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View Full Version : DotA Spell Pack [GUI] [Update! 3 Skill]



nitinai12
06-09-2010, 08:49 PM
#####DotA GUI Spell Pack ######

สำหรับผู้ที่ต้องการทำ Skill ใน DotA เเต่ไม่รู้จะหาวิธีทำเเบบไหนผมเลยทำเเมพนี้ขึ้นมา
โดยเเมพนี้ผมได้ทำสกิลบางส่วนลงไปบ้างเเล้ว เเละจะทำเพิ่มเมื่อมีเวลาครับ...

Map Download
- http://www.epicwar.com/maps/150150/


สกิลที่มีตอนนี้
- Meat Hook
- Rot
- Dismember
- Storm Bolt
- Burrow Strike
- Epicenter
- Ravage
- Fissure
- Enchant Totem
- After Shock

สกิลมาใหม่
- LifeBreak
- Torrent
- Shadow Raze

nitinai12
06-09-2010, 09:13 PM
Ravage

Events
Unit - A unit Finishes casting an ability
Conditions
(Ability being cast) Equal to Ravage
Actions
For each (Integer A) from 1 to 20, do (Actions)
Loop - Actions
Unit - Create 1 Dummy for (Owner of (Casting unit)) at (Position of (Casting unit)) facing ((Real((Integer A))) x 18.00) degrees
Unit - Add Ravage (Dummy) to (Last created unit)
Unit - Set level of Ravage (Dummy) for (Last created unit) to (Level of Ravage for (Casting unit))
Unit - Order (Last created unit) to Undead Crypt Lord - Impale ((Position of (Last created unit)) offset by 400.00 towards (Facing of (Last created unit)) degrees)
Unit - Add a 1.00 second Generic expiration timer to (Last created unit)


Burrow Strike

Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Burrow Strike
Actions
Animation - Play (Casting unit)'s morph alternate animation
Set Burrow_Point[1] = (Position of (Casting unit))
Set Burrow_Point[2] = (Target point of ability being cast)
Unit - Create 1 Dummy for (Owner of (Casting unit)) at Burrow_Point[1] facing Burrow_Point[2]
Unit - Add Burrow Strike (Dummy) to (Last created unit)
Unit - Set level of Burrow Strike (Dummy) for (Last created unit) to (Level of Burrow Strike for (Casting unit))
Unit - Order (Last created unit) to Undead Crypt Lord - Impale Burrow_Point[2]
Unit - Add a 1.00 second Generic expiration timer to (Last created unit)



Epicenter

Epicenter
Events
Unit - A unit Finishes casting an ability
Conditions
(Ability being cast) Equal to Epicenter
Actions
Set Epicenter_Unit = (Casting unit)
Set Epicenter_Count[1] = 0
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Epicenter for Epicenter_Unit) Equal to 1
Then - Actions
Set Epicenter_Count[2] = 6
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Epicenter for Epicenter_Unit) Equal to 2
Then - Actions
Set Epicenter_Count[2] = 8
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Epicenter for Epicenter_Unit) Equal to 3
Then - Actions
Set Epicenter_Count[2] = 10
Else - Actions
Trigger - Turn on Epicenter Loop <gen>


Epicenter Loop
Events
Time - Every 0.50 seconds of game time
Conditions
Actions
For each (Integer A) from 1 to 10, do (Actions)
Loop - Actions
Special Effect - Create a special effect at ((Position of Epicenter_Unit) offset by (((Real(Epicenter_Count[1])) x 50.00) + 225.00) towards ((Real((Integer A))) x 36.00) degrees) using Objects\Spawnmodels\Undead\ImpaleTargetDust\ImpaleTargetDust.mdl
Special Effect - Destroy (Last created special effect)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Epicenter_Count[2] Equal to 0
Then - Actions
Set Epicenter_Count[1] = 0
Set Epicenter_Count[2] = 0
Set Epicenter_Unit = No unit
Trigger - Turn off (This trigger)
Else - Actions
Set Epicenter_Count[1] = (Epicenter_Count[1] + 1)
Unit - Create 1 Dummy for (Owner of Epicenter_Unit) at (Position of Epicenter_Unit) facing Default building facing degrees
Unit - Add Epicenter (Dummy) to (Last created unit)
Unit - Set level of Epicenter (Dummy) for (Last created unit) to Epicenter_Count[1]
Unit - Order (Last created unit) to Human Mountain King - Thunder Clap
Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
Set Epicenter_Count[2] = (Epicenter_Count[2] - 1)



