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Magic resistences II

11-03-2003, 05:43 PM#1
evilwolf
heres a follow up question to my other thread about this:

For making units resistant to NORMAL spells would it go something like this?:

Event- Unit is target of spell
Condition- Spell is = fireball
Condition- Unit is = fire element
Actions- Reducde Dmg by 100%

The same but a diff type of spell:

Event- Unit is target of spell
Condition- Spell is = flamestrike
Condition- Unit is = fire element
Actions- Reducde Dmg by 100%

i dont think the 2nd spell is set up like that. Could you tell me whats wrong with the 2nd trigger, and if theres any problems with the first trigger? NOTE: im not sure if those are the exact triggers or not, plz post what the REAL trigger is.

Thanks :thrust:
11-03-2003, 07:12 PM#2
Biflspud
I'm not familiar with a Reduce Damage by 100%, at least not in vanilla WE. If such a thing exists, then feel free to point me at it and pat me on the head for being useless.

What you might consider is giving that unit the Defend ability. You can edit it to have a fixed # point reduction against magic, and reduce piercing defense and speed reduction to zilch. Essentially, once you establish that the unit being targetted is fireproof,

Unit - Add ability MagicDefense to TargetUnit
Unit - Order unit with no target: Defend
Wait 1 second
Unit - Remove ability MagicDefense from TargetUnit

Would something like that work? The problem would be, of course, if multiple elemental attacks were stacked at once; this would make them immune to all forms of magic. Since magic damage is magic damage, however, I'm not sure there's a better workaround.