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The trigger condition is the condition that Warcraft needs to run the action to be triggered, which can literally be seen or run the next triggered condition, and the trigger --- has a run trigger (ignore the condition) and a run trigger (check condition), and he will check the completion of the condition to run the trigger or run the action.
This is ignoring the conditions, of course. There are no conditions.
This is 1 second after the time has passed, and if the released skill is this, it will run the trigger, and if the released skill is not this skill, the trigger will not run.
In addition, to resurrect a specific hero, you need to use the condition to determine that the dead unit is a hero, ture(yes)false(no).
There are also a lot of conditions for unit types, items, etc., as triggers, remember to open the conditions to see if there is anything you want to use, and just do more research on your own.
Variables are the ones that become values, and the most commonly used ones are timers.
At least I am.
The most of them are the timing window, the timer, and I haven't done the rest yet, and I'm a newbie, and if it's not a complex diagram, it's rarely used, and I'm not a god, and I don't use it much.
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There are many trigger variables, let's say one is the simplest. If you want the opponent to drop an item when they die, you need a trigger variable. Set an integer variable so that when the random integer is 1-5, then it will drop 1j equipment, and 10-100 will drop 2j equipment.
The condition is, to put it simply. When a unit enters one area, it teleports to another. If there are no conditions, all units can teleport. At this time you can prefectural governor player hero, this is the setting condition.
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Add Warcraft Pack-11340260, specializing in solving various Warcraft or trigger problems, what you need is shared and there is help for you.
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The global variable seems to be missing and all triggers apply.
The zone variable is applicable to a single trigger.
The types of variables are very voltain-tolerant, and basically the commonly used ones are integers, and the real numbers per mu are common.
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A variable is like a basket for data. The size is that there can be several in this basket, but the general size does not need to be changed, if it is not enough, it will increase by itself. The initial value is what the value of the data in this basket begins.
For example, if an integer variable is set to an initial value of 2, then this variable is an integer of 2, and the operation is based on this benchmark. Specifically, the type of variable corresponds to the amount that needs to be stored. For example, if I have an infantry unit 1, I want to use the variable (bubing1) to store bubing1 = infantry unit 1
If there is an infantry unit 2, the storage is bubing2 = infantry unit 2, and the 2 after the bubing variable is the value of the array. Of course, variables are also divided into local variables and global variables, please go to the Warcraft mapper bar boutique area for details. If you don't know how to ask...
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Variables are not easy to understand, but they are the amount that will change
The composition of a variable, the composition of the variable has a type and a variable name, the variable is like a container for storing things, and the type of the variable is used to specify what the variable can store. (actually a quote).
Although the above explanations are unscientific, they are relatively easy to understand.
There is a way to assign variables.
Simply put, it's about replacing what's stored in a variable.
For example, the integer variable x, she can only be used to store the integer setting x=10, when you output x, it is 10, and you put x=5, and the re-output is equal to 5, the so-called change value
In fact, the explanation is that whether it is a unit, an integer or something, there will be a storage space in the computer memory, and this space will have a space address.
Variables refer to this address to access things stored in this address space.
It's like if you give a nickname to a person, and you use that nickname to call that person, but one day you decide to give that nickname to another person, and when you call that nickname again, you're calling another person.
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I did as you said and it can be triggered. Didn't you add the piercing skill to the peasants?
I first changed the piercing to a unit skill, and changed the mana consumption to 0, and then added a modified puncture to the farmer, the trigger is similar to yours, there is one more condition, the owner of the trigger unit and the trigger player are allies false.
Anyway, I wrote this trigger casually.,As for hiding vest units.,Set the life cycle and set variables or anything else I didn't do.。
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First of all, the trigger unit means that there are units in the event that are performing actions, such as any unit, and the subject of your event is the player, so the trigger unit is invalid in this trigger, and the farmer itself does not have the ability to pierce.
You'll have to add this skill to the farmer first.
And the last unit created is best represented as a variable.
The specific steps are as follows:
1. First of all, create a trigger, which requires an update trigger to be created on the addtable table, as shown in the following figure, and then go to the next step. >>>More
create or replace trigger biud_scroe_a
before insert or update or deleteon scroe >>>More
Draw a zone A and zone B, next to the zone a pokemon to return to player X, and put a hero C to return to neutral. >>>More
A trigger is a special stored procedure that is not called by a program or started manually, but is triggered by an event, such as when an operation (insert, delete, update) is performed on a table. Triggers are often used to enforce data integrity constraints, business rules, and more. >>>More
In the case of sqlserver, you can write a database-based trigger in which you can get the name of the table to be operated on, and sqlserver prohibits the user from deleting the specified table. >>>More