WAR3 天地劫技能节选003

//红莲劫焰LV1-MAX 环境 2 C2
function Trig_wupinjineng_Func004Func002001003002 takes nothing returns boolean
return (IsUnitEnemy(GetFilterUnit(),GetOwningPlayer(GetAttacker())))
endfunction
//红莲劫焰LV1-MAX 环境 2 C3
function Trig_wupinjineng_Func004Func002001003 takes nothing returns boolean
return GetBooleanAnd(Trig_wupinjineng_Func004Func002001003001(),Trig_wupinjineng_Func004Func002001003002())
endfunction
//红莲劫焰LV1-MAX 环境 2 ACTION 1
function Trig_wupinjineng_Func004Func002A takes nothing returns nothing
set udg_magicsword=((SquareRoot(I2R(GetHeroStatBJ(0,GetAttacker(),true)))+(SquareRoot(I2R(GetHeroStatBJ(1,GetAttacker(),true)))+SquareRoot(I2R(GetHeroStatBJ(2,GetAttacker(),true)))))*((I2R(GetItemLevel(UnitItemInSlotBJ(GetAttacker(),1)))*50.00)+(I2R(GetHeroStatBJ(2,GetAttacker(),true))*0.50)))
call UnitDamageTargetBJ(GetAttacker(),GetEnumUnit(),(udg_magicsword/((I2R(GetHeroStatBJ(2,GetTriggerUnit(),true))*0.10)+1)),ATTACK_TYPE_NORMAL,DAMAGE_TYPE_FIRE)
call AddSpecialEffectTargetUnitBJ("origin",GetEnumUnit(),"Abilities//Spells//Other//Incinerate//FireLordDeathExplode.mdl")
call DestroyEffect(bj_lastCreatedEffect)
endfunction
//红莲劫焰LV1-MAX 环境 3
function Trig_wupinjineng_Func004Func003C takes nothing returns boolean
return ((GetItemTypeId(UnitItemInSlotBJ(GetAttacker(),1))=='I003'))or((GetItemTypeId(UnitItemInSlotBJ(GetAttacker(),1))=='I00K'))or((GetItemTypeId(UnitItemInSlotBJ(GetAttacker(),1))=='I012'))or((GetItemTypeId(UnitItemInSlotBJ(GetAttacker(),1))=='I013'))or((GetItemTypeId(UnitItemInSlotBJ(GetAttacker(),1))=='I014'))
Endfunction
//红莲劫焰LV1-MAX CONDITION
function Trig_wupinjineng_Func004C takes nothing returns boolean
return (Trig_wupinjineng_Func004Func003C())and((GetRandomInt(1,10)==1))
endfunction
//攻击+1500,力量+80,3%15倍伤害,攻击时有10%的几率引发劫焰攻击周围一定范围内的敌人,劫焰的威力和英雄属性以及武器等级有关
攻击+2100,力量+130,4%15倍伤害,攻击时有10%的几率引发劫焰攻击周围一定范围内的敌人,劫焰的威力和英雄属性以及武器等级有关
攻击+3000,力量+200,5%15倍伤害,攻击时有10%的几率引发劫焰攻击周围一定范围内的敌人,劫焰的威力和英雄属性以及武器等级有关
攻击+4500,力量+300,6%15倍伤害,攻击时有10%的几率引发劫焰攻击周围一定范围内的敌人,劫焰的威力和英雄属性以及武器等级有关
攻击+6800,力量+500,7%15倍伤害,攻击时有10%的几率引发劫焰攻击周围一定范围内的敌人,劫焰的威力和英雄属性以及武器等级有关
//雷荧剑LV1-MAX 环境_2 C_1
function Trig_wupinjineng_Func005Func002Func001001002003001 takes nothing returns boolean
return (IsUnitAliveBJ(GetFilterUnit()))
endfunction
//雷荧剑LV1-MAX 环境_2 C_2
function Trig_wupinjineng_Func005Func002Func001001002003002 takes nothing returns boolean
return (IsUnitEnemy(GetFilterUnit(),GetOwningPlayer(GetAttacker())))
endfunction
//雷荧剑LV1-MAX 环境_2 C_3
function Trig_wupinjineng_Func005Func002Func001001002003 takes nothing returns boolean
return GetBooleanAnd(Trig_wupinjineng_Func005Func002Func001001002003001(),Trig_wupinjineng_Func005Func002Func001001002003002())
Endfunction
//雷荧剑LV1-MAX 环境_2 ACTION_01
function Trig_wupinjineng_Func005Func002Func001A takes nothing returns nothing
set udg_magicsword=((SquareRoot(I2R(GetHeroStatBJ(0,GetAttacker(),true)))+(SquareRoot(I2R(GetHeroStatBJ(1,GetAttacker(),true)))+SquareRoot(I2R(GetHeroStatBJ(2,GetAttacker(),true)))))*((I2R(GetItemLevel(UnitItemInSlotBJ(GetAttacker(),1)))*10.00)+(I2R(GetHeroStatBJ(2,GetAttacker(),true))*0.10)))
