ni ngerjainnya dulu 4 bulan full nonstop min 1 hari 4 jam, tu aja baru jadi segini
klo mau liat salah satu codenya kaya begini:
Moon Glaive Custom, non bugged, non orb
Code:
Moon Glaive
Events
Conditions
(Level of Luna - Moon Glaive for (Damage source)) Greater than 0
Actions
Set tempInteger1 = 0
For each (Integer A) from 1 to ABIL_MGlaive_LC, do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
tempInteger1 Equal to 0
ABIL_MGlaive_Missile[(Integer A)] Equal to No unit
Then - Actions
Set tempInteger1 = (Integer A)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
tempInteger1 Equal to 0
Then - Actions
Set ABIL_MGlaive_LC = (ABIL_MGlaive_LC + 1)
Set tempInteger1 = ABIL_MGlaive_LC
Else - Actions
Set tempPoint1 = (Position of (Triggering unit))
Set ABIL_MGlaive_Thrower[tempInteger1] = (Damage source)
Unit - Create 1 Moon Rider Missile for (Owner of (Damage source)) at tempPoint1 facing Default building facing degrees
Set ABIL_MGlaive_Missile[tempInteger1] = (Last created unit)
Set ABIL_MGlaive_Loop[tempInteger1] = (Level of Luna - Moon Glaive for (Damage source))
Set ABIL_MGlaive_Damage[tempInteger1] = Damage_Current
Unit Group - Remove all units from ABIL_MGlaive_Group1[tempInteger1]
Unit Group - Remove all units from ABIL_MGlaive_Group2[tempInteger1]
Unit Group - Add (Triggering unit) to ABIL_MGlaive_Group1[tempInteger1]
Set tempGroup1 = (Units within 500.00 of tempPoint1 matching ((((Matching unit) is A structure) Equal to False) and ((((((Matching unit) is alive) Equal to True) and (((Matching unit) is visible to (Owner of ABIL_MGlaive_Thrower[tempInteger1])) Equal to True)) and (((Matching
Set tempGroup2 = (Units of type No unit-type)
Unit Group - Pick every unit in tempGroup1 and do (Actions)
Loop - Actions
Custom script: set udg_tempBoolean1 = IsUnitInvulnerable(GetEnumUnit())
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
tempBoolean1 Equal to False
Then - Actions
Unit Group - Add (Picked unit) to tempGroup2
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(tempGroup2 is empty) Equal to False
Then - Actions
Set tempUnit1 = (Random unit from tempGroup2)
Set ABIL_MGlaive_Target[tempInteger1] = tempUnit1
Unit Group - Add tempUnit1 to ABIL_MGlaive_Group1[tempInteger1]
Else - Actions
Unit - Remove ABIL_MGlaive_Missile[tempInteger1] from the game
Set ABIL_MGlaive_Target[tempInteger1] = No unit
Set ABIL_MGlaive_Missile[tempInteger1] = No unit
Custom script: call RemoveLocation(udg_tempPoint1)
Custom script: call DestroyGroup(udg_tempGroup1)
Custom script: call DestroyGroup(udg_tempGroup2)
Code:
Moon Glaive Move
Events
Time - Every 0.02 seconds of game time
Conditions
Actions
For each (Integer A) from 1 to ABIL_MGlaive_LC, do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
ABIL_MGlaive_Missile[(Integer A)] Not equal to No unit
Then - Actions
Set tempPoint1 = (Position of ABIL_MGlaive_Missile[(Integer A)])
Set tempPoint2 = (Position of ABIL_MGlaive_Target[(Integer A)])
Set tempPoint3 = (tempPoint1 offset by 18.00 towards (Angle from tempPoint1 to tempPoint2) degrees)
Unit - Move ABIL_MGlaive_Missile[(Integer A)] instantly to tempPoint3
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Distance between tempPoint1 and tempPoint2) Less than or equal to 36.00
Then - Actions
Trigger - Run Dummy Number <gen> (ignoring conditions)
