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4:Cái skill barrage đó mình chẳng hiểu sao vẫn không bắn được nhiều mũi tên :(
cho mình hỏi làm thể nào để thay đổi bề mặt terrian (lớp đất) = trigger
Environment - Change terrain type at (Position of Paladin 0001 <gen>) to Lordaeron Winter - Rough Dirt using variation -2 in an area of size 3 and shape Circle
@lone:Giúp mình câu hỏi đợt trước với :(
4:Cái skill barrage đó mình chẳng hiểu sao vẫn không bắn được nhiều mũi tên :(
Mình Tks Trước :)
First
Events
Unit - A unit Dies
Conditions
(Random integer number between 1 and 100) Less than or equal to (<=) 30 // 30% drop
Dying Unit not equal to Boss
Actions
Item - Create Tome of Experience at (Position of (Triggering unit))
First
Events
Unit - A unit Dies
Conditions
Dying Unit equal to Boss
Actions
Item - Create Tome of Experience at (Position of (Triggering unit))
Em định làm 1 skill thế này ...
Ném skill 1 phát ... (Mẫu skill lấy từ Thunder Bolt) ... Thì hiện 1 con [clapper] hiện ra ở unit đã ném chúng và điều khiển nó clap 1 phát
Các bác coi trigger
![]()
và
![]()
_
Thậm chí con Totem Tauren của em còn ko thèm xuất hiện ... Giúp nha ?

)Doom of Tauren 1
Events
Unit - A unit Finishes casting an ability
Conditions
(Ability being cast) Equal to Doom of Tauren
Actions
Set hero_haze = (Casting unit)
Set DoomofTauren_tar = (Target unit of ability being cast)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Doom of Tauren for (Triggering unit)) Equal to 1
Then - Actions
Set DoomofTauren_turn = 2
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Doom of Tauren for (Triggering unit)) Equal to 2
Then - Actions
Set DoomofTauren_turn = 4
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
DoomofTauren_turn Greater than or equal to 0
Then - Actions
Unit - Create 1 Totem Tauren for (Owner of hero_haze) at (Position of DoomofTauren_tar) facing Default building facing degrees
Set DoomofTauren_clapper = (Last created unit)
Unit - Order DoomofTauren_clapper to Human Mountain King - Thunder Clap
Set DoomofTauren_turn = (DoomofTauren_turn - 1)
Else - Actions
Wait 2.00 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
DoomofTauren_turn Greater than or equal to 0
Then - Actions
Unit - Create 1 Totem Tauren for (Owner of hero_haze) at (Position of DoomofTauren_tar) facing Default building facing degrees
Set DoomofTauren_clapper = (Last created unit)
Unit - Order DoomofTauren_clapper to Human Mountain King - Thunder Clap
Set DoomofTauren_turn = (DoomofTauren_turn - 1)
Else - Actions
Wait 2.00 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
DoomofTauren_turn Greater than or equal to 0
Then - Actions
Unit - Create 1 Totem Tauren for (Owner of hero_haze) at (Position of DoomofTauren_tar) facing Default building facing degrees
Set DoomofTauren_clapper = (Last created unit)
Unit - Order DoomofTauren_clapper to Human Mountain King - Thunder Clap
Set DoomofTauren_turn = (DoomofTauren_turn - 1)
Else - Actions
Wait 2.00 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
DoomofTauren_turn Greater than or equal to 0
Then - Actions
Unit - Create 1 Totem Tauren for (Owner of hero_haze) at (Position of DoomofTauren_tar) facing Default building facing degrees
Set DoomofTauren_clapper = (Last created unit)
Unit - Order DoomofTauren_clapper to Human Mountain King - Thunder Clap
Set DoomofTauren_turn = (DoomofTauren_turn - 1)
Else - Actions
Wait 2.00 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
DoomofTauren_turn Greater than or equal to 0
Then - Actions
Unit - Create 1 Totem Tauren for (Owner of hero_haze) at (Position of DoomofTauren_tar) facing Default building facing degrees
Set DoomofTauren_clapper = (Last created unit)
Unit - Order DoomofTauren_clapper to Human Mountain King - Thunder Clap
Set DoomofTauren_turn = (DoomofTauren_turn - 1)
Else - Actions
Tui định là ...
