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[完成]魔兽诡异技能指南,50楼补完最后一段

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发表于 2009-11-8 17:38:44 | 显示全部楼层 |阅读模式
因为电脑非常卡的缘故所以只好在最后面补完了……请原谅顺便骗分!


Darkwulfv
http://www.wc3c.net/showthread.php?t=101804
Wc3AbilGuideLogo-1.jpg

No, this is not a ripoff of the famed Warcraft III Ability Guide. One could think of it as an extension.
~这不是著名的魔兽3技能指南的一部分,相反你可以把它当成是它的一个扩充。
This, rather, is a list of the "weird" side of Warcraft III abilities. As many of us know, Blizzard did some pretty weird things with their spells. This guide sets out to find and bring to light all the weird things they've done, be they helpful, hurtful, or just stupid/useless.
这个嘛,在一定程度上算是一个W3技能的“诡异”面。众所周知地,B社弄出了许多有趣的怪东西摆在他们的技能中。而这个指南手册的目的就是指出所有技能里面的怪东东,无论是有用的、有害的,还有笨蛋的和仅仅是废材的东西。

First, I want to thank everyone who contributed to the "Weird things with Blizzard Abilities" thread I started many months ago, and got this list started:
首先,我得感谢所有为这个指南作出贡献的朋友们。我在几个月前就产生了这个想法,并以这个鸣谢名单作为开始:
    Midiway
    Moyack
    Tide-Arc Ephemera
    Jazradel
    Burning Rose
    IgnitedStar (huge thanks!)
    MCV
    Hydrolisk
    Burningice255


Special thanks to:
特别鸣谢:
    Anopob for insane amounts of testing regarding many abilities, including War Club, Dark Portal, and Rain of Chaos (Archimonde).
    Anopod对拔树、黑暗之门和混乱之雨等技能进行了巨量的测试。

    Kyrbi0 for lots of testing as well
    Kyrbi0也弄了很多测试。

    PitzerMike for approving this tutorial and add his super-awesome smiley to the logo.
    PitzerMike批准了本指南,而且在LOGO里面加入了他超赞的微笑符号!

And now, onto the Carnival!
现在,开始狂欢罢!


Requested Abilities
    None right now

To-Do:
未完成:
    Add the rawcode ID's for all the spells (joy.)
    给所有技能加上技能ID(这只是娱乐~


Note: This list is for weird things with SPELLS/ABILITIES, and only oddities that can cause issues or are confusing (such as incorrect/weird fields). The Warcraft III Ability Guide is much like this, except it explains how to use the oddities of certain spells to your advantage. This list is so people know what spells can be troublesome. It also has some of the lesser-known fields/effects some spells have, be they good or bad.
注:这是个记录技能中奇怪东西的列表,介绍了这些怪东西会导致的问题。W3技能指南和这个差不多,但是它告诉了你如何利用这些怪东西。本指南让大家了解什么技能会给你带来麻烦,也会告诉你一些鲜为人知的技能效果和数据域,其中有好有坏。

General Oddities

普遍的

This is for things that apply to most/all spells.
这些东西适用于大多数技能。
    Many times, Targets Allowed is hardcoded into Wc3, so modifying them may do nothing.
    很多技能的目标许可是W3的内部运行机制规定的,所以尝试去修改是浪费时间。

    Making a custom spell then setting its buff field(s) to nothing will make it default to the Blizzard buff.
    把自定义技能的Buff设置为没有的话那就会使用游戏中的默认Buff

然后里面说到技能如果去掉buff数据。通常会套用默认buff的事情。
其实还有一个很有意思的事情,如果你去掉技能的buff数据,通常来说,非但会套用默认buff,而且这些buff通常都变得可以无限叠加层数(虽然界面上看不出层数)。这个知识点这里没提到。

用这个可以方便做出很多无限叠加buff层数的技能。出现这个问题的原因在于war3buff唯一性判定方法。因为没有buff数据,所以用了默认buff数据,但是似乎它在判定buff唯一性的时候又从buff数据域里找,于是导致永远找不到,这样就判断目标没有这个技能的buff,所以就无限叠加了。

其实war3本身默认状态下,很多技能就有这个bug。大家可能知道3cdota这种游戏,如果你在泉水边上暂停单位(通常AI的做法),这些单位会以惊人的速度恢复HP。实际原因是,泉水的buff数据没有定义(默认如此)。所以套用了默认buff。由于默认buff的持续时间大约2秒。通常下一次添加后没多久,前一个buff就消失,所以正常情况下不会有太大影响。

