya Rly >.
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Trigger:
  • # Unit - Move Your Range hero 0001 &lt;gen&gt; instantly to (Position of (Triggering unit))
    • # Unit - Unhide Your Range hero 0001 &lt;gen&gt;


Switch that around :p Messing with a hidden unit can cause problems.

Trigger:
  • # Unit - Unhide Your Range hero 0001 &lt;gen&gt;
    • # Unit - Move Your Range hero 0001 &lt;gen&gt; instantly to (Position of (Triggering unit))


Need help for damage gain when changing forms and attribute change
Modify damage temporarily when switching forms? hmm.. Can't be done temporarily
Attribute change? Like hero attributes? That can be done through Hero - Change Hero Attribute
Please clarify with a bit more detail.
 

tommerbob

Minecraft. :D
Reaction score
110
I think a good way to do this is to have 2 separate heros and hide one and unhide the other everytime an ability (based on channel) is cast.
the triggering would be something like this

Trigger:
  • start
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Unit - Hide Your Range hero 0001 &lt;gen&gt;
      • Unit - Change ownership of Your Range hero 0001 &lt;gen&gt; to Neutral Passive and Retain color


Trigger:
  • switching heros
    • Events
      • Unit - A unit Finishes casting an ability
    • Conditions
      • (Ability being cast) Equal to Change Weapon
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Triggering unit) Equal to your melee hero 0000 &lt;gen&gt;
        • Then - Actions
          • Unit - Hide your melee hero 0000 &lt;gen&gt;
          • Unit - Change ownership of your melee hero 0000 &lt;gen&gt; to Neutral Passive and Retain color
          • Unit - Change ownership of Your Range hero 0001 &lt;gen&gt; to Player 1 (Red) and Retain color
          • Unit - Move Your Range hero 0001 &lt;gen&gt; instantly to (Position of (Triggering unit))
          • Unit - Unhide Your Range hero 0001 &lt;gen&gt;
          • Selection - Add Your Range hero 0001 &lt;gen&gt; to selection
        • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Triggering unit) Equal to Your Range hero 0001 &lt;gen&gt;
            • Then - Actions
              • Unit - Hide Your Range hero 0001 &lt;gen&gt;
              • Unit - Change ownership of Your Range hero 0001 &lt;gen&gt; to Neutral Passive and Retain color
              • Unit - Change ownership of your melee hero 0000 &lt;gen&gt; to Player 1 (Red) and Retain color
              • Unit - Move your melee hero 0000 &lt;gen&gt; instantly to (Position of (Triggering unit))
              • Unit - Unhide your melee hero 0000 &lt;gen&gt;
              • Selection - Add your melee hero 0000 &lt;gen&gt; to selection
            • Else - Actions

This would probably work, with a few slight adjustments to teh trigger, but the overall idea should work. You would also want to make sure that whenever one of your hero's gains experience, you also give experience to the other hero.
 
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