Nếu turn = 1
thì trigger hai hiện 1 lần con clapper
Nếu turn = 2
thì con clpper xuất hiện 2 lần ... v.v...
Đó mới là trigger demo ^^ ...
---------- Post added at 14:28 ---------- Previous post was at 14:14 ----------
Đây là bản full cái trigger ... Các bác đọc sẽ hiểu ý tưởng ... nhưng ... It`s not workin , nó mới đau !
Giúp sớm rùm
---------- Post added at 15:45 ---------- Previous post was at 14:28 ----------
___________________
Em đã phát hiện ra lỗi khi đang 1 skill khác ...
Em chỉ cần hỏi 1 câu : Để Set Biến là vị chí của unit đã ấn skill vào thì ta làm thế nào ...
Em đặt Set DoomofTauren_tar = (Target unit of ability being cast)
Nhưng ko đc ... Em thay vị trí này bằng trung tâm của map thì nó hoạt động như thường ...
Vậy câu hỏi như đã nói : Để Set Biến là vị chí của unit đã ấn skill vào thì ta làm thế nào ...

Trigger 1
Events
_A unit start the effect of an ability
Conditions
_Ability being cast Equal to Telekiness
Actions
_Set Caster=Casting Unit
_Set Target=Target of ability being cast
_Set Casterpoint=Positon of casting unit
_Set Targetponit=Position of target of ability being cast
_Add Target to TargetGroup
_Run trigger 2(checking conditions)
Trigger 2
Events
_Every 0.05 seconds of the game
Conditions
Actions
_Pick every unit in TargetGroup and do Actions
Loop
_Set height of Picked unit =(Unit current height) +100
_If Then Else condition
+If(All conditions are true)
_Height of Picked unit Equal to 600
+Then
_Wait (Level of ability being cast)/2 seconds
_Set height of Picked unit = (Unit current height)-100
+Else
_Set height of Picked unit = (Unit current height)+100
_Wait (Level of ability being cast)/2 seconds
_Set height of Picked unit = (Unit current height)-100
_If Then Else condition
+If(All conditions are true)
_Height of Picked unit=0
+Then
_Create a dummyTelekiness at Casterpoint for Owner of Unit facing...
_Order Last created unit to Warstomp
_Add a 2 seconds generic to Last created unit
_Turn of this trigger
+Else
_Set height of Picked unit = (Unit current height)-100
_Create a dummyTelekiness at Casterpoint for Owner of Unit facing...
_Order Last created unit to Warstomp
_Add a 2 seconds generic to Last created unit
_Turn of this Trigger
click chuột vào trigger chọn Copy Text rồi cho vào code thế này mới nhìn ra lỗi đc trigger cho vào giữa đây

[/B][/COLOR]
Câu 2, 3 cho dummy cast spell Item Illusions vào target/seft
Cho mình hỏi trigger này bị gì thế??Mã:Trigger 1 Events _A unit start the effect of an ability Conditions _Ability being cast Equal to Telekiness Actions _Set Caster=Casting Unit _Set Target=Target of ability being cast _Set Casterpoint=Positon of casting unit _Set Targetponit=Position of target of ability being cast _Add Target to TargetGroup _Run trigger 2(checking conditions)
Mã:Trigger 2 Events _Every 0.05 seconds of the game Conditions Actions _Pick every unit in TargetGroup and do Actions Loop _Set height of Picked unit =(Unit current height) +100 _If Then Else condition +If(All conditions are true) _Height of Picked unit Equal to 600 +Then _Wait (Level of ability being cast)/2 seconds _Set height of Picked unit = (Unit current height)-100 +Else _Set height of Picked unit = (Unit current height)+100 _Wait (Level of ability being cast)/2 seconds _Set height of Picked unit = (Unit current height)-100 _If Then Else condition +If(All conditions are true) _Height of Picked unit=0 +Then _Create a dummyTelekiness at Casterpoint for Owner of Unit facing... _Order Last created unit to Warstomp _Add a 2 seconds generic to Last created unit _Turn of this trigger +Else _Set height of Picked unit = (Unit current height)-100 _Create a dummyTelekiness at Casterpoint for Owner of Unit facing... _Order Last created unit to Warstomp _Add a 2 seconds generic to Last created unit _Turn of this Trigger
---------- Post added at 18:05 ---------- Previous post was at 18:03 ----------
Nó có bị leak hay gì ko ae????
