Poll: ประโยชน์ของกระทู้นี้

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  1. #1
    BoEoSoT

    รวบรวมTrigger เด็ดๆของทุกคน

    รวบรวมTrigger เด็ดๆของทุกคน ขอต้อนรับ


    เนื่องจากมีคนมาถามว่าtriggerนี้ทำไง อันโน้นทำไง ผมเลยคิดว่ารวบรวมtriggerใหม่ๆ ที่ตัวเองคิด มาไว้ในกระทู้นี้จะดีมั้ย


    กฏของกระทู้นี้

    1.ห้ามตั้งคำถามไว้ในกระทู้นี้เพราะจะทำให้กระทู้ลายตามมากไป
    2.ห้ามมาเเชทในมู้นี้เว้นเเต่จะลง Trigger เจ๋งๆติด คห. มาด้วย
    3.หากมีคำถามหรือปัญหาเกี่ยวกับtrigger ที่อยุ่ในที่นี้ให้ ตั้งกระทู้ถามเเยกมาเลยเเละขอlinkหน้าด้วย
    4.ไม่มีข้อจำกัดในการลงtrigger
    5.อย่าลืมเขียนเลขลำดับของtriggerด้วยเน้อ
    6.หากถูกตัดหน้าโพส ให้ช่วยเลข ลำดับ Trigger No. ของท่านด้วย

    ******ประโยชน์จากกฏนี้คือ******

    1.กระทู้จะดูไม่วุ้นวายง่ายต่อการค้นหา
    2.เปิดโอกาสให้เเสดงความคิด
    3.สามารถใช้เป็นเเห่งข้อมูลได้


    ผมจะพยายามอัพเดททุกวันๆนะครับ
    ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

    ตัวอย่างการลงtrigger

    Trigger No.1


    ชื่อtrigger : Granade
    วิธีการเขียนใช้ : GUI
    ความยากในการทำ; 7 /10 (เต็ม10 จ้า)
    Triggerที่ใช้ต่อเนื่อง : 2 (ไม่นับ triggerอันเเรก)
    ประเภท : สกิล ( Effect , ระบบ, wave, 9ล9)
    รุปเเบบของtrigger: เมื่อใช้สกิลจะเป็นการคว้างระเบิดไป เด้งๆๆๆเเล้วตูม (พยายามอธิบายระเอียดกว่าผมหน่อยก็ดีนะครับ)

    ........................................................................................
    Variables

    t = real
    dist = real
    maxdist = real
    height = real
    Tempoint 1 = point
    Tempoint 2 = point
    Tempoint 3 = point
    Grenade = unit
    Grenades = unitgroup
    GrenadeHit = unitgroup

    .........................................................................................





    Trigger1

    Event
    Unit - A unit Starts the effect of an ability
    Condition
    (Ability being cast) Equal to Grenade
    Action
    Set temppoint2 = (Position of (Triggering unit))
    Set temppoint3 = (Target point of ability being cast)
    Set temppoint = (temppoint2 offset by 25.00 towards (Angle from temppoint2 to temppoint3) degrees)
    Unit - Create 1 dummy (GrenadeTest) for (Owner of (Triggering unit)) at temppoint facing (Angle from temppoint2 to temppoint3) degrees
    Unit Group - Add (Last created unit) to Grenades
    Unit - Set the custom value of (Last created unit) to (Integer((Distance between temppoint2 and temppoint3)))
    Hero - Create X and give it to (Last created unit)
    Hero - Create Y and give it to (Last created unit)
    Item - Set the custom value of (Item carried by (Last created unit) in slot 1) to (Integer((X of temppoint3)))
    Item - Set the custom value of (Item carried by (Last created unit) in slot 2) to (Integer((Y of temppoint3)))
    Custom script: call RemoveLocation(udg_temppoint)
    Custom script: call RemoveLocation(udg_temppoint2)
    Custom script: call RemoveLocation(udg_temppoint3)

