https://www.hiveworkshop.com/forums/spells-569/omnislash-v1-40-a-161947/?prev=search%3Domnislash%26d%3Dlist%26r%3D20
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
-
-


-------- 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
-
-


-------- 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
-


-------- --------------------------------------------------------- --------
-
-
-
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
-
-
-
-
-
-




-------- Removing Point Leaks --------
-




Custom script: call RemoveLocation( udg_CL_Loc[1] )
-




-------- Removing Group Leak --------
-




Custom script: call DestroyGroup( udg_CL_Group[1] )
-
-
-
-








