[KE] Funcion GUI AddTimedLoopEffectDescripcion: Funcion que te permite agregar un efecto con loop (repitiendose) durante X cantidad de tiempo en X posicion de X unidad.
Detonadores de la Funcion:[gui]AddTimedLoopEffect
Acontecimientos
Condiciones
Acciones
-------- ###### .::Maqueta::. ###### --------
-------- AddTimedLoopEffect(unidad, efecto, posicion, tiempo_bump, tiempo, bool, tipoObjetivo, AoE) --------
-------- ###################### --------
-------- Bool >>> true = single unit (efecto solo en la unidad que se coloque) --------
-------- Bool >>> false = efecto en las unidades alrededor del AoE de la unidad que se coloque --------
-------- ------------------------------------------- --------
-------- tipoObjetivo >>> true = efecto en los aliados en el AoE --------
-------- tipoObjetivo >>> false = efecto en los enemigos en el AoE --------
-------- ------------------------------------------- --------
Set AddTimedLEffectSYS_Unit = AddTimedLEffectSYS_Unit
Set AddTimedLEffectSYS_SFX = AddTimedLEffectSYS_SFX
Set AddTimedLEffectSYS_AttachPoint = AddTimedLEffectSYS_AttachPoint
Set AddTimedLEffectSYS_TiempoBump = AddTimedLEffectSYS_TiempoBump
Set AddTimedLEffectSYS_Tiempo = AddTimedLEffectSYS_Tiempo
Set AddTimedLEffectSYS_Bool = AddTimedLEffectSYS_Bool
Set AddTimedLEffectSYS_TipoObjetiv = AddTimedLEffectSYS_TipoObjetiv
Set AddTimedLEffectSYS_AoE = AddTimedLEffectSYS_AoE
-------- ------------------------------------------- --------
Set AddTimedLEffect_IDX[0] = (AddTimedLEffect_IDX[0] + 1)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Si: Condiciones
AddTimedLEffect_IDX[0] Igual a 1
Entonces: Acciones
Detonador - Turn on AddTimedLoopEffect Loop
Otros: Acciones
Set AddTimedLEffect_C[AddTimedLEffect_IDX[0]] = 0
Set AddTimedLEffect_TBA[AddTimedLEffect_IDX[0]] = 0
Set AddTimedLEffect_T[AddTimedLEffect_IDX[0]] = AddTimedLEffectSYS_Tiempo
Set AddTimedLEffect_Unit[AddTimedLEffect_IDX[0]] = AddTimedLEffectSYS_Unit
Set AddTimedLEffect_SFX[AddTimedLEffect_IDX[0]] = AddTimedLEffectSYS_SFX
Set AddTimedLEffect_AP[AddTimedLEffect_IDX[0]] = AddTimedLEffectSYS_AttachPoint
Set AddTimedLEffect_TB[AddTimedLEffect_IDX[0]] = AddTimedLEffectSYS_TiempoBump
Set AddTimedLEffect_B[AddTimedLEffect_IDX[0]] = AddTimedLEffectSYS_Bool
Set AddTimedLEffect_BC[AddTimedLEffect_IDX[0]] = AddTimedLEffectSYS_TipoObjetiv
Set AddTimedLEffect_A[AddTimedLEffect_IDX[0]] = AddTimedLEffectSYS_AoE
[/gui]
[gui]AddTimedLoopEffect Loop
Acontecimientos
Tiempo - Every 0.03 seconds of game time
Condiciones
Acciones
For each (Integer AddTimedLEffect_IDX[1]) from 1 to AddTimedLEffect_IDX[0], do (Actions)
Bucle: Acciones
Set AddTimedLEffect_C[AddTimedLEffect_IDX[1]] = (AddTimedLEffect_C[AddTimedLEffect_IDX[1]] + 1)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Si: Condiciones
AddTimedLEffect_C[AddTimedLEffect_IDX[1]] Mayor que o igual a (Integer((AddTimedLEffect_T[AddTimedLEffect_IDX[1]] / 0.03)))
Entonces: Acciones
Set AddTimedLEffect_AP[AddTimedLEffect_IDX[1]] = AddTimedLEffect_AP[AddTimedLEffect_IDX[0]]
Set AddTimedLEffect_TB[AddTimedLEffect_IDX[1]] = AddTimedLEffect_TB[AddTimedLEffect_IDX[0]]