    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

    Trigger 2

    Event
    Time - Every 0.02 seconds of game time
    Condition
    Action
    Unit Group - Pick every unit in Grenades and do (Actions)
    Loop - Actions
    Set Grenade = (Picked unit)
    Set temppoint = (Position of Grenade)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    If - Conditions
    (Current flying height of Grenade) Greater than or equal to 6.00
    Then - Actions
    Set temppoint2 = (Point((Real((Custom value of (Item carried by Grenade in slot 1)))), (Real((Custom value of (Item carried by Grenade in slot 2))))))
    Set temppoint3 = (temppoint offset by 10.00 towards (Facing of Grenade) degrees)
    Set maxdist = (Real((Custom value of Grenade)))
    Set dist = (Distance between temppoint and temppoint2)
    Set curve = 1.40
    Trigger - Run Jump Parabola <gen> (checking conditions)
    Unit - Move Grenade instantly to temppoint3
    Animation - Change Grenade flying height to height at 0.00
    Custom script: call RemoveLocation(udg_temppoint2)
    Custom script: call RemoveLocation(udg_temppoint3)
    Else - Actions
    Unit - Kill Grenade
    Unit - Cause Grenade to damage circular area after 0.00 seconds of radius 256.00 at temppoint, dealing 500.00 damage of attack type Spells and damage type Fire
    Special Effect - Create a special effect at temppoint using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
    Special Effect - Destroy (Last created special effect)
    Unit Group - Remove Grenade from Grenades
    Unit - Remove Grenade from the game
    Custom script: call RemoveLocation(udg_temppoint)


    +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

    Trigger 3

    Event
    Condition
    Action
    Set t = (dist x 2.00)
    Set t = (t / maxdist)
    Set t = (t - 1.00)
    Set height = (-1.00 x (t x t))
    Set height = (height + 1.00)
    Set t = (maxdist / curve)
    Set height = (height x t)

    END


    ปล.ขอความร่วมมือด้วยนะ

  2. #2
    BoEoSoT

    Re: รวบรวมTrigger เด็ดๆของทุกคน

    Trigger No.2


    ชื่อtrigger : Ammo
    วิธีการเขียนใช้ : GUI
    ความยากในการทำ; 3.5 /10
    Triggerที่ใช้ต่อเนื่อง : 3
    ประเภท : ระบบ
    รุปเเบบของtrigger: เมื่อunitโจมตีจะเสียgold ทุกๆครั้ง เปรียบเหมือนกระสุน

    ..................................................................... ...................
    Variables

    None
    ..................................................................... ....................



    Trigger1

    Event
    Unit - A unit Is attacked
    Condition
    ((Owner of (Attacking unit)) controller) Equal to User
    Action
    Player - Add -1 to (Owner of (Attacking unit)) Current gold


    +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

    Trigger2

    Event
    Unit - A unit Is attacked
    Condition
    ((Owner of (Attacking unit)) controller) Equal to User
    ((Owner of (Attacking unit)) Current gold) Equal to 0
    Action
    Unit - Order (Attacking unit) to Stop

    +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++


    Trigger3

    Event
    Unit - A unit Finishes casting an ability
    Condition
    (Ability being cast) Equal to Reload
    Action
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    If - Conditions
    ((Owner of (Casting unit)) Current lumber) Greater than or equal to 1
    Then - Actions
    Player - Set (Owner of (Casting unit)) Current gold to 50
    Player - Add -1 to (Owner of (Casting unit)) Current lumber
    Else - Actions
    Unit - Order (Casting unit) to Stop


    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++


    Trigger4

    Event
    Unit - A unit Starts the effect of an ability
    Condition
    (Ability being cast) Equal to Reload
    ((Owner of (Casting unit)) Current lumber) Equal to 0
    Action
    Unit - Order (Casting unit) to Stop


    END

    ปล.อย่าลืมsetให้มีเงินตอนเริ่มเกมด้วยนะ

  3. #3
    black rock

    Re: รวบรวมTrigger เด็ดๆของทุกคน

    ลง Spell ได้สินะ




    Trigger1

    Event
    Unit - A unit Is attacked
    Condition
    ((Owner of (Attacking unit)) controller) Equal to User
    Action
    Player - Add -1 to (Owner of (Attacking unit)) Current gold

    อันนี้

    ก่อนยิง

    ถ้า Cancle Animation รัวๆกระสุนก็หมดดิ

    ปล.พรุ่งนี้มาลงละกัน ง่วง



    ===////////////////////////////////////////////////////////////////////////////////////////////////

