YAN[asian]
Mario & Luigi
- 27/3/07
- 812
- 417
Có ai giúp mình làm Ulti của Luna với!
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)YAN[asian];13834452 nói:Có hiểu mình hỏi cái gì ko mà có cả sấm sét ở đây thế?
À, hiểu rồi. Cậu tưởng Luna Dday hả? My bad! Là Luna Dota nhé.


http://forum.gamevn.com/showpost.php?p=9134777&postcount=850
Em vẫn chưa hiểu lắm
Cụ thể làm em muốn cho 1 area nhất định có khoảng X creeps. Khi ta giết creeps thì sau khi 1 creep chết đi thì 10s<tính từ thời gian creep đó chết>thì xuất hiệnh con khác ở 1 vị trí randomn trong area đó thì chỉnh như thế nào ạ
À mà nếu như em muốn chỉnh cho Hero XP theo kiểu <LV sau> = 120% < LV trước> thì chỉ điền gì và lọa bỏ những gì![]()
Xuất Hiện Quái Random Trong Region
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to [U]<Loại Quái Bị Chết>[/U]
Actions
Wait [U]10.00 [/U]seconds
Unit - Create 1 [U]<Loại Quái Muốn Tạo Ra (Hồi Sinh)>[/U] for [U]Neutral Hostile[/U] at (Random point in ([U]<Region Muốn Tạo Quái>[/U])) facing Default building facing degrees
Cái đó có trên diễn đàn ko ? Có gì bạn gửi cho mình link đi , lâu rồi ko theo dõi box WECòn spell Omnislash thì hình như Tom đã làm rùi
Cái đó có trên diễn đàn ko ? Có gì bạn gửi cho mình link đi , lâu rồi ko theo dõi box WE
hix , cảm ơn bạn đã nhiệt tình nhưng mà cái này là Jass , đọc ko hiểu gì ráo , mình chỉ mới là GUI-er thôi
Plasma Field
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to PFAbilityMain
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
PFCustomValue Less than 100
Then - Actions
Set PFCustomValue = (PFCustomValue + 1)
Else - Actions
Set PFCustomValue = 1
Set PFCaster[PFCustomValue] = (Triggering unit)
Set PFBoolean[PFCustomValue] = False
Set PFRealMin = (40.00 + (40.00 x (Real((Level of PFAbilityMain for (Triggering unit))))))
Set PFRealMax = (70.00 + (70.00 x (Real((Level of PFAbilityMain for (Triggering unit))))))
Set PFRealDamageAdd[PFCustomValue] = ((PFRealMax - PFRealMin) / 56.00)
Set PFRealDamage[PFCustomValue] = (PFRealMin / 2.00)
Set PFRealDistance[PFCustomValue] = 0.00
Set TempPoint = (Position of (Triggering unit))
Set TempReal = 0.00
For each (Integer A) from 1 to 36, do (Actions)
Loop - Actions
Set TempReal = (TempReal + 10.00)
Set TempOffset = (TempPoint offset by PFRealDistance[PFCustomValue] towards TempReal degrees)
Unit - Create 1 PlasmaFieldDummy for (Owner of (Triggering unit)) at TempOffset facing TempReal degrees
Unit - Set the custom value of (Last created unit) to (Integer(TempReal))
Unit Group - Add (Last created unit) to PFUnitGroup[PFCustomValue]
Custom script: call RemoveLocation(udg_TempOffset)
Unit - Create 1 HiddenDummy for (Owner of (Triggering unit)) at TempPoint facing Default building facing degrees
Unit - Set the custom value of (Last created unit) to PFCustomValue
Unit Group - Add (Last created unit) to PFDummyGroup
Custom script: call RemoveLocation(udg_TempPoint)
Plasma Field Periodic
Events
Time - Every 0.04 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in PFDummyGroup and do (Actions)
Loop - Actions
Set TempInt = (Custom value of (Picked unit))
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
PFBoolean[TempInt] Equal to True
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
PFRealDistance[TempInt] Less than or equal to 0.00
Then - Actions
Unit Group - Remove all units from PFDamagedGroup[TempInt]
