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Aura / Magic Immunity

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Mar 19, 2010
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Hey hivers,

is there a way using standard aura's to create an aura which increases attackspeed only for non-magic-immune units?

For example... Hero A has this special aura and around him are a grunt and a dryad. ONLY the grunt has increased attack speed and the buff of this aura, not the dryad!!!

Best Reg.
 
Just search for the valid targets of the aura ability. There you can choose even more than 20 different targets you want the aura to affect.
 
You have to classify "magic-immune" units to something. Maybe classify them as ancients?
Then set your aura to targetting only to ancients. You have to make sure no other unit in your map is an ancient though, so it's still a tough decision.
 
guess you could use a nothing-adding aura with the graphical effect only on your hero and create a dummy that follows the hero.
next you need a dummy spell with 0s cd, based off of the aura you want but as an AoE-spell targeted at the dummy itself and let the dummy cast it every second.
the dummy will need incredibly high movespeed and the dummy spell should use no animations aswell as have no casting time.
don't forget to remove the casting dummy when the hero dies and revive it at the hero's position when he revives.
guess you will need 2 if/then/else-multiple-conditions and 1 loop function! :3
 
To trigger or not to trigger?

I'm not completely sure about this, but somewhere in "Gameplay Constants" there should be an option to make auras check magic immunity. Note that this makes all auras check magic immunity, not just yours.

-OR-

"Magic immune" isn't a target preference, but it does appear in trigger conditions, "Unit classification check".

Yet another way is to use a trigger condition set that uses an "Or-multiple conditions" condition, in which two separate "unit has ability Spell Immunity" checks check for Dryad version and Neutral Hostile version, and a "Hero has item of type (Necklace of Spell Immunity)" checks magic immunity items.

Then either have a trigger that increases attack speed (not sure), or use a "wait for condition" action and set the check time really small, to like 0.10 seconds (yes you can do that), that waits for the magic immune units to have the buff, and then use a "unit - remove buff" (insert your buff) action.
 
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