void SaveUnitSkillLevel(unit u){
int i=GetPlayerId(GetOwningPlayer(u))
SaveInteger(SkillHash,i,6,GetUnitAbilityLevel(u,udg_SkillID[LoadInteger(SkillHash,i,2)]))
SaveInteger(SkillHash,i,7,GetUnitAbilityLevel(u,udg_SkillID[LoadInteger(SkillHash,i,3)]))
SaveInteger(SkillHash,i,8,GetUnitAbilityLevel(u,udg_SkillID[LoadInteger(SkillHash,i,4)]))
SaveInteger(SkillHash,i,9,GetUnitAbilityLevel(u,udg_SkillID[LoadInteger(SkillHash,i,5)]))
if GetUnitAbilityLevel(u,'A00J')>0
SaveInteger(SkillHash,i,10,GetUnitAbilityLevel(u,'A00J'))
else
SaveInteger(SkillHash,i,10,GetUnitAbilityLevel(u,'A0L0'))
endif
}
void LoadUnitSkillLevel(unit u){
int i=GetPlayerId(GetOwningPlayer(u))
int x=1
loop
exitwhen x>LoadInteger(SkillHash,i,6)
SelectHeroSkill(u,udg_SkillID[LoadInteger(SkillHash,i,2)])
x++
endloop
x=1
loop
exitwhen x>LoadInteger(SkillHash,i,7)
SelectHeroSkill(u,udg_SkillID[LoadInteger(SkillHash,i,3)])
x++
endloop
x=1
loop
exitwhen x>LoadInteger(SkillHash,i,8)
SelectHeroSkill(u,udg_SkillID[LoadInteger(SkillHash,i,4)])
x++
endloop
x=1
loop
exitwhen x>LoadInteger(SkillHash,i,9)
SelectHeroSkill(u,udg_SkillID[LoadInteger(SkillHash,i,5)])
x++
endloop
x=1
loop
exitwhen x>LoadInteger(SkillHash,i,10)
SelectHeroSkill(u,'A00J')
SelectHeroSkill(u,'A0L0')
x++
endloop
}
int GetSkillSingle(unit u,int i,int n){
UnitAddAbility(u,udg_SkillIDBook)
UnitRemoveAbility(u,udg_SkillIDBook)
if not udg_SS
UnitAddAbility(u,udg_SkillID)
UnitRemoveAbility(u,udg_SkillID)
endif
SetPlayerAbilityAvailable(GetOwningPlayer(u),udg_SkillID,true)
if i==71
udg_TempUnit=u
udg_TempPlayer=GetOwningPlayer(u)
ExecuteFunc("Trig_WZ_Preload_Actions")
elseif i==144
udg_TempUnit=u
udg_TempPlayer=GetOwningPlayer(u)
ExecuteFunc("Trig_XX_Preload_Actions")
elseif i==274
udg_TempUnit=u
udg_TempPlayer=GetOwningPlayer(u)
ExecuteFunc("Trig_SJYD_Preload_Actions")
elseif i==351 or i==353 or i==354
udg_TempUnit=u
udg_TempPlayer=GetOwningPlayer(u)
ExecuteFunc("Trig_XZ_Preload_Actions")
elseif i==123
udg_TempUnit=u
udg_TempPlayer=GetOwningPlayer(u)
ExecuteFunc("Trig_F_SL_Preload_Actions")
elseif i==263
udg_TempUnit=u
udg_TempPlayer=GetOwningPlayer(u)
ExecuteFunc("Trig_WQJY_Preload_Actions")
endif
return n-udg_SkillIcon
}
void SelectSkillSub(unit u,int i1,int i2,int i3,int i4){
int n=2
if GetUnitAbilityLevel(u,'A0T9')>0 or GetUnitAbilityLevel(u,'A0YP')>0
n--
endif
SetPlayerAlliance(GetOwningPlayer(u),GetOwningPlayer(u),ALLIANCE_SHARED_CONTROL,true)
SaveInteger(SkillHash,GetPlayerId(GetOwningPlayer(u)),2,i1)
SaveInteger(SkillHash,GetPlayerId(GetOwningPlayer(u)),3,i2)
SaveInteger(SkillHash,GetPlayerId(GetOwningPlayer(u)),4,i3)
