Class Changing

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team.ism

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I created an ability using spellbook. Inside the spellbook is a group of spells that will change your class based on which spell you use. I want to know how to change my hero's model and keep everything else about him the same i.e. level, stats, abilities, items.
 
Although you can't change a unit's model, you can create separate units in the object editor. Then you use triggers to replace your unit with another, and transfer over any abilities/stats/items. I believe it is possible, not easy.
 
I remember doing something like that in one of my games, you started as peasant upgraded to militia footman then knight but then there was no "Replace unit with unit" trigger *hint hint* You might also need to add any classes to the techtree - dependancy equivilants but im not sure (I remember having to use this but it was a long time ago)
 
good job rad but you are a bit off. I got it figured out and as soon as I get the bugs out i will post the entire process.
 
No I got it perfect, so there!

This is prolly massively inefficient, so please help out if possible.

Make 5 triggers, all integers:
- HeroLevel
- HeroExperience
- HeroStrength
- HeroAgility
- HeroIntelligence

Make the first trigger as follows:
Code:
Event
     Unit - A unit owned by Player 1 (Red) Begins channeling an ability
Conditions - none
Actions
Set HeroLevel = (Hero level of (Casting unit))
Set HeroExperience = (Hero experience of (Casting unit))
Set HeroStrength = (Strength of (Casting unit) (Exclude bonuses))
Set HeroAgility = (Agility of (Casting unit) (Exclude bonuses))
Set HeroIntelligence = (Intelligence of (Casting unit) (Exclude bonuses))

Now make another trigger for each person you want to chanage to, one in this example.

Code:
Events
Unit - A unit owned by Player 1 (Red) Begins channeling an ability
Conditions
     (Ability being cast) Equal to <your ability>
Action
     Unit - Replace (Casting unit) with a <unit two> using The old unit's relative life and mana
     Hero - Set (Last replaced unit) Hero-level to HeroLevel, Hide level-up graphics
     Hero - Set (Last replaced unit) experience to HeroExperience, Hide level-up graphics
     Hero - Set Strength of(Last replaced unit) to HeroStrength, (Permanent or Temporary:Permanent)
     Hero - Set Agility of(Last replaced unit) to HeroAgility, (Permanent or Temporary:Permanent)
     Hero - Set Intelligence of(Last replaced unit) to HeroIntelligence, (Permanent or Temporary:Permanent)

Now attach <your ability> to the starting unit. Click it and you should change to the next unit.

You can also do items by adding:
Code:
Action
Set HeroItem1 = (Item-type of (Item carried by (Casting unit) in slot 1))

To the first trigger, with HeroItem1 being an item-type variable.

To make it so that both units damage and health and et cetera are the same, make both units stats the same, including: Strength/Agility/Intelligence per Level, hit point base/regen, mana base/regen, et cetera.

Of course I know that this can be improved so expert coders please improve.
 
It doesn't keep the stats (str,sgi,int) for sure and for that ill bet the hp/mp will be different. The items seem to stay. But anyway don't rain on me.
 
The Replace Unit action has an option to let you choose how HP changes, I know that (that is, if you want something with 200/500 HP to go to 200/1000 or 400/1000). I'm not sure about mana.
 
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