Transforming and Losing Abilties

  • Thread starter Thread starter Kenak
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Kenak

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I have a subpar problem. I'm helping a friend with a map, and I was asked to change a hero's ultimate spell. I made the spell transform a caster hero into a melee brute hero. I decided to balance this out by making him lose his 'caster' abilities (simply by making the alternate unit not have the same spells). The problem is that when he does transform, he keeps them. Now, I thought this should work because back in an old map called "Hero Team Fortress CTF", the Demon Hunter had Root (?) instead of Immolation, and when he transformed into his Demon form he did not have Root (Because the alternate unit/Demon Form did not have Root as one of his abilities). Now, this ability is based off of the Druid of the Claw's Bear Form, if that matters.

Does anybody have any ideas on this or how to fix it? And this spell has 2 levels, and I'm really hoping I won't have to do a trigger that removed the ability and adds it (since the Hero could not have choses the Ultimate, and so when he changes back it's basicly adding a new spell..)
 
You better thank me for this LoL :)

Ok, what you need to do is go to the object editor and go to the abilities tab. Create a custom ability in the base form of turn into bear from druid of the claw. Now scroll down and change the unit ability to hero ability. Make it only 1 level, if its not already. Then change the level required to 6 (for your ultimate) Then, hold on there, and change to units. Then make a cusotm unit called UltimateChange, or whatever you want the name of the changed unit for that ultimate of that 1st hero. Then go back to the ability editor. On you custom ability, where it says unit changes to druid of the claw (bear form), change that to your custom unit (UltimateChange), or whatever you named it. Then go back to the unit editor and make ur custom unit (UltimateChange) have the abilities you want in the change. You then change back to other hero, like that. You can also do this in the spell metamorphisis. To do that, have the first hero have metamorphasis in that hero's spells. Then in the unit editor, change the Metaphorisis unit's spell to whatever you think. This is timed for seconds in metamorphasis. You can change it in the spell in the ability tab. So if you want a timed version, use the metamorphasis idea. If not use my first idea. I hope I helped. :)
 
I'm not quite getting what you're saying.

So basicly you're saying I have the Ultimate Form unit have the abilities I want? As in (for example) the normal form has Root, Thorns, and Bladestorm, but I want the Ultimate Form to have Windwalk, Critical Strike, and Tranquility. So I give the normal unit his spells, and give the ultimate unit Windwalk, Critical Strike, and Bladestorm? If so, that's what I said i tried doing. Yes, I know how to create the ability and new unit (it's almost insulting how much you assume I don't know...but hey, it's best to assume that to begin with which is why it isn't insulting), as well as make it able to change. The ONLY problem is that the new unit not only has the abilities I gave him, but the abilities from his other form. In the object editor, the ultimate form unit doesn't have the abililities, but ingame it does.

Sorry if I did not explain my question good enough. And thanks for the help anyways.
 
Just what I've been wondering

A friend and I also need to block out or change abilities for our maps. I think it has to do with the trggers that remove and add abilities. So I'll try to set up some triggers for my map and I'll post them up if they work out right and I'll check back if some one has a better idea.
 
easy one

E: unit begins casting an ablility
C: ablility being cast equal to (ulta_morph)
A: unit replace casting unit with ulta hero

~:D
 
I guess nobody understands the problem.

Guys, the Transformation spell works FINE. The ONLY problem is the transformed unit is SUPPOSED to have different abilities than the origional unit. Instead, the transformed unit has his abilities PLUS the origional unit's abilities. This ability was based off of bear form, and Blizzard did the same thing I did, but for some reason it worked for them.
 
kc102 said:
E: unit begins casting an ablility
C: ablility being cast equal to (ulta_morph)
A: unit replace casting unit with ulta hero

~:D

kc102 was trying to sort this problem. if the spell does not do what you want then you will solve the problem by smulating the ability with your custom one.

I don't suggest Methamnorphosis couse its one of the most buggy spell i have ever seen always crushes the game if you do something wrong spetially on difference between altarnate form unit and normal form units abilities.

I can suggest you:
unit remove ability,
unit add ability,
on morphing spell cast
 
Nevermind

For one, I did not base it on Metamorphosis. It's based off of BEAR FORM. Another thing is both normal unit and ultimate unit are Heroes, so if I replace it then it won't be the same level and such. Even then, it won't have the same items and custom stats (when you level you get 3 points to pick stat bonuses).

Just...nevermind. Nobody seems to understand what I'm asking and give me a straight solution. I'll just put in a trigger that constanty sets the units mana to 0 so it cannot cast the spells.
 
Add in a trigger that removes the spells from the transformed unit.
Event - Unit begins the effect of an ability
Condition - Ability is blank
Actions - remove <spell> <spell> <spell> from new unit
 
kc102 said:
E: unit begins casting an ablility
C: ablility being cast equal to (ulta_morph)
A: unit replace casting unit with ulta hero

~:D

This will replace the hero with the hero you want and the ablilitys will be the new heros set ablilities
 
Shai, I'll try it. I'm just afraid that when the unit transforms back he may not have the abilities.

