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[求助] 认为自己是JASS的高手进来看一下~希望你们看得懂~

认为自己是JASS的高手进来看一下~希望你们看得懂~

希望这里有人可以回答我这个问题~!在这里先谢谢了~
看内容然后我在告诉你们是怎么回事~
先看这个技能所有的J文件
[技能名字]
时空结界.w3x
[jass]globals
// User-defined
real udg_Height = 0
unit udg_Trigger_the_unit = null
unit udg_Technical_ability_unit = null
location udg_TempPoint = null
integer udg_I = 0
// Generated
trigger gg_trg________________u = null
trigger gg_trg_Day_Fly_Dragon_Flicker_1 = null
trigger gg_trg_Day_Fly_Dragon_Flicker_2 = null
trigger gg_trg_Day_Fly_Dragon_Flicker_3 = null
endglobals
function InitGlobals takes nothing returns nothing
set udg_Height = 0
set udg_I = 0
endfunction
//***************************************************************************
//*
//* Unit Creation
//*
//***************************************************************************
//===========================================================================
function CreateUnitsForPlayer0 takes nothing returns nothing
local player p = Player(0)
local unit u
local integer unitID
local trigger t
local real life
set u = CreateUnit( p, 'E000', -56.0, -296.7, 36.170 )
endfunction
//===========================================================================
function CreateUnitsForPlayer1 takes nothing returns nothing
local player p = Player(1)
local unit u
local integer unitID
local trigger t
local real life
set u = CreateUnit( p, 'hfoo', -606.7, 323.8, 74.292 )
set u = CreateUnit( p, 'hfoo', 509.5, 175.5, 250.639 )
set u = CreateUnit( p, 'hfoo', 645.3, -853.7, 313.460 )
set u = CreateUnit( p, 'hfoo', 25.0, -1075.3, 47.616 )
set u = CreateUnit( p, 'hfoo', -748.9, -919.8, 54.131 )
endfunction
//===========================================================================
function CreatePlayerBuildings takes nothing returns nothing
endfunction
//===========================================================================
function CreatePlayerUnits takes nothing returns nothing
call CreateUnitsForPlayer0( )
call CreateUnitsForPlayer1( )
endfunction
//===========================================================================
function CreateAllUnits takes nothing returns nothing
call CreatePlayerBuildings( )
call CreatePlayerUnits( )
endfunction
//***************************************************************************
//*
//* Triggers
//*
//***************************************************************************
//===========================================================================
// Trigger: 瀵规垬鍒濆鍖?
//===========================================================================
function Trig________________u_Actions takes nothing returns nothing
call MeleeStartingVisibility( )
endfunction
//===========================================================================
function InitTrig________________u takes nothing returns nothing
set gg_trg________________u = CreateTrigger( )
call TriggerAddAction( gg_trg________________u, function Trig________________u_Actions )
endfunction
//===========================================================================
// Trigger: Day Fly Dragon Flicker 1
//===========================================================================
function Trig_Day_Fly_Dragon_Flicker_1_Conditions takes nothing returns boolean
if ( not ( GetSpellAbilityId() == 'A000' ) ) then
return false
endif
return true
endfunction
function Trig_Day_Fly_Dragon_Flicker_1_Func008Func001Func012001 takes nothing returns boolean
return ( IsUnitAliveBJ(udg_Technical_ability_unit) == true )
endfunction
function Trig_Day_Fly_Dragon_Flicker_1_Func008Func001C takes nothing returns boolean
if ( not ( IsUnitAliveBJ(udg_Technical_ability_unit) == true ) ) then
return false
endif
return true
endfunction
function Trig_Day_Fly_Dragon_Flicker_1_Actions takes nothing returns nothing
set udg_Trigger_the_unit = GetTriggerUnit()
set udg_Technical_ability_unit = GetSpellTargetUnit()
call SetUnitPathing( udg_Trigger_the_unit, false )
call SetUnitInvulnerable( udg_Trigger_the_unit, true )
call SetUnitTimeScalePercent( udg_Trigger_the_unit, 400.00 )
call PauseUnitBJ( true, udg_Trigger_the_unit )
call PauseUnitBJ( true, udg_Technical_ability_unit )
set udg_I = 1
loop
exitwhen udg_I > 3
if ( Trig_Day_Fly_Dragon_Flicker_1_Func008Func001C() ) then
set udg_Height = 400.00
call ShowUnitHide( udg_Trigger_the_unit )
call EnableTrigger( gg_trg_Day_Fly_Dragon_Flicker_2 )
call TriggerSleepAction( 0.40 )
call DisableTrigger( gg_trg_Day_Fly_Dragon_Flicker_2 )
call SetUnitPositionLocFacingLocBJ( udg_Trigger_the_unit, PolarProjectionBJ(GetUnitLoc(udg_Technical_ability_unit), -128.00, ( 120.00 * I2R(udg_I) )), GetUnitLoc(udg_Technical_ability_unit) )
call ShowUnitShow( udg_Trigger_the_unit )
call SetUnitAnimation( udg_Trigger_the_unit, "Attack" )
call UnitDamageTargetBJ( udg_Trigger_the_unit, udg_Technical_ability_unit, I2R(( GetHeroStatBJ(bj_HEROSTAT_STR, udg_Trigger_the_unit, false) + ( GetHeroStatBJ(bj_HEROSTAT_AGI, udg_Trigger_the_unit, false) + GetHeroStatBJ(bj_HEROSTAT_INT, udg_Trigger_the_unit, false) ) )), ATTACK_TYPE_CHAOS, DAMAGE_TYPE_DIVINE )
call SetUnitAnimation( udg_Technical_ability_unit, "Death" )
call TriggerSleepAction( 0.30 )
if ( Trig_Day_Fly_Dragon_Flicker_1_Func008Func001Func012001() ) then
call ResetUnitAnimation( udg_Technical_ability_unit )
else
call DoNothing( )
endif
else
endif
set udg_I = udg_I + 1
endloop
call SetUnitTimeScalePercent( udg_Trigger_the_unit, 100.00 )
call PauseUnitBJ( false, udg_Trigger_the_unit )
call SetUnitInvulnerable( udg_Trigger_the_unit, false )
call SetUnitPathing( udg_Trigger_the_unit, true )
call PauseUnitBJ( false, udg_Technical_ability_unit )
call SelectUnitAddForPlayer( udg_Trigger_the_unit, GetOwningPlayer(udg_Trigger_the_unit) )
endfunction
//===========================================================================
function InitTrig_Day_Fly_Dragon_Flicker_1 takes nothing returns nothing
set gg_trg_Day_Fly_Dragon_Flicker_1 = CreateTrigger( )
call TriggerRegisterAnyUnitEventBJ( gg_trg_Day_Fly_Dragon_Flicker_1, EVENT_PLAYER_UNIT_SPELL_EFFECT )
