以后我会放中英合并的哦,学w3也要学好英文
英雄防御模板
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教程和演示地图,这包括:
重生系统。
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+Hero morph system +英雄变身系统
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+Item combination system +产品组合系统
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+Hero selection +英雄的选择
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+Heo AI. +许人工智能。 [see the map] [查看地图]
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+Though AOS style is becoming more and more popular. 虽然星光大道+风格是越来越受欢迎。 Hero defense is still very awesome to some people. 英雄防御仍然非常真棒一些人。 This includes “Hero Survival” and “Castle Defense”. 这包括“英雄生存”和“城堡防御”。 Believe or not but I still play “Fan's Castle defense” of Fanatik and Benji which created long ago. 相信与否,但我还是玩“范城堡防御”和本士的Fanatik产生它很久以前。 Basically, you may want to play a map with your friends with overpower heroes, high levels, and brilliant spells. 基本上,你可能想发挥与压倒的英雄,高层次,您的朋友和灿烂的魔法地图。 Its actually fun, but that way is for noobs, here I am going to introdute to you all a deeper and somewhat more role-playing game. 它实际上很有趣,但这样的noobs是,我在这里要introdute向大家更深入,更有些角色扮演游戏。 It is a fusion of Hero survival and RPG. 这是一个英雄的生存和RPG融合。
+Respawn system: +重生系统:
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-As far as we know, this is one of most important things we must to do first. ,据我们所知,这是最重要的事情之一,我们必须做的第一。 Spawning mean different levels of creep. 产卵平均蠕变不同层次。 And they will become stronger aftwer a while. 他们会变得更加强大aftwer一段时间。 Here are the main requirements for spawning level. 以下是产卵水平的主要要求。
-Must have at least 10 levels so that people don't feel boring after a few minutes playing. ,必须有至少10个级别,使人们不感到枯燥几分钟后播放。
-The creep must be stronger by the time following higher spawning level. -蠕变的时候,必须加强以下产卵水平较高。
-The creep, actually need some spells or abilities. -蠕变,确实需要一些法术或能力。 You should do this carefully, cause this affects the difficulty level and of the game and make it interesting or not. 你应该这样做仔细,导致此影响的困难程度和游戏,使之有趣与否。 Keep in mind that, There will be many monsters at a same time, so don't try to add such too powerful abilities for them, AOE spells example. 请记住,这将在同一时间有很多怪物,所以不要尝试添加这种过于强大,它们的能力,作用范围法术例子。 I think you should try with some passvie spells and some more which we can see that they are actually exist [for example: bash, curse, critical strike, frenzy, …], don't forget their MP and levels 我想你应该尝试一些passvie法术和多一些,我们可以看到,它们实际上存在[例如:bash中,诅咒,致命一击,狂热,...],不要忘记他们的MP和水平
-The creep should not to be too over-scaling and do gives people the shiver each time they face them. -蠕变不应过于过分扩大并给人的发抖,他们每次面对他们。 You need to use your models wisely and this may depends on your sense. 你必须明智地使用你的模型,这对你的感觉而定。
-Every x time, there should be a boss spawning, the boss must be: ,每x次,应该有一个老板产卵,老板必须是:
+Stronger than the mobs +强于暴民
+Have individual spels and primary attribute. +有个别spels和主要属性。
+Abit over-scaling. +升技过度缩放。
+Have a lot of HP and MP. +有一个很大的HP和MP。
+Have cool and awsome spells. +有冷静和要命的法术。
-There, now after you have know what should you do. ,在那里,现在当你知道你该怎么办。 Its time to make some trigger. 其时间作出一些触发。
-In old defense style maps. 在旧的防御方式的地图。 People seem use only this “Every x game time, Create y group of enemy units, wait until they all die, then do it again”. 人们似乎只使用这个“游戏时间每隔X,Y组创建敌方单位,等到他们都死了,然后再来一次”。 This is not bad but as I said, it's old and may cause some leak. 这不是坏事,但正如我所说,它的老,并可能导致一些泄漏。 Remember, each time you create a unit, there r always a chance to cause this base on the number of units on the map. 请记住,每次您创建一个单位,ṛ总是有机会导致此就在地图上的单位数的基础。 But in our game, a Hero defense, we always have many of units on the map, right? 但在我们的游戏,一个英雄防守,我们总是有很多单位在地图上,对不对?
