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