So eleandor You are saying that I should base them all off of "Channel" ability. And changing order Ids on Channel would work. So if I just made Holy Light based of a channel then made the order id something like dummy1 then it would work fine without interfereing with other spells based off channel.
Yup. Just go to the ability editor and search for "Channel" (cntrl + F). It should be the second ability you find.
The channel ability has following options:
Data - Base Order Id
This field determines the order id. Channel spells with different order id's will not interfere when cast. Which orderid you choose doesn't matter at all.
Data - Disable other abilities
This field disables all other abilities the unit has as long as the spell is being cast.
Data - Follow Through Time
This field determines how long the ability will be "channeling" (hence the "channel' name of the ability). If set to 0, it'll act as a non-channeling spell.
Data - Options
This field has following options:
- Visible (if not visible, there will be NO icon!!!)
- Targetting Image (when this spell has a unit target, some crosshair like mousepointer will be visible when casting this spell)
- Physical Spell / Universal Spell / Unique Cast
Data - Target Type
This field determines whether your channel spell will be targetable on units, points or simply instantly.
The ability itself does not do anything at all, so you have to trigger its effects. Which in fact, is the only reason this ability is in the editor: to allow users to easily make custom abilities without going through all the trouble of selecting a dummy ability.
One important note: abilities based on channel will not be cast by computer players, since those players don't know "when" to cast it. If you want the AI to use your channel based ability, you must either
- not base your ability on channel
- make a trigger that forces those units to cast the channel ability when required