    Berserker Strike

    เมื่อโจมตีจะได้ bonus damage=level ของสกิล cap สูงสุดคือ 20*level ของสกิล

    ตัวแปร

    Berserker - Unit
    MaxDmgCap - Integer

    NOTE : สกิลชื่อ Damage Bonus เอาสกิล +damage ของ item มาจะดีมากนะครับ เพราะมันไม่โชว์ icon


    Berserker Strike Learn
    Events
    Unit - A unit Learns a skill
    Conditions
    (Learned Hero Skill) Equal to Berserker Strike
    Actions
    Unit - Add Damage Bonus to (Learning Hero)
    Trigger - Turn on Decrease LV <gen>

    Berserker Strike
    Events
    Unit - A unit Is attacked
    Conditions
    (Level of Berserker Strike for (Attacking unit)) Greater than or equal to 1
    Actions
    Set Berserker = (Attacking unit)
    Set MaxDmgCap = (20 x (Level of Berserker Strike for (Attacking unit)))
    Unit - Set level of Damage Bonus for (Attacking unit) to ((Level of Damage Bonus for (Attacking unit)) + (Level of Berserker Strike for Berserker))
    If (MaxDmgCap Less than (Level of Damage Bonus for (Attacking unit))) then do (Unit - Set level of Damage Bonus for (Attacking unit) to MaxDmgCap) else do (Do nothing)

    Berserker Strike
    Events
    Unit - A unit Is attacked
    Conditions
    (Level of Berserker Strike for (Attacking unit)) Greater than or equal to 1
    Actions
    Set Berserker = (Attacking unit)
    Set MaxDmgCap = (20 x (Level of Berserker Strike for (Attacking unit)))
    Unit - Set level of Damage Bonus for (Attacking unit) to ((Level of Damage Bonus for (Attacking unit)) + (Level of Berserker Strike for Berserker))
    If (MaxDmgCap Less than (Level of Damage Bonus for (Attacking unit))) then do (Unit - Set level of Damage Bonus for (Attacking unit) to MaxDmgCap) else do (Do nothing)



  4. #4
    minforfun

    Re: รวบรวมTrigger เด็ดๆของทุกคน


    ทริกเกอร์ที่จะนำเสนอต่อไปนี้เปนของ U Tube นะครับ ซึ่งหลายๆ คน เคยดูมาแล้ว แต่คือว่ามันเร็ว= = ก้เลยเอามาลงให้นะครับ(อย่าว่ากันน้า) :013:


    ชื่อทริกเกอร์: Fire circle
    วิธีการเขียนที่ใช้: GUI
    ความยากในการเขียน:มันเท่าไหร่อ่าครับ= = ผมว่า 3/10
    ประเภท:spell
    รูปแบบเป็นabilityของitem)(ร่ายโดยdummy)(มีโอกาสติดเป็น%)


    Variables
    Chane_Fire_Circle Integer 0(Default)
    Distance Real 0(Default)
    Fire_Dummy_Unit Unit None


    Fire Circle
    Events
    Unit - A unit Is attacked
    Conditions
    ((Attacking unit) has an item of type Fire Amulet) Equal to True
    Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    If - Conditions
    Chane_Fire_Circle Equal to 2
    Then - Actions
    For each (Integer A) from 1 to 12, do (Actions)
    Loop - Actions
    Set Distance = (Distance + 30.00)
    Unit - Create 1 Fire Circle Dummy for (Owner of (Attacking unit)) at (Position of (Attacking unit)) facing Distance degrees
    Unit - Order (Last created unit) to Undead Dreadlord - Carrion Swarm ((Position of (Last created unit)) offset by 256.00 towards Distance degrees)
    Unit - Add a 0.50 second Generic expiration timer to (Last created unit)
    Set Distance = (Facing of (Attacking unit))
    Else - Actions
    Set Chane_Fire_Circle = (Random integer number between 1 and 5)

