Make unit immune to Stun/Bash?

Razed

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You could create a trigger which checks when the unit is under the effect of Stun. And then remove that effect. But note that they will be stunned for at least 0.1 seconds that way :eek: dunno if there's a skill for Stun Immune.
 

Dinowc

don't expect anything, prepare for everything
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make the targets allowed of the stun skill "not ancients" and make the unit an ancient
although you will have to set for every other spell "targets allowed - ancient", but you can give them a spell immunity
 
C

Crypt

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make the targets allowed of the stun skill "not ancients" and make the unit an ancient
although you will have to set for every other spell "targets allowed - ancient", but you can give them a spell immunity

Can the ancient's be stunned? (The Night Elf Building Ancients, right?)
 

Razed

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Well if you make the unit's race 'Ancient' and you remove the Ancient tag from targets allowed with your stun ability, they will be immune indeed.
 

Dinowc

don't expect anything, prepare for everything
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Can the ancient's be stunned? (The Night Elf Building Ancients, right?)

night elf buldings have "ancient" classification, they are not "ancients"
any unit can be an ancient and it doesn't mean that he is a night elf building then...
 

Justice-BR

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chagin allowed targets prevent you from even casting the ability on the unity

if is that you want, then it works
 

DiFm

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Well IF you want it so that IF you use warstomp that the unit should take damage from it but not the spell. It is impossible atleast not without triggers. then you have to trigger the damage or make dummy units to cast abilties that do the damage.
 

averes

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Trigger your bash and stun spells. Then in the triggers for those spells, before the stun is actually done just check if the unit to be stunned is in a group of immune units, which it would be added to either when it was made or cast an immune spell. If it is, don't stun them.
 

eXirrah

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Make 2 spells ... 1 for the hero to use(just graphic) and 1 for a dummy unit.
For example: Stun (Hero) , Stun (Dummy)
Stun(Hero) .... damage, no buffs, duration 0(hero and unit), non-stun spell.
Stun(Dummy) .. no damage, stun buff, duration (unit and hero, stun duration), no graphic.

Put Stun(Hero) as default hero ability for the hero that has stun(if the spell is hero, if not then make it non-hero and put it on unit...)

When unit(Hero) cast that ability
if the unit is stunable:
make 1 dummy unit with spell Stun(Dummy) and stun it.

You might wanna chech that the dummy unit is created on the same distance as the caster if you want that the timing of the 2 spells match.

EDIT: The method I explained is an idea of how to make the spell always take damage but not stun unstunable units.
If you want that the spell doesn't work at all for unstunable units, then just set some kind of classification to the unit, for example mechanical and set the stun to hit non-mechanical(organic) units only.
 

Razed

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You do know that 0.01 seconds lasts 0.01 seconds (in stun duration). And that 0.00 seconds stun lasts for eternity? :)
 

eXirrah

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I didn't told him to base his (Hero) spell on some stun spell. I just told him to make it 0 duration and with no buffs(in case the spell has some duration effects like slow or something)

EDIT: I even pointed that the seconds spell (dummy) needs stun duration.

EDIT2: In case someone else gets confused I edited and pointed that the spell has to be non-stun.

EDIT3: I will point some good spells that can be used for the Hero spell:
Slow(ranged stun) - change the graphic, remove the buff, set duration to 0.
Critical Strike(Bash) - set chance to 0%, then create a trigger to activate the bash.
Roar(AOE stun,non-point) - set damage increace to 0, duration 0, change graphic, change targets allowed and AOE range, remove buffs
Blizzard(AOE stun at point) - set damage to 0, waves to 0, shards to 0, remove buffs, change graphics,

For AOE stun pick all units in range arround the caster/point = AOE and stun them with dummy units, set the dummy unit casting backswing and stuff so It casts the stun really fast. Change the stun of the dummy's missile speed to very large number so it hits immediately after cast.
 
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