call TriggerAddCondition( gg_trg_Day_Fly_Dragon_Flicker_1, Condition( function Trig_Day_Fly_Dragon_Flicker_1_Conditions ) )
call TriggerAddAction( gg_trg_Day_Fly_Dragon_Flicker_1, function Trig_Day_Fly_Dragon_Flicker_1_Actions )
endfunction
//===========================================================================
// Trigger: Day Fly Dragon Flicker 2
//===========================================================================
function Trig_Day_Fly_Dragon_Flicker_2_Actions takes nothing returns nothing
set udg_Height = ( udg_Height - 25.00 )
set udg_TempPoint = PolarProjectionBJ(GetUnitLoc(udg_Technical_ability_unit), udg_Height, ( 120.00 * I2R(udg_I) ))
call CreateNUnitsAtLocFacingLocBJ( 1, 'h000', GetOwningPlayer(udg_Trigger_the_unit), udg_TempPoint, GetUnitLoc(udg_Technical_ability_unit) )
call RemoveLocation( udg_TempPoint )
call SetUnitVertexColorBJ( GetLastCreatedUnit(), 100, 100, 100, 85.00 )
call UnitApplyTimedLifeBJ( 0.15, 'BTLF', GetLastCreatedUnit() )
endfunction
//===========================================================================
function InitTrig_Day_Fly_Dragon_Flicker_2 takes nothing returns nothing
set gg_trg_Day_Fly_Dragon_Flicker_2 = CreateTrigger( )
call DisableTrigger( gg_trg_Day_Fly_Dragon_Flicker_2 )
call TriggerRegisterTimerEventPeriodic( gg_trg_Day_Fly_Dragon_Flicker_2, 0.01 )
call TriggerAddAction( gg_trg_Day_Fly_Dragon_Flicker_2, function Trig_Day_Fly_Dragon_Flicker_2_Actions )
endfunction
//===========================================================================
// Trigger: Day Fly Dragon Flicker 3
//===========================================================================
function Trig_Day_Fly_Dragon_Flicker_3_Conditions takes nothing returns boolean
if ( not ( GetUnitTypeId(GetDyingUnit()) == 'h000' ) ) then
return false
endif
return true
endfunction
function Trig_Day_Fly_Dragon_Flicker_3_Actions takes nothing returns nothing
call RemoveUnit( GetDyingUnit() )
endfunction
//===========================================================================
function InitTrig_Day_Fly_Dragon_Flicker_3 takes nothing returns nothing
set gg_trg_Day_Fly_Dragon_Flicker_3 = CreateTrigger( )
call TriggerRegisterAnyUnitEventBJ( gg_trg_Day_Fly_Dragon_Flicker_3, EVENT_PLAYER_UNIT_DEATH )
call TriggerAddCondition( gg_trg_Day_Fly_Dragon_Flicker_3, Condition( function Trig_Day_Fly_Dragon_Flicker_3_Conditions ) )
call TriggerAddAction( gg_trg_Day_Fly_Dragon_Flicker_3, function Trig_Day_Fly_Dragon_Flicker_3_Actions )
endfunction
//===========================================================================
function InitCustomTriggers takes nothing returns nothing
call InitTrig________________u( )
call InitTrig_Day_Fly_Dragon_Flicker_1( )
call InitTrig_Day_Fly_Dragon_Flicker_2( )
call InitTrig_Day_Fly_Dragon_Flicker_3( )
endfunction
//===========================================================================
function RunInitializationTriggers takes nothing returns nothing
call ConditionalTriggerExecute( gg_trg________________u )
endfunction
//***************************************************************************
//*
//* Players
//*
//***************************************************************************
function InitCustomPlayerSlots takes nothing returns nothing
// Player 0
call SetPlayerStartLocation( Player(0), 0 )
call ForcePlayerStartLocation( Player(0), 0 )
call SetPlayerColor( Player(0), ConvertPlayerColor(0) )
call SetPlayerRacePreference( Player(0), RACE_PREF_HUMAN )
call SetPlayerRaceSelectable( Player(0), false )
call SetPlayerController( Player(0), MAP_CONTROL_USER )
// Player 1
call SetPlayerStartLocation( Player(1), 1 )
call ForcePlayerStartLocation( Player(1), 1 )
call SetPlayerColor( Player(1), ConvertPlayerColor(1) )
call SetPlayerRacePreference( Player(1), RACE_PREF_UNDEAD )
call SetPlayerRaceSelectable( Player(1), false )
call SetPlayerController( Player(1), MAP_CONTROL_COMPUTER )
endfunction
function InitCustomTeams takes nothing returns nothing
// Force: TRIGSTR_009
call SetPlayerTeam( Player(0), 0 )
// Force: TRIGSTR_010
call SetPlayerTeam( Player(1), 1 )
endfunction
//***************************************************************************
//*
//* Main Initialization
//*
//***************************************************************************
//===========================================================================
function main takes nothing returns nothing
local weathereffect we
call SetCameraBounds( -1280.0 + GetCameraMargin(CAMERA_MARGIN_LEFT), -1536.0 + GetCameraMargin(CAMERA_MARGIN_BOTTOM), 1280.0 - GetCameraMargin(CAMERA_MARGIN_RIGHT), 1024.0 - GetCameraMargin(CAMERA_MARGIN_TOP), -1280.0 + GetCameraMargin(CAMERA_MARGIN_LEFT), 1024.0 - GetCameraMargin(CAMERA_MARGIN_TOP), 1280.0 - GetCameraMargin(CAMERA_MARGIN_RIGHT), -1536.0 + GetCameraMargin(CAMERA_MARGIN_BOTTOM) )
call SetDayNightModels( "Environment\\DNC\\DNCFelwood\\DNCFelwoodTerrain\\DNCFelwoodTerrain.mdl", "Environment\\DNC\\DNCFelwood\\DNCFelwoodUnit\\DNCFelwoodUnit.mdl" )
set we = AddWeatherEffect( Rect(-2048.0,-2048.0,2048.0,2048.0), 'RAhr' )
call EnableWeatherEffect( we, true )
call NewSoundEnvironment( "Default" )
call SetAmbientDaySound( "FelwoodDay" )
call SetAmbientNightSound( "FelwoodNight" )
call SetMapMusic( "Music", true, 0 )
call CreateAllUnits( )
call InitBlizzard( )
call InitGlobals( )
call InitCustomTriggers( )
call RunInitializationTriggers( )
endfunction
//***************************************************************************
//*
//* Map Configuration
//*
//***************************************************************************
function config takes nothing returns nothing
call SetMapName( "TRIGSTR_001" )
call SetMapDescription( "TRIGSTR_003" )
call SetPlayers( 2 )
call SetTeams( 2 )
call SetGamePlacement( MAP_PLACEMENT_USE_MAP_SETTINGS )
call DefineStartLocation( 0, -64.0, -320.0 )
call DefineStartLocation( 1, 704.0, 512.0 )
// Player setup
call InitCustomPlayerSlots( )
call InitCustomTeams( )
endfunction[/jass]

