Poll: ประโยชน์ของกระทู้นี้

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  1. #151
    xxtoomxx

    Re: รวบรวมTrigger เด็ดๆของทุกคน

    ต้องหา unit ที่มี Animetion Attack Walk SPin ครับ หรือ ถ้าเราจะให้หมุนท่าอื่นก็ไปเปลี่ยนตรง Animetion หรือไม่จะ ใช้ Trigger ให้มันหมุน

    สมมุุติ เราจะให้ Arthas หมุน
    เมื่อกดสกิว ก็สั่งให้ Trigger หมุนตัวตามไป

  2. #152
    Member
    Join Date
    Jul 2011
    Posts
    38
    คือว่า ผมอยากได้ trigger ที่ทำให้เราสั่งเดิน+ตีไม่ได้ (เหมือน Castle Fight เลยครับ)

  3. #153
    Junior Member
    Join Date
    Jul 2011
    Posts
    8
    trigger unit selection ให้มันสั่ง unselect

    ผมก็ไม่ค่อยรู้เเฮะไม่เคยใช้ - -

  4. #154
    Member
    Join Date
    Jul 2011
    Posts
    84
    Quote Originally Posted by NearlyDeath- View Post
    trigger unit selection ให้มันสั่ง unselect

    ผมก็ไม่ค่อยรู้เเฮะไม่เคยใช้ - -
    คือ ใน CF เรา select unit ได้ แต่เรา control unit นั้นไม่ได้อะคับ

  5. #155

    Join Date
    Jul 2011
    Posts
    223
    pause unit รึเปล่าครับ

  6. #156
    Junior Member
    Join Date
    Dec 2011
    Posts
    10
    นี่ครับspellเด็ดของผม
    ชื้อ Super Nova
    GUI
    ความยาก....ทะลุ10ไปเลยละกัน...
    ประเภทspell
    รูปแบบ เมื้อใช้จะมีลูกบอลไฟออกมาและจะมีลูกไฟเล็กๆมารวมกันจนเป็นลูกใหญ่และทำดาเมจกับศัตูรในระยะของสกิลโดยระยะสกิลจะเพิ่มขึ้นเรื่อยๆตามขนาดลูกบอลและพอใหญ่พอแล้วก็ตูม...
    Variables
    เยอะมาก..(ดูในtriggerละกัน)
    Trigger 1
    Super Nova
    Events
    Unit - A unit Starts the effect of an ability
    Conditions
    (Ability being cast) Equal to ImpBossFire SuperNova
    Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    If - Conditions
    Then - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    If - Conditions
    Super_Nova_Time[3] Equal to 0
    Then - Actions
    Trigger - Turn on Super Nova loop <gen>
    Else - Actions
    Else - Actions
    Set Super_Nova_Index[2] = (Super_Nova_Index[2] + 1)
    Set Super_Nova_Time[3] = (Super_Nova_Time[3] + 1)
    Set Super_Nova_Caster[Super_Nova_Index[2]] = (Triggering unit)
    Set Super_Nova_Create_Point[Super_Nova_Index[2]] = (Position of Super_Nova_Caster[Super_Nova_Index[2]])
    Set Super_Nova_Boolean[Super_Nova_Index[2]] = True
    Set Super_Nova_DPS_Boolean[Super_Nova_Index[2]] = True
    Set Super_Nova_Charge_Boolean[Super_Nova_Index[2]] = False
    Set Super_Nova_Create_Boolean[Super_Nova_Index[2]] = False
    Set Super_Nova_Charge_Boolean[Super_Nova_Index[2]] = False
    Set Super_Nova_Lunch_EX_Boolean[Super_Nova_Index[2]] = False
    Set Super_Nova_Lunch_Boolean[Super_Nova_Index_2[6]] = False
    Set Super_Nova_Damage1[Super_Nova_Index[2]] = ((250000.00 x (Real((Level of ImpBossFire SuperNova for Super_Nova_Caster[Super_Nova_Index[2]])))) + ((Real((Level of ImpBossFire SuperNova for Super_Nova_Caster[Super_Nova_Index[2]]))) x (((Real((Strength of Super_Nova_Caster[Super_Nova_Index[2]] (Include
    Set Super_Nova_Damage2[Super_Nova_Index[2]] = ((30000000.00 x (Real((Level of ImpBossFire SuperNova for Super_Nova_Caster[Super_Nova_Index[2]])))) + ((Real((Level of ImpBossFire SuperNova for Super_Nova_Caster[Super_Nova_Index[2]]))) x (((Real((Strength of Super_Nova_Caster[Super_Nova_Index[2]] (Includ
    Set Super_Nova_Damage3[Super_Nova_Index[2]] = ((400000.00 x (Real((Level of ImpBossFire SuperNova for Super_Nova_Caster[Super_Nova_Index[2]])))) + ((Real((Level of ImpBossFire SuperNova for Super_Nova_Caster[Super_Nova_Index[2]]))) x (((Real((Strength of Super_Nova_Caster[Super_Nova_Index[2]] (Include
    Set Super_Nova_Damage4[Super_Nova_Index[2]] = ((5000000.00 x (Real((Level of ImpBossFire SuperNova for Super_Nova_Caster[Super_Nova_Index[2]])))) + ((Real((Level of ImpBossFire SuperNova for Super_Nova_Caster[Super_Nova_Index[2]]))) x (((Real((Strength of Super_Nova_Caster[Super_Nova_Index[2]] (Include
    Unit - Create 1 ImpBossFire Super Nova Supernova Ball for (Owner of Super_Nova_Caster[Super_Nova_Index[2]]) at Super_Nova_Create_Point[Super_Nova_Index[2]] facing Default building facing degrees
    Set Super_Nova_Ball[Super_Nova_Index[2]] = (Last created unit)
    Unit - Turn collision for Super_Nova_Ball[Super_Nova_Index[2]] Off
    Unit - Create 1 ImpBossFire Super Nova Ring for (Owner of Super_Nova_Caster[Super_Nova_Index[2]]) at Super_Nova_Create_Point[Super_Nova_Index[2]] facing Default building facing degrees
    Set Super_Nova_Ring[Super_Nova_Index[2]] = (Last created unit)
    Unit - Turn collision for Super_Nova_Ring[Super_Nova_Index_2[6]] Off
    Unit - Create 1 ImpBossFire Super Nova Field for (Owner of Super_Nova_Caster[Super_Nova_Index[2]]) at Super_Nova_Create_Point[Super_Nova_Index[2]] facing Default building facing degrees
    Set Super_Nova_Field[Super_Nova_Index[2]] = (Last created unit)
    Unit - Turn collision for Super_Nova_Field[Super_Nova_Index_2[6]] Off
    Set Super_Nova_MUG[Super_Nova_Index_2[6]] = (Units owned by (Owner of Super_Nova_Caster[Super_Nova_Index[2]]) of type ImpBossFire Super Nova Supernova Mini Ball)

