Topic hỏi đáp (tập 4) về cách làm map

Status
Không mở trả lời sau này.
Thử lại đi, anh lúc đầu cũng thế, vò đấu bút tai ko biết gì cả nhưng phải đọc đi đọc lại kết hợp mở ví dụ spell ra xem. nó giải thích cặn kẽ lắm mà :">
 
Những cái lession đề có phần challenge nhưng mà phải để cái event thế nào và cái lession 3 em ko hỉu cho lắm
 
Mình muốn hỏi cách show EXP của tướng (như trong kiếm thế) và cách nhập 2,3 item giống nhau . bạn nào giúp với
 
Mã:
function Trig_Wind_summoned_2_Conditions takes nothing returns boolean
    if ( not ( GetUnitTypeId(GetAttacker()) == 'h000' ) ) then
        return false
    endif
    return true
endfunction

function Trig_Wind_summoned_2_Func036C takes nothing returns boolean
    if ( not ( udg_Integer == 0 ) ) then
        return false
    endif
    return true
endfunction

function Trig_Wind_summoned_2_Actions takes nothing returns nothing
    set udg_Point_Attacking = GetUnitLoc(GetAttacker())
    set udg_Point_Attacked = GetUnitLoc(GetAttackedUnitBJ())
    set udg_Real_Wind = AngleBetweenPoints(udg_Point_Attacking, udg_Point_Attacked)
    set udg_Point_0[0] = PolarProjectionBJ(udg_Point_Attacking, 160.00, ( udg_Real_Wind + 0.00 ))
    set udg_Point_0[1] = PolarProjectionBJ(udg_Point_Attacking, 160.00, ( udg_Real_Wind + 6.00 ))
    set udg_Point_0[2] = PolarProjectionBJ(udg_Point_Attacking, 160.00, ( udg_Real_Wind - 6.00 ))
    set udg_Point_0[3] = PolarProjectionBJ(udg_Point_Attacking, 160.00, ( udg_Real_Wind + 12.00 ))
    set udg_Point_0[4] = PolarProjectionBJ(udg_Point_Attacking, 160.00, ( udg_Real_Wind - 12.00 ))
    set udg_Point_0[5] = PolarProjectionBJ(udg_Point_Attacking, 0.00, ( udg_Real_Wind + 0.00 ))
    set udg_Point_0[6] = PolarProjectionBJ(udg_Point_Attacking, 0.00, ( udg_Real_Wind + 7.00 ))
    set udg_Point_0[7] = PolarProjectionBJ(udg_Point_Attacking, 0.00, ( udg_Real_Wind - 7.00 ))
    call CreateNUnitsAtLoc( 1, 'e002', GetOwningPlayer(GetAttacker()), udg_Point_0[0], ( udg_Real_Wind + 0.00 ) )
    set udg_Unit_00[udg_Integer] = GetLastCreatedUnit()
    call UnitApplyTimedLifeBJ( 0.80, 'BTLF', GetLastCreatedUnit() )
    call CreateNUnitsAtLoc( 1, 'e002', GetOwningPlayer(GetAttacker()), udg_Point_0[1], ( udg_Real_Wind + 6.00 ) )
    set udg_Unit_01[udg_Integer] = GetLastCreatedUnit()
    call UnitApplyTimedLifeBJ( 0.80, 'BTLF', GetLastCreatedUnit() )
    call CreateNUnitsAtLoc( 1, 'e002', GetOwningPlayer(GetAttacker()), udg_Point_0[2], ( udg_Real_Wind + -6.00 ) )
    set udg_Unit_02[udg_Integer] = GetLastCreatedUnit()
    call UnitApplyTimedLifeBJ( 0.80, 'BTLF', GetLastCreatedUnit() )
    call CreateNUnitsAtLoc( 1, 'e002', GetOwningPlayer(GetAttacker()), udg_Point_0[3], ( udg_Real_Wind + 12.00 ) )
    set udg_Unit_03[udg_Integer] = GetLastCreatedUnit()
    call UnitApplyTimedLifeBJ( 0.80, 'BTLF', GetLastCreatedUnit() )
    call CreateNUnitsAtLoc( 1, 'e002', GetOwningPlayer(GetAttacker()), udg_Point_0[4], ( udg_Real_Wind + -12.00 ) )
    set udg_Unit_04[udg_Integer] = GetLastCreatedUnit()
    call UnitApplyTimedLifeBJ( 0.80, 'BTLF', GetLastCreatedUnit() )
    call CreateNUnitsAtLoc( 1, 'e002', GetOwningPlayer(GetAttacker()), udg_Point_0[5], ( udg_Real_Wind + 0.00 ) )
    set udg_Unit_05[udg_Integer] = GetLastCreatedUnit()
    call UnitApplyTimedLifeBJ( 1.12, 'BTLF', GetLastCreatedUnit() )
    call CreateNUnitsAtLoc( 1, 'e002', GetOwningPlayer(GetAttacker()), udg_Point_0[6], ( udg_Real_Wind + 7.00 ) )
    set udg_Unit_06[udg_Integer] = GetLastCreatedUnit()
    call UnitApplyTimedLifeBJ( 1.12, 'BTLF', GetLastCreatedUnit() )
    call CreateNUnitsAtLoc( 1, 'e002', GetOwningPlayer(GetAttacker()), udg_Point_0[7], ( udg_Real_Wind + -7.00 ) )
    set udg_Unit_07[udg_Integer] = GetLastCreatedUnit()
    call UnitApplyTimedLifeBJ( 1.12, 'BTLF', GetLastCreatedUnit() )
    if ( Trig_Wind_summoned_2_Func036C() ) then
        call StartTimerBJ( udg_Timer, true, 0.06 )
    else
    endif
    set udg_Integer = ( udg_Integer + 1 )
    call RemoveLocation (udg_Point_Attacked)
    call RemoveLocation (udg_Point_Attacking)
    call RemoveLocation (udg_Point_0[0])
    call RemoveLocation (udg_Point_0[1])
    call RemoveLocation (udg_Point_0[2])
    call RemoveLocation (udg_Point_0[3])
    call RemoveLocation (udg_Point_0[4])
    call RemoveLocation (udg_Point_0[5])
    call RemoveLocation (udg_Point_0[6])
    call RemoveLocation (udg_Point_0[7])
endfunction

