Re: [WE] 觸發技能分享-《骨牢》
※ 引述《wix3000 (世界一のオイカッス王子錩》之銘言:
那我也來分享一下之前做的技能
基礎技能是熊貓人的吐火
這樣技能總共有三個觸發,這是第一個
初始值愈設為開啟
Flame Ball
事件
Unit - A unit 開始連結技能
條件
(Ability being cast) 烈焰殺荒彈
動作
Set x = 0.00
這裡的變數x是待會其他觸發會用到的
Set TempUnit = (Casting unit)
Set Angle = (Angle from (Position of (Triggering unit)) to (Target
point of ability being cast))
這裡的角度是指施法者本身到指定施法點或單位的角度
Set p1 = ((Position of (Triggering unit)) offset by 100.00 towards
(Angle + 20.00) degrees)
Set p2 = ((Position of (Triggering unit)) offset by 100.00 towards
(Angle - 20.00) degrees)
Set p3 = ((Position of (Triggering unit)) offset by 100.00 towards
(Angle + 60.00) degrees)
Set p4 = ((Position of (Triggering unit)) offset by 100.00 towards
(Angle - 60.00) degrees)
上面的p1~p4是設定集氣時四顆火球出現的起始位置
Unit - Create 1 烈焰彈特效單位 for (Owner of TempUnit) at p1
facing 80.00 degrees
Set EffectUnit1 = (Last created unit)
Unit - Create 1 烈焰彈特效單位 for (Owner of TempUnit) at p2
facing 100.00 degrees
Set EffectUnit2 = (Last created unit)
Unit - Create 1 烈焰彈特效單位 for (Owner of TempUnit) at p3
facing 60.00 degrees
Set EffectUnit3 = (Last created unit)
Unit - Create 1 烈焰彈特效單位for (Owner of TempUnit) at p4
facing 120.00 degrees
Set EffectUnit4 = (Last created unit)
Trigger - Turn on Flame Ball Casting effect <預置>
記得特效單位要自己創造一個,這邊用的模組是復仇之靈
再來是第二個,施法中的特效
這個觸發預設是不開啟的
Flame Ball Casting effect
事件
Time - Every (0.50 / 20.00) seconds of game time
條件
動作
Set x = (x + 1.00)
Animation - Change EffectUnit1's size to ((100.00 + (x x 30.00))%,
(100.00 + (x x 30.00))%, (100.00 + (x x 30.00))%) of its original size
Animation - Change EffectUnit2's size to ((100.00 + (x x 30.00))%,
(100.00 + (x x 30.00))%, (100.00 + (x x 30.00))%) of its original size
Animation - Change EffectUnit3's size to ((100.00 + (x x 30.00))%,
(100.00 + (x x 30.00))%, (100.00 + (x x 30.00))%) of its original size
Animation - Change EffectUnit4's size to ((100.00 + (x x 30.00))%,
(100.00 + (x x 30.00))%, (100.00 + (x x 30.00))%) of its original size
上面是設定施法集氣時火球將會由小變大的過程
If (All Conditions are True) then do (Then Actions) else do (Else
Actions)
如果 - 條件
x 大於或等於 20.00
就 - 動作
Set x = 0.00
Trigger - Turn on Flame Ball Attack effect <預置>
Trigger - Turn off (This trigger)
否則 - 動作
當大到特定程度後則停止變大
再來是最後一個,施法生效後的特效
讓剛剛變大的火球往四個設定的方向飛去同時產生地面燃燒的效果
同樣也是初始值關閉
Flame Ball Attack effect
事件
Time - Every (0.50 / 10.00) seconds of game time
條件
動作
Set x = (x + 1.00)
Set p1 = (p1 offset by 70.00 towards (Angle + 15.00) degrees)
Set p2 = (p2 offset by 70.00 towards (Angle - 15.00) degrees)
Set p3 = (p3 offset by 70.00 towards (Angle + 45.00) degrees)
Set p4 = (p4 offset by 70.00 towards (Angle - 45.00) degrees)
上面是設定四顆火球要往哪四個角度飛去,以及每0.05秒火球所飛行的距離
Special Effect - Create a special effect at p1 using
Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
Special Effect - Destroy (Last created special effect)
Special Effect - Create a special effect at p2 using
Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
Special Effect - Destroy (Last created special effect)
Special Effect - Create a special effect at p3 using
Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
Special Effect - Destroy (Last created special effect)
Special Effect - Create a special effect at p4 using
Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
Special Effect - Destroy (Last created special effect)
上面是飛行時地面的燃燒效果
Unit - Move EffectUnit1 instantly to p1
Unit - Move EffectUnit2 instantly to p2
Unit - Move EffectUnit3 instantly to p3
Unit - Move EffectUnit4 instantly to p4
上面就是讓火球開始移動
If (All Conditions are True) then do (Then Actions) else do (Else
Actions)
如果 - 條件
x 大於或等於 10.00
就 - 動作
Custom script: call RemoveLocation( udg_p1 )
Custom script: call RemoveLocation( udg_p2 )
Custom script: call RemoveLocation( udg_p3 )
Custom script: call RemoveLocation( udg_p4 )
Trigger - Turn off (This trigger)
否則 - 動作
上面是將剛剛創造的點,也就是p1~p4去除以減少lag
於是完成品就像下面影片
http://www.youtube.com/watch?v=FC1wJ1XDZF4
←修好了囧
http://video.google.com/videoplay?docid=-3584203332743679393
感謝看完那麼長串的人XD
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