Just looked and didn't see it. You can change the maximum food for players and you can changed the maximum gold in a mine but not the players lumber and gold as far as I can tell.
OOOH! I know this one actually. First I'll need some details though.
How many levels does the CD reduction have?
If it has more than 1 level does it reduce CDs by different amounts?
Is it supposed to work with all his other spells?
Do the spells this applies to have the same base CD for each...
Basically your Hero has a unit spell that does nothing and can't be seen.
When you cast Nature's Wrath the trigger will wait one second.
Then it makes sure that the dummy spell is the same level as Nature's Wrath, this makes it so you don't have to set up anything to make/track a variable.
The...
lumber
Events
Player - Player 1 (Red)'s Current lumber becomes Greater than 100.00
Conditions
Actions
Player - Set (Triggering player) Current lumber to 100
I think that should do it.
Just add additional events for whichever players this applies to. There is...
From what I can tell this the simplest way to do what you need done.
Make a copy of the spell channel, for this I named mine "Stand in spell". Give it the same amount of levels that your spell has, the one you want the CD reduced on, make it a unit spell instead of a hero spell. Give the Hero...
Well I know one of two things it might be, dummy units not having the mana to cast it or the spell itself still have the upgrade requirements that the dummy's race doesn't have.
Well the trigger I just did should work if you put it in like that. The only thing you need do modify yourself is the number, make it whatever you want. Though I suggest modifying each buildings point value and using my exact trigger.
Set the units data so it can be targeted as decoration.
Copy the Spell and Buff for Endurance Aura. Change the names, icons, tooltips and visual effects of the copies whatever you like. Set the Aura Spell's targets allowed to friend, enemy and decoration.
Make a dummy unit with no unit...
Just could make a trigger that goes off when the building is destroyed.
Building EXP
Events
Unit - A unit Dies
Conditions
((Dying unit) is A structure) Equal to True
(Killing unit) Equal to (Random unit from (Units owned by (Random player from (All enemies of...
So the weather changes every 60 seconds and buffs must change with the weather. Okay here goes.
You could make spell for each race/buff based on a timed spell and set the duration to 60 seconds, then when the trigger changes the weather apply it to your units however you see fit. Such as...
Don't use 'Pick every unit in X and kill'
With "Unit - Create X [SpawningUnit] for [Attacking Unit] at Postion of [attackedUnitPosstion] facing Attaked Unit." only create 1 of them
Next line is going to be "Unit - Add a Xsecond Generic expiration timer to (last unit created)"
Then to make...
Make a dummy spell, like channel, for the user of the AOE Hex.
Make a dummy unit and give it hex from in game.
Make a trigger that causes a copy of the dummy unit to be made for each unit within the range you want and tell it to cast the spell on them. Have the trigger finish out by killing...
Periodically (like 5 -10 seconds) if a unit is close to the way gate it teleports them to the corresponding gate and places them in a unit group for 15 seconds. When in that unit group they are immune to the teleport so you have x amount of seconds to get away from the gate.
If you're using...
If you think thats laughable you should have seen my rabbit map. The Red rabbit hero was 4 times normal rabbit size and shot cluster rockets. The Yellow rabbit hero shot a chain lightning that bounced to 100 targets and had a 99999 range. Oh but the best part... the best part was the rabbit...
I made a hero a lot like this once. Except he changed abilities every 10 seconds, and if anyone reading that thinks its a good idea by all means do it it turns out pretty funny if you mess up though. This being the result of giving a hero avatar, using it and taking it away before it runs out...
If you want this will increase the heroes size by 17.3(repeating) per level.
They will be about 150% 200% and 250% at 3, 6, and 9 respectively.
Size
Events
Unit - A unit Gains a level
Conditions
Actions
Animation - Change (Triggering unit)'s size to ((100.00...