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How to completely unlearn/remove a Hero spell?

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Level 13
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Mar 24, 2010
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950
when the unit has the spell i use this obviously
Unit - Remove Acid from (Triggering unit)

but then it just goes back to being an unlearned hero point and next time the hero lvl's up it can learn it again which i dont want. It needs to be gone from that hero completely..

Keep in mind i cant use the trigger 'Player - Disable Acid for (Triggering player)' because other units owned by that player may have that spell.
 
Level 11
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Nov 15, 2007
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800
All that comes to mind is basing the leveled-up ability on an ability that doesn't appear in the ability panel and manually adding the real ability when it's leveled up.
 
Level 9
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Apr 23, 2011
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The reason for your problem is that because an ability point was originally spent, thats the hero's total ability points. When they level up, they get recounted and they will redistribute according to how many were spent to how many they currently unlocked. At least that's what believe is the case, I haven't read the generated code in a very long time.
 
Well I think you can, but as I said you need points for it to work;
- Event (hero finishes casting a spell)
- Set hero level to MAX, but save the original level
- Learn the ability to it's MAX (set the learned ability to be skip none in the object editor)
- Remove the ability
- Set the hero level to its original

This has not been tested though, its just an idea...
 
Level 13
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Mar 24, 2010
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well it only levels once, so if they have the ability it will be gone anyway because these hero ability only go to lvl 1.

I do have an idea though, if you give an ability to a unit that doesnt have that hero ability and then remove it, then its completely gone and unable to be learned again. Ill try something like that and test it out.

Edit: that didnt work
 
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Level 4
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Aug 5, 2011
Messages
99
how 'bout replacing the hero with a new one of same type, add items and exp from old one to it but dont add the ability u wanna forget
 
Level 13
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it would be a lot of work to do it with fake abilities and not actually take the actual ability away thats needed, reason being the player could potential have over 100 heros in this, and some of those heros may have the same spell as the one needing the hero ability removed from. :/
There is no jass script capable of removing a hero skill from a unit completely eh?
 
Level 11
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800
it would be a lot of work to do it with fake abilities and not actually take the actual ability away thats needed, reason being the player could potential have over 100 heros in this, and some of those heros may have the same spell as the one needing the hero ability removed from. :/

I don't understand what you're trying to say here. If you mean you're going to have hundreds of abilities that can potentially be removed, then yes I see how that's a problem. But if it's just the one ability it doesn't matter how many different units use it.
 
Level 13
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Mar 24, 2010
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yea thats the prob :/ there is potential 100s of heros and spells, and more than 1 hero have all those different skills, like 13 heros may share the same skill or 2 and all different heros share this same issue, and every single hero has to be able to have any ability be removed.

It has to be completely dynamic im afraid..
 
Level 13
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yea i understand that option but thats what im trying to avoid if i can help it.. i would have to do that for 100s of spells for 100s of heros. because every hero and every spell has to be capable of being taken away. :/
 
Level 26
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Aug 18, 2009
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The amount of heroes does not matter. You just need another Engineering Upgrade for every skill per slot you want to have.

edit: The base skill should have the same amount of levels as your skill, else you can only learn it less times/more but you may take a high number and catch learning. When it reaches the specific max level of your skill, remove the converter again and add your skill directly with the level. The downside is that this may break current orders of this ability of this unit. Another possibility is to take a dummy skill to learn and grant the unit the real one on learn event.
 

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Level 4
Joined
Jul 17, 2011
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55
how about you create a dummy spell. based off "Item Damage Bonus". using this spell, it won't show as one of the heroes abilities, it's icon is invisible. with that said, you can set it's maximum levels to 1. so the hero can't learn it next level.

i'm not sure if this is what you mean, here's a test map.
 

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