Yes the awareness of that Earthquake is one of those abilities who doesnt can be changed by changing targets allowed.
What you can do is a dummy spell and a dummy unit
First create the dummy spell
The easiest way would be to use Permanent Immolation (note that it wont stack with any hero using Immolation in the Earthquake area)
-> Change the amount of damage/second
-> And your mostly done with that ability
-> (If you like another effect instead of fire, then modify the Immolation buff)
Then create the dummy unit and do following
-> Change the attack to none if it has any
-> Remove the unit shadows
-> Change the model file to .mdl
-> Remove all current abilitites, and add Invulnerable and add Permanent Immolation (the new one)
-> Also set collision size to 0, and transport size to 0 as well
-> Now your kind of done with the dummy unit
The final thing to do is to create a trigger to check when the Earthquake is cast.
We need 2 triggers, one for starting and one for stopping.
(my triggers will be based on the Far Seer, since he has the ability as basic)
- Earthquake Cast
- Events
- Unit - A unit Starts the effect of an ability
- Conditions
- (Unit-type of (Casting unit)) Equal to Far Seer
- Actions
- Set DummyPoint = (Target point of ability being cast)
- Unit - Create 1 <Select the dummy here> for (Owner of (Casting unit)) at DummyPoint facing Default building facing degrees
- Set DummyUnit = (Last created unit)
- Custom script: call RemoveLocation( udg_DummyPoint )
Hope that helps you ._.
- Earthquake Stop
- Events
- Unit - A unit Finishes casting an ability
- Unit - A unit Stops casting an ability
- Conditions
- (Unit-type of (Casting unit)) Equal to Far Seer
- Actions
- Unit - Remove DummyUnit from the game
- Set DummyUnit = No unit
/Regards
Im not sure it would... but to be honest im not 100% either
You could always create the dummy ability based on Blizzard, and match it so it has the same damage/duration/area of effect etc (Duration and Cooldown shall be matched with the same Duration as Earthquake has)
I suggest you change the buffs there too, since otherwise it would rain down blizzards in the area, and thats not what we want.
Note, that you have to set mana cost to 0, and make sure the field "Stats-Hero ability" = false
In that case we just replace the Immolation to Blizzard of the dummy unit
I forgot to tell, but the movement speed of the dummy unit must be at least 1, since some spells doesnt work when its set to 0.
Now comes the fix in our trigger;
The stopping trigger is exactly the same
- Earthquake Cast
- Events
- Unit - A unit Starts the effect of an ability
- Conditions
- (Ability being cast) Equal to Earthquake
- Actions
- Set DummyPoint = (Target point of ability being cast)
- Unit - Create 1 <your dummy> for (Owner of (Casting unit)) at DummyPoint facing Default building facing degrees
- Set DummyUnit = (Last created unit)
- Unit - Order DummyUnit to Human Archmage - Blizzard DummyPoint
- Custom script: call RemoveLocation( udg_DummyPoint )
Do you have brains ? You edit blizzard spells in the Object Editor, not in freaking triggers.
Do you have brains ? You edit blizzard spells in the Object Editor, not in freaking triggers.
Do you have brains ? You edit blizzard spells in the Object Editor, not in freaking triggers.
Data-Damage per second done to buildings
Actually, I'm almost sure you cannot remove the effect (that growing ring) from thunder clap, and really give me a break, why cast it tons of time instead of just using permanent immolation as adsf123 said.
Actually, I'm almost sure you cannot remove the effect (that growing ring) from thunder clap, and really give me a break, why cast it tons of time instead of just using permanent immolation as adsf123 said.
Humph... it was I who said it...
And yes, combining immolation with earthquake is working perectly, though it would not stack with units having immolation trying to damage units in that quake area. So I gave him the other opportunity, to use blizzard and earthquake combined together...
And yes, Earthquake does slow normal units, that is where "Targets Allowed" is used (i think)
Actually, I'm almost sure you cannot remove the effect (that growing ring) from thunder clap, and really give me a break, why cast it tons of time instead of just using permanent immolation as adsf123 said.
Humph... it was I who said it...
Blizzard spells suck anyway.
Do you have brains ? You edit blizzard spells in the Object Editor, not in freaking triggers.