SaveInteger(SkillHash,GetPlayerId(GetOwningPlayer(u)),5,i4)
SetPlayerAbilityAvailable(GetOwningPlayer(u),'A0T9',true) //静电超载
SetPlayerAbilityAvailable(GetOwningPlayer(u),'A0YP',true) //恶意涌动
SetPlayerAbilityAvailable(GetOwningPlayer(u),'A0L0',true)
n=GetSkillSingle(u,i1,n)
n=GetSkillSingle(u,i2,n)
n=GetSkillSingle(u,i3,n)
n=GetSkillSingle(u,i4,n)
if n>0
GetSkillSingle(u,0,n)
endif
if GetUnitAbilityLevel(u,'A0Y9')>0
int x=1
int y
loop
exitwhen x>udg_HeroTypeCount
y=1
loop
exitwhen y>4
UnitRemoveAbility(u,udg_SkillIDBook[x*10+y])
y++
endloop
x++
endloop
UnitRemoveAbility(u,'A0Y9')
UnitRemoveAbility(u,'A0YA')
UnitRemoveAbility(u,'A0YJ')
UnitRemoveAbility(u,'A0YB')
UnitRemoveAbility(u,'A0YC')
UnitRemoveAbility(u,'A0YD')
UnitRemoveAbility(u,'A0YE')
endif
y=GetPlayerId(GetOwningPlayer(u))
x=0
loop
exitwhen x>11
if udg_InGame==false or x==0 or x==6 or (x!=y and IsPlayerAlly(Player(x),Player(y)))
DisplayTimedTextToPlayer(Player(x),0,0,30,"|cff"+udg_Color[y+1]+udg_PlayerName[y+1]+"("+GetHeroProperName(udg_PlayerOwnedHero[y+1])+")|r技能选择完毕:")
DisplayTimedTextToPlayer(Player(x),0,0,30,GetObjectName(udg_SkillIDBook[LoadInteger(SkillHash,y,2)])+","+GetObjectName(udg_SkillIDBook[LoadInteger(SkillHash,y,3)])+","+GetObjectName(udg_SkillIDBook[LoadInteger(SkillHash,y,4)])+",|cffffcc00"+GetObjectName(udg_SkillIDBook[LoadInteger(SkillHash,y,5)])+"|r")
endif
x++
endloop
DisplayTimedTextToPlayer(Player(y),0,0,30,"
你可以使用-is指令查看队友技能,也可以使用-ls指令立即学习所有可学技能")
}
bool SkillAllow(int j,int i){
return LoadInteger(SkillHash,j,2)!=i and LoadInteger(SkillHash,j,3)!=i and LoadInteger(SkillHash,j,4)!=i and not LoadBoolean(SkillHash,0,i)
}
bool GetSkill(unit u,int i,bool b){
player p
int j=GetPlayerId(GetOwningPlayer(u))
if udg_SkillIcon>LoadInteger(SkillHash,j,6)
if not udg_RS
DisplayTimedTextToPlayer(Player(j),0,0,15,"|cffffcc00图标不够|r")
if GetLocalPlayer()==Player(j)
StartSound(gg_snd_Error)
endif
endif
return false
endif
if LoadBoolean(SkillHash,0,i)
DisplayTimedTextToPlayer(Player(j),0,0,15,"|cffffcc00已经有其他玩家选过这个技能了|r")
if GetLocalPlayer()==Player(j)
StartSound(gg_snd_Error)
endif
return false
endif
if b
if LoadInteger(SkillHash,j,5)==0
SaveInteger(SkillHash,j,5,i)
else
DisplayTimedTextToPlayer(Player(j),0,0,15,"|cffffcc00你已经选择过一个大招了|r")
if GetLocalPlayer()==Player(j)
StartSound(gg_snd_Error)
endif
return false
endif
else
if LoadInteger(SkillHash,j,2)==0
SaveInteger(SkillHash,j,2,i)
elseif LoadInteger(SkillHash,j,3)==0
SaveInteger(SkillHash,j,3,i)
elseif LoadInteger(SkillHash,j,4)==0
SaveInteger(SkillHash,j,4,i)
else
DisplayTimedTextToPlayer(Player(j),0,0,15,"|cffffcc00你已经选择满3个小技能了|r")
if GetLocalPlayer()==Player(j)
