Topic hỏi đáp cho anh em (Về cách làm map)

Status
Không mở trả lời sau này.
Roài.Hiểu roài,cảm ơn nhìu.
Còn 1 vụ nữa là làm quest đòi hỏi kill bao nhiu con quái đó,bác đã nói là tạo 1 biến integer ra, rồi mỗi lần kill lại trừ đi, biến này bằng 0 thì hết .Nhưng mà cái ở trên chỉ làm đc khi chơi có 1 người.Còn mình muốn làm sao mà khi chơi nhiều người thì mỗi người phải làm 1 quest riêng cơ.
Tức là player nào giết thì tính cho player đó.
Nhân tiện mún không select được 1 unit thì phải làm sao.
 
10 người thì tạo biến mảng integer (khi tạo thì đánh dấu Array ấy) rồi:
Mã:
For each (Integer A) from 1 to 10, do (Actions)
    Loop - Actions
        Set Count[(Integer A)] = 10
khi kill thì:
Mã:
Set Count[(Player number of (Owner of (Killing unit)))] = (Count[(Player number of (Owner of (Killing unit)))] - 1)
---
Muốn ko select đc 1 unit thì thêm ability Locust cho unit đó (id là Aloc )
 
bây h em định làm 1 cái item chuyển attack type từ attack type hero sang attack type chao chẳng hạn thì làm thế nào ạ ( khi vứt cái đồ thì chuyển lại thành attack type hero ) thì làm thế nào ?
số ability trong 1 con tướng mà mình add thêm bằng trigger thì có giới hạn hok ạ ( passive)
em muốn làm 1 skill tăng có sức mạnh mạnh hơn vào ban đêm (giống con nightmear... trong dota) thì phải làm thế nào ?
 
Chuyển attack thì có cách dùng upgrade thôi, nhg cái chán là upgrade ko unlearn đc (chưa nghĩ ra từ nào ngoài từ unlearn) nên chịu.
add thêm ability thì anh nghĩ ko có giới hạn, chỉ lo ko nhìn thấy icon thôi.
Dùng cái event thời gian ấy, cứ 1s hoặc 0.5s (đừng ít quá ko là lag đấy) kiểm tra xem là ngày hay đêm, nếu là đêm thì add, ngày thì remove.
Trong DotA đó là Night Stalker thì khi cast skill 1 vào ban đêm thì tạo dummy unit rồi cast thêm slow thôi, skill 2 thì đó vào ban ngày sẽ remove buff luôn(coi như ko có tác dung), ban đêm thì kệ, skill 3 khi học là skill giả, add thêm aura có 5 level, level 5 ko có tác dụng gì, khi ban ngày thì set level của aura đó = 5 còn ban đêm = level của skill giả. ulti là ability của item Moon Stone.
 
À.Có cái này...
Theo 1 Pro đã bày mình là sử dụng Item ability Spell Book để tạo được nhìu skill,Nhưng khi xài skill trong đó thì lại bị cooldown cả cuốn spell book nên những skill khác nằm trong đó cũng ko xài đc trong thời gian chờ.Có cách nào khắc phục không .Hay là bày mình cách làm như trong map ORPG de gì đó đi.
 
Bạn đã thử đổi giá trị Data - Shared Spell Cooldown thành False chưa ? (Giá trị gốc là True)
 
cái ability spell book dóa có tác dụng như thế nào ???
 
Là 1 ability khi nhấn vào sẽ mở ra 1 bảng mới chứa các skill khác để cast,nói nôm na là ability chứa ability
 
à có những chương chình giảm dung lượng map ạ , anh up link lên hộ em được hok? map em nặng wa ( toàn improte)
trong dota í nó có:
- cái item cứ cast phép vào người nó thì block spell ấy 20s 1 lần thì làm thế nào ?
mà cái nài chỉ block spell taget tại unit hay block cả wave?
- có con kiến có skill 1 là tảng hình đánh dam còn cái skill 3 í tự động đánh 2 phát thì làm thế nào?
em mún làm 1 đồ giống như vậy nhưng hok phải là block mà là phản spell ấy thì làm thế nào ?
 
Chương trình giảm dung lượng à ? anh có 1 cái giảm dung lượng của mdx (MDXSquisher), còn cái giảm texture file thì anh chưa dùng đc. Còn cái nữa giảm về code, làm cho map load nhanh hơn và cả size nữa - war3mapoptimizer4.5
 

Attachments

có cái nào giảm dung lượng icon hok anh ( vì em chỉ add icon thui hok add model mấy) còn 2 cái spell trên em hỏi thì làm thế nào
anh tom on lâu wa nhỉ thế mà lại hok on nick chat :(
 
Block spell, có 1 ability của item tên là Spell Shield (Amulet) => trong DotA là cái này cái này. Nếu add bình thường thì nó như là 1 command spell(có thể active để cast, nhg ko có tác dụng). Ability này tự động cast khi bị 1 spell "bấm vào người" "hit" như storm bolt, chain lightning..., còn wave thì ko block, à nếu Impale mà cũng "bấm vào người" thì block đc, còn cái Spell Shield (Rune) là 1 spell active 1 aoe, các unit trong đó sẽ đc 1 cái buff cũng có tác dụng block, block thì mất buff