但是当你暂停单位的时候,所有buff计时都会停止。所以之前的buff在暂停的时候不会因为到期而消失,之后的buff却在不断加上,于是加血速度就以极数上升。

这些buff由于都是同一个所以只会显示一个图标(或者不显示),实际上是叠加在那里了。虽然war3不像wow可以看出buff层数,但是你可以通过输出单位身上的buff数量这个函数来得知。



Individual Spells
个别技能

This little (not anymore!) section is for individual spells that have a lot of oddities.
这一小节的技能有很多诡异东东。

Channel
通魔

Probably one of the weirdest spells Blizzard provides us.
这应该是B社给我们带来的最有趣的技能了。
Table:
Data – Options
数据选项
Abilities based on Channel will not show up unless this field has the "Visible" box checked off
除非这个域选择了图标可见,否则通魔修改的技能不会显示出来。.
Channel - Follow Through Time
施法持续时间
The maximum amount of time the spell can be channeled for. Setting it to 0 makes it a normal spell; anything above it makes it a channeling spell.
施法持续时间决定了这是不是一个引导技能。大于0就是个引导技能而设为0则不是。
Art – Missile
投射物图像
Does not work for Channel (big bummer!)
没用,真是糟糕到难以形容。
Data - Targeting Options
数据目标类型
Channel has multiple types of targeting options, as well as a "Targeting Image", which brings up a circle (like Flame Strike or Blizzard). Can be useful! (Thanks Themerion)
通魔在目标类型设置中有很多选项,例如选了“点目标”就会变成一个像烈焰风暴或者暴风雪那样拥有这个范围圈的技能。(鸣谢Themerion

相关物http://bbs.islga.org/read-htm-tid-29453.html

Shadow Strike
暗影突袭
A simple ability but it has a few weird fields.
这个简单的技能有一些有趣的域。
Table:
Decaying Damage
持续伤害
How much damage the target takes per interval after the initial damage.
单位在初始伤害后会受到的持续伤害。
Casting Time
魔法施法时间
Not actually the casting time. It's the interval for Decaying Damage.
实际上不是施法时间,而是持续伤害的间隔时间。
Decaying Power
速度衰减幅度
I don't know what it does yet does yet.
作者表示无能为力。

相关物http://bbs.islga.org/read-htm-tid-208.html

Thunder Clap, War Stomp, and Shockwave
雷霆一击,战争践踏,震荡波
Three spells that all deform terrain.
这些技能会造成地形改变。
Table:
Data - Terrain Deforming
地面变形弧度
War Stomp (Neutral Hostile 1/2/3) has this field, which could come in handy. (Thanks Burning Rose)
中立的战争践踏才有这个域,这玩意能派上用场。(鸣谢Burning Rose.漂亮的IDbtw:
Other
These spells will always cause the ground to warp when cast, even if you change the missile art, etc.
这些技能都会在施放出来的时候造成地形变化,即使你改变了图像。
Other
These spells can cause Desyncs (due to the deformed terrain) if you're checking for Z height in triggers.
如果你用触发获取Z轴高度这些技能能造成不同步(因为地形被改变)
其他两个技能和地形不同步貌似没有找到什么文献

Cluster Rockets火箭群
(Thanks so much IgnitedStar!!)
(强力鸣谢Ignited Star!)