StartSound(gg_snd_Error)
endif
return false
endif
endif
if not udg_OS
SaveBoolean(SkillHash,0,i,true)
#for x(0,11)
SetPlayerAbilityAvailable(Player(x),udg_SkillIDBook,false)
#endfor
endif
SaveInteger(SkillHash,j,6,LoadInteger(SkillHash,j,6)-udg_SkillIcon)
if udg_RS
return true
endif
p=Player(j)
DisplayTimedTextToPlayer(p,0,0,300,"
|cffffcc00你当前已经选择的技能有:|r")
if LoadInteger(SkillHash,j,2)==0
DisplayTimedTextToPlayer(p,0,0,300,"技能1:还未选择技能")
else
DisplayTimedTextToPlayer(p,0,0,300,"技能1:|cffffcc00"+GetObjectName(udg_SkillIDBook[LoadInteger(SkillHash,j,2)])+"|r")
endif
if LoadInteger(SkillHash,j,3)==0
DisplayTimedTextToPlayer(p,0,0,300,"技能2:还未选择技能")
else
DisplayTimedTextToPlayer(p,0,0,300,"技能2:|cffffcc00"+GetObjectName(udg_SkillIDBook[LoadInteger(SkillHash,j,3)])+"|r")
endif
if LoadInteger(SkillHash,j,4)==0
DisplayTimedTextToPlayer(p,0,0,300,"技能3:还未选择技能")
else
DisplayTimedTextToPlayer(p,0,0,300,"技能3:|cffffcc00"+GetObjectName(udg_SkillIDBook[LoadInteger(SkillHash,j,4)])+"|r")
endif
if LoadInteger(SkillHash,j,5)==0
DisplayTimedTextToPlayer(p,0,0,300,"技能4:还未选择技能")
else
DisplayTimedTextToPlayer(p,0,0,300,"技能4:|cffffcc00"+GetObjectName(udg_SkillIDBook[LoadInteger(SkillHash,j,5)])+"|r")
endif
SetPlayerAbilityAvailable(p,udg_SkillIDBook,false)
p=null
return true
}
bool SelectSkill3(unit u,int i,bool b,bool c){
int a=0 //该技能占用冲突域项数
string s=udg_SkillWord //该技能冲突域
string sub=""
string ss[] //该技能冲突
int x=0
int y=0
int j=0
int id=GetPlayerId(GetOwningPlayer(u))
if c and (i==173 or i==103 or i==104 or i==123 or i==354)
return false
endif
if LoadInteger(SkillHash,id,2)==i or LoadInteger(SkillHash,id,3)==i or LoadInteger(SkillHash,id,4)==i
if not udg_RS
DisplayTimedTextToPlayer(Player(id),0,0,15,"|cffffcc00你已经选过这个技能了|r")
if GetLocalPlayer()==Player(id)
StartSound(gg_snd_Error)
endif
endif
return false
endif
if s==""
if not GetSkill(u,i,b)
return false
endif
else
//BJDebugMsg("技能冲突域:"+s)
loop
sub=SubString(s,x,x+1)
exitwhen sub==""
if sub==","
ss[a]=SubString(s,j,x)
//BJDebugMsg("检索冲突:"+ss[a])
a++
j=x+1
endif
x++
endloop
ss[a]=SubString(s,j,x)
//BJDebugMsg("检索冲突:"+ss[a])
j=LoadInteger(SkillHash,id,1)
//BJDebugMsg("冲突项数(旧)"+I2S(j))
loop
exitwhen y>a
x=0
loop
exitwhen x>j
if ss[y]==LoadStr(SkillHash,id,x)
if not c
DisplayTimedTextToPlayer(Player(id),0,0,15,"|cffffcc00该技能与你已经选择的技能有冲突|r")
if GetLocalPlayer()==Player(id)
StartSound(gg_snd_Error)
endif
endif
return false
endif
x++
endloop
y++
endloop
if GetSkill(u,i,b)
SaveInteger(SkillHash,id,1,j+a+1)
//BJDebugMsg("冲突项数(新)"+I2S(j+a+1))
x=0
loop
exitwhen x>a
SaveStr(SkillHash,id,j+x+1,ss[x])
//BJDebugMsg("存入冲突项:"+ss[x]+" 位置:"+I2S(j+x+1))
x++
endloop
else