Tàng hình đánh dam là Wind Walk còn gì. Đánh 2 phát dùng ability của item: Orb of Lightning (new) với Data - Effect Ability là Searing Arrow, khi learn skill này thì cũng tăng level của Searing Arrow lên (nếu cooldown giảm)
Phản spell, anh nghĩ phải tạo lại spell (tạo custom spell) nếu ko thì impossible

Cái chương trình giảm dung lượng icon anh attach ở dưới, nhg nhắc lại là anh ko biết dùng ::(
 

Attachments

Phản spell, anh nghĩ phải tạo lại spell (tạo custom spell) nếu ko thì impossible
QUOTE]
ý anh là sao, cho change xx% rồi tạo 1 unit cast ability is casting á?
cái custom spirit destroy unit group là như thế nào?

em làm cái random gem như thế nài mà chẳng hiểu sao nó hok add được:
Mã:
RandomGem
    Events
        Unit - A unit Acquires an item
    Conditions
    Actions
        Set __RG_RandomPercent = (Random integer number between 1 and 100)
        Set __RG_RandomGemLV1 = (Random integer number between 87 and 93)
        Set __RG_RandomGemLV2 = (Random integer number between 94 and 100)
        Set __RG_RandomGemMissLV1 = (Random integer number between 1 and 32)
        Set __RG_RandomGemMissLV2 = (Random integer number between 1 and 93)
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                ((Triggering unit) has an item of type Gem) Equal to True
            Then - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        ((Triggering unit) has an item of type Some lucky) Equal to True
                    Then - Actions
                        Set __RG_percentWin = 55
                        Item - Remove (Item carried by (Triggering unit) of type Some lucky)
                    Else - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            If - Conditions
                                ((Triggering unit) has an item of type So lucky) Equal to True
                            Then - Actions
                                Set __RG_percentWin = 60
                                Item - Remove (Item carried by (Triggering unit) of type So lucky)
                            Else - Actions
                                Set __RG_percentWin = 50
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        ((Triggering unit) has an item of type Gem of decipher) Equal to True
                        __RG_RandomPercent Less than or equal to __RG_percentWin
                    Then - Actions
                        Item - Remove (Item carried by (Triggering unit) of type Gem of decipher)
                        Hero - Create _RandomNgoc[__RG_RandomGemLV1] and give it to (Triggering unit)
                        Special Effect - Create a special effect attached to the cheat of (Triggering unit) using Abilities\Spells\Items\HealingSalve\HealingSalveTarget.mdl
                        Set _RandomGem_SE[1] = (Last created special effect)
                        Special Effect - Create a special effect attached to the cheat of (Triggering unit) using Abilities\Spells\Human\HolyBolt\HolyBoltSpecialArt.mdl
                        Set _RandomGem_SE[2] = (Last created special effect)
                        Special Effect - Create a special effect attached to the cheat of (Triggering unit) using Abilities\Spells\Other\Levelup\LevelupCaster.mdl
                        Set _RandomGem_SE[3] = (Last created special effect)
                        For each (Integer A) from 1 to 3, do (Actions)
                            Loop - Actions
                                Special Effect - Destroy _RandomGem_SE[(Integer A)]
                    Else - Actions
                        Item - Remove (Item carried by (Triggering unit) of type Gem of decipher)
                        Hero - Create _RandomNgoc[__RG_RandomGemMissLV1] and give it to (Triggering unit)
            Else - Actions
        -------- Gem LV 2 --------
        Set __RG_RandomNumberofGemLV2 = (Random integer number between 94 and 105)
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                Or - Any (Conditions) are true
                    Conditions
                        ((Triggering unit) has an item of type A part of Amethyst) Equal to True
                        ((Triggering unit) has an item of type A part of Blood Gem) Equal to True
                        ((Triggering unit) has an item of type A part of Emerald) Equal to True
                        ((Triggering unit) has an item of type A part of Opal Gem) Equal to True
                        ((Triggering unit) has an item of type A part of Saphire Gem) Equal to True
                        ((Triggering unit) has an item of type A part of Ruby Gem) Equal to True
                        ((Triggering unit) has an item of type A part of Topaz Gem) Equal to True
            Then - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        ((Triggering unit) has an item of type Some lucky) Equal to True
                    Then - Actions
                        Item - Remove (Item carried by (Triggering unit) of type Some lucky)
                        Set __RG_percentWin = 25
                    Else - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            If - Conditions
                                ((Triggering unit) has an item of type So lucky) Equal to True
                            Then - Actions
                                Item - Remove (Item carried by (Triggering unit) of type So lucky)
                                Set __RG_percentWin = 30
                            Else - Actions
                                Set __RG_percentWin = 20
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        __RG_RandomPercent Less than or equal to __RG_percentWin
                        ((Triggering unit) has an item of type _RandomNgoc[87]) Equal to True
                    Then - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            If - Conditions
                                (Random integer number between 1 and 2) Equal to 1
                            Then - Actions
                                Item - Remove (Item carried by (Triggering unit) of type _RandomNgoc[87])
                                Hero - Create _RandomNgoc[94] and give it to (Triggering unit)
                                Special Effect - Create a special effect attached to the cheat of (Triggering unit) using Abilities\Spells\Items\HealingSalve\HealingSalveTarget.mdl
                                Set _RandomGem_SE[1] = (Last created special effect)
                                Special Effect - Create a special effect attached to the cheat of (Triggering unit) using Abilities\Spells\Human\HolyBolt\HolyBoltSpecialArt.mdl
                                Set _RandomGem_SE[2] = (Last created special effect)
                                Special Effect - Create a special effect attached to the cheat of (Triggering unit) using Abilities\Spells\Other\Levelup\LevelupCaster.mdl
                                Set _RandomGem_SE[3] = (Last created special effect)
                            Else - Actions
                                Item - Remove (Item carried by (Triggering unit) of type _RandomNgoc[87])
                                Hero - Create _RandomNgoc[(Random integer number between 95 and 100)] and give it to (Triggering unit)
                                Special Effect - Create a special effect attached to the cheat of (Triggering unit) using Abilities\Spells\Items\HealingSalve\HealingSalveTarget.mdl
                                Set _RandomGem_SE[1] = (Last created special effect)
                                Special Effect - Create a special effect attached to the cheat of (Triggering unit) using Abilities\Spells\Human\HolyBolt\HolyBoltSpecialArt.mdl
                                Set _RandomGem_SE[2] = (Last created special effect)
                                Special Effect - Create a special effect attached to the cheat of (Triggering unit) using Abilities\Spells\Other\Levelup\LevelupCaster.mdl
                                Set _RandomGem_SE[3] = (Last created special effect)
                        For each (Integer A) from 1 to 3, do (Actions)
                            Loop - Actions
                                Special Effect - Destroy _RandomGem_SE[(Integer A)]
                    Else - Actions
                        Item - Remove (Item carried by (Triggering unit) of type _RandomNgoc[87])
                        Hero - Create _RandomNgoc[__RG_RandomGemMissLV2] and give it to (Triggering unit)
