Tom_Kazansky
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- 28/12/06
- 3,454
- 462
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Dark Wing
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Dark Wing
Actions
Set Casting_Unit[55] = (Triggering unit)
Special Effect - Create a special effect attached to the origin of Casting_Unit[55] using Abilities\Spells\Undead\CarrionSwarm\CarrionSwarmDamage.mdl
Unit - Add Agility up (+30 Agility) to (Triggering unit)
Unit - Add strength up (+30 Strength) to (Triggering unit)
Unit - Add attack speed bonus 50% (Gloves of Haste) to (Triggering unit)
Unit - Add speed up to (Triggering unit)
Unit - Add Dark Wing (+1) to (Triggering unit)


Boomerang
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Tornados
Actions
Set Gale_Caster[Gale_MuiCount] = (Triggering unit)
Set Gale_Point[1] = (Position of Gale_Caster[Gale_MuiCount])
Set Gale_Point[2] = (Target point of ability being cast)
Set Gale_Angle[Gale_MuiCount] = (Angle from Gale_Point[1] to Gale_Point[2])
Unit - Create 1 Dummy Gale Boomerang for (Owner of Gale_Caster[Gale_MuiCount]) at Gale_Point[2] facing Default building facing degrees
Set Gale_Dummy[Gale_MuiCount] = (Last created unit)
Unit - Turn collision for Gale_Dummy[Gale_MuiCount] Off
Unit - Add a (5.00 x (Real((Level of Tornados for Gale_Caster[Gale_MuiCount])))) second Generic expiration timer to Gale_Dummy[Gale_MuiCount]
Custom script: call RemoveLocation (udg_Gale_Point[1])
Custom script: call RemoveLocation (udg_Gale_Point[2])
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Gale_MuiCount Equal to 0
Then - Actions
Countdown Timer - Start Gale_Timer as a Repeating timer that will expire in 0.04 seconds
Else - Actions
Set Gale_MuiCount = (Gale_MuiCount + 1)
Boomerang Loop
Events
Time - Gale_Timer expires
Conditions
Actions
For each (Integer A) from 0 to (Gale_MuiCount - 1), do (Actions)
Loop - Actions
Set Gale_Point[1] = (Position of Gale_Caster[(Integer A)])
Set Gale_Point[3] = (Position of Gale_Dummy[(Integer A)])
Set Gale_Point[4] = (Gale_Point[1] offset by (Distance between Gale_Point[1] and Gale_Point[3]) towards ((Angle from Gale_Point[1] to Gale_Point[3]) + 5.00) degrees)
Unit - Move Gale_Dummy[(Integer A)] instantly to Gale_Point[4]
Set Gale_MoveGroup[(Integer A)] = (Units within 200.00 of Gale_Point[3] matching (((((Matching unit) is A structure) Equal to False) and (((Matching unit) is alive) Equal to True)) and (((Matching unit) belongs to an enemy of (Owner of Gale_Caster[(Integer A)])) Equal to True)))
Set Gale_DamageGroup[(Integer A)] = (Units within 200.00 of Gale_Point[3] matching ((((((Matching unit) is A structure) Equal to False) and (((Matching unit) is alive) Equal to True)) and (((Matching unit) is in Gale_DamageGroup2[(Integer A)]) Equal to False)) and (((Matching unit) belongs to a
Unit Group - Pick every unit in Gale_MoveGroup[(Integer A)] and do (Actions)
Loop - Actions
Set Gale_Point[5] = (Position of (Picked unit))
Set Gale_Point[6] = (Gale_Point[5] offset by 20.00 towards (Random angle) degrees)
Unit - Move (Picked unit) instantly to Gale_Point[6]
Special Effect - Create a special effect at Gale_Point[5] using Abilities\Weapons\AncientProtectorMissile\AncientProtectorMissile.mdl
Special Effect - Destroy (Last created special effect)
Custom script: call RemoveLocation (udg_Gale_Point[5])
Custom script: call RemoveLocation (udg_Gale_Point[6])
Custom script: set bj_wantDestroyGroup = true
Unit Group - Pick every unit in Gale_DamageGroup[(Integer A)] and do (Actions)
Loop - Actions
Unit - Cause Gale_Dummy[(Integer A)] to damage (Picked unit), dealing (100.00 x (Real((Level of Tornados for Gale_Caster[(Integer A)])))) damage of attack type Spells and damage type Normal
Unit Group - Add (Picked unit) to Gale_DamageGroup2[(Integer A)]
Custom script: set bj_wantDestroyGroup = true
Custom script: call RemoveLocation (udg_Gale_Point[1])
Custom script: call RemoveLocation (udg_Gale_Point[3])
Custom script: call RemoveLocation (udg_Gale_Point[4])
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Gale_Dummy[(Integer A)] is dead) Equal to True
Then - Actions
Unit Group - Remove all units from Gale_DamageGroup2[(Integer A)]
Set Gale_MuiCount = (Gale_MuiCount - 1)
Set Gale_Angle[(Integer A)] = Gale_Angle[Gale_MuiCount]
Set Gale_Caster[(Integer A)] = Gale_Caster[Gale_MuiCount]
Set Gale_Dummy[(Integer A)] = Gale_Dummy[Gale_MuiCount]
Custom script: set bj_forLoopAIndex = bj_forLoopAIndex - 1
Custom script: set bj_forLoopAIndexEnd = bj_forLoopAIndexEnd - 1
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Gale_MuiCount Equal to 0
Then - Actions
Countdown Timer - Pause Gale_Timer
Custom script: exitwhen true
Else - Actions
Else - Actions
Mã:Dark Wing Events Unit - A unit Starts the effect of an ability Conditions (Ability being cast) Equal to Dark Wing Actions Set Casting_Unit[55] = (Triggering unit) Special Effect - Create a special effect attached to the origin of Casting_Unit[55] using Abilities\Spells\Undead\CarrionSwarm\CarrionSwarmDamage.mdl Unit - Add Agility up (+30 Agility) to (Triggering unit) Unit - Add strength up (+30 Strength) to (Triggering unit) Unit - Add attack speed bonus 50% (Gloves of Haste) to (Triggering unit) Unit - Add speed up to (Triggering unit) Unit - Add Dark Wing (+1) to (Triggering unit)








Backstab Damage = 0 thì số "0" hiện lên à
đơn giản thế thì thử rồi trả lời nhé
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muốn không có backstab damage thì đặt Target Allowed: None

? Muốn ko hiện số thì nhanh nhất là chỉnh Target Allowed: Tree và đương nhiên Hero phải ko attack đc cây.đơn giản thế thì thử rồi trả lời nhé![]()
ái giúp mình cách chỉnh exp nhận được khi giết 1 con wái với![]()