Set AddTimedLEffect_TBA[AddTimedLEffect_IDX[1]] = AddTimedLEffect_TBA[AddTimedLEffect_IDX[0]]
Set AddTimedLEffect_SFX[AddTimedLEffect_IDX[1]] = AddTimedLEffect_SFX[AddTimedLEffect_IDX[0]]
Set AddTimedLEffect_C[AddTimedLEffect_IDX[1]] = AddTimedLEffect_C[AddTimedLEffect_IDX[0]]
Set AddTimedLEffect_T[AddTimedLEffect_IDX[1]] = AddTimedLEffect_T[AddTimedLEffect_IDX[0]]
Set AddTimedLEffect_BC[AddTimedLEffect_IDX[1]] = AddTimedLEffect_BC[AddTimedLEffect_IDX[0]]
Set AddTimedLEffect_B[AddTimedLEffect_IDX[1]] = AddTimedLEffect_B[AddTimedLEffect_IDX[0]]
Set AddTimedLEffect_Unit[AddTimedLEffect_IDX[1]] = AddTimedLEffect_Unit[AddTimedLEffect_IDX[0]]
Set AddTimedLEffect_A[AddTimedLEffect_IDX[1]] = AddTimedLEffect_A[AddTimedLEffect_IDX[0]]
Set AddTimedLEffect_IDX[1] = (AddTimedLEffect_IDX[1] - 1)
Set AddTimedLEffect_IDX[0] = (AddTimedLEffect_IDX[0] - 1)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Si: Condiciones
AddTimedLEffect_IDX[0] Igual a 0
Entonces: Acciones
Detonador - Turn off (This trigger)
Otros: Acciones
Otros: Acciones
Set AddTimedLEffect_TBA[AddTimedLEffect_IDX[1]] = (AddTimedLEffect_TBA[AddTimedLEffect_IDX[1]] + 1)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Si: Condiciones
AddTimedLEffect_TBA[AddTimedLEffect_IDX[1]] Igual a (Integer((AddTimedLEffect_TB[AddTimedLEffect_IDX[1]] / 0.03)))
Entonces: Acciones
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Si: Condiciones
AddTimedLEffect_B[AddTimedLEffect_IDX[1]] Igual a True
Entonces: Acciones
Efecto especial - Create a special effect attached to the AddTimedLEffect_AP[AddTimedLEffect_IDX[1]] of AddTimedLEffect_Unit[AddTimedLEffect_IDX[1]] using AddTimedLEffect_SFX[AddTimedLEffect_IDX[1]]
Efecto especial - Destroy (Last created special effect)
Otros: Acciones
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Si: Condiciones
(AddTimedLEffect_Unit[AddTimedLEffect_IDX[1]] is alive) Igual a True
Entonces: Acciones
Set AddTimedLEffect_P = (Position of AddTimedLEffect_Unit[AddTimedLEffect_IDX[1]])
Set AddTimedLEffect_G = (Units within AddTimedLEffect_A[AddTimedLEffect_IDX[1]] of AddTimedLEffect_P matching ((((Matching unit) is Una estructura) Igual a False) and ((((Matching unit) is Inmune a la magia) Igual a False) and ((((Matching unit) is alive) Igual a True) and (((Matchi
Grupo de unidad - Pick every unit in AddTimedLEffect_G and do (Actions)
Bucle: Acciones
Efecto especial - Create a special effect attached to the AddTimedLEffect_AP[AddTimedLEffect_IDX[1]] of (Picked unit) using AddTimedLEffect_SFX[AddTimedLEffect_IDX[1]]
Efecto especial - Destroy (Last created special effect)
Custom script: call DestroyGroup(udg_AddTimedLEffect_G)
Custom script: call RemoveLocation(udg_AddTimedLEffect_P)
Otros: Acciones
Set AddTimedLEffect_C[AddTimedLEffect_IDX[1]] = (Integer((AddTimedLEffect_T[AddTimedLEffect_IDX[1]] / 0.03)))
Set AddTimedLEffect_TBA[AddTimedLEffect_IDX[1]] = 0
Otros: Acciones
[/gui]
Ejemplos como usar: los ejemplos estan en el mismo mapa con la funcion incluida. descarguelo y revise c:
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