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Hey, beeszbuzz again. Ran into a problem I can't figure out, the spell works perfectly, except after it is finished, my tint on the casting unit is removed. This is a major problem on my current project.
Can you tell me what the problem is, or fix it if possible? Thanks!
(Code of Omnislash below.)
Hey, beeszbuzz again. Ran into a problem I can't figure out, the spell works perfectly, except after it is finished, my tint on the casting unit is removed. This is a major problem on my current project.
Can you tell me what the problem is, or fix it if possible? Thanks!
(Code of Omnislash below.)
-
Omnislash
-
Events
- Unit - A unit Starts the effect of an ability
-
Conditions
- (Ability being cast) Equal to Omnislash
-
Actions
- -------- Indexing Start --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- MUI_1 Equal to 0
-
Then - Actions
- -------- If there are currently no instances running, we turn on the loop. --------
- Trigger - Turn on Omnislash Loop <gen>
- Else - Actions
-
If - Conditions
- -------- Increase the indexes --------
- Set MUI_1 = (MUI_1 + 1)
- -------- End of Indexing --------
- -------- Start of Dynamic Indexing --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- MUI_1 Greater than Max_Index
-
Then - Actions
- -------- Indexing ~~ --------
- Set MUI_2[MUI_1] = MUI_1
- Set Max_Index = MUI_1
- Else - Actions
-
If - Conditions
- -------- End of Dynamic Indexing --------
- -------- Makes it easier to read and cleaner. --------
- Set Temp = MUI_2[MUI_1]
- -------- The MUI boolean --------
- -------- Setting The Caster --------
- Set CL_Caster[Temp] = (Triggering unit)
- -------- Setting the Player --------
- Set CL_Player[Temp] = (Owner of (Triggering unit))
- -------- Setting the Targeted unit --------
- Set CL_Target[Temp] = (Target unit of ability being cast)
- -------- Setting the ability level for the caster --------
- Set CL_AbilityLevel[Temp] = (Level of Disappearing Jutsu for (Triggering unit))
- -------- ***Here you can change the number of slashes*** --------
- Set CL_Slashes[Temp] = (2 + (3 x CL_AbilityLevel[Temp]))
- -------- ***Here you can change the damage dealt*** --------
- Set CL_Damage[Temp] = (75 x CL_AbilityLevel[Temp])
- -------- ***Here you can change the AOE in which the hero teleports*** --------
- Set CL_AOE[Temp] = 800.00
- -------- ***Here you can change the effect on the weapon of the hero*** --------
- Special Effect - Create a special effect attached to the weapon of CL_Caster[Temp] using Abilities\Weapons\PhoenixMissile\Phoenix_Missile.mdl
- -------- This is used to count the slashes --------
- Set CL_Count[Temp] = 0
- -------- *** Change this to "False" if you dont want the targeted unit to get slashed first, instead a random unit near him. --------
- Set CL_FirstTarget[Temp] = True
- -------- Storing the effect --------
- Set CL_Special[Temp] = (Last created special effect)
- -------- Pausing the Caster --------
- Unit - Pause CL_Caster[Temp]
- -------- Adding some vertex coloring and transparency (fade). --------
- Animation - Change CL_Caster[Temp]'s vertex coloring to (40.00%, 40.00%, 40.00%) with 40.00% transparency
- -------- Changes animation speed for smooth slashing. --------
- Animation - Change CL_Caster[Temp]'s animation speed to 200.00% of its original speed
- -------- --------------------------------------------------------- --------
-
Events
-
Omnislash Loop
-
Events
- Time - Every 0.30 seconds of game time
- Conditions
-
Actions
-
For each (Integer MUI_3) from 1 to MUI_1, do (Actions)
-
Loop - Actions
- -------- Makes it easier to read and cleaner. --------
- Set Temp = MUI_2[MUI_3]
- -------- Counting the number of slashes --------
- Set CL_Count[Temp] = (CL_Count[Temp] + 1)
- -------- Setting loc to prevent leak --------
- Set CL_Loc[1] = (Position of CL_Target[Temp])