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        __RG_RandomPercent Less than or equal to __RG_percentWin
                        ((Triggering unit) has an item of type _RandomNgoc[88]) Equal to True
                    Then - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            If - Conditions
                                (Random integer number between 1 and 2) Equal to 1
                            Then - Actions
                                Item - Remove (Item carried by (Triggering unit) of type _RandomNgoc[88])
                                Hero - Create _RandomNgoc[95] and give it to (Triggering unit)
                                Special Effect - Create a special effect attached to the cheat of (Triggering unit) using Abilities\Spells\Items\HealingSalve\HealingSalveTarget.mdl
                                Set _RandomGem_SE[1] = (Last created special effect)
                                Special Effect - Create a special effect attached to the cheat of (Triggering unit) using Abilities\Spells\Human\HolyBolt\HolyBoltSpecialArt.mdl
                                Set _RandomGem_SE[2] = (Last created special effect)
                                Special Effect - Create a special effect attached to the cheat of (Triggering unit) using Abilities\Spells\Other\Levelup\LevelupCaster.mdl
                                Set _RandomGem_SE[3] = (Last created special effect)
                            Else - Actions
                                Set __RG_RandomGemLV2Them = (Random integer number between 96 and 101)
                                Item - Remove (Item carried by (Triggering unit) of type _RandomNgoc[88])
                                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                    If - Conditions
                                        __RG_RandomGemLV2Them Equal to 101
                                    Then - Actions
                                        Hero - Create _RandomNgoc[94] and give it to (Triggering unit)
                                        Special Effect - Create a special effect attached to the cheat of (Triggering unit) using Abilities\Spells\Items\HealingSalve\HealingSalveTarget.mdl
                                        Set _RandomGem_SE[1] = (Last created special effect)
                                        Special Effect - Create a special effect attached to the cheat of (Triggering unit) using Abilities\Spells\Human\HolyBolt\HolyBoltSpecialArt.mdl
                                        Set _RandomGem_SE[2] = (Last created special effect)
                                        Special Effect - Create a special effect attached to the cheat of (Triggering unit) using Abilities\Spells\Other\Levelup\LevelupCaster.mdl
                                        Set _RandomGem_SE[3] = (Last created special effect)
                                    Else - Actions
                                        Hero - Create _RandomNgoc[__RG_RandomGemLV2Them] and give it to (Triggering unit)
                                        Special Effect - Create a special effect attached to the cheat of (Triggering unit) using Abilities\Spells\Items\HealingSalve\HealingSalveTarget.mdl
                                        Set _RandomGem_SE[1] = (Last created special effect)
                                        Special Effect - Create a special effect attached to the cheat of (Triggering unit) using Abilities\Spells\Human\HolyBolt\HolyBoltSpecialArt.mdl
                                        Set _RandomGem_SE[2] = (Last created special effect)
                                        Special Effect - Create a special effect attached to the cheat of (Triggering unit) using Abilities\Spells\Other\Levelup\LevelupCaster.mdl
                                        Set _RandomGem_SE[3] = (Last created special effect)
                        For each (Integer A) from 1 to 3, do (Actions)
                            Loop - Actions
                                Special Effect - Destroy _RandomGem_SE[(Integer A)]
                    Else - Actions
                        Item - Remove (Item carried by (Triggering unit) of type _RandomNgoc[88])
                        Hero - Create _RandomNgoc[__RG_RandomGemMissLV2] and give it to (Triggering unit)
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        __RG_RandomPercent Less than or equal to __RG_percentWin
                        ((Triggering unit) has an item of type _RandomNgoc[89]) Equal to True
                    Then - Actions
                        Item - Remove (Item carried by (Triggering unit) of type _RandomNgoc[89])
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            If - Conditions
                                (Random integer number between 1 and 2) Equal to 1
                            Then - Actions
                                Hero - Create _RandomNgoc[96] and give it to (Triggering unit)
                                Special Effect - Create a special effect attached to the cheat of (Triggering unit) using Abilities\Spells\Items\HealingSalve\HealingSalveTarget.mdl
                                Set _RandomGem_SE[1] = (Last created special effect)
                                Special Effect - Create a special effect attached to the cheat of (Triggering unit) using Abilities\Spells\Human\HolyBolt\HolyBoltSpecialArt.mdl
                                Set _RandomGem_SE[2] = (Last created special effect)
                                Special Effect - Create a special effect attached to the cheat of (Triggering unit) using Abilities\Spells\Other\Levelup\LevelupCaster.mdl
                                Set _RandomGem_SE[3] = (Last created special effect)
                            Else - Actions
                                Set __RG_RandomGemLV2Them = (Random integer number between 97 and 102)
                                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                    If - Conditions
                                        __RG_RandomGemLV2Them Greater than 100
                                    Then - Actions
                                        Hero - Create _RandomNgoc[(__RG_RandomGemLV2Them - 7)] and give it to (Triggering unit)
                                        Special Effect - Create a special effect attached to the cheat of (Triggering unit) using Abilities\Spells\Items\HealingSalve\HealingSalveTarget.mdl
                                        Set _RandomGem_SE[1] = (Last created special effect)
                                        Special Effect - Create a special effect attached to the cheat of (Triggering unit) using Abilities\Spells\Human\HolyBolt\HolyBoltSpecialArt.mdl
                                        Set _RandomGem_SE[2] = (Last created special effect)
                                        Special Effect - Create a special effect attached to the cheat of (Triggering unit) using Abilities\Spells\Other\Levelup\LevelupCaster.mdl
                                        Set _RandomGem_SE[3] = (Last created special effect)
                                    Else - Actions
                                        Hero - Create _RandomNgoc[__RG_RandomGemLV2Them] and give it to (Triggering unit)
                                        Special Effect - Create a special effect attached to the cheat of (Triggering unit) using Abilities\Spells\Items\HealingSalve\HealingSalveTarget.mdl
                                        Set _RandomGem_SE[1] = (Last created special effect)
                                        Special Effect - Create a special effect attached to the cheat of (Triggering unit) using Abilities\Spells\Human\HolyBolt\HolyBoltSpecialArt.mdl
                                        Set _RandomGem_SE[2] = (Last created special effect)
                                        Special Effect - Create a special effect attached to the cheat of (Triggering unit) using Abilities\Spells\Other\Levelup\LevelupCaster.mdl
                                        Set _RandomGem_SE[3] = (Last created special effect)
                        For each (Integer A) from 1 to 3, do (Actions)
                            Loop - Actions
                                Special Effect - Destroy _RandomGem_SE[(Integer A)]
                    Else - Actions
                        Item - Remove (Item carried by (Triggering unit) of type _RandomNgoc[89])
                        Hero - Create _RandomNgoc[__RG_RandomGemMissLV2] and give it to (Triggering unit)