    Trigger 2
    Super Nova loop
    Events
    Time - Every 0.04 seconds of game time
    Conditions
    Actions
    Set Super_Nova_Index_2[6] = 1
    For each (Integer Super_Nova_Index_2[6]) from 1 to Super_Nova_Index[2], do (Actions)
    Loop - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    If - Conditions
    Super_Nova_Boolean[Super_Nova_Index_2[6]] Equal to True
    Then - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    If - Conditions
    Super_Nova_Time[3] Equal to 0
    Then - Actions
    Set Super_Nova_Index[2] = 0
    Trigger - Turn off (This trigger)
    Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    If - Conditions
    Super_Nova_Charge_Boolean[Super_Nova_Index_2[6]] Equal to False
    Super_Nova_Create_Boolean[Super_Nova_Index_2[6]] Equal to False
    Then - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    If - Conditions
    Super_Nova_Real_Create[Super_Nova_Index_2[6]] Less than 400.00
    Then - Actions
    Set Super_Nova_MSCreate_Point[Super_Nova_Index_2[6]] = (Super_Nova_Create_Point[Super_Nova_Index_2[6]] offset by 350.00 towards (Random real number between 0.00 and 360.00) degrees)
    Set Super_Nova_UG[Super_Nova_Index_2[6]] = (Units within 100.00 of Super_Nova_MSCreate_Point[Super_Nova_Index_2[6]] matching ((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an ally of (Owner of Super_Nova_Caster[Super_Nova_Index_2[6]])) Equal to False)))
    Special Effect - Create a special effect at Super_Nova_MSCreate_Point[Super_Nova_Index_2[6]] using Abilities\Spells\Other\Doom\DoomDeath.mdl
    Special Effect - Destroy (Last created special effect)
    Special Effect - Create a special effect at Super_Nova_MSCreate_Point[Super_Nova_Index_2[6]] using abilities\weapons\DemolisherMissile\DemolisherMissile.mdl
    Special Effect - Destroy (Last created special effect)
    Unit Group - Pick every unit in Super_Nova_UG[Super_Nova_Index_2[6]] and do (Actions)
    Loop - Actions
    Unit - Cause Super_Nova_Caster[Super_Nova_Index_2[6]] to damage (Picked unit), dealing Super_Nova_Damage3[Super_Nova_Index_2[6]] damage of attack type Chaos and damage type Unknown
    Unit - Create 1 ImpBossFire Super Nova Supernova Mini Ball for (Owner of Super_Nova_Caster[Super_Nova_Index_2[6]]) at Super_Nova_MSCreate_Point[Super_Nova_Index_2[6]] facing Super_Nova_Create_Point[Super_Nova_Index_2[6]]
    Unit Group - Add (Last created unit) to Super_Nova_MUG[Super_Nova_Index_2[6]]
    Unit - Order (Last created unit) to Move To Super_Nova_Create_Point[Super_Nova_Index_2[6]]
    Set Super_Nova_Real_Create[Super_Nova_Index_2[6]] = (Super_Nova_Real_Create[Super_Nova_Index_2[6]] + 5.00)
    Custom script: call RemoveLocation( udg_Super_Nova_MSCreate_Point[ udg_Super_Nova_Index_2[6]])
    Custom script: call DestroyGroup( udg_Super_Nova_UG[ udg_Super_Nova_Index_2[6]])
    Else - Actions
    Set Super_Nova_Create_Boolean[Super_Nova_Index_2[6]] = True
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    If - Conditions
    Super_Nova_Real_Charge[Super_Nova_Index_2[6]] Less than 400.00
    Then - Actions
    Unit Group - Pick every unit in Super_Nova_MUG[Super_Nova_Index_2[6]] and do (Actions)
    Loop - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    If - Conditions
    (Distance between Super_Nova_Create_Point[Super_Nova_Index_2[6]] and (Position of (Picked unit))) Less than or equal to 50.00
    Then - Actions
    Unit - Remove (Picked unit) from the game
    Unit Group - Remove (Picked unit) from Super_Nova_MUG[Super_Nova_Index_2[6]]
    Set Super_Nova_Real_Charge[Super_Nova_Index_2[6]] = (Super_Nova_Real_Charge[Super_Nova_Index_2[6]] + 5.00)
    Animation - Change Super_Nova_Ball[Super_Nova_Index_2[6]]'s size to ((100.00 + (Super_Nova_Real_Charge[Super_Nova_Index_2[6]] x 2.00))%, (100.00 + (Super_Nova_Real_Charge[Super_Nova_Index_2[6]] x 2.00))%, (100.00 + (Super_Nova_Real_Charge[Super_Nova_Index_2[6]] x 2.00))%) of its original size
