package Special import Creep import AbilityObjEditing import ObjectIdGenerator import Assets public constant UNIT_ID_DARKONE = compiletime(UNIT_ID_GEN.next()) public abstract class Special extends Creep effect glow construct(vec3 pos, int typId, int bounty, vec2 target) super(pos, typId, bounty, target, pos.angleTo2d(target)) glow = actor.addEffect("war3mapImported\\GeneralHeroGlow.mdx", "origin") override function onDeath() if glow != null glow.destr() super.onDeath() @compiletime function create_DarkOne() new UnitDefinition(UNIT_ID_DARKONE,'nska') ..setNormalAbilities("") ..setIconGameInterface(Icons.bTNAcolyte) ..setModelFile(Units.acolyte1) ..setAttack1DamageBase(75) ..setAttack1Range(450) ..setScalingValue(1.25) ..setTintingColorRed(35) ..setTintingColorGreen(20) ..setTintingColorBlue(20) ..setAttack1ProjectileArt(Abilities.avengerMissile) ..setUnitSoundSet("Acolyte") ..setHitPointsMaximumBase(5000) ..setHitPointsRegenerationRate(2.5) ..setName("Special 5: Dark One") ..setRace(Race.Undead) ..setSightRadiusNight(1800) ..setSightRadiusDay(1800) ..setGoldBountyAwardedBase(0) ..setSpeedBase(240) ..setArmorType(ArmorType.Unarmored) ..setDefenseBase(7) ..setLevel(6) ..setCollisionSize(0) ..setShadowImageUnit("") ..setSpeedBase(175)