ec. Bac andy nguy hjem that. Lam = niem tjn ha?
mệt quá! Cái ấy là effect, ko có cũng ko sao. Chủ yếu là chạy từ xa lại, stun target và đẩy lùi unit xung quanh
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ec. Bac andy nguy hjem that. Lam = niem tjn ha?
Skil 1 barathrum lam no nhu tang hinh. Ai giup caj.
làm cho nó 1 skill invi mà thấy đc khi cast skill
mệt quá! Cái ấy là effect, ko có cũng ko sao. Chủ yếu là chạy từ xa lại, stun target và đẩy lùi unit xung quanh
quote lại lần nữa:
cho mình hỏi cách làm 1 unit thành của chung giống mấy shop bán đô trong dota (nghĩa là unit nào nhấn vào cũng có v1 viền xanh lá dướ chân cái shop)
SetControllableShop
Events
Map initialization
Conditions
Actions
For each (Integer A) from 1 to 12, do (Actions)
Loop - Actions
Player - Make Neutral Victim treat [U](Player((Integer A)))[/U] as an Ally with shared vision and shared units
Player - Make [U](Player((Integer A)))[/U] treat Neutral Victim as an Ally
-------- ---- --------
Unit - Change ownership of <shop> to Neutral Victim and Retain color

Untitled Trigger 1
Events
Map initialization
Conditions
Actions
For each (Integer A) from 1 to 3, do (Actions)
Loop - Actions
Player - Make Neutral Victim treat (Player((Integer A))) as an Ally with shared vision and shared units
Player - Make (Player((Integer A))) treat Neutral Victim as an Ally
Unit - Change ownership of Marketplace 0024 <gen> to Neutral Victim and Retain color
Unit - Change ownership of Tavern 0009 <gen> to Neutral Victim and Retain color
Unit - Change ownership of Mercenary Camp (Lordaeron Summer) 0008 <gen> to Neutral Victim and Retain color
Unit - Change ownership of Fountain of Power 0004 <gen> to Neutral Victim and Retain color
Unit - Change ownership of Goblin Merchant 0005 <gen> to Neutral Victim and Retain color
Unit - Change ownership of Goblin Laboratory 0006 <gen> to Neutral Victim and Retain color
Unit - Change ownership of Red Dragon Roost 0007 <gen> to Neutral Victim and Retain color
Untitled Trigger 2
Events
Map initialization
Conditions
Actions
For each (Integer A) from 4 to 6, do (Actions)
Loop - Actions
Player - Make Neutral Victim treat (Player((Integer A))) as an Ally with shared vision and shared units
Player - Make (Player((Integer A))) treat Neutral Victim as an Ally
Unit - Change ownership of Marketplace 0040 <gen> to Neutral Victim and Retain color
Unit - Change ownership of Tavern 0039 <gen> to Neutral Victim and Retain color
Unit - Change ownership of Mercenary Camp (Lordaeron Summer) 0038 <gen> to Neutral Victim and Retain color
Unit - Change ownership of Fountain of Power 0037 <gen> to Neutral Victim and Retain color
Unit - Change ownership of Goblin Merchant 0041 <gen> to Neutral Victim and Retain color
Unit - Change ownership of Goblin Laboratory 0042 <gen> to Neutral Victim and Retain color
Unit - Change ownership of Red Dragon Roost 0043 <gen> to Neutral Victim and Retain color
Untitled Trigger 3
Events
Map initialization
Conditions
Actions
For each (Integer A) from 7 to 9, do (Actions)
Loop - Actions
Player - Make Neutral Victim treat (Player((Integer A))) as an Ally with shared vision and shared units
Player - Make (Player((Integer A))) treat Neutral Victim as an Ally
Unit - Change ownership of Marketplace 0063 <gen> to Neutral Victim and Retain color
Unit - Change ownership of Tavern 0062 <gen> to Neutral Victim and Retain color
Unit - Change ownership of Mercenary Camp (Lordaeron Summer) 0061 <gen> to Neutral Victim and Retain color
Unit - Change ownership of Fountain of Power 0057 <gen> to Neutral Victim and Retain color
Unit - Change ownership of Goblin Merchant 0058 <gen> to Neutral Victim and Retain color
Unit - Change ownership of Goblin Laboratory 0059 <gen> to Neutral Victim and Retain color
Unit - Change ownership of Red Dragon Roost 0060 <gen> to Neutral Victim and Retain color
Untitled Trigger 4
Events
Map initialization
Conditions
Actions
For each (Integer A) from 10 to 12, do (Actions)
Loop - Actions
Player - Make Neutral Victim treat (Player((Integer A))) as an Ally with shared vision and shared units
Player - Make (Player((Integer A))) treat Neutral Victim as an Ally
Unit - Change ownership of Marketplace 0056 <gen> to Neutral Victim and Retain color
Unit - Change ownership of Tavern 0055 <gen> to Neutral Victim and Retain color
Unit - Change ownership of Mercenary Camp (Lordaeron Summer) 0054 <gen> to Neutral Victim and Retain color
Unit - Change ownership of Fountain of Power 0050 <gen> to Neutral Victim and Retain color
Unit - Change ownership of Goblin Merchant 0051 <gen> to Neutral Victim and Retain color