//===========================================================================
function InitTrig_Wind_summoned_2 takes nothing returns nothing
    set gg_trg_Wind_summoned_2 = CreateTrigger(  )
    call TriggerRegisterAnyUnitEventBJ( gg_trg_Wind_summoned_2, EVENT_PLAYER_UNIT_ATTACKED )
    call TriggerAddCondition( gg_trg_Wind_summoned_2, Condition( function Trig_Wind_summoned_2_Conditions ) )
    call TriggerAddAction( gg_trg_Wind_summoned_2, function Trig_Wind_summoned_2_Actions )
endfunction


Mã:
function Trig_Wind_summoned_3_Func001Func025002003001 takes nothing returns boolean
    return ( IsUnitEnemy(GetFilterUnit(), GetOwningPlayer(udg_Unit_00[udg_For_C])) == true )
endfunction

function Trig_Wind_summoned_3_Func001Func025002003002001 takes nothing returns boolean
    return ( IsUnitAliveBJ(GetFilterUnit()) == true )
endfunction

function Trig_Wind_summoned_3_Func001Func025002003002002 takes nothing returns boolean
    return ( IsUnitAliveBJ(udg_Unit_00[udg_For_C]) == true )
endfunction

function Trig_Wind_summoned_3_Func001Func025002003002 takes nothing returns boolean
    return GetBooleanAnd( Trig_Wind_summoned_3_Func001Func025002003002001(), Trig_Wind_summoned_3_Func001Func025002003002002() )
endfunction

function Trig_Wind_summoned_3_Func001Func025002003 takes nothing returns boolean
    return GetBooleanAnd( Trig_Wind_summoned_3_Func001Func025002003001(), Trig_Wind_summoned_3_Func001Func025002003002() )
endfunction

function Trig_Wind_summoned_3_Func001Func026002003001 takes nothing returns boolean
    return ( IsUnitEnemy(GetFilterUnit(), GetOwningPlayer(udg_Unit_01[udg_For_C])) == true )
endfunction

function Trig_Wind_summoned_3_Func001Func026002003002001 takes nothing returns boolean
    return ( IsUnitAliveBJ(GetFilterUnit()) == true )
endfunction