return false
endif
endif
if LoadInteger(SkillHash,id,2)!=0 and LoadInteger(SkillHash,id,3)!=0 and LoadInteger(SkillHash,id,4)!=0 and LoadInteger(SkillHash,id,5)!=0
SelectSkillSub(u,LoadInteger(SkillHash,id,2),LoadInteger(SkillHash,id,3),LoadInteger(SkillHash,id,4),LoadInteger(SkillHash,id,5))
endif
return true
}
bool SelectSkill2(){
unit u=GetTriggerUnit()
player p=GetOwningPlayer(u)
int page=LoadInteger(SkillHash,GetPlayerId(p),0)
int i
if GetSpellAbilityId()=='A0Y9' or GetSpellAbilityId()=='A0YA'
SetPlayerAbilityAvailable(p,udg_SkillIDBook[page*10+1],false)
SetPlayerAbilityAvailable(p,udg_SkillIDBook[page*10+2],false)
SetPlayerAbilityAvailable(p,udg_SkillIDBook[page*10+3],false)
SetPlayerAbilityAvailable(p,udg_SkillIDBook[page*10+4],false)
if GetSpellAbilityId()=='A0Y9'
if page==1
page=udg_HeroTypeCount
else
page--
endif
else
if page==udg_HeroTypeCount
page=1
else
page++
endif
endif
SaveInteger(SkillHash,GetPlayerId(p),0,page)
SetPlayerAbilityAvailable(p,udg_SkillIDBook[page*10+1],SkillAllow(GetPlayerId(p),page*10+1))
SetPlayerAbilityAvailable(p,udg_SkillIDBook[page*10+2],SkillAllow(GetPlayerId(p),page*10+2))
SetPlayerAbilityAvailable(p,udg_SkillIDBook[page*10+3],SkillAllow(GetPlayerId(p),page*10+3))
SetPlayerAbilityAvailable(p,udg_SkillIDBook[page*10+4],LoadInteger(SkillHash,GetPlayerId(p),5)!=page*10+4 and not LoadBoolean(SkillHash,0,page*10+4))
endif
if GetSpellAbilityId()=='A0YB' or GetSpellAbilityId()=='A0YC' or GetSpellAbilityId()=='A0YD'
if GetSpellAbilityId()=='A0YB'
i=page*10+1
elseif GetSpellAbilityId()=='A0YC'
i=page*10+2
elseif GetSpellAbilityId()=='A0YD'
i=page*10+3
endif
SelectSkill3(u,i,false,false)
elseif GetSpellAbilityId()=='A0YE'
i=page*10+4
SelectSkill3(u,i,true,false)
endif
if GetUnitCurrentOrder(u)!=851972
IssueImmediateOrderById(u,851972)
endif
u=null
p=null
if GetPlayerAlliance(GetOwningPlayer(GetTriggerUnit()),GetOwningPlayer(GetTriggerUnit()),ALLIANCE_SHARED_CONTROL)
DestroyTrigger(GetTriggeringTrigger())
endif
return false
}
void GetRandomSkill(unit u){
player p=GetOwningPlayer(u)
SaveInteger(SkillHash,GetPlayerId(p),0,1)
SaveInteger(SkillHash,GetPlayerId(p),1,0)
SaveInteger(SkillHash,GetPlayerId(p),2,0)
SaveInteger(SkillHash,GetPlayerId(p),3,0)
SaveInteger(SkillHash,GetPlayerId(p),4,0)
SaveInteger(SkillHash,GetPlayerId(p),5,0)
SaveInteger(SkillHash,GetPlayerId(p),6,2-GetUnitAbilityLevel(u,'A0T9'))
SaveInteger(SkillHash,GetPlayerId(p),6,2-GetUnitAbilityLevel(u,'A0YP'))
loop
exitwhen SelectSkill3(u,GetRandomInt(1,udg_HeroTypeCount)*10+4,true,true)
endloop
loop
exitwhen SelectSkill3(u,GetRandomInt(1,udg_HeroTypeCount)*10+GetRandomInt(1,3),false,true)