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        __RG_RandomPercent Less than or equal to __RG_percentWin
                        ((Triggering unit) has an item of type _RandomNgoc[90]) Equal to True
                    Then - Actions
                        Item - Remove (Item carried by (Triggering unit) of type _RandomNgoc[90])
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            If - Conditions
                                (Random integer number between 1 and 2) Equal to 1
                            Then - Actions
                                Hero - Create _RandomNgoc[97] and give it to (Triggering unit)
                                Special Effect - Create a special effect attached to the cheat of (Triggering unit) using Abilities\Spells\Items\HealingSalve\HealingSalveTarget.mdl
                                Set _RandomGem_SE[1] = (Last created special effect)
                                Special Effect - Create a special effect attached to the cheat of (Triggering unit) using Abilities\Spells\Human\HolyBolt\HolyBoltSpecialArt.mdl
                                Set _RandomGem_SE[2] = (Last created special effect)
                                Special Effect - Create a special effect attached to the cheat of (Triggering unit) using Abilities\Spells\Other\Levelup\LevelupCaster.mdl
                                Set _RandomGem_SE[3] = (Last created special effect)
                            Else - Actions
                                Set __RG_RandomGemLV2Them = (Random integer number between 98 and 103)
                                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                    If - Conditions
                                        __RG_RandomGemLV2Them Greater than 100
                                    Then - Actions
                                        Hero - Create _RandomNgoc[(__RG_RandomGemLV2Them - 7)] and give it to (Triggering unit)
                                        Special Effect - Create a special effect attached to the cheat of (Triggering unit) using Abilities\Spells\Items\HealingSalve\HealingSalveTarget.mdl
                                        Set _RandomGem_SE[1] = (Last created special effect)
                                        Special Effect - Create a special effect attached to the cheat of (Triggering unit) using Abilities\Spells\Human\HolyBolt\HolyBoltSpecialArt.mdl
                                        Set _RandomGem_SE[2] = (Last created special effect)
                                        Special Effect - Create a special effect attached to the cheat of (Triggering unit) using Abilities\Spells\Other\Levelup\LevelupCaster.mdl
                                        Set _RandomGem_SE[3] = (Last created special effect)
                                    Else - Actions
                                        Hero - Create _RandomNgoc[__RG_RandomGemLV2Them] and give it to (Triggering unit)
                                        Special Effect - Create a special effect attached to the cheat of (Triggering unit) using Abilities\Spells\Items\HealingSalve\HealingSalveTarget.mdl
                                        Set _RandomGem_SE[1] = (Last created special effect)
                                        Special Effect - Create a special effect attached to the cheat of (Triggering unit) using Abilities\Spells\Human\HolyBolt\HolyBoltSpecialArt.mdl
                                        Set _RandomGem_SE[2] = (Last created special effect)
                                        Special Effect - Create a special effect attached to the cheat of (Triggering unit) using Abilities\Spells\Other\Levelup\LevelupCaster.mdl
                                        Set _RandomGem_SE[3] = (Last created special effect)
                        For each (Integer A) from 1 to 3, do (Actions)
                            Loop - Actions
                                Special Effect - Destroy _RandomGem_SE[(Integer A)]
                    Else - Actions
                        Item - Remove (Item carried by (Triggering unit) of type _RandomNgoc[90])
                        Hero - Create _RandomNgoc[__RG_RandomGemMissLV2] and give it to (Triggering unit)
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        __RG_RandomPercent Less than or equal to __RG_percentWin
                        ((Triggering unit) has an item of type _RandomNgoc[91]) Equal to True
                    Then - Actions
                        Item - Remove (Item carried by (Triggering unit) of type _RandomNgoc[91])
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            If - Conditions
                                (Random integer number between 1 and 2) Equal to 1
                            Then - Actions
                                Hero - Create _RandomNgoc[98] and give it to (Triggering unit)
                                Special Effect - Create a special effect attached to the cheat of (Triggering unit) using Abilities\Spells\Items\HealingSalve\HealingSalveTarget.mdl
                                Set _RandomGem_SE[1] = (Last created special effect)
                                Special Effect - Create a special effect attached to the cheat of (Triggering unit) using Abilities\Spells\Human\HolyBolt\HolyBoltSpecialArt.mdl
                                Set _RandomGem_SE[2] = (Last created special effect)
                                Special Effect - Create a special effect attached to the cheat of (Triggering unit) using Abilities\Spells\Other\Levelup\LevelupCaster.mdl
                                Set _RandomGem_SE[3] = (Last created special effect)
                            Else - Actions
                                Set __RG_RandomGemLV2Them = (Random integer number between 99 and 104)
                                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                    If - Conditions
                                        __RG_RandomGemLV2Them Greater than 100
                                    Then - Actions
                                        Hero - Create _RandomNgoc[(__RG_RandomGemLV2Them - 7)] and give it to (Triggering unit)
                                        Special Effect - Create a special effect attached to the cheat of (Triggering unit) using Abilities\Spells\Items\HealingSalve\HealingSalveTarget.mdl
                                        Set _RandomGem_SE[1] = (Last created special effect)
                                        Special Effect - Create a special effect attached to the cheat of (Triggering unit) using Abilities\Spells\Human\HolyBolt\HolyBoltSpecialArt.mdl
                                        Set _RandomGem_SE[2] = (Last created special effect)
                                        Special Effect - Create a special effect attached to the cheat of (Triggering unit) using Abilities\Spells\Other\Levelup\LevelupCaster.mdl
                                        Set _RandomGem_SE[3] = (Last created special effect)
                                    Else - Actions
                                        Hero - Create _RandomNgoc[__RG_RandomGemLV2Them] and give it to (Triggering unit)
                                        Special Effect - Create a special effect attached to the cheat of (Triggering unit) using Abilities\Spells\Items\HealingSalve\HealingSalveTarget.mdl
                                        Set _RandomGem_SE[1] = (Last created special effect)
                                        Special Effect - Create a special effect attached to the cheat of (Triggering unit) using Abilities\Spells\Human\HolyBolt\HolyBoltSpecialArt.mdl
                                        Set _RandomGem_SE[2] = (Last created special effect)
                                        Special Effect - Create a special effect attached to the cheat of (Triggering unit) using Abilities\Spells\Other\Levelup\LevelupCaster.mdl
                                        Set _RandomGem_SE[3] = (Last created special effect)
                        For each (Integer A) from 1 to 3, do (Actions)
                            Loop - Actions
                                Special Effect - Destroy _RandomGem_SE[(Integer A)]
                    Else - Actions
                        Item - Remove (Item carried by (Triggering unit) of type _RandomNgoc[91])
                        Hero - Create _RandomNgoc[__RG_RandomGemMissLV2] and give it to (Triggering unit)