A spell that is known to have quite the array of weird fields and abnormalties.
一个技能大家都知道有很多诡异强力的域。
Table:
Damage Amount
伤害数值
Amount of damage that is dealt per Damage Interval.
每次伤害间隔造成的伤害数值。
Damage Interval
伤害间隔
Amount of time per when Damage Amount is applied.
伤害发生的时间间隔。
Effect Duration
技能持续时间
The amount of time Damage Interval is accounted for before it stops checking every X seconds, X coming from Damage Interval. Or... This might also be the amount of damage any one Damage Interval can deal to all units within the Area of Effect.
这玩意是伤害间隔发生的总时间,这玩意中每X间隔时间秒造成1次伤害,总共就是总时间/间隔时间波伤害(乱翻部分)。(文字的下面一句是胡扯。)
Max Damage
最高输出伤害
The maximum amount of damage any one unit can take from a single casting of the spell. Or... This might also be the amount of damage any one Damage Invertal can deal.
最大伤害值就是每个单位在一次技能施放中最多会承受的伤害。(文字下面一句是胡扯。)
Missle Count
导弹数量
Eyecandy only. Determines how many missiles are shown, so if there are more missiles than the duration lasts, missiles will be shown w/o damage, and vice versa. The only way to determine the right timing is by guess + check.
这不过是视觉效果罢了,因此如果你的导弹数量多于技能的持续时间导弹仍然会继续射出但是没有伤害,反之亦然。唯一确定正确时机的方法就是猜和试。
Area of Effect
影响区域
This goes hand in hand with Missle Count. Even if I extended the Range, I wasn't able to change where the missles landed or how they landed. A test with a large area showed that the missle art is truly just for effect: Even if you use an area of a thousand, the missles will only cover a small area of that thousand, but all units within the Area of Effect will still get hit.
这玩意跟导弹数量有关。即便我扩大范围,也无法改变导弹的落点和落下方式。一个大范围测试告诉我们导弹图像的确只是一个特效:即使你的火箭群有1000的范围,导弹也只会打在一小块地方——但所有影响区域的单位不论被导弹击中与否都会受到伤害和昏迷。
Spell Duration Hero/Unit
持续时间英雄/单位
This specifies the amount of stun dealt as units get hit according to Damage Interval. This only happens once, as if the unit is hit at any Damage Interval. So, even if a unit gets hit by Cluster Rockets late, it will still be stunned for this amount of time. The same holds true for units that are hit within the area. Blizzard made it so that the stun ended just as the Effect Duration ended.
这个依照伤害间隔(这里应该是指单位受到第一次伤害的发生)指定了受影响的倒霉蛋昏迷的时间。昏迷只会出现一次,即使每次伤害间隔都打中了倒霉蛋。所以即使一个单位没有被火箭群在第一时间击中而是在火箭群施放过程中中招,他还是会昏迷这个时间。区域内被击中单位也是如此。B社这样设计,所以昏迷只有在效果持续时间结束才会终结。(错误,刚刚测试的结果是每伤害间隔单位每次进出区域都会昏迷。)
Cooldown
冷却时间
I feel a need to put Cooldown in here. Cluster Rockets is a channeling spell; if the Effect Duration surpasses the Cooldown, then Cluster Rockets can literally run forever with sufficient mana.
我想有必要把冷却时间摆出来。火箭群是一个引导技能,如果持续时间大于冷却那么火箭群可以一直施放如果你有充足的法力值。(废话)
(Thanks Burning Rose:)
鸣谢Burning Rose
Buffs
魔法效果
I've found that if you give the Buff field for Cluster Rockets (Which normally has 'Cluster Rockets', not 'Stunned') the 'Stunned' buff, it doesn't work; the stun doesn't go off. If you, instead, give it a buff based off Cluster Rockets, the stun works, but the damage doesn't. However, the Cluster Rockets buff looks just like the stunned buff, so it doesn't matter as long as you leave it that way.
我发现如果你在火箭群的Buff域中(里面只有“火箭群”,没有“昏迷”)加入昏迷,那这个技能就无效了。如果你用另一个基于火箭群的Buff代替了火箭群,那么单位还是会昏迷,但是就不会受伤了。但是,火箭群的Buff看起来很昏迷嘛,所以你不管它也是可以的。
(Thanks TKF:)
鸣谢TKF
Art - Projectile Speed
射弹速度
  
Does not affect Cluster Rockets.
这玩意没用的。
Other
Rockets take approx. .75-.79 seconds to reach their target, regardless of speed or distance. (So if the range is really long, the rockets will go insanely fast, and vice versa)
火箭大概会在0.75~0.79秒的时间内抵达目标,无论速度和距离。(所以如果距离够远,火箭会快得恐怖,反之亦然。)

发现这玩意还是有用的,解决了很多论坛上搜索到的问题……

Flame Strike烈焰风暴

Flame Strike's fields are very simple. However, because of the way Blizzard made Flame Strike's default fields, it can be very confusing (For example; the spell's default tooltip says "45 damage per second", but the Full Damage field for level 1 is 15.)
这个技能的技能域挺简单的。但是,由于B社给它的默认设置,这玩意可是相当科幻。(例如,技能默认提示说,“45伤害每秒”,但实际伤害等级1时是15点。)
Thanks IgnitedStar for Flame Strike's fields!
鸣谢Ignited Star对烈焰风暴作出的贡献!
Table:
Full Damage Dealt
全伤害数值
This is the amount of damage dealt per Full Damage Interval.
这是在全伤害间隔中造成的伤害值。
Full Damage Interval
全伤害间隔
This is the amount of time Full Damage Dealt deals its damage. (It's .33 by default.)
这是全伤害数值的间隔时间,默认为0.33秒。
Half Damage Dealt
半伤害数值
This is the amount of damage the leftover fires deal.
这是余烬的伤害。
Half Damage Interval
半伤害间隔
This one is the amount of time Half Damage Dealt deals is damage. (It's 1 by default)
这是半伤害数值的间隔时间,默认为1秒。
Maximum Damage
最大伤害输出
I'm 75% sure that this is the maximum amount of damage any unit can sustain from Full Damage. This might also count for Half Damage, but I doubt it.
我有75%的肯定这玩意是每个单位能够承担的最大伤害。这也许是限制半伤害的东西,但我不确定。
Casting Time
魔法施放时间
For Flame Strike, this is the amount of time it takes for the whole spell to fire off.
对于烈焰风暴,这玩意是点火的时间。
(Thanks TKF:)
鸣谢TKF
Duration Hero/Unit
持续时间英雄/单位
Hero determines how long the main blaze burns, Unit determines the length of the afterburn.
英雄持续时间决定了主要火焰(全伤害火)燃烧的时间,单位持续时间决定了余烬的持续时间。
Other
Flame Strikes do not stack damage; the first will always do the damaging, even if the second does more damage.
烈焰风暴伤害不叠加,第一个烈焰风暴才会造成伤害,即使第二个伤害更加IMBA