-OK, my idea is: Place a group of creeps on the map first. 就绪,我的想法是:在地图上放置一个小兵组第一。 Here, I will place 18 hostile units at the Spawning point. 在这里,我将放在产卵18点敌对单位。 Then, when the game starts, Order them to attack, and turn on attcking stances that we made in other triggers. 然后,当游戏启动,令他们的攻击,并打开attcking立场提出,我们在其他的触发器。
-There will be many levels of spawning, right. ,将有产卵多层次,权利。 We wil make one trigger for each, and a general trigger to switch between them. 之后我们将让每一个触发器,触发器和一般之间切换。
-Here is the first spawning trigger: It determine if a hostile unit dies, then wait 10 secs and create a Ghoul. ,这是第一次产卵的触发器:它确定一个敌对单位死亡,然后等待10秒,创造一个食尸鬼。
+Required player: Neutral hostile or another as our enemy player. +要求球员:中性敌对或其他球员作为我们的敌人。
+Required region: Spawning point. +要求地区:产卵点。
+Required variable: Victory/Defeat [Boolean] +所需变量:胜利/失败[布尔]
Spawn1 [trigger]/[Array1] Spawn1 [触发] / [Array1]
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Quote: 报价:
+ Event : A unit dies + 事件 :一个单位死亡
+ Condition : Owner of triggering unit equal to Neutral Hostile. + 条件 :敌对业主单位等于触发中立。
Triggering unit is a Hero equal to false. 触发装置是一个英雄等于虚假。
Triggering unit is summoned equal to false 触发装置是传唤等于虚假
(Spawn 2 is on) equal to fase (菌种是2)等于快速高级自旋回波
Defeat equal to false 打败等于虚假
Victory equal to false. 胜利等于虚假。
+ Action : Wait 10 seconds. + 动作 :等待10秒。
Create a ghoul for Neutral Hostile at Spawning point. 创建一个中立敌对食尸鬼在产卵点。 |
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-There, this will create a mob each time one of them die. ,在那里,这将创建一个暴徒每次其中一人死亡。 We no longer have to create all 18 units at one time and this, at least, doesn't cause leak if ur map is not full of them. 我们不再需要创建一次,这所有18个单位,至少不会造成泄漏,如果乌拉圭回合地图不加以充分。
The Defeat and Victory are used in your “Victory/Defeat” trigger, [as true]. 失败和胜利都用在您的“胜利/失败”触发,作为真正的] [。 It ensure that the spawning will stop immediately when you want the game to end. 它保证将立即停止产卵当你想在游戏结束。
+Back to the “Map ini” trigger, I created a “Var setup” in my map, and set this trigger as the “Spawn[1]”. +回到“地图的INI”触发,我创建了一个“无功格局,在我的地图”,并设置此为触发“菌种[1]”。
+Do the same to all remain levels of your map, then do another trigger to switch between them. +这样做,以保持各层次的地图,然后再做触发它们之间进行切换。 Here is the code. 下面是代码。
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+Requires variable: Modmob [integer] +要求变量:Modmob [整数]
+Required region: Spawning point. +要求地区:产卵点。
+Required trigger: Spawn2 +所需触发:Spawn2
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Quote: 报价:
- Event : Time – Elapsed game time is 200 seconds. - 事件 :时间-经过的比赛时间是200秒。
- Condition : WIN equal to false. - 条件 :赢等于虚假。
DEFEAT equal to flase. 失败等于flase。
- Action : Quest – display to all players the message “Enemy is advancing” - 行动 :探索-显示所有球员的消息“敌人是推进”
Custom script call DestroyTrigger(udg_Spawn[1]) 自定义脚本调用DestroyTrigger(udg_Spawn [1])
If [all conditions are true] then do [then actions] else do [else actions] [如果所有条件都为真]然后执行[然后行动],否则,[其他行动]
If- conditions: 如果-条件:
Number of units in [units owned by Neutral hostile matching (matching unit is a hero equal to false) and (matching unit is alive equal to true) and (matching unit is summoned equal to false) less than 18. 单位数目由中立敌对匹配(匹配国有单位[单位是虚假的英雄等于)和(匹配单位等于活着真)和(匹配单位传唤虚假小于等于)18。
Then - actions: 然后 - 行动:
Set Modmob = Number of units in [units owned by Neutral hostile matching (matching unit is a hero equal to false) and (matching unit is alive equal to true) and (matching unit is summoned equal to false) 集Modmob =单位数目由中立敌对匹配(匹配国有单位[单位是虚假的英雄等于)和(匹配单位等于活着真)和(匹配单位传唤等于假)
Units – Create (18 – Modmob) Ghoul for Neutral hostile at Spawning point facing default building. 单位 - 创建(18 - Modmob)中立敌对食尸鬼在产卵场点的建设面临的默认。
Trigger: turn on Spawn 2 触发:在菌种2转 |
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-Do you understand? ,你明白吗? It's simple. 答案很简单。 We first placed 18 ghouls on the map, then after 400 seconds, we want to change spawning level to 2, Then simply destroy the “Spawn 1” and turn on the “Spawn 2”. 我们首先在地图上放置18食尸鬼然后400秒后,我们想改变产卵水平为2,然后只需摧毁“菌种1”,打开“菌种2”。 But remember that, we still must have all 18 hostile units on our map, so “set variable” and then “create 18 – modmob” to ensure this. 但请记住,我们仍然必须对我们的地图所有18个敌对单位,所以“设置变量”,然后“创建18 - modmob”,以确保这一点。
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-There, now we have already created necessary triggers for the creep. ,在那里,现在我们已经创建了必要的触发起鸡皮疙瘩。 The last thing we should do is to make them their path, to force them attack our King/Castle/… 我们最应该做的是使他们的道路,迫使他们攻击我们的金/城堡/ ...