function Trig_Wind_summoned_3_Func001Func026002003002002 takes nothing returns boolean
    return ( IsUnitAliveBJ(udg_Unit_01[udg_For_C]) == true )
endfunction

function Trig_Wind_summoned_3_Func001Func026002003002 takes nothing returns boolean
    return GetBooleanAnd( Trig_Wind_summoned_3_Func001Func026002003002001(), Trig_Wind_summoned_3_Func001Func026002003002002() )
endfunction

function Trig_Wind_summoned_3_Func001Func026002003 takes nothing returns boolean
    return GetBooleanAnd( Trig_Wind_summoned_3_Func001Func026002003001(), Trig_Wind_summoned_3_Func001Func026002003002() )
endfunction

function Trig_Wind_summoned_3_Func001Func027002003001 takes nothing returns boolean
    return ( IsUnitEnemy(GetFilterUnit(), GetOwningPlayer(udg_Unit_02[udg_For_C])) == true )
endfunction

function Trig_Wind_summoned_3_Func001Func027002003002001 takes nothing returns boolean
    return ( IsUnitAliveBJ(GetFilterUnit()) == true )
endfunction

function Trig_Wind_summoned_3_Func001Func027002003002002 takes nothing returns boolean
    return ( IsUnitAliveBJ(udg_Unit_02[udg_For_C]) == true )
endfunction

function Trig_Wind_summoned_3_Func001Func027002003002 takes nothing returns boolean
    return GetBooleanAnd( Trig_Wind_summoned_3_Func001Func027002003002001(), Trig_Wind_summoned_3_Func001Func027002003002002() )
endfunction

function Trig_Wind_summoned_3_Func001Func027002003 takes nothing returns boolean
    return GetBooleanAnd( Trig_Wind_summoned_3_Func001Func027002003001(), Trig_Wind_summoned_3_Func001Func027002003002() )
endfunction

function Trig_Wind_summoned_3_Func001Func028002003001 takes nothing returns boolean
    return ( IsUnitEnemy(GetFilterUnit(), GetOwningPlayer(udg_Unit_03[udg_For_C])) == true )
endfunction

function Trig_Wind_summoned_3_Func001Func028002003002001 takes nothing returns boolean
    return ( IsUnitAliveBJ(GetFilterUnit()) == true )
endfunction

function Trig_Wind_summoned_3_Func001Func028002003002002 takes nothing returns boolean
    return ( IsUnitAliveBJ(udg_Unit_03[udg_For_C]) == true )
endfunction

function Trig_Wind_summoned_3_Func001Func028002003002 takes nothing returns boolean
    return GetBooleanAnd( Trig_Wind_summoned_3_Func001Func028002003002001(), Trig_Wind_summoned_3_Func001Func028002003002002() )
endfunction

function Trig_Wind_summoned_3_Func001Func028002003 takes nothing returns boolean
    return GetBooleanAnd( Trig_Wind_summoned_3_Func001Func028002003001(), Trig_Wind_summoned_3_Func001Func028002003002() )
endfunction

function Trig_Wind_summoned_3_Func001Func029002003001 takes nothing returns boolean
    return ( IsUnitEnemy(GetFilterUnit(), GetOwningPlayer(udg_Unit_04[udg_For_C])) == true )
endfunction

function Trig_Wind_summoned_3_Func001Func029002003002001 takes nothing returns boolean
    return ( IsUnitAliveBJ(GetFilterUnit()) == true )
endfunction

function Trig_Wind_summoned_3_Func001Func029002003002002 takes nothing returns boolean
    return ( IsUnitAliveBJ(udg_Unit_04[udg_For_C]) == true )
endfunction

function Trig_Wind_summoned_3_Func001Func029002003002 takes nothing returns boolean
    return GetBooleanAnd( Trig_Wind_summoned_3_Func001Func029002003002001(), Trig_Wind_summoned_3_Func001Func029002003002002() )
endfunction

function Trig_Wind_summoned_3_Func001Func029002003 takes nothing returns boolean
    return GetBooleanAnd( Trig_Wind_summoned_3_Func001Func029002003001(), Trig_Wind_summoned_3_Func001Func029002003002() )
endfunction

