- Joined
- Jul 5, 2022
- Messages
- 15
Hi everyone!
TL;DR: is there an option to forcefully stop Defend ability except "Unit - Order (Triggering unit) to Human Footman - Stop Defend" (aka 'undefend')?
The long version goes below
I have a custom Channel-based spell ("Repair") that is perfect in every way I need it to be but one little annoying thing: I need it to stop any other active "defensive" abilities of a unit (and also remove all protective buffs). Currently my unit has Wind Walk and custom Defend-like ability. I can disable Wind Walk by removing buff from unit, I can disable Invulnerability of any kind by also removing buff and so on, but I can't force the unit out of this "Defend-like" ability.
What I have already tried and it did not work:
Tried to remove ability itself, to "unresearch" the requirement for the ability, to disable ability for the player — none of these works. It disables the ability itself, but the unit still remains in "Defend-on"-state.
Are there any other options I missed?
Or should i just remake my Defend-based ability from scratch, using something else instead? If so, what options do I have?
Currently my Defend-based ability works like default Defend with 50% chance to reflect, but there's also a trigger that adds custom Spiked Carapace-based ability to unit on 'defend' and removes when 'undefend' and adds some ManaShield-like effect for the duration of the Defend. How can I remake that?
TL;DR: is there an option to forcefully stop Defend ability except "Unit - Order (Triggering unit) to Human Footman - Stop Defend" (aka 'undefend')?
The long version goes below
I have a custom Channel-based spell ("Repair") that is perfect in every way I need it to be but one little annoying thing: I need it to stop any other active "defensive" abilities of a unit (and also remove all protective buffs). Currently my unit has Wind Walk and custom Defend-like ability. I can disable Wind Walk by removing buff from unit, I can disable Invulnerability of any kind by also removing buff and so on, but I can't force the unit out of this "Defend-like" ability.
What I have already tried and it did not work:
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Events
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Unit - A unit Begins channeling an ability
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-
Conditions
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(Ability being cast) Equal to Repair
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-
Actions
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Unit - Order (Triggering unit) to Human Footman - Stop Defend.
-
Tried to remove ability itself, to "unresearch" the requirement for the ability, to disable ability for the player — none of these works. It disables the ability itself, but the unit still remains in "Defend-on"-state.
Are there any other options I missed?
Or should i just remake my Defend-based ability from scratch, using something else instead? If so, what options do I have?
Currently my Defend-based ability works like default Defend with 50% chance to reflect, but there's also a trigger that adds custom Spiked Carapace-based ability to unit on 'defend' and removes when 'undefend' and adds some ManaShield-like effect for the duration of the Defend. How can I remake that?
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