Spell đó thì quá đơn thuần, tưởng băm chém đủ kiểu, cho nó ăn hành bao nhiêu, máu me phọt ra như mưa mà vẫn đứng như thường, tớ thấy spell đó đánh như muỗi đốt inox vậy. Mà tại sao ở phần loading screen nó lại ghi rằng By P@KER thế là sao? Rõ ràng tên map ghi là by Bacer.
Có effect bằng cái spell cinematic Blademaster của mình không nhẻ Hôm bữa định làm cái cinematic Thunder Blade có nhạc mà tự dưng nhảy đâu ra cái event
Sao không ai trả lời giúp em hết vậy chòi: "Mấy anh cho em hỏi là em muốn làm một chiêu y như Vampiric Aura ấy nhưng cho cả melee lẫn range đều có thể hút máu thì làm thế nào ạ. Và khi em dơnload mấy cái spell trên mạng về em cũng không biết đưa vào map bằng cách nào nữa, nếu ai biết vui lòng chỉ hộ"
thì em có bảo spell đó là em làm đâu lấy trên epic war mà . ___________Auto Merge________________ . em lấy ở đây này http://epicwar.com/maps/96410/ vậy mà cũng tin
Sao mấy anh không một ai trả lời câu hỏi của em vậy hic hok lẽ mấy anh thấy câu hỏi của em noob quá nên không bận tâm
chắc thấy spell này quá un-noob nên mọi người ko trả lời thôi thì giúp chú em đầu tiên tạo 1 ability từ cái Enduca aura của Tauren Chieftain (Hut mau aura), 1 ability từ ability Item Steal Life (Hut mau aura (hide)), 1 buff (hut mau aura) Mã: Event A unit Attacked // 1 unit [b]bị tấn công[/b] Condition-<none> Action If (All condition are true) then do (Then action) else do (Else Action) If - Condition ((Attacking unit) has buff Hut mau aura) equal to true // [b]Unit tấn công[/b] có buff Hut mau aura Then - Action Add ability Hut mau aura (hide) to (Attacking unit) // cho [b]unit tấn công[/b] ability Hut mau aura (hide) Set level of ability Hut mau aura (hide) for (Attacking unit) to (Level of ability Hut mau aura for Dreadlord 0001) // đặt level ability Hut mau aura (hide) cho [b]unit tấn công[/b] = level ability Hut mau aura for Dreadlord 0001 :-" Else - Action Remove ability Hut mau aura (hide) to (Attacking unit) // Nếu condition not-true thì vứt ability Hut mau aura của [b]unit tấn công[/b]_______nếu unit đó ko có ability đó => chẳng sao mà có => vứt (đpcm) muốn biết thêm chi tiết hãy gọi điện đến số 1234JQKA hoặc vào đây
skill gọi con hero bay về phải không :) Thế thì làm 2 cái trigger Lưu ý làm base từ 1 spell có buff effect Trig 1 Trig 2 ( đây là spell khi cast thì target sẽ return )
Cám ơn anh sgreen_dragon nhiều lắm nhân tiện anh có cái chiêu nào mà nó giống như chiêu Thiên Địa Vô Cực của Võ Đang mà trong map anh Rex làm không cho em với:):)
cụ thể là anh nào, post nào, cho link hẳn hoi chứ, cả topic to đùng thế này biết đâu với đâu. ngoài ra hỏi thì phải viết thông tin càng chi tiết thì người khác mới giúp được chứ. Nói "Fire Nova" nhưng khi cast lại "nổ sét" ầm ầm thì đỡ sao đc viết thông tin mà không rõ ràng thì ng` khác ko muốn giúp là phải rồi
ai giúp mình skill này với Skill tác dụng thế này:máu giảm theo % thì damage tăng theo % VD mỗi lần cột máu giảm 10% máu thì damage tăng : lv1 tăng 10% lv2 tăng 15% lv3 tăng 20%
Mấy bro cho hỏi cái trigger MUI này chưa remove leak chỗ nào ko mà vào cast liên tục thì leak loạn cả lên :( Mã: Actions For each (Integer A) from 1 to MUI[3], do (Actions) Loop - Actions If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions (BurnOrbCheck[(Integer A)] Equal to False) and (BurnOrbCheckAttack[(Integer A)] Equal to False) Then - Actions Set BurnOrbInteger[(Integer A)] = 1 Else - Actions If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions BurnOrbInteger[(Integer A)] Greater than 0 Then - Actions Set BurnOrbPointCaster[(Integer A)] = (Position of BurnOrbCaster[(Integer A)]) Set