Em định làm 1 skill thế này ...
Ném skill 1 phát ... (Mẫu skill lấy từ Thunder Bolt) ... Thì hiện 1 con [clapper] hiện ra ở unit đã ném chúng và điều khiển nó clap 1 phát
Các bác coi trigger
![]()
và
![]()
_
Thậm chí con Totem Tauren của em còn ko thèm xuất hiện ... Giúp nha ?
Trigger - Turn on Doom of Tauren 2 <gen>
Trigger - Run Doom of Tauren 2 <gen> (ignoring conditions)
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Lock ice
Actions
Set Caster = (Triggering unit)
Set Point[1] = (Position of Caster)
Set Group[1] = (Units within 600.00 of Point[1] matching ((((Matching unit) Not equal to Caster) and (((Matching unit) is dead) Equal to False)) and (((Matching unit) belongs to an enemy of (Owner of Caster)) Equal to True)))
Unit Group - Pick every unit in Group[1] and do (Actions)
Loop - Actions
Unit - Create 1 Ice for (Owner of Caster) at Point[1] facing Default building facing degrees
Set Dummy[1] = (Last created unit)
Unit - Add a 1.50 second Generic expiration timer to Dummy[1]
Unit - Set level of Entangling Roots for Dummy[1] to (Level of Lock ice for Caster)
Unit - Order Dummy[1] to Night Elf Keeper Of The Grove - Entangling Roots (Picked unit)
Custom script: call DestroyGroup (udg_Group[1])
Custom script: call RemoveLocation (udg_Point[1])
Events
Unit - A unit Is attacked
Conditions
(Unit-type of (Attacking unit)) Equal to King Of Ice
Actions
Set Caster = (Attacking unit)
Set Point[2] = (Position of Caster)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Random integer number between 1 and 100) Less than or equal to 20
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Ice Blast for Caster) Equal to 1
Then - Actions
Special Effect - Create a special effect at Point[2] using Nova.mdx
Set SE[1] = (Last created special effect)
Set Group[2] = (Units within 600.00 of Point[2] matching ((((Matching unit) Not equal to Caster) and (((Matching unit) is dead) Equal to False)) and (((Matching unit) belongs to an enemy of (Owner of Caster)) Equal to True)))
Set Real[1] = ((Real((Strength of Caster (Exclude bonuses)))) x 2.25)
Unit Group - Pick every unit in Group[2] and do (Actions)
Loop - Actions
Set Point[3] = (Position of (Picked unit))
Special Effect - Create a special effect at Point[3] using Abilities\Spells\Undead\FrostNova\FrostNovaTarget.mdl
Set SE[2] = (Last created special effect)
Unit - Cause Caster to damage (Picked unit), dealing Real[1] damage of attack type Spells and damage type Cold
Special Effect - Destroy SE[2]
Custom script: call RemoveLocation (udg_Point[3])
Special Effect - Destroy SE[1]
Custom script: call DestroyGroup (udg_Group[2])
Set Real[1] = 0.00
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Ice Blast for Caster) Equal to 2
Then - Actions
Special Effect - Create a special effect at Point[2] using Nova.mdx
Set SE[1] = (Last created special effect)
Set Group[2] = (Units within 600.00 of Point[2] matching ((((Matching unit) Not equal to Caster) and (((Matching unit) is dead) Equal to False)) and (((Matching unit) belongs to an enemy of (Owner of Caster)) Equal to True)))
Set Real[1] = ((Real((Strength of Caster (Exclude bonuses)))) x 2.75)
Unit Group - Pick every unit in Group[2] and do (Actions)
Loop - Actions
Set Point[3] = (Position of (Picked unit))
