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