function Trig_Wind_summoned_3_Func001Func030002003001 takes nothing returns boolean
    return ( IsUnitEnemy(GetFilterUnit(), GetOwningPlayer(udg_Unit_05[udg_For_C])) == true )
endfunction

function Trig_Wind_summoned_3_Func001Func030002003002001 takes nothing returns boolean
    return ( IsUnitAliveBJ(GetFilterUnit()) == true )
endfunction

function Trig_Wind_summoned_3_Func001Func030002003002002 takes nothing returns boolean
    return ( IsUnitAliveBJ(udg_Unit_05[udg_For_C]) == true )
endfunction

function Trig_Wind_summoned_3_Func001Func030002003002 takes nothing returns boolean
    return GetBooleanAnd( Trig_Wind_summoned_3_Func001Func030002003002001(), Trig_Wind_summoned_3_Func001Func030002003002002() )
endfunction

function Trig_Wind_summoned_3_Func001Func030002003 takes nothing returns boolean
    return GetBooleanAnd( Trig_Wind_summoned_3_Func001Func030002003001(), Trig_Wind_summoned_3_Func001Func030002003002() )
endfunction

function Trig_Wind_summoned_3_Func001Func031002003001 takes nothing returns boolean
    return ( IsUnitEnemy(GetFilterUnit(), GetOwningPlayer(udg_Unit_06[udg_For_C])) == true )
endfunction

function Trig_Wind_summoned_3_Func001Func031002003002001 takes nothing returns boolean
    return ( IsUnitAliveBJ(GetFilterUnit()) == true )
endfunction

function Trig_Wind_summoned_3_Func001Func031002003002002 takes nothing returns boolean
    return ( IsUnitAliveBJ(udg_Unit_06[udg_For_C]) == true )
endfunction

function Trig_Wind_summoned_3_Func001Func031002003002 takes nothing returns boolean
    return GetBooleanAnd( Trig_Wind_summoned_3_Func001Func031002003002001(), Trig_Wind_summoned_3_Func001Func031002003002002() )
endfunction

function Trig_Wind_summoned_3_Func001Func031002003 takes nothing returns boolean
    return GetBooleanAnd( Trig_Wind_summoned_3_Func001Func031002003001(), Trig_Wind_summoned_3_Func001Func031002003002() )
endfunction

function Trig_Wind_summoned_3_Func001Func032002003001 takes nothing returns boolean
    return ( IsUnitEnemy(GetFilterUnit(), GetOwningPlayer(udg_Unit_07[udg_For_C])) == true )
endfunction

function Trig_Wind_summoned_3_Func001Func032002003002001 takes nothing returns boolean
    return ( IsUnitAliveBJ(GetFilterUnit()) == true )
endfunction

function Trig_Wind_summoned_3_Func001Func032002003002002 takes nothing returns boolean
    return ( IsUnitAliveBJ(udg_Unit_07[udg_For_C]) == true )
endfunction

function Trig_Wind_summoned_3_Func001Func032002003002 takes nothing returns boolean
    return GetBooleanAnd( Trig_Wind_summoned_3_Func001Func032002003002001(), Trig_Wind_summoned_3_Func001Func032002003002002() )
endfunction

function Trig_Wind_summoned_3_Func001Func032002003 takes nothing returns boolean
    return GetBooleanAnd( Trig_Wind_summoned_3_Func001Func032002003001(), Trig_Wind_summoned_3_Func001Func032002003002() )
endfunction

function Trig_Wind_summoned_3_Func001Func033A takes nothing returns nothing
    call UnitDamageTargetBJ( udg_Unit_00[udg_For_C], GetEnumUnit(), 500.00, ATTACK_TYPE_CHAOS, DAMAGE_TYPE_COLD )
    call RemoveUnit( udg_Unit_00[udg_For_C] )
endfunction

function Trig_Wind_summoned_3_Func001Func034A takes nothing returns nothing
    call UnitDamageTargetBJ( udg_Unit_01[udg_For_C], GetEnumUnit(), 500.00, ATTACK_TYPE_CHAOS, DAMAGE_TYPE_COLD )
    call RemoveUnit( udg_Unit_01[udg_For_C] )
endfunction