Gold Mines金矿
Apparently there's some stuff with Gold mines...
Note: At times, and seemingly randomly, units who enter/leave gold mines (eg: Peasants + Orcs) will suddenly move extremely slowly. This is because if your town hall is very close to the gold mine, it attempts to "balance" this by slowing the peasants. Re-ordering them will fix this temporarily. (Thanks Anopob for that)
这儿对金矿有些抱怨……
注:有时候,而且貌似是随机地,单位(如农民苦工)出入金矿的时候会突然变得很慢。这是因为如果你的基地离金矿太近,游戏会试图通过减慢农民的速度以平衡这个。重新发布命令会解决这个问题。

Thanks MCV for testing Undead (Blighted) Gold Mines.
鸣谢MCV测试闹鬼金矿。
Table:
Building Mines
建造闹鬼金矿
The unit that builds a Blighted Gold Mine must be Undead
建造闹鬼金矿必须是不死族。
Targets
Only works on Undead structures and anything else will make it contain 0 gold.
如果不在荒芜地表上的话就只有0G
Gather Gold (Acolyte)
采集黄金(侍僧
The unit that has the this ability must be Undead
拥有这个技能的家伙必须是不死族。
Thanks TKF for testing the Gold Mine Ability.
鸣谢TKF测试了金矿能力。
Table:
Gold Mine (Ability)
金矿能力
By adding the Gold Mine ability to a unit...:
通过将金矿能力加在一个单位上,我们发现:
    It will appear as a big yellow dot on the map
    这家伙会在小地图上显示出一个大黄点

    Damage and Gold amount will clash on the UI, so only Gold amount will be shown. Using a second attack will show the second attack.
    金子数量和伤害值会在UI界面发生冲突,只有金子数量会显示出来。使用攻击2会显示攻击
    2.
    The unit can be harvested from, and will die indefinitely when it runs out of gold.
    这个单位可以被采集,然后会在没有金的时候死掉。

Thanks to Anopob for testing Entangled Gold mines. (may need some clarification)
鸣谢Anopob测试缠绕金矿(应该需要澄清一下恩)
Table:
Gold
Spawns an empty gold mine. Gold cannot be gathered unless added first (by triggers) and then harvested from. Removing gold via triggers will display "-(amount)". It will collapse after one gathering afterwards.
缠绕在一个空金矿上将使金矿不能工作,除非先用触发添加了金子然后才能被采集。用触发减少金子将显示“-(减少数额)”。然后金矿会在一次采集之后被干掉。
Transformation
缠绕金矿
The skill can be used to transform a gold mine into another unit after X time (Casting Time). Build Time of the unit to transform into determines how long it takes for the mine to transform.
这个技能可以把一个金矿变成另一个单位在一定时间之后(这个时间是魔法施法时间)。
Enatangle Gold Mine (Ability)
缠绕金矿技能
The Entangle Gold Mine Ability is used by the Entangled Gold Mine itself, and whenever a unit is inside it takes 10 gold at the interval of 10.
缠绕金矿技能是在缠绕金矿上的,无论什么时候里面的单位都会一次采集10的金子。



Tornado Stuff龙卷风
Further testing is required, however this is really just a summoning spell. It's the abilities the Tornado unit has that makes this seem weird. (Thanks to Anopob for testing this)
Note: (Thanks to Kyrbi0) Anything summoned by Tornado will be invulnerable.
也许我们需要进行更多测试,但这真的只是个召唤技能,而这个技能让召唤龙卷风的单位看起来很古怪。
注:(鸣谢Kyrbi0任何用龙卷风技能召唤的单位会无敌。