TOP

LZ最好把问题直接贴出来
“风的精灵啊
  请转告泰兰德
  说我很好地遵守了承诺
  然后长眠于此”

像尤迪安一样无法得到族人认同,无法得到所期待的爱情,但我更要像他那样勇敢、坚韧、能够为爱付出一切,勇往直前的战斗下去……

TOP

我想把刚刚上面那个技能的J文件里面的代码加到
这个脚本里去~看这个脚本`
1.globals为变量声明部分
下面的是globals的内容
unit udg_MonkUnitMH=null
player udg_PlayerTIDD=null
location udg_PointA=null
unit udg_UnitsSelectA=null
unit array udg_ZhiZunREU1
integer udg_ZhiZunRCC1=0
effect array udg_ZhiZunRTeX1
boolean udg_ZhiZunRBool1=false
boolean udg_ZhiZunRBool2=false
integer udg_ZhiZunRCC2=0
unit array udg_ZhiZunREU2
lightning array udg_ZhiZunRTeX2
integer udg_HeroCounterC=0
effect udg_StartBagO=null
texttag udg_FloatWordM=null
trigger gg_trg_MyheroSetLeft=null
trigger gg_trg_MyheroSetRight=null
trigger gg_trg_MyheroSetUp=null
trigger gg_trg_MyheroSetDown=null
trigger gg_trg_HeroGetWeaponAblity=null
trigger gg_trg_WuJiGunA01=null
trigger gg_trg_WuJiGunD01=null
trigger gg_trg_ZhiZunRA01=null
trigger gg_trg_ZhiZunRD01=null
trigger gg_trg_ZhiZunRA11=null
trigger gg_trg_ZhiZunRA12=null
trigger gg_trg_GetAnyWhereM=null
trigger gg_trg_RemoveWeaponAblity=null
2.function为用户自定义触发器的注册
下面是function的内容
function Trig_MyheroSetLeft_Actions takes nothing returns nothing
call EnableTrigger(gg_trg_MyheroSetRight)
call TriggerSleepAction(0.50)
call DisableTrigger(gg_trg_MyheroSetRight)
endfunction
function Trig_MyheroSetRight_Actions takes nothing returns nothing
call EnableTrigger(gg_trg_MyheroSetUp)
call TriggerSleepAction(0.50)
call DisableTrigger(gg_trg_MyheroSetUp)
endfunction
function Trig_MyheroSetUp_Actions takes nothing returns nothing
call EnableTrigger(gg_trg_MyheroSetDown)
call TriggerSleepAction(0.50)
call DisableTrigger(gg_trg_MyheroSetDown)
endfunction
function Trig_MyheroSetDown_Actions takes nothing returns nothing
set udg_PlayerTIDD=GetTriggerPlayer()
set udg_ZhiZunRBool1=true
set udg_ZhiZunRBool2=true
set udg_HeroCounterC=0
call EnableTrigger(gg_trg_HeroGetWeaponAblity)
endfunction
//上面四个为对键盘输入上下左右响应的注册
function Trig_HeroGetWeaponAblity_Conditions takes nothing returns boolean
return ((GetOwningPlayer(GetTriggerUnit())==udg_PlayerTIDD))and((IsUnitType(GetTriggerUnit(),UNIT_TYPE_HERO)))
endfunction
//这个为输入上下左右后点击英雄的响应注册
function Trig_HeroGetWeaponAblity_Actions takes nothing returns nothing
call DisableTrigger(GetTriggeringTrigger())
set udg_MonkUnitMH=GetTriggerUnit()
call PauseUnit(udg_MonkUnitMH,true)
call SetUnitInvulnerable(udg_MonkUnitMH,true)
call AddSpecialEffectTargetUnitBJ("origin",GetTriggerUnit(),"Abilities\\Spells\\NightElf\\Starfall\\StarfallCaster.mdl")    //输对秘技后英雄身上的效果,为群星坠落效果
call CreateTextTagUnitBJ("璇哥榛勬槒",udg_MonkUnitMH,0.00,50.00,0,255.00,0,30.00)  //变身时屏幕上显示的文字,为绿色的无界变幻
call RotateCameraAroundLocBJ(360.00,GetUnitLoc(GetTriggerUnit()),udg_PlayerTIDD,4.70)  //变身时视角旋转360度
set udg_FloatWordM=bj_lastCreatedTextTag
set udg_StartBagO=bj_lastCreatedEffect
call TriggerSleepAction(5.00)
call ResetToGameCameraForPlayer(udg_PlayerTIDD,0)
call DestroyTextTag(udg_FloatWordM)
call DestroyEffect(udg_StartBagO)
call SetUnitVertexColorBJ(udg_MonkUnitMH,255.00,0.00,255.00,0)   //变身后英雄的颜色,为紫色
call SetUnitScalePercent(udg_MonkUnitMH,110.00,110.00,110.00)
call PauseUnit(udg_MonkUnitMH,false)
call SetUnitInvulnerable(udg_MonkUnitMH,false)
call EnableTrigger(gg_trg_WuJiGunA01)
call EnableTrigger(gg_trg_ZhiZunRA01)
call EnableTrigger(gg_trg_GetAnyWhereM)
call EnableTrigger(gg_trg_WuJiGunD01)
call EnableTrigger(gg_trg_ZhiZunRD01)
call EnableTrigger(gg_trg_RemoveWeaponAblity)
endfunction
function Trig_WuJiGunA01_Conditions takes nothing returns boolean
return ((GetAttacker()==udg_MonkUnitMH))
endfunction
function Trig_WuJiGunA01_Func002Func001001002003001 takes nothing returns boolean
return (IsUnitAliveBJ(GetFilterUnit()))
endfunction
function Trig_WuJiGunA01_Func002Func001001002003002 takes nothing returns boolean
return (IsUnitEnemy(GetFilterUnit(),GetOwningPlayer(GetAttacker())))
endfunction
function Trig_WuJiGunA01_Func002Func001001002003 takes nothing returns boolean
return GetBooleanAnd(Trig_WuJiGunA01_Func002Func001001002003001(),Trig_WuJiGunA01_Func002Func001001002003002())
endfunction
function Trig_WuJiGunA01_Func002Func001A takes nothing returns nothing
call AddSpecialEffectLocBJ(GetUnitLoc(GetEnumUnit()),"Abilities\\Spells\\Other\\Doom\\DoomDeath.mdl")   //效果1原本为5%概率600范围随机10个敌人单位末日审判
call DestroyEffect(bj_lastCreatedEffect)
call UnitDamageTarget(GetAttacker(),GetEnumUnit(),((I2R(GetHeroAgi(GetAttacker(),true)))*GetRandomReal(2.00,5.00)),true,false,ATTACK_TYPE_CHAOS,DAMAGE_TYPE_ENHANCED,WEAPON_TYPE_WHOKNOWS)     //伤害计算,英雄敏捷*随机一数(2-5范围)
call RemoveLocation(GetUnitLoc(GetEnumUnit()))
endfunction
function Trig_WuJiGunA01_Func002C takes nothing returns boolean
return ((GetRandomInt(1,100)<=5))
endfunction
function Trig_WuJiGunA01_Func004Func001001002003001 takes nothing returns boolean
return (IsUnitAliveBJ(GetFilterUnit()))
endfunction
function Trig_WuJiGunA01_Func004Func001001002003002 takes nothing returns boolean
return (IsUnitEnemy(GetFilterUnit(),GetOwningPlayer(GetAttacker())))
endfunction
function Trig_WuJiGunA01_Func004Func001001002003 takes nothing returns boolean
return GetBooleanAnd(Trig_WuJiGunA01_Func004Func001001002003001(),Trig_WuJiGunA01_Func004Func001001002003002())
endfunction
function Trig_WuJiGunA01_Func004Func001A takes nothing returns nothing
