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Defend Ability

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hmm.... but i dont want it to be passive.
and the mountain giants ability doesnt give a % chance to block, its a certain amount. like it blocks 12 damage, cannot go lower than 3 damage.

Create 2 dummy abilities withoud an effect.
When you cast #1, you will gain the passive mountain giant ability, it removes spell #1 and adds spell #2. When you cast #2, it removes the mountain giant ability and removes #2 and adds spell #1.

About the quote.
You can add a block chance to the mg ability. the mountain giant has it 100% chance to reduce 12 damage. Minimum damage taken will be 3 so he wont be invulnerable for damage taken below 12. Just set tthe minimum to 0, and the chance to reduce to whatever you want. I used this spell on all my shield items to give units a chance to block while wearing a shield.:D easy as hell:D
 
Maybe the defend ability will help u, from Human
it's a casting ability and it blocks dmg. U just make the damage taken to 100%.
The only problem is that is turn on ability
Err... Right.

Create 2 dummy abilities withoud an effect.
When you cast #1, you will gain the passive mountain giant ability, it removes spell #1 and adds spell #2. When you cast #2, it removes the mountain giant ability and removes #2 and adds spell #1.
Use Defend for the first ability, that way you keep the animation and lack of order interruption without any work needed.


The best way to do this is with a Damage Detect System, but that's most likely a little over your head.
 
yah, jass is like...my weakest point in WE.
i wasnt looking at the WE when i said it doesnt give a chance. ill give it a shot guys, thanks. ill report back of my success/phailure.

EDIT: just a side question, is there a way to make a unit play a certain animation everytime it evades/bashs?
i know critical strike plays its attack slam anim.

EDIT: hmm... ive run into problems. heres what i have so far:
Shield (dummy)=Defend ability
Shield= Mountain Giants ability


Unit-A unit finishes casting an ability
Ability being cast=shield(dummy)
Unit-Add shield to triggering unit
now what about when he turns off defend(dummy)?
 
You could try to give the unit the Defend ability.

Make a Trigger that detects when its cast then you add Hardened skin via a disabled spellbook to that unit.

Then make a second trigger that detects when the unit stops casting and remove the spellbook and the Hardened Skin from that unit.
 
Better use immolation...
When it finishes casting(turning on) immolation, add a spellbook that contains the damage block abillity, and then disable it.ALSO, play unit's defend animation. For turning off : a unit is issued an order with no target
conditions : issued order equal to unimmolation
Actions for unimmolation : reset unit's animations. Remove the disabled spellbook.
That can be easy


OR, the saming things for defend. the issued order with no target is undefend for tuning off.
For defend/undefend, you mustn't use the action to play unit's animations.
 
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