Okay regardless, since I'm already desperate, here is the code (well, part of it
Custom script: if IsTerrainWalakable(GetLocationX(udg_ZS_PickedUnitLoc[udg_ZS_LoopInt]), GetLocationY(udg_ZS_PickedUnitLoc[udg_ZS_LoopInt])) then
Custom script: SetUnitX( udg_ZS_Caster[udg_ZS_CurrentIndex], GetLocationX(udg_ZS_PickedUnitLoc[udg_ZS_LoopInt]))
Custom script: SetUnitY( udg_ZS_Caster[udg_ZS_CurrentIndex], GetLocationY(udg_ZS_PickedUnitLoc[udg_ZS_LoopInt]))
-------- Start of Omnislashing --------
Animation - Play ZS_Caster[ZS_CurrentIndex]'s ZS_OmniAnim[ZS_Level] animation
Unit - Cause ZS_Caster[ZS_CurrentIndex] to damage ZS_PickedUnit[ZS_LoopInt], dealing ZS_OmniDamage[ZS_Level] damage of attack type ZS_OmniAttType[ZS_Level] and damage type ZS_OmniDmgType[ZS_Level]
Set ZS_TempPoint2 = (ZS_PickedUnitLoc[ZS_LoopInt] offset by ((Real(ZS_LoopInt)) + ZS_JumpIncrement[ZS_Level]) towards (Angle from ZS_CasterLoc[ZS_CurrentIndex] to ZS_PickedUnitLoc[ZS_CurrentIndex]) degrees)
Custom script: if IsPointJumpable(GetLocationX(udg_ZS_TempPoint2), GetLocationY(udg_ZS_TempPoint2)) then
Special Effect - Create a special effect attached to the chest of ZS_PickedUnit[ZS_LoopInt] using ZS_OmniSfx[ZS_Level]
Custom script: call Jump.start(udg_ZS_PickedUnit[udg_ZS_LoopInt], GetLocationX(udg_ZS_TempPoint2), GetLocationY(udg_ZS_TempPoint2), udg_ZS_JumpMaxZ[udg_ZS_Level], udg_ZS_JumpDuration[udg_ZS_Level], udg_ZS_JumpGravity[udg_ZS_Level])
Special Effect - Destroy (Last created special effect)
Custom script: endif
Custom script: endif