Unit - Change ownership of Goblin Laboratory 0052 <gen> to Neutral Victim and Retain color
Unit - Change ownership of Red Dragon Roost 0053 <gen> to Neutral Victim and Retain color
cho hỏi muốn giết Creep lên Level nhanh thì vô dòng Creep nào để chỉnh ạ

cho hỏi muốn giết Creep lên Level nhanh thì vô dòng Creep nào để chỉnh ạ
anh Tom coi lại dùm em cái trigger này. map em có 4 team, mỗi team 3 player và 4 khu shop phân bố ở 4 team. em định cho khu shop này chỉ là của team này ko thì sao? cái trigger của anh nó còn thấy sight nữa mới ghê chứ
Mã:Untitled Trigger 1 Events Map initialization Conditions Actions For each (Integer A) from 1 to 3, do (Actions) Loop - Actions Player - Make Neutral Victim treat (Player((Integer A))) as an Ally with shared vision and shared units Player - Make (Player((Integer A))) treat Neutral Victim as an Ally Unit - Change ownership of Marketplace 0024 <gen> to Neutral Victim and Retain color Unit - Change ownership of Tavern 0009 <gen> to Neutral Victim and Retain color Unit - Change ownership of Mercenary Camp (Lordaeron Summer) 0008 <gen> to Neutral Victim and Retain color Unit - Change ownership of Fountain of Power 0004 <gen> to Neutral Victim and Retain color Unit - Change ownership of Goblin Merchant 0005 <gen> to Neutral Victim and Retain color Unit - Change ownership of Goblin Laboratory 0006 <gen> to Neutral Victim and Retain color Unit - Change ownership of Red Dragon Roost 0007 <gen> to Neutral Victim and Retain color Untitled Trigger 2 Events Map initialization Conditions Actions For each (Integer A) from 4 to 6, do (Actions) Loop - Actions Player - Make Neutral Victim treat (Player((Integer A))) as an Ally with shared vision and shared units Player - Make (Player((Integer A))) treat Neutral Victim as an Ally Unit - Change ownership of Marketplace 0040 <gen> to Neutral Victim and Retain color Unit - Change ownership of Tavern 0039 <gen> to Neutral Victim and Retain color Unit - Change ownership of Mercenary Camp (Lordaeron Summer) 0038 <gen> to Neutral Victim and Retain color Unit - Change ownership of Fountain of Power 0037 <gen> to Neutral Victim and Retain color Unit - Change ownership of Goblin Merchant 0041 <gen> to Neutral Victim and Retain color Unit - Change ownership of Goblin Laboratory 0042 <gen> to Neutral Victim and Retain color Unit - Change ownership of Red Dragon Roost 0043 <gen> to Neutral Victim and Retain color Untitled Trigger 3 Events Map initialization Conditions Actions For each (Integer A) from 7 to 9, do (Actions) Loop - Actions Player - Make Neutral Victim treat (Player((Integer A))) as an Ally with shared vision and shared units Player - Make (Player((Integer A))) treat Neutral Victim as an Ally Unit - Change ownership of Marketplace 0063 <gen> to Neutral Victim and Retain color Unit - Change ownership of Tavern 0062 <gen> to Neutral Victim and Retain color Unit - Change ownership of Mercenary Camp (Lordaeron Summer) 0061 <gen> to Neutral Victim and Retain color Unit - Change ownership of Fountain of Power 0057 <gen> to Neutral Victim and Retain color Unit - Change ownership of Goblin Merchant 0058 <gen> to Neutral Victim and Retain color Unit - Change ownership of Goblin Laboratory 0059 <gen> to Neutral Victim and Retain color Unit - Change ownership of Red Dragon Roost 0060 <gen> to Neutral Victim and Retain color Untitled Trigger 4 Events Map initialization Conditions Actions For each (Integer A) from 10 to 12, do (Actions) Loop - Actions Player - Make Neutral Victim treat (Player((Integer A))) as an Ally with shared vision and shared units Player - Make (Player((Integer A))) treat Neutral Victim as an Ally Unit - Change ownership of Marketplace 0056 <gen> to Neutral Victim and Retain color Unit - Change ownership of Tavern 0055 <gen> to Neutral Victim and Retain color Unit - Change ownership of Mercenary Camp (Lordaeron Summer) 0054 <gen> to Neutral Victim and Retain color Unit - Change ownership of Fountain of Power 0050 <gen> to Neutral Victim and Retain color Unit - Change ownership of Goblin Merchant 0051 <gen> to Neutral Victim and Retain color Unit - Change ownership of Goblin Laboratory 0052 <gen> to Neutral Victim and Retain color Unit - Change ownership of Red Dragon Roost 0053 <gen> to Neutral Victim and Retain color
---------- Post added at 10:01 ---------- Previous post was at 09:59 ----------
chỉnh ở mục Stats - Level thành 99
chỉnh trong object shop chỉ bán cho đồng đội là được. cần dek j làm vậy![]()
Hỏi lại nè: nếu set unit, unit group, point = null thì có giải phóng bộ nhớ ko? Ông Tom nhanh trả lời cái.......