call AddSpecialEffectTargetUnitBJ("overhead",GetEnumUnit(),"Abilities\\Spells\\Demon\\RainOfFire\\RainOfFireTarget.mdl")  //效果2为2%概率700范围随机16个敌人单位---火炎雨攻击
call DestroyEffect(bj_lastCreatedEffect)
call UnitDamageTarget(GetAttacker(),GetEnumUnit(),(((I2R(GetHeroStr(GetAttacker(),true)))+(I2R(GetHeroAgi(GetAttacker(),true)))+(I2R(GetHeroInt(GetAttacker(),true))))*GetRandomReal(10.00,20.00)),true,false,ATTACK_TYPE_CHAOS,DAMAGE_TYPE_ENHANCED,WEAPON_TYPE_WHOKNOWS)  //伤害计算,英雄(力量+敏捷+智力)*随机一数(5-10)
endfunction
function Trig_WuJiGunA01_Func004C takes nothing returns boolean
return ((GetRandomInt(1,100)<=2))
endfunction
function Trig_WuJiGunA01_Func006Func001001002003001 takes nothing returns boolean
return (IsUnitAliveBJ(GetFilterUnit()))
endfunction
function Trig_WuJiGunA01_Func006Func001001002003002001 takes nothing returns boolean
return (IsUnitEnemy(GetFilterUnit(),GetOwningPlayer(GetAttacker())))
endfunction
function Trig_WuJiGunA01_Func006Func001001002003002002001 takes nothing returns boolean
return (IsUnitType(GetFilterUnit(),UNIT_TYPE_STRUCTURE)!=true)
endfunction
function Trig_WuJiGunA01_Func006Func001001002003002002002 takes nothing returns boolean
return (IsUnitType(GetFilterUnit(),UNIT_TYPE_HERO)!=true)
endfunction
function Trig_WuJiGunA01_Func006Func001001002003002002 takes nothing returns boolean
return GetBooleanAnd(Trig_WuJiGunA01_Func006Func001001002003002002001(),Trig_WuJiGunA01_Func006Func001001002003002002002())
endfunction
function Trig_WuJiGunA01_Func006Func001001002003002 takes nothing returns boolean
return GetBooleanAnd(Trig_WuJiGunA01_Func006Func001001002003002001(),Trig_WuJiGunA01_Func006Func001001002003002002())
endfunction
function Trig_WuJiGunA01_Func006Func001001002003 takes nothing returns boolean
return GetBooleanAnd(Trig_WuJiGunA01_Func006Func001001002003001(),Trig_WuJiGunA01_Func006Func001001002003002())
endfunction
function Trig_WuJiGunA01_Func006Func001A takes nothing returns nothing
call AddSpecialEffectTargetUnitBJ("overhead",GetEnumUnit(),"Abilities\\Spells\\Undead\\DarkRitual\\DarkRitualTarget.mdl") // 效果3为0%概率500范围随机4个敌人单位----黑暗召唤
call DestroyEffect(bj_lastCreatedEffect)
call SetUnitOwner(GetEnumUnit(),GetOwningPlayer(GetAttacker()),false)
call SetUnitVertexColorBJ(GetEnumUnit(),255.00,0.00,255.00,0) //召唤的单位移动速度变成500颜色变成紫色
call SetUnitMoveSpeed(GetEnumUnit(),500.00)
endfunction
function Trig_WuJiGunA01_Func006C takes nothing returns boolean
return ((GetRandomInt(1,100)<=10))     //机率为20%
endfunction
function Trig_WuJiGunA01_Func008Func001001002003001 takes nothing returns boolean
return (IsUnitDeadBJ(GetFilterUnit()))
endfunction
function Trig_WuJiGunA01_Func008Func001001002003002 takes nothing returns boolean
return (IsUnitType(GetFilterUnit(),UNIT_TYPE_HERO)==false)
endfunction
function Trig_WuJiGunA01_Func008Func001001002003 takes nothing returns boolean
return GetBooleanAnd(Trig_WuJiGunA01_Func008Func001001002003001(),Trig_WuJiGunA01_Func008Func001001002003002())
endfunction
function Trig_WuJiGunA01_Func008Func001Func009001003001 takes nothing returns boolean
return (IsUnitAliveBJ(GetFilterUnit()))
endfunction
function Trig_WuJiGunA01_Func008Func001Func009001003002 takes nothing returns boolean
return (IsUnitEnemy(GetFilterUnit(),GetOwningPlayer(GetAttacker())))
endfunction
function Trig_WuJiGunA01_Func008Func001Func009001003 takes nothing returns boolean
return GetBooleanAnd(Trig_WuJiGunA01_Func008Func001Func009001003001(),Trig_WuJiGunA01_Func008Func001Func009001003002())
endfunction
function Trig_WuJiGunA01_Func008Func001Func009A takes nothing returns nothing
call AddSpecialEffectLocBJ(GetUnitLoc(GetEnumUnit()),"Abilities\\Spells\\Undead\\FrostNova\\FrostNovaTarget.mdl")  //效果4为8%概率700范围随机10个尸体------尸体爆炸,为效果为雷霆一击,现改为霜冻新星
call DestroyEffect(bj_lastCreatedEffect)
call UnitDamageTarget(GetAttacker(),GetEnumUnit(),((I2R(GetHeroInt(GetAttacker(),true)))*GetRandomReal(1.00,5.00)),true,false,ATTACK_TYPE_CHAOS,DAMAGE_TYPE_ENHANCED,WEAPON_TYPE_WHOKNOWS)  //伤害计算,距离尸体200范围内受到伤害=英雄智力*随机一数(1--5)
call RemoveLocation(GetUnitLoc(GetEnumUnit()))
endfunction
function Trig_WuJiGunA01_Func008Func001A takes nothing returns nothing
set udg_UnitsSelectA=GetEnumUnit()
set udg_PointA=GetUnitLoc(udg_UnitsSelectA)
call AddSpecialEffectLocBJ(GetUnitLoc(GetEnumUnit()),"Abilities\\Spells\\Other\\Monsoon\\MonsoonBoltTarget.mdl")
call DestroyEffect(bj_lastCreatedEffect)
call AddSpecialEffectLocBJ(GetUnitLoc(GetEnumUnit()),"Abilities\\Spells\\Other\\Doom\\DoomDeath.mdl")
call DestroyEffect(bj_lastCreatedEffect)
call AddSpecialEffectLocBJ(GetUnitLoc(GetEnumUnit()),"Objects\\Spawnmodels\\Undead\\UndeadDissipate\\UndeadDissipate.mdl")   //这三个为尸体爆炸的效果,现改为雷和火
call DestroyEffect(bj_lastCreatedEffect)
call ForGroupBJ(GetUnitsInRangeOfLocMatching(200.00,udg_PointA,Condition(function Trig_WuJiGunA01_Func008Func001Func009001003)),function Trig_WuJiGunA01_Func008Func001Func009A)
call RemoveUnit(udg_UnitsSelectA)
call RemoveLocation(udg_PointA)
endfunction
function Trig_WuJiGunA01_Func008C takes nothing returns boolean
return ((GetRandomInt(1,100)<=8))  //尸体爆炸机率为8%
endfunction
function Trig_WuJiGunA01_Actions takes nothing returns nothing
if (Trig_WuJiGunA01_Func002C()) then