    Animation - Change Super_Nova_Ring[Super_Nova_Index_2[6]]'s size to ((100.00 + (Super_Nova_Real_Charge[Super_Nova_Index_2[6]] x 2.00))%, (100.00 + (Super_Nova_Real_Charge[Super_Nova_Index_2[6]] x 2.00))%, (100.00 + (Super_Nova_Real_Charge[Super_Nova_Index_2[6]] x 2.00))%) of its original size
    Animation - Change Super_Nova_Field[Super_Nova_Index_2[6]]'s size to ((100.00 + (Super_Nova_Real_Charge[Super_Nova_Index_2[6]] x 0.80))%, (100.00 + (Super_Nova_Real_Charge[Super_Nova_Index_2[6]] x 0.80))%, (100.00 + (Super_Nova_Real_Charge[Super_Nova_Index_2[6]] x 0.80))%) of its original size
    Else - Actions
    Else - Actions
    Set Super_Nova_Charge_Boolean[Super_Nova_Index_2[6]] = True
    Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    If - Conditions
    Super_Nova_EX_Boolean[Super_Nova_Index_2[6]] Equal to False
    Then - Actions
    Set Super_Nova_DPS_Boolean[Super_Nova_Index_2[6]] = False
    Set Super_Nova_EX_Boolean[Super_Nova_Index_2[6]] = True
    Unit Group - Pick every unit in Super_Nova_MUG[Super_Nova_Index_2[6]] and do (Actions)
    Loop - Actions
    Unit - Remove (Picked unit) from the game
    Unit Group - Remove (Picked unit) from Super_Nova_MUG[Super_Nova_Index_2[6]]
    Unit - Kill Super_Nova_Ball[Super_Nova_Index_2[6]]
    Unit - Kill Super_Nova_Field[Super_Nova_Index_2[6]]
    Unit - Remove Super_Nova_Ring[Super_Nova_Index_2[6]] from the game
    Unit - Create 1 ImpBossFire Super Nova Explosion 1 for (Owner of Super_Nova_Caster[Super_Nova_Index_2[6]]) at Super_Nova_Create_Point[Super_Nova_Index_2[6]] facing Default building facing degrees
    Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
    Animation - Change (Last created unit)'s animation speed to 20.00% of its original speed
    Unit - Create 1 ImpBossFire Super Nova Explosion3 for (Owner of Super_Nova_Caster[Super_Nova_Index_2[6]]) at Super_Nova_Create_Point[Super_Nova_Index_2[6]] facing Default building facing degrees
    Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
    Sound - Play NightElfBuildingDeathLarge101 <gen> at 100.00% volume, located at Super_Nova_Create_Point[Super_Nova_Index_2[6]] with Z offset 1500.00
    Set Super_Nova_UG[Super_Nova_Index_2[6]] = (Units within 1000.00 of Super_Nova_Create_Point[Super_Nova_Index_2[6]] matching ((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an ally of (Owner of Super_Nova_Caster[Super_Nova_Index_2[6]])) Equal to False)))
    Unit Group - Pick every unit in Super_Nova_UG[Super_Nova_Index_2[6]] and do (Actions)
    Loop - Actions
    Unit - Cause Super_Nova_Caster[Super_Nova_Index_2[6]] to damage (Picked unit), dealing Super_Nova_Damage2[Super_Nova_Index_2[6]] damage of attack type Chaos and damage type Unknown
    Custom script: call DestroyGroup( udg_Super_Nova_UG[ udg_Super_Nova_Index_2[6]])
    Custom script: call DestroyGroup( udg_Super_Nova_MUG[ udg_Super_Nova_Index_2[6]])
    Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    If - Conditions
    Super_Nova_Lunch_Boolean[Super_Nova_Index_2[6]] Equal to False
    Then - Actions
    Unit - Create 1 ImpBossFire Super Nova Luche ball for (Owner of Super_Nova_Caster[Super_Nova_Index_2[6]]) at Super_Nova_Create_Point[Super_Nova_Index_2[6]] facing 0.00 degrees
    Set Super_Nova_Fireball_1[Super_Nova_Index_2[6]] = (Last created unit)
    Unit - Create 1 ImpBossFire Super Nova Luche ball for (Owner of Super_Nova_Caster[Super_Nova_Index_2[6]]) at Super_Nova_Create_Point[Super_Nova_Index_2[6]] facing 45.00 degrees
    Set Super_Nova_Fireball_2[Super_Nova_Index_2[6]] = (Last created unit)
    Unit - Create 1 ImpBossFire Super Nova Luche ball for (Owner of Super_Nova_Caster[Super_Nova_Index_2[6]]) at Super_Nova_Create_Point[Super_Nova_Index_2[6]] facing 90.00 degrees
    Set Super_Nova_Fireball_3[Super_Nova_Index_2[6]] = (Last created unit)
    Unit - Create 1 ImpBossFire Super Nova Luche ball for (Owner of Super_Nova_Caster[Super_Nova_Index_2[6]]) at Super_Nova_Create_Point[Super_Nova_Index_2[6]] facing 135.00 degrees
    Set Super_Nova_Fireball_4[Super_Nova_Index_2[6]] = (Last created unit)
