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I think the better option is when a the unit cast the anti magic shell spell, add him with triggers a passives abilities for regeneration and armor, and remove them when the spell end.
If you're using the latest patches. (except for 1.30 below of course)
You can easily do that in two custom script lines using this system: New Bonus v1.7
Particularly on its utilities variant, these functions are made for convenience.
JASS:
function AddUnitBonusTimed takes unit u, integer bonus_type, real amount, real duration returns nothing
-> Add the specified amount for the specified bonus type for unit for a duration
-> Example: call AddUnitBonusTimed(GetTriggerUnit(), BONUS_ARMOR, 13, 10.5)
function LinkBonusToBuff takes unit u, integer bonus_type, real amount, integer buffId returns nothing
-> Links the bonus amount specified to a buff or ability. As long as the unit has the buff or
-> the ability represented by the parameter buffId the bonus is not removed.
-> Example: call LinkBonusToBuff(GetTriggerUnit(), BONUS_ARMOR, 10, 'B000')
function LinkBonusToItem takes unit u, integer bonus_type, real amount, item i returns nothing
-> Links the bonus amount specified to an item. As long as the unit has that item the bonus is not removed.
-> Note that it will work for items with the same id, because it takes as parameter the item object.
-> Example: call LinkBonusToItem(GetManipulatingUnit(), BONUS_HEALTH_REGEN, 0.55, GetManipulatedItem())
Although, it would require you some time to import it but it's definitely worth it than
the other solutions one may provide. (since this is 'all-in-one' package of bonuses you can ask for)
If older patches, you may use OE abilities that manipulates armor and regeneration with matching the
duration of that magic shell and cast them manually to the target via dummies in the casting event,
since these features you're asking for enhancing a standard ability can only be done with Trigger Editor.
If you're using the latest patches. (except for 1.30 below of course)
You can easily do that in two custom script lines using this system: New Bonus v1.7
Particularly on its utilities variant, these functions are made for convenience.
JASS:
function AddUnitBonusTimed takes unit u, integer bonus_type, real amount, real duration returns nothing
-> Add the specified amount for the specified bonus type for unit for a duration
-> Example: call AddUnitBonusTimed(GetTriggerUnit(), BONUS_ARMOR, 13, 10.5)
function LinkBonusToBuff takes unit u, integer bonus_type, real amount, integer buffId returns nothing
-> Links the bonus amount specified to a buff or ability. As long as the unit has the buff or
-> the ability represented by the parameter buffId the bonus is not removed.
-> Example: call LinkBonusToBuff(GetTriggerUnit(), BONUS_ARMOR, 10, 'B000')
function LinkBonusToItem takes unit u, integer bonus_type, real amount, item i returns nothing
-> Links the bonus amount specified to an item. As long as the unit has that item the bonus is not removed.
-> Note that it will work for items with the same id, because it takes as parameter the item object.
-> Example: call LinkBonusToItem(GetManipulatingUnit(), BONUS_HEALTH_REGEN, 0.55, GetManipulatedItem())
Although, it would require you some time to import it but it's definitely worth it than
the other solutions one may provide. (since this is 'all-in-one' package of bonuses you can ask for)
If older patches, you may use OE abilities that manipulates armor and regeneration with matching the
duration of that magic shell and cast them manually to the target via dummies in the casting event,
since these features you're asking for enhancing a standard ability can only be done with Trigger Editor.
Oh Cool! Thank you so much! And can i ask one more thing? How do i make a hero immune to spells while channeling the stampede ability and remove that immunity once the hero finishes channeling the stampede ability.
How do i make a hero immune to spells while channeling the stampede ability and remove that immunity once the hero finishes channeling the stampede ability.
You'll need a hidden spell immunity and script it, when it starts channeling add it then remove it when stops channeling.
I'll show you an example of it later when I get home. (Or someone else may already provide you with this or other ways)
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