call ForGroupBJ(GetRandomSubGroup(10,GetUnitsInRangeOfLocMatching(600.00,GetUnitLoc(GetTriggerUnit()),Condition(function Trig_WuJiGunA01_Func002Func001001002003))),function Trig_WuJiGunA01_Func002Func001A)
call RemoveLocation(GetUnitLoc(GetTriggerUnit()))
return
endif
if (Trig_WuJiGunA01_Func004C()) then
call ForGroupBJ(GetRandomSubGroup(16,GetUnitsInRangeOfLocMatching(700.00,GetUnitLoc(GetTriggerUnit()),Condition(function Trig_WuJiGunA01_Func004Func001001002003))),function Trig_WuJiGunA01_Func004Func001A)
call RemoveLocation(GetUnitLoc(GetTriggerUnit()))
return
endif
if (Trig_WuJiGunA01_Func006C()) then
call ForGroupBJ(GetRandomSubGroup(4,GetUnitsInRangeOfLocMatching(500.00,GetUnitLoc(GetTriggerUnit()),Condition(function Trig_WuJiGunA01_Func006Func001001002003))),function Trig_WuJiGunA01_Func006Func001A)
call RemoveLocation(GetUnitLoc(GetTriggerUnit()))
return
endif
if (Trig_WuJiGunA01_Func008C()) then
call ForGroupBJ(GetRandomSubGroup(10,GetUnitsInRangeOfLocMatching(700.00,GetUnitLoc(GetTriggerUnit()),Condition(function Trig_WuJiGunA01_Func008Func001001002003))),function Trig_WuJiGunA01_Func008Func001A)
call RemoveLocation(GetUnitLoc(GetTriggerUnit()))
return
endif
endfunction
function Trig_WuJiGunD01_Func004C takes nothing returns boolean
return ((GetKillingUnit()==udg_MonkUnitMH))and((IsUnitEnemy(GetTriggerUnit(),udg_PlayerTIDD)))and((GetRandomInt(1,100)<=40)) //效果5为 4%概率杀死敌人获得力/敏/智增加5点
endfunction
function Trig_WuJiGunD01_Conditions takes nothing returns boolean
return (Trig_WuJiGunD01_Func004C())
endfunction
function Trig_WuJiGunD01_Actions takes nothing returns nothing
call ModifyHeroStat(0,GetKillingUnit(),0,5)
call ModifyHeroStat(1,GetKillingUnit(),0,5)
call ModifyHeroStat(2,GetKillingUnit(),0,5) //三围各加5
endfunction
function Trig_ZhiZunRA01_Conditions takes nothing returns boolean
return ((GetTriggerUnit()==udg_MonkUnitMH))
endfunction
function Trig_ZhiZunRA01_Func002C takes nothing returns boolean
return ((GetUnitLifePercent(udg_MonkUnitMH)<=10))and((GetRandomInt(1,10)==1))
endfunction
function Trig_ZhiZunRA01_Func004Func003001003001 takes nothing returns boolean
return (IsUnitAliveBJ(GetFilterUnit()))
endfunction
function Trig_ZhiZunRA01_Func004Func003001003002 takes nothing returns boolean
return (IsUnitEnemy(GetFilterUnit(),GetOwningPlayer(GetTriggerUnit())))
endfunction
function Trig_ZhiZunRA01_Func004Func003001003 takes nothing returns boolean
return GetBooleanAnd(Trig_ZhiZunRA01_Func004Func003001003001(),Trig_ZhiZunRA01_Func004Func003001003002())
endfunction
function Trig_ZhiZunRA01_Func004Func003A takes nothing returns nothing
set udg_ZhiZunRCC1=(udg_ZhiZunRCC1+1)
set udg_ZhiZunREU1[udg_ZhiZunRCC1]=GetEnumUnit()
call PauseUnit(GetEnumUnit(),true)
set udg_ZhiZunRTeX1[udg_ZhiZunRCC1]=AddSpecialEffectLocBJ(GetUnitLoc(GetEnumUnit()),"Abilities\\Spells\\NightElf\\EntanglingRoots\\EntanglingRootsTarget.mdl")   //效果1为受到攻击2%概率对600范围内所有敌人释放缠绕须根--无法攻击移动5秒
call RemoveLocation(GetUnitLoc(GetEnumUnit()))
endfunction
function Trig_ZhiZunRA01_Func004C takes nothing returns boolean
return ((GetRandomInt(1,100)<=2))and((udg_ZhiZunRBool1))  //效果1的机率为2%
endfunction
function Trig_ZhiZunRA01_Func006Func003001003001 takes nothing returns boolean
return (IsUnitAliveBJ(GetFilterUnit()))
endfunction
function Trig_ZhiZunRA01_Func006Func003001003002 takes nothing returns boolean
return (IsUnitEnemy(GetFilterUnit(),GetOwningPlayer(GetTriggerUnit())))
endfunction
function Trig_ZhiZunRA01_Func006Func003001003 takes nothing returns boolean
return GetBooleanAnd(Trig_ZhiZunRA01_Func006Func003001003001(),Trig_ZhiZunRA01_Func006Func003001003002())   
endfunction
function Trig_ZhiZunRA01_Func006Func003A takes nothing returns nothing
set udg_ZhiZunRCC2=(udg_ZhiZunRCC2+1)
set udg_ZhiZunREU2[udg_ZhiZunRCC2]=GetEnumUnit()
call PauseUnit(GetEnumUnit(),true)
set udg_ZhiZunRTeX2[udg_ZhiZunRCC2]=AddLightningLoc("LEAS",GetUnitLoc(GetTriggerUnit()),GetUnitLoc(GetEnumUnit()))   //效果2为受到攻击3%概率对710范围内所有敌人释放魔法镣铐--瞬间打断敌人攻击移动
call UnitDamageTarget(GetTriggerUnit(),GetEnumUnit(),((I2R(GetHeroAgi(GetTriggerUnit(),true)))*GetRandomReal(2.00,5.00)),true,false,ATTACK_TYPE_CHAOS,DAMAGE_TYPE_ENHANCED,WEAPON_TYPE_WHOKNOWS)    //伤害计算为英雄等级*英雄敏捷*随机一数(2-5)
call RemoveLocation(GetUnitLoc(GetEnumUnit()))
endfunction
function Trig_ZhiZunRA01_Func006C takes nothing returns boolean
return ((GetRandomInt(1,100)<=3))and((udg_ZhiZunRBool2))  //效果2的机率为3%
endfunction
function Trig_ZhiZunRA01_Actions takes nothing returns nothing
if (Trig_ZhiZunRA01_Func002C()) then
call SetUnitInvulnerable(udg_MonkUnitMH,true)
call AddSpecialEffectTargetUnitBJ("origin",udg_MonkUnitMH,"Abilities\\Spells\\Undead\\Unsummon\\UnsummonTarget.mdl")   //效果3为英雄生命低于10%时候10%概率释放鬼降无敌一秒
call DestroyEffect(bj_lastCreatedEffect)
call TriggerSleepAction(1.00)
call SetUnitLifePercentBJ(udg_MonkUnitMH,100)
call SetUnitInvulnerable(udg_MonkUnitMH,false)
endif
if (Trig_ZhiZunRA01_Func004C()) then
set udg_ZhiZunRBool1=false
set udg_ZhiZunRCC1=0
call ForGroupBJ(GetUnitsInRangeOfLocMatching(600.00,GetUnitLoc(GetTriggerUnit()),Condition(function Trig_ZhiZunRA01_Func004Func003001003)),function Trig_ZhiZunRA01_Func004Func003A)
call RemoveLocation(GetUnitLoc(GetTriggerUnit()))
call TriggerSleepAction(2.00)
call TriggerExecute(gg_trg_ZhiZunRA11)
