umm k, well I don't know jass yet so i tried jigs custom script and I get an error? uhh Ill post my trigger and where the loop should end:
Trigger:
Sonic Rush
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Sonic Rush (Dummy Spell)
Actions
Set Sonic_Target = (Target unit of ability being cast)
Set Sonic_Caster = (Triggering unit)
Set Temp_Int = ((Agility of Sonic_Caster (Include bonuses)) x 2)
Set Sonic_level = ((Level of Sonic Rush (Dummy Spell) for Sonic_Caster) + 1)
Unit - Pause Sonic_Target
Set Sonic_Target_loc = (Position of Sonic_Target)
Set Sonic_Caster_Loc = (Position of (Triggering unit))
Set Sonic_Range = (Integer((Distance between (Position of Sonic_Caster) and (Position of Sonic_Target))))
Unit - Pause Sonic_Caster
Unit - Make Sonic_Caster Invulnerable
Special Effect - Create a special effect attached to the (left + hand) of Sonic_Caster using Abilities\Weapons\PhoenixMissile\Phoenix_Missile_mini.mdl
Set Special_Effect[1] = (Last created special effect)
Special Effect - Create a special effect attached to the (right + hand) of Sonic_Caster using Abilities\Weapons\PhoenixMissile\Phoenix_Missile_mini.mdl
Set Special_Effect[2] = (Last created special effect)
Animation - Play Sonic_Caster's attack animation
Animation - Change Sonic_Caster's animation speed to 25.00% of its original speed
Wait 1.80 seconds
Animation - Change Sonic_Caster's animation speed to 0.00% of its original speed
Unit - Turn collision for Sonic_Caster Off
Animation - Change Sonic_Caster's vertex coloring to (100.00%, 100.00%, 100.00%) with 75.00% transparency
For each (Integer A) from 1 to (Sonic_level x 3), do (Actions)
Loop - Actions
Unit - Move Sonic_Caster instantly to (Sonic_Target_loc offset by (Real(Sonic_Range)) towards ((Angle from Sonic_Target_loc to Sonic_Caster_Loc) + (Real(((Integer A) x 60)))) degrees), facing Sonic_Target_loc
Special Effect - Create a special effect at Sonic_Target_loc using Abilities\Spells\Orc\MirrorImage\MirrorImageCaster.mdl
Wait 0.03 seconds
Unit - Move Sonic_Caster instantly to Sonic_Target_loc
Special Effect - Create a special effect attached to the origin of Sonic_Target using Objects\Spawnmodels\Human\HumanBlood\HumanBloodPeasant.mdl
Wait 0.03 seconds
Unit - Move Sonic_Caster instantly to (Sonic_Target_loc offset by (Real(Sonic_Range)) towards (((Angle from Sonic_Target_loc to Sonic_Caster_Loc) + 180.00) + (Real(((Integer A) x 60)))) degrees), facing Sonic_Target_loc
Unit - Cause Sonic_Caster to damage Sonic_Target, dealing ((Max life of Sonic_Target) x 0.03) damage of attack type Hero and damage type Normal
Sound - Play Sonic_Attack_Sound[1] at 100.00% volume, attached to Sonic_Caster
Set Sonic_Rush_crit = (Random integer number between 1 and 100)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Sonic_Rush_crit Less than or equal to (Sonic_level x 10)
Then - Actions
Unit - Cause Sonic_Caster to damage Sonic_Target, dealing (Real(Temp_Int)) damage of attack type Chaos and damage type Normal
Floating Text - Create floating text that reads ((String(Temp_Int)) + !) above Sonic_Target with Z offset 0.00, using font size 10.00, color (100.00%, 0.00%, 0.00%), and 0.00% transparency
Floating Text - Change (Last created floating text): Disable permanence
Floating Text - Change the lifespan of (Last created floating text) to 2.00 seconds
Floating Text - Set the velocity of (Last created floating text) to 120.00 towards 0.00 degrees
Else - Actions
Do nothing
Floating Text - Create floating text that reads (DAMAGE NO.: + (String((Integer A)))) above Sonic_Target with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
Floating Text - Set the velocity of (Last created floating text) to 120.00 towards 45.00 degrees
Wait 0.03 seconds
Special Effect - Destroy (Last created special effect)
-------- ENDLOOP --------
Animation - Change Sonic_Caster's vertex coloring to (100.00%, 100.00%, 100.00%) with 0.00% transparency
Unit - Make Sonic_Caster Vulnerable
Animation - Change Sonic_Caster's animation speed to 100.00% of its original speed
Unit - Unpause Sonic_Caster
Animation - Play Sonic_Caster's slam animation
Special Effect - Destroy Special_Effect[1]
Special Effect - Destroy Special_Effect[2]
Unit - Turn collision for Sonic_Caster On
Unit - Move (Triggering unit) instantly to Sonic_Target_loc, facing Sonic_Target_loc
I'm on a page about incorrect corrections, and spent the better part of like two hours trying to get someone to understand that -5^2 = -25, not 25, and then that post had comments get reposted because that group is self sustaining, and that person was in turn trying to explain what I just explained to them. And I'm taking that as a victory
I will be AFK for a couple of days you guys hold down the fort while I am gone. I will be checking in on my phone but that will severly limit me. Be back saturday!