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[Spell] Leak or Not

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Level 3
Joined
Jan 1, 2013
Messages
43
  • Events
    • Unit - A unit Starts the effect of an ability
  • Conditions
    • (Ability being cast) Equal to Omnislash
  • Actions
    • Set Juggernaut2 = (Casting unit)
    • Set Omnitarget = (Target unit of ability being cast)
    • Player - Disable Omnislash for (Owner of Juggernaut2)
    • Wait 0.00 seconds
    • Animation - Reset Juggernaut2's animation
    • Unit - Make Juggernaut2 Invulnerable
    • Unit - Turn collision for Juggernaut2 Off
    • Animation - Change Juggernaut2's vertex coloring to (100.00%, 100.00%, 100.00%) with 50.00% transparency
    • Special Effect - Create a special effect attached to the weapon of Juggernaut2 using Abilities\Weapons\PhoenixMissile\Phoenix_Missile_mini.mdl
    • Set omnieffect1 = (Last created special effect)
    • -------- Just wanted the phoenix to be more bold.... --------
    • Special Effect - Create a special effect attached to the chest of Juggernaut2 using Abilities\Spells\NightElf\Blink\BlinkCaster.mdl
    • Unit - Move Juggernaut2 instantly to ((Position of Omnitarget) offset by 80.00 towards (Random real number between 0.00 and 360.00) degrees), facing (Position of Omnitarget)
    • Animation - Play Juggernaut2's attack animation
    • Unit - Cause Juggernaut2 to damage Omnitarget, dealing (Random real number between 150.00 and 250.00) damage of attack type Hero and damage type Normal
    • Wait 0.25 seconds
    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      • If - Conditions
        • (Level of Omnislash for Juggernaut2) Equal to 1
      • Then - Actions
        • For each (Integer A) from 1 to 2, do (Actions)
          • Loop - Actions
            • Set Omnitarget = (Random unit from (Units within 450.00 of (Position of Juggernaut2) matching ((((Matching unit) is A structure) Not equal to True) and ((((Matching unit) is Mechanical) Not equal to True) and ((((Matching unit) is alive) Equal to True) and ((((Matching unit)
            • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              • If - Conditions
                • ((Units within 450.00 of (Position of Juggernaut2) matching ((((Matching unit) is A structure) Not equal to True) and ((((Matching unit) is Mechanical) Not equal to True) and ((((Matching unit) is A flying unit) Not equal to True) and ((((Matching unit) is al Equal to True
              • Then - Actions
                • Unit - Make Juggernaut2 Vulnerable
                • Unit - Turn collision for Juggernaut2 On
                • Animation - Change Juggernaut2's vertex coloring to (100.00%, 100.00%, 100.00%) with 0.00% transparency
                • Special Effect - Destroy omnieffect1
                • Player - Enable Omnislash for (Owner of Juggernaut2)
                • Set Juggernaut2 = No unit
                • Set Omnitarget = No unit
                • Skip remaining actions
              • Else - Actions
            • Special Effect - Create a special effect attached to the chest of Juggernaut2 using Abilities\Spells\NightElf\Blink\BlinkCaster.mdl
            • Unit - Move Juggernaut2 instantly to ((Position of Omnitarget) offset by 80.00 towards (Random real number between 0.00 and 360.00) degrees), facing (Position of Omnitarget)
            • Animation - Play Juggernaut2's attack animation
            • Unit - Cause Juggernaut2 to damage Omnitarget, dealing (Random real number between 150.00 and 250.00) damage of attack type Hero and damage type Normal
            • Wait 0.25 seconds
      • Else - Actions
    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      • If - Conditions
        • (Level of Omnislash for Juggernaut2) Equal to 2
      • Then - Actions
        • For each (Integer A) from 1 to 4, do (Actions)
          • Loop - Actions
            • Set Omnitarget = (Random unit from (Units within 450.00 of (Position of Juggernaut2) matching ((((Matching unit) is A structure) Not equal to True) and ((((Matching unit) is Mechanical) Not equal to True) and ((((Matching unit) is alive) Equal to True) and ((((Matching unit)
            • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              • If - Conditions