-This could be done by this “a unit enters region x, order it to attack-move to region y”.\ ,这可以通过这个“单位进入区域X,责令其攻击,移动到区域Y”。\
But I'm not sure this will not cause any bugs, so according to me. 但是我不知道这会不会引起任何错误,所以根据我。 You should you another, more wisely trigger to replace it. 你应该你一个更明智的触发器来取代它。 Here, use this in SD_Ryoko Dota Template. 在这里,使用SD_Ryoko同田范本。
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+First, creat a Dummy unit, name it “Feed Me”. +第一,创造一个虚拟的单位,将其命名为“饲料我”。
+Place it on necessary point of the map. +在地图上放置的必要点。
+Trigger for the last: +触发最后:
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+Required region: KING/or something else. +要求地区:金/或别的东西。 [as WORLD TREE] in my map. [在我的地图为世界树]。
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Quote: 报价:
- Event : A unit come within [600] of “Feed Me” - 事件 :] 600内的单位来[“饲料我”
- Condition : Owner of triggering unit equal to Neutral Hostile - 条件 :以业主单位的平等中立敌对触发
- Action : Order triggering unit to attack, move to center of KING. - 行动 :订购触发单位攻击,移动国王中心。 |
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-Do this again depending on your maps' terrain, AS there are 3 in my demo map. 待办事项这又取决于你的地图'地形,因为在我的演示图3。
+HERO MORPH+ ……………………………………………………………………………. 英雄变身+ + ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ...。
.Alright, we made it… The next thing I want to introduce is the “Hero Morphing” system. 。好吧,我们成功了...接下来我要介绍的是“英雄变形”的制度。
Those this is not necessary, but, you can use it to make your game more intereting. 这些是没有必要,但是,你可以用它来使您的游戏更加intereting。
-Basically, this is the system made by SD_Ryoko, you can find it here easily. ,基本上,这是由SD_Ryoko的系统,你可以在这里很容易找到它。 But I have expierienced with it, and finally, edited a bit, so that this will act fluently,… 不过,我已与它expierienced,最后,编辑了一下,所以这流利的行为,...
-My idea is instead of creating a new hero each time our hero reach requiree level, we will place all our heroes on a untouchable region, than move it instantly and change owne..Well, I am proud to say that this does not cause any leak at all, but you should creadit Syoko for this, not me. ,我的想法是,而不是创建一个新的英雄,每次我们的英雄达到requiree层面,我们会放在一个贱民地区所有我们的英雄,不是移动它即刻改变owne ..嗯,我很自豪地说,这不会导致在所有的任何泄漏,但你应该creadit这Syoko,不是我。
-Here is the code, our hero will be morphed by level 10, u can do it again for higher level, ,下面是代码,我们的英雄将由10级变形,u能做到这一点再次更高水平,
I will morph the Guardian to a Paladin. 我将会改变监护人一帕拉丁。 [Don't forget to place the Paladin on the map first] [别忘了把地图上的帕拉丁首页]
+Required variable: +所需变量:
Mpaladin_loc [region] Mpaladin_loc [地区]
Mitem_array [item array] Mitem_array [项目阵列]
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Quote: 报价:
+ Event : Unit- a unit Gains a level + 事件 :单位一个单位的收益水平
+ Condition : Unit – type of (triggering unit) equal to Guardian + 条件 :单位-型(触发单位)等于卫士
Hero level of (triggering unit) equal to 10 英雄级别(触发单位)等于10
+ Action : Set Mpaladin_loc = position of (triggering unit) + 动作 :设置Mpaladin_loc =位置(触发单位)
For each (integer A) from 1 to 6 do (Actions) 对于每个(整数a)由1至6做(行动)
Loop – Actions: 环 - 行动:
Set Mitem-array(integer A) = item carried by triggering unit in slot (integer A) 设置Mitem阵列(整数a)=项目的触发插槽单位(整数a携带)
Hide triggering unit 隐藏触发装置
Quest – display to all players the message : (Name of Owner of (triggering unit) has become more powerful) 追求 - 显示所有球员的消息:(船东名称(触发单位)已变得更加强大)
Trigger – Turn off this trigger 触发器 - 触发打开关闭此
Unit – move “Paladin” instantly to Mpaladin_loc 股 - 移动“帕拉丁”即刻到Mpaladin_loc
Set “Paladin” hero level to 10, show level-up graphics. 设置“帕拉丁”英雄级至10,显示一级图形。
Change onwership of Paladin to onwer of (triggering unit) and change color 改变帕拉丁onwership到onwer的(触发单位)和变色
Selection – select “Paladin” for owner of (triggering unit) 选择 - 选择“帕拉丁”的所有者(触发单位)