    Unit - Create 1 ImpBossFire Super Nova Luche ball for (Owner of Super_Nova_Caster[Super_Nova_Index_2[6]]) at Super_Nova_Create_Point[Super_Nova_Index_2[6]] facing 180.00 degrees
    Set Super_Nova_Fireball_5[Super_Nova_Index_2[6]] = (Last created unit)
    Unit - Create 1 ImpBossFire Super Nova Luche ball for (Owner of Super_Nova_Caster[Super_Nova_Index_2[6]]) at Super_Nova_Create_Point[Super_Nova_Index_2[6]] facing 225.00 degrees
    Set Super_Nova_Fireball_6[Super_Nova_Index_2[6]] = (Last created unit)
    Unit - Create 1 ImpBossFire Super Nova Luche ball for (Owner of Super_Nova_Caster[Super_Nova_Index_2[6]]) at Super_Nova_Create_Point[Super_Nova_Index_2[6]] facing 270.00 degrees
    Set Super_Nova_Fireball_7[Super_Nova_Index_2[6]] = (Last created unit)
    Unit - Create 1 ImpBossFire Super Nova Luche ball for (Owner of Super_Nova_Caster[Super_Nova_Index_2[6]]) at Super_Nova_Create_Point[Super_Nova_Index_2[6]] facing 315.00 degrees
    Set Super_Nova_Fireball_8[Super_Nova_Index_2[6]] = (Last created unit)
    Set Super_Nova_Lunch_Boolean[Super_Nova_Index_2[6]] = True
    Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    If - Conditions
    Super_Nova_Lunch_EX_Boolean[Super_Nova_Index_2[6]] Equal to False
    Then - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    If - Conditions
    Super_Nova_EX_Count[Super_Nova_Index_2[6]] Less than 8.00
    Then - Actions
    Set Super_Nova_FB_Position_1[Super_Nova_Index_2[6]] = (Position of Super_Nova_Fireball_1[Super_Nova_Index_2[6]])
    Set Super_Nova_FB_Position_2[Super_Nova_Index_2[6]] = (Position of Super_Nova_Fireball_2[Super_Nova_Index_2[6]])
    Set Super_Nova_FB_Position_3[Super_Nova_Index_2[6]] = (Position of Super_Nova_Fireball_3[Super_Nova_Index_2[6]])
    Set Super_Nova_FB_Position_4[Super_Nova_Index_2[6]] = (Position of Super_Nova_Fireball_4[Super_Nova_Index_2[6]])
    Set Super_Nova_FB_Position_5[Super_Nova_Index_2[6]] = (Position of Super_Nova_Fireball_5[Super_Nova_Index_2[6]])
    Set Super_Nova_FB_Position_6[Super_Nova_Index_2[6]] = (Position of Super_Nova_Fireball_6[Super_Nova_Index_2[6]])
    Set Super_Nova_FB_Position_7[Super_Nova_Index_2[6]] = (Position of Super_Nova_Fireball_7[Super_Nova_Index_2[6]])
    Set Super_Nova_FB_Position_8[Super_Nova_Index_2[6]] = (Position of Super_Nova_Fireball_8[Super_Nova_Index_2[6]])
    Unit - Move Super_Nova_Fireball_1[Super_Nova_Index_2[6]] instantly to (Super_Nova_FB_Position_1[Super_Nova_Index_2[6]] offset by 10.00 towards (Facing of Super_Nova_Fireball_1[Super_Nova_Index_2[6]]) degrees), facing (Facing of Super_Nova_Fireball_1[Super_Nova_Index_2[6]]) degrees
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    If - Conditions
    (Distance between Super_Nova_FB_Position_1[Super_Nova_Index_2[6]] and Super_Nova_Create_Point[Super_Nova_Index_2[6]]) Greater than or equal to 800.00
    Then - Actions
    Unit - Kill Super_Nova_Fireball_1[Super_Nova_Index_2[6]]
    For each (Integer Super_Nova_Integer[Super_Nova_Index_2[6]]) from 1 to 6, do (Actions)
    Loop - Actions
    Set Super_Nova_FB_EX_Point_1[Super_Nova_Index_2[6]] = (Super_Nova_FB_Position_1[Super_Nova_Index_2[6]] offset by 300.00 towards (60.00 x (Real(Super_Nova_Integer[Super_Nova_Index_2[6]]))) degrees)
    Special Effect - Create a special effect at Super_Nova_FB_EX_Point_1[Super_Nova_Index_2[6]] using war3mapImported\FlameGroundEX.mdx
    Special Effect - Destroy (Last created special effect)
    Custom script: call RemoveLocation( udg_Super_Nova_FB_EX_Point_1[ udg_Super_Nova_Index_2[6]])
    Set Super_Nova_UG[Super_Nova_Index_2[6]] = (Units within 600.00 of Super_Nova_FB_Position_1[Super_Nova_Index_2[6]] matching ((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an ally of (Owner of Super_Nova_Caster[Super_Nova_Index_2[6]])) Equal to False)))
    Unit Group - Pick every unit in Super_Nova_UG[Super_Nova_Index_2[6]] and do (Actions)
    Loop - Actions
    Unit - Cause Super_Nova_Caster[Super_Nova_Index_2[6]] to damage (Picked unit), dealing Super_Nova_Damage4[Super_Nova_Index_2[6]] damage of attack type Chaos and damage type Unknown