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        __RG_RandomPercent Less than or equal to __RG_percentWin
                        ((Triggering unit) has an item of type _RandomNgoc[92]) Equal to True
                    Then - Actions
                        Item - Remove (Item carried by (Triggering unit) of type _RandomNgoc[92])
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            If - Conditions
                                (Random integer number between 1 and 2) Equal to 1
                            Then - Actions
                                Hero - Create _RandomNgoc[99] and give it to (Triggering unit)
                                Special Effect - Create a special effect attached to the cheat of (Triggering unit) using Abilities\Spells\Items\HealingSalve\HealingSalveTarget.mdl
                                Set _RandomGem_SE[1] = (Last created special effect)
                                Special Effect - Create a special effect attached to the cheat of (Triggering unit) using Abilities\Spells\Human\HolyBolt\HolyBoltSpecialArt.mdl
                                Set _RandomGem_SE[2] = (Last created special effect)
                                Special Effect - Create a special effect attached to the cheat of (Triggering unit) using Abilities\Spells\Other\Levelup\LevelupCaster.mdl
                                Set _RandomGem_SE[3] = (Last created special effect)
                            Else - Actions
                                Set __RG_RandomGemLV2Them = (Random integer number between 100 and 105)
                                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                    If - Conditions
                                        __RG_RandomGemLV2Them Greater than 100
                                    Then - Actions
                                        Hero - Create _RandomNgoc[(__RG_RandomGemLV2Them - 7)] and give it to (Triggering unit)
                                        Special Effect - Create a special effect attached to the cheat of (Triggering unit) using Abilities\Spells\Items\HealingSalve\HealingSalveTarget.mdl
                                        Set _RandomGem_SE[1] = (Last created special effect)
                                        Special Effect - Create a special effect attached to the cheat of (Triggering unit) using Abilities\Spells\Human\HolyBolt\HolyBoltSpecialArt.mdl
                                        Set _RandomGem_SE[2] = (Last created special effect)
                                        Special Effect - Create a special effect attached to the cheat of (Triggering unit) using Abilities\Spells\Other\Levelup\LevelupCaster.mdl
                                        Set _RandomGem_SE[3] = (Last created special effect)
                                    Else - Actions
                                        Hero - Create _RandomNgoc[__RG_RandomGemLV2Them] and give it to (Triggering unit)
                                        Special Effect - Create a special effect attached to the cheat of (Triggering unit) using Abilities\Spells\Items\HealingSalve\HealingSalveTarget.mdl
                                        Set _RandomGem_SE[1] = (Last created special effect)
                                        Special Effect - Create a special effect attached to the cheat of (Triggering unit) using Abilities\Spells\Human\HolyBolt\HolyBoltSpecialArt.mdl
                                        Set _RandomGem_SE[2] = (Last created special effect)
                                        Special Effect - Create a special effect attached to the cheat of (Triggering unit) using Abilities\Spells\Other\Levelup\LevelupCaster.mdl
                                        Set _RandomGem_SE[3] = (Last created special effect)
                        For each (Integer A) from 1 to 3, do (Actions)
                            Loop - Actions
                                Special Effect - Destroy _RandomGem_SE[(Integer A)]
                    Else - Actions
                        Item - Remove (Item carried by (Triggering unit) of type _RandomNgoc[92])
                        Hero - Create _RandomNgoc[__RG_RandomGemMissLV2] and give it to (Triggering unit)
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        __RG_RandomPercent Less than or equal to __RG_percentWin
                        ((Triggering unit) has an item of type _RandomNgoc[93]) Equal to True
                    Then - Actions
                        Item - Remove (Item carried by (Triggering unit) of type _RandomNgoc[93])
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            If - Conditions
                                (Random integer number between 1 and 2) Equal to 1
                            Then - Actions
                                Hero - Create _RandomNgoc[100] and give it to (Triggering unit)
                                Special Effect - Create a special effect attached to the cheat of (Triggering unit) using Abilities\Spells\Items\HealingSalve\HealingSalveTarget.mdl
                                Set _RandomGem_SE[1] = (Last created special effect)
                                Special Effect - Create a special effect attached to the cheat of (Triggering unit) using Abilities\Spells\Human\HolyBolt\HolyBoltSpecialArt.mdl
                                Set _RandomGem_SE[2] = (Last created special effect)
                                Special Effect - Create a special effect attached to the cheat of (Triggering unit) using Abilities\Spells\Other\Levelup\LevelupCaster.mdl
                                Set _RandomGem_SE[3] = (Last created special effect)
                            Else - Actions
                                Set __RG_RandomGemLV2Them = (Random integer number between 101 and 106)
                                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                    If - Conditions
                                        __RG_RandomGemLV2Them Greater than 100
                                    Then - Actions
                                        Hero - Create _RandomNgoc[(__RG_RandomGemLV2Them - 7)] and give it to (Triggering unit)
                                        Special Effect - Create a special effect attached to the cheat of (Triggering unit) using Abilities\Spells\Items\HealingSalve\HealingSalveTarget.mdl
                                        Set _RandomGem_SE[1] = (Last created special effect)
                                        Special Effect - Create a special effect attached to the cheat of (Triggering unit) using Abilities\Spells\Human\HolyBolt\HolyBoltSpecialArt.mdl
                                        Set _RandomGem_SE[2] = (Last created special effect)
                                        Special Effect - Create a special effect attached to the cheat of (Triggering unit) using Abilities\Spells\Other\Levelup\LevelupCaster.mdl
                                        Set _RandomGem_SE[3] = (Last created special effect)
                                    Else - Actions
                                        Hero - Create _RandomNgoc[__RG_RandomGemLV2Them] and give it to (Triggering unit)
                                        Special Effect - Create a special effect attached to the cheat of (Triggering unit) using Abilities\Spells\Items\HealingSalve\HealingSalveTarget.mdl
                                        Set _RandomGem_SE[1] = (Last created special effect)
                                        Special Effect - Create a special effect attached to the cheat of (Triggering unit) using Abilities\Spells\Human\HolyBolt\HolyBoltSpecialArt.mdl
                                        Set _RandomGem_SE[2] = (Last created special effect)
                                        Special Effect - Create a special effect attached to the cheat of (Triggering unit) using Abilities\Spells\Other\Levelup\LevelupCaster.mdl
                                        Set _RandomGem_SE[3] = (Last created special effect)
                        For each (Integer A) from 1 to 3, do (Actions)
                            Loop - Actions
                                Special Effect - Destroy _RandomGem_SE[(Integer A)]
                    Else - Actions
                        Item - Remove (Item carried by (Triggering unit) of type _RandomNgoc[93])
                        Hero - Create _RandomNgoc[__RG_RandomGemMissLV2] and give it to (Triggering unit)
            Else - Actions