Special Effect - Create a special effect at Point[3] using Abilities\Spells\Undead\FrostNova\FrostNovaTarget.mdl
Set SE[2] = (Last created special effect)
Unit - Cause Caster to damage (Picked unit), dealing Real[1] damage of attack type Spells and damage type Cold
Special Effect - Destroy SE[2]
Custom script: call RemoveLocation (udg_Point[3])
Special Effect - Destroy SE[1]
Custom script: call DestroyGroup (udg_Group[2])
Set Real[1] = 0.00
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Ice Blast for Caster) Equal to 3
Then - Actions
Special Effect - Create a special effect at Point[2] using Nova.mdx
Set SE[1] = (Last created special effect)
Set Group[2] = (Units within 600.00 of Point[2] matching ((((Matching unit) Not equal to Caster) and (((Matching unit) is dead) Equal to False)) and (((Matching unit) belongs to an enemy of (Owner of Caster)) Equal to True)))
Set Real[1] = ((Real((Strength of Caster (Exclude bonuses)))) x 3.25)
Unit Group - Pick every unit in Group[2] and do (Actions)
Loop - Actions
Set Point[3] = (Position of (Picked unit))
Special Effect - Create a special effect at Point[3] using Abilities\Spells\Undead\FrostNova\FrostNovaTarget.mdl
Unit - Cause Caster to damage (Picked unit), dealing Real[1] damage of attack type Spells and damage type Cold
Special Effect - Destroy SE[2]
Custom script: call RemoveLocation (udg_Point[3])
Special Effect - Destroy SE[1]
Custom script: call DestroyGroup (udg_Group[2])
Set Real[1] = 0.00
Else - Actions
Else - Actions
Custom script: call RemoveLocation (udg_Point[2])
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Snow Ball
Actions
Set Caster = (Triggering unit)
Set Point[4] = (Position of Caster)
Unit - Pause Caster
Unit - Make Caster Invulnerable
Unit - Turn collision for Caster Off
Unit - Create 1 Footman for (Owner of Caster) at Point[4] facing (Facing of Caster) degrees
Set Dummy[2] = (Last created unit)
Unit - Add a 6.00 second Generic expiration timer to Dummy[2]
Trigger - Turn on SnowBall Move <gen>
Wait 6.00 seconds
Trigger - Turn off SnowBall Move <gen>
Custom script: call RemoveLocation (udg_Point[4])
Unit - Unpause Caster
Unit - Make Caster Vulnerable
Unit - Turn collision for Caster On
Set Point[4] = (Position of Caster)
Unit - Create 1 Ice for (Owner of Caster) at Point[4] facing (Facing of Caster) degrees
Set Dummy[3] = (Last created unit)
Unit - Add a 3.00 second Generic expiration timer to Dummy[3]
Unit - Order Dummy[3] to Human Mountain King - Thunder Clap
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Snow Ball for Caster) Equal to 1
Then - Actions
Set Group[3] = (Units within 400.00 of Point[4] matching ((((Matching unit) Not equal to Caster) and (((Matching unit) is dead) Equal to False)) and (((Matching unit) belongs to an enemy of (Owner of Caster)) Equal to True)))
Set Real[2] = (((Life of Caster) / 100.00) x 10.00)
Special Effect - Create a special effect at Point[4] using IceNova.mdx
Set SE[3] = (Last created special effect)
Unit Group - Pick every unit in Group[3] and do (Actions)
Loop - Actions
Unit - Cause Caster to damage (Picked unit), dealing Real[2] damage of attack type Spells and damage type Normal
Special Effect - Destroy SE[3]
Set Real[2] = 0.00
Custom script: call DestroyGroup (udg_Group[3])
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Snow Ball for Caster) Equal to 2