    Set Super_Nova_EX_Count[Super_Nova_Index_2[6]] = (Super_Nova_EX_Count[Super_Nova_Index_2[6]] + 1.00)
    Custom script: call DestroyGroup( udg_Super_Nova_UG[ udg_Super_Nova_Index_2[6]])
    Else - Actions
    Unit - Move Super_Nova_Fireball_2[Super_Nova_Index_2[6]] instantly to (Super_Nova_FB_Position_2[Super_Nova_Index_2[6]] offset by 10.00 towards (Facing of Super_Nova_Fireball_2[Super_Nova_Index_2[6]]) degrees), facing (Facing of Super_Nova_Fireball_2[Super_Nova_Index_2[6]]) degrees
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    If - Conditions
    (Distance between Super_Nova_FB_Position_2[Super_Nova_Index_2[6]] and Super_Nova_Create_Point[Super_Nova_Index_2[6]]) Greater than or equal to 800.00
    Then - Actions
    Unit - Kill Super_Nova_Fireball_2[Super_Nova_Index_2[6]]
    For each (Integer Super_Nova_Integer[Super_Nova_Index_2[6]]) from 1 to 6, do (Actions)
    Loop - Actions
    Set Super_Nova_FB_EX_Point_2[Super_Nova_Index_2[6]] = (Super_Nova_FB_Position_2[Super_Nova_Index_2[6]] offset by 300.00 towards (60.00 x (Real(Super_Nova_Integer[Super_Nova_Index_2[6]]))) degrees)
    Special Effect - Create a special effect at Super_Nova_FB_EX_Point_2[Super_Nova_Index_2[6]] using war3mapImported\FlameGroundEX.mdx
    Special Effect - Destroy (Last created special effect)
    Custom script: call RemoveLocation( udg_Super_Nova_FB_EX_Point_2[ udg_Super_Nova_Index_2[6]])
    Set Super_Nova_UG[Super_Nova_Index_2[6]] = (Units within 600.00 of Super_Nova_FB_Position_2[Super_Nova_Index_2[6]] matching ((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an ally of (Owner of Super_Nova_Caster[Super_Nova_Index_2[6]])) Equal to False)))
    Unit Group - Pick every unit in Super_Nova_UG[Super_Nova_Index_2[6]] and do (Actions)
    Loop - Actions
    Unit - Cause Super_Nova_Caster[Super_Nova_Index_2[6]] to damage (Picked unit), dealing Super_Nova_Damage4[Super_Nova_Index_2[6]] damage of attack type Chaos and damage type Unknown
    Set Super_Nova_EX_Count[Super_Nova_Index_2[6]] = (Super_Nova_EX_Count[Super_Nova_Index_2[6]] + 1.00)
    Custom script: call DestroyGroup( udg_Super_Nova_UG[ udg_Super_Nova_Index_2[6]])
    Else - Actions
    Unit - Move Super_Nova_Fireball_3[Super_Nova_Index_2[6]] instantly to (Super_Nova_FB_Position_3[Super_Nova_Index_2[6]] offset by 10.00 towards (Facing of Super_Nova_Fireball_3[Super_Nova_Index_2[6]]) degrees), facing (Facing of Super_Nova_Fireball_3[Super_Nova_Index_2[6]]) degrees
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    If - Conditions
    (Distance between Super_Nova_FB_Position_3[Super_Nova_Index_2[6]] and Super_Nova_Create_Point[Super_Nova_Index_2[6]]) Greater than or equal to 800.00
    Then - Actions
    Unit - Kill Super_Nova_Fireball_3[Super_Nova_Index_2[6]]
    For each (Integer Super_Nova_Integer[Super_Nova_Index_2[6]]) from 1 to 6, do (Actions)
    Loop - Actions
    Set Super_Nova_FB_EX_Point_3[Super_Nova_Index_2[6]] = (Super_Nova_FB_Position_3[Super_Nova_Index_2[6]] offset by 300.00 towards (60.00 x (Real(Super_Nova_Integer[Super_Nova_Index_2[6]]))) degrees)
    Special Effect - Create a special effect at Super_Nova_FB_EX_Point_3[Super_Nova_Index_2[6]] using war3mapImported\FlameGroundEX.mdx
    Special Effect - Destroy (Last created special effect)
    Custom script: call RemoveLocation( udg_Super_Nova_FB_EX_Point_3[ udg_Super_Nova_Index_2[6]])
    Set Super_Nova_UG[Super_Nova_Index_2[6]] = (Units within 600.00 of Super_Nova_FB_Position_3[Super_Nova_Index_2[6]] matching ((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an ally of (Owner of Super_Nova_Caster[Super_Nova_Index_2[6]])) Equal to False)))
    Unit Group - Pick every unit in Super_Nova_UG[Super_Nova_Index_2[6]] and do (Actions)
    Loop - Actions
    Unit - Cause Super_Nova_Caster[Super_Nova_Index_2[6]] to damage (Picked unit), dealing Super_Nova_Damage4[Super_Nova_Index_2[6]] damage of attack type Chaos and damage type Unknown
    Set Super_Nova_EX_Count[Super_Nova_Index_2[6]] = (Super_Nova_EX_Count[Super_Nova_Index_2[6]] + 1.00)
