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