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[code]package GuardDevilUnbreakable import DamageType import StructuredDD import ClosureTimers import Players import Invulnerable constant int ID_GUARD_DEVIL = 'h03B' constant int ID_GUARD_DEVIL_GREATER = 'h03C' constant int ID_ABILITY_UNBREAKABLE = 'A01W' constant int ID_ABILITY_UNBREAKA_CD = 'A01X' constant int ID_INVULNERABLE = 'Avul' constant real RADIUS = 600. constant real DURATION = 1. constant real COOLDOWN = 60. constant string SHIELD_FX = "Abilities\\Spells\\Human\\DivineShield\\DivineShieldTarget.mdl" group grp = CreateGroup() function isGuardDevil(unit u) returns bool return u.getTypeId() == ID_GUARD_DEVIL or u.getTypeId() == ID_GUARD_DEVIL_GREATER end function findUnbreakable(unit u) returns unit unit guard = null unit iter grp.enumUnitsInRange(vec2(u.getX(), u.getY()), RADIUS) loop iter = FirstOfGroup(grp) exitwhen iter == null if iter.isAlive() and isGuardDevil(iter) and iter.hasAbility(ID_ABILITY_UNBREAKABLE) guard = iter end grp.removeUnit(iter) end return guard end function h() unit tU = GetTriggerUnit() real damage = GetEventDamage() if tU.getOwner().getId() < Players.COUNT and DamageType.get() == DamageType.ATTACK and (tU.getHP() - damage < 1.) and not tU.hasAbility(ID_INVULNERABLE) unit unbreakableSource = findUnbreakable(tU) if unbreakableSource != null Invulnerable.apply(tU, DURATION) unbreakableSource.removeAbility(ID_ABILITY_UNBREAKABLE) unbreakableSource.addAbility( ID_ABILITY_UNBREAKA_CD) effect shield = tU.addEffect(SHIELD_FX, "origin") doAfter(DURATION, () -> begin shield.destr() end) doAfter(COOLDOWN, () -> begin unbreakableSource.addAbility( ID_ABILITY_UNBREAKABLE) unbreakableSource.removeAbility(ID_ABILITY_UNBREAKA_CD) end) end end end init StructuredDD.addHandler(function h) end [/code]
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package GuardDevilUnbreakable import DamageType import StructuredDD import ClosureTimers import Players import Invulnerable constant int ID_GUARD_DEVIL = 'h03B' constant int ID_GUARD_DEVIL_GREATER = 'h03C' constant int ID_ABILITY_UNBREAKABLE = 'A01W' constant int ID_ABILITY_UNBREAKA_CD = 'A01X' constant int ID_INVULNERABLE = 'Avul' constant real RADIUS = 600. constant real DURATION = 1. constant real COOLDOWN = 60. constant string SHIELD_FX = "Abilities\\Spells\\Human\\DivineShield\\DivineShieldTarget.mdl" group grp = CreateGroup() function isGuardDevil(unit u) returns bool return u.getTypeId() == ID_GUARD_DEVIL or u.getTypeId() == ID_GUARD_DEVIL_GREATER end function findUnbreakable(unit u) returns unit unit guard = null unit iter grp.enumUnitsInRange(vec2(u.getX(), u.getY()), RADIUS) loop iter = FirstOfGroup(grp) exitwhen iter == null if iter.isAlive() and isGuardDevil(iter) and iter.hasAbility(ID_ABILITY_UNBREAKABLE) guard = iter end grp.removeUnit(iter) end return guard end function h() unit tU = GetTriggerUnit() real damage = GetEventDamage() if tU.getOwner().getId() < Players.COUNT and DamageType.get() == DamageType.ATTACK and (tU.getHP() - damage < 1.) and not tU.hasAbility(ID_INVULNERABLE) unit unbreakableSource = findUnbreakable(tU) if unbreakableSource != null Invulnerable.apply(tU, DURATION) unbreakableSource.removeAbility(ID_ABILITY_UNBREAKABLE) unbreakableSource.addAbility( ID_ABILITY_UNBREAKA_CD) effect shield = tU.addEffect(SHIELD_FX, "origin") doAfter(DURATION, () -> begin shield.destr() end) doAfter(COOLDOWN, () -> begin unbreakableSource.addAbility( ID_ABILITY_UNBREAKABLE) unbreakableSource.removeAbility(ID_ABILITY_UNBREAKA_CD) end) end end end init StructuredDD.addHandler(function h) end