    Custom script: call DestroyGroup( udg_Super_Nova_UG[ udg_Super_Nova_Index_2[6]])
    Else - Actions
    Unit - Move Super_Nova_Fireball_4[Super_Nova_Index_2[6]] instantly to (Super_Nova_FB_Position_4[Super_Nova_Index_2[6]] offset by 10.00 towards (Facing of Super_Nova_Fireball_4[Super_Nova_Index_2[6]]) degrees), facing (Facing of Super_Nova_Fireball_4[Super_Nova_Index_2[6]]) degrees
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    If - Conditions
    (Distance between Super_Nova_FB_Position_4[Super_Nova_Index_2[6]] and Super_Nova_Create_Point[Super_Nova_Index_2[6]]) Greater than or equal to 800.00
    Then - Actions
    Unit - Kill Super_Nova_Fireball_4[Super_Nova_Index_2[6]]
    For each (Integer Super_Nova_Integer[Super_Nova_Index_2[6]]) from 1 to 6, do (Actions)
    Loop - Actions
    Set Super_Nova_FB_EX_Point_4[Super_Nova_Index_2[6]] = (Super_Nova_FB_Position_4[Super_Nova_Index_2[6]] offset by 300.00 towards (60.00 x (Real(Super_Nova_Integer[Super_Nova_Index_2[6]]))) degrees)
    Special Effect - Create a special effect at Super_Nova_FB_EX_Point_4[Super_Nova_Index_2[6]] using war3mapImported\FlameGroundEX.mdx
    Special Effect - Destroy (Last created special effect)
    Custom script: call RemoveLocation( udg_Super_Nova_FB_EX_Point_4[ udg_Super_Nova_Index_2[6]])
    Set Super_Nova_UG[Super_Nova_Index_2[6]] = (Units within 600.00 of Super_Nova_FB_Position_4[Super_Nova_Index_2[6]] matching ((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an ally of (Owner of Super_Nova_Caster[Super_Nova_Index_2[6]])) Equal to False)))
    Unit Group - Pick every unit in Super_Nova_UG[Super_Nova_Index_2[6]] and do (Actions)
    Loop - Actions
    Unit - Cause Super_Nova_Caster[Super_Nova_Index_2[6]] to damage (Picked unit), dealing Super_Nova_Damage4[Super_Nova_Index_2[6]] damage of attack type Chaos and damage type Unknown
    Set Super_Nova_EX_Count[Super_Nova_Index_2[6]] = (Super_Nova_EX_Count[Super_Nova_Index_2[6]] + 1.00)
    Custom script: call DestroyGroup( udg_Super_Nova_UG[ udg_Super_Nova_Index_2[6]])
    Else - Actions
    Unit - Move Super_Nova_Fireball_5[Super_Nova_Index_2[6]] instantly to (Super_Nova_FB_Position_5[Super_Nova_Index_2[6]] offset by 10.00 towards (Facing of Super_Nova_Fireball_5[Super_Nova_Index_2[6]]) degrees), facing (Facing of Super_Nova_Fireball_5[Super_Nova_Index_2[6]]) degrees
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    If - Conditions
    (Distance between Super_Nova_FB_Position_5[Super_Nova_Index_2[6]] and Super_Nova_Create_Point[Super_Nova_Index_2[6]]) Greater than or equal to 800.00
    Then - Actions
    Unit - Kill Super_Nova_Fireball_5[Super_Nova_Index_2[6]]
    For each (Integer Super_Nova_Integer[Super_Nova_Index_2[6]]) from 1 to 6, do (Actions)
    Loop - Actions
    Set Super_Nova_FB_EX_Point_5[Super_Nova_Index_2[6]] = (Super_Nova_FB_Position_5[Super_Nova_Index_2[6]] offset by 300.00 towards (60.00 x (Real(Super_Nova_Integer[Super_Nova_Index_2[6]]))) degrees)
    Special Effect - Create a special effect at Super_Nova_FB_EX_Point_5[Super_Nova_Index_2[6]] using war3mapImported\FlameGroundEX.mdx
    Special Effect - Destroy (Last created special effect)
    Custom script: call RemoveLocation( udg_Super_Nova_FB_EX_Point_5[ udg_Super_Nova_Index_2[6]])
    Set Super_Nova_UG[Super_Nova_Index_2[6]] = (Units within 600.00 of Super_Nova_FB_Position_5[Super_Nova_Index_2[6]] matching ((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an ally of (Owner of Super_Nova_Caster[Super_Nova_Index_2[6]])) Equal to False)))
    Unit Group - Pick every unit in Super_Nova_UG[Super_Nova_Index_2[6]] and do (Actions)
    Loop - Actions
    Unit - Cause Super_Nova_Caster[Super_Nova_Index_2[6]] to damage (Picked unit), dealing Super_Nova_Damage4[Super_Nova_Index_2[6]] damage of attack type Chaos and damage type Unknown
    Set Super_Nova_EX_Count[Super_Nova_Index_2[6]] = (Super_Nova_EX_Count[Super_Nova_Index_2[6]] + 1.00)
    Custom script: call DestroyGroup( udg_Super_Nova_UG[ udg_Super_Nova_Index_2[6]])
    Else - Actions