function Trig_Wind_summoned_3_Func001Func035A takes nothing returns nothing
    call UnitDamageTargetBJ( udg_Unit_02[udg_For_C], GetEnumUnit(), 500.00, ATTACK_TYPE_CHAOS, DAMAGE_TYPE_COLD )
    call RemoveUnit( udg_Unit_02[udg_For_C] )
endfunction

function Trig_Wind_summoned_3_Func001Func036A takes nothing returns nothing
    call UnitDamageTargetBJ( udg_Unit_03[udg_For_C], GetEnumUnit(), 500.00, ATTACK_TYPE_CHAOS, DAMAGE_TYPE_COLD )
    call RemoveUnit( udg_Unit_03[udg_For_C] )
endfunction

function Trig_Wind_summoned_3_Func001Func037A takes nothing returns nothing
    call UnitDamageTargetBJ( udg_Unit_04[udg_For_C], GetEnumUnit(), 500.00, ATTACK_TYPE_CHAOS, DAMAGE_TYPE_COLD )
    call RemoveUnit( udg_Unit_04[udg_For_C] )
endfunction

function Trig_Wind_summoned_3_Func001Func038A takes nothing returns nothing
    call UnitDamageTargetBJ( udg_Unit_05[udg_For_C], GetEnumUnit(), 500.00, ATTACK_TYPE_CHAOS, DAMAGE_TYPE_COLD )
    call RemoveUnit( udg_Unit_05[udg_For_C] )
endfunction

function Trig_Wind_summoned_3_Func001Func039A takes nothing returns nothing
    call UnitDamageTargetBJ( udg_Unit_06[udg_For_C], GetEnumUnit(), 500.00, ATTACK_TYPE_CHAOS, DAMAGE_TYPE_COLD )
    call RemoveUnit( udg_Unit_06[udg_For_C] )
endfunction

function Trig_Wind_summoned_3_Func001Func040A takes nothing returns nothing
    call UnitDamageTargetBJ( udg_Unit_07[udg_For_C], GetEnumUnit(), 500.00, ATTACK_TYPE_CHAOS, DAMAGE_TYPE_COLD )
    call RemoveUnit( udg_Unit_07[udg_For_C] )
endfunction