    ทำสีๆไม่ถูก= =

  5. #5
    minforfun

    Re: รวบรวมTrigger เด็ดๆของทุกคน


    ทริกเกอร์ต่อไปนี้เป็นระบบกล้องนะครับ

    ชื่อทริกเกอร์: camera system
    ประเภทในการเขียน:GUI
    ความยากในการเขียน:มากว่าอันมะกี้= = 4.5/10
    ประเภท:system
    รูปแบบ:การทำงานของกล้องจับภาพในมุมคล้ายๆ3D แต่หมุนไม่ได้


    Variable
    Center Point None
    Player_Camera_Bond Player Array[1]
    Unit_Camera_Lock Unit Array[1]
    Unit_Pan Location Point Array[1]


    trigger1
    Events
    Time - Elapsed game time is 1.00 seconds
    Conditions
    Actions
    Set Center = (Center of Start place <gen>)
    Custom script: set bj_wantDestroyGroup=true
    Player Group - Pick every player in (All players) and do (Actions)
    Loop - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    If - Conditions
    Then - Actions
    Set Player_Camera_Bond[(Player number of (Picked player))] = (Picked player)
    Unit - Create 1 Villager for (Picked player) at Center facing Default building facing degrees
    Set Unit_Camera_Lock[(Player number of (Picked player))] = (Last created unit)
    Else - Actions
    Custom script: call RemoveLocation(udg_Center)
    Game - Display to (All players) for 20.00 seconds the text: ตามใจครับ ไม่มีก็ได้
    Trigger - Turn on Camera <gen>
    Trigger - Turn on Camera off <gen>
    Trigger - Turn on Chang target <gen>
    Trigger - Turn off (This trigger)



    Camera trigger2
    Events
    Time - Every 0.10 seconds of game time
    Conditions
    Actions
    Custom script: set bj_wantDestroyGroup=true
    Player Group - Pick every player in (All players) and do (Actions)
    Loop - Actions
    Set Unit_Pan_Location[(Player number of (Picked player))] = (Position of Unit_Camera_Lock[(Player number of (Picked player))])
    Camera - Pan camera for Player_Camera_Bond[(Player number of (Picked player))] to Unit_Pan_Location[(Player number of (Picked player))] over 1.00 seconds
    Camera - Set (Picked player)'s camera Rotation to (Facing of Unit_Camera_Lock[(Player number of (Picked player))]) over 1.00 seconds
    Camera - Set Player_Camera_Bond[(Player number of (Picked player))]'s camera Distance to target to 600.00 over 0.40 seconds
    Camera - Set Player_Camera_Bond[(Player number of (Picked player))]'s camera Angle of attack to 320.00 over 0.40 seconds
    Camera - Set Player_Camera_Bond[(Player number of (Picked player))]'s camera Height Offset to 320.00 over 0.40 seconds
    Custom script: call RemoveLocation(udg_Unit_Pan_Location[GetConvertedPlayerId(GetEnumPlayer())])




    Chang target 3
    Events
    Player - Player 1 (Red) Selects a unit
    Player - Player 2 (Blue) Selects a unit
    Player - Player 3 (Teal) Selects a unit
    Player - Player 4 (Purple) Selects a unit
    Player - Player 5 (Yellow) Selects a unit
    Player - Player 6 (Orange) Selects a unit
    Conditions
    (Owner of (Triggering unit)) Equal to (Triggering player)
    Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    If - Conditions
    (Number of units in (Units currently selected by (Player((Player number of (Triggering player)))))) Greater than 1
    Then - Actions
    Else - Actions
    Set Unit_Camera_Lock[(Player number of (Owner of (Triggering unit)))] = No unit
    Set Unit_Camera_Lock[(Player number of (Triggering player))] = (Triggering unit)



    Camera on
    Events
    Player - Player 1 (Red) types a chat message containing -CamOn as An exact match
    Player - Player 2 (Blue) types a chat message containing -CamOn as An exact match
    Player - Player 3 (Teal) types a chat message containing -CamOn as An exact match
    Player - Player 4 (Purple) types a chat message containing -CamOn as An exact match
    Player - Player 5 (Yellow) types a chat message containing -CamOn as An exact match
    Player - Player 6 (Orange) types a chat message containing -CamOn as An exact match
    Conditions
    Actions
    Trigger - Turn on Camera <gen>
    Trigger - Turn on Camera on <gen>
    Trigger - Turn on Chang target <gen>
    Trigger - Turn off (This trigger)