Storm Bolt

Storm Bolt Effect
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Storm Bolt
Actions
Special Effect - Create a special effect attached to the weapon of (Casting unit) using Abilities\Weapons\Bolt\BoltImpact.mdl
Special Effect - Destroy (Last created special effect)
Special Effect - Create a special effect attached to the weapon of (Casting unit) using Abilities\Weapons\FarseerMissile\FarseerMissile.mdl
Special Effect - Destroy (Last created special effect)


Storm Bolt
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Storm Bolt
Actions
Set Storm_Bolt_Level = (Level of Storm Bolt for (Casting unit))
Unit - Create 1 Storm Bolt for (Owner of (Casting unit)) at (Position of (Casting unit)) facing (Position of (Target unit of ability being cast))
Set Storm_Bolt[1] = (Last created unit)
Set Storm_Bolt[2] = (Target unit of ability being cast)
Trigger - Turn on Storm Bolt Loop <gen>


Storm Bolt Loop
Events
Time - Every 0.03 seconds of game time
Conditions
Actions
Unit - Move Storm_Bolt[1] instantly to ((Position of Storm_Bolt[1]) offset by 45.00 towards (Angle from (Position of Storm_Bolt[1]) to (Position of Storm_Bolt[2])) degrees), facing (Position of Storm_Bolt[2])
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Distance between (Position of Storm_Bolt[1]) and (Position of Storm_Bolt[2])) Less than or equal to 100.00
Then - Actions
Unit Group - Pick every unit in (Units within 275.00 of (Position of Storm_Bolt[2])) and do (Actions)
Loop - Actions
Special Effect - Create a special effect attached to the chest of (Picked unit) using Abilities\Spells\Human\StormBolt\StormBoltMissile.mdl
Special Effect - Destroy (Last created special effect)
Unit - Create 1 Dummy for (Owner of Storm_Bolt[1]) at (Position of Storm_Bolt[2]) facing Default building facing degrees
Unit - Add Storm Bolt (Dummy) to (Last created unit)
Unit - Set level of Storm Bolt (Dummy) for (Last created unit) to Storm_Bolt_Level
Unit - Order (Last created unit) to Human Mountain King - Storm Bolt (Picked unit)
Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
Unit - Kill Storm_Bolt[1]
Set Storm_Bolt[1] = No unit
Set Storm_Bolt[2] = No unit
Trigger - Turn off (This trigger)
Else - Actions