có cái nào chia tròn hok hả anh ( chia xong lấy tròn ý)
cái max_hp mà anh ném cho em ý . cái đấy hok được lấy lẻ hả? em làm cái spell nài mà chẳng được
Mã:
Nhat Item
    Events
        Unit - A unit Acquires an item
    Conditions
        Or - Any (Conditions) are true
            Conditions
                (Item-type of (Item being manipulated)) Equal to A part of Blood Gem
                (Item-type of (Item being manipulated)) Equal to Blood Gem
    Actions
        Set G_D_Nb = (G_D_Nb + 1)
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Item-type of (Item being manipulated)) Equal to A part of Blood Gem
            Then - Actions
                Set G_D_PL[G_D_Nb] = (Integer(0.20))
            Else - Actions
                Set G_D_PL[G_D_Nb] = (Integer(0.40))
        Set G_D_HE[G_D_Nb] = (Triggering unit)
        Set G_D_Life[G_D_Nb] = (Max life of G_D_HE[G_D_Nb])
        Set G_D_BounsLife[G_D_Nb] = ((Real(G_D_PL[G_D_Nb])) x (Max life of G_D_HE[G_D_Nb]))
        Set Max_Hp = ((Integer(G_D_Life[G_D_Nb])) x (Integer((1.00 + (Real(G_D_PL[G_D_Nb]))))))
        Set Max_Mana = 0
        Set Some_Unit = G_D_HE[G_D_Nb]
        Trigger - Run Set Max Hp <gen> (ignoring conditions)
        Trigger - Run Set Max Mana <gen> (ignoring conditions)
        Set G_D_Life[G_D_Nb] = (Max life of G_D_HE[G_D_Nb])
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                G_D_Nb Equal to 1
            Then - Actions
                Trigger - Turn on Kiem tra <gen>
            Else - Actions
//-----------------------------------------------------------------
Kiem tra
    Events
        Time - Every 2.00 seconds of game time
    Conditions
    Actions
        For each (Integer A) from 1 to G_D_Nb, do (Actions)
            Loop - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        G_D_HE[(Integer A)] Equal to No unit
                    Then - Actions
                        Do nothing
                    Else - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            If - Conditions
                                (Max life of G_D_HE[(Integer A)]) Not equal to G_D_Life[(Integer A)]
                            Then - Actions
                                Set G_D_Life[(Integer A)] = ((Max life of G_D_HE[(Integer A)]) - G_D_BounsLife[(Integer A)])
                                Set Max_Hp = ((Integer((1.00 + (Real(G_D_PL[(Integer A)]))))) x (Integer(G_D_Life[(Integer A)])))
                                Set Max_Mana = 0
                                Set Some_Unit = G_D_HE[(Integer A)]
                                Trigger - Run Set Max Hp <gen> (ignoring conditions)
                                Trigger - Run Set Max Mana <gen> (ignoring conditions)
                                Set G_D_BounsLife[(Integer A)] = ((Real(G_D_PL[(Integer A)])) x G_D_Life[(Integer A)])
                                Set G_D_Life[(Integer A)] = (Max life of G_D_HE[(Integer A)])
                            Else - Actions
//-----------------------------------------------------------------
Vut Item
    Events
        Unit - A unit Loses an item
    Conditions
        Or - Any (Conditions) are true
            Conditions
                (Item-type of (Item being manipulated)) Equal to A part of Blood Gem
                (Item-type of (Item being manipulated)) Equal to Blood Gem
    Actions
        For each (Integer A) from 1 to G_D_Nb, do (Actions)
            Loop - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        (Triggering unit) Equal to G_D_HE[(Integer A)]
                    Then - Actions
                        Set Max_Hp = ((Integer((Max life of G_D_HE[(Integer A)]))) - (Integer(G_D_BounsLife[(Integer A)])))
                        Set Some_Unit = G_D_HE[(Integer A)]
                        Set Max_Mana = 0
                        Trigger - Run Set Max Hp <gen> (ignoring conditions)
                        Trigger - Run Set Max Mana <gen> (ignoring conditions)
                        Set G_D_HE[(Integer A)] = No unit
                    Else - Actions

