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Summon Pet - Swap Problem

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Level 5
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Dec 12, 2008
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112
Hi everyone

I need some help

I made 2 summon pet spells (All from Summon Misha (Rexxar) spell) and here comes the request.

I want to make it as first the Hero learns Summon Felhound for example and then I want to also give him the ability Demon Swap (Custom Made Spell). Demon Swap when activated switches to Summon Felhound to Summon Felguard. I also need to make Summon Felguard the same level as Summon Felhound and also have the same learn skill level (When Hero levels, he has Summon Felguard Lvl3 instead of Summon Felhound lvl3)

Please if anyone can help, BIG FRICKIN REP IN MY GAME AND HERE
 
  • Trigger1
  • Events
    • Unit - A unit starts the effect of an ability
  • Conditions
    • (Ability being cast) Equal to Demon Swap
  • Actions
    • Set Temp_Level = (Level of Summon Felhound for (Triggering unit))
    • Unit - Remove Summon Felhound from (Triggering unit)
    • Unit - Add Summon Felguard to (Triggering unit)
    • Unit - Set level of Summon Felguard for (Triggering unit) to Temp_Level
For the "Learn" part, you need Engineering Upgrade, which adds new twists to your hero.
 
Level 5
Joined
Dec 12, 2008
Messages
112
ok, thank you so much, can you tell more about this engineering ugrade and what it is?
 
Temp_Level is an Integer variable.
The Engineering Upgrade; this is a list of some worthy-of-attention abilities; Engineering upgrade is listed among them.

[•] http://www.wc3c.net/showthread.php?t=81742

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.
 
Level 5
Joined
Dec 12, 2008
Messages
112
k yo, now i have a small.....problem. The unit doesn't move after i use Swap ability. Answers?
 
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