Tornado Wander
龙卷风漫步者
Table:
Area of Effect
影响区域
If the Tornado goes out of this range, it automatically dies. If it's a small AOE (eg. 250) it WILL eventually go out unless you use your manual control to keep it in range.
如果龙卷风离开了这个区域,它就会马上死掉。如果这是个很小的范围(如250)它将会走出去除非你进行控制。
Cast Range
施法距离
Basically, if you summon it on X spot, it will get a random point that is Cast Range away from the summoning spot. Therefore, if this value is 1000, it will get a spot (let's say, Y) that is 1000 range away from X. After it goes there, it repeats itself (eg. Z, which is also 1000 range away from X). It will keep doing that until it dies or you control it manually.
基本上,如果你在X点召唤龙卷风,它会出现在一个从召唤点到施法距离的随机点。所以如果它的值是1000,它会出现在距离X1000距离的Y点。之后它会再次跑向一个距离X1000距离的Z点,并且重复这个直到死掉或者你进行手控。
Duration - Hero/Normal
持续时间
At first I thought it was the interval it did random checks of the range, but 2.00 wasn't much different from 5.00.
首先我认为这是进行随机检查距离的时间间隔,但是2秒的间隔和5秒的间隔没有多大区别。
  

Tornado Spin
龙卷旋风
Table:
Minimum Hit Interval (seconds)
最小间隔
The interval that the tornado can hit. So if you summon it in a middle of a bunch of enemy units with 0.01, it probably will go like ZOOM and fly them up high right away. If, however, it's something like 5 seconds, then it hits one or so units, 5 seconds later and then it does it again.
这是龙卷风把人吹起来的间隔时间,所以如果你把间隔设为0.01并在一大堆敌人中召唤了龙卷风,它就会轰隆隆地把敌人们都吹起来。而如果你把这个值设为5秒这样长的时间,它只会吹起一个敌人,然后5秒后才吹起第二个。
Area of Effect
影响区域
If a unit is within the AOE, it's qualified to go flying.
范围中的单位才可能被吹起。
Duration - Hero/Normal
持续时间
The length of flying time for hit targets.
倒霉蛋停留在空中的时间。

讲到龙卷旋风就会提到飓风了。

Rain of Chaos (Archimonde)
混乱之雨(阿克萌德)
What is Rain of Chaos? Think: Inferno, but with more infernals and in random spots. What makes RoC special?
You can define ANY summon ability to summon.
However!! They don't always work.
啥是混乱之雨?想想地狱火,但这可是大量地狱火落在随机点!什么让ROC如此特别?
你可以把任何召唤技能放在混乱之雨里面!
Thanks to Anopob for insane amounts of testing of this ability!!!
鸣谢Anopob对这个技能进行了巨量的测试!!!

First, data fields.
首先是数据域。

Table:
DataA# / Ability for Un...
关联技能
The ability Rain of Chaos will use to summon your unit(s).
混乱之雨会触发那些召唤技能。
DataB# / Number of...
创建单位数量
The number of unit types that is to be summoned.
召唤技能会触发多少次。
Dur# / Duration – Normal
持续时间普通
The amount of time the caster will stand there, channeling. It is also the amount of time between each unit (so 2 seconds in this value and 4 units mean you have to stand there for approx 8 seconds).
施法者的引导时间。这同样也是两个召唤之间的间隔时间。(例如2秒持续时间和创建4个单位就会消耗8秒。)

And now for the what does/does not work with Rain of Chaos!
现在让我们看看那些东西能/不能在混乱之雨生效罢。
Table:
PERFECT LIST
完美生效技能表
The following works perfectly, are not effected in any way whatsoever.
这些技能可以完美生效,无论什么如何都不会有影响。
    Infernal (Neutral Hostile) [default] - Whatever unit you put inside that value, this IS GOING TO WORK with the desired effect of units, AOE stun and damage.
    地狱火(中立敌对)[默认的]不管设置成什么单位,召唤单位,AOE昏迷和伤害都可以正常工作。

    Pocket Factory
    - They look awkward because facing a different angle, and they don't summon Clockwerk Goblins, but they don't have any expiration timer. All levels work FYI.
    口袋工厂比较麻烦因为会面对不同的角度,而且不会召唤出人工地精,而且没有生命周期显示。所有等级仅供参考。

    Phoenix
    - Perfect.
    火凤凰完美。

    Serpent Ward
    - Not timed. Same with Rokhan's.
    毒蛇守卫变得不限时。洛可汉的也是。

    Spawn Tentacle
    - Not timed.
    产卵触角(触触!)没有生命周期。

    Scout
    - Not timed.
    哨兵没有生命周期

    Force of Nature
    - Shows animation for cool-factor. Not timed.
    自然之力播放动画。不限时。

