- Joined
- Jul 19, 2007
- Messages
- 855
I have this ability named "Heroic Leap" in my map that sometimes getting bugged and makes the casting Hero permanent invisible all the time after using it until you're using it again. What's the cause of it?
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Heroic LeapVariables
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Events
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Map initialization
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Conditions
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Actions
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-------- //////////////////////////////////////LEAP\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ --------
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-------- //THE ABILITY ID --------
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Set VariableSet Leap_Ability = Heroic Leap
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Set VariableSet Leap_Ability_Buff = Heroic Leap (Buff)
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-------- ///////////////////////////////////// --------
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-------- //THE UNIT ID --------
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Set VariableSet Leap_Unit_Dummy = Heroic Leap (Dummy Unit)
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-------- ///////////////////////////////////// --------
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-------- //THE RANGE OF LEAP. THE INDEX CORRESPONDS TO THE LEVEL OF THE SKILL --------
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Set VariableSet Leap_Maximum_Distance[1] = 630.00
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Set VariableSet Leap_Maximum_Distance[2] = 690.00
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Set VariableSet Leap_Maximum_Distance[3] = 780.00
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Set VariableSet Leap_Maximum_Distance[4] = 840.00
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-------- //////////////////////////////////////////////////////////////////////END OF LEAP --------
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Heroic LeapCast
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Events
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Unit - A unit Finishes casting an ability
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Conditions
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(Ability being cast) Equal to Leap_Ability
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Actions
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-------- //ONLY IF WHERE THERE ARE NO INSTANCES IT WILL START TRIGGER OF LEAPING --------
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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Leap_MUI Equal to 0
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Then - Actions
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Trigger - Turn on Heroic LeapMove <gen>
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Else - Actions
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-------- ///////////////////////// --------
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Set VariableSet Leap_MUI = (Leap_MUI + 1)
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Set VariableSet Leap_MUI_2 = (Leap_MUI_2 + 1)
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Set VariableSet Leap_Factor[Leap_MUI_2] = -120
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Set VariableSet Leap_Unit[Leap_MUI_2] = (Triggering unit)
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Set VariableSet Leap_Point[Leap_MUI_2] = (Position of (Triggering unit))
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Set VariableSet Leap_CastPoint[Leap_MUI_2] = (Position of (Triggering unit))
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Set VariableSet Leap_Angle[Leap_MUI_2] = (Facing of (Triggering unit))
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Set VariableSet Leap_Level[Leap_MUI_2] = (Level of Leap_Ability for (Triggering unit))
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Set VariableSet Leap_Offset[Leap_MUI_2] = (Leap_Maximum_Distance[Leap_Level[Leap_MUI_2]] / 10.00)
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Unit - Add Storm Crow Form to (Triggering unit)
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Unit - Remove Storm Crow Form from (Triggering unit)
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Heroic LeapMove
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Events
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Time - Every 0.03 seconds of game time
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Conditions
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Actions
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For each (Integer A) from 1 to Leap_MUI_2, do (Actions)
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Loop - Actions
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Set VariableSet Leap_Factor[(Integer A)] = (Leap_Factor[(Integer A)] + 24)
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Set VariableSet Leap_Point[(Integer A)] = (Leap_Point[(Integer A)] offset by Leap_Offset[(Integer A)] towards Leap_Angle[(Integer A)] degrees.)
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Set VariableSet Leap_Distance[(Integer A)] = (Distance between Leap_Point[(Integer A)] and Leap_CastPoint[(Integer A)])
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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((Playable map area) contains Leap_Point[(Integer A)]) Equal to True
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Then - Actions
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Else - Actions
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Set VariableSet Leap_Distance[(Integer A)] = Leap_Maximum_Distance[4]
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Animation - Change Leap_Unit[(Integer A)] flying height to ((-0.01 x (Power((Real(Leap_Factor[(Integer A)])), 2.00))) + 200.00) at 0.00
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Unit - Move Leap_Unit[(Integer A)] instantly to Leap_Point[(Integer A)]
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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Leap_Distance[(Integer A)] Greater than or equal to Leap_Maximum_Distance[Leap_Level[(Integer A)]]
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Then - Actions
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Set VariableSet Temp_Point = (Random point in (Playable map area))
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Unit - Create 1 Leap_Unit_Dummy for (Owner of Leap_Unit[(Integer A)]) at Temp_Point facing Default building facing degrees
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Unit - Set level of Heroic Leap (Buff) for (Last created unit) to Leap_Level[(Integer A)]
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Unit - Order (Last created unit) to Orc Shaman - Bloodlust Leap_Unit[(Integer A)]
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Custom script: call RemoveLocation(udg_Temp_Point)
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Set VariableSet Leap_Dummy_Unit[(Integer A)] = (Last created unit)
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Set VariableSet Leap_MUI = (Leap_MUI - 1)
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Animation - Change Leap_Unit[(Integer A)] flying height to 0.00 at 0.00
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Custom script: call RemoveLocation(udg_Leap_Point[GetForLoopIndexA()])
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Custom script: call RemoveLocation(udg_Leap_CastPoint[GetForLoopIndexA()])
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Custom script: set udg_Leap_Dummy_Unit[GetForLoopIndexA()] = null
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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Leap_MUI Equal to 0
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Then - Actions
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Trigger - Turn off (This trigger)
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Animation - Change Leap_Unit[(Integer A)] flying height to 0.00 at 0.00
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Custom script: set udg_Leap_Unit[GetForLoopIndexA()] = null
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Unit - Remove Leap_Dummy_Unit[(Integer A)] from the game
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Set VariableSet Leap_MUI_2 = 0
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Else - Actions
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