changing model (passive skill)?

theDTD

Active Member
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>>hey i need ideas how to make this skill:
>>once you've learned this skill, your hero will change model
(ex. peasant->footman)
>>that when the hero dies and revives again it will remain as the new model
------
*i saw an Action in the Triggers that allows changing model, but when i used it all hero learned skills reset.
. . . . so, is there any other ideas?? . . thnks for any help:thup:
 

Baltazhar

Active Member
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55
In my current project, I had a skill just like this.

It's a hero called The Baron, you can read his ultimate tooltip in the link.

I've used 2 units, both have same abilties, only the model is different.

Trigger:
  • Wraithform Player 1
    • Events
      • Unit - A unit Begins casting an ability
    • Conditions
      • (Ability being cast) Equal to Wraithform
    • Actions
      • Set Temp_Point = (Position of (Casting unit))
      • Unit - Create 1 Wraith for (Owner of (Casting unit)) at Temp_Point facing (Facing of (Casting unit)) degrees
      • Hero - Set (Last created unit) experience to (Hero experience of (Casting unit)), Hide level-up graphics
      • For each (Integer A) from 1 to (Level of Death Lingers for (Casting unit)), do (Actions)
        • Loop - Actions
          • Hero - Learn skill for (Last created unit): Death Lingers
      • For each (Integer A) from 1 to (Level of Deadly Bonds for (Casting unit)), do (Actions)
        • Loop - Actions
          • Hero - Learn skill for (Last created unit): Deadly Bonds
      • For each (Integer A) from 1 to (Level of Soul Drain (Active) for (Casting unit)), do (Actions)
        • Loop - Actions
          • Hero - Learn skill for (Last created unit): Soul Drain (Active)
      • For each (Integer A) from 1 to (Level of Attribute Bonus (Custom) for (Casting unit)), do (Actions)
        • Loop - Actions
          • Hero - Learn skill for (Last created unit): Attribute Bonus (Custom)
      • Hero - Learn skill for (Last created unit): Wraithform (Passive)
      • Unit - Set life of (Last created unit) to (Life of (Triggering unit))
      • Unit - Set mana of (Last created unit) to (Mana of (Triggering unit))
      • For each (Integer A) from 1 to 6, do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ((Item carried by (Casting unit) in slot (Integer A)) is owned) Equal to True
            • Then - Actions
              • Hero - Drop the item from slot (Integer A) of (Casting unit)
              • Hero - Give (Last dropped item) to (Last created unit)
              • Unit - Order (Last created unit) to move (Last dropped item) to inventory slot (Integer A)
            • Else - Actions
      • Selection - Select (Last created unit) for (Owner of (Casting unit))
      • Set Temp_Point = (Position of (Casting unit))
      • Unit - Remove (Casting unit) from the game
      • Unit - Move (Last created unit) instantly to Temp_Point
      • Custom script: call RemoveLocation (udg_Temp_Point)
      • Set Temp_Group = (Units owned by (Owner of (Triggering unit)) of type Wight)
      • Unit Group - Pick every unit in Temp_Group and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ((Picked unit) is an illusion) Equal to True
            • Then - Actions
              • Unit - Kill (Picked unit)
            • Else - Actions
      • Custom script: call DestroyGroup (udg_Temp_Group)


Found out I had the editor open, so I might as well give you a copy.
This trigger transfers exp, ability-levels, life and mana, items, basically everything. Only the model changes.

The unit is created, gets all stats, items etc. Once the trigger is done grabbing info from the old unit, it removes it, and puts the new unit in that exact spot.

Hope it helps.

EDIT:
Just thought of something. My ability is one actively used to permanently change into the new model.
To have it use a Passive, just modify the Event to "Units Learns a Skill". Should be easy.
 

Inflicted

Currently inactive
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63
Maybe use the crow form ability?

And use a trigger to activate it, and then hide/remove it? or sumthing like that..?
 

Joccaren

You can change this now in User CP.
Reaction score
54
When the hero learns the ability, add another ability, chaos, to it. Chaos changes the model file of your unit until it is removed. So create a custom 'chaos' ability and when the hero learns ou other ability, add the chaos ability to it.
 
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