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Target=AoE version of my first Heroic Leap
I simply heard that such is current version in WoW Cataclysm beta.
Enjoy and Give me credits if you use it.
Heroic Leap Cast
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Heroic Leap
Actions
-------- Stores caster into variable --------
Set Caster = (Triggering unit)
-------- Finds caster's location and center of target AoE --------
Set Points[1] = (Position of Caster)
Set Points[2] = (Target point of ability being cast)
-------- Fixes the Out-of-Boundary bugg --------
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Terrain pathing at Points[2] of type Walkability is off) Equal to True
Then - Actions
Item - Create Tome of Experience at Points[2]
Custom script: call RemoveLocation(udg_Points[2])
Set Points[2] = (Position of (Last created item))
Item - Remove (Last created item)
Else - Actions
-------- Stores distance-to-jump into variable --------
Set Real[1] = (Distance between Points[1] and Points[2])
-------- Counts up the Distance at which Caster shall start landing --------
Set Real[2] = (Real[1] / 2.00)
-------- Counts angle at which caster shall 'jump' --------
Set Real[3] = (Angle from Points[1] to Points[2])
-------- Turns Caster's collision off, as we want it jump above (go through) any obstacle --------
Unit - Turn collision for Caster Off
-------- Makes Caster invulnerable --------
Unit - Make Caster Invulnerable
-------- Adds to and removes from Caster Storm Crow Form spell , allowing us to manipulate the Flying height of Caster --------
Unit - Add Storm Crow Form to Caster
Unit - Remove Storm Crow Form from Caster
-------- Creates a trail SFX and instantly destroys it, fixing the leak --------
Special Effect - Create a special effect attached to the origin of Caster using Abilities\Spells\Human\Invisibility\InvisibilityTarget.mdl
Special Effect - Destroy (Last created special effect)
-------- Stores all Information needed to the Hashtable --------
-------- NOTE 1: All information is attached to caster --------
-------- Never, EVER, make hashtable-based MUI spells, that are cast by Caster and Information is attached to the Target, as it will cause huge bugg --------
Hashtable - Save Real[1] as 0 of (Key (Triggering unit)) in Hashtable
Hashtable - Save Real[2] as 1 of (Key (Triggering unit)) in Hashtable
Hashtable - Save Real[3] as 2 of (Key (Triggering unit)) in Hashtable
-------- Checks if there is any instance of spell already in game --------
-------- If not, then turns sliding trigger on --------
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Leapers is empty) Equal to True
Then - Actions
Trigger - Turn on Heroic Leap Slide <gen>
Else - Actions
-------- Adds caster to leapers' group --------
Unit Group - Add (Triggering unit) to Leapers
-------- Clears the leaks --------
Custom script: call RemoveLocation(udg_Points[1])
Custom script: call RemoveLocation(udg_Points[2])
-------- NOTE 2: AoE, damage and stun duration are all works in Object Editor, spells Heroic Leap and Dummy Stomp --------
Heroic Leap Slide
Events
Time - Every 0.03 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in Leapers and do (Actions)
Loop - Actions
-------- Stores Caster into variable, solely for faster code writing --------
Set Caster = (Picked unit)
-------- Loads distance-to-jump and reduces it by SPEED --------
-------- NOTE 1: This reducement MUST be equal to the offset by real number in the countings of Points[2] --------
Set Real[1] = (Load 0 of (Key (Picked unit)) from Hashtable)
Set Real[1] = (Real[1] - 33.00)
-------- Loads distance-to-rise --------
Set Real[2] = (Load 1 of (Key (Picked unit)) from Hashtable)
-------- Loads jump angle --------
Set Real[3] = (Load 2 of (Key (Picked unit)) from Hashtable)
-------- Finds current position of Caster and Counts the next Point-to-move --------
Set Points[1] = (Position of Caster)
Set Points[2] = (Points[1] offset by 33.00 towards Real[3] degrees)
-------- Checks if it is time to finish landing --------
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Real[1] Greater than or equal to 0.00
Then - Actions
-------- If not, then... --------
-------- Moves Caster to the Points[2], making it slide --------
Unit - Move Caster instantly to Points[2]
-------- Checks if the distance-to-jump is greater than distance-to-rise --------
-------- If it is, then sets bonus jump height into positive real number, else, to negative, but equal one --------
If (Real[1] Greater than Real[2]) then do (Set Real[3] = 20.00) else do (Set Real[3] = -20.00)
-------- Increases/decreases flying height of caster, making it 'jump' --------
Animation - Change Caster flying height to ((Current flying height of Caster) + Real[3]) at 0.00
Same to me, the spell wont work on my maps too. At first when i put it in my map then start making a little modification then i test it, it wont work so i load back to your map then do a copy of the spell and modified it then its working. But when i copy the the modified spell trigger from your map to mine, still it wont work. When i cast the spell it wont jump nor slide(at least), my character just doing the attack slam animation. sorry for my english lol
Exactly what i needed! Only modification I added was turning collision ON, although i would definitely like my hero to go over some units/doodads if they are of a certain small, but that would be really hard work, but maybe in a far future
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