Some modifiers not removed by RemoveModifier if hero is invulnerable
- [ ] Nero's
modifier_gladiusanus_blauserum - [ ] Saber's
modifier_instinct_crit_hit - [ ] Alter's
modifier_darklight_crit_hit - [ ] Avenger's
modifier_murderous_instinct_crit_hit - [ ] Lancer 4's
modifier_rampant_warrior_crit_hit(the critical rate is 100% but he can get extra critical attacks after the duration of combo is over but the modifier is still in place) - [ ] Extra Assassin's
modifier_martial_arts_crit_hit - [ ] Berserker 5's
modifier_courage_attack_damage_buff
Most of these are critical hit modifiers which need the DOTA_UNIT_TARGET_FLAG_INVULNERABLE flag.
For Nero's Q: Beta 1.44d changelog indicates it has been fixed but it currently is not.
The invulnerability flag is present in https://github.com/dun1007/fateanother/blob/b2918e22d39a0cdd49af2887abff428ffd230c60/game/dota_addons/fateanother/scripts/npc/npc_abilities_custom.txt#L19897 but not in https://github.com/dun1007/fateanother/blob/b2918e22d39a0cdd49af2887abff428ffd230c60/game/dota_addons/fateanother/scripts/npc/npc_abilities_custom.txt#L19976.
It appears setting the flag does not fix this issue.
Removing the modifier in RunScript seems to cause the target's attack animation to be reset, causing the next attack to be delayed longer than usual.