Fissure

Fissure
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Fissure
Actions
Countdown Timer - Start Fissure_Timer as a One-shot timer that will expire in 8.00 seconds
Unit Group - Remove all units from Fissure_Group
Set Fissure_Count = 0
Set Fissure_Level = (Level of Fissure for (Casting unit))
Set Fissure_Unit[0] = (Casting unit)
Set Fissure_Point[1] = (Position of (Casting unit))
Set Fissure_Point[2] = ((Position of (Casting unit)) offset by 1600.00 towards (Angle from (Position of (Casting unit)) to (Target point of ability being cast)) degrees)
For each (Integer A) from 1 to 16, do (Actions)
Loop - Actions
Set Fissure_Count = (Fissure_Count + 1)
Unit - Create 1 Dummy for (Owner of Fissure_Unit[0]) at (Fissure_Point[1] offset by ((Real((Integer A))) x 100.00) towards (Angle from Fissure_Point[1] to Fissure_Point[2]) degrees) facing Default building facing degrees
Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
Set Fissure_Unit[Fissure_Count] = (Last created unit)
Destructible - Create a Fissure Wall at (Position of Fissure_Unit[Fissure_Count]) facing 0.00 with scale 0.80 and variation 1
Set Fissure_Doodad[(Integer A)] = (Last created destructible)
Special Effect - Create a special effect at (Position of Fissure_Unit[Fissure_Count]) using Abilities\Spells\Other\Volcano\VolcanoDeath.mdl
Special Effect - Destroy (Last created special effect)
Unit Group - Pick every unit in (Units within 225.00 of (Position of Fissure_Unit[Fissure_Count]) matching ((((Matching unit) belongs to an enemy of (Owner of Fissure_Unit[Fissure_Count])) Equal to True) and (((Matching unit) Not equal to Fissure_Unit[Fissure_Count]) and ((((Matching unit) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked unit) is in Fissure_Group) Equal to False
Then - Actions
Unit Group - Add (Picked unit) to Fissure_Group
Unit - Create 1 Dummy for (Owner of Fissure_Unit[Fissure_Count]) at (Position of Fissure_Unit[Fissure_Count]) facing Default building facing degrees
Unit - Add Fissure (Dummy) to (Last created unit)
Unit - Set level of Fissure (Dummy) for (Last created unit) to Fissure_Level
Unit - Order (Last created unit) to Human Mountain King - Storm Bolt (Picked unit)
Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
Else - Actions
Set Fissure_Unit[Fissure_Count] = No unit
Unit Group - Remove all units from Fissure_Group
Set Fissure_Unit[0] = No unit


Fissure Doodad Remove
Events
Time - Fissure_Timer expires
Conditions
Actions
For each (Integer A) from 1 to 16, do (Actions)
Loop - Actions
Destructible - Remove Fissure_Doodad[(Integer A)]
Set Fissure_Doodad[(Integer A)] = No destructible



Aftershock

Aftershock
Events
Unit - A unit Starts the effect of an ability
Conditions
(Unit-type of (Casting unit)) Equal to Earthshaker
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Aftershock for (Casting unit)) Greater than or equal to 1
Then - Actions
For each (Integer A) from 1 to 10, do (Actions)
Loop - Actions
Special Effect - Create a special effect at ((Position of (Casting unit)) offset by 225.00 towards ((Real((Integer A))) x 36.00) degrees) using Objects\Spawnmodels\Undead\ImpaleTargetDust\ImpaleTargetDust.mdl
Special Effect - Destroy (Last created special effect)
Unit - Create 1 Dummy for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
Unit - Add After shock (Dummy) to (Last created unit)
Unit - Set level of After shock (Dummy) for (Last created unit) to (Level of Aftershock for (Casting unit))
Unit - Order (Last created unit) to Orc Tauren Chieftain - War Stomp
Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
Else - Actions



Enchant Totem

Enchant Totem
Events
Unit - A unit Is attacked
Conditions
((Attacking unit) has buff Enchant Totem ) Equal to True
Actions
Wait 0.50 seconds
Unit - Remove Enchant Totem buff from (Attacking unit)



Torrent


Torrent
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Torrent
Actions
Countdown Timer - Start Torrent_Time_Start as a One-shot timer that will expire in 2.00 seconds
Set Torrent_Level = (Level of Torrent for (Casting unit))
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Torrent for (Casting unit)) Equal to 1
Then - Actions
Set Torrent_Damage = 1.80
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Torrent for (Casting unit)) Equal to 2
Then - Actions
Set Torrent_Damage = 2.70
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Torrent for (Casting unit)) Equal to 3
Then - Actions
Set Torrent_Damage = 3.60
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Torrent for (Casting unit)) Equal to 4
Then - Actions
Set Torrent_Damage = 4.50
Else - Actions
Unit - Create 1 Torrent (Buble Effect) for (Owner of (Casting unit)) at (Target point of ability being cast) facing Default building facing degrees
Set Torrent_Unit = (Last created unit)