Then - Actions
Set Group[3] = (Units within 400.00 of Point[4] matching ((((Matching unit) Not equal to Caster) and (((Matching unit) is dead) Equal to False)) and (((Matching unit) belongs to an enemy of (Owner of Caster)) Equal to True)))
Set Real[2] = (((Life of Caster) / 100.00) x 10.00)
Special Effect - Create a special effect at Point[4] using IceNova.mdx
Set SE[3] = (Last created special effect)
Unit Group - Pick every unit in Group[3] and do (Actions)
Loop - Actions
Unit - Cause Caster to damage (Picked unit), dealing Real[2] damage of attack type Spells and damage type Normal
Special Effect - Destroy SE[3]
Set Real[2] = 0.00
Custom script: call DestroyGroup (udg_Group[3])
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Snow Ball for Caster) Equal to 3
Then - Actions
Set Group[3] = (Units within 400.00 of Point[4] matching ((((Matching unit) Not equal to Caster) and (((Matching unit) is dead) Equal to False)) and (((Matching unit) belongs to an enemy of (Owner of Caster)) Equal to True)))
Set Real[2] = (((Life of Caster) / 100.00) x 10.00)
Special Effect - Create a special effect at Point[4] using IceNova.mdx
Set SE[3] = (Last created special effect)
Unit Group - Pick every unit in Group[3] and do (Actions)
Loop - Actions
Unit - Cause Caster to damage (Picked unit), dealing Real[2] damage of attack type Spells and damage type Normal
Special Effect - Destroy SE[3]
Set Real[2] = 0.00
Custom script: call DestroyGroup (udg_Group[3])
Else - Actions
Events
Time - Every 0.01 seconds of game time
Conditions
Actions
Set Point[4] = (Position of Caster)
Set Point[5] = (Point[4] offset by 6.00 towards (Facing of Caster) degrees)
Unit - Move Caster instantly to Point[5]
Unit - Move Dummy[2] instantly to Point[5]
Custom script: call RemoveLocation (udg_Point[4])
Custom script: call RemoveLocation (udg_Point[5])
Ai đã từng làm qua mấy cái này cho mình hỏi?
1, Làm thế nào để khi hero tăng điểm Strength thì ko tăng máu và tốc độ hồi màu? Tăng điểm Int thì ko tăng Mana và tốc độ hồi mana. Chỉnh sửa để tăng x điểm Agility mới tăng 1 armor và tốc độ đánh???
2, Làm thế nào để tăng giới hạn level của hero lên x level. Giết những unit tự nhiên cũng nhận dc exp?
3, Làm trigger ntn để: map có 2 team, mỗi team có 2 người, khi cả 2 hero trong 1 team die thì team đó thua
ai rành giúp mình tý :)
mấy dòng kia cũng như thế
tất nhiên level cao hơn tùy thuộc vào GamePlay ConstantsLevelLimit
Events
Unit - A unit Dies
Conditions
Actions
Trigger - Turn off (This trigger)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Hero level of (Triggering unit)) Equal to 5
Then - Actions
Hero - Set (Triggering unit) Hero-level to 5, Hide level-up graphics
Else - Actions
Trigger - Turn on (This trigger)

Check Mirror Image
Events
Unit - A unit Spawns a summoned unit
Conditions
((Triggering unit) has buff Mirror Image ) Equal to True
((Triggering unit) is an illusion) Equal to True
Actions
Set Mirror = (Triggering unit)
Ai đã từng làm qua mấy cái này cho mình hỏi?
1, Làm thế nào để khi hero tăng điểm Strength thì ko tăng máu và tốc độ hồi màu? Tăng điểm Int thì ko tăng Mana và tốc độ hồi mana. Chỉnh sửa để tăng x điểm Agility mới tăng 1 armor và tốc độ đánh???
2, Làm thế nào để tăng giới hạn level của hero lên x level. Giết những unit tự nhiên cũng nhận dc exp?