Unit Group - Pick every unit in PFUnitGroup[TempInt] and do (Actions)
Loop - Actions
Set TempPoint = (Position of (Picked unit))
Unit - Remove (Picked unit) from the game
Special Effect - Create a special effect at TempPoint using AncestralGuardianMissileBlue.mdx
Special Effect - Destroy (Last created special effect)
Custom script: call RemoveLocation(udg_TempPoint)
Unit - Remove (Picked unit) from the game
Else - Actions
Set PFRealDamage[TempInt] = (PFRealDamage[TempInt] - PFRealDamageAdd[TempInt])
Set PFRealDistance[TempInt] = (PFRealDistance[TempInt] - 25.00)
Set TempPoint = (Position of PFCaster[TempInt])
Unit Group - Pick every unit in PFUnitGroup[TempInt] and do (Actions)
Loop - Actions
Set TempReal = (Real((Custom value of (Picked unit))))
Set TempOffset = (TempPoint offset by PFRealDistance[TempInt] towards TempReal degrees)
Unit - Move (Picked unit) instantly to TempOffset, facing (TempReal - 180.00) degrees
Set TempUnitGroup = (Units within 100.00 of TempOffset matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is Magic Immune) Equal to False) and ((((Matching unit) is alive) Equal to True) and ((((Matching unit) belongs to an enemy of (Owner of PFCa
Unit Group - Pick every unit in TempUnitGroup and do (Actions)
Loop - Actions
Unit - Cause PFCaster[TempInt] to damage (Picked unit), dealing PFRealDamage[TempInt] damage of attack type Spells and damage type Magic
Special Effect - Create a special effect attached to the chest of (Picked unit) using Abilities\Weapons\Bolt\BoltImpact.mdl
Special Effect - Destroy (Last created special effect)
Unit Group - Add (Picked unit) to PFDamagedGroup[TempInt]
Custom script: call DestroyGroup(udg_TempUnitGroup)
Custom script: call RemoveLocation(udg_TempOffset)
Custom script: call RemoveLocation(udg_TempPoint)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
PFRealDistance[TempInt] Greater than or equal to 700.00
Then - Actions
Unit Group - Remove all units from PFDamagedGroup[TempInt]
Set PFBoolean[TempInt] = True
Else - Actions
Set PFRealDamage[TempInt] = (PFRealDamage[TempInt] + PFRealDamageAdd[TempInt])
Set PFRealDistance[TempInt] = (PFRealDistance[TempInt] + 25.00)
Set TempPoint = (Position of PFCaster[TempInt])
Unit Group - Pick every unit in PFUnitGroup[TempInt] and do (Actions)
Loop - Actions
Set TempReal = (Real((Custom value of (Picked unit))))
Set TempOffset = (TempPoint offset by PFRealDistance[TempInt] towards TempReal degrees)
Unit - Move (Picked unit) instantly to TempOffset, facing TempReal degrees
Set TempUnitGroup = (Units within 100.00 of TempOffset matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is Magic Immune) Equal to False) and ((((Matching unit) is alive) Equal to True) and ((((Matching unit) belongs to an enemy of (Owner of PFCa
Unit Group - Pick every unit in TempUnitGroup and do (Actions)
Loop - Actions
Unit - Cause PFCaster[TempInt] to damage (Picked unit), dealing PFRealDamage[TempInt] damage of attack type Spells and damage type Magic
Special Effect - Create a special effect attached to the chest of (Picked unit) using Abilities\Weapons\Bolt\BoltImpact.mdl
Special Effect - Destroy (Last created special effect)
Unit Group - Add (Picked unit) to PFDamagedGroup[TempInt]
Custom script: call DestroyGroup(udg_TempUnitGroup)
Custom script: call RemoveLocation(udg_TempOffset)
Custom script: call RemoveLocation(udg_TempPoint)
function Trig_Guardian_Conditions takes nothing returns boolean
