View Full Version : Magic Immunes being the targets of spells.
Nahotnoj
07-26-2006, 7:55 PM
Ok, to start this off, the reason I want to make it so you can target magic immunes with spells is that in my map, you'll be able to chose a different class of hero, and different classes will have different amounts of armor. snce almost all the combat in my map will be based off of abilities, I made armor abilities based off of magic immunity except instead of the damag factor from magic being 0, its .90, .80, or .70 based on the level of armor, however I still can't target units holding the armor (items). Does anyone know if its possible to do what I want to do, or is it just hard-coded or something?
King_Templar
07-26-2006, 10:37 PM
This would be done with the Gameplay Constants. There is a checkbox for Magic Immunes Resist Damage. You might try making that false, though i'm not sure what it is. the other way would be to manually add each of the spells to the "ultimates" list, though i'm not sure if that would do what you want entirely either. Probably your best bet would be to use the Elune's Grace ability, which is a passive. With it, you can set levels of damage received of the types piercing, magic, and spells. This would be easier to work with, imo.
There are spells which can be targeted to Magic Immunes... Like Ensnare etc.
the trick :
If you want to make your spell target magic immunes,
use the target list
Air, Ground, Enemy, Organic, Vulnerable, Invulnerable
You may remove Organic and Add up Structures also!
gamer102
08-02-2006, 2:14 PM
Yuo could use triggers.
just put
Trigger
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Your Ability
Actions
Unit - Remove classification of Magic Immune from (Target unit of ability being cast)
Wait 5.00 seconds
Unit - Add classification of Magic Immune to (Target unit of ability being cast)
Then just add it back
oh wait before you even pick a unit it says "unit magic immune"
nvm but it was a good try
hooded
08-04-2006, 12:51 PM
instead of basing it on magic immunity just base it on armor item abilities, such as ring of protection. Since you already have the armor reducing the magic/spells damage, just add more of it. Also, try using defend/magic defense (both human abilities). They allow you to adjust the amount of damage dealt by spells, however, they must be turned on.
Nahotnoj
08-05-2006, 12:41 AM
Ok, for anyone else reading this thread: I've already figured it out. Read King_Templar's post.
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