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发表于 2011-6-19 22:34:56
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还是这样好看点。。。
[trigger]LHFB
    事件
        单位 - 任意单位 发动技能效果
    条件
        (施放技能) 等于 龙魂风暴 (逐日者)
    动作
        自定义代码: local unit array A_LHFB_DW
        自定义代码: local location array A_LHFB_D
        自定义代码: local effect array A_LHFB_TX
        自定义代码: set A_LHFB_DW[1] = GetTriggerUnit()
        自定义代码: set A_LHFB_D[1] = GetUnitLoc(A_LHFB_DW[1])
        自定义代码: set A_LHFB_TX[1] = AddSpecialEffectTarget("Abilities\\\\Weapons\\\\PhoenixMissile\\\\Phoenix_Missile.mdl", A_LHFB_DW[1], "weapon")
        For循环整数A从 1 到 6, 做动作
            Loop - 动作
                自定义代码: set A_LHFB_D[2] = PolarProjectionBJ(A_LHFB_D[1], 632.00, ( I2R(GetForLoopIndexA()) * 60.00 ))
                自定义代码: call CreateNUnitsAtLoc( 1, 'u000', GetOwningPlayer(A_LHFB_DW[1]), A_LHFB_D[1], bj_UNIT_FACING )
                自定义代码: call UnitAddAbilityBJ( 'A056', bj_lastCreatedUnit )
                自定义代码: call IssuePointOrderLoc( bj_lastCreatedUnit, "impale", A_LHFB_D[2] )
                自定义代码: call UnitApplyTimedLifeBJ( 1.00, 'BHwe', bj_lastCreatedUnit )
                自定义代码: call CreateNUnitsAtLoc( 1, 'e00R', GetOwningPlayer(A_LHFB_DW[1]), A_LHFB_D[2], bj_UNIT_FACING )
                自定义代码: call AddSpecialEffectTargetUnitBJ( "weapon", bj_lastCreatedUnit, "Abilities\\\\Weapons\\\\PhoenixMissile\\\\Phoenix_Missile.mdl" )
                自定义代码: call IssueImmediateOrder( bj_lastCreatedUnit, "whirlwind" )
                自定义代码: set A_LHFB_DW[( 1 + bj_forLoopAIndex )] = bj_lastCreatedUnit
                自定义代码: call RemoveLocation( A_LHFB_D[2] )
                自定义代码: set A_LHFB_D[2] = null
        等待 4.00 秒
        For循环整数A从 2 到 8, 做动作
            Loop - 动作
                自定义代码: call RemoveUnit( A_LHFB_DW[bj_forLoopAIndex] )
        自定义代码: call DestroyEffect( A_LHFB_TX[1] )
        自定义代码: set A_LHFB_DW[1] = null
        自定义代码: call RemoveLocation( A_LHFB_D[1] )
        自定义代码: set A_LHFB_D[1] = null[/trigger]
是有东西没排掉。
。。。还有为什么要这么写呢。。直接写J不好么。。 |
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