Need help with this skill

KeresPup

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Ummm, hello, I kinda made this trigger for one of my custom hero's skills:

ParacideBomb.gif

Parasite Paracide
“Argh! Stupid fly got into my ea… *BOOM!*”

Description: After years of studies of chemicals and insects, the Biochemists were able to create mutated insects which emit a great amount of heat, causing themselves to be on fire. Since then the Biochemists have been using these mutated insects in battle, sending them out to infect enemy units. Each time the insects would then feel motion of the upper body, most likely when the infected unit attacks; they emit flames from their tiny bodies, causing damage to the unit from the inside and outside to the surrounding as well. As the heat is intense, the flies would then perish after emitting heat for a number of times. If their host body dies before they do, they would simply search for another body to infect until they themselves die.

Brief Details: Summons a number of Paracide Insects that infect random enemy units in a 1000 AoE. Each time the infected unit would attack, he will get damaged by the insect inside him and those surrounding enemy units will also be damaged by a small amount. The insects die upon damaging the unit for a number of times, if the unit dies before the insect dies, the insect will infect another random enemy.

Ability Type: "Summon"/Multi-Target/Debuff
Casting Time: 2 seconds
Mana Cost:100/125/150/175
Cooldown:45 seconds
Duration of Debuff/Insect Life Span: 60 Seconds
Splash Damage AoE: 200
Level 1: 2 Insects will be released
o Infected unit receives 40 explosive damage each time it attacks.
o Units near the infected unit will receive 20 damage.
o Insects detonate up to 3 Times.
Level 2: 3 Insects will be released
o Infected unit receives 45 explosive damage each time it attacks.
o Units near the infected unit will receive 25 damage.
o Insects detonate up to 4 Times.
Level 3: 4 Insects will be released
o Infected unit receives 50 explosive damage each time it attacks.
o Units near the infected unit will receive 30 damage.
o Insects detonate up to 5 Times.
Level 4: 5 Insects will be released
o Infected unit receives 55 explosive damage each time it attacks.
o Units near the infected unit will receive 35 damage.
o Insects detonate up to 6 Times.

NOTE: If the insect can't find a body to insert itself to, it will die right away.

Code:
Paracide Bomb Initialize
    Events
        Unit - A unit Spawns a summoned unit
    Conditions
        (Unit-type of (Summoned unit)) Equal to Paracide Bomb
    Actions
        Unit - Set the custom value of (Summoned unit) to 0
        Set PlayerNumber = (Player number of (Owner of (Triggering unit)))
        Set ParasitesAtEffect[(Player number of (Owner of (Summoning unit)))] = 0
        Set L[(Player number of (Owner of (Summoning unit)))] = (Position of (Triggering unit))
        Set TemporaryGroup1 = (Units within 1000.00 of L[PlayerNumber] matching (((((Matching unit) is A structure) Equal to False) and (((Matching unit) is alive) Equal to True)) and (((Matching unit) belongs to an enemy of (Player(PlayerNumber))) Equal to True)))
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Number of units in TemporaryGroup1) Greater than or equal to 1
            Then - Actions
                Unit - Order (Summoned unit) to Night Elf Warden - Shadow Strike (Random unit from TemporaryGroup1)
            Else - Actions
                Animation - Play (Summoned unit)'s death animation
                Unit - Kill (Summoned unit)
        Custom script:   call DestroyGroup(udg_TemporaryGroup1)
        Custom script:   call RemoveLocation(udg_L[GetConvertedPlayerId(GetOwningPlayer(GetSummoningUnit()))])

Code:
Paracide Bomb Infect
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Infect 
    Actions
        Set ParasitesAtEffect[(Player number of (Owner of (Casting unit)))] = (ParasitesAtEffect[(Player number of (Owner of (Casting unit)))] + 1)
        Set InfectingParasite[(ParasitesAtEffect[(Player number of (Owner of (Casting unit)))] + (((Player number of (Owner of (Casting unit))) - 1) x 5))] = (Casting unit)
        Unit - Set the custom value of (Target unit of ability being cast) to (ParasitesAtEffect[(Player number of (Owner of (Casting unit)))] + (((Player number of (Owner of (Casting unit))) - 1) x 5))
        Unit Group - Add (Target unit of ability being cast) to InfectedUnits[(Player number of (Owner of (Casting unit)))]
        Unit - Hide (Casting unit)

