Hey there~
I need some help with the ultimate ability of a hero of mine: The Bringer of Ruin.
The ability description goes as follows:
The Bringer of Ruin enrages, replacing all his abilities with powerful passive abilities that give him tremendous fighting prowess, but making him unable to cast his normal abilities.
I used a morphing skill as a base, morphing him into another unit(which looks the same), that has some increased base stats and has a few passives added.
The problem is, the normal hero skills still appear - except if I completely fill the abilities up, so that there is no space for them anymore~ That's just so not beautiful.
So either, one removes his abilities for the time being or one makes him unable to use them for the time being - of course, his new passives should not be disabled and the disable shouldn't be removable.
So I ask, is there a way to temporary remove the Hero abilities from a Hero? I tried it out with triggers, but got to no desirable result~ So I ask the community now ^..^ Hope someone can help me with this, rather simple, question.
Just to note, I am not that experienced with triggers - especially not with variables or variable arrays. So please, explain it like you would explain it to a little, naive and utterly stupid girl, yes? Me thankies you ^^"
Edit: I found a solution, thanks to (name) for that.
Another Edit: Fixed the cd problem through using the Channel ability as a base ability and setting the fields "Disable other abilities" to true ^.^
Here is the trigger:
I need some help with the ultimate ability of a hero of mine: The Bringer of Ruin.
The ability description goes as follows:
The Bringer of Ruin enrages, replacing all his abilities with powerful passive abilities that give him tremendous fighting prowess, but making him unable to cast his normal abilities.
I used a morphing skill as a base, morphing him into another unit(which looks the same), that has some increased base stats and has a few passives added.
The problem is, the normal hero skills still appear - except if I completely fill the abilities up, so that there is no space for them anymore~ That's just so not beautiful.
So either, one removes his abilities for the time being or one makes him unable to use them for the time being - of course, his new passives should not be disabled and the disable shouldn't be removable.
So I ask, is there a way to temporary remove the Hero abilities from a Hero? I tried it out with triggers, but got to no desirable result~ So I ask the community now ^..^ Hope someone can help me with this, rather simple, question.
Just to note, I am not that experienced with triggers - especially not with variables or variable arrays. So please, explain it like you would explain it to a little, naive and utterly stupid girl, yes? Me thankies you ^^"
Edit: I found a solution, thanks to (name) for that.
Another Edit: Fixed the cd problem through using the Channel ability as a base ability and setting the fields "Disable other abilities" to true ^.^
Here is the trigger:
-
Ruin Setup
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Events
- Map initialization
- Conditions
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Actions
- Set Ruin_Passive_Abilities[1] = Impenetrable Skin (Ruin/Necassaryrrr)
- Set Ruin_Passive_Abilities[4] = Demonic Resilience (Bringer of Ruin/Necassary)
- Set Ruin_Passive_Abilities[3] = Cleaving Slice (Ruin/Necassary)
- Set Ruin_Passive_Abilities[2] = Unyielding Rage (Ruin/necassary)
- Set Ruin_Passive_Abilities[5] = Terrifying Presence (Enrage)
- Set Ruin_Active_Abilities[1] = Bleeding Spikes
- Set Ruin_Active_Abilities[4] = Ruintest
- Set Ruin_Active_Abilities[3] = Tremor
- Set Ruin_Active_Abilities[2] = Terrifying Presence
-
Events
-
Ruin Disable and Enable
-
Events
- Unit - A unit Starts the effect of an ability
-
Conditions
- (Ability being cast) Equal to Ruintest
-
Actions
-
For each (Integer RuinLoopInt) from 1 to 5, do (Actions)
-
Loop - Actions
- Unit - Add Ruin_Passive_Abilities[RuinLoopInt] to (Triggering unit)
- Player - Disable Ruin_Active_Abilities[RuinLoopInt] for (Triggering player)
-
Loop - Actions
- Wait 25.00 seconds
-
For each (Integer RuinLoopInt) from 1 to 5, do (Actions)
-
Loop - Actions
- Player - Enable Ruin_Active_Abilities[RuinLoopInt] for (Triggering player)
- Unit - Remove Ruin_Passive_Abilities[RuinLoopInt] from (Triggering unit)
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Loop - Actions
-
For each (Integer RuinLoopInt) from 1 to 5, do (Actions)
-
Events
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