Torrent Start
Events
Time - Torrent_Time_Start expires
Conditions
Actions
Unit - Create 1 Torrent (Effect) for (Owner of Torrent_Unit) at (Position of Torrent_Unit) facing Default building facing degrees
Animation - Change (Last created unit)'s animation speed to 30.00% of its original speed
Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
Unit Group - Pick every unit in (Units within 300.00 of (Position of Torrent_Unit) matching (((((Matching unit) belongs to an enemy of (Owner of Torrent_Unit)) Equal to True) and ((((Matching unit) is A structure) Equal to False) and (((Matching unit) is Magic Immune) Equal to False))) and and do (Actions)
Loop - Actions
Unit - Pause (Picked unit)
Unit - Add Storm Crow Form to (Picked unit)
Unit - Remove Storm Crow Form from (Picked unit)
Unit Group - Add (Picked unit) to Torrent_Group
Set Torrent_Hight = 0.00
Countdown Timer - Start Torrent_Time as a One-shot timer that will expire in 2.00 seconds
Trigger - Turn on Torrent Loop <gen>
Torrent Loop
Events
Time - Every 0.03 seconds of game time
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Torrent_Hight Less than 800.00
Then - Actions
Set Torrent_Hight = (Torrent_Hight + 22.50)
Unit Group - Pick every unit in Torrent_Group and do (Actions)
Loop - Actions
Animation - Change (Picked unit) flying height to Torrent_Hight at 0.00
Unit - Cause Torrent_Unit to damage (Picked unit), dealing Torrent_Damage damage of attack type Spells and damage type Magic
Else - Actions
Unit Group - Pick every unit in Torrent_Group and do (Actions)
Loop - Actions
Animation - Change (Picked unit) flying height to ((Current flying height of (Picked unit)) - 25.00) at 0.00
Unit - Cause Torrent_Unit to damage (Picked unit), dealing Torrent_Damage damage of attack type Spells and damage type Magic

Torrent Stop
Events
Time - Torrent_Time expires
Conditions
Actions
Trigger - Turn off Torrent Loop <gen>
Unit Group - Pick every unit in Torrent_Group and do (Actions)
Loop - Actions
Animation - Change (Picked unit) flying height to 0.00 at 0.00
Unit - Unpause (Picked unit)
Unit - Create 1 Dummy for (Owner of Torrent_Unit) at (Position of Torrent_Unit) facing Default building facing degrees
Unit - Add Torrent Slow to (Last created unit)
Unit - Set level of Torrent Slow for (Last created unit) to Torrent_Level
Unit - Order (Last created unit) to Human Sorceress - Slow (Picked unit)
Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
Unit Group - Remove all units from Torrent_Group
Unit - Remove Torrent_Unit from the game
Set Torrent_Unit = No unit




Life Break


Life Break
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Life Break
Actions
Unit - Cause (Casting unit) to damage (Target unit of ability being cast), dealing ((Life of (Target unit of ability being cast)) x 0.50) damage of attack type Spells and damage type Magic
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Life Break for (Casting unit)) Equal to 1
Then - Actions
Unit - Cause (Casting unit) to damage (Casting unit), dealing ((Life of (Casting unit)) x 0.40) damage of attack type Spells and damage type Magic
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Life Break for (Casting unit)) Equal to 2
Then - Actions
Unit - Cause (Casting unit) to damage (Casting unit), dealing ((Life of (Casting unit)) x 0.33) damage of attack type Spells and damage type Magic
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Life Break for (Casting unit)) Equal to 3
Then - Actions
Unit - Cause (Casting unit) to damage (Casting unit), dealing ((Life of (Casting unit)) x 0.25) damage of attack type Spells and damage type Magic
Else - Actions