Trigger – Turn on this trigger 触发 - 在这个触发打开
For each (integer A) from 1 to 6 do (Actions) 对于每个(整数a)由1至6做(行动)
Loop – Actions: 环 - 行动:
Hero – Give Mitem-array (integer A) to Paladin. 英雄 - 给Mitem阵列(整数a)至帕拉丁。
Unit – remove triggering unit from the game. 股 - 从游戏中删除触发装置。
Custom script call RemoveLocation(udg_MPaladin_loc) 自定义脚本调用RemoveLocation(udg_MPaladin_loc) |
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-That's it, its simple, isn't it.? ,就这样,它的简单,是不是它。
ITEM COMBINATION SYSTEM. …………………………………………………………………………….. 项目组合系统。... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ..
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The third thing I want to mention is the item fusiob system.. 第三点我想提的是该项目fusiob系统.. You should really try this, cause, it's simple but powerful and actually help make your map greater. 你应该试试这个,原因,它很简单,但功能强大,其实更大的帮助使您的地图。
-Firstly, you may want to you an awsome system, it is the item charge combination. ,首先,你可能想给你一棒极了系统,它是负责该项目的组合。 Find it in the “Dota template”, it was done in JASS, but very simple for implement. 查找在“同田模板”它,它是在JASS,但对于实施简单。
Also I included it in my demo map, so if you want to use, just give Ryoko the credit he deserves. 我也包括在我的演示图,所以如果你要使用,只给他应有的信贷良子。
-Then, I will show you how to upgrade your item with Orbs/Gems. ,然后,我将告诉你如何提升你的球体/宝石项目。
It's simply left click on the Gem and the left click on the compatible item. 它只是留在宝石上的兼容和项目左键点击。
-How to do that ? ,如何做到这一点?
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+Go to object editor/Abilities. +转到对象编辑器/能力。
+Find the ability “Finger of Death” +查找的能力“死亡指”
+Rename it to “Fuse” and change all other datum as follow: +重新命名为“保险丝”,并改变所有其他数据如下:
-Data - damage: 0 威刚 - 损伤:0
-Data - Graphic dealy: 0 威刚 - 平面迪利:0
-Data - Gaphic dration: 0 威刚 - Gaphic dration:0
-Stats - cast range: 0 -统计资料 - 施法距离:0
-Stats - cooldown: 0 -统计资料 - 冷却时间:0
-Stats – Targets allowed: item -统计 - 目标允许:项目
+Go to Object/Items and take the “Wand of the Wind” item, its located in charge class. +转到对象/项目,并采取了“魔棒的风”项目,其位于主管级。 Use can use another charged item, Rename it to “Gem of Chaos” or something else and give it the ability “Fuse”. 使用可以使用其他的收费项目,重新命名为“混沌宝石”或别的什么,并给它的能力“保险丝”。
+Now, create our trigger to finish it. +现在,创造我们的触发器来完成它。
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+Here I will upgrade “Scale Armor” to “Mithril armor” +在这里,我将升级“规模之铠甲”到“秘银铠甲”
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Quote: 报价:
+ Event : Unit – a unit begins casting an ability. + 事件 :单位-单位开始铸造的能力。
+ Action : + 行动 :
If (All conditions are true) then do (then actions) else do (else actions) 如果(所有条件为真),那么做(当时的行动),否则,(否则行动)
If – Conditions: 如果 - 条件:
(Ability being cast) equal to “Fuse” (能力正投)等于“保险丝”
(Item – type of (Target item of ability being cats)) equal to “Scale Armor” (项目 - 型(项目目标的能力被猫))等于“规模之铠甲”
Then – Actions: 然后 - 行动:
Remove – (Target item of ability being cast) 删除 - (目标能力的项目正在投)
Item – Create “Mithril Armor” at (Position of (Target item of ability being cast)) 项目 - 创建“秘银铠甲”在(位置(具体目标的能力项目正在投))
Hero – Gives last created item to (triggering unit) 英雄 - 给最后创建的项目(触发单位)
Quest – display to (Player group – (Owner of trigger unit)) the hint message “Congartulations, you have obtained + (Name of last created item) 追求 - 显示器(播放器组 - (触发单位的业主))的提示消息“Congartulations,你持有+(上创建的项目名称)
Sound – play “Divine shield” at 100% volume attached to triggering unit. 声音 - 播放“神圣的盾牌在100%附加量”来触发装置。
Else – Actions. 其他 - 行动。
Do nothing. 什么也不做。 |
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That's it. 就是这样。 You can continue with the “If/Then/Else” action for more items. 您可以继续使用“如果/那么/其他”为更多的项目采取行动。 Good luck… 祝你好运...