    Unit - Move Super_Nova_Fireball_6[Super_Nova_Index_2[6]] instantly to (Super_Nova_FB_Position_6[Super_Nova_Index_2[6]] offset by 10.00 towards (Facing of Super_Nova_Fireball_6[Super_Nova_Index_2[6]]) degrees), facing (Facing of Super_Nova_Fireball_6[Super_Nova_Index_2[6]]) degrees
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    If - Conditions
    (Distance between Super_Nova_FB_Position_6[Super_Nova_Index_2[6]] and Super_Nova_Create_Point[Super_Nova_Index_2[6]]) Greater than or equal to 800.00
    Then - Actions
    Unit - Kill Super_Nova_Fireball_6[Super_Nova_Index_2[6]]
    For each (Integer Super_Nova_Integer[Super_Nova_Index_2[6]]) from 1 to 6, do (Actions)
    Loop - Actions
    Set Super_Nova_FB_EX_Point_6[Super_Nova_Index_2[6]] = (Super_Nova_FB_Position_6[Super_Nova_Index_2[6]] offset by 300.00 towards (60.00 x (Real(Super_Nova_Integer[Super_Nova_Index_2[6]]))) degrees)
    Special Effect - Create a special effect at Super_Nova_FB_EX_Point_6[Super_Nova_Index_2[6]] using war3mapImported\FlameGroundEX.mdx
    Special Effect - Destroy (Last created special effect)
    Custom script: call RemoveLocation( udg_Super_Nova_FB_EX_Point_6[ udg_Super_Nova_Index_2[6]])
    Set Super_Nova_UG[Super_Nova_Index_2[6]] = (Units within 600.00 of Super_Nova_FB_Position_6[Super_Nova_Index_2[6]] matching ((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an ally of (Owner of Super_Nova_Caster[Super_Nova_Index_2[6]])) Equal to False)))
    Unit Group - Pick every unit in Super_Nova_UG[Super_Nova_Index_2[6]] and do (Actions)
    Loop - Actions
    Unit - Cause Super_Nova_Caster[Super_Nova_Index_2[6]] to damage (Picked unit), dealing Super_Nova_Damage4[Super_Nova_Index_2[6]] damage of attack type Chaos and damage type Unknown
    Set Super_Nova_EX_Count[Super_Nova_Index_2[6]] = (Super_Nova_EX_Count[Super_Nova_Index_2[6]] + 1.00)
    Custom script: call DestroyGroup( udg_Super_Nova_UG[ udg_Super_Nova_Index_2[6]])
    Else - Actions
    Unit - Move Super_Nova_Fireball_7[Super_Nova_Index_2[6]] instantly to (Super_Nova_FB_Position_7[Super_Nova_Index_2[6]] offset by 10.00 towards (Facing of Super_Nova_Fireball_7[Super_Nova_Index_2[6]]) degrees), facing (Facing of Super_Nova_Fireball_7[Super_Nova_Index_2[6]]) degrees
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    If - Conditions
    (Distance between Super_Nova_FB_Position_7[Super_Nova_Index_2[6]] and Super_Nova_Create_Point[Super_Nova_Index_2[6]]) Greater than or equal to 800.00
    Then - Actions
    Unit - Kill Super_Nova_Fireball_7[Super_Nova_Index_2[6]]
    For each (Integer Super_Nova_Integer[Super_Nova_Index_2[6]]) from 1 to 6, do (Actions)
    Loop - Actions
    Set Super_Nova_FB_EX_Point_7[Super_Nova_Index_2[6]] = (Super_Nova_FB_Position_7[Super_Nova_Index_2[6]] offset by 300.00 towards (60.00 x (Real(Super_Nova_Integer[Super_Nova_Index_2[6]]))) degrees)
    Special Effect - Create a special effect at Super_Nova_FB_EX_Point_7[Super_Nova_Index_2[6]] using war3mapImported\FlameGroundEX.mdx
    Special Effect - Destroy (Last created special effect)
    Custom script: call RemoveLocation( udg_Super_Nova_FB_EX_Point_7[ udg_Super_Nova_Index_2[6]])
    Set Super_Nova_UG[Super_Nova_Index_2[6]] = (Units within 600.00 of Super_Nova_FB_Position_7[Super_Nova_Index_2[6]] matching ((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an ally of (Owner of Super_Nova_Caster[Super_Nova_Index_2[6]])) Equal to False)))
    Unit Group - Pick every unit in Super_Nova_UG[Super_Nova_Index_2[6]] and do (Actions)
    Loop - Actions
    Unit - Cause Super_Nova_Caster[Super_Nova_Index_2[6]] to damage (Picked unit), dealing Super_Nova_Damage4[Super_Nova_Index_2[6]] damage of attack type Chaos and damage type Unknown
    Set Super_Nova_EX_Count[Super_Nova_Index_2[6]] = (Super_Nova_EX_Count[Super_Nova_Index_2[6]] + 1.00)
    Custom script: call DestroyGroup( udg_Super_Nova_UG[ udg_Super_Nova_Index_2[6]])
    Else - Actions