    Camera off
    Events
    Player - Player 1 (Red) types a chat message containing -CamOff as An exact match
    Player - Player 2 (Blue) types a chat message containing -CamOff as An exact match
    Player - Player 3 (Teal) types a chat message containing -CamOff as An exact match
    Player - Player 4 (Purple) types a chat message containing -CamOff as An exact match
    Player - Player 5 (Yellow) types a chat message containing -CamOff as An exact match
    Player - Player 6 (Orange) types a chat message containing -CamOff as An exact match
    Conditions
    Actions
    Trigger - Turn on Camera on <gen>
    Trigger - Turn off Camera <gen>
    Trigger - Turn off (This trigger)
    Trigger - Turn off Chang target <gen>
    Camera - Reset camera for (Triggering player) to standard game-view over 1.00 seconds


  6. #6
    alonefox

    Re: รวบรวมTrigger เด็ดๆของทุกคน

    เอา Code ยอด Hit เลยละกันเกี่ยวกะ DotA ทั้งนั้นเท่าที่รุ้มานะ

    เบสิกง่ายๆ 2/10
    อันนี้เป้น Code Swap Hero นะครับ โดยทำ Region จุดที่จะให้ Hero ไปอยู่ด้วย

    Quote Originally Posted by minforfun

    Events
    Unit - A unit enters HeroSpawnSentinel <gen>
    Unit - A unit enters HeroSpawnScourge <gen>
    Conditions
    (Unit-type of (Entering unit)) Not equal to Zone Indicator (second)
    Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    If - Conditions
    ((Owner of (Entering unit)) is in PlayersSentinel) Equal to True
    Then - Actions
    Unit - Move (Entering unit) instantly to (Center of Hero Creation Sentinel <gen>)
    Else - Actions
    Unit - Move (Entering unit) instantly to (Center of Hero Creation Scourge <gen>)
    Selection - Select (Entering unit) for (Owner of (Entering unit))
    Camera - Pan camera for (Owner of (Entering unit)) to (Position of (Entering unit)) over 1.00 seconds

  7. #7
    alonefox

    Re: รวบรวมTrigger เด็ดๆของทุกคน

    อันนี้ Blink Strike ที่เคยลงไว้แล้ว Credit . . . . จำไม่ได้ว่าใครลงขออภัยด้วย(หากระทูไม่เจอแร้วอะ :012
    Quote Originally Posted by alonefox

    ### Trigger Script ###

    1.กำหนดให้ผู้ร่ายเคลื่อนที่ไปยังเป้าหมายที่โดนสกิล
    2.สั่งให้ผู้ร่ายโจมตีใส่เป้าหมายที่โดนสกิล

    Variables

    Caster - Unit
    Target - Unit


    Quote
    Untitled Trigger 001
    Events
    Unit - A unit Starts the effect of an ability
    Conditions
    (Ability being cast) Equal to Blink Strike
    Actions
    Set Caster = (Casting unit)
    Set Target = (Target unit of ability being cast)

    Untitled Trigger 002
    Events
    Unit - A unit Finishes casting an ability
    Conditions
    (Ability being cast) Equal to Blink Strike
    Actions
    Unit - Move Caster instantly to (Position of Target), facing (Position of Target)
    Unit - Cause Caster to damage Target, dealing (30.00 x (Real((Level of Blink Strike for Caster)))) damage of attack type Spells and damage type Normal
    Unit - Order Caster to Attack Target
    Set Caster = No unit
    Set Target = No unit

  8. #8
    alonefox

    Re: รวบรวมTrigger เด็ดๆของทุกคน

    Hits Trigger !!
    ฆ่า Creep แล้วได้ตังทำไง :019:

    Quote Originally Posted by alonefox
    Events
    Map initialization
    Conditions
    Actions
    Player - Turn Gives bounty On for Player........ < ใส่ Player ที่ Set เป็น Creep
    Set จุดเกิดและเวลาเกิดเมื่อ Hero ตาย (DotA)