THE PS (Perma-Stun) LIST
永久昏迷表
The following works great, however the units are perma-stunned (until removed buffs via triggers). Please keep in mind that this is easily countered by adding spell immunity before-hand on the unit, then removing it if you do not wish to keep it on the unit.
这些都可以很棒地生效。但是单位被永久昏迷(单位通过触发移除Buff)。请记住这可以通过事先给单位一个魔免来解决,然后再移除魔免如果你不需要这个单位保留魔免的话。
    Summon Bear
    Summon Quillbeast
    - And Rexxar's.
    Summon Hawk

    Summon Prawns

    Tornado
    - These tornados are destructible.
    Summon Water Elemental

    召唤熊

    召唤豪猪

    召唤战鹰

    召唤大虾

    龙卷风这样召唤的龙卷风将可以被摧毁。

    召唤水元素

THE TIMER LIST
有时限的列表
The following works...sadly, they're near-fail because they have a timer. Do not fear, some timers are longer than others. Please note that the times are APPROXIMATE. If something is timered as well as perma-stunned, it will be here.
这些技能简直就是……杯具,它们几乎是失败的因为他们拥有生命周期限制。不过不要害怕,一些计时器会比别的长。请注明这些时间都差不多。如果有些技能是计时的而且会造成永久昏迷,那就是这些了。
    Robo-Goblin - 3 seconds, PS
    Spirit Beast
    - 3 seconds, PS
    Raise Dead
    - 3 seconds. First time worked perfectly, second not so much. Have no idea.
    Feral Spirit
    - 3 seconds, PS
    Summon Misha (Rexxar)
    - 3 seconds, PS
    Metamorphosis
    - 3 seconds,PS, ALL forms of this are the same.
    人工地精

    野兽幽魂

    复活死尸 第一次会完美生效,第二次开始就不行了,作者表示无能为力。

    召唤米纱

    恶魔变身 这类技能都是持续3秒。

    这些玩意都是3秒时限。

THE FAIL LIST
失败列表(因为赶工里面有一些是猜的)
The following DOES NOT work at all, though may seem like it.
这些技能都完全不能工作,虽然看起来貌似可以的样子。
    Summon Hydra
    Summon Hydra Hatchling

    Rain of Chaos
    - both of them don't work
    Spawn Skeleton
    (Probably Black Arrow)
    Spawn Spiderlings
    (Neutral Hostile)
    Spawn Spiders
    (Neutral Hostile)
    Animate Dead

    Storm, Earth, and Fire
    - same with Chen's
    Carrion Beetles
    - have NO idea why this doesn't work
    Doom

    Summon Lava Spawn

    Dark Portal

    诞生刺蛇

    诞生刺蛇幼虫

    混乱之雨

    产卵之骨

    小蜘蛛

    操纵死尸

    火土风暴

    腐尸甲虫

    末日

    召唤炎魔

    黑暗之门

(不过跟此帖相比没啥建设性就是了)

Builders/Buildings
工人和建筑
Builders (and some abilities affecting Buildings) have some pretty weird things associated with them as well.
工人(和各自他们种族一些影响技能的能力)与建筑有一些有趣的效果关联着。
Table:
Human Build
人族建筑
Will only work on Buildings classified as the human race. (The same might apply to the other repairs)
只会在对人族建筑是生效(应该同样限制各族的修理。)
(这里应该是指右键点击未完成/需要修理的建筑来进行继续建造或修理。毕竟人族是工人在房子外面进行建筑的。)
Racial Builds
各族
Each "Build" (Undead, Orc, Human, Naga, Night Elf, Neutral) will only work on a unit of that race. Each ability also has extra effects:
每个种族的“建造”都只会在自己种族的单位身上生效。它们各自拥有以下能力:
    Undead build summons the buildings
    不死族:轻松愉快地召唤建筑。

    Orc
    build garrisons the worker (worker cannot be hurt unless building dies during construction)
    兽族:苦工在建造过程中不会受到伤害。

    Human build
    allows power-building (multiple workers)
    人族:可以通过多工人来加入建造。

    Naga build
    is the same as Orc build
    娜迦:和兽族一样,Lok’tar!

