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druid cat form?

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Level 2
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May 1, 2008
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11
Ok guys im making a WoW map and i have a druid charicter but i want to make it so when she is in human form she is an int hero and when in cat form an agility hero. i also would like to know if it is possible to change the skills you have when you change form. thank you very much for your time :)
 
Level 12
Joined
Apr 27, 2008
Messages
1,228
emperor_d3st is right :D
But I will go through the basics:
Make a trigger
Events:
Unit Activates the effect of an ability
Conditions:
Ability being cast equals to Blah some ability
Actions:
You have to Replace one unit with another.
You have to set the level of the replaced unit to the level of the unit you have replaced(the triggering one)(better use experience)
You have to set all the stats of the replaced unit to the corresponding ones from the unit you have replaced(the triggering one)
You have to give the same items as the triggering unit had to the replaced one.
Setting up skill is also required.
You have to remove the human to cat skill and add a cat to human skill.
This is it :D
 
Level 17
Joined
May 6, 2008
Messages
1,598
  • catform
    • Events
      • Unit - A unit Begins casting an ability
    • Conditions
      • (Ability being cast) Equal to Summon Bear
    • Actions
      • Hero - Drop (Item carried by (Casting unit) in slot 1) from (Casting unit)
      • Hero - Drop (Item carried by (Casting unit) in slot 2) from (Casting unit)
      • Hero - Drop (Item carried by (Casting unit) in slot 3) from (Casting unit)
      • Hero - Drop (Item carried by (Casting unit) in slot 4) from (Casting unit)
      • Hero - Drop (Item carried by (Casting unit) in slot 5) from (Casting unit)
      • Hero - Drop (Item carried by (Casting unit) in slot 6) from (Casting unit)
      • Unit - Replace (Casting unit) with a Blademaster using The old unit's relative life and mana
      • Hero - Set (Last created unit) Hero-level to (Hero experience of (Casting unit)), Hide level-up graphics
      • Wait 0.10 seconds
      • Selection - Select (Last created unit) for (Owner of (Casting unit))
  • human form
    • Events
      • Unit - A unit Begins casting an ability
    • Conditions
      • (Ability being cast) Equal to Wind Walk
    • Actions
      • Hero - Drop (Item carried by (Casting unit) in slot 1) from (Casting unit)
      • Hero - Drop (Item carried by (Casting unit) in slot 2) from (Casting unit)
      • Hero - Drop (Item carried by (Casting unit) in slot 3) from (Casting unit)
      • Hero - Drop (Item carried by (Casting unit) in slot 4) from (Casting unit)
      • Hero - Drop (Item carried by (Casting unit) in slot 5) from (Casting unit)
      • Hero - Drop (Item carried by (Casting unit) in slot 6) from (Casting unit)
      • Unit - Replace (Casting unit) with a Blood Mage using The old unit's relative life and mana
      • Hero - Set (Last created unit) Hero-level to (Hero experience of (Casting unit)), Hide level-up graphics
      • Wait 0.10 seconds
      • Selection - Select (Last created unit) for (Owner of (Casting unit))
 
Level 19
Joined
Oct 12, 2007
Messages
1,821
  • Events
  • Unit - A unit starts the effect of an ability
  • Conditions
  • (Ability being cast) equal to Cat Form
  • Unit - Unit type of Triggering Unit equal to Druid (Night elf Form)
  • Actions
  • Set (integer) SpellLevel[1] Equal to Level of Rejuvenation for Triggering Unit.
  • Unit - Remove "Rejuvenation" from Triggering unit.
  • Set (integer) SpellLevel[2] Equal to Level of Faerie Fire for Triggering Unit.
  • Unit - Remove "Faerie Fire" from Triggering Unit.
  • Set (integer) SpellLevel[3] Equal to Level of Healing Touch for Triggering Unit.
  • Unit - Remove "Healing Touch" from Triggering Unit.
  • Unit - Add "Claw" to Triggering Unit.
  • Unit - Set level of "Claw" to SpellLevel[4]
  • Unit - Add "Prowl" to Triggering Unit.
  • Unit - Set level of "Prowl" to SpellLevel[5]
  • Unit - Ability - make Claw Permanent for Triggering Unit.
  • Unit - Ability - make Prowl Permanent for Triggering Unit.
  • Events
  • Unit - A unit starts the effect of an ability
  • Conditions
  • (Ability being cast) equal to Cat Form
  • Unit - Unit type of Triggering Unit equal to Druid (Cat Form)
  • Actions
  • Set (integer) SpellLevel[4] Equal to Level of Claw for Triggering Unit.
  • Unit - Remove "Claw" from Triggering unit.
  • Set (integer) SpellLevel[5] Equal to Level of Prowl for Triggering Unit.
  • Unit - Remove "Prowl" from Triggering Unit.
  • Unit - Add "Rejuvenation" to Triggering Unit.
  • Unit - Set level of "Rejuvenation" to SpellLevel[1]
  • Unit - Add "Faerie Fire" to Triggering Unit.
  • Unit - Set level of "Faerie Fire" to SpellLevel[2]
  • Unit - Add "Healing Touch" to Triggering Unit.
  • Unit - Set level of "Healing Touch" to SpellLevel[3]
  • Unit - Ability - make Rejuvenation Permanent for Triggering Unit.
  • Unit - Ability - make Faerie Fire Permanent for Triggering Unit.
  • Unit - Ability - make Healing Touch Permanent for Triggering Unit.
Comments:
SpellLevel[1] = Rejuvenation
SpellLevel[2] = Faerie Fire
SpellLevel[3] = Healing Touch
SpellLevel[4] = Claw
SpellLevel[5] = Prowl
etc..