HERO SELECTION ………………………………………………………………………….. 选英雄... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ..
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+Now, I will introduce a simplest hero selection you've ever met. +现在,我将介绍一个简单的英雄选择你见过。 In Hero Defense, this is not too importanr, you can still you Hero Tavern or other methods, but if you like this, feel free to use it. 在英雄防御,这不是太importanr,你仍然可以你英雄酒馆或其他方法,但如果你喜欢这个,感觉自由地使用它。 My selection is based on the “Arena selection”, it means you can place all of your heroes on theArena, then, use a Wisp to choose it. 我的选择是对的“竞技场选择”的基础上,它意味着你可以把你的英雄就theArena,那么所有,使用威斯普选择它。 Here are the steps to get it. 下面是步骤来得到它。
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+Create a Wisp first, disable all building it can construc, and give to “Locust/Invulnerable” abilities. +建立一个威斯普第一,禁用它可以建构的所有建筑,并给予“蝗虫/刀枪不入”的能力。
+Go to Object/Abilities and find the “Channel” ability, it located in the Neutral hostile category. +转到对象/能力,找到“频道”的能力,它在位于中立敌对类别。
+Rename it to “Select Hero” and change all fields are as follow: +重新命名为“选择英雄”和改变各个领域如下:
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-Icon -图标
-Data – Art duration: 0 威刚 - 艺术时间:0
-Data – Options: Visible. 威刚 - 选项:可见。
-Data – Target type: Unit target. 威刚 - 对象类型:单位的目标。
-Stats – Cast range: 100 -统计资料 - 施法距离:100
-Stats – Hero ability: False -统计资料 - 英雄能力:假
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+Now, give the “Select Hero” to the Wisp. +现在,让“选择英雄”到威斯普。
+Place all of your heroes and wisps on the map, Finally, do this: +在地图上放置你的英雄和鬼火一切,最后,请这么做:
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Quote: 报价:
Event : Unit – a unit begins channeling an ability. 事件 :单位-单位开始引导的能力。
+ Condition : Ability being cast equal to “Select Hero” + 条件 :能够被抛等于“选英雄”
(Unit – type of(Casting unit)) equal to “Wisp” (单位 - 型(铸造单位))等于“威斯普”
+ Action : Unit – change Ownership of (Target unit of ability being cast) to (Owner of casting unit) and change color. + 动作 :单位-改变所有权(目标能力的单位被投)至(单位所有者铸造)和变色。
Selection – select (target unit of ability being cast) for (Owner of casting unit) 选择 - 选择(能力目标单位正投)为(铸造单位的业主)
Unit – Kill (casting unit) 单位 - 杀(铸造单位) |
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-It's rather simple, isn't it..^^ ,它的相当简单,是不是.. ^ ^
+OK. +确定。 My tutorial is ended here. 我的教程是在这里结束。 There are still too many things I want to say, but I am pleased that finally I can complete it, hope someone can find my tuto useful and never abandon WE, abandon Warcraft.. 仍然有太多的事情,我想说,但我很高兴我终于可以完成它,希望有人能找到我的tuto有用,我们决不放弃,放弃魔兽..
+Thanks for your endurance to read my thread…^^ 感谢您的耐力+看我的线程... ^ ^
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..I will attach the demo map later, cause i can't do it now... ..我会附上地图的演示后,因为我现在不能做... |