endloop
loop
exitwhen SelectSkill3(u,GetRandomInt(1,udg_HeroTypeCount)*10+GetRandomInt(1,3),false,true)
endloop
loop
exitwhen SelectSkill3(u,GetRandomInt(1,udg_HeroTypeCount)*10+GetRandomInt(1,3),false,true)
endloop
}
void SelectSkill(unit u){
int id=GetPlayerId(GetOwningPlayer(u))
SaveInteger(SkillHash,id,6,2-GetUnitAbilityLevel(u,'A0T9'))
SaveInteger(SkillHash,id,6,2-GetUnitAbilityLevel(u,'A0YP'))
if LoadInteger(SkillHash,id,5)!=0
SelectSkillSub(u,LoadInteger(SkillHash,id,2),LoadInteger(SkillHash,id,3),LoadInteger(SkillHash,id,4),LoadInteger(SkillHash,id,5))
return
endif
if GetPlayerController(GetOwningPlayer(u))==MAP_CONTROL_COMPUTER
GetRandomSkill(u)
return
endif
trigger trg=CreateTrigger()
TriggerRegisterUnitEvent(trg,u,EVENT_UNIT_ISSUED_ORDER)
TriggerRegisterUnitEvent(trg,u,EVENT_UNIT_ISSUED_TARGET_ORDER)
TriggerRegisterUnitEvent(trg,u,EVENT_UNIT_ISSUED_POINT_ORDER)
TriggerRegisterUnitEvent(trg,u,EVENT_UNIT_SPELL_CAST)
TriggerAddCondition(trg,Condition(function SelectSkill2))
trg=null
UnitAddAbility(u,'A0Y9')
UnitAddAbility(u,'A0YA')
UnitAddAbility(u,'A0YJ')
int x=1
int y
player p=GetOwningPlayer(u)
SetPlayerAbilityAvailable(p,'A0T9',false) //静电超载
SetPlayerAbilityAvailable(p,'A0YP',false) //恶意涌动
SetPlayerAlliance(p,p,ALLIANCE_SHARED_CONTROL,false)
loop
exitwhen x>udg_HeroTypeCount
y=1
loop
exitwhen y>4
UnitAddAbility(u,udg_SkillIDBook[x*10+y])
SetPlayerAbilityAvailable(p,udg_SkillIDBook[x*10+y],false)
y++
endloop
x++
endloop
SetPlayerAbilityAvailable(p,'A0L0',false)
SetPlayerAbilityAvailable(p,udg_SkillIDBook[11],true)
SetPlayerAbilityAvailable(p,udg_SkillIDBook[12],true)
SetPlayerAbilityAvailable(p,udg_SkillIDBook[13],true)
SetPlayerAbilityAvailable(p,udg_SkillIDBook[14],true)
UnitAddAbility(u,'A0YB')
UnitAddAbility(u,'A0YC')
UnitAddAbility(u,'A0YD')
UnitAddAbility(u,'A0YE')
SaveInteger(SkillHash,GetPlayerId(p),0,1)
SaveInteger(SkillHash,GetPlayerId(p),1,0)
SaveInteger(SkillHash,GetPlayerId(p),2,0)
SaveInteger(SkillHash,GetPlayerId(p),3,0)
SaveInteger(SkillHash,GetPlayerId(p),4,0)
SaveInteger(SkillHash,GetPlayerId(p),5,0)
p=null
}
bool InitSkillTrigger2(){
int i=0
loop
exitwhen i>11
if i!=0 and i!=6 and Player(i)!=GetTriggerPlayer() and IsPlayerAlly(Player(i),GetTriggerPlayer())
DisplayTimedTextToPlayer(GetTriggerPlayer(),0,0,30,"|cff"+udg_Color[i+1]+udg_PlayerName[i+1]+"("+GetHeroProperName(udg_PlayerOwnedHero[i+1])+")|r选择的技能为:")
DisplayTimedTextToPlayer(GetTriggerPlayer(),0,0,30,GetObjectName(udg_SkillIDBook[LoadInteger(SkillHash,i,2)])+","+GetObjectName(udg_SkillIDBook[LoadInteger(SkillHash,i,3)])+","+GetObjectName(udg_SkillIDBook[LoadInteger(SkillHash,i,4)])+",|cffffcc00"+GetObjectName(udg_SkillIDBook[LoadInteger(SkillHash,i,5)])+"|r")