Shadow Raze


Shadow Raze Start
Events
Unit - A unit Learns a skill
Conditions
(Learned Hero Skill) Equal to Shadow Raze (Dummy Learn)
Actions
Unit - Add Shadow Raze (Z) to (Triggering unit)
Unit - Add Shadow Raze (X) to (Triggering unit)
Unit - Add Shadow Raze (C) to (Triggering unit)
Trigger - Turn off (This trigger)

Shadow Raze Level
Events
Unit - A unit Learns a skill
Conditions
(Learned Hero Skill) Equal to Shadow Raze (Dummy Learn)
Actions
Unit - Set level of Shadow Raze (Z) for (Triggering unit) to (Level of Shadow Raze (Dummy Learn) for (Triggering unit))
Unit - Set level of Shadow Raze (X) for (Triggering unit) to (Level of Shadow Raze (Dummy Learn) for (Triggering unit))
Unit - Set level of Shadow Raze (C) for (Triggering unit) to (Level of Shadow Raze (Dummy Learn) for (Triggering unit))

Shadow Raze Z
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Shadow Raze (Z)
Actions
Unit - Create 1 Shadow Raze (Effect) for (Owner of (Casting unit)) at ((Position of (Casting unit)) offset by 200.00 towards (Facing of (Casting unit)) degrees) facing 0.00 degrees
Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
Unit Group - Pick every unit in (Units within 250.00 of (Position of (Last created unit)) matching (((((Matching unit) belongs to an enemy of (Owner of (Casting unit))) Equal to True) and ((((Matching unit) is A structure) Equal to False) and (((Matching unit) is Magic Immune) Equal to Fals and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Shadow Raze (Dummy Learn) for (Triggering unit)) Equal to 1
Then - Actions
Unit - Cause (Casting unit) to damage (Picked unit), dealing 75.00 damage of attack type Spells and damage type Magic
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Shadow Raze (Dummy Learn) for (Triggering unit)) Equal to 2
Then - Actions
Unit - Cause (Casting unit) to damage (Picked unit), dealing 150.00 damage of attack type Spells and damage type Magic
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Shadow Raze (Dummy Learn) for (Triggering unit)) Equal to 3
Then - Actions
Unit - Cause (Casting unit) to damage (Picked unit), dealing 225.00 damage of attack type Spells and damage type Magic
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Shadow Raze (Dummy Learn) for (Triggering unit)) Equal to 4
Then - Actions
Unit - Cause (Casting unit) to damage (Picked unit), dealing 300.00 damage of attack type Spells and damage type Magic
Else - Actions

Shadow Raze X
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Shadow Raze (X)
Actions
Unit - Create 1 Shadow Raze (Effect) for (Owner of (Casting unit)) at ((Position of (Casting unit)) offset by 450.00 towards (Facing of (Casting unit)) degrees) facing 0.00 degrees
Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
Unit Group - Pick every unit in (Units within 250.00 of (Position of (Last created unit)) matching (((((Matching unit) belongs to an enemy of (Owner of (Casting unit))) Equal to True) and ((((Matching unit) is A structure) Equal to False) and (((Matching unit) is Magic Immune) Equal to Fals and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Shadow Raze (Dummy Learn) for (Triggering unit)) Equal to 1
Then - Actions
Unit - Cause (Casting unit) to damage (Picked unit), dealing 75.00 damage of attack type Spells and damage type Magic
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Shadow Raze (Dummy Learn) for (Triggering unit)) Equal to 2
Then - Actions
Unit - Cause (Casting unit) to damage (Picked unit), dealing 150.00 damage of attack type Spells and damage type Magic
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Shadow Raze (Dummy Learn) for (Triggering unit)) Equal to 3
Then - Actions
Unit - Cause (Casting unit) to damage (Picked unit), dealing 225.00 damage of attack type Spells and damage type Magic
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Shadow Raze (Dummy Learn) for (Triggering unit)) Equal to 4
Then - Actions
Unit - Cause (Casting unit) to damage (Picked unit), dealing 300.00 damage of attack type Spells and damage type Magic
Else - Actions

