function onStartup(self) -- store the caster for use when skill is cast. GAMEOBJ:GetTimer():AddTimerWithCancel( 1.5, "FireSkill", self ) self:GetParentObj{}.objIDParent:SetStatusImmunity{StateChangeType = "PUSH",bImmuneToKnockback = true, bImmuneToInterrupt = true, bImmuneToSpeed = true, bImmuneToBasicAttack = true, bImmuneToDOT = true, bImmuneToImaginationGain=false, bImmuneToImaginationLoss = true, bImmuneToQuickbuildInterrupt = false, bImmuneToPullToPoint = false} self:GetParentObj{}.objIDParent:SetStunImmunity{StateChangeType = "PUSH", bImmuneToStunMove = true, bImmuneToStunTurn = true, bImmuneToStunAttack = true, bImmuneToStunEquip = true, bImmuneToStunInteract = true} self:GetParentObj{}.objIDParent:SetStunned{StateChangeType = "PUSH", bCantMove = true, bCantTurn = true, bCantAttack = true, bCantEquip = true, bCantInteract = true} --print("**************startingup**************") end function onDie(self, msg) self:GetParentObj{}.objIDParent:SetStatusImmunity{StateChangeType = "POP",bImmuneToKnockback = true, bImmuneToInterrupt = true, bImmuneToSpeed = true, bImmuneToBasicAttack = true,bImmuneToDOT = true, bImmuneToImaginationGain = false, bImmuneToImaginationLoss = true, bImmuneToQuickbuildInterrupt = false, bImmuneToPullToPoint = false} self:GetParentObj{}.objIDParent:SetStunImmunity{StateChangeType = "POP", bImmuneToStunMove = true, bImmuneToStunTurn = true, bImmuneToStunAttack = true, bImmuneToStunEquip = true, bImmuneToStunInteract = true} self:GetParentObj{}.objIDParent:SetStunned{StateChangeType = "POP", bCantMove = true, bCantTurn = true, bCantAttack = true, bCantEquip = true, bCantInteract = true} --print("**************I can has on die from the fortress?********") --print(self:GetParentObj{}.objIDParent:GetName().name) end function onTimerDone(self, msg) if msg.name == "FireSkill" then self:CastSkill{skillID = 650, optionalOriginatorID = self:GetParentObj{}.objIDParent} end end