endif
i++
endloop
return false
}
bool LearnAllSkills(){
int j=GetPlayerId(GetTriggerPlayer())
unit u=udg_PlayerOwnedHero[j+1]
int i=1
if u==null or IsUnitType(u,UNIT_TYPE_DEAD)
u=null
DisplayTimedTextToPlayer(Player(j),0,0,10,"你的英雄不存在或者处于死亡状态")
return false
endif
loop
exitwhen i>3
SelectHeroSkill(u,udg_SkillID[LoadInteger(SkillHash,j,5)])
i++
endloop
i=1
loop
exitwhen i>4
SelectHeroSkill(u,udg_SkillID[LoadInteger(SkillHash,j,2)])
i++
endloop
i=1
loop
exitwhen i>4
SelectHeroSkill(u,udg_SkillID[LoadInteger(SkillHash,j,3)])
i++
endloop
i=1
loop
exitwhen i>4
SelectHeroSkill(u,udg_SkillID[LoadInteger(SkillHash,j,4)])
i++
endloop
i=1
loop
exitwhen i>4
SelectHeroSkill(u,'A0HA')
SelectHeroSkill(u,'A0J0')
SelectHeroSkill(u,'A00W')
SelectHeroSkill(u,'A0MH')
i++
endloop
i=1
loop
exitwhen i>15
SelectHeroSkill(u,'A00J')
SelectHeroSkill(u,'A0L0')
i++
endloop
u=null
return false
}
void InitSkillTrigger(){
trigger trg=CreateTrigger()
#for i(0,11)
TriggerRegisterPlayerChatEvent(trg,Player(i),"-is",true)
#endfor
TriggerAddCondition(trg,Condition(function InitSkillTrigger2))
trg=CreateTrigger()
#for i(0,11)
TriggerRegisterPlayerChatEvent(trg,Player(i),"-ls",true)
#endfor
TriggerAddCondition(trg,Condition(function LearnAllSkills))
trg=null
}
bool GetSkillSimple(unit u,int i){
int n=2
if i==0
return false
elseif i>0
n=GetSkillSingle(u,i*10+1,n)
n=GetSkillSingle(u,i*10+2,n)
n=GetSkillSingle(u,i*10+3,n)
n=GetSkillSingle(u,i*10+4,n)
if n>0
GetSkillSingle(u,0,n)
endif
SaveInteger(SkillHash,GetPlayerId(GetOwningPlayer(u)),2,i*10+1)
SaveInteger(SkillHash,GetPlayerId(GetOwningPlayer(u)),3,i*10+2)
SaveInteger(SkillHash,GetPlayerId(GetOwningPlayer(u)),4,i*10+3)
SaveInteger(SkillHash,GetPlayerId(GetOwningPlayer(u)),5,i*10+4)
endif
if not udg_HeroInit
udg_HeroInit=true
ExecuteFunc("HeroInit_"+I2S(i))
endif
return true
}
function SaveSkill takes integer i,integer i1,integer i2,integer i3,integer i4,string s1,string s2,string s3,string s4,integer ii1,integer ii2,integer ii3,integer ii4 returns nothing
udg_SkillID[i*10+1]=i1
udg_SkillID[i*10+2]=i2
udg_SkillID[i*10+3]=i3
udg_SkillID[i*10+4]=i4
udg_SkillWord[i*10+1]=s1
udg_SkillWord[i*10+2]=s2
udg_SkillWord[i*10+3]=s3
udg_SkillWord[i*10+4]=s4
udg_SkillIDBook[i*10+1]=ii1
udg_SkillIDBook[i*10+2]=ii2
udg_SkillIDBook[i*10+3]=ii3
udg_SkillIDBook[i*10+4]=ii4
endfunction
function Trig_Init6_Actions takes nothing returns nothing
udg_SkillIDBook[0]='A0TN'
SaveSkill(1,'AOws','A00G','A016','A0P5',"stomp","","","变身",'A0TO','A0TP','A0TQ','A0TR')