Shadow Raze C
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Shadow Raze (C)
Actions
Unit - Create 1 Shadow Raze (Effect) for (Owner of (Casting unit)) at ((Position of (Casting unit)) offset by 700.00 towards (Facing of (Casting unit)) degrees) facing 0.00 degrees
Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
Unit Group - Pick every unit in (Units within 250.00 of (Position of (Last created unit)) matching (((((Matching unit) belongs to an enemy of (Owner of (Casting unit))) Equal to True) and ((((Matching unit) is A structure) Equal to False) and (((Matching unit) is Magic Immune) Equal to Fals and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Shadow Raze (Dummy Learn) for (Triggering unit)) Equal to 1
Then - Actions
Unit - Cause (Casting unit) to damage (Picked unit), dealing 75.00 damage of attack type Spells and damage type Magic
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Shadow Raze (Dummy Learn) for (Triggering unit)) Equal to 2
Then - Actions
Unit - Cause (Casting unit) to damage (Picked unit), dealing 150.00 damage of attack type Spells and damage type Magic
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Shadow Raze (Dummy Learn) for (Triggering unit)) Equal to 3
Then - Actions
Unit - Cause (Casting unit) to damage (Picked unit), dealing 225.00 damage of attack type Spells and damage type Magic
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Shadow Raze (Dummy Learn) for (Triggering unit)) Equal to 4
Then - Actions
Unit - Cause (Casting unit) to damage (Picked unit), dealing 300.00 damage of attack type Spells and damage type Magic
Else - Actions

lanayao_O
07-09-2010, 09:58 AM
ขอบคุณจริงๆ ครับ!

ขอบคุณมากๆ

Dieaw[th]
07-09-2010, 10:31 AM
ดีเยี่ยม

NongNoobJung
07-09-2010, 04:36 PM
สนับสนุน จะได้ไม่มีคน มาถาม อีก ว่า skill dota xxxx ทำยังไง - -

BoEoSoT
10-09-2010, 11:15 PM
สกิลแยกร่าง ของ Tuaren Chieften ในดอทมันทำยังไงหรอครับ อยากรู้มาก

konlhon
11-09-2010, 07:41 AM
เจ๋ง!!!

Talokaaa
11-09-2010, 07:55 AM
Enchant Totem


Enchant Totem
Events
Unit - A unit Is attacked
Conditions
((Attacking unit) has buff Enchant Totem ) Equal to True
Actions
Wait 0.50 seconds
Unit - Remove Enchant Totem buff from (Attacking unit)

ใช้ Damage Detection System ดีกว่าป่าวครับ และ Wait 0.50 seconds มันดูนานไปหน่อยอะ

ป.ล. จะดีมากถ้าบอกว่าสกิวพวกนี้ควรเปลี่ยนมาจากสกิว Normal อะไร จะได้ง่ายแก่การนำไปใช้ครับ

โดยรวมแล้วดีมากครับ ดีดีดีดีดีดีดีมาก

อีกอย่างคือ ผมไม่เข้าใจว่า Dota มันทำให้ Storm Bolt มีลักษณะเป็น AOE และ Target พร้อมกันได้ยังไงครับ (ใช้ Jass เหรอ??)

guitared
11-09-2010, 06:20 PM
ขยันมาก = =

nitinai12
11-09-2010, 07:14 PM
ใช้ Damage Detection System ดีกว่าป่าวครับ และ Wait 0.50 seconds มันดูนานไปหน่อยอะ

ป.ล. จะดีมากถ้าบอกว่าสกิวพวกนี้ควรเปลี่ยนมาจากสกิว Normal อะไร จะได้ง่ายแก่การนำไปใช้ครับ

โดยรวมแล้วดีมากครับ ดีดีดีดีดีดีดีมาก

อีกอย่างคือ ผมไม่เข้าใจว่า Dota มันทำให้ Storm Bolt มีลักษณะเป็น AOE และ Target พร้อมกันได้ยังไงครับ (ใช้ Jass เหรอ??)


