please help me with item editing

i need somebody to help me make this item mod work cause i cant seem to get it working in-game so i want somebody to tell me what to do and or make it work by doing it yourself

heres the code i was working on (its based off all fathers ring)

Code: c++
  1.             '<LOC ITEM_Artifact_0097>+[GetHealthBonus] Health',
  2.             '<LOC ITEM_Chest_0025>+[GetRegenBonus] Health Per Second',
  3.             '<LOC ITEM_Artifact_0098>+[GetManaBonus] Mana',
  4.             '<LOC ITEM_Boot_0012>+[GetManaRegenBonus] Mana Per Second',
  5.             '<LOC ITEM_Artifact_0099>+[GetArmorBonus] Armor',
  6.             '<LOC ITEM_Glove_0001>+[GetDamageBonus] Weapon Damage',
  7.             '<LOC ITEM_Glove_0003>+[GetAttackSpeedBonus]% Attack Speed',
  8.             '<LOC ITEM_Artifact_0100>+[GetMovementBonus]% Movement Speed',
  9.             '<LOC ITEM_Boot_0013>+[GetDodgeBonus]% Dodge',
  10.         },
  11.         MBonuses = {
  12.             '<LOC MBONUS_0000>+[GetMinionHealthBonus] Minion Health',
  13.             '<LOC MBONUS_0003>+[GetMinionArmorBonus] Minion Armor',
  14.             '<LOC MBONUS_0004>+[GetMinionDamageBonus] Minion Damage',
  15.             '<LOC MBONUS_0006>+[GetMinionROFBonus]% Minion Attack Speed',
  16.         },
  17.         TargetAlliance = 'Ally',
  18.     },
  19.     GetHealthBonus = function(self) return Buffs['Item_Artifact_130'].Affects.MaxHealth.Add end,
  20.     GetRegenBonus = function(self) return Buffs['Item_Artifact_130'].Affects.Regen.Add end,
  21.     GetManaBonus = function(self) return Buffs['Item_Artifact_130'].Affects.MaxEnergy.Add end,
  22.     GetManaRegenBonus = function(self) return Buffs['Item_Artifact_130'].Affects.EnergyRegen.Add end,
  23.     GetArmorBonus = function(self) return Buffs['Item_Artifact_130'].Affects.Armor.Add end,
  24.     GetDamageBonus = function(self) return Buffs['Item_Artifact_130'].Affects.DamageRating.Add end,
  25.     GetAttackSpeedBonus = function(self) return math.floor( Buffs['Item_Artifact_130'].Affects.RateOfFire.Mult * 100 ) end,
  26.     GetMovementBonus = function(self) return math.floor( Buffs['Item_Artifact_130'].Affects.MoveMult.Mult * 100 ) end,
  27.     GetDodgeBonus = function(self) return Buffs['Item_Artifact_130'].Affects.Evasion.Add end,
  28.     GetMinionHealthBonus = function(self) return Buffs['Item_Artifact_130Army'].Affects.MaxHealth.Add end,
  29.     GetMinionArmorBonus = function(self) return Buffs['Item_Artifact_130Army'].Affects.Armor.Add end,
  30.     GetMinionDamageBonus = function(self) return Buffs['Item_Artifact_130Army'].Affects.DamageRating.Add end,
  31.     GetMinionROFBonus = function(self) return math.floor(Buffs['Item_Artifact_130Army'].Affects.RateOfFire.Mult * 100) end,
  32.     Mesh = '/meshes/items/chest/chest_mesh',
  33.     Animation = '/meshes/items/chest/Animations/chest_Idle_anim.gr2',
  34.     MeshScale = 0.10,
  35.     Icon = 'NewIcons/Ring/Ring6',
  36.     Abilities = {
  37.         AbilityBlueprint {
  38.             Name = 'Item_Artifact_130',
  39.             AbilityType = 'Quiet',
  40.             Icon = 'NewIcons/Ring/Ring6',
  41.             FromItem = 'Item_Artifact_130',
  42.             Buffs = {
  43.                 BuffBlueprint {
  44.                     Name = 'Item_Artifact_130',
  45.                     BuffType = 'IARTSTATSRING',
  46.                     Debuff = false,
  47.                     EntityCategory = 'ALLUNITS',
  48.                     Stacks = 'ALWAYS',
  49.                     Duration = -1,
  50.                     Affects = {
  51.                         MaxHealth = {Add = 20000, AdjustEnergy = true},
  52.                         Regen = {Add = 300},
  53.                         MaxEnergy = {Add = 15000, AdjustEnergy = true},
  54.                         EnergyRegen = {Add = 250},
  55.                         Armor = {Add = 4000},
  56.                         DamageRating = {Add = 200},
  57.                         RateOfFire = {Mult = .40},
  58.                         MoveMult = {Mult = 0.30},
  59.                         Evasion = {Add = 30},
  60.                     },
  61.                     Effects = 'SingleRing01',
  62.                 }
  63.             },
  64.             OnAbilityAdded = function(self, unit)
  65.                 unit:GetAIBrain():AddArmyBonus( 'Item_Artifact_130Army', unit )
  66.             end,
  67.             OnRemoveAbility = function(self, unit)
  68.                 unit:GetAIBrain():RemoveArmyBonus( 'Item_Artifact_130Army', unit )
  69.             end,
  70.         }
  71.     },
  72. }
  73. ArmyBonusBlueprint {
  74.     Name = 'Item_Artifact_130Army',
  75.     ApplyArmies = 'Single',
  76.     UnitCategory = 'MINION',
  77.     RemoveOnUnitDeath = true,
  78.     Buffs = {
  79.         BuffBlueprint {
  80.             Name = 'Item_Artifact_130Army',
  81.             BuffType = 'IARTSTATSRING',
  82.             Debuff = false,
  83.             Stacks = 'REPLACE',
  84.             Duration = -1,
  85.             Affects = {
  86.                 MaxHealth = {Add = 1000, AdjustEnergy = false},
  87.                 Armor = {Add = 375},
  88.                 DamageRating = {Add = 10},
  89.                 RateOfFire = {Mult = .15},
  90.                 MoveMult = {Mult = 0.1},
  91.             },
  92.         }
  93.     }
  94. }
  95. __moduleinfo.auto_reload = true

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