function Trig_Wind_summoned_3_Actions takes nothing returns nothing
    set udg_For_C = 0
    loop
        exitwhen udg_For_C > ( udg_Integer - 1 )
        set udg_Point[10] = GetUnitLoc(udg_Unit_00[udg_For_C])
        set udg_Point[11] = GetUnitLoc(udg_Unit_01[udg_For_C])
        set udg_Point[12] = GetUnitLoc(udg_Unit_02[udg_For_C])
        set udg_Point[13] = GetUnitLoc(udg_Unit_03[udg_For_C])
        set udg_Point[14] = GetUnitLoc(udg_Unit_04[udg_For_C])
        set udg_Point[15] = GetUnitLoc(udg_Unit_05[udg_For_C])
        set udg_Point[16] = GetUnitLoc(udg_Unit_06[udg_For_C])
        set udg_Point[17] = GetUnitLoc(udg_Unit_07[udg_For_C])
        set udg_Point[0] = PolarProjectionBJ(udg_Point[10], 40.00, GetUnitFacing(udg_Unit_00[udg_For_C]))
        set udg_Point[1] = PolarProjectionBJ(udg_Point[11], 40.00, GetUnitFacing(udg_Unit_01[udg_For_C]))
        set udg_Point[2] = PolarProjectionBJ(udg_Point[12], 40.00, GetUnitFacing(udg_Unit_02[udg_For_C]))
        set udg_Point[3] = PolarProjectionBJ(udg_Point[13], 40.00, GetUnitFacing(udg_Unit_03[udg_For_C]))
        set udg_Point[4] = PolarProjectionBJ(udg_Point[14], 40.00, GetUnitFacing(udg_Unit_04[udg_For_C]))
        set udg_Point[5] = PolarProjectionBJ(udg_Point[15], 40.00, GetUnitFacing(udg_Unit_05[udg_For_C]))
        set udg_Point[6] = PolarProjectionBJ(udg_Point[16], 40.00, GetUnitFacing(udg_Unit_06[udg_For_C]))
        set udg_Point[7] = PolarProjectionBJ(udg_Point[17], 40.00, GetUnitFacing(udg_Unit_07[udg_For_C]))
        call SetUnitPositionLoc( udg_Unit_00[udg_For_C], udg_Point[0] )
        call SetUnitPositionLoc( udg_Unit_01[udg_For_C], udg_Point[1] )
        call SetUnitPositionLoc( udg_Unit_02[udg_For_C], udg_Point[2] )
        call SetUnitPositionLoc( udg_Unit_03[udg_For_C], udg_Point[3] )
        call SetUnitPositionLoc( udg_Unit_04[udg_For_C], udg_Point[4] )
        call SetUnitPositionLoc( udg_Unit_05[udg_For_C], udg_Point[5] )
        call SetUnitPositionLoc( udg_Unit_06[udg_For_C], udg_Point[6] )
        call SetUnitPositionLoc( udg_Unit_07[udg_For_C], udg_Point[7] )
        set udg_Unit_Group[0] = GetUnitsInRangeOfLocMatching(48.00, udg_Point[0], Condition(function Trig_Wind_summoned_3_Func001Func025002003))
        set udg_Unit_Group[1] = GetUnitsInRangeOfLocMatching(48.00, udg_Point[1], Condition(function Trig_Wind_summoned_3_Func001Func026002003))
        set udg_Unit_Group[2] = GetUnitsInRangeOfLocMatching(48.00, udg_Point[2], Condition(function Trig_Wind_summoned_3_Func001Func027002003))
        set udg_Unit_Group[3] = GetUnitsInRangeOfLocMatching(48.00, udg_Point[3], Condition(function Trig_Wind_summoned_3_Func001Func028002003))
        set udg_Unit_Group[4] = GetUnitsInRangeOfLocMatching(48.00, udg_Point[4], Condition(function Trig_Wind_summoned_3_Func001Func029002003))
        set udg_Unit_Group[5] = GetUnitsInRangeOfLocMatching(48.00, udg_Point[5], Condition(function Trig_Wind_summoned_3_Func001Func030002003))
        set udg_Unit_Group[6] = GetUnitsInRangeOfLocMatching(48.00, udg_Point[6], Condition(function Trig_Wind_summoned_3_Func001Func031002003))
        set udg_Unit_Group[7] = GetUnitsInRangeOfLocMatching(48.00, udg_Point[7], Condition(function Trig_Wind_summoned_3_Func001Func032002003))
        call ForGroupBJ( udg_Unit_Group[0], function Trig_Wind_summoned_3_Func001Func033A )
        call ForGroupBJ( udg_Unit_Group[1], function Trig_Wind_summoned_3_Func001Func034A )
        call ForGroupBJ( udg_Unit_Group[2], function Trig_Wind_summoned_3_Func001Func035A )
        call ForGroupBJ( udg_Unit_Group[3], function Trig_Wind_summoned_3_Func001Func036A )
        call ForGroupBJ( udg_Unit_Group[4], function Trig_Wind_summoned_3_Func001Func037A )
        call ForGroupBJ( udg_Unit_Group[5], function Trig_Wind_summoned_3_Func001Func038A )
        call ForGroupBJ( udg_Unit_Group[6], function Trig_Wind_summoned_3_Func001Func039A )
        call ForGroupBJ( udg_Unit_Group[7], function Trig_Wind_summoned_3_Func001Func040A )
        call RemoveLocation (udg_Point[0])
        call RemoveLocation (udg_Point[1])
        call RemoveLocation (udg_Point[2])
        call RemoveLocation (udg_Point[3])
        call RemoveLocation (udg_Point[4])
        call RemoveLocation (udg_Point[5])
        call RemoveLocation (udg_Point[6])
        call RemoveLocation (udg_Point[7])
        call RemoveLocation (udg_Point[10])
        call RemoveLocation (udg_Point[11])
        call RemoveLocation (udg_Point[12])
        call RemoveLocation (udg_Point[13])
        call RemoveLocation (udg_Point[14])
        call RemoveLocation (udg_Point[15])
        call RemoveLocation (udg_Point[16])
        call RemoveLocation (udg_Point[17])
        call DestroyGroup (udg_Unit_Group[0])
        call DestroyGroup (udg_Unit_Group[1])
        call DestroyGroup (udg_Unit_Group[2])
        call DestroyGroup (udg_Unit_Group[3])
        call DestroyGroup (udg_Unit_Group[4])
        call DestroyGroup (udg_Unit_Group[5])
        call DestroyGroup (udg_Unit_Group[6])
        call DestroyGroup (udg_Unit_Group[7])
        set udg_For_C = udg_For_C + 1
    endloop
endfunction