สกิล Storm Bolt ปรับเอาจากสกิล Channel ครับ ปรับตรง Option ติ๊ก Visible,Targeting Image

เเล้วก็กำหนด Area of Effect ได้ตามใจเลยครับ

ส่วน Enchant Totem กำลังคิดว่าจะใช้ Damage Taken Event เหมือนกันครับ เดี๋ยว V.หน้าปรับให้ครับ



สกิลแยกร่าง ของ Tuaren Chieften ในดอทมันทำยังไงหรอครับ อยากรู้มาก

ูู^^^
เดี๋ยวผมทำให้ใน V.หน้านะ เเต่ที่เวลามัน Move Unit ที่ให้มันเล่น Animation เดินนี่ผมทำไม่ได้อะ - -* จะเอารึเปล่า

ถ้าเอา Post บอกผมนะ จะได้ลงไว้ให้ v.หน้า ครับ ขอบคุณที่เเวะมาครับ ^ ^



ผมอาจจะไม่ได้ทำเเมพจนถึง 27 ก.ย. นี้นะครับ เพราะสอบ - .. -

[SIN]_BlooD
12-09-2010, 05:59 PM
ทำเป็น Fly Unit สิ

เวลา Order อะไรก็ตามก็ ให้ ร่างแยกทำ โดยที่เป็นทิศทางตรงกันข้าม

BoEoSoT
12-09-2010, 08:03 PM
เดี๋ยวผมทำให้ใน V.หน้านะ เเต่ที่เวลามัน Move Unit ที่ให้มันเล่น Animation เดินนี่ผมทำไม่ได้อะ - -* จะเอารึเปล่า

ถ้าเอา Post บอกผมนะ จะได้ลงไว้ให้ v.หน้า ครับ ขอบคุณที่เเวะมาครับ ^ ^

ผมอาจจะไม่ได้ทำเเมพจนถึง 27 ก.ย. นี้นะครับ เพราะสอบ - .. -


เอาแบบเดินได้ดิ - -



_BlooD ]
ทำเป็น Fly Unit สิ

เวลา Order อะไรก็ตามก็ ให้ ร่างแยกทำ โดยที่เป็นทิศทางตรงกันข้าม


ช่วยเเนะเรื่ององศามุมการสั่งตรงข้ามหน่อยครับ ผมไม่ค่อยถนัดเรื่องนี้

nitinai12
12-09-2010, 08:31 PM
เอาแบบเดินได้ดิ - -


ช่วยเเนะเรื่ององศามุมการสั่งตรงข้ามหน่อยครับ ผมไม่ค่อยถนัดเรื่องนี้


หมายถึง มันไม่เล่น Animation เดินน่ะครับ เเต่เคลื่อนที่ได้ + หันหน้าถูก

BoEoSoT
12-09-2010, 11:24 PM
หมายถึง มันไม่เล่น Animation เดินน่ะครับ เเต่เคลื่อนที่ได้ + หันหน้าถูก


มันก็กลายเป็นผีลอยได้อะจิ

nitinai12
13-09-2010, 05:36 PM
มันก็กลายเป็นผีลอยได้อะจิ


ก็ถูกล่ะครับ


ว่าเเต่จะเอารึเปล่าครับ จะได้คิด Trigger รอ - 3 -

guitared
14-09-2010, 06:20 PM
Check order ตัวจริงเอามิได้เหรอ

ใส่สกิล Ghost ให้ Illu เลย

เรื่องมุม ให้ Get มาจากจุดที่คลิกใช้สกิลเอาครับ

ให้จุดนี้เป็นจุดศูนย์กลาง เมื่อผู้เล่น Order Move Attack Smart ใดๆ ให้ Move ไปเป็นระยะทางวัดจากจุดที่ Get วัดมุมไปจากจุดคลิก+180 องศา ครับ

