Lycanthropy ability

  • Thread starter Thread starter Zerix
  • Start date Start date
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Zerix

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Ok, I am trying to make an ability for a werewolf guy so that he can turn an enemy into a wolf and take control of it at the same time, like using Polymorph and Charm kind of thing. If anybody could help me that would be great.
 
You mean you want to make an ability that turns a target enemy unit into a wolf, on your side? Or you mean you want to make an ability that turns the werewolf into his wolf form?

Please give more information for further help :)
 
Code:
Trigger
    Events
        Unit - A unit Begins casting an ability
    Conditions
        (Ability being cast) Equal to Charm
    Actions
        Unit - Replace (Target unit of ability being cast) with a Timber Wolf using The new unit's max life and mana


Dont know if it works but it'll give you something to go on at least :)
 
If you're simply replacing the unit, I believe the new unit is controlled by the same owner as the old unit, thus you would need an ownership changing action on the end.

However, I'm still not sure exactly what the person wants :D
 
what veritas88 said is good, but im thinking it will replace the unit before ownership is changed. it might just replace the unit and since the old unit (that was targeted) is gone, there is no target for the spell and it wont change ownership. but try it, it might work. it would be a lot easier if it does work that way. if it doesn't work then change the event to "Unit - A unit Starts the effect of an ability" if that still doesnt work then make your ability based off Channel and do this:

Code:
Trigger
    Events
        Unit - A unit Begins casting an ability
    Conditions
        (Ability being cast) Equal to Channel
    Actions
        Unit - Replace (Target unit of ability being cast) with a Timber Wolf using The old unit's relative life and mana
        Unit - Change ownership of (Last replaced unit) to (Owner of (Casting Unit))
 
cant you just use hex??

use unit turn into: unit u want (duration x sec)
 
Isn't that only because the units they're turned into for X seconds can't attack? They're Critters.

You could set it to 0.00 seconds, and turn it into an ATTACKING creature, instead of a critter with no attack.
 
> turn it into an ATTACKING creature, instead of a critter with no attack

Sadly, no...
Hexed units can't attack.

Anything offensive, attack, spells, abilities, whatever, gets turned off.
 
Code:
 - a unit starts effect of an ability
 - ability being cast equal to your ability
 - actions
     set target = target unit ability being cast
     unit - pause (target)
     unit - hide (target)
     //create some effects here
     unit create 1 wolfy unit for owner of casting unit at location of target
     set Dummy =  last created unit
     Unit - Set life of Dummy to (life of Target)
     Unit - Set mana of Dummy to (mana of Target)
     Wait duration seconds
     Unit pause Dummy
     Unit set life of target to (life of Dummy)
     Unit set mana of target to (mana of Dummy)
     //Create some special effects here
      Unit move target instandly to position of Dummy
      Unit Remove Dummy from the game
      Unit unhide target
      Unit Unpause Target

Make this trigger with local variables if not waiting time is nothing and will couse loads of problems also u will challenge with a big problem What if your dummy unit dies? Withouth global variables you cannot handle the dummy units(expect game cache)

And also the spell is a bit abivous couse you can kill your own units taking a units control with converting it to a wolf will not mean that ur unit is killed. It is same as 1 shot killing spell u use wolfy as u want and when duration becomes ending kill that unit... it is abivous but put this:
Code:
Unit - Make (Dummy) Invulnerable
after setting the Dummy variable the problem will be solved.
 
if you want it to be a permanent spell use my 2 action trigger. if you want it to be timed, use his 14+ action trigger. not sure how you want it, but permanent is easier and better for reasons that guy already said. and if you do make the unit invulnerable then theres no reason to set the regular unit's health to the dummy unit's health since its invulnerable and didnt take any damage. but even if you do make it invulnerable so you cant beat the crap out of it yourself while its a wolf, you can still move it to a place where it will be very easy to kill when it changes back. so either way its basically a free kill when you cast it. thats why it should either be permanent or give it an expiration timer so it'll just die and no one will get credit for the kill.
 
Yep this is a good point. But it still is an abivous spell if it can be castable to heros.
 
Hey, thanks a lot everybody. I got it to work. It takes control of the unit and turns it permanantly into a 500 hp wolf that I control. It just becomes a normal unit. And it can't be cast on heros or too high level creeps.
 
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