How do I make heros Mutate?

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How do i make heros change at level ten like in Fireblades Mutating hero arena?
PLZZZZZZZZZZZZZZZZZZ HELP!
 
Ok I haven't played that map, but I imagine it would be slightly complex, since that involves making a new custom hero. And so all the hero's items, stats and experience would have to be transferred over to the new hero.

Let's start off with detecting when the hero gets to level 10 and storing all his stats. So to start off, make 10 new integer variables.

To make a new variable, go to edit -> variables in the trigger editor. Hit the "make new variable" button which is the green cross. Type in some funky name and select "Integer" from the variable type list. Do this 10 times.

Here's what to do when setting the 10 integers.

Code:
trigger
    Events
       [unit - generic unit event]
        Unit - A unit Gains a level
    Conditions
        [integer comparison - hero - hero level]
        (Hero level of (Leveling Hero)) Equal to 10
    Actions
        [set variable]
                        [hero - hero level]
        Set int1 = (Hero level of (Leveling Hero))
                        [hero - hero experience]
        Set int2 = (Hero experience of (Learning Hero))
                        [hero - hero attribute]
        Set int3 = (Strength of (Learning Hero) (Include bonuses))
                        [hero - hero attribute]
        Set int4 = (Agility of (Learning Hero) (Include bonuses))
                        [hero - hero attribute]
        Set int5 = (Intelligence of (Learning Hero) (Include bonuses))
                        [hero - unspent skill points]
        Set int6 = (Unspent skill points of (Learning Hero))
                        [unit - level of ability for unit]
        Set int7 = (Level of <heroability1> for (Leveling Hero))
                        [unit - level of ability for unit]
        Set int8 = (Level of <heroability2> for (Leveling Hero))
                        [unit - level of ability for unit]
        Set int9 = (Level of <heroability3> for (Leveling Hero))
                        [unit - level of ability for unit]
        Set int10 = (Level of <heroability4> for (Leveling Hero))

If you can figure this much out, I will next talk about replacing the hero and moving all his items.
 
Ill pick up where darg left off...

Code:
Events -
Generic Unit Event-
Unit gains a level

Conditions-
Integer comparison-
Hero Level Of (Leveling Hero )) Is equal to <your level>
Conditions-
Boolean Comparison-
Triggering Unit Is A Hero is Equal To True

Actions-
Unit-
Replace (Triggering Unit )) With <new unit> with new unit's relative
And as for the invintory array, aint got a clu... sorry ..
 
Originally posted by Darg
Ok I haven't played that map, but I imagine it would be slightly complex, since that involves making a new custom hero. And so all the hero's items, stats and experience would have to be transferred over to the new hero.

Let's start off with detecting when the hero gets to level 10 and storing all his stats. So to start off, make 10 new integer variables.

To make a new variable, go to edit -> variables in the trigger editor. Hit the "make new variable" button which is the green cross. Type in some funky name and select "Integer" from the variable type list. Do this 10 times.

Here's what to do when setting the 10 integers.

Code:
trigger
    Events
       [unit - generic unit event]
        Unit - A unit Gains a level
    Conditions
        [integer comparison - hero - hero level]
        (Hero level of (Leveling Hero)) Equal to 10
    Actions
        [set variable]
                        [hero - hero level]
        Set int1 = (Hero level of (Leveling Hero))
                        [hero - hero experience]
        Set int2 = (Hero experience of (Learning Hero))
                        [hero - hero attribute]
        Set int3 = (Strength of (Learning Hero) (Include bonuses))
                        [hero - hero attribute]
        Set int4 = (Agility of (Learning Hero) (Include bonuses))
                        [hero - hero attribute]
        Set int5 = (Intelligence of (Learning Hero) (Include bonuses))
                        [hero - unspent skill points]
        Set int6 = (Unspent skill points of (Learning Hero))
                        [unit - level of ability for unit]
        Set int7 = (Level of <heroability1> for (Leveling Hero))
                        [unit - level of ability for unit]
        Set int8 = (Level of <heroability2> for (Leveling Hero))
                        [unit - level of ability for unit]
        Set int9 = (Level of <heroability3> for (Leveling Hero))
                        [unit - level of ability for unit]
        Set int10 = (Level of <heroability4> for (Leveling Hero))


erm.. screw that man...

thats really gay u no? not 2 be mean, but look..
u keep his old abilities?
forget that, make the new unit have NEW abilites..
and start at level 1, not the desired level for mutate.. = /

(not trying to be offensive darg; sorry if i was)
 
I did a post on this a little back. Before you really get into it, you'll have to decide on just how it will function.

Apparently, theres some opinion in this field, so its up the the map maker.

But heres an example. The hero changes class when he levels, AND keeps his items. I think its second to last post on the thread.

http://www.thehelper.net/forums/showthread.php?s=&threadid=10211&highlight=change+hero+level

In my opinion, you could make custom heros and just beef up the new heros to match... Then you just have a database of heros....
 
i m making a game where the heros change into differnt heros and they use items to change but there is and easier way to change the heros into different ones just like Darg i have not played that map before but u give them the metamorfis ability and make it so they cahnge into a different person but if they change for a time limit u can set one but if they don't take it off and there is stuff on there saying what they oringly were so u just click on it again and they change back on there it will also say what they cahnge into u have to do this all in unit editor and and make a custom ability based off metamorfis and that should be it but i really don't know if thats what u want
 
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