Set Dummy_Origin[tempInteger2] = ABIL_MGlaive_Thrower[(Integer A)]
Set Dummy_Name[tempInteger2] = Moon Glaive
Set ABIL_MGlaive_Damage[(Integer A)] = (0.65 x ABIL_MGlaive_Damage[(Integer A)])
Unit - Create 1 Dummy Unit for (Owner of ABIL_MGlaive_Thrower[(Integer A)]) at tempPoint1 facing Default building facing degrees
Unit Group - Add (Last created unit) to Dummy_Pure
Unit - Add a 0.10 second Generic expiration timer to (Last created unit)
Unit - Set the custom value of (Last created unit) to tempInteger2
Unit - Cause (Last created unit) to damage ABIL_MGlaive_Target[(Integer A)], dealing ABIL_MGlaive_Damage[(Integer A)] damage of attack type Normal and damage type Universal
Set ABIL_MGlaive_Loop[(Integer A)] = (ABIL_MGlaive_Loop[(Integer A)] - 1)
Set tempGroup1 = (Units within 500.00 of tempPoint3 matching ((((((Matching unit) is A structure) Equal to False) and ((Matching unit) Not equal to ABIL_MGlaive_Target[(Integer A)])) and (((Matching unit) is Mechanical) Equal to False)) and ((((((Matching unit) is alive) Equa
Set tempGroup2 = (Units of type No unit-type)
Unit Group - Pick every unit in tempGroup1 and do (Actions)
Loop - Actions
Custom script: set udg_tempBoolean1 = IsUnitInvulnerable(GetEnumUnit())
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
tempBoolean1 Equal to False
Then - Actions
Unit Group - Add (Picked unit) to tempGroup2
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(tempGroup2 is empty) Equal to False
ABIL_MGlaive_Loop[(Integer A)] Greater than 0
Then - Actions
Set tempUnit1 = (Random unit from tempGroup2)
Set ABIL_MGlaive_Target[(Integer A)] = tempUnit1
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(tempUnit1 is in ABIL_MGlaive_Group1[(Integer A)]) Equal to True
Then - Actions
Unit Group - Add tempUnit1 to ABIL_MGlaive_Group2[(Integer A)]
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(tempUnit1 is in ABIL_MGlaive_Group2[(Integer A)]) Equal to True
Then - Actions
Unit Group - Add tempUnit1 to ABIL_MGlaive_Group3[(Integer A)]
Else - Actions
Unit Group - Add tempUnit1 to ABIL_MGlaive_Group1[(Integer A)]
Else - Actions
Unit - Kill ABIL_MGlaive_Target[(Integer A)]
Set ABIL_MGlaive_Target[(Integer A)] = No unit
Set ABIL_MGlaive_Missile[(Integer A)] = No unit
Custom script: call DestroyGroup(udg_tempGroup1)
Custom script: call DestroyGroup(udg_tempGroup2)
Else - Actions
Custom script: call RemoveLocation(udg_tempPoint1)
Custom script: call RemoveLocation(udg_tempPoint2)
Custom script: call RemoveLocation(udg_tempPoint3)
Else - Actions
klo make trigger diatas, kan gak mustahil item Moon Glaive? ato moon glaive bercabang?
kayanya ga smua orang mau gitu codingnya, kalo dilanjutin, mungkin gw cuman butuh bantuan di string ma object editornya
@thana
6v6? ah gag juga, klo lo mau maen 5v5 ya kan bisa 5v5an 2 slot dikosongin
orb effect tu gw yakin dulu si IceFrog gak ngilangin karna emang gak bisa, soalnya orb effect yang stackable biasa tu ngebug, kalo sistem gw dijamin nggak
karna setiap hero cast spell => suruh dummy buat damage / cast spell damage
jadi damage hero => physical
damage dummy => spell
makanya yang kaya ginian ini yang bikin gw jadi lama
btw,
Skarang gw klas 3 SMA, 1 minggu lagi gw ikut ujian univ, jadi mungkin mulai besok senen gw dah gak bisa ke forum
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