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uprooted ancient abilities

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Mar 16, 2009
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Trigger1:
Event
-Generic Unit Event - Unit starts the effect of an ability
Condition
-Ability Comparison - Ability beign cast equal to UPROOT
Action
-Unit - ADD ability (the ability you want) to casting unit

Trigger2:
Event
-Generic Unit Event - Unit starts the effect of an ability
Condition
-Ability Comparison - Ability beign cast equal to ROOT
Action
-Unit - REMOVE ability (the ability you want) from casting unit
 
Ok, so after some testings I came to the following conclusions:

smogas is partly correct. The abilitys are actually added to the unit, but in no way accessable, neither via UI nor through triggers. In uprooted state that is.
This only applies to Active Skills though, Passive Skills are shown and work.

Also you cannot use the "Ability being cast" event. Actually you can't use any ability detect events, instead you have to use Order events.

I've attached my testing map. It also includes a simple way to remove/add abilities when root-/uprooting. It may be in JASS, but that's only because i'm lazy and it's easier/faster to write. The same thing in GUI is pretty easy =P
 

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  • DetectRoot.w3x
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