An other thing you can do is not remove the abilities but give every ability a requirement. Claw will require a unit 'Druid - Cat Form' while Healing Touch will require a unit 'Druid - Night Elf Form'.

Pretty Simple.

Good luck with this.

btw, about the int hero and agi hero thingy..
just make 2 units... a druid unit with int as primairy attribute, and the cat unit with agility as primairy attribute.

With abilities you can add a passive ability with +20 agility or something too, so your cat form gets a bonus to agility, and your druid to intelligence or something.


GL with the map.
I'm working on a WoW map too.
 
Level 12
Joined
Apr 27, 2008
Messages
1,228

  • catform
    • Events
      • Unit - A unit Begins casting an ability
    • Conditions
      • (Ability being cast) Equal to Summon Bear
    • Actions
      • Hero - Drop (Item carried by (Casting unit) in slot 1) from (Casting unit)
      • Hero - Drop (Item carried by (Casting unit) in slot 2) from (Casting unit)
      • Hero - Drop (Item carried by (Casting unit) in slot 3) from (Casting unit)
      • Hero - Drop (Item carried by (Casting unit) in slot 4) from (Casting unit)
      • Hero - Drop (Item carried by (Casting unit) in slot 5) from (Casting unit)
      • Hero - Drop (Item carried by (Casting unit) in slot 6) from (Casting unit)
      • Unit - Replace (Casting unit) with a Blademaster using The old unit's relative life and mana
      • Hero - Set (Last created unit) Hero-level to (Hero experience of (Casting unit)), Hide level-up graphics
      • Wait 0.10 seconds
      • Selection - Select (Last created unit) for (Owner of (Casting unit))
  • human form
    • Events
      • Unit - A unit Begins casting an ability
    • Conditions
      • (Ability being cast) Equal to Wind Walk
    • Actions
      • Hero - Drop (Item carried by (Casting unit) in slot 1) from (Casting unit)
      • Hero - Drop (Item carried by (Casting unit) in slot 2) from (Casting unit)
      • Hero - Drop (Item carried by (Casting unit) in slot 3) from (Casting unit)
      • Hero - Drop (Item carried by (Casting unit) in slot 4) from (Casting unit)
      • Hero - Drop (Item carried by (Casting unit) in slot 5) from (Casting unit)
      • Hero - Drop (Item carried by (Casting unit) in slot 6) from (Casting unit)
      • Unit - Replace (Casting unit) with a Blood Mage using The old unit's relative life and mana
      • Hero - Set (Last created unit) Hero-level to (Hero experience of (Casting unit)), Hide level-up graphics
      • Wait 0.10 seconds
      • Selection - Select (Last created unit) for (Owner of (Casting unit))
No.
You have "thought" of items but nothing about abilities.
And dropping items from the hero will not give them to the replaced unit.
And there is nothing about stats.
Also setting the hero level to the experience of the other hero is stupid as the experience is something like 69548.

