I have already tried bear form and chaos grunt, they both didn't work for the way I wanted. The Replace action works the best besides for one problem. If the casting unit of Transform has items in inventory slots 2 to 6 but not 1, the replaced unit that gets the items from the casting unit has his inventory all mixed up.
Example:
Casting Unit has items in slots 3 and 4.
Casting Unit uses the ability Transform.
Casting Unit's items go into the inventory of the replaced unit.
The replaced unit has the items in inventory slots 1 and 2 now.
How can you make it so the inventory slots match for both casting and the replaced unit?
I am hoping it will be MUI.
I updated it with a method I thought up, but it doesn't seem to be working.
Basically if the slot is empty, then you give the replaced unit a dummy item which in this case is the potion of healing.
All the dummy items get removed from a loop.
The potion of healing drops from the unit however and the items still don't go into the correct inventory slots.
Example:
Casting Unit has items in slots 3 and 4.
Casting Unit uses the ability Transform.
Casting Unit's items go into the inventory of the replaced unit.
The replaced unit has the items in inventory slots 1 and 2 now.
How can you make it so the inventory slots match for both casting and the replaced unit?
I am hoping it will be MUI.
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Transform Evil
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Events
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Unit - A unit Starts the effect of an ability
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Conditions
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(Ability being cast) Equal to Transform
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Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Unit-type of (Triggering unit)) Equal to /w Nothing (Male)
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Then - Actions
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Custom script: call UnitRemoveAbility( GetTriggerUnit(), 'AHbu')
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Unit - Replace (Triggering unit) with a Vampire using The old unit's relative life and mana
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Unit-type of (Triggering unit)) Equal to Vampire
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Then - Actions
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Custom script: call UnitAddAbility( GetTriggerUnit(), 'AHbu')
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Unit - Replace (Triggering unit) with a /w Nothing (Male) using The old unit's relative life and mana
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Else - Actions
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Hero - Set (Last replaced unit) Hero-level to (Hero level of (Triggering unit)), Hide level-up graphics
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Hero - Set (Last replaced unit) experience to (Hero experience of (Triggering unit)), Hide level-up graphics
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Hero - Modify Strength of (Last replaced unit): Set to (Strength of (Triggering unit) (Exclude bonuses))
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Hero - Modify Agility of (Last replaced unit): Set to (Agility of (Triggering unit) (Exclude bonuses))
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Hero - Modify Intelligence of (Last replaced unit): Set to (Intelligence of (Triggering unit) (Exclude bonuses))
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Hero - Give (Item carried by (Triggering unit) in slot 1) to (Last replaced unit)
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Hero - Give (Item carried by (Triggering unit) in slot 2) to (Last replaced unit)
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Hero - Give (Item carried by (Triggering unit) in slot 3) to (Last replaced unit)
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Hero - Give (Item carried by (Triggering unit) in slot 4) to (Last replaced unit)
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Hero - Give (Item carried by (Triggering unit) in slot 5) to (Last replaced unit)
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Hero - Give (Item carried by (Triggering unit) in slot 6) to (Last replaced unit)
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Selection - Add (Last replaced unit) to selection for (Owner of (Triggering unit))
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Transform Evil
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Events
-
Unit - A unit Starts the effect of an ability
-
-
Conditions
-
(Ability being cast) Equal to Transform
-
-
Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
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(Unit-type of (Triggering unit)) Equal to /w Nothing (Male)
-
-
Then - Actions
-
Custom script: call UnitRemoveAbility( GetTriggerUnit(), 'AHbu')
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Unit - Replace (Triggering unit) with a Vampire using The old unit's relative life and mana
-
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Unit-type of (Triggering unit)) Equal to Vampire
-
-
Then - Actions
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Custom script: call UnitAddAbility( GetTriggerUnit(), 'AHbu')
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Unit - Replace (Triggering unit) with a /w Nothing (Male) using The old unit's relative life and mana
-
-
Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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((Triggering unit) has (Item carried by (Triggering unit) in slot 1)) Equal to True
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Then - Actions
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Hero - Create (Item-type of (Item carried by (Triggering unit) in slot 1)) and give it to (Last replaced unit)
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Else - Actions
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Hero - Create Potion of Healing and give it to (Last replaced unit)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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((Triggering unit) has (Item carried by (Triggering unit) in slot 2)) Equal to True
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Then - Actions
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Hero - Create (Item-type of (Item carried by (Triggering unit) in slot 2)) and give it to (Last replaced unit)
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Else - Actions
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Hero - Create Potion of Healing and give it to (Last replaced unit)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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((Triggering unit) has (Item carried by (Triggering unit) in slot 3)) Equal to True
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Then - Actions
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Hero - Create (Item-type of (Item carried by (Triggering unit) in slot 3)) and give it to (Last replaced unit)
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Else - Actions
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Hero - Create Potion of Healing and give it to (Last replaced unit)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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((Triggering unit) has (Item carried by (Triggering unit) in slot 4)) Equal to True
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Then - Actions
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Hero - Create (Item-type of (Item carried by (Triggering unit) in slot 4)) and give it to (Last replaced unit)
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Else - Actions
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Hero - Create Potion of Healing and give it to (Last replaced unit)
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-
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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((Triggering unit) has (Item carried by (Triggering unit) in slot 5)) Equal to True
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-
Then - Actions
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Hero - Create (Item-type of (Item carried by (Triggering unit) in slot 5)) and give it to (Last replaced unit)
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Else - Actions
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Hero - Create Potion of Healing and give it to (Last replaced unit)
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-
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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((Triggering unit) has (Item carried by (Triggering unit) in slot 6)) Equal to True
-
-
Then - Actions
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Hero - Create (Item-type of (Item carried by (Triggering unit) in slot 6)) and give it to (Last replaced unit)
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Else - Actions
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Hero - Create Potion of Healing and give it to (Last replaced unit)
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For each (Integer A) from 1 to 6, do (Actions)
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Loop - Actions
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Item - Remove (Item carried by (Last replaced unit) of type Potion of Healing)
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Hero - Set (Last replaced unit) Hero-level to (Hero level of (Triggering unit)), Hide level-up graphics
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Hero - Set (Last replaced unit) experience to (Hero experience of (Triggering unit)), Hide level-up graphics
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Hero - Modify Strength of (Last replaced unit): Set to (Strength of (Triggering unit) (Exclude bonuses))
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Hero - Modify Agility of (Last replaced unit): Set to (Agility of (Triggering unit) (Exclude bonuses))
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Hero - Modify Intelligence of (Last replaced unit): Set to (Intelligence of (Triggering unit) (Exclude bonuses))
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Selection - Add (Last replaced unit) to selection for (Owner of (Triggering unit))
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All the dummy items get removed from a loop.
The potion of healing drops from the unit however and the items still don't go into the correct inventory slots.
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