return
endif
if (Trig_ZhiZunRA01_Func006C()) then
set udg_ZhiZunRBool2=false
set udg_ZhiZunRCC2=0
call ForGroupBJ(GetUnitsInRangeOfLocMatching(710.00,GetUnitLoc(GetTriggerUnit()),Condition(function Trig_ZhiZunRA01_Func006Func003001003)),function Trig_ZhiZunRA01_Func006Func003A)
call RemoveLocation(GetUnitLoc(GetTriggerUnit()))
call TriggerSleepAction(0.30)
call TriggerExecute(gg_trg_ZhiZunRA12)
endif
endfunction
function Trig_ZhiZunRD01_Conditions takes nothing returns boolean
return ((GetTriggerUnit()==udg_MonkUnitMH))
endfunction
function Trig_ZhiZunRD01_Actions takes nothing returns nothing  //效果4为英雄死亡,复活后三维属性力/敏/智各增加30点
call ModifyHeroStat(0,GetTriggerUnit(),0,30)
call ModifyHeroStat(1,GetTriggerUnit(),0,30)
call ModifyHeroStat(2,GetTriggerUnit(),0,30)
endfunction
function Trig_ZhiZunRA11_Actions takes nothing returns nothing
set bj_forLoopAIndex=1
set bj_forLoopAIndexEnd=udg_ZhiZunRCC1
loop
exitwhen bj_forLoopAIndex>bj_forLoopAIndexEnd
call PauseUnit(udg_ZhiZunREU1[bj_forLoopAIndex],false)
call DestroyEffect(udg_ZhiZunRTeX1[bj_forLoopAIndex])
set bj_forLoopAIndex=bj_forLoopAIndex+1
endloop
set udg_ZhiZunRBool1=true
call DisableTrigger(GetTriggeringTrigger())
endfunction
function Trig_ZhiZunRA12_Actions takes nothing returns nothing
set bj_forLoopAIndex=1
set bj_forLoopAIndexEnd=udg_ZhiZunRCC2
loop
exitwhen bj_forLoopAIndex>bj_forLoopAIndexEnd
call DestroyLightning(udg_ZhiZunRTeX2[bj_forLoopAIndex])
call PauseUnit(udg_ZhiZunREU2[bj_forLoopAIndex],false)
set bj_forLoopAIndex=bj_forLoopAIndex+1
endloop
set udg_ZhiZunRBool2=true
call DisableTrigger(GetTriggeringTrigger())
endfunction
function Trig_GetAnyWhereM_Conditions takes nothing returns boolean
return ((GetTriggerUnit()==udg_MonkUnitMH))and((GetIssuedOrderId()==String2OrderIdBJ("patrol")))
endfunction
function Trig_GetAnyWhereM_Actions takes nothing returns nothing
call SetUnitPositionLoc(GetTriggerUnit(),GetOrderPointLoc())
endfunction
function Trig_RemoveWeaponAblity_Conditions takes nothing returns boolean
return ((GetTriggerPlayer()==udg_PlayerTIDD))
endfunction
function Trig_RemoveWeaponAblity_Actions takes nothing returns nothing
call DisableTrigger(gg_trg_GetAnyWhereM)
call DisableTrigger(gg_trg_WuJiGunA01)
call DisableTrigger(gg_trg_WuJiGunD01)
call DisableTrigger(gg_trg_ZhiZunRA01)
call DisableTrigger(gg_trg_ZhiZunRD01)
call SetUnitVertexColorBJ(udg_MonkUnitMH,100.00,100.00,100.00,0)
call SetUnitScalePercent(udg_MonkUnitMH,100.00,100.00,100.00)
call DisableTrigger(GetTriggeringTrigger())
endfunction
3.主函数main
set gg_trg_MyheroSetLeft=CreateTrigger()   //下面为开启秘技的方法,上左下右
call TriggerRegisterPlayerKeyEventBJ(gg_trg_MyheroSetLeft,Player(0),0,3)  //0,3为上
call TriggerRegisterPlayerKeyEventBJ(gg_trg_MyheroSetLeft,Player(1),0,3)
call TriggerRegisterPlayerKeyEventBJ(gg_trg_MyheroSetLeft,Player(2),0,3)
call TriggerRegisterPlayerKeyEventBJ(gg_trg_MyheroSetLeft,Player(3),0,3)
call TriggerRegisterPlayerKeyEventBJ(gg_trg_MyheroSetLeft,Player(4),0,3)
call TriggerRegisterPlayerKeyEventBJ(gg_trg_MyheroSetLeft,Player(5),0,3)
call TriggerRegisterPlayerKeyEventBJ(gg_trg_MyheroSetLeft,Player(6),0,3)
call TriggerRegisterPlayerKeyEventBJ(gg_trg_MyheroSetLeft,Player(7),0,3)
call TriggerRegisterPlayerKeyEventBJ(gg_trg_MyheroSetLeft,Player(8),0,3)
call TriggerRegisterPlayerKeyEventBJ(gg_trg_MyheroSetLeft,Player(9),0,3)
call TriggerAddAction(gg_trg_MyheroSetLeft,function Trig_MyheroSetLeft_Actions)
set gg_trg_MyheroSetRight=CreateTrigger()
call DisableTrigger(gg_trg_MyheroSetRight)
call TriggerRegisterPlayerKeyEventBJ(gg_trg_MyheroSetRight,Player(0),0,0)  //0,0为左
call TriggerRegisterPlayerKeyEventBJ(gg_trg_MyheroSetRight,Player(1),0,0)
call TriggerRegisterPlayerKeyEventBJ(gg_trg_MyheroSetRight,Player(2),0,0)
call TriggerRegisterPlayerKeyEventBJ(gg_trg_MyheroSetRight,Player(3),0,0)
call TriggerRegisterPlayerKeyEventBJ(gg_trg_MyheroSetRight,Player(4),0,0)
call TriggerRegisterPlayerKeyEventBJ(gg_trg_MyheroSetRight,Player(5),0,0)
call TriggerRegisterPlayerKeyEventBJ(gg_trg_MyheroSetRight,Player(6),0,0)
call TriggerRegisterPlayerKeyEventBJ(gg_trg_MyheroSetRight,Player(7),0,0)
call TriggerRegisterPlayerKeyEventBJ(gg_trg_MyheroSetRight,Player(8),0,0)
call TriggerRegisterPlayerKeyEventBJ(gg_trg_MyheroSetRight,Player(9),0,0)
call TriggerAddAction(gg_trg_MyheroSetRight,function Trig_MyheroSetRight_Actions)
set gg_trg_MyheroSetUp=CreateTrigger()
call DisableTrigger(gg_trg_MyheroSetUp)
call TriggerRegisterPlayerKeyEventBJ(gg_trg_MyheroSetUp,Player(0),0,2)   //0,2为下
call TriggerRegisterPlayerKeyEventBJ(gg_trg_MyheroSetUp,Player(1),0,2)
call TriggerRegisterPlayerKeyEventBJ(gg_trg_MyheroSetUp,Player(2),0,2)
call TriggerRegisterPlayerKeyEventBJ(gg_trg_MyheroSetUp,Player(3),0,2)
call TriggerRegisterPlayerKeyEventBJ(gg_trg_MyheroSetUp,Player(4),0,2)
call TriggerRegisterPlayerKeyEventBJ(gg_trg_MyheroSetUp,Player(5),0,2)
call TriggerRegisterPlayerKeyEventBJ(gg_trg_MyheroSetUp,Player(6),0,2)
call TriggerRegisterPlayerKeyEventBJ(gg_trg_MyheroSetUp,Player(7),0,2)
call TriggerRegisterPlayerKeyEventBJ(gg_trg_MyheroSetUp,Player(8),0,2)
call TriggerRegisterPlayerKeyEventBJ(gg_trg_MyheroSetUp,Player(9),0,2)
call TriggerAddAction(gg_trg_MyheroSetUp,function Trig_MyheroSetUp_Actions)
set gg_trg_MyheroSetDown=CreateTrigger()