    Quote Originally Posted by alonefox

    Events :
    Unit Generic Event - A unit Dies
    Time Elapsed - Elapsed Game Time is (จำนวน) seconds

    Conditions :
    Boolean Comparison - ((Unit Type of (Triggering Unit) is A Hero) Equal to True

    Actions :
    Hero - Revive (Instantly) - Instantly Revive (Triggering Unit) at (สถานที่ต้องการ เป็น Region นะ) Show หรือ Hide ก้อได้ เพื่อความสายงาม ก้อ Show ก้อได้
    แสดงชื่อ Skill บนหัว Unit

    Quote Originally Posted by alonefox

    skill text
    Events
    Unit - A unit Starts the effect of an ability
    Conditions
    Actions
    Floating Text - Create floating text that reads ((Name of (Ability being cast)) + !!) above (Triggering unit) with Z offset 7.00, using font size 10.00, color (100.00%, 0.00%, 0.00%), and 0.00% transparency
    Floating Text - Set the velocity of (Last created floating text) to 80.00 towards 90.00 degrees
    Floating Text - Change (Last created floating text): Disable permanence
    Floating Text - Change the lifespan of (Last created floating text) to zz_SpellTextTime seconds
    Credit minforfun

    พวกนี้เป็น Trigger Basic สำหรับพวกถามคำถามซ้ำๆนะครับ


  9. #9
    BoEoSoT

    Re: รวบรวมTrigger เด็ดๆของทุกคน

    trigger 11


    ชื่อทริกเกอร์: Omnislash
    ประเภทในการเขียน:GUI
    ความยากในการเขียน:5.5/10
    ประเภท: spell
    รูปแบบ: สกิลultiของ yureno (เขียนงี้มั้ง)

    .........................................................................
    ตัวเเปร

    Blink_storm_caster unit Array(1) -none-
    Blink_storm_Target unit Array(1) -none-
    Blink_storm_Targets unitgroup Array(1) Emptyunit....
    PheonMissile special effect -none-
    random integer 0

    ..........................................................................



    trigger 1

    Events
    Unit - A unit Begins casting an ability
    Conditions
    (Ability being cast) Equal to Omnislash
    Actions

