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Hero skills and Bear Form (Based on Tinker Ult)

05-21-2006, 07:50 AM#1
Kingtofu
I'm currently making a hero that can turn into a bear form through the use of Tinker's ultimate. I want to allow hero skills (Levelable) that will deactivate when shifting to Bear form. However, I can't put hero abilities on the hero when in normal form without them showing up on the bear. Any ideas?
05-21-2006, 09:18 AM#2
Tiki
You keep them on both heros but have the skills in bear form you want disabled to only be enabled in the other form.

To do this, set requirements on the skills using the other forms unit.

Understand?
05-21-2006, 04:53 PM#3
Kingtofu
Ah, it works. Very nice.

However, is there a way that I could make the button invisible when in bear form? I don't want to have the form cluttered with spells that it cannot use, and I want to give it an opportunity of having spells of its own. I'm assuming I'd have to use triggers.
05-21-2006, 05:59 PM#4
Tiki
Well I dont know that much about triggers, so you can ask this question in triggers.
05-21-2006, 06:13 PM#5
TaintedReality
You would have to store the level of each ability to a variable, then remove each ability from the unit. Then, when the unit returns to his normal form add all the abilities again and set them to their previous level. It's kind of a pain to do if you're not using JASS.
05-21-2006, 08:31 PM#6
Kingtofu
That sounds about right. It's been a long time since I've experimented with JASS though, so I'll just put this issue on hold for a while. Thanks

Additionally I'm trying (and failing) to trigger special effects and sound when the spell is used. Here's what I'm using right now:

Trigger:
Druid Morph Effect
Collapse Events
Unit - A unit Starts the effect of an ability
Collapse Conditions
(Ability being cast) Equal to Bear Morph
Collapse Actions
Special Effect - Create a special effect attached to the overhead of (Casting unit) using Objects\InventoryItems\Rune\Rune.mdl
Sound - Play DruidOfTheClawMorphedWarcry1 <gen> at 100.00% volume, attached to Druid

Neither of the actions are functioning. I've sifted through several pages of Special Effect threads, and I can't see what I'm doing wrong.
05-22-2006, 12:03 PM#7
Thunder_Eye
That's a bit unnecessary, just detect when the unit transforms and use
Player - Disable Ability
Then the ability wont show up, Enable the ability again when the unit transforms back.
05-22-2006, 09:10 PM#8
Kingtofu
Ran a quick test before class, it worked backwards. I'll patch it up this afternoon. Thanks
(Now working perfectly)

So, any suggestions with the above trigger? It is still unoperational.
05-23-2006, 11:51 AM#9
BertTheJasser
If you wanna replace any ability use enginering upgrade. If you wanna add a ability just add a dummy ability with no icon and replace that.
05-23-2006, 08:55 PM#10
Kingtofu
Edit: Issue resolved.