And what about modifying the Metamorphosis ability (Demon Hunter ultimate) to morph you from x unit to y unit?
No, as this will not change the hero's main atribute.
  • Events
  • Unit - A unit starts the effect of an ability
  • Conditions
  • (Ability being cast) equal to Cat Form
  • Unit - Unit type of Triggering Unit equal to Druid (Night elf Form)
  • Actions
  • Set (integer) SpellLevel[1] Equal to Level of Rejuvenation for Triggering Unit.
  • Unit - Remove "Rejuvenation" from Triggering unit.
  • Set (integer) SpellLevel[2] Equal to Level of Faerie Fire for Triggering Unit.
  • Unit - Remove "Faerie Fire" from Triggering Unit.
  • Set (integer) SpellLevel[3] Equal to Level of Healing Touch for Triggering Unit.
  • Unit - Remove "Healing Touch" from Triggering Unit.
  • Unit - Add "Claw" to Triggering Unit.
  • Unit - Set level of "Claw" to SpellLevel[4]
  • Unit - Add "Prowl" to Triggering Unit.
  • Unit - Set level of "Prowl" to SpellLevel[5]
  • Unit - Ability - make Claw Permanent for Triggering Unit.
  • Unit - Ability - make Prowl Permanent for Triggering Unit.
  • Events
  • Unit - A unit starts the effect of an ability
  • Conditions
  • (Ability being cast) equal to Cat Form
  • Unit - Unit type of Triggering Unit equal to Druid (Cat Form)
  • Actions
  • Set (integer) SpellLevel[4] Equal to Level of Claw for Triggering Unit.
  • Unit - Remove "Claw" from Triggering unit.
  • Set (integer) SpellLevel[5] Equal to Level of Prowl for Triggering Unit.
  • Unit - Remove "Prowl" from Triggering Unit.
  • Unit - Add "Rejuvenation" to Triggering Unit.
  • Unit - Set level of "Rejuvenation" to SpellLevel[1]
  • Unit - Add "Faerie Fire" to Triggering Unit.
  • Unit - Set level of "Faerie Fire" to SpellLevel[2]
  • Unit - Add "Healing Touch" to Triggering Unit.
  • Unit - Set level of "Healing Touch" to SpellLevel[3]
  • Unit - Ability - make Rejuvenation Permanent for Triggering Unit.
  • Unit - Ability - make Faerie Fire Permanent for Triggering Unit.
  • Unit - Ability - make Healing Touch Permanent for Triggering Unit.
Comments:
SpellLevel[1] = Rejuvenation
SpellLevel[2] = Faerie Fire
SpellLevel[3] = Healing Touch
SpellLevel[4] = Claw
SpellLevel[5] = Prowl
etc..

An other thing you can do is not remove the abilities but give every ability a requirement. Claw will require a unit 'Druid - Cat Form' while Healing Touch will require a unit 'Druid - Night Elf Form'.

Pretty Simple.

Good luck with this.

btw, about the int hero and agi hero thingy..
just make 2 units... a druid unit with int as primairy attribute, and the cat unit with agility as primairy attribute.

With abilities you can add a passive ability with +20 agility or something too, so your cat form gets a bonus to agility, and your druid to intelligence or something.


GL with the map.
I'm working on a WoW map too.
Well no, nothing about level. Nothing about stats.
And there is nothing about items.
But you thought right, adjusting the attributes is recommended as a "Cat" with 5489 int and 5 agi will just s*ck.
To drunk to post anything atm.
 
Level 17
Joined
May 6, 2008
Messages
1,598
You're saying that i should give him 100% complete triggers? Ofcourse i could make a good trigger for that, but i think we should lead him into the right path so he can work on it.

That was what i thought.
 
Level 12
Joined
Apr 27, 2008
Messages
1,228
I did not say that.
Actually I said exactly what you did.
I have given no actual triggering so far.
I have just given most of the logic.
I have let all the syntax to him and still some thinking.
But I think that if you are going to give a trigger it should do some job, at least. But most importantly should not give anything that is completely wrong.

Like giving him a trigger with only the replacing.
 
Level 19
Joined
Oct 12, 2007
Messages
1,821
Quote:
  • Originally Posted by Teuncreemers
  • triggers
    • Events
    • Unit - A unit starts the effect of an ability
    • Conditions
    • (Ability being cast) equal to Cat Form
    • Unit - Unit type of Triggering Unit equal to Druid (Night elf Form)
    • Actions
    • Set (integer) SpellLevel[1] Equal to Level of Rejuvenation for Triggering Unit.
    • Unit - Remove "Rejuvenation" from Triggering unit.
    • Set (integer) SpellLevel[2] Equal to Level of Faerie Fire for Triggering Unit.
    • Unit - Remove "Faerie Fire" from Triggering Unit.
    • Set (integer) SpellLevel[3] Equal to Level of Healing Touch for Triggering Unit.
    • Unit - Remove "Healing Touch" from Triggering Unit.
    • Unit - Add "Claw" to Triggering Unit.
    • Unit - Set level of "Claw" to SpellLevel[4]
    • Unit - Add "Prowl" to Triggering Unit.
    • Unit - Set level of "Prowl" to SpellLevel[5]
    • Unit - Ability - make Claw Permanent for Triggering Unit.
    • Unit - Ability - make Prowl Permanent for Triggering Unit.
    • Events
    • Unit - A unit starts the effect of an ability
    • Conditions
    • (Ability being cast) equal to Cat Form
    • Unit - Unit type of Triggering Unit equal to Druid (Cat Form)
    • Actions
    • Set (integer) SpellLevel[4] Equal to Level of Claw for Triggering Unit.
    • Unit - Remove "Claw" from Triggering unit.
    • Set (integer) SpellLevel[5] Equal to Level of Prowl for Triggering Unit.
    • Unit - Remove "Prowl" from Triggering Unit.
    • Unit - Add "Rejuvenation" to Triggering Unit.
    • Unit - Set level of "Rejuvenation" to SpellLevel[1]
    • Unit - Add "Faerie Fire" to Triggering Unit.
    • Unit - Set level of "Faerie Fire" to SpellLevel[2]
    • Unit - Add "Healing Touch" to Triggering Unit.
    • Unit - Set level of "Healing Touch" to SpellLevel[3]
    • Unit - Ability - make Rejuvenation Permanent for Triggering Unit.
    • Unit - Ability - make Faerie Fire Permanent for Triggering Unit.
    • Unit - Ability - make Healing Touch Permanent for Triggering Unit.