SaveSkill(2,'A09T','A09D','A09U','A09S',"thunderbolt","windwalk","","法术抵挡",'A0TS','A0TT','A0TU','A0TV')
SaveSkill(3,'Acdh','AUau','Acdb','ANin',"drunkenhaze","","","inferno",'A0TW','A0TX','A0UZ','A0X5')
SaveSkill(4,'A009','AEbl','A02C','A084',"chainlightning","blink","","cripple",'A0X3','A0X2','A0X1','A0Y7')
SaveSkill(5,'A06L','AHbn','A07C','AOeq',"frostnova","banish","blink","earthquake",'A0X0','A0W0','A0WZ','A0Y6')
SaveSkill(6,'AEst','A014','A01P','A015',"scout","地雷,load","blizzard,lumber2gold","inferno",'A0WY','A0WX','A0WW','A0Y5')
SaveSkill(7,'ANtm','ANsi','A00K','ANfd',"transmute","silence","","死亡一指",'A0WV','A0WU','A0WT','A0XC')
SaveSkill(8,'A08X','A08Z','A06M','A06N',"thunderbolt","carrionswarm","unloadall","flare",'A0WS','A0WR','A0WQ','A0Y4')
SaveSkill(9,'A012','A011','A0IV','AOr3',"thunderbolt","shockwave","","",'A0WP','A0WO','A0WN','A0Y3')
SaveSkill(10,'AUsl','AOsf','A0DA','A0KI',"sleep","spiritwolf","thunderclap","soulburn,absorb,chainlightning,shockwave,死亡一指",'A0WM','A0WL','A0WK','A0Y2')
SaveSkill(11,'A0EM','A01D','A0PK','A01F',"magicleash,root","","","inferno",'A0WJ','A0WI','A0WH','A0Y1')
SaveSkill(12,'AHtb','AHbz','A0O3','A00Y',"thunderbolt","blizzard","","roar,roarbuff",'A0WG','A0WF','A0WE','A0Y0')
SaveSkill(13,'A07M','AOw2','A094','ANrf',"shockwave","stomp","roar,roarbuff","rainoffire",'A0WD','A0WC','A0WB','A0XZ')
SaveSkill(14,'A002','A08Q','A07H','A003',"thunderbolt","windwalk,invisibilitybuff","unload","inferno",'A0WA','A0W9','A0W8','A0XD')
SaveSkill(15,'A08I','A093','A00U','A0SU',"shockwave","thunderclap","manashield","windwalk,blizzard",'A0W7','A0W6','A0W5','A0XY')
SaveSkill(16,'A0FD','A02M','A0A4','A02P',"berserk","windwalk","innerfirebuff","shockwave",'A0W4','A0W3','A0W2','A0XX')
SaveSkill(17,'AOcl','ANdr','ANeg','Acri',"chainlightning","汲取","","cripple",'A0W1','A0TY','A0TZ','A0XW')
SaveSkill(18,'A007','A01W','A01N','A01X',"blizzard","Locustswarm","","carrionswarm",'A0U0','A0U1','A0U2','A0XE')
SaveSkill(19,'A086','A05Y','A0OL','A0H1',"blizzard","","","改变时间,blink",'A0U3','A0U4','A0U5','A0XV')
SaveSkill(20,'ANbr','ANht','AUcs','A0N5',"battleroar","howlofterror","carrionswarm","manashield",'A0U6','A0U7','A0U8','A0XU')
SaveSkill(21,'A068','A069','A06A','AIpv',"thunderbolt","shockwave","","吸血药水",'A0U9','A0UA','A0UB','A0XT')
SaveSkill(22,'A0S0','A02R','A02U','A04U',"windwalk","roar,roarbuff","","inferno",'A0UC','A0UD','A0UE','A0XS')
SaveSkill(23,'A0G4','ANso','AHad','A0N6',"windwalk","soulburn","","manashield",'A0UF','A0UG','A0UH','A0X6')
SaveSkill(24,'A0EF','A0GN','A0S2','A02O',"thunderclap,stomp","windwalk","tankloadpilot","死亡一指",'A0UI','A0UJ','A0UK','A0X7')