    Set Blink_Storm_Caster[(Player number of (Triggering player))] = (Casting unit)
    Selection - Remove Blink_Storm_Caster[(Player number of (Triggering player))] from selection
    Animation - Change Blink_Storm_Caster[(Player number of (Triggering player))]'s vertex coloring to (100.00%, 100.00%, 100.00%) with 40.00% transparency
    Unit - Make Blink_Storm_Caster[(Player number of (Triggering player))] Invulnerable
    Set Blink_Storm_Target[(Player number of (Triggering player))] = (Target unit of ability being cast)
    For each (Integer Player_Integer[(Player number of (Triggering player))]) from 1 to 1, do (Actions)
    Loop - Actions
    Special Effect - Create a special effect attached to the weapon of Blink_Storm_Caster[(Player number of (Triggering player))] using Abilities\Weapons\PhoenixMissile\Phoenix_Missile.mdl
    Set Pheon_Missile[(Player number of (Triggering player))] = (Last created special effect)
    Special Effect - Create a special effect attached to the chest of Blink_Storm_Caster[(Player number of (Triggering player))] using Abilities\Spells\NightElf\Blink\BlinkCaster.mdl
    Unit - Move Blink_Storm_Caster[(Player number of (Triggering player))] instantly to ((Position of Blink_Storm_Target[(Player number of (Triggering player))]) offset by 50.00 towards (Random angle) degrees), facing (Angle from (Position of Blink_Storm_Caster[(Player number of (Triggering player))]) to (Position of Blink_Storm_Target[(Player number of (Triggering player))])) degrees
    Unit - Cause Blink_Storm_Caster[(Player number of (Triggering player))] to damage Blink_Storm_Target[(Player number of (Triggering player))], dealing ((Random real number between 75.00 and 97.00) + ((Real((Hero level of Blink_Storm_Caster[(Player number of (Triggering player))]))) x 2.00)) damage of attack type Hero and damage type Normal
    Animation - Play Blink_Storm_Caster[(Player number of (Triggering player))]'s attack animation
    Wait 0.10 seconds
    Selection - Remove Blink_Storm_Caster[(Player number of (Triggering player))] from selection
    Special Effect - Destroy (Last created special effect)
    For each (Integer A) from 1 to (3 + ((Level of Omnislash for Blink_Storm_Caster[(Player number of (Triggering player))]) x 6)), do (Actions)
    Loop - Actions
    Set Blink_Storm_Targets[(Player number of (Triggering player))] = (Units within 500.00 of (Position of Blink_Storm_Caster[(Player number of (Triggering player))]) matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is alive) Equal to True) and ((((Matching unit) belongs to an enemy of (Owner o
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    If - Conditions
    (Blink_Storm_Targets[(Player number of (Triggering player))] is empty) Equal to False
    Then - Actions
    Set Target_Random[(Player number of (Triggering player))] = (Random unit from Blink_Storm_Targets[(Player number of (Triggering player))])
    Special Effect - Create a special effect attached to the chest of Blink_Storm_Caster[(Player number of (Triggering player))] using Abilities\Spells\NightElf\Blink\BlinkCaster.mdl
    Unit - Move Blink_Storm_Caster[(Player number of (Triggering player))] instantly to ((Position of Target_Random[(Player number of (Triggering player))]) offset by 50.00 towards (Random angle) degrees), facing (Angle from (Position of Blink_Storm_Caster[(Player number of (Triggering player))]) to (Position of Target_Random[(Player number of (Triggering player))])) degrees
    Unit - Cause Blink_Storm_Caster[(Player number of (Triggering player))] to damage Target_Random[(Player number of (Triggering player))], dealing ((Random real number between 650.00 and 750.00) + ((Real((Hero level of Blink_Storm_Caster[(Player number of (Triggering player))]))) x 2.00)) damage of attack type Hero and damage type Normal
    Animation - Play Blink_Storm_Caster[(Player number of (Triggering player))]'s attack animation
    Wait 0.10 seconds
    Selection - Remove Blink_Storm_Caster[(Player number of (Triggering player))] from selection
    Special Effect - Destroy (Last created special effect)
    Else - Actions
    Do nothing
    Unit Group - Remove all units from Blink_Storm_Targets[(Player number of (Triggering player))]
    Selection - Select Blink_Storm_Caster[(Player number of (Triggering player))] for (Triggering player)
    Unit - Make Blink_Storm_Caster[(Player number of (Triggering player))] Vulnerable
    Animation - Change Blink_Storm_Caster[(Player number of (Triggering player))]'s vertex coloring to (100.00%, 100.00%, 100.00%) with 0.00% transparency
    Special Effect - Destroy Pheon_Missile[(Player number of (Triggering player))]

  10. #10
    NongNoobJung

    Re: รวบรวมTrigger เด็ดๆของทุกคน

    Quote Originally Posted by BoEoSoT
    trigger 11


    ชื่อทริกเกอร์: Omnislash
    ประเภทในการเขียน:GUI
    ความยากในการเขียน:5.5/10
    ประเภท: spell
    รูปแบบ: สกิลultiของ yureno (เขียนงี้มั้ง)

    .........................................................................
    ตัวเเปร

    Blink_storm_caster unit Array(1) -none-
    Blink_storm_Target unit Array(1) -none-
    Blink_storm_Targets unitgroup Array(1) Emptyunit....
    PheonMissile special effect -none-
    random integer 0

    ..........................................................................



    trigger 1

    Events
    Unit - A unit Begins casting an ability
    Conditions
    (Ability being cast) Equal to Omnislash
    Actions