KC..if I REPLACE the hero, that means it's GONE. Yep, gone. It's hard to understand but it's like delete and paste new hero. That means different level, items, and HP/Mana. Not only this, but when it turns back the Hero will then not have the same stats as he origionally did. Plus, units can customize their stats as they level.

I specificly stated I did not want to do that/it wouldn't work.
 
bit more advanced

This trigger will defentally work and it will be the same stats.

Untitled Trigger 001
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to (Ultra Morph)
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Casting unit)) Equal to (God Of War)
Then - Actions
Unit - Replace (Casting unit) with a (God Of Bears) using The old unit's relative life and mana
Set God_Of_Bears = (Last replaced unit)
Game - Display to (Owner of (Casting unit)), at offset (0.00, 0.00) for 30.00 seconds the text: The transformation ...
Wait 180.00 seconds
Unit - Replace God_Of_Bears with a (God Of War) using The old unit's relative life and mana
Else - Actions
Do nothing

~:D
 
KC, what does that have to do with the hero's stats?

Kenak, if you're worried about the hero losing his abilities (which he probably will) try making variables for each spell the hero has learned so that you can keep track of it. Such as:
Code:
Untitled Trigger 001
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Unit-type of (Learning Hero)) Equal to [I]Your Hero[/I]
    Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Learned Hero Skill) Equal to [I]Spell #1[/I]
            Then - Actions
                 Set [I]Spell#1Variable[/I] = [I]Spell#1Variable[/I] + 1
            Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        (Learned Hero Skill) Equal to [I]Spell #2[/I]
                    Then - Actions
      
  (And so on, and so on, for each spell your hero can learn)

Then, when you transform your hero back to the original form do this:
Code:
Untitled Trigger 001
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to [I]Transform Back to Normal[/I]
    Actions
           If - Conditions
                [I]Spell#1Variable[/I] is equal to or greater than one
            Then - Actions
                 Unit - Set Level of [I]Spell#1[/I] for (Casting unit) to [I]Spell#1Variable[/I]
            Else - Actions
                 Do Nothing
           If - Conditions
                [I]Spell#2Variable[/I] is equal to or greater than one
            Then - Actions
                 Unit - Set Level of [I]Spell#2[/I] for (Casting unit) to [I]Spell#2Variable[/I]
            Else - Actions
                 Do Nothing

(And so on, and so on...)

Hope this helps.

dArKz
 
DoYouLikePie said:
Ok, what you need to do is go to the object editor and go to the abilities tab. Create a custom ability in the base form of turn into bear from druid of the claw. Now scroll down and change the unit ability to hero ability. Make it only 1 level, if its not already. Then change the level required to 6 (for your ultimate) Then, hold on there, and change to units. Then make a cusotm unit called UltimateChange, or whatever you want the name of the changed unit for that ultimate of that 1st hero. Then go back to the ability editor. On you custom ability, where it says unit changes to druid of the claw (bear form), change that to your custom unit (UltimateChange), or whatever you named it. Then go back to the unit editor and make ur custom unit (UltimateChange) have the abilities you want in the change. You then change back to other hero, like that. You can also do this in the spell metamorphisis. To do that, have the first hero have metamorphasis in that hero's spells. Then in the unit editor, change the Metaphorisis unit's spell to whatever you think. This is timed for seconds in metamorphasis. You can change it in the spell in the ability tab. So if you want a timed version, use the metamorphasis idea. If not use my first idea. I hope I helped. :)

That makes sence.
 
Wow

kc102 said:
This trigger will defentally work and it will be the same stats.

Untitled Trigger 001
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to (Ultra Morph)
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Casting unit)) Equal to (God Of War)
Then - Actions
Unit - Replace (Casting unit) with a (God Of Bears) using The old unit's relative life and mana
Set God_Of_Bears = (Last replaced unit)
Game - Display to (Owner of (Casting unit)), at offset (0.00, 0.00) for 30.00 seconds the text: The transformation ...
Wait 180.00 seconds
Unit - Replace God_Of_Bears with a (God Of War) using The old unit's relative life and mana
Else - Actions
Do nothing

~:D


thia keeps the level and the new hero will have the spells he wanted then when he morphs back he will be the same level as before trust me i used something like this with my shapshifting hero ;)


~:D
 
Here's my (slightly longer) version:
Code:
Event - Generic Unit - A unit starts the effect of an ability
Condition - Ability being cast equal to <your ability>
Action - Set <PrimeUnit> = triggering unit
Action - Set <PrimeType> = unit-type of triggering unit
Action - Wait .5 seconds
Action - Replace <PrimeUnit> with <unit> with old unit's health/mana
Action - Set <SecondaryUnit> = last replaced unit
Action - Start <SpellTimer> as a one-shot timer that will expire in <###> seconds
Trigger 2:
Code:
Event - Countdown Timer - <SpellTimer> expires
Condition - None
Action - Replace <SecondaryUnit> with <PrimeType>
This way uses a lot of unnecessary triggers, lines, and variables, but it always seems to work best for me. A good part of this is that since you store both units as variables, if for some reason the exp or something doesn't transfer over, you can do it manually.
 
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