    Unit - Move Super_Nova_Fireball_8[Super_Nova_Index_2[6]] instantly to (Super_Nova_FB_Position_8[Super_Nova_Index_2[6]] offset by 10.00 towards (Facing of Super_Nova_Fireball_8[Super_Nova_Index_2[6]]) degrees), facing (Facing of Super_Nova_Fireball_8[Super_Nova_Index_2[6]]) degrees
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    If - Conditions
    (Distance between Super_Nova_FB_Position_8[Super_Nova_Index_2[6]] and Super_Nova_Create_Point[Super_Nova_Index_2[6]]) Greater than or equal to 800.00
    Then - Actions
    Unit - Kill Super_Nova_Fireball_8[Super_Nova_Index_2[6]]
    For each (Integer Super_Nova_Integer[Super_Nova_Index_2[6]]) from 1 to 6, do (Actions)
    Loop - Actions
    Set Super_Nova_FB_EX_Point_8[Super_Nova_Index_2[6]] = (Super_Nova_FB_Position_8[Super_Nova_Index_2[6]] offset by 300.00 towards (60.00 x (Real(Super_Nova_Integer[Super_Nova_Index_2[6]]))) degrees)
    Special Effect - Create a special effect at Super_Nova_FB_EX_Point_8[Super_Nova_Index_2[6]] using war3mapImported\FlameGroundEX.mdx
    Special Effect - Destroy (Last created special effect)
    Custom script: call RemoveLocation( udg_Super_Nova_FB_EX_Point_8[ udg_Super_Nova_Index_2[6]])
    Set Super_Nova_UG[Super_Nova_Index_2[6]] = (Units within 600.00 of Super_Nova_FB_Position_8[Super_Nova_Index_2[6]] matching ((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an ally of (Owner of Super_Nova_Caster[Super_Nova_Index_2[6]])) Equal to False)))
    Unit Group - Pick every unit in Super_Nova_UG[Super_Nova_Index_2[6]] and do (Actions)
    Loop - Actions
    Unit - Cause Super_Nova_Caster[Super_Nova_Index_2[6]] to damage (Picked unit), dealing Super_Nova_Damage4[Super_Nova_Index_2[6]] damage of attack type Chaos and damage type Unknown
    Set Super_Nova_EX_Count[Super_Nova_Index_2[6]] = (Super_Nova_EX_Count[Super_Nova_Index_2[6]] + 1.00)
    Custom script: call DestroyGroup( udg_Super_Nova_UG[ udg_Super_Nova_Index_2[6]])
    Else - Actions
    Custom script: call RemoveLocation( udg_Super_Nova_FB_Position_1[ udg_Super_Nova_Index_2[6]])
    Custom script: call RemoveLocation( udg_Super_Nova_FB_Position_2[ udg_Super_Nova_Index_2[6]])
    Custom script: call RemoveLocation( udg_Super_Nova_FB_Position_3[ udg_Super_Nova_Index_2[6]])
    Custom script: call RemoveLocation( udg_Super_Nova_FB_Position_4[ udg_Super_Nova_Index_2[6]])
    Custom script: call RemoveLocation( udg_Super_Nova_FB_Position_5[ udg_Super_Nova_Index_2[6]])
    Custom script: call RemoveLocation( udg_Super_Nova_FB_Position_6[ udg_Super_Nova_Index_2[6]])
    Custom script: call RemoveLocation( udg_Super_Nova_FB_Position_7[ udg_Super_Nova_Index_2[6]])
    Custom script: call RemoveLocation( udg_Super_Nova_FB_Position_8[ udg_Super_Nova_Index_2[6]])
    Else - Actions
    Set Super_Nova_Lunch_EX_Boolean[Super_Nova_Index_2[6]] = True
    Else - Actions
    Set Super_Nova_Boolean[Super_Nova_Index_2[6]] = False
    Set Super_Nova_Time[3] = (Super_Nova_Time[3] - 1)
    Custom script: call RemoveLocation( udg_Super_Nova_Create_Point[ udg_Super_Nova_Index_2[6]])
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    If - Conditions
    Super_Nova_DPS_Boolean[Super_Nova_Index_2[6]] Equal to True
    Then - Actions
    Set Super_Nova_DPS_UG[Super_Nova_Index_2[6]] = (Units within (200.00 + (5.00 x (Super_Nova_Real_Charge[Super_Nova_Index_2[6]] x 0.50))) of Super_Nova_Create_Point[Super_Nova_Index_2[6]] matching ((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an ally of (Owner of Super_Nova_Ca
    Unit Group - Pick every unit in Super_Nova_DPS_UG[Super_Nova_Index_2[6]] and do (Actions)
    Loop - Actions
    Unit - Cause Super_Nova_Caster[Super_Nova_Index_2[6]] to damage (Picked unit), dealing Super_Nova_Damage1[Super_Nova_Index_2[6]] damage of attack type Chaos and damage type Unknown
    Custom script: call DestroyGroup( udg_Super_Nova_DPS_UG[ udg_Super_Nova_Index_2[6]])
    Else - Actions
    Else - Actions

    ร่ายพร้อมกันหลายๆตัวได้นะ

  7. #157
    Member
    Join Date
    Jul 2011
    Posts
    84
    ^^^
    trigger ปวดตา + ตาลายมาก = = ยาวเปนหางว่าวเลย - -
    คาราวะ 3 จอก -/o- -

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