• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.

Need work-around: 6th skillable hero ability, hide&show ability

Status
Not open for further replies.
Level 5
Joined
Sep 1, 2010
Messages
168
Hi folks!
Sorry if this has been brought up many times before, but I couldn't find an answer satisfying my noobability so far.
I need a way to create a hero with 6 skillable hero abilities.
In addition, one thiese (passive stat gain) needs to be hidden until the hero runs out of skill points that makes the skill icon appear where formerly was the button for skilling hero abilities.

So far what I got and restrictions:
-6 abilities, each working for itself
-no more room for another ability icon; thus if skillable abilities have to be put into a spell book it would be required to replace the regular skilling button of the hero; 6th abiliity is attribute bonus (hidden in spell book most of the time once skilled)
-I need this for only one hero of the map (sort of AoS/DotA map; 1 hero per player)
- GUI or JASS solutions are both fine with me, though I'd prefer JASS not to be too complex (if possible) since I just started with that stuff and still don't got the hang on it :S
-perfect solution wouldn't need map initialisation as event; instead unit entering map, condition unit = unit type (for determining if this is the hero that needs all that stuff or one of the normal ones)
-Could be changed to default again (for Repick)
-MUST be able to skill all 6 abilities in any order (so adding final spell when reaching lvlxx won't help me in any way).

What I don't need: an explanation how to hide hero abilities via spell book ability

What I can offer for (partial) solutions of my problem:
-Mention in Credits of the map when reaching map development being far enough to be published and feedback shredding my map to pieces :wink:
- +rep
-My thanks, worthless as it might be :)
 
There is no way to create more than 5 abilities that can be leveled by clicking on them when hero open ability panel, or whatever!

Still you can add another ability to hero when he learn some ability! (Learn 1, gain 2)
When you level up that one, both abilities will be leveled!

Also you can create 7 abilities (units, not hero ones), and level them when hero do something:
Each 10*Hero level kills -> increase hero critical chance by 5%
Each 15*Hero level cast spell -> Increase another ability that increase mana for example!

Also there is option to create dialog buttons, this way hero can hit ESC and open panel to pick witch ability to pick! Ability will be learned then or level increased!

You can inform hero how many skill points he have with lumber or in multiboard...
 
ANeg (Engineering Upgrade): The engineering upgrade finally solves the problem of not levelable trigger added hero skills. It allows to add hero skills with triggers and to still have them in the levelup menu. Therefore the hero needs to have dummy hero skills that can then be replaced by the actual skills. The placeholder skills need to have the same amount of levels and level skip requirements that's why you will probably need one for ultimates and one for normal hero skills. I usually base my placeholder skills off of Arpb (Replenish) but the base skill really shouldn't matter. The placeholder with 3 levels and 2 levels skip can simply be given to the hero several times. Then the placeholder skills must be disabled for all players at map initialization, so they don't show up in the levelup menu at first. Then you will just need an adder ability based off of engineering upgrade for each skill that you might want to have on the hero. The upgrade will replace the skills in the order of their ability upgrade field when it's added, and replace them backwards when it's removed. So if you want to abuse the engineering upgrade but don't want the passive upgrade icon on the unit you can simply have an engineering upgrade with the abilities B, A in the upgrade field and then when you add and remove it on a unit that has A it will then have B. That's because adding it will do nothing as B is not there, but removing it will replace A with B. As soon as a hero ability has been added that way it will be learnable in the levelup menu. Note that replacing skills only works well for unlearned hero skills. Replacing learned skills or normal unit skills will not actually replace them, it will just update the fields like range, area of effect, duration, icon, targets allowed, and so on, but will not change the hardcoded part of the ability. For example changing an aura to the heal ability will only change the icon, tooltips, range and probably some other fields, but it will still be an aura. If the ability that is being replaced is disabled at the time the results become even weirder and you can never know what you will get. Also the engineering upgrade only works for heroes, adding it to normal units will crash the game for some reason. Another weird bug with it is, that you have to specify all four upgraded abilities, otherwise it might not work. If you only want to upgrade one ability, you can simply specify ability ids that the unit will never have for the rest. Also dynamic tooltips like <dataA5> are flawed above level 3. Also the default buff shouldn't be replaced, but it doesn't show up anyway, so that's not really an issue.

...from http://www.wc3c.net/showthread.php?t=81742
 
Level 5
Joined
Sep 1, 2010
Messages
168
Thank you both for your input, -Kobras- and Pharaoh_
The trick with the engineering upgrade sounds useful to me - however, even after reading the article multiple times, I'm still not really getting the concept, I fear..
Please correct what I've missed/misinterpreted
As far as I've understood, I simply have to do a trigger
  • event - unit enters playable map area
  • condition - unit = unit type I like the 6th ability on
  • actions - add dummy for 6th ability to unit
- now do soemthing with engineering upgrade, replacing the last added ability dummy with the actual ability which will now appear in the hero leveling along the other 5 already added by default abilities?

The last part still makes me confused :S

EDIT: So far I can make the trigger work, replacing a dummy skill, exchanging it for another one.. still I can't exceed the 5 hero abilities max cap with this...
 
Last edited:
Status
Not open for further replies.
Top