Dashing out of the map?

Windwalk

New Member
Reaction score
8
2 skills involed.. the mirana like arrow skill and the 2nd skill that dashes to the arrow. It wont dash unless theres an .. problem is even when the arrow is gone and he passes the arrow's last position he keeps dashing.. and dashes out of the map

heres skill 1. the arrow

JASS:
scope ThunderSlash initializer Init

private function ThunderSlash_Conditions takes nothing returns boolean
    return GetSpellAbilityId() == 'A02A'
endfunction

globals
    private constant integer DUMMY_ID = 'h01K' //Dummy ID
    private constant integer ABILITY = 'A02F' //acidbomb ID
    private constant integer DUMMY_IDD = 'h00A' //Dummy ID for the caster
    private constant integer GENERIC = 'BTLF' //Generic timer buff
    private constant real DISTANCE = 20.00 //MAX DISTANCE
    private constant string HITEFFECT = "Abilities\\Spells\\Human\\Thunderclap\\ThunderClapCaster.mdl" //thunder clap effect
    private constant string MOVEMENTEFFECT = "Abilities\\Weapons\\Bolt\\BoltImpact.mdl" //thunder movement effect
    private unit ky
    private unit caster
    private location ky_l
    private location dummy_l
    private location os_l
    private location tar_l
    private location target_l
    private integer count = 0
    private integer level_k = 0
    private integer gc = 0
    private player op
    private group ky_g = CreateGroup()
    private group target = CreateGroup()
    private timer ky_t = CreateTimer()
    private real au = 0.00
    private real damage_k = 0.00
    private real adding
endglobals

//DO NOT TOUCH ANYTHING BELOW THIS LINE=====================================================

private function booleanftw1 takes nothing returns boolean
    return IsUnitEnemy(GetFilterUnit(), GetOwningPlayer(ky)) and IsUnitType(GetFilterUnit(), UNIT_TYPE_STRUCTURE) == false
endfunction

private function groupdmg1 takes nothing returns nothing
    set caster = CreateUnitAtLoc(op, DUMMY_IDD, dummy_l, au)
    call UnitAddAbility(caster, ABILITY)
    call UnitApplyTimedLife(caster, GENERIC, 1.00)
    if count <= 200 then
    call SetUnitAbilityLevel(caster, ABILITY, 1)
    else
    endif
    
    if count <= 600 and count > 200 then
    call SetUnitAbilityLevel(caster, ABILITY, 2)
    else
    endif
    
    if count <= 800 and count > 400 then
    call SetUnitAbilityLevel(caster, ABILITY, 3)
    else
    endif
    
    if count <= 1000 and count > 600 then
    call SetUnitAbilityLevel(caster, ABILITY, 4)
    else
    endif
    
    if count <= 1200 and count > 800 then
    call SetUnitAbilityLevel(caster, ABILITY, 5)
    else
    endif
    
    if count <= 1400 and count > 1000 then
    call SetUnitAbilityLevel(caster, ABILITY, 6)
    else
    endif
    
    if count <= 1600 and count > 1200 then
    call SetUnitAbilityLevel(caster, ABILITY, 7)
    else
    endif
    
    if count <= 2400 and count > 1600 then
    call SetUnitAbilityLevel(caster, ABILITY, 8)
    else
    endif
    
    call IssueTargetOrder(caster, "shadowstrike", GetEnumUnit())
    call UnitDamageTargetBJ(ky, GetEnumUnit(), damage_k, ATTACK_TYPE_NORMAL, DAMAGE_TYPE_NORMAL)
endfunction

private function arrowmovement takes nothing returns nothing
    set count = count + 20
    set dummy_l = GetUnitLoc(udg_ky_dummy1)
    call AddSpecialEffectLoc(MOVEMENTEFFECT, dummy_l)
    set ky_g = GetUnitsInRangeOfLocMatching(82.00, dummy_l, Condition(function booleanftw1))
    set gc = CountUnitsInGroup(ky_g)
    if gc == 0 then
    set os_l = PolarProjectionBJ(dummy_l, DISTANCE, au)
    call SetUnitPositionLoc(udg_ky_dummy1, os_l)
    call RemoveLocation(os_l)
    call RemoveLocation(dummy_l)
    call DestroyEffect(GetLastCreatedEffectBJ())
    else
    set target = GetRandomSubGroup(1, ky_g)
    call AddSpecialEffectLoc(HITEFFECT, dummy_l)
    call ForGroup(target, function groupdmg1)
    call DestroyGroup(target)
    call DestroyGroup(ky_g)
    call RemoveLocation(dummy_l)
    call PauseTimer(GetExpiredTimer())
    call RemoveUnit(udg_ky_dummy1)
    call DestroyEffect(GetLastCreatedEffectBJ())
    endif
    
    if count >= 2400 then 
    call PauseTimer(GetExpiredTimer())
    call RemoveUnit(udg_ky_dummy1)
    set udg_skillison = false
    else
    endif
endfunction

private function ThunderSlash_Actions takes nothing returns nothing
    set ky = GetTriggerUnit()
    set ky_l = GetUnitLoc(ky)
    set tar_l = GetSpellTargetLoc()
    set op = GetOwningPlayer(ky)
    set level_k = GetUnitAbilityLevel(ky, 'A02A')
    set au = AngleBetweenPoints(ky_l, tar_l)
    set damage_k = I2R(level_k)*100
    set count = 0
    set udg_ky_dummy1 = CreateUnitAtLoc(op, DUMMY_ID, ky_l, au)
    set udg_skillison = true
    call RemoveLocation(tar_l)
    call RemoveLocation(ky_l)
    call TimerStart(ky_t, 0.02, true, function arrowmovement)
endfunction