còn cái nài nữa:
Mã:
Kill to earn
    Events
        Unit - A unit Dies
    Conditions
        ((Killing unit) is in G_V_Group) Equal to True
    Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                ((Killing unit) has an item of type Topaz Gem) Equal to True
            Then - Actions
                Player - Add 2 to (Owner of (Killing unit)) Current lumber
            Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                ((Killing unit) has an item of type A part of Topaz Gem) Equal to True
            Then - Actions
                Player - Add 1 to (Owner of (Killing unit)) Current lumber
            Else - Actions.

em định làm 1 cái spell khi cast thì bắn ra 10 cái glavie. nếu số unit ít hơn ( 3 chẳng hạn ) thì nó sẽ cast 7 cái còn lại vào 3 con ở gần đấy ( trung bình mỗi con là 3,33 phát ) thì làm thế nào? em làm thế nài nhưng hok thấy nó hoạt động :
Mã:
Fan of Glavie
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Fan of Glavie 
    Actions
        Set FanofGlavie_Group[1] = (Units within 350.00 of (Position of (Casting unit)))
        Unit Group - Pick every unit in FanofGlavie_Group[1] and do (Actions)
            Loop - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        (Number of units in FanofGlavie_Group[1]) Greater than or equal to (Level of Fan of Glavie  for (Casting unit))
                    Then - Actions
                        For each (Integer A) from 1 to (Level of Fan of Glavie  for (Casting unit)), do (Actions)
                            Loop - Actions
                                Set FanofGlavie_Randomunit = (Random unit from FanofGlavie_Group[1])
                                Unit - Create 1 Wisp for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
                                Unit - Add a 3.00 second Generic expiration timer to (Last created unit)
                                Unit - Add Chain Glavie  to (Last created unit)
                                Unit - Set level of Chain Glavie  for (Last created unit) to (Level of Fan of Glavie  for (Casting unit))
                                Unit - Order (Last created unit) to Orc Far Seer - Chain Lightning FanofGlavie_Randomunit
                                Unit Group - Remove FanofGlavie_Randomunit from FanofGlavie_Group[1]
                    Else - Actions
                        Set FanofGlavie_Sophatthua = (Level of Fan of Glavie  for (Casting unit))
                        For each (Integer B) from 1 to 5, do (Actions)
                            Loop - Actions
                                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                    If - Conditions
                                        FanofGlavie_Sophatthua Not equal to 0
                                    Then - Actions
                                        For each (Integer A) from 1 to (Number of units in FanofGlavie_Group[(Integer B)]), do (Actions)
                                            Loop - Actions
                                                Set FanofGlavie_Randomunit = (Random unit from FanofGlavie_Group[(Integer B)])
                                                Unit - Create 1 Wisp for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
                                                Unit - Add a 3.00 second Generic expiration timer to (Last created unit)
                                                Unit - Add Chain Glavie  to (Last created unit)
                                                Unit - Set level of Chain Glavie  for (Last created unit) to (Level of Fan of Glavie  for (Casting unit))
                                                Unit - Order (Last created unit) to Orc Far Seer - Chain Lightning FanofGlavie_Randomunit
                                                Unit Group - Remove FanofGlavie_Randomunit from FanofGlavie_Group[(Integer B)]
                                                Unit Group - Add FanofGlavie_Randomunit to FanofGlavie_Group[((Integer B) + 1)]
                                                Set FanofGlavie_Sophatthua = ((Level of Fan of Glavie  for (Casting unit)) - (Integer A))
                                    Else - Actions
                                        Do nothing

