| 10-25-2008, 01:40 PM | #1 |
Is there a way to make it so a unit is only immune so some spells instead of magic immune? I want to make a assassin type unit, well I guess rogue like if you played wow. Where they dont use mana really, its energy that grows fast and abilities use some of it. So since the unit has no real mana I made it so he cant carry +int items or get +int book's and stuff so hes capped at 100energy(really mana though) and just set the regen so he gets 10energy(really mana every so often) Problem is Im not sure if I want to do it this way because of manaburn/manaflare/manadrain. Would there be anyway to stop those spells from working I think manadrain would pobably be able to be triggerd to cancel the channel, but since the other 2 are insta cast I dont think it be possible. Also silence would be a problem. Would there be another way around it? without it being ugly? I thought about just having a custom # in the scoreboard count as my energy but that just seems clunky and ugly. |
| 10-25-2008, 03:10 PM | #2 |
You can trigger your own mana burn. Eg. You can set the amount of mana burnt as an integer viariable, say Z. next you remove Z mana from the target and deal Z damage to the target. Finally play a floating text tinited blue and showing Z mana burnt. Mana flare doesnt do anything to your mana so you shouldnt be worried there. |
| 10-25-2008, 06:08 PM | #3 |
I don't know if this will work, it's just an idea, but! I think you may be able to mess around with the "targets allowed" you can make the rogue considered something unique (ie mechanical) I'm basing my idea off how you can use some spells on mechanical units. So if this works correctly you could even go in Game Constants (or Interfeace) and change the name of the classification (ie mechanical) to like Rogue or something to make it match, ya know? |
| 10-26-2008, 03:31 AM | #4 |
damn I never thoguht of that. ![]() |
| 10-26-2008, 03:40 AM | #5 | |
Quote:
What about buildings 'n' other units that are meant to be mechanical BUT still targetable by some spells? It's a good idea, but it needs a specific environment - not too narrow, though. |
| 10-26-2008, 06:11 AM | #6 | |
Quote:
You're right. That was just an example. You might be able to play around with it and see what works Otherwise... triggers |
| 10-27-2008, 03:13 PM | #7 |
hmm thats a good idea I guess that could work :). I dont have that many classifications in my map so I would think it would work pretty easy and not run into any problems To the person who said manaflare wont matter because it does nothing to mana, the problem is its kinda how silence would screw me over. I dont want my rogue to get manaflared for doing a special ability like backstab because thats just dumb, or being silenced and not able to "cast" stun's. I think the classifications thing should work though. I mean I have no mechanical units in my map at all, so setting him as that, and making everything allowed to attack mechanical except manaburn/manaflare/silence should work perfect. |
| 10-27-2008, 09:34 PM | #8 |
I'd use the Ancient and/or Suicidal classification since they don't seem to have any significant gameplay effects when used on units and you can use them in "targets allowed" fields. |
