-
Jump
-

Events
-


Unit - A unit Begins channeling an ability
-
-

Conditions
-


(Ability being cast) Equal to Jump
-
-

Actions
-


Set Jumper[(Player number of (Owner of (Triggering unit)))] = (Triggering unit)
-


Set Jumpto[(Player number of (Owner of (Triggering unit)))] = (Target point of ability being cast)
-


Unit - Pause Jumper[(Player number of (Owner of (Triggering unit)))]
-


Unit - Make Jumper[(Player number of (Owner of (Triggering unit)))] face Jumpto[(Player number of (Triggering player))] over 0.01 seconds
-


Wait 0.01 seconds
-


Unit - Add Crow Form to Jumper[(Player number of (Owner of (Triggering unit)))]
-


Unit - Turn collision for Jumper[(Player number of (Owner of (Triggering unit)))] Off
-


Unit - Make Jumper[(Player number of (Owner of (Triggering unit)))] Invulnerable
-


Animation - Change Jumper[(Player number of (Owner of (Triggering unit)))] flying height to 300.00 at 900.00
-


For each (Integer A) from 1 to 40, do (Actions)
-



Loop - Actions
-




Unit - Move Jumper[(Player number of (Owner of (Triggering unit)))] instantly to ((Position of Jumper[(Player number of (Owner of (Triggering unit)))]) offset by 3.00 towards (Facing of Jumper[(Player number of (Owner of (Triggering unit)))]) degrees), facing 0.00 degrees
-




Unit - Move Jumper[(Player number of (Owner of (Triggering unit)))] instantly to ((Position of Jumper[(Player number of (Owner of (Triggering unit)))]) offset by 3.00 towards (Facing of Jumper[(Player number of (Owner of (Triggering unit)))]) degrees), facing 0.00 degrees
-
-
-


Wait 0.20 seconds
-


Unit - Make Jumper[(Player number of (Owner of (Triggering unit)))] face Jumpto[(Player number of (Triggering player))] over 0.01 seconds
-


Wait 0.01 seconds
-


Animation - Change Jumper[(Player number of (Owner of (Triggering unit)))] flying height to 0.00 at 1500.00
-


For each (Integer A) from 1 to 20, do (Actions)
-



Loop - Actions
-




Unit - Move Jumper[(Player number of (Owner of (Triggering unit)))] instantly to ((Position of Jumper[(Player number of (Owner of (Triggering unit)))]) offset by 3.00 towards (Facing of Jumper[(Player number of (Owner of (Triggering unit)))]) degrees), facing 0.00 degrees
-




Unit - Move Jumper[(Player number of (Owner of (Triggering unit)))] instantly to ((Position of Jumper[(Player number of (Owner of (Triggering unit)))]) offset by 3.00 towards (Facing of Jumper[(Player number of (Owner of (Triggering unit)))]) degrees), facing 0.00 degrees
-
-
-


Wait 0.10 seconds
-


Unit - Remove Crow Form from Jumper[(Player number of (Owner of (Triggering unit)))]
-


Unit - Turn collision for Jumper[(Player number of (Owner of (Triggering unit)))] On
-


Unit - Make Jumper[(Player number of (Owner of (Triggering unit)))] Vulnerable
-


Unit - Unpause Jumper[(Player number of (Owner of (Triggering unit)))]
-


Animation - Change Jumper[(Player number of (Owner of (Triggering unit)))]'s animation speed to 100.00% of its original speed
-


Set Jumper[(Player number of (Owner of (Triggering unit)))] = No unit
-


Custom script: call RemoveLocation( udg_Jumpto[GetPlayerId(GetOwningPlayer(GetTriggerUnit()) ) ] )
-
-