    Set Blink_Storm_Caster[(Player number of (Triggering player))] = (Casting unit)
    Selection - Remove Blink_Storm_Caster[(Player number of (Triggering player))] from selection
    Animation - Change Blink_Storm_Caster[(Player number of (Triggering player))]'s vertex coloring to (100.00%, 100.00%, 100.00%) with 40.00% transparency
    Unit - Make Blink_Storm_Caster[(Player number of (Triggering player))] Invulnerable
    Set Blink_Storm_Target[(Player number of (Triggering player))] = (Target unit of ability being cast)
    For each (Integer Player_Integer[(Player number of (Triggering player))]) from 1 to 1, do (Actions)
    Loop - Actions
    Special Effect - Create a special effect attached to the weapon of Blink_Storm_Caster[(Player number of (Triggering player))] using Abilities\Weapons\PhoenixMissile\Phoenix_Missile.mdl
    Set Pheon_Missile[(Player number of (Triggering player))] = (Last created special effect)
    Special Effect - Create a special effect attached to the chest of Blink_Storm_Caster[(Player number of (Triggering player))] using Abilities\Spells\NightElf\Blink\BlinkCaster.mdl
    Unit - Move Blink_Storm_Caster[(Player number of (Triggering player))] instantly to ((Position of Blink_Storm_Target[(Player number of (Triggering player))]) offset by 50.00 towards (Random angle) degrees), facing (Angle from (Position of Blink_Storm_Caster[(Player number of (Triggering player))]) to (Position of Blink_Storm_Target[(Player number of (Triggering player))])) degrees
    Unit - Cause Blink_Storm_Caster[(Player number of (Triggering player))] to damage Blink_Storm_Target[(Player number of (Triggering player))], dealing ((Random real number between 75.00 and 97.00) + ((Real((Hero level of Blink_Storm_Caster[(Player number of (Triggering player))]))) x 2.00)) damage of attack type Hero and damage type Normal
    Animation - Play Blink_Storm_Caster[(Player number of (Triggering player))]'s attack animation
    Wait 0.10 seconds
    Selection - Remove Blink_Storm_Caster[(Player number of (Triggering player))] from selection
    Special Effect - Destroy (Last created special effect)
    For each (Integer A) from 1 to (3 + ((Level of Omnislash for Blink_Storm_Caster[(Player number of (Triggering player))]) x 6)), do (Actions)
    Loop - Actions
    Set Blink_Storm_Targets[(Player number of (Triggering player))] = (Units within 500.00 of (Position of Blink_Storm_Caster[(Player number of (Triggering player))]) matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is alive) Equal to True) and ((((Matching unit) belongs to an enemy of (Owner o
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    If - Conditions
    (Blink_Storm_Targets[(Player number of (Triggering player))] is empty) Equal to False
    Then - Actions
    Set Target_Random[(Player number of (Triggering player))] = (Random unit from Blink_Storm_Targets[(Player number of (Triggering player))])
    Special Effect - Create a special effect attached to the chest of Blink_Storm_Caster[(Player number of (Triggering player))] using Abilities\Spells\NightElf\Blink\BlinkCaster.mdl
    Unit - Move Blink_Storm_Caster[(Player number of (Triggering player))] instantly to ((Position of Target_Random[(Player number of (Triggering player))]) offset by 50.00 towards (Random angle) degrees), facing (Angle from (Position of Blink_Storm_Caster[(Player number of (Triggering player))]) to (Position of Target_Random[(Player number of (Triggering player))])) degrees
    Unit - Cause Blink_Storm_Caster[(Player number of (Triggering player))] to damage Target_Random[(Player number of (Triggering player))], dealing ((Random real number between 650.00 and 750.00) + ((Real((Hero level of Blink_Storm_Caster[(Player number of (Triggering player))]))) x 2.00)) damage of attack type Hero and damage type Normal
    Animation - Play Blink_Storm_Caster[(Player number of (Triggering player))]'s attack animation
    Wait 0.10 seconds
    Selection - Remove Blink_Storm_Caster[(Player number of (Triggering player))] from selection
    Special Effect - Destroy (Last created special effect)
    Else - Actions
    Do nothing
    Unit Group - Remove all units from Blink_Storm_Targets[(Player number of (Triggering player))]
    Selection - Select Blink_Storm_Caster[(Player number of (Triggering player))] for (Triggering player)
    Unit - Make Blink_Storm_Caster[(Player number of (Triggering player))] Vulnerable
    Animation - Change Blink_Storm_Caster[(Player number of (Triggering player))]'s vertex coloring to (100.00%, 100.00%, 100.00%) with 0.00% transparency
    Special Effect - Destroy Pheon_Missile[(Player number of (Triggering player))]

    ไม่มีสีสัน ทำให้ ตาลาย ได้ :011:

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