BoEoSoT
14-09-2010, 07:59 PM
Check order ตัวจริงเอามิได้เหรอ

ใส่สกิล Ghost ให้ Illu เลย

เรื่องมุม ให้ Get มาจากจุดที่คลิกใช้สกิลเอาครับ

ให้จุดนี้เป็นจุดศูนย์กลาง เมื่อผู้เล่น Order Move Attack Smart ใดๆ ให้ Move ไปเป็นระยะทางวัดจากจุดที่ Get วัดมุมไปจากจุดคลิก+180 องศา ครับ



เข้าท่าเเฮะ เเต่มันค่อนข้างตึงมือพอควรเลย 555+




ก็ถูกล่ะครับ


ว่าเเต่จะเอารึเปล่าครับ จะได้คิด Trigger รอ - 3 -



งั้นไม่ดีกว่าครับ

tadekza20
22-09-2010, 07:44 PM
ขอบอย่างสูง

Illidan_stormrage
24-09-2010, 03:24 PM
พวกอันเก่าๆ ที่หายไปแล้วขุดมาหน่อยก็ดีนะครับ( Chronosphere/Omnislash/Blink strike/Reaper's Scythe/Mana Void/ฯลฯ)

nitinai12
24-09-2010, 05:41 PM
พวกอันเก่าๆ ที่หายไปแล้วขุดมาหน่อยก็ดีนะครับ( Chronosphere/Omnislash/Blink strike/Reaper's Scythe/Mana Void/ฯลฯ)


จัดให้ครับ version หน้าจะเอาสกิลเก่าๆมานะครับ

เพิ่งสอบเสร็จ 5 5 5+

Illidan_stormrage
25-09-2010, 02:12 PM
ยังไม่เสร็จเลย สอบอ่า ToT

ปล. ไม่มี Starcraft Skill pack มั่งหรอ -0-

nitinai12
28-09-2010, 04:19 PM
ีอัพเพิ่ม 3 สกิลจ้า

tadekza20
31-10-2010, 05:46 PM
มีสกิลใหม่ ครับ สกิล สายฟ้า ของ Zeus กับสกิล burrow strike ของ sand king นะ ตรับ

สกิล ของ Sand King ที่ต้องการ สกิล ' Impale ' แล้ว set ค่าดังนี้
Event
-Unit -a unit starts effect of an ability
Condutions
-[ability being cast] equal to 'Imoale'
Action
-wait 0.05 second
-Unit -move [casting unit] instantly to [Target unit of ability being cast]
-Unit -move [casting unit] instantly to [Target point of ability being cast]

สกิล ของ Zeus ที่ต้องการคือ 'Unit บินสูงๆ' กับ 'Chian lightning ที่โดน 1 ตัว' และสกิล 'storm bolt ที่ไม่มี damage และ stun' แล้ว set ค่าดังนี้

Event
-Unit -a unit starts effect of an ability
Condution
-[ability being cast] equal to storm bolt
Action
-Cheate 1 dummy for [owner of [casting unit]] at [position of [target unit of ability being cast]] facing [facing of [target unit of ability being cast]] degrees
-Add chian lightning to [lastcheated unit]
-Set level of chain lightning for [lastcheated unit] to [level of storm bolt for [casting unit]]
-Order [lastcheated unit] to orc far seer - Chian lightning [target unit of ability being cast]
-wait 4.00 seconds
-Kill [last cheated unit]

nitinai12
31-10-2010, 06:41 PM
มีสกิลใหม่ ครับ สกิล สายฟ้า ของ Zeus กับสกิล burrow strike ของ sand king นะ ตรับ


อ่า ผมเลิก update เเล้วอะ มีกระทู้ิื่อื่นทำเเทนเเหล่ว - -a

เเต่ก็ขอบคุณนะครับที่มาโพสไว้ ^ ^