3, Làm trigger ntn để: map có 2 team, mỗi team có 2 người, khi cả 2 hero trong 1 team die thì team đó thua
ai rành giúp mình tý :)
[B][COLOR="#0000FF"]Melee Initialization
Events
Unit - A unit Dies
Conditions
((Dying unit) is A Hero) Equal to True
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Dying unit)) Equal to Player 1 (Red)
(Owner of (Dying unit)) Equal to Player 2 (Blue)
Then - Actions
Game - Victory Player 1 (Red) (Show dialogs, Show scores)
Game - Victory Player 2 (Blue) (Show dialogs, Show scores)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Dying unit)) Equal to Player 3 (Teal)
(Owner of (Dying unit)) Equal to Player 4 (Purple)
Then - Actions
Game - Victory Player 3 (Teal) (Show dialogs, Show scores)
Game - Victory Player 4 (Purple) (Show dialogs, Show scores)
Else - Actions[/COLOR][/B]
Ơ? Sao ko ai chịu giúp mình thế????

Tiện đây ai up dùm mình 1 cái map trắng w3x, có size 128x128 đã add và edit để sử dụng tiếng Việt có dấu dc k? Mình ko thể nào làm dc, mặc dù đã làm đúng 100% như các bài hướng dẫn, nhưng trong phần Interface vẫn k thấy thẻ Font ở đâu để sửa cả, thanks :)

các trigger sau có bị Leak không các bạn, xem giùm
Nghe nói vậy thì tớ không nghĩ là 100% đúng. Không thấy phần Font trong Game Interface là do ko mở USMWE. Xem lại các bước:Tiện đây ai up dùm mình 1 cái map trắng w3x, có size 128x128 đã add và edit để sử dụng tiếng Việt có dấu dc k? Mình ko thể nào làm dc, mặc dù đã làm đúng 100% như các bài hướng dẫn, nhưng trong phần Interface vẫn k thấy thẻ Font ở đâu để sửa cả, thanks :)
[spoil]các trigger sau có bị Leak không các bạn, xem giùm
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Lock ice
Actions
Set Caster = (Triggering unit)
Set Point[1] = (Position of Caster)
Set Group[1] = (Units within 600.00 of Point[1] matching ((((Matching unit) Not equal to Caster) and (((Matching unit) is dead) Equal to False)) and (((Matching unit) belongs to an enemy of (Owner of Caster)) Equal to True)))
Unit Group - Pick every unit in Group[1] and do (Actions)
Loop - Actions
Unit - Create 1 Ice for (Owner of Caster) at Point[1] facing Default building facing degrees
Set Dummy[1] = (Last created unit)
Unit - Add a 1.50 second Generic expiration timer to Dummy[1]
Unit - Set level of Entangling Roots for Dummy[1] to (Level of Lock ice for Caster)
Unit - Order Dummy[1] to Night Elf Keeper Of The Grove - Entangling Roots (Picked unit)
Custom script: call DestroyGroup (udg_Group[1])
Custom script: call RemoveLocation (udg_Point[1])
Events
Unit - A unit Is attacked
Conditions
(Unit-type of (Attacking unit)) Equal to King Of Ice
Actions
Set Caster = (Attacking unit)
Set Point[2] = (Position of Caster)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Random integer number between 1 and 100) Less than or equal to 20
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Ice Blast for Caster) Equal to 1
Then - Actions
Special Effect - Create a special effect at Point[2] using Nova.mdx
Set SE[1] = (Last created special effect)
Set Group[2] = (Units within 600.00 of Point[2] matching ((((Matching unit) Not equal to Caster) and (((Matching unit) is dead) Equal to False)) and (((Matching unit) belongs to an enemy of (Owner of Caster)) Equal to True)))
Set Real[1] = ((Real((Strength of Caster (Exclude bonuses)))) x 2.25)
Unit Group - Pick every unit in Group[2] and do (Actions)
Loop - Actions
Set Point[3] = (Position of (Picked unit))
Special Effect - Create a special effect at Point[3] using Abilities\Spells\Undead\FrostNova\FrostNovaTarget.mdl
Set SE[2] = (Last created special effect)
