Magazette2
New Member
- Reaction score
- 3
unit) OnLeap Start
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Leap Strike
Actions
Unit - Pause (Triggering unit)
Unit - Add classification of A flying unit to (Triggering unit)
Set LeapStrikePoint = ((Position of (Triggering unit)) offset by ((1.00 + (0.25 x (Real((Level of Leap Strike for (Triggering unit)))))) x (Current movement speed of (Triggering unit))) towards (Facing of (Triggering unit)) degrees)
Unit - Turn collision for (Triggering unit) Off
Set LeapStrikeCast = (Position of (Triggering unit))
Trigger - Turn on LeapMotion <gen>
Wait 1.25 seconds
Trigger - Turn off LeapMotion <gen>
Unit - Create 1 Dummy Leap Strike for (Owner of (Triggering unit)) at LeapStrikePoint facing Default building facing degrees
Unit - Set level of LeapStrikeSlowDamage for (Last created unit) to (Level of Leap Strike for (Triggering unit))
Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
Unit - Unpause (Triggering unit)
Unit - Remove classification of A flying unit from (Triggering unit)
Unit - Turn collision for (Triggering
LeapMotion
Events
Time - Every 0.01 seconds of game time
Conditions
Actions
Unit - Move (Triggering unit) instantly to ((Position of (Triggering unit)) offset by (((1.00 + (0.25 x (Real((Level of Leap Strike for (Triggering unit)))))) x (Current movement speed of (Triggering unit))) / 125.00) towards (Facing of (Triggering unit)) degrees)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Triggering unit) is alive) Equal to True
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Integer((Distance between (Position of (Triggering unit)) and LeapStrikePoint))) Greater than or equal to (((1 + ((Integer(0.25)) x (Level of Leap Strike for (Triggering unit)))) x (Integer((Current movement speed of (Triggering unit))))) / 2)
Then - Actions
Animation - Change (Triggering unit) flying height to (Distance between (Position of (Triggering unit)) and LeapStrikePoint) at 0.00
Else - Actions
Animation - Change (Triggering unit) flying height to (Distance between (Position of (Triggering unit)) and LeapStrikeCast) at 0.00
Else - Actions
When the spell is casted, the unit plays its attack animation over and over but nothing else happens, probably a n00b mistake as I have not used WE in about a year, sorry.