- -------- Setting the group in which the hero warps --------
- Set CL_Group[1] = (Units within CL_AOE[Temp] of CL_Loc[1] matching ((((Matching unit) is A flying unit) Equal to False) and ((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an enemy of CL_Player[Temp]) Equal to True))))
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- CL_FirstTarget[Temp] Equal to True
-
Then - Actions
- -------- Moving hero to target --------
- Unit - Move CL_Caster[Temp] instantly to CL_Loc[1]
- -------- Making the hero face the target --------
- Unit - Make CL_Caster[Temp] face CL_Loc[1] over 0.00 seconds
- -------- Damaging the target --------
- Unit - Cause CL_Caster[Temp] to damage CL_Target[Temp], dealing (Real(CL_Damage[Temp])) damage of attack type Normal and damage type Normal
- -------- Attack animation for eye candy --------
- Animation - Play CL_Caster[Temp]'s attack animation
- -------- The "Blink" effect. You may change this. --------
- Special Effect - Create a special effect attached to the origin of CL_Caster[Temp] using Abilities\Spells\NightElf\Blink\BlinkCaster.mdl
- Special Effect - Destroy (Last created special effect)
- -------- Setting the boolean to false else the target will get hit the whole time. --------
- Set CL_FirstTarget[Temp] = False
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (CL_Caster[Temp] is alive) Equal to True
- CL_Count[Temp] Less than or equal to CL_Slashes[Temp]
- (Number of units in CL_Group[1]) Greater than 0
-
Then - Actions
- -------- Setting the next target of the hero --------
- Set CL_Victim[Temp] = (Random unit from CL_Group[1])
- -------- Setting the loc of the target to prevent leak --------
- Set CL_Loc[2] = (Position of CL_Victim[Temp])
- Set CL_Loc[3] = (CL_Loc[2] offset by 50.00 towards (Random angle) degrees)
- -------- Moving hero to target --------
- Unit - Move CL_Caster[Temp] instantly to CL_Loc[3]
- -------- Making the hero face the target --------
- Unit - Make CL_Caster[Temp] face CL_Loc[2] over 0.00 seconds
- -------- Damaging the target --------
- Unit - Cause CL_Caster[Temp] to damage CL_Victim[Temp], dealing (Real(CL_Damage[Temp])) damage of attack type Normal and damage type Normal
- -------- Attack animation for eye candy --------
- Animation - Play CL_Caster[Temp]'s attack animation
- -------- The "Blink" effect. You may change this. --------
- Special Effect - Create a special effect attached to the origin of CL_Caster[Temp] using Abilities\Spells\NightElf\Blink\BlinkCaster.mdl
- Special Effect - Destroy (Last created special effect)
- -------- Removing Point Leaks --------
- Custom script: call RemoveLocation( udg_CL_Loc[2] )
- Custom script: call RemoveLocation( udg_CL_Loc[3] )
-
Else - Actions
- -------- Destroying his weapon effect --------
- Special Effect - Destroy CL_Special[Temp]
- -------- Unpausing the caster --------
- Unit - Unpause CL_Caster[Temp]
- -------- Resetting the casters animations --------
- Animation - Change CL_Caster[Temp]'s vertex coloring to (100.00%, 100.00%, 100.00%) with 0.00% transparency
- Animation - Reset CL_Caster[Temp]'s animation
- -------- Recycling all the indexes --------
- Set MUI_2[MUI_3] = MUI_2[MUI_1]
- Set MUI_2[MUI_1] = Temp
- Set MUI_1 = (MUI_1 - 1)
- Set MUI_3 = (MUI_3 - 1)
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- MUI_1 Equal to 0
-
Then - Actions
- -------- Turning off this trigger. Pointless to keep running --------
- Trigger - Turn off (This trigger)
- -------- --------------------------------------------------------- --------
- Else - Actions
-
If - Conditions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- -------- Removing Point Leaks --------
- Custom script: call RemoveLocation( udg_CL_Loc[1] )
- -------- Removing Group Leak --------
- Custom script: call DestroyGroup( udg_CL_Group[1] )
-
Loop - Actions
-
For each (Integer MUI_3) from 1 to MUI_1, do (Actions)
-
Events