Ok I'll take Moonlight Shadow - A0KU - 1093684053 as an example.
Code:
function S3O takes nothing returns nothing
local unit COI=GetTriggerUnit()
local group JPI=BGI()
local timer t=CreateTimer()
local string BNI=(I2S(API((t))))
local integer DXI=GetUnitAbilityLevel(COI,(1093684053))
local real WEI=5+2*DXI
set KO=DXI
call GroupEnumUnitsInRange(JPI,0,0,9999,Condition(function SIO))
call ForGroup(JPI,function S1O)
if ynd!=0 and mumu==true then
call StoreInteger(XO,(BNI),("Group"),0)
call SyncStoredInteger(XO,(BNI),("Group"))
endif
call StoreInteger(XO,(BNI),("Group"),API((JPI)))
call TimerStart(t,WEI,false,function S2O)
endfunction
Code:
if ynd!=0 and mumu==true then
call StoreInteger(XO,(BNI),("Group"),0)
call SyncStoredInteger(XO,(BNI),("Group"))
endif
This is the part that checks if cheats are enabled and then after the group (allied heroes) have received the permanent invisibility buff, it makes the group null (empty) so that after the duration is over the buff isn't removed
Code:
local integer DXI=GetUnitAbilityLevel(COI,(1093684053))
This one checks for the level of Moonlight Shadow but it's kind of irrelevant in this one, because the duration is permanent anyway.