火焰恶魔的火球:注意entry后面的数字
  mgr.defineSpell( "he_firemonkey_fireball", {
  eiStateName = "cSpellCast",
  fxTypeCast = "FX_HE_FD_FEUERBALL_C",
  fxTypeSpell = "FX_HE_FD_FEUERBALL",
  duration = 1.000000,
  animType = "ANIM_TYPE_MAGICA",
  animTypeApproach = "",
  animTypeRide = "",
  animTypeSpecial = "",
  causesSpellDamage = 1,
  tokens = {
    entry0 = {"et_damage_any_rel", 0, 20, 0, 5 },
    entry1 = {"et_spelldamage_fire", 560, 280, 0, 133 },
    entry2 = {"et_spelldamage_physical", 420, 210, 0, 133 },
    entry3 = {"et_hits_persec", 500, 5, 0, 4 },
    entry4 = {"et_range_area", 200, 0, 0, 4 },
    entry5 = {"et_damping_fir", 200, 2, 0, 41 },
  entry6 = {"et_missile_adapt", 300, 10, 0, 9 },
  entry6 = {"et_chance_burning", 297, 3, 0, 133 },
  entry7 = {"et_chance_areasplash", 595, 5, 0, 5 },
  entry8 = {"et_missile_adapt", 300, 10, 0, 9 },
  entry9 = {"et_spelldamage_fire", 400, 200,0, 133 },
  entry10 = {"et_missile_adapt", 300, 10, 0, 9 },
  entry11 = {"et_target_seeker", 1000, 0, 0, 133 },
  fightDistance = 525.000000,
  aspect = "EA_HE_INFERNO",
  cooldown = 0.000000,
  soundProfile = 0,
  cost_level = 125,
  cost_base = 250,
  focus_skill_name = "skill__enemy_focus",
  lore_skill_name = "skill__enemy_lore",
  spellClass = "cSpellHeFdFeuerball",
  spellc,
  sorting_rank = 0,
  })
同样,你甚至可以给火球加上其他伤害或者属性,只要entry后面的数组第三位为0就可以啦
  比如entry# = {"et_spelldamage_magic", 630, 315, 0, 133 }  //魔法伤害