//===========================================================================
public function Init takes nothing returns nothing
    local trigger ThunderSlash = CreateTrigger(  )
    call TriggerRegisterAnyUnitEventBJ( ThunderSlash, EVENT_PLAYER_UNIT_SPELL_EFFECT )
    call TriggerAddCondition( ThunderSlash, Condition( function ThunderSlash_Conditions ) )
    call TriggerAddAction( ThunderSlash, function ThunderSlash_Actions )
endfunction

endscope

2nd skill the dashing one

JASS:
scope SonicDash initializer Init1

private function SonicDashC takes nothing returns boolean
    return GetSpellAbilityId() == 'F00E'
endfunction

globals
    private constant integer BLINKDUMMY = 'h01N'
    private constant real DISTANCE_K = 30.00
    private constant string BLINKEFFECT = "Abilities\\Spells\\NightElf\\Blink\\BlinkCaster.mdl"
    private constant string BOLTEFFECT = "Abilities\\Weapons\\Bolt\\BoltImpact.mdl"
    private unit ky_b
    private unit ky_a
    private location ky_loc
    private location ky_a_l
    private location ky_o
    private location s_loc
    private real ky_d
    private real ky_angle
    private real ky_dis
    private integer ky_level
    private timer k_timer_1 = CreateTimer()
    private group ky_g2 = CreateGroup()
endglobals

private function hurray takes nothing returns boolean
    return IsUnitEnemy(GetFilterUnit(), GetOwningPlayer(ky_b)) and IsUnitType(GetFilterUnit(), UNIT_TYPE_STRUCTURE) == false
endfunction

private function groupdamage11 takes nothing returns nothing
    local location enumloc = GetUnitLoc(GetEnumUnit())
    call UnitDamageTargetBJ(ky_b, GetEnumUnit(), ky_d, ATTACK_TYPE_NORMAL, DAMAGE_TYPE_NORMAL)
    call AddSpecialEffectLoc(BOLTEFFECT, enumloc)
    set enumloc = null
    call RemoveLocation(enumloc)
endfunction

private function dash takes nothing returns nothing
    local unit dummyhi
    set ky_loc = GetUnitLoc(ky_b)
    set ky_a_l = GetUnitLoc(ky_a)
    set ky_dis = DistanceBetweenPoints(ky_loc, ky_a_l)
    set ky_o = PolarProjectionBJ(ky_loc, DISTANCE_K, ky_angle)
        if ky_dis >= 110.00 then
        set ky_g2 = GetUnitsInRangeOfLocMatching(150.00, ky_loc, Condition(function hurray))
        call ForGroup(ky_g2, function groupdamage11)
        set dummyhi = CreateUnitAtLoc(GetOwningPlayer(ky_b), BLINKDUMMY, ky_loc, ky_angle)
        call AddSpecialEffectLoc(BLINKEFFECT, ky_loc)
        call SetUnitAnimation(dummyhi, "walk")
        call UnitApplyTimedLife(dummyhi, 'BFig', 0.10)
        call SetUnitVertexColorBJ( dummyhi, 100.00, 100.00, 100.00, 50.00 )
        call SetUnitAnimation(ky_b, "walk")
        call SetUnitFacing(ky_b, ky_angle)
        call SetUnitPositionLoc(ky_b, ky_o)
        call RemoveLocation (ky_loc)
        call RemoveLocation(ky_o)
        call DestroyEffect(GetLastCreatedEffectBJ())
        else
        endif
        
        if ky_dis <= 110.00 then
        call SetUnitPathing(ky_b, true)
        call PauseTimer(GetExpiredTimer())
        else
        endif
endfunction

private function SonicDashA takes nothing returns nothing
    if udg_skillison == true then
    set ky_b = GetTriggerUnit()
    set ky_a = udg_ky_dummy1
    set ky_loc = GetUnitLoc(ky_b)
    set ky_a_l = GetUnitLoc(ky_a)
    set ky_angle = AngleBetweenPoints(ky_loc, ky_a_l)
    call RemoveLocation(ky_a_l)
    set s_loc = GetSpellTargetLoc()
    set ky_level = GetUnitAbilityLevel(ky_b, 'F00E')
    set ky_d = I2R(ky_level) * 25
    set ky_dis = DistanceBetweenPoints(ky_loc, ky_a_l)
    call RemoveLocation(ky_loc)
        if ky_dis >= 200 then
        call SetUnitPathing(ky_b, false)
        call TimerStart(k_timer_1, 0.06, true, function dash)
        else
        endif
    else
    endif
endfunction

//===========================================================================
public function Init1 takes nothing returns nothing
    local trigger SonicDash1 = CreateTrigger(  )
    call TriggerRegisterAnyUnitEventBJ( SonicDash1, EVENT_PLAYER_UNIT_SPELL_EFFECT )
    call TriggerAddCondition( SonicDash1, Condition( function SonicDashC ) )
    call TriggerAddAction( SonicDash1, function SonicDashA )
endfunction

endscope
 
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