Unit - Cause Caster to damage (Picked unit), dealing Real[1] damage of attack type Spells and damage type Cold
Special Effect - Destroy SE[2]
Custom script: call RemoveLocation (udg_Point[3])
Special Effect - Destroy SE[1]
Custom script: call DestroyGroup (udg_Group[2])
Set Real[1] = 0.00
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Ice Blast for Caster) Equal to 2
Then - Actions
Special Effect - Create a special effect at Point[2] using Nova.mdx
Set SE[1] = (Last created special effect)
Set Group[2] = (Units within 600.00 of Point[2] matching ((((Matching unit) Not equal to Caster) and (((Matching unit) is dead) Equal to False)) and (((Matching unit) belongs to an enemy of (Owner of Caster)) Equal to True)))
Set Real[1] = ((Real((Strength of Caster (Exclude bonuses)))) x 2.75)
Unit Group - Pick every unit in Group[2] and do (Actions)
Loop - Actions
Set Point[3] = (Position of (Picked unit))
Special Effect - Create a special effect at Point[3] using Abilities\Spells\Undead\FrostNova\FrostNovaTarget.mdl
Set SE[2] = (Last created special effect)
Unit - Cause Caster to damage (Picked unit), dealing Real[1] damage of attack type Spells and damage type Cold
Special Effect - Destroy SE[2]
Custom script: call RemoveLocation (udg_Point[3])
Special Effect - Destroy SE[1]
Custom script: call DestroyGroup (udg_Group[2])
Set Real[1] = 0.00
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Ice Blast for Caster) Equal to 3
Then - Actions
Special Effect - Create a special effect at Point[2] using Nova.mdx
Set SE[1] = (Last created special effect)
Set Group[2] = (Units within 600.00 of Point[2] matching ((((Matching unit) Not equal to Caster) and (((Matching unit) is dead) Equal to False)) and (((Matching unit) belongs to an enemy of (Owner of Caster)) Equal to True)))
Set Real[1] = ((Real((Strength of Caster (Exclude bonuses)))) x 3.25)
Unit Group - Pick every unit in Group[2] and do (Actions)
Loop - Actions
Set Point[3] = (Position of (Picked unit))
[COLOR="#FF0000"]Special Effect - Create a special effect at Point[3] using Abilities\Spells\Undead\FrostNova\FrostNovaTarget.mdl[/COLOR]
Unit - Cause Caster to damage (Picked unit), dealing Real[1] damage of attack type Spells and damage type Cold
Special Effect - Destroy SE[2]
Custom script: call RemoveLocation (udg_Point[3])
Special Effect - Destroy SE[1]
Custom script: call DestroyGroup (udg_Group[2])
Set Real[1] = 0.00
Else - Actions
Else - Actions
Custom script: call RemoveLocation (udg_Point[2])
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Snow Ball
Actions
Set Caster = (Triggering unit)
[COLOR="#FF0000"]Set Point[4] = (Position of Caster)[/COLOR]
Unit - Pause Caster
Unit - Make Caster Invulnerable
Unit - Turn collision for Caster Off
Unit - Create 1 Footman for (Owner of Caster) at Point[4] facing (Facing of Caster) degrees
Set Dummy[2] = (Last created unit)
Unit - Add a 6.00 second Generic expiration timer to Dummy[2]
Trigger - Turn on SnowBall Move <gen>
Wait 6.00 seconds
Trigger - Turn off SnowBall Move <gen>
[COLOR="#FF0000"]Custom script: call RemoveLocation (udg_Point[4])// Đem lên trước wait[/COLOR]
Unit - Unpause Caster
Unit - Make Caster Vulnerable
Unit - Turn collision for Caster On
[COLOR="#FF0000"]Set Point[4] = (Position of Caster)// Chưa Remove[/COLOR]
Unit - Create 1 Ice for (Owner of Caster) at Point[4] facing (Facing of Caster) degrees
Set Dummy[3] = (Last created unit)
Unit - Add a 3.00 second Generic expiration timer to Dummy[3]
Unit - Order Dummy[3] to Human Mountain King - Thunder Clap
