Element immune...

Z

zeratul001

Guest
how would i make a unit immune to fire,ice, lightning?? they can take damage from everythin else also, how can i make them take extra damage as if fire attacked ice??
 
Are you talking about abilities or just regular attacks from units? Because I have way to make it resist units, but I can't think of one for abilities.
 
sorta like... flame strike hitting an enemy and make it imune to fire... blizzard to an enemy and make it immune to ice
 
Well, the only real way I can think of is to detect if a unit is immune every time an ability is used. However, I can help you tell if a unit is immune to an element. In the unit editor, use "Stats - Point Value of Unit". Set it to say, 1 for fire immune, 2 for ice immune, and so on. Then whenever an ability is used check if the ability is an element and if the unit is immune to it.

Hope that helps. :)
 
well if it didnt help try this. i was going to say it before silverhawk lol but my explorer froze :banghead: but this takes loads of more time note exemplary unit is water elemental that is immune to water

water immune
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Water bomb!
(Unit-type of (Target unit of ability being cast)) Equal to Water Elemental (Level 1)
Actions
Unit - Order (Casting unit) to Stop
Game - Display to (Owner of (Casting unit)), at offset (0.00, 0.00) for 5.00 seconds the text: Sorry that target is immune to water spells


hope that helps
 
The issue with that way is that he would need hundreds of triggers. One per unit per spell.
 
Isn't there a condition where you're able to detect if a unit has a certian ability?
If so, you could make dummy abilities for all of the elemental immunities, then use the same trigger as AddE, except change the " (Unit-type of (Target unit of ability being cast)) Equal to Water Elemental (Level 1)" to the condition saying "If target unit of ability being cast has (ability)" Not sure if TFT has that ability though, because I don't have my TFT CD.
 
Here's another possible method for doing it.

All units can have some kind of classification. For example, it can be a ward, a building, an ancient, etc. etc. etc.

Let's say theoretically you take your unit that's water immune, and give it the classification "ancient".

When you do all water related spells, you make it so they can not target or damage ancients.

I'm not sure if classifications change the behavior of the unit. I think the ward classification will change the interface (maybe paralyze the unit?). Either way ancient SHOULD work, perhaps building too if you're not using buildings in the map. Experiment around with it a bit.
 
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