Template Jumping Spell Template v3

Hi, the units animation is freezed after using this jump ability, any suggests how to make the unit use the "stand" animation after the jump? (i am new to jass)
//*                                                                         *
//* Jumping Spell Template v3                                               *
//* ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯            **URL in the works                 *
//* Parabola function by Shadow1500                                         *
//* System by emjlr3                                                        *
//*                                                                         *
//* Requires:                                                               *
//* ¯¯¯¯¯¯¯¯¯                                                               *
//*                                                                         *
//* - A vJASS Preprocessor                                                 *
//*                                                                         *

library JST initializer InitJST

    // Speed at which unit's periodic movement is completed (.01-.04 recommended)
    private constant real Interval          = .025
    // Value which represents the arc of the jump movement (1.-2.), closer to 2. for a flatter arc
    private constant real Arc               = 1.3 
    // Rawcode of the Crow Form ability in your map.  This need only be changed if you have edited this ability
    // in which case, create a new, unedited copy and use it here
    private constant integer CrowForm       = 'Amrf' 
    // Rawcode of peasant unit in your map.  This need only be changed if you have edited this unit
    // in which case, create a new, unedited copy and ise it here
    private constant integer Peasant        = 'hpea'

//=====No touching past this point=====\\

    private real Game_MaxX 
    private real Game_MinX 
    private real Game_MaxY 
    private real Game_MinY
    private constant real Runs = 1./Interval
    private constant integer HalfRuns = R2I(Runs/2.)
    private location L
    private sound S = CreateSoundFromLabel( "InterfaceError",false,false,false,10,10)

private function Parabola takes real dist, real maxdist returns real
    local real t = (dist*2)/maxdist-1
    return (-t*t+1)*(maxdist/Arc)
private function InitJST takes nothing returns nothing
    set Game_MaxX = GetRectMaxX(bj_mapInitialPlayableArea)-50.
    set Game_MinX = GetRectMinX(bj_mapInitialPlayableArea)+50.
    set Game_MaxY = GetRectMaxY(bj_mapInitialPlayableArea)-50.
    set Game_MinY = GetRectMinY(bj_mapInitialPlayableArea)+50.

public function CheckLocPathing takes location l returns boolean
    local unit u = CreateUnitAtLoc( Player(13), Peasant, l, 0. )
    local real x = GetUnitX(u) - GetLocationX(l)
    local real y = GetUnitY(u) - GetLocationY(l)
    local boolean b = false
    if x < 1. and x > -1. and  y < 1. and y > -1. then        
        set b = true
    call ShowUnit(u,false)
    call KillUnit(u)
    call RemoveLocation(l)
    set u = null
    return b

private function SafeX takes real x returns real
    if x<Game_MinX then
        return Game_MinX
    elseif x>Game_MaxX then
        return Game_MaxX
    return x
private function SafeY takes real y returns real
    if y<Game_MinY then
        return Game_MinY
    elseif y>Game_MaxY then
        return Game_MaxY
    return y

private struct dat
    unit u
    real area
    real damage
    real maxdist
    real movedist
    real cos
    real sin
    real diff
    real start_z
    string sfx  
    integer i = 0

    private timer T = CreateTimer()
    private dat array D
    private integer Total = 0

private function Filt takes nothing returns boolean
    return IsUnitEnemy(GetFilterUnit(),bj_groupEnumOwningPlayer) and IsUnitType(GetFilterUnit(),UNIT_TYPE_FLYING)!=true
private function Damage takes unit u, real dam, real x, real y, real area returns nothing
    local group g = CreateGroup()
    local unit v

    set bj_groupEnumOwningPlayer = GetOwningPlayer(u)
    call GroupEnumUnitsInRange(g, x, y, area, Condition(function Filt))
        set v = FirstOfGroup(g)
        exitwhen v == null
        call GroupRemoveUnit(g,v)
        call UnitDamageTarget(u,v,dam,false,false,ATTACK_TYPE_NORMAL,DAMAGE_TYPE_NORMAL,null)
    call DestroyGroup(g)
    set g = null