BurnOrbPointDummy[(Integer A)] = (Position of BurnOrbDummy[(Integer A)]) Custom script: set bj_wantDestroyGroup = true Unit Group - Pick every unit in (Units within 100.00 of BurnOrbPointDummy[(Integer A)] matching ((((Matching unit) belongs to an enemy of (Owner of BurnOrbCaster[(Integer A)])) Equal to True) and (((((Matching unit) is alive) Equal to True) and ((Level of Spell Immunity (Neutral Hostile) fo and do (Actions) Loop - Actions Unit - Cause BurnOrbCaster[(Integer A)] to damage (Picked unit), dealing (((Real((Level of Burning Orb for BurnOrbCaster[(Integer A)]))) x 25.00) + 25.00) damage of attack type Spells and damage type Normal Unit - Order BurnOrbDummy[(Integer A)] to Night Elf Druid Of The Talon - Faerie Fire (Picked unit) Unit - Order BurnOrbDummy[(Integer A)] to Undead Necromancer - Cripple (Picked unit) Unit Group - Add (Picked unit) to BurnOrbGroup[(Integer A)] Special Effect - Create a special effect attached to the head of (Picked unit) using Abilities\Spells\Human\Feedback\SpellBreakerAttack.mdl Special Effect - Destroy (Last created special effect) Special Effect - Create a special effect attached to the hand left of (Picked unit) using Abilities\Spells\Human\Feedback\SpellBreakerAttack.mdl Special Effect - Destroy (Last created special effect) Special Effect - Create a special effect attached to the hand right of (Picked unit) using Abilities\Spells\Human\Feedback\SpellBreakerAttack.mdl Special Effect - Destroy (Last created special effect) Special Effect - Create a special effect attached to the chest of (Picked unit) using Abilities\Spells\Human\Feedback\SpellBreakerAttack.mdl Special Effect - Destroy (Last created special effect) Special Effect - Create a special effect attached to the origin of (Picked unit) using Abilities\Spells\Human\Feedback\SpellBreakerAttack.mdl Special Effect - Destroy (Last created special effect) Special Effect - Create a special effect attached to the foot right of (Picked unit) using Abilities\Spells\Human\Feedback\SpellBreakerAttack.mdl Special Effect - Destroy (Last created special effect) Special Effect - Create a special effect attached to the foot left of (Picked unit) using Abilities\Spells\Human\Feedback\SpellBreakerAttack.mdl Special Effect - Destroy (Last created special effect) Custom script: set bj_wantDestroyGroup = true Unit Group - Pick every unit in (Units in (Playable map area) matching ((((Matching unit) belongs to an enemy of (Owner of BurnOrbCaster[(Integer A)])) Equal to True) and ((((Matching unit) has buff Burn) Equal to True) and (((Matching unit) is in BurnOrbGroup[(Integer A)]) Equal to True))) and do (Actions) Loop - Actions Unit - Cause BurnOrbCaster[(Integer A)] to damage (Picked unit), dealing 0.60 damage of attack type Spells and damage type Normal If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions BurnOrbInteger[(Integer A)] Greater than 5 Then - Actions Set BurnOrbPoint[(Integer A)] = (BurnOrbPointCaster[(Integer A)] offset by 140.00 towards ((Angle from BurnOrbPointCaster[(Integer A)] to BurnOrbPointDummy[(Integer A)]) - 5.00) degrees) Unit - Move BurnOrbDummy[(Integer A)] instantly to BurnOrbPoint[(Integer A)], facing ((Angle from BurnOrbPointCaster[(Integer A)] to BurnOrbPointDummy[(Integer A)]) - 90.00) degrees Custom script: call RemoveLocation(udg_BurnOrbPoint[bj_forLoopAIndex]) Set BurnOrbInteger[(Integer A)] = (BurnOrbInteger[(Integer A)] - 1) Else - Actions If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions BurnOrbInteger[(Integer A)] Greater than 4 Then - Actions Set BurnOrbTarget[(Integer A)] = (Random unit from (Units