Change to existing Armor modifier in Unit - set unit Armor x.xx - to new "Unit - Set unit Armor 0.00, "____" [Set/Add/Subtract] (I.e. Subtract -5 will cause "Debuff" red text.)
" " - Unit Set Damage "____" [Set/Add/Subtract] same as armor one.
" " - unit Set Attack cooldown "____" [Set/Add/Subtract] same as armor one.
" " - unit Set Hero Attribute "____" [Set/Add/Subtract] same as armor one.
Helpful for displaying either "HEY YOU GOT A BUFF BRO" or "SHIT BRO YOU GOT HIT BY THAT NASTY DUDES BOOGER AND NOW YOU'RE NOT SO GOOD AT ATTACKING FOR SOME STRANGE REASON.)
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Heal Event ( a unit is healed)
Regen Event ( a regenerates (one tick) )
Heal / Regen amount (Event response )
Heal / Regen source
Heal / Regen target
Get Unit Regen delay
- Set unit Regen Delay to x.xx
Get Unit Regen Type (Day/Night/Always/Never)
- Set Unit Regen Type to "_____"
Get Unit Regen
- set unit Regen to x.xx
Reduce healing, display healing via floating text, conduct illegal tampering of ones life force that violates treaties with UNA (United Necromancers Association.)
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Trigger additions for spell effects and damage (NOT SPELL CASTING)
I.e. Unit is slowed, what spell was used? who's the caster? was it aoe, if so where was the spell cast point?
Spell Effect Event (Damage / Buff/Debuff application (yes this includes auras)
Spell Effect Modifier (think Bribe's damagemodiferevent. just before the spell effect starts!)
Get - (Spell Used) equal to "CustomFlamestrike"
Get - Spell Source
Get - Spell Target
Get - Target point of Spell
Spell Effect - Set Max Damage of (Last Spell effect)
*Ignore Spell Effect (Use with Spell Effect Modifier to create a spellshield effect!)
You are hit with a fireball, what son of a dog toaster threw it?
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Move - Unit/Effect/Doodad/etc to X using speed X.XX and "_____" [Ignoring/Checking] pathing and "____" [Enable/Disable] commands.
Move - Queue Moment Unit/Effect/Doodad/Ect to X using speed X.XX and "_____" [Ignoring/Checking] pathing and "____" [Enable/Disable] commands.
Useful for knockback & Projectiles, currently you would need unitgroups/indexes or some fancy pants system to do this, but a one liner would be nice.
I want to easily make three enchanted hovering chickens shooting peasant projectiles!
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Get Closest Unit
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Add an ability similar to wander (on animals) that doesn't shy away from combat.
Add Data option for Anti-magic shell (resistance) - Data - Damage Type Spell [x] Physical [ ], Pierce [ ], Chaos, ETC
Targeted raise dead with highlight able corpses (DIABLO 2 STYLE DAMMIT)
Channel:
Buff / Projectile / Lightning that actually works on channel or equivalent!
Add option on Channel to NOT WAKE UP / AGGRO targeted units!
Add copy paste for the rest of the damage fields (especially the tick boxes jesus.)
Uncontrollable both ability & trigger function
- Summon an uncontrollable rock golem/ skeleton it wanders (YES DIABLO 2 AGAIN!)
- Data - Leash range 0.00
- Data - AI type "_____" [Guard*/Hostile/Passive/Assist*]
- Guard* - Attacks anything that damages the summoner (i.e. unit summoned by item/ability)
- Assist* - Attacks summoners targets (i.e. unit summoned by item/ability)
- Data - Guard Area : True/False (True means it will stay in the area it was spawned. false being it simply follows the summoner.)
Uncontrollable Triggers
- Unit - set unit category Undead/Summoned/[NEW]]USUMMON/ETC
- Unit - USummon : set leash/setAI type/ set Guard Area
Orbs effects that stack
Orb effects that actually work and don't need physical attack orders to work!
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A better Player mouse position for points and junk.
Let me set it to a variable, not a bloody event yah igit.
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Okay I'm done!
for now