    Night Elf
    build kills the worker if the building is classified as "Ancient"
    暗夜精灵:如果建造的建筑拥有“古树”分类,建造完成会杀掉小精灵。

    Neutral
    build doesn't seem to be anything special.
    中立:无聊。




Other Abilities

This is for any other spells that only have 1-2 weird things associated with them.
Table:
Metamorphosis
The Duration - Normal field determines how long the user "holds" until the morph takes place.
Carrion Swarm/Crushing Wave
There will always be a black/blue plume effect on units hit by the wave, regardless of the effects or buffs you use. However, if you change the Art - Special field on the STANDARD Carrion Swarm (the one you used to make a custom spell, not the custom spell itself), then this can be changed. (Thanks Midiway for the clarification)
Devour
Does NOT work on "Demon" class units. (Thanks Moyack)
Locust Swarm
Only units with the 'Locust' ability will move around. (Thanks Jazradel)
Earthquake
Setting Data - Final Area to a really high number can crash the game.
Cannibalize
Setting the Cast Range to anything above/below the default will cause the ability to bug, making it only work on rare occasions when the caster is DIRECTLY over a corpse. (When normally they would seek out a corpse)
Chain Lightning
Art - Missile field doesn't work. This is a huge nuisance since with it, Chain Lightning would be the perfect 1-hit damage spell (No buff, no side effects, just damage).
Attack manipulation abilities
Pulverize, Critical Strike and Cleaving Strike can be used to show a unit's Slam animation whenever they attack (assuming they have one).
Sleep
If the caster uses it on itself (if you make it able to do so), it will cause it to loop; every time sleep ends, your unit will automatically recast it on itself.
Spiked Carapace
Has a Damage Taken field that allows you to make units take % of damage (for example, setting it to .90 would make units take 90% of attack damage).
Unholy Aura
If you set Percent Bonus to True, make sure you modify the Life Regen fields to something low, like .05, or else your units will heal at an insane rate. (% of their health per second, or so.)
Summon Spirit of Vengeance
One of the few (if not only) summoning spells with a missile art. However, it can only be used on corpses (Dummy corpses anyone?)
Kaboom
Will only work with smart orders (right clicking a unit) if the unit has the "Suicidal" tag.
War Club
Disables attack 1 and turns on attack 2 for the specified number of attacks, then automatically switches back. (Thanks Anopob for testing that)
Dark Portal
Summons a random array (customizable) of permanent summons; only summon that does this. (Thanks Kyrbi0)
Poison Arrows
Will not work on a unit based on a melee unit (eg: Given to a Paladin, or given to a Paladin made into a range unit) (Thanks Av3n)
Dark Conversion
This ability targets any unit from Data - Race to Convert (default: Commoner, i.e. Undead, Creep, Human, etc), and permanently transforms it into Data - Conversion Unit (default: Zombie, i.e. single unit-type). However, the newly-transformed unit will not have any abilities as a result of this transformation. (Thanks Kyrbi0 for testing)
Soul Preservation
Does nothing but remove the target unit (must be a specific unit-type, as specified by the field Unit to Preserve) from the game, permanently. It has cool sfx, and has a nice fading effect as it does so, but does nothing else. (Thanks Kyrbi0)
Sentinel
The Effects field determines what hovers above (or in, if you modify the Hover Height field) the tree. If the model is not permanent, it will only show for one animation cycle. The sentinel itself remains (you still have vision), you just won't see art. (Thanks Anopob)
Burrow/Perm. Invisibility
Combined, these two cause super-permanent invisibility; it never breaks, even if removed. (Confirmed by Rising_Dusk)
Dark Ritual
If the "Kill unit" option is unchecked (aka Dark Ritual will only damage, not kill the unit), then no mana will be transfered, even though everything else happens. (Found by holyadvocate)
 楼主| 发表于 2009-11-8 17:40:22 | 显示全部楼层
OK大家加油。
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发表于 2009-11-8 17:49:53 | 显示全部楼层
的确是很怪异 不知道这个是干嘛用的
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发表于 2009-11-8 17:52:43 | 显示全部楼层
嗯,这玩意可以加精华了。
小A投影到综合区一个吧。
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发表于 2009-11-8 18:23:38 | 显示全部楼层
金矿技能很有趣..
让一个单位具有金矿技能然后让农民采集死他..
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发表于 2009-11-8 18:25:30 | 显示全部楼层
引用第4楼血戮魔动冰于2009-11-08 17:52发表的  :
嗯,这玩意可以加精华了。
小A投影到综合区一个吧。
不要给投影加精华啊
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发表于 2009-11-8 18:41:33 | 显示全部楼层
嗯………………
挺好的………………
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发表于 2009-11-8 18:55:39 | 显示全部楼层
好大的坑
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 楼主| 发表于 2009-11-8 19:13:28 | 显示全部楼层
这个玩意前面比较无聊而后面貌似挺有趣的,比如建筑和金矿。
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发表于 2009-11-8 19:30:06 | 显示全部楼层
小A辛苦了~ 收起来慢慢看~~~
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 楼主| 发表于 2009-11-8 19:35:41 | 显示全部楼层
里面貌似很多错误,希望提出来。我下周将会修正。恩恩正好。
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发表于 2009-11-8 19:47:39 | 显示全部楼层
正因为这个东西远不及技能指南,而且本身错误也很多(虽然技能指南也有些错误)。所以我一直没有翻译它。而且里头的东西也比较普通。

但是发出来是好事。而且小A还将他们与论坛一些帖子联系了起来。




稍微修正几个翻译问题吧。


It also has some of the lesser-known fields/effects some spells have, be they good or bad.