SaveSkill(25,'AHtc','A09M','A0YK','A09R',"thunderclap","Locustswarm","immolation","carrionswarm",'A0UL','A0UM','A0UN','A0X8')
SaveSkill(26,'A00M','A00O','A00V','AEvi',"slow","rejuvination","","变身,tornado",'A0UO','A0UP','A0UQ','A0XR')
SaveSkill(27,'Ahwd','AIsa','Asta','A0DY',"healingward","加速卷轴","stasistrap","windwalk,berserk,manashield,fanofknives,innerfirebuff",'A0UR','A0US','A0UT','A0XQ')
SaveSkill(28,'A06E','A06G','A0OX','A06H',"banish","rainoffire","rejuvination","变身",'A0UU','A0UV','A0UW','A0XP')
SaveSkill(29,'ANab','A079','A07A','Aamk',"acidbomb","地雷","","",'A0UX','A0UY','A0X4','A0XO')
SaveSkill(30,'Afla','A0RV','A063','AEsv',"flare","roar","","spiritofvengeance,shockwave",'A0V0','A0V1','A0V2','A0XN')
SaveSkill(31,'A01H','A08K','A08H','A0LT',"thunderbolt","inferno","","",'A0V3','A0V4','A0V5','A0XM')
SaveSkill(32,'A0AO','Amls','A0IX','A08J',"霹雳闪电","magicleash","","blink",'A0V6','A0V7','A0V8','A0XL')
SaveSkill(33,'A0I6','A0IA','AHab','A0I8',"blizzard","roar,roarbuff","","stomp",'A0V9','A0VA','A0VB','A0XK')
SaveSkill(34,'A0LB','A0LR','A0LF','A0LG',"deathpact","","spirittroll","stampede",'A0VC','A0VD','A0VE','A0XJ')
SaveSkill(35,'A0MV','A0MX','A0N1','A0N2',"soulburn","windwalk","","roar",'A0VF','A0VG','A0VH','A0XF')
SaveSkill(36,'A0LD','A0JB','AEim','A0O5',"carrionswarm","stomp","immolation","",'A0VI','A0VJ','A0VK','A0XI')
SaveSkill(37,'A0P8','A0PA','A0P7','A0PC',"inferno","死亡一指","","steal",'A0VL','A0VM','A0VN','A0XH')
SaveSkill(38,'A0JZ','A0JX','A0K0','A0K1',"shockwave","windwalk","","roar,innerfirebuff",'A0VO','A0VP','A0VQ','A0X9')
SaveSkill(39,'A0PN','A0PL','A0PQ','A0PR',"消魔","fanofknives","","汲取",'A0VR','A0VS','A0VT','A0XG')
SaveSkill(40,'A0S4','A0PV','A0PZ','A0PW',"revive","fanofknives","roarbuff","renew",'A0VU','A0VV','A0VW','A0XA')
SaveSkill(41,'A0T0','A0T1','A0T4','A0T8',"carrionswarm","Locustswarm,windwalk","immolation","unsummon",'A0VX','A0VY','A0VZ','A0XB')
SaveSkill(42,'A0YN','A0YQ','A0YS','A0YX',"nightelfbuild","fanofknives","orcbuild","immolation",'A0YO','A0YR','A0YT','A0YY')
udg_SkillIcon[14]=1
udg_SkillIcon[24]=1
udg_SkillIcon[33]=1
udg_SkillIcon[62]=1
udg_SkillIcon[63]=1
udg_SkillIcon[111]=1
udg_SkillIcon[154]=1
udg_SkillIcon[194]=1
udg_SkillIcon[223]=1
udg_SkillIcon[231]=1
udg_SkillIcon[263]=1
udg_SkillIcon[264]=1
udg_SkillIcon[304]=1
udg_SkillIcon[404]=2
endfunction
//===========================================================================
function InitTrig_Init6 takes nothing returns nothing
set gg_trg_Init6 = CreateTrigger( )
call TriggerRegisterTimerEventSingle( gg_trg_Init6, 0.00 )
call TriggerAddAction( gg_trg_Init6, function Trig_Init6_Actions )
endfunction |