within 800.00 of BurnOrbPointCaster[(Integer A)] matching ((((Matching unit) belongs to an enemy of (Owner of BurnOrbCaster[(Integer A)])) Equal to True) and (((Matching unit) is alive) Equal to True)))) Set BurnOrbPointTarget[(Integer A)] = (Position of BurnOrbTarget[(Integer A)]) If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions BurnOrbTarget[(Integer A)] Equal to No unit Then - Actions Set BurnOrbPoint[(Integer A)] = (BurnOrbPointCaster[(Integer A)] offset by 140.00 towards ((Angle from BurnOrbPointCaster[(Integer A)] to BurnOrbPointDummy[(Integer A)]) - 5.00) degrees) Unit - Move BurnOrbDummy[(Integer A)] instantly to BurnOrbPoint[(Integer A)], facing ((Angle from BurnOrbPointCaster[(Integer A)] to BurnOrbPointDummy[(Integer A)]) - 90.00) degrees Custom script: call RemoveLocation(udg_BurnOrbPoint[bj_forLoopAIndex]) Set BurnOrbInteger[(Integer A)] = 5 Else - Actions Set BurnOrbInteger[(Integer A)] = 4 Else - Actions If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions BurnOrbInteger[(Integer A)] Greater than 3 Then - Actions Set BurnOrbPoint[(Integer A)] = (BurnOrbPointCaster[(Integer A)] offset by 140.00 towards ((Angle from BurnOrbPointCaster[(Integer A)] to BurnOrbPointDummy[(Integer A)]) - 5.00) degrees) Unit - Move BurnOrbDummy[(Integer A)] instantly to BurnOrbPoint[(Integer A)], facing ((Angle from BurnOrbPointCaster[(Integer A)] to BurnOrbPointDummy[(Integer A)]) - 90.00) degrees Custom script: call RemoveLocation(udg_BurnOrbPoint[bj_forLoopAIndex]) Set BurnOrbUnit[(Integer A)] = (Random unit from (Units within (Distance between BurnOrbPointCaster[(Integer A)] and BurnOrbPointTarget[(Integer A)]) of BurnOrbPointCaster[(Integer A)] matching ((((Matching unit) belongs to an enemy of (Owner of BurnOrbCaster[(Integer A)])) Equal to True) If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions BurnOrbUnit[(Integer A)] Equal to No unit Then - Actions Set BurnOrbInteger[(Integer A)] = (BurnOrbInteger[(Integer A)] - 1) Set BurnOrbCheckAttack[(Integer A)] = True Else - Actions Set BurnOrbPointTarget2[(Integer A)] = (Position of BurnOrbUnit[(Integer A)]) Set BurnOrbPointTarget[(Integer A)] = (Position of BurnOrbTarget[(Integer A)]) If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions (Integer((Distance between BurnOrbPointCaster[(Integer A)] and BurnOrbPointTarget[(Integer A)]))) Greater than (Integer((Distance between BurnOrbPointCaster[(Integer A)] and BurnOrbPointTarget2[(Integer A)]))) Then - Actions Set BurnOrbTarget[(Integer A)] = BurnOrbUnit[(Integer A)] Else - Actions Set BurnOrbInteger[(Integer A)] = (BurnOrbInteger[(Integer A)] - 1) Set BurnOrbCheckAttack[(Integer A)] = True Custom script: call RemoveLocation(udg_BurnOrbPointTarget2[bj_forLoopAIndex]) Custom script: call RemoveLocation(udg_BurnOrbPointTarget[bj_forLoopAIndex]) Else - Actions If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions BurnOrbInteger[(Integer A)] Greater than 2 Then - Actions Set BurnOrbPointTarget[(Integer A)] = (Position of BurnOrbTarget[(Integer A)]) Set BurnOrbPoint[(Integer A)] = (BurnOrbPointDummy[(Integer A)] offset by 10.00 towards (Angle from BurnOrbPointDummy[(Integer A)] to BurnOrbPointTarget[(Integer A)]) degrees) Unit - Move BurnOrbDummy[(Integer A)] instantly to BurnOrbPoint[(Integer A)], facing (Angle from BurnOrbPointDummy[(Integer A)] to BurnOrbPointTarget[(Integer A)]) degrees Special Effect - Create a special effect at BurnOrbPointDummy[(Integer A)] using Abilities\Spells\Human\Feedback\SpellBreakerAttack.mdl Special Effect - Destroy (Last created special effect) If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions (Integer((Distance between BurnOrbPointDummy[(Integer A)] and BurnOrbPointTarget[(Integer A)]))) Less than or equal to 11 Then - Actions If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions (Unit-type of BurnOrbCaster[(Integer A)]) Equal to Lava Spirit Then - Actions Unit - Cause BurnOrbCaster[(Integer A)] to damage BurnOrbTarget[(Integer A)], dealing ((Real((Level of Burning Orb for BurnOrbCaster[(Integer A)]))) x 100.00) damage of attack type Spells and damage type Normal Else - Actions Unit - Cause BurnOrbCaster[(Integer A)] to damage BurnOrbTarget[(Integer A)], dealing ((Real((Level of Burning Orb for BurnOrbCaster[(Integer A)]))) x 100.00) damage of attack type Spells and damage type Normal Special Effect - Create a special effect at BurnOrbPointTarget[(Integer A)] using Abilities\Spells\Other\Doom\DoomDeath.mdl Special Effect - Destroy (Last created special effect) If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions (Integer((Percentage life of BurnOrbCaster[(Integer A)]))) Greater than (Integer((Percentage life of BurnOrbTarget[(Integer A)]))) Then - Actions Unit - Cause BurnOrbCaster[(Integer A)] to damage BurnOrbTarget[(Integer A)], dealing (((Percentage life of BurnOrbCaster[(Integer A)]) - (Percentage life of BurnOrbTarget[(Integer A)])) x ((((Real((Level of Burning Orb for BurnOrbCaster[(Integer A)]))) x 2.00) / 4.00) + 0.50)) damage of attack type Spells and damage type Normal Else - Actions Set BurnOrbInteger[(Integer A)] = (BurnOrbInteger[(Integer A)] - 1) Else - Actions Custom script: call RemoveLocation(udg_BurnOrbPointTarget[bj_forLoopAIndex]) Custom script: call RemoveLocation(udg_BurnOrbPoint[bj_forLoopAIndex]) Else - Actions If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions BurnOrbInteger[(Integer A)] Greater than 1 Then - Actions Set BurnOrbPoint[(Integer A)] = (BurnOrbPointDummy[(Integer A)] offset by 10.00 towards (Angle from BurnOrbPointDummy[(Integer A)] to BurnOrbPointCaster[(Integer A)]) degrees) Unit - Move BurnOrbDummy[(Integer A)] instantly to BurnOrbPoint[(Integer A)], facing (Angle from BurnOrbPointDummy[(Integer A)] to BurnOrbPointCaster[(Integer A)]) degrees If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions (Integer((Distance between BurnOrbPointDummy[(Integer A)] and BurnOrbPointCaster[(Integer A)]))) Less than or equal to 145 Then - Actions Set BurnOrbInteger[(Integer A)] = (BurnOrbInteger[(Integer A)] - 1) Set BurnOrbCheckAttack[(Integer A)] = False Else - Actions Custom script: call RemoveLocation(udg_BurnOrbPoint[bj_forLoopAIndex]) Else - Actions If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions BurnOrbInteger[(Integer A)] Greater than 0 Then - Actions If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions BurnOrbCheck[(Integer A)] Equal to True Then - Actions Set BurnOrbInteger[(Integer A)] = 180 Else - Actions Unit - Remove BurnOrbDummy[(Integer A)] from the game Unit - Create 1 Effect for Neutral Passive at BurnOrbPointDummy[(Integer A)] facing Default building facing degrees Unit - Add a 1.00 second Generic expiration timer to (Last created unit) Custom script: call RemoveLocation(udg_BurnOrbPointCaster[bj_forLoopAIndex]) Custom script: call RemoveLocation(udg_BurnOrbPointDummy[bj_forLoopAIndex]) Custom script: call DestroyGroup(udg_BurnOrbGroup[bj_forLoopAIndex]) Set BurnOrbInteger[(Integer A)] = (BurnOrbInteger[(Integer A)] - 1) Else - Actions Custom script: call RemoveLocation(udg_BurnOrbPointCaster[bj_forLoopAIndex]) Custom script: call RemoveLocation(udg_BurnOrbPointDummy[bj_forLoopAIndex]) Else - Actions