I need help fo fix some leaks...

SutinG

Member
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1
Hi,
I was reading this tutorial, about how to remove memory leaks, and I had a lot of doubts.


This is a passive ability for a hero in my map:
Code:
    Events
        Unit - A unit Is attacked
    Conditions
        (Level of Mana Break (GROM) for (Attacking unit)) Not equal to 0
        ((Attacked unit) is A structure) Equal to False
    Actions
        Set manabreak = (Level of Mana Break (GROM) for (Attacking unit))
        Unit - Set mana of (Attacked unit) to ((Mana of (Attacked unit)) - (10.00 x (Real(manabreak))))

But I don't know if "Set manabreak" each time that the condition is true will cause some leak...


Neither if this triggered skill cause some lag:
Code:
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to MyAbility
    Actions
        Special Effect - Create a special effect attached to the origin of (Target unit of ability being cast) using Some effect
        Special Effect - Destroy (Last created special effect)
        Unit - Set mana of (Casting unit) to ((Mana of (Casting unit)) + (((Life of (Target unit of ability being cast)) x 0.25) x (Real((Level of MyAbility for (Casting unit))))))
        Unit - Kill (Target unit of ability being cast)
        Special Effect - Create a special effect attached to the origin of (Casting unit) using Some effect
        Special Effect - Destroy (Last created special effect)


This is a Mode that creates tomes:
First:
Code:
    Events
        Unit - A unit Dies
    Conditions
        ((Dying unit) is A structure) Equal to False
    Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                ((Dying unit) is A Hero) Equal to True
            Then - Actions
                Item - Create Item[(Random integer number between 1 and 3)] at (Position of (Dying unit))
            Else - Actions
                Item - Create Item[(Random integer number between 4 and 44)] at (Position of (Dying unit))

Second:
Code:
TC Remove
    Events
        Time - Every 1.00 seconds of game time
    Conditions
    Actions
        Item - Pick every item in (Playable map area) and do (Actions)
            Loop - Actions
                Item - Set the custom value of (Picked item) to ((Custom value of (Picked item)) + 3)
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        (Item-class of (Picked item)) Equal to Powerup
                        (Custom value of (Picked item)) Greater than or equal to 21
                    Then - Actions
                        Item - Remove (Picked item)
                    Else - Actions

Thanks in advance.
 

Komaqtion

You can change this now in User CP.
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469
Only the third trigger there leaks, with the (Position of (Dying Unit)).
set it to a variable, for example Temp_Point, and then use this custom script line to remove the leak:

call RemoveLocation(udg_Temp_Point)

(udg_Temp_Point) is if your point variable has that name, but you should always use udg_ before a GUI global variable when you remove the leaks
 
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