call DisableTrigger(gg_trg_MyheroSetDown)
call TriggerRegisterPlayerKeyEventBJ(gg_trg_MyheroSetDown,Player(0),0,1)  //0,1为右
call TriggerRegisterPlayerKeyEventBJ(gg_trg_MyheroSetDown,Player(1),0,1)
call TriggerRegisterPlayerKeyEventBJ(gg_trg_MyheroSetDown,Player(2),0,1)
call TriggerRegisterPlayerKeyEventBJ(gg_trg_MyheroSetDown,Player(3),0,1)
call TriggerRegisterPlayerKeyEventBJ(gg_trg_MyheroSetDown,Player(4),0,1)
call TriggerRegisterPlayerKeyEventBJ(gg_trg_MyheroSetDown,Player(5),0,1)
call TriggerRegisterPlayerKeyEventBJ(gg_trg_MyheroSetDown,Player(6),0,1)
call TriggerRegisterPlayerKeyEventBJ(gg_trg_MyheroSetDown,Player(7),0,1)
call TriggerRegisterPlayerKeyEventBJ(gg_trg_MyheroSetDown,Player(8),0,1)
call TriggerRegisterPlayerKeyEventBJ(gg_trg_MyheroSetDown,Player(9),0,1)
call TriggerAddAction(gg_trg_MyheroSetDown,function Trig_MyheroSetDown_Actions)
set gg_trg_HeroGetWeaponAblity=CreateTrigger()
call DisableTrigger(gg_trg_HeroGetWeaponAblity)
call TriggerRegisterPlayerSelectionEventBJ(gg_trg_HeroGetWeaponAblity,Player(0),true)  //输对后再点击英雄
call TriggerRegisterPlayerSelectionEventBJ(gg_trg_HeroGetWeaponAblity,Player(1),true)
call TriggerRegisterPlayerSelectionEventBJ(gg_trg_HeroGetWeaponAblity,Player(2),true)
call TriggerRegisterPlayerSelectionEventBJ(gg_trg_HeroGetWeaponAblity,Player(3),true)
call TriggerRegisterPlayerSelectionEventBJ(gg_trg_HeroGetWeaponAblity,Player(4),true)
call TriggerRegisterPlayerSelectionEventBJ(gg_trg_HeroGetWeaponAblity,Player(5),true)
call TriggerRegisterPlayerSelectionEventBJ(gg_trg_HeroGetWeaponAblity,Player(6),true)
call TriggerRegisterPlayerSelectionEventBJ(gg_trg_HeroGetWeaponAblity,Player(7),true)
call TriggerRegisterPlayerSelectionEventBJ(gg_trg_HeroGetWeaponAblity,Player(8),true)
call TriggerRegisterPlayerSelectionEventBJ(gg_trg_HeroGetWeaponAblity,Player(9),true)
call TriggerRegisterPlayerSelectionEventBJ(gg_trg_HeroGetWeaponAblity,Player(10),true)
call TriggerAddCondition(gg_trg_HeroGetWeaponAblity,Condition(function Trig_HeroGetWeaponAblity_Conditions))
call TriggerAddAction(gg_trg_HeroGetWeaponAblity,function Trig_HeroGetWeaponAblity_Actions)
set gg_trg_WuJiGunA01=CreateTrigger()
call DisableTrigger(gg_trg_WuJiGunA01)
call TriggerRegisterAnyUnitEventBJ(gg_trg_WuJiGunA01,EVENT_PLAYER_UNIT_ATTACKED)
call TriggerAddCondition(gg_trg_WuJiGunA01,Condition(function Trig_WuJiGunA01_Conditions))
call TriggerAddAction(gg_trg_WuJiGunA01,function Trig_WuJiGunA01_Actions)
set gg_trg_WuJiGunD01=CreateTrigger()
call DisableTrigger(gg_trg_WuJiGunD01)
call TriggerRegisterAnyUnitEventBJ(gg_trg_WuJiGunD01,EVENT_PLAYER_UNIT_DEATH)
call TriggerAddCondition(gg_trg_WuJiGunD01,Condition(function Trig_WuJiGunD01_Conditions))
call TriggerAddAction(gg_trg_WuJiGunD01,function Trig_WuJiGunD01_Actions)
set gg_trg_ZhiZunRA01=CreateTrigger()
call DisableTrigger(gg_trg_ZhiZunRA01)
call TriggerRegisterAnyUnitEventBJ(gg_trg_ZhiZunRA01,EVENT_PLAYER_UNIT_ATTACKED)
call TriggerAddCondition(gg_trg_ZhiZunRA01,Condition(function Trig_ZhiZunRA01_Conditions))
call TriggerAddAction(gg_trg_ZhiZunRA01,function Trig_ZhiZunRA01_Actions)
set gg_trg_ZhiZunRD01=CreateTrigger()
call DisableTrigger(gg_trg_ZhiZunRD01)
call TriggerRegisterAnyUnitEventBJ(gg_trg_ZhiZunRD01,EVENT_PLAYER_UNIT_DEATH)
call TriggerAddCondition(gg_trg_ZhiZunRD01,Condition(function Trig_ZhiZunRD01_Conditions))
call TriggerAddAction(gg_trg_ZhiZunRD01,function Trig_ZhiZunRD01_Actions)
set gg_trg_ZhiZunRA11=CreateTrigger()
call DisableTrigger(gg_trg_ZhiZunRA11)
call TriggerAddAction(gg_trg_ZhiZunRA11,function Trig_ZhiZunRA11_Actions)
set gg_trg_ZhiZunRA12=CreateTrigger()
call DisableTrigger(gg_trg_ZhiZunRA12)
call TriggerAddAction(gg_trg_ZhiZunRA12,function Trig_ZhiZunRA12_Actions)
set gg_trg_GetAnyWhereM=CreateTrigger()
call DisableTrigger(gg_trg_GetAnyWhereM)
call TriggerRegisterAnyUnitEventBJ(gg_trg_GetAnyWhereM,EVENT_PLAYER_UNIT_ISSUED_POINT_ORDER)
call TriggerAddCondition(gg_trg_GetAnyWhereM,Condition(function Trig_GetAnyWhereM_Conditions))
call TriggerAddAction(gg_trg_GetAnyWhereM,function Trig_GetAnyWhereM_Actions)
set gg_trg_RemoveWeaponAblity=CreateTrigger()
call DisableTrigger(gg_trg_RemoveWeaponAblity)
call TriggerRegisterPlayerChatEvent(gg_trg_RemoveWeaponAblity,Player(0),"鍙樺够",true)   //输入变幻可以变回来
call TriggerRegisterPlayerChatEvent(gg_trg_RemoveWeaponAblity,Player(1),"鍙樺够",true)
call TriggerRegisterPlayerChatEvent(gg_trg_RemoveWeaponAblity,Player(2),"鍙樺够",true)
call TriggerRegisterPlayerChatEvent(gg_trg_RemoveWeaponAblity,Player(3),"鍙樺够",true)
call TriggerRegisterPlayerChatEvent(gg_trg_RemoveWeaponAblity,Player(4),"鍙樺够",true)
call TriggerRegisterPlayerChatEvent(gg_trg_RemoveWeaponAblity,Player(5),"鍙樺够",true)
call TriggerRegisterPlayerChatEvent(gg_trg_RemoveWeaponAblity,Player(6),"鍙樺够",true)
call TriggerRegisterPlayerChatEvent(gg_trg_RemoveWeaponAblity,Player(7),"鍙樺够",true)
call TriggerRegisterPlayerChatEvent(gg_trg_RemoveWeaponAblity,Player(8),"鍙樺够",true)
call TriggerRegisterPlayerChatEvent(gg_trg_RemoveWeaponAblity,Player(9),"鍙樺够",true)
call TriggerAddCondition(gg_trg_RemoveWeaponAblity,Condition(function Trig_RemoveWeaponAblity_Conditions))
call TriggerAddAction(gg_trg_RemoveWeaponAblity,function Trig_RemoveWeaponAblity_Actions)

