Spell Book help

  • Thread starter Thread starter 1stlancer
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1stlancer

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I'm looking for help from anyone experienced with the Spell Book ability.

I can't seem to make any custom abilities pop up in the Spell Book. Only preset abilities show up for some reason. Under Spell List, I can choose custom abilities, but they don't show up once I use the ability in-game.

Any help?
 
Hmm, i tried it for myself (without customizing the spells) and it worked...When you made the spell book, did you make a NEW spellbook ability, or did you just use the original one, and change the spells? i used a new one, and i changed the ability of the spell book item, and also it's Stats - Cooldown Group...Try making sure those are both changed, other than that, i'm not sure...lemme make a few customized spells and try it again...

-edit-

no, it still worked, so i can't really understand why it wouldn't for you...maybe if you tell me exactly what you did, i'll try it too and see if it works or not for me
 
I realized my mistake. What I had done was make my custom abilities out of the Hero Ability 'Attribute Bonus' for convenience (since I wanted my ability to do nothing but activate the trigger associated with it). However, Spell Book doesn't work with passive abilities (obviously), so they just weren't showing up. After placing active custom abilities in the spell list, it works fine.
 
Ok, here's another. Same ability, different problem.

I'm trying to make it so a character can switch 'classes' on the fly. So I gave them a spellbook and put abilities in it that essentially do nothing by themselves. Then, I set up a trigger like this:

E: A unit begins casting an ability

C: (Ability being cast) Equal to (ChangeClassA)

A: Replace (Triggering unit) with a (ClassA) using The old unit's life and mana

What this should do, as I see it, is remove the old unit and put in another unit. What it does instead is remove the old unit, then puts in a new version of the old unit, then the new unit. Example:

I tell my Footman to turn into a Grunt, and my old Footman disappears, a new Footman appears in his place, and then a Grunt appears.

I know the two 'Footmen' are different because of Hero proper names.

Also, I have a suspicion this might be a cause: both the old unit and the new unit have the same ability to change classes.

Can anyone help? Am I just misinterpreting the Replace trigger?
 
u shud probably use the (Casting Unit) instead of (Triggering unit)...

also if ur using the morph ability to change the unit it is possible that it changes
into a grunt... maybe u should use a Channel ability to make it happen instead

also, check your triggers over and see if nothing interferes with the ability
 
I tried using 'casting unit' instead, same result.

As for which skills I'm using, it doesn't matter. It's a 'ghost' ability, it does nothing by itself. I based it off of War Stomp, set the duration, mana cost, and damage to zero, and then based triggers off of it. It's all in the triggers.

EDIT: What a very odd situation I have found.

Apparently, what's been happening is that I've been setting off multiple abilities at once. I would replace the old ClassA with a new ClassA and a new ClassB, because the editor forced my unit to cast them both at the same time.

This is because (and this one really surprised me) if both abilities are based off of the same spell (they were both War Stomp customs) then they are considered by some part of the game to be the same move. I changed one of the abilities to be based off of Roar instead and suddenly everything was working fine.

So I've found a temporary solution, but I still need a bit of help. Is there a way to get around this? Is there a setting I'm missing that would make my life easier? This seems like a problem I'll be running into more than once, and there are only so many preset abilities of a certain type.
 
The game uses "Order ID" to decide or see what ability to use.
They are fixed.
So, if you have two or more abilities based off the same one,
those order ids will be the same for all of them.
Which, of course, confuses the game a bit on use...

There is, however, a very customizable ability out there, called "channel",
where you can actually change the "base order id".

Some more details here:
http://www.thehelper.net/forums/showthread.php?t=14972
 
Oh... wow. That is, um, well... perfect. The way I'm setting my game up, most of my abilities will be trigger-based anyway.

Thanks a ton. And then some.










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