call UnitDamageTargetBJ(GetAttacker(),GetEnumUnit(),(udg_magicsword/((I2R(GetHeroStatBJ(2,GetTriggerUnit(),true))*0.10)+1)),ATTACK_TYPE_NORMAL,DAMAGE_TYPE_LIGHTNING)
call AddSpecialEffectTargetUnitBJ("origin",GetEnumUnit(),"Abilities//Spells//Other//Monsoon//MonsoonBoltTarget.mdl")
call DestroyEffect(bj_lastCreatedEffect)
call PolledWait(0.01)
endfunction
//雷荧剑LV1-MAX 环境 3
function Trig_wupinjineng_Func005Func003C takes nothing returns boolean
return ((GetItemTypeId(UnitItemInSlotBJ(GetAttacker(),1))=='I00X'))or((GetItemTypeId(UnitItemInSlotBJ(GetAttacker(),1))=='I00Y'))or((GetItemTypeId(UnitItemInSlotBJ(GetAttacker(),1))=='I00Z'))or((GetItemTypeId(UnitItemInSlotBJ(GetAttacker(),1))=='I010'))or((GetItemTypeId(UnitItemInSlotBJ(GetAttacker(),1))=='I011'))
Endfunction
//雷荧剑LV1-MAX CONDITION
function Trig_wupinjineng_Func005C takes nothing returns boolean
return (Trig_wupinjineng_Func005Func003C())and((GetRandomInt(1,10)==1))
endfunction
//LV1攻击+1110,属性全+40,20%的吸血光环,攻击时有10%几率出现落雷伤害目标附近小片敌人,落雷的威力跟英雄的属性以及雷荧剑的等级有关
LV2攻击+1500,属性全+75,25%的吸血光环,攻击时有10%几率出现落雷伤害目标附近小片敌人,落雷的威力跟英雄的属性以及雷荧剑的等级有关
LV3攻击+2100,属性全+100,30%的吸血光环,攻击时有10%几率出现落雷伤害目标附近小片敌人,落雷的威力跟英雄的属性以及雷荧剑的等级有关
LV4攻击+3000,属性全+150,35%的吸血光环,攻击时有10%几率出现落雷伤害目标附近小片敌人,落雷的威力跟英雄的属性以及雷荧剑的等级有关
LVMAX攻击+3000,属性全+150,35%的吸血光环,攻击时有10%几率出现落雷伤害目标附近小片敌人,落雷的威力跟英雄的属性以及雷荧剑的等级有关
//魔法轰击箭失 CONDITION
function Trig_wupinjineng_Func006C takes nothing returns boolean
return ((UnitHasItemOfTypeBJ(GetTriggerUnit(),'I02I')))
endfunction
//敏捷+300,攻击时附带单体魔法伤害,伤害与英雄敏捷和智力有关
//冥契妖甲 CONDITION
function Trig_wupinjineng_Func007C takes nothing returns boolean
return ((UnitHasItemOfTypeBJ(GetAttacker(),'I03G')))
endfunction
//护甲+210,属性全+250,受到任何攻击时自动用幽明之气还击,威力和英雄的所有属性有关
//青釭剑 CONDITION
function Trig_wupinjineng_Func008C takes nothing returns boolean
return ((UnitHasItemOfTypeBJ(GetAttacker(),'I024')))and((GetRandomInt(1,400)<=(R2I(SquareRoot(I2R(GetHeroStatBJ(2,GetAttacker(),true))))+10)))
Endfunction
//攻击+210,属性全+10,攻击速度+30%。跟智力有关的概率发动武器技能:霜冻新星。
//短弓 CONDITION
function Trig_wupinjineng_Func009C takes nothing returns boolean
return ((UnitHasItemOfTypeBJ(GetAttacker(),'I02X')))and((GetRandomInt(1,100)<=(R2I(SquareRoot(I2R(GetHeroStatBJ(2,GetAttacker(),true))))+10)))
Endfunction
//攻击+120,敏捷+10,攻击速度+30%。跟智力有关的概率发动武器技能:冲击波。
//沈碧剑 CONDITION
function Trig_wupinjineng_Func010C takes nothing returns boolean
return ((UnitHasItemOfTypeBJ(GetAttacker(),'I025')))and((GetRandomInt(1,100)<=(R2I(SquareRoot(I2R(GetHeroStatBJ(2,GetAttacker(),true))))+10)))
endfunction
//攻击+350,力量+35,25%分裂攻击。跟智力有关的概率发动武器技能:叉状闪电。
//锁子甲_环境_01
function Trig_wupinjineng_Func011Func002001003001 takes nothing returns boolean
return (IsUnitAliveBJ(GetFilterUnit()))
endfunction
//锁子甲_环境_02
function Trig_wupinjineng_Func011Func002001003002 takes nothing returns boolean
return (IsUnitEnemy(GetFilterUnit(),GetOwningPlayer(GetAttacker())))
endfunction
//锁子甲_环境_03
function Trig_wupinjineng_Func011Func002001003 takes nothing returns boolean
return GetBooleanAnd(Trig_wupinjineng_Func011Func002001003001(),Trig_wupinjineng_Func011Func002001003002())
endfunction
//锁子甲ACTION
function Trig_wupinjineng_Func011Func002A takes nothing returns nothing