if ( not ( GetUnitTypeId(GetSummonedUnit()) == 'hphx' ) ) then
return false
endif
return true
endfunction
function Trig_Guardian_Func004C takes nothing returns boolean
if ( not ( DistanceBetweenPoints(GetUnitLoc(udg_ball), GetUnitLoc(udg_master)) >= 1000.00 ) ) then
return false
endif
return true
endfunction
function Trig_Guardian_Actions takes nothing returns nothing
set udg_master = GetSummoningUnit()
set udg_ball = GetSummonedUnit()
exitwhen IsUnitDeadBJ(ball)
if ( Trig_Guardian_Func004C() ) then
set udg_target = GetUnitLoc(udg_master)
call IssuePointOrderByIdLoc(ball,851986,target)
call RemoveLocation(target)
else
set udg_target = GetUnitLoc(udg_master)
set udg_angel = GetRandomReal(0, 360.00)
set udg_distance = GetRandomReal(100.00, 500.00)
call PolarProjectionNL(target,distance,angle)
call IssuePointOrderByIdLoc(ball,851983,target)
call RemoveLocation(target)
endif
call TriggerSleepAction(.5)
endfunction

bác nào xem lỗi ở đâu dùm vớiMã:function Trig_Guardian_Conditions takes nothing returns boolean z GetUnitTypeId(GetSummonedUnit()) == 'hphx' ) ) then return false endif return true endfunction function takes nothing returns boolean if ( not ( DistanceBetweenPoints(GetUnitLoc(udg_ball), GetUnitLoc(udg_master)) >= 1000.00 ) ) then return false endif return true endfunction function Trig_Guardian_Actions takes nothing returns nothing set udg_master = GetSummoningUnit() set udg_ball = GetSummonedUnit() exitwhen IsUnitDeadBJ(ball) if ( Trig_Guardian_Func004C() ) then set udg_target = GetUnitLoc(udg_master) call IssuePointOrderByIdLoc(ball,851986,target) call RemoveLocation(target) else set udg_target = GetUnitLoc(udg_master) set udg_angel = GetRandomReal(0, 360.00) set udg_distance = GetRandomReal(100.00, 500.00) call PolarProjectionNL(target,distance,angle) call IssuePointOrderByIdLoc(ball,851983,target) call RemoveLocation(target) endif call TriggerSleepAction(.5) endfunction![]()


event :)ko phài tại cái đó
ctrl+f9 nó khóa trigg

function Trig_Guardian_Conditions takes nothing returns boolean
if ( not ( GetUnitTypeId(GetSummonedUnit()) == 'hphx' ) ) then
return false
endif
return true
endfunction
function Trig_Guardian_Func004C takes nothing returns boolean
if ( not ( DistanceBetweenPoints(GetUnitLoc(udg_ball), GetUnitLoc(udg_master)) >= 1000.00 ) ) then
return false
endif
return true
endfunction
function Trig_Guardian_Actions takes nothing returns nothing
set udg_master = GetSummoningUnit()
set udg_ball = GetSummonedUnit()
exitwhen IsUnitDeadBJ(ball)
if ( Trig_Guardian_Func004C() ) then
set udg_target = GetUnitLoc(udg_master)
call IssuePointOrderByIdLoc(ball,851986,target)
call RemoveLocation(target)
else
set udg_target = GetUnitLoc(udg_master)
set udg_angel = GetRandomReal(0, 360.00)
set udg_distance = GetRandomReal(100.00, 500.00)
call PolarProjectionNL(target,distance,angle)
call IssuePointOrderByIdLoc(ball,851983,target)
call RemoveLocation(target)
endif
call TriggerSleepAction(.5)
endfunction
//===========================================================================
function InitTrig_Guardian takes nothing returns nothing
set gg_trg_Guardian = CreateTrigger( )
call TriggerRegisterAnyUnitEventBJ( gg_trg_Guardian, EVENT_PLAYER_UNIT_SUMMON )
call TriggerAddCondition( gg_trg_Guardian, Condition( function Trig_Guardian_Conditions ) )
call TriggerAddAction( gg_trg_Guardian, function Trig_Guardian_Actions )
endfunction