本文同样加入了一些技能中鲜为人知的数据域和技能效果,有好的也有坏的。



(fields就是你在物体编辑器技能编辑器里编辑数据时的那些数据条目,例如dataA1,daraA2,持续时间、耗魔等等。所以不应组出“造成域”这样的句子来,原文是说一些鲜为人知的数据域。)




These spells will always cause the ground to warp when cast, even if you change the missile art, etc.

这类技能在施放时总是会引起地表扭曲,即便你修改了它们的投射图像。


(施放错这个词哪里来的?)



These spells can cause Desyncs (due to the deformed terrain) if you're checking for Z height in triggers.

这些技能可能导致你使用触发器获取地点的Z高度时出现不同步(因为他们会改变地表)。


(Desync,不同步。实际上这个词并不规范就是了,怀疑作者是不是英美人士。这个东西会导致不同步而断线,而不是笼统的说错误。因为不同玩家如果特效开的精度不同,地形变化幅度也会不一样,所以取的时候会导致不同步。)



so if there are more missiles than the duration lasts,missiles will be shown w/o damage,vice versa

因此如果你设的导弹量多于技能的持续时间,后续的导弹仍然会射出,但是没有伤害。反之亦然。


Metamorphosis 3 seconds,PS, ALL forms of this are the same

恶魔变身,持续3秒,永久昏迷,所有这类型的技能都这样。

(恶魔猎手那个,虽然这个技能的混乱之雨表述是有些不大准确的)
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发表于 2009-11-8 19:54:40 | 显示全部楼层
头目就是头目~
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 楼主| 发表于 2009-11-8 19:56:37 | 显示全部楼层
恩恩弄了一大半之后知道field是啥意思了……但是前面的没有修改……
施放错本来想打施放出,结果打错字了……
不同步这个词查不到所以直接猜了……
导弹那个完全瞎猜……恩,恶魔猎手那时候因为时间比较紧张所以没有请教头目了,直接丢上来了。
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发表于 2009-11-8 19:58:23 | 显示全部楼层
然后里面说到技能如果去掉buff数据。通常会套用默认buff的事情。

其实还有一个很有意思的事情,如果你去掉技能的buff数据,通常来说,非但会套用默认buff,而且这些buff通常都变得可以无限叠加层数(虽然界面上看不出层数)。这个知识点这里没提到。

用这个可以方便做出很多无限叠加buff层数的技能。出现这个问题的原因在于war3的buff唯一性判定方法。因为没有buff数据,所以用了默认buff数据,但是似乎它在判定buff唯一性的时候又从buff数据域里找,于是导致永远找不到,这样就判断目标没有这个技能的buff,所以就无限叠加了。


其实war3本身默认状态下,很多技能就有这个bug。大家可能知道3c,dota这种游戏,如果你在泉水边上暂停单位(通常AI的做法),这些单位会以惊人的速度恢复HP。实际原因是,泉水的buff数据没有定义(默认如此)。所以套用了默认buff。由于默认buff的持续时间大约2秒。通常下一次添加后没多久,前一个buff就消失,所以正常情况下不会有太大影响。

但是当你暂停单位的时候,所有buff计时都会停止。所以之前的buff在暂停的时候不会因为到期而消失,之后的buff却在不断加上,于是加血速度就以极数上升。

这些buff由于都是同一个所以只会显示一个图标(或者不显示),实际上是叠加在那里了。虽然war3不像wow可以看出buff层数,但是你可以通过输出单位身上的buff数量这个函数来得知。
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发表于 2009-11-8 20:01:49 | 显示全部楼层
记录。
好东西。
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 楼主| 发表于 2009-11-8 20:06:56 | 显示全部楼层
这个还是第一次听说……
好棒阿,无效叠加buff原来这样简单的……之前一直以为得用触发伤害。
这玩意翻好以后我会再加入所有相关链接和补充内容,这样这东西就不会显得太废柴了。
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发表于 2009-11-8 23:33:04 | 显示全部楼层

生命有限啊………………
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 楼主| 发表于 2009-11-8 23:54:17 | 显示全部楼层
原来蛋塔的神灵法球可以这么简单用没有BUFF的毒箭做出来
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发表于 2009-11-9 00:00:53 | 显示全部楼层
没玩过dota几次,不了解这技能什么效果。你说说看。
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