Code:
Paracide Bomb Damage Effect
    Events
        Unit - A unit Is attacked
    Conditions
        ((Attacking unit) has buff Paracide Bomb ) Equal to True
    Actions
        For each (Integer A) from 1 to 12, do (Actions)
            Loop - Actions
                Set PlayerNumber = (Integer A)
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        ((Attacking unit) is in InfectedUnits[PlayerNumber]) Equal to True
                    Then - Actions
                        Set TemporaryGroup2 = (Units owned by (Player(PlayerNumber)) of type Biochemists)
                        Set BombSquad[PlayerNumber] = (Random unit from TemporaryGroup2)
                        Set Point_L = (Position of (Attacking unit))
                        Set TemporaryGroup1 = (Units within 200.00 of Point_L)
                        Unit Group - Pick every unit in TemporaryGroup1 and do (Actions)
                            Loop - Actions
                                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                    If - Conditions
                                        ((Picked unit) is A structure) Equal to False
                                        ((Picked unit) belongs to an enemy of (Owner of BombSquad[PlayerNumber])) Equal to True
                                    Then - Actions
                                        Unit - Cause BombSquad[PlayerNumber] to damage (Picked unit), dealing (15.00 + (5.00 x (Real((Level of Paracide Bombs  for BombSquad[PlayerNumber]))))) damage of attack type Spells and damage type Fire
                                    Else - Actions
                        Unit - Cause BombSquad[PlayerNumber] to damage (Attacking unit), dealing (35.00 + (5.00 x (Real((Level of Paracide Bombs  for BombSquad[PlayerNumber]))))) damage of attack type Magic and damage type Normal
                        Unit - Set the custom value of InfectingParasite[(Custom value of (Attacking unit))] to ((Custom value of InfectingParasite[(Custom value of (Attacking unit))]) + 1)
                        Special Effect - Create a special effect attached to the origin of (Attacking unit) using Abilities\Spells\Other\Doom\DoomDeath.mdl
                        Special Effect - Destroy (Last created special effect)
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            If - Conditions
                                And - All (Conditions) are true
                                    Conditions
                                        ((Attacking unit) is in InfectedUnits[PlayerNumber]) Equal to True
                                        (Custom value of InfectingParasite[(Custom value of (Attacking unit))]) Greater than or equal to (2 + (Level of Paracide Bombs  for BombSquad[PlayerNumber]))
                            Then - Actions
                                Unit - Remove InfectingParasite[(Custom value of (Attacking unit))] from the game
                                Unit Group - Remove (Attacking unit) from InfectedUnits[PlayerNumber]
                                Unit - Remove Paracide Bomb  buff from (Attacking unit)
                            Else - Actions
                        Custom script:   call DestroyGroup(udg_TemporaryGroup1)
                        Custom script:   call DestroyGroup(udg_TemporaryGroup2)
                    Else - Actions

Code:
Paracide Bomb Death Effect
    Events
        Unit - A unit Dies
    Conditions
    Actions
        For each (Integer A) from 1 to 16, do (Actions)
            Loop - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        ((Dying unit) is in InfectedUnits[(Integer A)]) Equal to True
                    Then - Actions
                        Set PlayerNumber = (Player number of (Owner of InfectingParasite[(Custom value of (Dying unit))]))
                        Set L[PlayerNumber] = (Position of (Dying unit))
                        Set ParasitesAtEffect[(Player number of (Owner of InfectingParasite[(Custom value of (Dying unit))]))] = (ParasitesAtEffect[(Player number of (Owner of InfectingParasite[(Custom value of (Dying unit))]))] - 1)
                        Unit - Unhide InfectingParasite[(Custom value of (Dying unit))]
                        Unit - Move InfectingParasite[(Custom value of (Dying unit))] instantly to L[(Player number of (Owner of InfectingParasite[(Custom value of (Dying unit))]))]
                        Set TemporaryGroup1 = (Units within 1000.00 of L[PlayerNumber] matching (((((Matching unit) is A structure) Equal to False) and (((Matching unit) is alive) Equal to True)) and (((Matching unit) belongs to an enemy of (Player(PlayerNumber))) Equal to True)))
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            If - Conditions
                                (Number of units in TemporaryGroup1) Greater than or equal to 1
                            Then - Actions
                                Unit - Order InfectingParasite[(Custom value of (Dying unit))] to Night Elf Warden - Shadow Strike (Random unit from TemporaryGroup1)
                            Else - Actions
                                Animation - Play InfectingParasite[(Custom value of (Dying unit))]'s death animation
                                Unit - Kill InfectingParasite[(Custom value of (Dying unit))]
                        Unit Group - Remove (Dying unit) from InfectedUnits[(Integer A)]
                        Custom script:   call RemoveLocation(udg_L[GetConvertedPlayerId(GetOwningPlayer(udg_InfectingParasite[GetUnitUserData(GetDyingUnit())]))])
                        Custom script:   call DestroyGroup(udg_TemporaryGroup1)
                    Else - Actions

The problem is, each time I use the skill (especially when it's at Level 4) it becomes rather laggy. Can anyone tell me the leaks here? I know that the InfectedUnits Unit Group variable isn't destroyed. But I need it to stay since it's not like all of the insects would disappear all at once. :banghead:
 
Maybe you could explain what it is supposed to do?
 
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