Thanks a lot, i will try that out. As for the normal "SetSkin" Trigger, i wasn't even able to change "Hamg" anyways.If on 1.31+ you can use the Set Unit Skin action. Otherwise, use a permanent Morph ability.
- Events
- Unit - A unit gains a level
- Conditions
- Level of (Triggering unit) Equal to 10
- Actions
- Do stuff
It's much easier to use Custom script when setting Skins:
- Set Variable SkinUnit = Triggering unit
- Custom script: call BlzSetUnitSkin( udg_SkinUnit, 'hkni' )
Maybe disable the abilities prior to adding the morph ability then enable them afterwards.
Already tried all that out. Adding ability, hiding, removing, adding again, learning skill action, removing specific buff,Disabling the ability didn't work? I would do that as well as removing specific buffs.
But i dont know if the stats bugg as well. or if the model knight isnt able to be modified properly in object editor.Disabling the ability didn't work? I would do that as well as removing specific buffs.
If all else fails I would use the Bear Form method I described before.
Okay thanks a lot. I will try that out tomorrow at breakfast.It's the same concept as Metamorphosis, Demon Hunter turns into Demon Hunter (Special). But instead of being temporary you set it to permanent. There's other fields that will make it work properly like Immediate Take Off/Landing. Casting time/Duration may play a role as well so I would set those to 0. Basically you want the ability to be instant and permanent then in your trigger you add the ability and order the hero to cast it:
Obviously order it to use whichever ability you choose. I'm pretty sure all of the Morph abilities use the same core concept but some have extra features.
- Actions
- Unit - Add Morph ability to Triggering unit
- Unit - Order Triggering unit to Night Elf - Metamorphosis
Okay i try it out now with the bear form. Lets see if im getting a smooth transition working. Gonna ask my Uncle again if i get stuck : )Bear Form / Storm Crow Form don't have a blue bar because they're permanent (but allow you to toggle between these "permanent" forms). Again, these are all the same ability with different names it's just that some have extra features and different options enabled. They're all coded exactly the same, just pick one you like
Thanks i found this already but i can't understand how i edit the ability so it find the String ID and actually uses it.It's an Order with No Target.
- Unit - Order (Triggering unit) to Night Elf Druid Of The Claw - Bear Form.
Yes sure but i can't make it work.You could make an ability for each hero. But first test and make sure that you have it working properly.
Okay thanks, i put the 0.02 wait away. Was still there from last attempts. Works really well now, i try to apply it to 2-3 heros and see how it goes.Shouldn't need the Wait. Glad it works though. There is that one issue I mentioned before where the unit levels up in a state in which it can't cast the ability (stunned/silenced) but maybe you can find some workaround.
Okay yes, i never did a good method of it if i remember. So it is just the expirience table in gameplay constants that has to be edited? Playing around with it?I don't have any method besides trial and error, I'm sure you'll find out what needs to be changed after playtesting it a few times.
Thanks for the reply.Here are my thoughts on experience gain. I dont really have much actual experience in experience gain though^^
The experience table is based on the level of the unit/hero killed compared to the level of the killing hero.
Gameplay Constants - Hero Experience
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There is probably a difference in setting the experience tables if the max level is 15 compared to 50.
I think a clear order in which waves of attackers gain strength (levels) would make balancing simpler.
There are cases when waves bring weaker units, in that case I think their level should represent that, for example spiderling spawned from spider. So the units dont just have to gain strength, they can gain in numbers or difficulty aswell, which I think should be reflected.
The experience gain probably doesnt have to be equal during the entire game, per heaps it is more fun if there is a spike in experience gain somewhere in the middle of the game, its all up to play around with.