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Wolf/Man problem

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Level 2
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Here's another one. Alright:

I have a hero who can turn into a wolf (it's his ultimate). However, in human form, he has an ability that gives all humans HP regen. In wolf form, only Wolfs get hp regen. How do I do that? Please reply if I wasn't clear enough.

EDIT: to clarify: 1. How do I differentiate between humans and wolves?
2. How do I switch spells (keeping the same level) between forms (so wolf form= spell A human form = spell B)
3. Is there a way to do HP regen without triggering?

Thanks!
 
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Level 9
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Apr 3, 2008
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  • Actions
    • Unit Group - Pick every unit in VariableGroup1 and do (Actions)
      • Loop - Actions
        • Unit - Remove Ability from (Picked unit)
    • Unit Group - Pick every unit in VariableGroup2 and do (Actions)
      • Loop - Actions
        • Unit - Add Ability to (Picked unit)
*Ability - any ability with the needed effect.


To save the spell level, you need an integer variable.
  • Set i = (Level of Ability for (Random unit from VariableGroup1))

You can't make it without triggers. More or less, you will need them.
 
Level 3
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Give all human and wolf units a passive hp regen ability that only targets themselves, and give each of them a tech requirement of a building, e.g. "human form dummy" and "wolf form dummy".

Give them 0 sight radius and the "locust" ability, set pathing map to NONE (and remove placement requirements if necessary), model file to elevator wall (under destructibles).

Then write triggers to remove one dummy building and place the other when you activate wolf form, and vice versa for when you deactivate. I suggest using any unused corner in your map, though I suspect if you hide them they may still count towards tech requirements.
 
Level 2
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Give all human and wolf units a passive hp regen ability that only targets themselves, and give each of them a tech requirement of a building, e.g. "human form dummy" and "wolf form dummy".

Sounds good. Question #1: How do I make abilities invisible without using the "channel" ability? Question #2: What passive ability should I use?

Then write triggers to remove one dummy building and place the other when you activate wolf form, and vice versa for when you deactivate. I suggest using any unused corner in your map, though I suspect if you hide them they may still count towards tech requirements.
Great idea! Now (and sorry I didn't specify this before) what if I want to do it so that they have to be near the hero to benefit from the heal?

Thanks again,
 
Level 3
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Ah, well, the much simpler solution is to just create two different auras for each form of the hero, and add to the "targets allowed" list 'ancients' (for wolves) and 'non-ancients' (for humans.)

Then you just give wolves the ancient classification and change all the "must/unable to target an ancient, etc" messages in the Game Interface to wolf.

That's probably the best solution, it also allows you to create other spells or whatever that can only target wolves or humans(or rather, non-wolves), but it does mean neglecting the ancient's mechanics themselves. It depends on what else you're using on your map.



As for making abilities invisible, many item or special abilities don't create a tooltip (sadly not all of them -_-). To give units a passive hp regen ability you can just use the same one the fountain of health uses (pretty sure that doesn't have a tooltip), then only allow it to target "self", remove the buffs/buff effects if so desired.
 
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Awesome! I had actually thought of using the ancient class to fix that. Thanks! But just one more question...

I'm having trouble with the switching of abilities between forms. I'm using metamorphosis (demon hunter) right now. Is there a spell that will allow me to switch spells but keep the same level as its counterpart?
 
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