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Cho em hỏi cách làm spell cloak của con ghost trong star như thế nào (biết là xài immolation rồi, hướng dẫn trigger thôi)
miêu tả thử xem

à khi nào tui ngủ dậy sẽ làm giúp cho
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Cho em hỏi cách làm spell cloak của con ghost trong star như thế nào (biết là xài immolation rồi, hướng dẫn trigger thôi)

miêu tả thử xem
à khi nào tui ngủ dậy sẽ làm giúp cho

Là kiểu active và deactive invisibility ý, active thì invi nhưng mất mana dần đến hết, mình có ý định cho nó làm mất 100/80/60 mana mỗi giây![]()
Begin
Events
Unit - A unit Is issued an order with no target
Conditions
(Issued order) Equal to (Order(immolation))
Actions
Unit - Add Permanent Invisibility to (Triggering unit)
Begin Copy
Events
Unit - A unit Is issued an order with no target
Conditions
(Issued order) Equal to (Order(unimmolation))
Actions
Unit - Remove Permanent Invisibility from (Triggering unit)
Cho mình hỏi cái string ghi la tên của skill mình đã sửa hay là skill gốc??


và loop này:For each (Integer A) from 1 to 10, do (Actions)
Loop - Actions
Khác nhau chổ nào ?For each (Integer A) from 1 to 10, do (Actions)
Loop - Actions
call UnitRemoveAbility( unit, 'Aloc' )
Mọi người ơi cho hỏi có cái system nào mà được dùng để làm mấy cái dạng như Chance % to lightning, shockwave,......mà là lúc take damage í chứ không phải dùng A Unit Attacked đâu, ví dụ như món đồ cậy búa set trong Dota chẳng hạn...làm ơn ai biết chỉ mình với

.Cho hỏi cái Loop này:
và loop này:For each (Integer A) from 1 to 10, do (Actions)
Loop - Actions
Khác nhau chổ nào ?For each (Integer Variable) from 1 to 10, do (Actions)
Loop - Actions
Sorry copy nhầm :(. Lần này thì chính xác nè.
Sao unit đã tắt collision khi move vẫn bị vướng vào map nhỉ?

TS Int
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Tsunami (AOW)(U)
Actions
Set MUI[8] = (MUI[8] + 1)
-------- Caster&Level --------
Set TS_Caster[MUI[8]] = (Casting unit)
Set TS_Level[MUI[8]] = (Level of Tsunami (AOW)(U) for TS_Caster[MUI[8]])
-------- Check --------
For each (Integer A) from 1 to 12, do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
TS_Caster[MUI[8]] Equal to HeroesUnit[(Integer A)]
Then - Actions
Set TS_WaterOfCaster[MUI[8]] = Heroes_Water[(Integer A)]
Else - Actions
-------- Point --------
Set TS_CasterPoint[MUI[8]] = (Position of TS_Caster[MUI[8]])
Set TS_TargetPoint[MUI[8]] = (Target point of ability being cast)
-------- Dummy --------
Unit - Create 1 Tsunami for (Owner of TS_Caster[MUI[8]]) at TS_CasterPoint[MUI[8]] facing (Angle from TS_CasterPoint[MUI[8]] to TS_TargetPoint[MUI[8]]) degrees
Set TS_Dummy[MUI[8]] = (Last created unit)
Unit Group - Add (Last created unit) to Spell_Dummies_Missle
Unit Group - Add (Last created unit) to Spell_Dummies_NoColour
Unit - Add Crow Form to (Last created unit)
Unit - Remove Crow Form from (Last created unit)
Animation - Change (Last created unit) flying height to (Current flying height of TS_Caster[MUI[8]]) at 0.00
-------- Countdown --------
Set TS_Countdown[MUI[8]] = 25
-------- Timer --------
Countdown Timer - Start TS_Timer as a One-shot timer that will expire in 0.03 seconds
TS Damage
Events
Time - TS_Timer expires
Conditions
Actions
For each (Integer A) from 1 to MUI[8], do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
TS_Countdown[(Integer A)] Less than 0
Then - Actions
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
TS_Countdown[(Integer A)] Equal to 0
Then - Actions
Set TS_Countdown[(Integer A)] = (TS_Countdown[(Integer A)] - 1)
Unit - Remove TS_Dummy[(Integer A)] from the game
Custom script: call DestroyGroup(udg_TS_VicCreepGroupDone[GetForLoopIndexA()])
Custom script: call RemoveLocation(udg_TS_CasterPoint[GetForLoopIndexA()])
Custom script: call RemoveLocation(udg_TS_TargetPoint[GetForLoopIndexA()])
Else - Actions
Set TS_Countdown[(Integer A)] = (TS_Countdown[(Integer A)] - 1)
-------- Move --------
Set TS_DummyStartPoint[(Integer A)] = (Position of TS_Dummy[(Integer A)])
Set TS_DummyEndPoint[(Integer A)] = (TS_DummyStartPoint[(Integer A)] offset by (40.00 + (Real((Level of Heart of Tide (AOW)(T) for TS_Caster[(Integer A)])))) towards (Facing of TS_Dummy[(Integer A)]) degrees)
Destructible - Pick every destructible within ((10.00 x (Real(((25 - TS_Countdown[(Integer A)]) + (Level of Heart of Tide (AOW)(T) for TS_Caster[(Integer A)]))))) + 40.00) of TS_DummyEndPoint[(Integer A)] and do (Actions)
Loop - Actions
Destructible - Kill (Picked destructible)
Unit - Move TS_Dummy[(Integer A)] instantly to TS_DummyEndPoint[(Integer A)]
-------- Damage Creeps --------
Set TS_Damage[(Integer A)] = (50.00 + ((15.00 x (Real(TS_Level[(Integer A)]))) + ((Real((TS_WaterOfCaster[(Integer A)] / 3))) + (5.00 x (Real((Level of Heart of Tide (AOW)(T) for TS_Caster[(Integer A)])))))))
Set TS_VicCreepGroup[(Integer A)] = (Units within (40.00 + (10.00 x (Real(((25 - TS_Countdown[(Integer A)]) + (Level of Heart of Tide (AOW)(T) for TS_Caster[(Integer A)])))))) of TS_DummyEndPoint[(Integer A)] matching ((((((Matching unit) is A Hero) Equal to False) and (((Matching unit) is A st
Unit Group - Pick every unit in TS_VicCreepGroup[(Integer A)] and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked unit) is in TS_VicCreepGroupDone[(Integer A)]) Equal to True
Then - Actions
Else - Actions
Unit Group - Add (Picked unit) to TS_VicCreepGroupDone[(Integer A)]
Unit - Cause TS_Caster[(Integer A)] to damage (Picked unit), dealing TS_Damage[(Integer A)] damage of attack type Hero and damage type Normal
Custom script: call DestroyGroup(udg_TS_VicCreepGroup[GetForLoopIndexA()])
-------- Leak --------
Custom script: call RemoveLocation(udg_TS_DummyStartPoint[GetForLoopIndexA()])
Custom script: call RemoveLocation(udg_TS_DummyEndPoint[GetForLoopIndexA()])
-------- Timer --------
Countdown Timer - Start TS_Timer as a One-shot timer that will expire in 0.03 seconds
