Ok thanks guys I never thought of that. Ill use the clarity potion. It wont be perfect but its gona have to do. The only problame is I think people might be cheap in pvp combat and do a stun attack, then use the item to pull off a cheap heal. But I guess it will be ok since you could just do the same thing right back to them by buying the right rune from a store if u dont got a stun spell.
u could maybe do what they did in dota for "Kalen's Dagger of Escape" or watever the blink dagger is called. um its like a dummy item, that whenever the hero is attacked by a hero it becomes replaced with the dummy item that is unusable, and after 3 seconds it returns to its normal form that is castable again.
this wouldn't be to hard i think. but this might not be what you are trying to do.
yeah that would also work.
then you will still be able to click on it, if u are going to use the method of changing to ancient, you might want to change the message it gives you when you try to cast it when your not able to.
from "Not targetable to Ancients" to "Cannot cast now", or "Must wait 3 seconds before cast", or something like that
also if the item healing ability is instant and not targetable then it will just waste or some other error would show, i am not sure.
Indeed. And why not "unit have to be out of combat"? This can be changed in Advanced > Gameplay Interface
I used my custom value to create a combat system. Whenever a unit performed a hostile action or was the target of one (attack, cast a spell, etc.) I added the unit to a "combat group" and set its custom value to the duration of the combat expiration timer. Then, I used a periodic time event to reduce the custom value and remove the unit from the group once it hit 0. You can then check if the unit is in or out of combat by checking whether its in the unit group or not.