[ 本帖最后由 2517420 于 2008-6-22 20:25 编辑 ]

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不但没字,连图也没有。
sure,this means nothing.

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最好有人可以帮忙加一下那个技能到这个脚本里面去~然后在付上说明~
我看要是这里还没有人可以把这个技能加进去的话~我就得死了这条心了~
因为我个人认为这里的JASS教学是国内最先进的了~
格位老大帮帮忙啦

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没人敢进来了~~哎`~!` 我还是走吧~

[ 本帖最后由 2517420 于 2008-6-22 20:40 编辑 ]

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你不觉得这些东西光看就得半小时吗?
sure,this means nothing.

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而且这些东西明显不是纯jass来的,都是触发转的。


把技能描述下估计做都比导快。
sure,this means nothing.

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我就是找不到上面那个技能在J里面的代码是多少~

希望帮帮忙
说明一下
下面这个是可以加到任何魔兽游戏地图里面的一个壮态脚本~这个壮态有好多技能在里面~开起这个壮态之后人物会变成别的色然后也会有好多技能自己发出
我就是想在这个壮态下在加上几个技能~
就是这个意思~

[ 本帖最后由 2517420 于 2008-6-22 20:47 编辑 ]

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用 Ctrl+D   可以查看技能代码

另外   帮LZ高亮下代码吧
“风的精灵啊
  请转告泰兰德
  说我很好地遵守了承诺
  然后长眠于此”

像尤迪安一样无法得到族人认同,无法得到所期待的爱情,但我更要像他那样勇敢、坚韧、能够为爱付出一切,勇往直前的战斗下去……

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用 Ctrl+D   可以查看技能代码

另外   帮LZ高亮下代码吧
“风的精灵啊
  请转告泰兰德
  说我很好地遵守了承诺
  然后长眠于此”

像尤迪安一样无法得到族人认同,无法得到所期待的爱情,但我更要像他那样勇敢、坚韧、能够为爱付出一切,勇往直前的战斗下去……

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everguo
你有QQ吗~
等你有时间了我在来问你行吗~把QQ告诉下我~
等下我把上面那个技能发出来 `~让你们看一下`~然后在加到后面这个脚本里面去行吗~
下面那个壮态的脚本叫诸神黄昏

[ 本帖最后由 2517420 于 2008-6-22 20:51 编辑 ]

附件

[技能]时空结界.w3x (16.59 KB)

2008-6-22 20:51, 下载次数: 13

诸神黄昏.rar (4.32 KB)

2008-6-22 20:51, 下载次数: 5

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帮帮我~~帮帮我~~我问了好多人了`谢谢了~~!

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我伤心的~~~~~~~~~~~~~~~~
走了

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晕了...
触发转的,还是比较方便
everguo 的阉割法太好用了
纪念那已被遗忘的世界和那不曾拥有却确实失去的世界

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