I've been trying out to make custom spells: Mostly giving auto-casting to weaker versions of normal abilities - but whenever I use a dummy in order to cast the spell, it uses the sepcial effect of the original spell; instead of the animation for the custom one.
The spell itself works properly, since the benefits are accurate with the modified parameters, but it uses the wrong effect.
Here; an example:
The dummy correctly launches the spell: It absorbs the correct amount of damage and lasts the custom time; but uses the original Anti-Magic Shell effect! Does anyone know why does this happen, and how to fix it?
The spell itself works properly, since the benefits are accurate with the modified parameters, but it uses the wrong effect.
Here; an example:
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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 Protection of the Earth
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Actions
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Set PTarget = (Target unit of ability being cast)
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Set PLoc = (Position of PTarget)
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Unit - Create 1 DUMMY for Player 1 (red) at PLoc facing Default building view degrees
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Set DUMMY = (Last created unit)
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Custom script: call RemoveLocation(udg_PLoc)
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Unit - Add ProtectionoftheEarthShell (Dummy) to DUMMY
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Unit - Order DUMMY to Undead Banshee: Anti-magic Shell PTarget
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Unit - Remove DUMMY from the game
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The dummy correctly launches the spell: It absorbs the correct amount of damage and lasts the custom time; but uses the original Anti-Magic Shell effect! Does anyone know why does this happen, and how to fix it?







