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Various spell questions

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Level 3
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May 12, 2006
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Hi there guys!

My first question is: Is there any way, to make a spell undispellable?
Example: I cast 'greater slow' on a unit, and I want to make it undispellable, unpurgeable etc etc...
I think remove buff only remove the buff visual effect from it.

Second question:
Is there any way to remove specific spell from the unit? To tell more: It't enough for if it is possible to remove 1 random spell from the unit. Of course I can choose it's type: positive or negative buff.

Third question:
Is there any way to avoid somehow magical immunity? I know there are some ultimate spells, that goes through magic immunity, but to use them make my life harder /if possible to use it in the situation/ (dummy spells, many conditions etc etc - source of bugs).

Any help, comment, suggestion will be appreciated!
 
Level 3
Joined
May 12, 2006
Messages
31
1: In the gameplay constants you can set several spells to undispelable.

3: Trigger the spell damage and set it to universal or something like that

1. I'll check it out. thank you. But the problem still exists. If I want to use slow and even greater slow too, then I will get on the failtrain.

3. The main problem is about targeting the unit... And if I can, i don't use triggers, becausei have to do a math -> heroes have resistant skin and so on... of course, if the unit has runed bracers (33%magic dam red), i have to calculate further more...
 
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Level 9
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May 27, 2006
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2. As far as i understood what you mean, i think you want to remove an ability/buff from unit... This is possible, just use Unit - Remove [ability] from [unit] /// Unit - Remove [specific buff/buffs by type/negative-positive] from [unit]

3. Im sure that there are some abilities that allow you to target units with spell immunity. And to the math and 33% magic resistance - you dont have to calculate, just use Unit - Cause [unit] to damage [unit], dealing [amount] damage of attack type [Normal/whatever] and damage type [Unknown] - the "unknown" damage type will always cause full damage afaik.
 
Level 3
Joined
May 12, 2006
Messages
31
2. As far as i understood what you mean, i think you want to remove an ability/buff from unit... This is possible, just use Unit - Remove [ability] from [unit] /// Unit - Remove [specific buff/buffs by type/negative-positive] from [unit]

3. Im sure that there are some abilities that allow you to target units with spell immunity. And to the math and 33% magic resistance - you dont have to calculate, just use Unit - Cause [unit] to damage [unit], dealing [amount] damage of attack type [Normal/whatever] and damage type [Unknown] - the "unknown" damage type will always cause full damage afaik.

response to 2:
it's strange. i thought that buffs only consists as visual effects, but no. i was mistaken. this is a great help for me!
AAAND I think that effects are undispellables always ^^.

response to 3: what do you mean "full damage" . That is what i dont want to happen? Or no?


I have a new question: I wanted to make a hero which can go frenzy. Frenzy means: the normal berserker ability, and you lose control of hero. I used to give the hero to the computer. This worked corretly, becuse the comp used other spells too, drinking pots and so on, not just attacking. BUT i have the locuse ability. and, if i give the hero to another player, the spell ends.
DO you have any idea for handle this? If i make share units with comp, ... that does nothing at all. The only solution i can see, that i give the hero to a comp player (with full shared control), and disable to control it. And when i cast frenzy, I dissolve this for the duration of frenzy. BUT this is a ridicolous way i say. (and I have to use a complety unused comp slot)
What do you suggest?
 
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