private function Movement takes nothing returns nothing
    local dat d
    local integer i = 1
    local real dist  
    local real height
    local real x
    local real y
        exitwhen i>Total
        set d = D<i>
        set d.i = d.i + 1
        set dist = d.i*d.movedist
        set L = GetUnitLoc(d.u)
        set height = GetLocationZ(L)
        if height&lt;d.start_z then
            set height = (d.start_z-height)+Parabola(dist,d.maxdist)
        elseif height&gt;d.start_z then
            if d.start_z+Parabola(dist,d.maxdist)&lt;=height then
                set height = 0.
                set height = Parabola(dist,d.maxdist)-(height-d.start_z)
            set height = Parabola(dist,d.maxdist)
        call RemoveLocation(L)
        call SetUnitX(d.u,SafeX(GetUnitX(d.u)+d.movedist*d.cos))
        call SetUnitY(d.u,SafeY(GetUnitY(d.u)+d.movedist*d.sin))
        call SetUnitFlyHeight(d.u,height,0.)
        call DisplayTextToPlayer(Player(0),0.,0.,&quot;ZLoc = &quot;+R2S(GetLocationZ(GetUnitLoc(d.u)))+&quot; : FlyHeight = &quot;+R2S(GetUnitFlyHeight(d.u)))
        if d.i == HalfRuns then
            call SetUnitTimeScale(d.u, 1.)
        elseif height&lt;=1. then
            call PauseUnit( d.u,false )
            call SetUnitPathing( d.u, true )           
            call SetUnitFlyHeight(d.u,GetUnitDefaultFlyHeight(d.u),0.) 
            call SetUnitAnimation(d.u,&quot;stand&quot;) // &lt;&lt;&lt;&lt;&lt;&lt;--------------------------------
            set x = GetUnitX(d.u) + d.diff * d.cos
            set y = GetUnitY(d.u) + d.diff * d.sin 
            call DestroyEffect(AddSpecialEffect(d.sfx, x,y))  
            call Damage(d.u, d.area, x, y, d.damage)  
            call d.destroy() 
            set D<i> = D[Total]
            set Total = Total - 1
            set i = i - 1
            if Total==0 then
                call PauseTimer(T)
        set i = i + 1

public function Cast takes unit u, real damage, real area, real diff, string anim, string sfx returns boolean
    local dat d      
    local real ux
    local real uy   
    local location l 
    local real ang
    local real x
    local real y 
    if u==null or damage&lt;0. or area&lt;0. then
        if GetLocalPlayer()==GetOwningPlayer(u) then
            call ClearTextMessages()
            call BJDebugMsg(&quot;|c00FF0000JST Error: Invalid inputs in function Cast.&quot;)
            call StartSound(S)
        return false
    set d = dat.create()       
    set ux = GetUnitX(u)
    set uy = GetUnitY(u)   
    set l = GetSpellTargetLoc() 
    set ang = Atan2((GetLocationY(l)-uy),(GetLocationX(l)-ux))
    set x = GetLocationX(l) - diff * Cos(ang)
    set y = GetLocationY(l) - diff * Sin(ang)
    set d.u = u
    set d.damage = damage
    set d.area = area
    set d.sfx = sfx
    set d.maxdist = SquareRoot((ux-x)*(ux-x) + (uy-y)*(uy-y))
    set d.cos = Cos(ang)
    set d.sin = Sin(ang)
    set d.movedist = d.maxdist/Runs
    set d.diff = diff
    set L = GetUnitLoc(d.u)
    set d.start_z = GetLocationZ(L)
    call RemoveLocation(L)
    call PauseUnit( u,true )
    call SetUnitPathing( u, false )
    call UnitAddAbility( u,CrowForm )
    call UnitRemoveAbility( u,CrowForm )
    call SetUnitAnimation(u, anim) 
    call SetUnitTimeScale(u, .30) 
    set Total = Total + 1
    if Total == 1 then
        call TimerStart(T,Interval,true,function Movement) 
    set D[Total] = d
    call RemoveLocation(l)
    set l = null 
    return true



That should work i think. I've highlighted what i added with a big arrow.
Yep it's working. Thanks. I kinda had the same command but in the wrong place.

Offtopic: are there any tutorials out there on getting into jass?
Is it possible to use this, but instead have the location in front of the caster at X distance? I'm trying to create a leap spell, but it is instant cast with no target. How would I do this?
polar project out from the caster along its facing angle and use that as the target location
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