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Snow Ball for Caster) Equal to 1
Then - Actions
Set Group[3] = (Units within 400.00 of Point[4] matching ((((Matching unit) Not equal to Caster) and (((Matching unit) is dead) Equal to False)) and (((Matching unit) belongs to an enemy of (Owner of Caster)) Equal to True)))
Set Real[2] = (((Life of Caster) / 100.00) x 10.00)
Special Effect - Create a special effect at Point[4] using IceNova.mdx
Set SE[3] = (Last created special effect)
Unit Group - Pick every unit in Group[3] and do (Actions)
Loop - Actions
Unit - Cause Caster to damage (Picked unit), dealing Real[2] damage of attack type Spells and damage type Normal
Special Effect - Destroy SE[3]
Set Real[2] = 0.00
Custom script: call DestroyGroup (udg_Group[3])
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Snow Ball for Caster) Equal to 2
Then - Actions
Set Group[3] = (Units within 400.00 of Point[4] matching ((((Matching unit) Not equal to Caster) and (((Matching unit) is dead) Equal to False)) and (((Matching unit) belongs to an enemy of (Owner of Caster)) Equal to True)))
Set Real[2] = (((Life of Caster) / 100.00) x 10.00)
Special Effect - Create a special effect at Point[4] using IceNova.mdx
Set SE[3] = (Last created special effect)
Unit Group - Pick every unit in Group[3] and do (Actions)
Loop - Actions
Unit - Cause Caster to damage (Picked unit), dealing Real[2] damage of attack type Spells and damage type Normal
Special Effect - Destroy SE[3]
Set Real[2] = 0.00
Custom script: call DestroyGroup (udg_Group[3])
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Snow Ball for Caster) Equal to 3
Then - Actions
Set Group[3] = (Units within 400.00 of Point[4] matching ((((Matching unit) Not equal to Caster) and (((Matching unit) is dead) Equal to False)) and (((Matching unit) belongs to an enemy of (Owner of Caster)) Equal to True)))
Set Real[2] = (((Life of Caster) / 100.00) x 10.00)
Special Effect - Create a special effect at Point[4] using IceNova.mdx
Set SE[3] = (Last created special effect)
Unit Group - Pick every unit in Group[3] and do (Actions)
Loop - Actions
Unit - Cause Caster to damage (Picked unit), dealing Real[2] damage of attack type Spells and damage type Normal
Special Effect - Destroy SE[3]
Set Real[2] = 0.00
Custom script: call DestroyGroup (udg_Group[3])
Else - Actions
Events
Time - Every 0.01 seconds of game time
Conditions
Actions
Set Point[4] = (Position of Caster)
Set Point[5] = (Point[4] offset by 6.00 towards (Facing of Caster) degrees)
Unit - Move Caster instantly to Point[5]
Unit - Move Dummy[2] instantly to Point[5]
Custom script: call RemoveLocation (udg_Point[4])
Custom script: call RemoveLocation (udg_Point[5])
Do event + vài thứ khác. Cách này tớ làm work (+vài lỗi có thể)Cho hỏi mình chơi chiêu Acid Bomb lên đầu 1 ku, chờ nó dính buff thì create 1 con quái, nhưng làm mãi hên xui ra @_@" Có phải vì tại model quá bự ko nhỉ ? Mình lấy model Circle Of Power và đã test là có thể đặt ỡ bất kì nơi đâu ...
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to (==) Acid Bomb
Actions
Set Unit[1] = (Casting unit)
Set Unit[2] = (Target unit of ability being cast)
Wait until ((Unit[2] has buff Acid Bomb) Equal to (==) True), checking every 0.25 seconds
Unit - Create 1 Knight for (Owner of Unit[1]) at (Position of Unit[2]) facing Default building facing (270.0) degrees
Unit - Set level of Immolation (Neutral Hostile) for (Last created unit) to (Level of Acid Bomb for Unit[1])
Unit - Add a 10.00 second Generic expiration timer to (Last created unit)