set udg_magicsword=(I2R(GetHeroStatBJ(2,GetAttacker(),true))*(40.00+(I2R(GetHeroStatBJ(2,GetAttacker(),true))*0.04)))
call UnitDamageTargetBJ(GetAttacker(),GetEnumUnit(),(udg_magicsword/((I2R(GetHeroStatBJ(2,GetTriggerUnit(),true))*0.10)+1)),ATTACK_TYPE_NORMAL,DAMAGE_TYPE_FIRE)
call AddSpecialEffectTargetUnitBJ("origin",GetEnumUnit(),"Abilities//Spells//Human//Blizzard//BlizzardTarget.mdl")
call DestroyEffect(bj_lastCreatedEffect)
endfunction
//锁子甲 CONDITION
function Trig_wupinjineng_Func011C takes nothing returns boolean
return ((UnitHasItemOfTypeBJ(GetAttacker(),'I03J')))and((GetRandomInt(1,10)==1))
endfunction
//护甲+50,4%15倍伤害
//玄铁剑 CONDITION
function Trig_wupinjineng_Func012C takes nothing returns boolean
return ((UnitHasItemOfTypeBJ(GetAttacker(),'I02A')))and((GetRandomInt(1,100)<=(R2I(SquareRoot(I2R(GetHeroStatBJ(2,GetAttacker(),true))))+10)))
endfunction
//攻击+1500,力量+200,减少敌人25点护甲。跟智力有关的概率发动武器技能:腐蚀蜂群。
//紫金匕首 CONDITION
function Trig_wupinjineng_Func013C takes nothing returns boolean
return ((UnitHasItemOfTypeBJ(GetAttacker(),'I027')))and((GetRandomInt(1,100)<=(R2I(SquareRoot(I2R(GetHeroStatBJ(2,GetAttacker(),true))))+10)))
Endfunction
//攻击+780,力量+80,35%的吸血光环。跟智力有关的概率发动武器技能:穿刺。
//轰雷环境 1
function Trig_wupinjineng_Func014Func003001003001 takes nothing returns boolean
return (IsUnitEnemy(GetFilterUnit(),GetOwningPlayer(GetAttacker())))
endfunction
//轰雷环境2
function Trig_wupinjineng_Func014Func003001003002 takes nothing returns boolean
return (IsUnitAliveBJ(GetFilterUnit()))
endfunction
//轰雷环境 3
function Trig_wupinjineng_Func014Func003001003 takes nothing returns boolean
return GetBooleanAnd(Trig_wupinjineng_Func014Func003001003001(),Trig_wupinjineng_Func014Func003001003002())
endfunction
//轰雷ACTION
function Trig_wupinjineng_Func014Func003A takes nothing returns nothing
call CreateNUnitsAtLocFacingLocBJ(1,'hmpr',GetOwningPlayer(GetAttacker()),GetUnitLoc(GetAttacker()),GetUnitLoc(GetEnumUnit()))
call ShowUnitHide(bj_lastCreatedUnit)
call UnitApplyTimedLifeBJ(5.00,'BHwe',bj_lastCreatedUnit)
call UnitAddAbility(bj_lastCreatedUnit,'A065')
call IssueTargetOrder(bj_lastCreatedUnit,"chainlightning",GetEnumUnit())
endfunction
//A065多重闪电链
//轰雷 CONDITION
function Trig_wupinjineng_Func014C takes nothing returns boolean
return ((GetRandomInt(1,400)<=(R2I(SquareRoot(I2R(GetHeroStatBJ(2,GetAttacker(),true))))+10)))and((UnitHasItemOfTypeBJ(GetAttacker(),'I034')))
endfunction
//攻击+2100,智力+300,魔法值+10000,魔法恢复速度+125%,跟智力有关的概率发动武器技能:多重闪电链。

//itemSkill冰魄法杖 CONDITION
function Trig_wupinjineng_Func015C takes nothing returns boolean
return ((UnitHasItemOfTypeBJ(GetAttacker(),'I02Y')))and((GetRandomInt(1,100)<=(R2I(SquareRoot(I2R(GetHeroStatBJ(2,GetAttacker(),true))))+10)))
endfunction
//攻击+210,智力+20,增加50%魔法恢复速度,跟智力有关的概率发动武器技能:暴风雪。
//itemSkill烈焰之杖 CONDITION
function Trig_wupinjineng_Func016C takes nothing returns boolean
return ((UnitHasItemOfTypeBJ(GetAttacker(),'I032')))and((GetRandomInt(1,200)<=(R2I(SquareRoot(I2R(GetHeroStatBJ(2,GetAttacker(),true))))+10)))
endfunction
//攻击+1110,智力+260,跟智力有关的概率发动武器技能:火雨。

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