em làm mấy cái skill ấy ở đây nè :
p/s : anh nào check hộ em cái mana drain aura lun nha :X
http://www.4shared.com/file/39398182/23c87966/EWArmageddon30.html?dirPwdVerified=f5e63457
 
à cho em hỏi phát cái check ngày đêm thì dùng cái gì ???? trong trigger í
 
Tui làm đc cái +MS của NS rồi =.=...mỗi tội ko biết thêm làm gì để nó hết +As/Ms khi hết đêm..nên....cứ 1h trong game = 1 lần biến mất skill/xuất hiên skill (cái này làm đc từ lâu rồi)
 
cứ chỉ mình cách làm đi về nhà mình biến tấu sau thế còn cái check đêm làm thế nào
 
ôi...mọi ngưòi cho hỏi tí....hỏi cái đơn giản nhất đây mà tôi lại làm ko dc :( ko bik sao nữa....là cái mini screen cho map.....tôi đã làm theo hưóng dẫn roài kia...kiếm hình rùi import vào WE ....rùi copy cái path vô xong save lại...ra WE để chiêm ngưõng thành wả nhưng....ko thấy gì cả :( là seo.....bức hình phải có size 128 128, 256 256 mà sao mình làm ko dc....nó ko có kick1 cỡ đó ...giúp mình với
 
àh anh bít làm cái chiêu ominislash của Grom hay Yugerno ko
rùi nếu hit đầu critical thì tất cả các hit sau đều critical hết nha anh:D:D
có thể làm trong WE ko anh:-/:-/
 
Ai biết chỉ dùm!
Khi tui đang chơi WAR thì nó tự nhiên bị đẩy ra báo lỗi FATAL.
vậy co cách nào sửa kô
 
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