                • ((Units within 450.00 of (Position of Juggernaut2) matching ((((Matching unit) is A structure) Not equal to True) and ((((Matching unit) is Mechanical) Not equal to True) and ((((Matching unit) is A flying unit) Not equal to True) and ((((Matching unit) is al Equal to True
              • Then - Actions
                • Unit - Make Juggernaut2 Vulnerable
                • Unit - Turn collision for Juggernaut2 On
                • Animation - Change Juggernaut2's vertex coloring to (100.00%, 100.00%, 100.00%) with 0.00% transparency
                • Special Effect - Destroy omnieffect1
                • Player - Enable Omnislash for (Owner of Juggernaut2)
                • Set Juggernaut2 = No unit
                • Set Omnitarget = No unit
                • Skip remaining actions
              • Else - Actions
            • Special Effect - Create a special effect attached to the chest of Juggernaut2 using Abilities\Spells\NightElf\Blink\BlinkCaster.mdl
            • Unit - Move Juggernaut2 instantly to ((Position of Omnitarget) offset by 80.00 towards (Random real number between 0.00 and 360.00) degrees), facing (Position of Omnitarget)
            • Animation - Play Juggernaut2's attack animation
            • Unit - Cause Juggernaut2 to damage Omnitarget, dealing (Random real number between 150.00 and 250.00) damage of attack type Hero and damage type Normal
            • Wait 0.25 seconds
      • Else - Actions
    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      • If - Conditions
        • (Level of Omnislash for Juggernaut2) Equal to 3
      • Then - Actions
        • For each (Integer A) from 1 to 7, do (Actions)
          • Loop - Actions
            • Set Omnitarget = (Random unit from (Units within 450.00 of (Position of Juggernaut2) matching ((((Matching unit) is A structure) Not equal to True) and ((((Matching unit) is Mechanical) Not equal to True) and ((((Matching unit) is alive) Equal to True) and ((((Matching unit)
            • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              • If - Conditions
                • ((Units within 450.00 of (Position of Juggernaut2) matching ((((Matching unit) is A structure) Not equal to True) and ((((Matching unit) is Mechanical) Not equal to True) and ((((Matching unit) is A flying unit) Not equal to True) and ((((Matching unit) is al Equal to True
              • Then - Actions
                • Unit - Make Juggernaut2 Vulnerable
                • Unit - Turn collision for Juggernaut2 On
                • Animation - Change Juggernaut2's vertex coloring to (100.00%, 100.00%, 100.00%) with 0.00% transparency
                • Special Effect - Destroy omnieffect1
                • Player - Enable Omnislash for (Owner of Juggernaut2)
                • Set Juggernaut2 = No unit
                • Set Omnitarget = No unit
                • Skip remaining actions
              • Else - Actions
            • Special Effect - Create a special effect attached to the chest of Juggernaut2 using Abilities\Spells\NightElf\Blink\BlinkCaster.mdl
            • Unit - Move Juggernaut2 instantly to ((Position of Omnitarget) offset by 80.00 towards (Random real number between 0.00 and 360.00) degrees), facing (Position of Omnitarget)
            • Animation - Play Juggernaut2's attack animation
            • Unit - Cause Juggernaut2 to damage Omnitarget, dealing (Random real number between 150.00 and 250.00) damage of attack type Hero and damage type Normal
            • Wait 0.25 seconds
      • Else - Actions
    • Unit - Make Juggernaut2 Vulnerable
    • Unit - Turn collision for Juggernaut2 On
    • Animation - Change Juggernaut2's vertex coloring to (100.00%, 100.00%, 100.00%) with 0.00% transparency
    • Special Effect - Destroy omnieffect1
    • Player - Enable Omnislash for (Owner of Juggernaut2)
    • Set Juggernaut2 = No unit
    • Set Omnitarget = No unit
there are no custom script like
  • Custom script: call RemoveLocation(udg_blablabla)
How to fix it...?????????
 
Level 37
Joined
Mar 6, 2006
Messages
9,243
Leaks two locations:
Unit - Move Juggernaut2 instantly to ((Position of Omnitarget) offset by 80...

Leaks a location and a unit group:
Set Omnitarget = (Random unit from (Units within 450.00 of (Position of Juggernaut2) ...

Leaks a location and a unit group:
((Units within 450.00 of (Position of Juggernaut2) matching

Additionally the spell is not MUI and will leak special effects if you cast it again before the first one ends.
 
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