//===========================================================================
function InitTrig_Wind_summoned_3 takes nothing returns nothing
    set gg_trg_Wind_summoned_3 = CreateTrigger(  )
    call TriggerRegisterTimerExpireEventBJ( gg_trg_Wind_summoned_3, udg_Timer )
    call TriggerAddAction( gg_trg_Wind_summoned_3, function Trig_Wind_summoned_3_Actions )
endfunction
Ai coi dùm còn leak gì k:(
 
^Nếu ko dùng local variable thì tốt nhất đừng nên convert ra jass làm gì :-j, chắc cái trên cũng chẳng có leak gì đâu.
 
anh nào có map nào có địa hình như DotA cho em xin( chỉ cần cái địa hình thôi vì trước giờ làm map mình noob nhất là phần làm địa hình ), thanks trước nhé.
 
em hỏi tý, làm sao khi tải spell về thì có thề dùng được trong world editon, thông cảm vì em hơi gà:nailbit:
 
Em down cái Jassnewgen về nhưng ko mở đc do thiếu file ijl15.dll, có cách nào khắc phục ko ?? Em down cái này trên thehelper.com. Thanks
 
em hỏi tý, làm sao khi tải spell về thì có thề dùng được trong world editon, thông cảm vì em hơi gà:nailbit:

trong topic tổng hợp các bài hướng dẫn đã có bài viết về cách nhập spell rồi đó

Em down cái Jassnewgen về nhưng ko mở đc do thiếu file ijl15.dll, có cách nào khắc phục ko ?? Em down cái này trên thehelper.com. Thanks

http://www.wc3c.net/showthread.php?t=90999 down ở đây thử xem
 
Anh Tom ơi, cái Jass system ABCT của anh down về rồi sử dụng thế nào? làm theo hướng dẫn nhưng mà nó báo lỗi + tắt trigger luôn.
 
cái đó out date rồi, bỏ!
 
em đã thêm file thiếu vào folder của cái newgen rồi nhưng nó báo :" Unable to open War3.mpq" :|
 
Anh Tom ơi giúp em làm 4 cái skill của con Phantom Lancer(Azwraith) để em tạo luôn con đấy và cái lightning bolt của zeus trong dota nữa
1. Spirit Lance, 2. Droppelwalk, 3.juxtapose, 4.Phantom Edge., 5.Lightning bolt, . 6 Thunder God Wraith nữa thk anh
 
Xin hỏi cái chĩnh tiền-gỗ chuyễn trong F11 chuyển giới hạn 1 lần chuyển ở đâu vậy
VD : chuyển 1 lần cơ bản là 100 gold
 
Mấy bác cho em hỏi làm sao mà làm cho chiêu đặt boom có tác dụng với unit thuyền, với lại mấy bác hướng dẫn cách khai báo event và điều kiện trong jass với.
 
Mấy bác cho em hỏi làm sao mà làm cho chiêu đặt boom có tác dụng với unit thuyền, với lại mấy bác hướng dẫn cách khai báo event và điều kiện trong jass với.

Thế thì chỉnh target thêm vào phần organic máy móc gì ấy là được.
Còn nếu không được nữa thì đành dùng trigger bom vậy ( pick unit và deal damage )
 
Muốn ra lệnh cho unit play animation "walk" thì làm thế nào? Mình gõ walk hay run vào đều ko đc.
 
chắc con lính đó ko có animal đó
 
À, ý mình là làm trong trigger ấy, play animation nào cũng đc, chỉ làm cho nó chạy là ko biết cách nào.
 
Cho hỏi cách làm 1 hệ thống:
+ khi 1 unit chết có % tạo ra :
1/ Ngọc hồi máu
2/ Ngọc hồi mana
+ 1 hero đến gần ngọc nào thì hồi máu hay mana cho hero.
Thêm 1 câu hỏi nữa là có cách nào làm damage spell = damage hero ko ??
 
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