Comments:
SpellLevel[1] = Rejuvenation
SpellLevel[2] = Faerie Fire
SpellLevel[3] = Healing Touch
SpellLevel[4] = Claw
SpellLevel[5] = Prowl
etc..

An other thing you can do is not remove the abilities but give every ability a requirement. Claw will require a unit 'Druid - Cat Form' while Healing Touch will require a unit 'Druid - Night Elf Form'.

Pretty Simple.

Good luck with this.

btw, about the int hero and agi hero thingy..
just make 2 units... a druid unit with int as primairy attribute, and the cat unit with agility as primairy attribute.

With abilities you can add a passive ability with +20 agility or something too, so your cat form gets a bonus to agility, and your druid to intelligence or something.


GL with the map.
I'm working on a WoW map too.

Well no, nothing about level. Nothing about stats.
And there is nothing about items.
But you thought right, adjusting the attributes is recommended as a "Cat" with 5489 int and 5 agi will just s*ck.
To drunk to post anything atm.

Well i used an integer for spell levels. So the level wouldnt matter, because if a hero levels up he gets higher level spells etc... And I used the 'metamorphosis or bear form' ability.. That will keep his level.
I tested this like half a year ago and i'm pretty sure it WILL keep the primairy attribute if you set it right on the unit it transforms to. In this case a cat form druid.

If it doesnt work you could either make up something like: everytime the unit attacks with damage_type_normal or something (melee attack) and if the unit is in cat form. He will deal damage equal to Agility of unit *X.
This will let him deal more damage with attacks based on his agility. So even if it is an int hero he deals more damage with agility...
or make an own formula like: Damage equal to ((Agility/2) + (Strength/2)) +HeroLevelofAttackingunit - Herolevelofattackedunit.. whatever

GL
 
Level 12
Joined
Apr 27, 2008
Messages
1,228
Well i used an integer for spell levels. So the level wouldnt matter, because if a hero levels up he gets higher level spells etc... And I used the 'metamorphosis or bear form' ability.. That will keep his level.
I tested this like half a year ago and i'm pretty sure it WILL keep the primairy attribute if you set it right on the unit it transforms to. In this case a cat form druid.

If it doesnt work you could either make up something like: everytime the unit attacks with damage_type_normal or something (melee attack) and if the unit is in cat form. He will deal damage equal to Agility of unit *X.
This will let him deal more damage with attacks based on his agility. So even if it is an int hero he deals more damage with agility...
or make an own formula like: Damage equal to ((Agility/2) + (Strength/2)) +HeroLevelofAttackingunit - Herolevelofattackedunit.. whatever

GL

Using metamorphosis will keep the heroes main attribute( as I said).
No, such a thing is not an option as it complicated and has a lot of issues(on attack event).
Doing what I said is better:

You have to Replace one unit with another.
You have to set the level of the replaced unit to the level of the unit you have replaced(the triggering one)(better use experience)
You have to set all the stats of the replaced unit to the corresponding ones from the unit you have replaced(the triggering one)
You have to give the same items as the triggering unit had to the replaced one.
Setting up skill is also required.
You have to remove the human to cat skill and add a cat to human skill.
This is it :D


Also note that in wow your cat skills are not the same as your normal.
Example: I am a fighter, I haven't bothered leveling up some stupid healing touch spell, I don't need it, I can't use it in cat form. So as I said you have to set up the skills by some way.

Edit:
The Replace Unit action does the following:
Removes one unit, Creates another
Sets the experience of the second unit to the experience of the first.
Gives the second unit the same items the first had.
So you only have to set the stats(you have to store them before you replace the unit) as you hero may have some stats from tomes etc.
And take care of the abilities.
 
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