Hỏi lại nè: nếu set unit, unit group, point = null thì có giải phóng bộ nhớ ko? Ông Tom nhanh trả lời cái.......
Dark Conversion
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Dark Conversion
Actions
Unit - Create 1 Dummy for (Owner of (Triggering unit)) at (Position of (Triggering unit)) facing Default building facing degrees
Unit - Set level of Dummy DC for (Last created unit) to (Level of Dark Conversion for (Triggering unit))
Set Temp_group1 = (Units within 220.00 of (Position of (Triggering unit)) matching ((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an enemy of (Owner of (Triggering unit))) Equal to True)))
Unit Group - Pick every unit in Temp_group1 and do (Actions)
Loop - Actions
Unit - Order (Last created unit) to Night Elf Warden - Shadow Strike (Picked unit)
Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
có 1 action:
custom script: setlife (udg_tempunit, 50)
thì cái system sẽ hoạt động và biến máu của tempunit thành 50%
cho mình hỏi trigger này bị sao mà dummy chi cast vào 1 target thôi vậy?
Mã:Dark Conversion Events Unit - A unit Starts the effect of an ability Conditions (Ability being cast) Equal to Dark Conversion Actions Unit - Create 1 Dummy for (Owner of (Triggering unit)) at (Position of (Triggering unit)) facing Default building facing degrees Unit - Set level of Dummy DC for (Last created unit) to (Level of Dark Conversion for (Triggering unit)) Set Temp_group1 = (Units within 220.00 of (Position of (Triggering unit)) matching ((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an enemy of (Owner of (Triggering unit))) Equal to True))) Unit Group - Pick every unit in Temp_group1 and do (Actions) Loop - Actions Unit - Order (Last created unit) to Night Elf Warden - Shadow Strike (Picked unit) Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
ai đó viết dùm em 1 system đơn giản như thế này với ạ :(
Sửa thành thế này nhécho mình hỏi trigger này bị sao mà dummy chi cast vào 1 target thôi vậy?
Dark Conversion
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Dark Conversion
Actions
Set Temp_group1 = (Units within 220.00 of (Position of (Triggering unit)) matching ((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an enemy of (Owner of (Triggering unit))) Equal to True)))
Unit Group - Pick every unit in Temp_group1 and do (Actions)
Loop - Actions
[B]Variable - set temp_loc = (position of (picked unit)[/B]
Unit - Create 1 Dummy for (Owner of (Triggering unit)) at ([B]temp_loc[/B]) facing Default building facing degrees
Unit - Set level of Dummy DC for (Last created unit) to (Level of Dark Conversion for (Triggering unit))
Unit - Order (Last created unit) to Night Elf Warden - Shadow Strike (Picked unit)
Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
[B]custom script: call RemoveLocation (udg_temp_loc)[/B]
[B]Customscript: call DestroyGroup (udg_Temp_group1)[/B]
tại vì em muốn có 1 system đơn giản bằng Jass, em bắt đầu học từ những cái đơn giản nhấtcái đó sao phải system?
có lệnh: Unit - Set Life (To Percentage) đó?
anh làm giúp em cái system đó với
cách dễ nhất là dùng Trigger: Hero - Set Experience Rate.
tốn công hơn chút: Hero XP - Creeps (điểm kinh nghiệm cho hero, creep)
Unit - Change Owner được đặt ở ngoài Loop
shop như trên là share cho tất cả các player
nếu không muốn nhìn thấy shop thì vào Object Editor, chỉnh Sight Radius của shop thành 0 hết là ok
chỉnh cái nào vậy? chỉ tôi phát?
với biến global (tạo ở Ctrl + B) thì không cần phải null (vì về sau thể nào chả dùng)
với biến local (local unit u chẳng hạn) thì phải null.
và group, point thì phải Destroy/Remove rồi mới null (xem thêm)
không thể được! riêng cái Aura theo tôi nghĩ muốn hút máu cả building thì tạo một system riêng bên trigger thôi, mà cái đó thì khá phức tạpCho e hỏi cách tạo 1 shop mà chỉ những player nào cùng team mới dc mua????????
e cho item vào phần "Item Sold" rồi nhưng cả 2 team đều mua dc. Cho item vào phần "Item made" nhưng ng cùng team lại không mua dc. Vậy phải làm sao đây các a?
Cho e hỏi cách để cái Aura của con Vampire có thể đánh nhà mà cũng dc hồi máu nữa nha![]()
vào object editor, nghiên cứu cái Orb of Slow hoặc Orb of Lighting-Làm cách nào để làm được 1 skill như vầy: Cứ mỗi cú đánh sẽ có khả năng giật sét/slow/......
dùng trigger: khi unit sử dụng abi, thì unit - set life of triggering unit to (life of triggering unit - 100)-Khi dùng 1 skill (VD là skill Storm Bolt của Mountain King đi) sẽ bị mất 100 máu
ec. Bac andy nguy hjem that. Lam = niem tjn ha?
dùng lệnh trigger shared unit vơi đồng đội khi click vào, chuyển thành enemy với địch khi click vào .