Well! I've made this ability called Absorb. It deals damage to enemies in 400 range and gives back 20% of that damage to the caster. I had to make 2 dummy abilities ( ON and OFF) to make it work properly, here is the code!
AbsorbON triggers:
And AbsorbOFF triggers:
Some explanation! When AbsorbOn is cast, this ability is removed and a loop that requires the caster to have AbsorbOFF starts: every 1 second, every unit in 400 range of the caster is picked, damage is dealt to them, a special effect is created in their position using a dummy unit, these dummies are set to die .99 seconds after and some life is given to the caster (20% of the dmg). If the player uses AbsorbOFF, this ability is taken away, so the loop stops. Another dummy ability is given and used to put a cooldown (couldn't think of anything better as there is no "put ability on cooldown" action), after this cooldown the dummy is removed and AbsorbON is given back. Following some guides, I've tried to solve leak problems, correct me if I am wrong, but the ability kept on lagging (up to making the game unplayable). I created a trigger to count units on the map and it says that the unit count keeps on getting higher and higher while the ability is ON. So I guess the dummy units for the special effect on targets are not dying. I tried to not create the dummies but the lag is the same.
SO! I can see I have 2 problems, one is the fact that dummies are not dying, the other is that there is some leaking, not depending on the dummies not dying. What am I doing wrong?? Help please!!
AbsorbON triggers:
Code:
function Trig_Absorb_Effect_Conditions takes nothing returns boolean
if ( GetSpellAbilityId() == udg_AbsorbON ) then
return true
endif
return false
endfunction
function Absorb_Effect_Pick_Condition takes nothing returns boolean
if ( IsUnitAlly(GetFilterUnit(), Player(0)) == true ) or (IsUnitDeadBJ(GetFilterUnit()) == true) or (IsUnitType(GetFilterUnit(), UNIT_TYPE_STRUCTURE) == true) or (IsUnitType(GetFilterUnit(), UNIT_TYPE_MAGIC_IMMUNE) == true) then
return false
endif
return true
endfunction
function Absorb_Effect_Picked_Effect takes nothing returns nothing
local unit targ = GetEnumUnit()
local unit cast = GetTriggerUnit()
local real dmg = GetWidgetLife(targ)
set udg_loc = GetUnitLoc(targ)
call UnitDamageTarget(cast, targ, 10, false, false, ATTACK_TYPE_MAGIC, DAMAGE_TYPE_FIRE, null)
set dmg = dmg - GetWidgetLife(targ)
call SetUnitLifeBJ( cast, ( GetUnitStateSwap(UNIT_STATE_LIFE, cast) + dmg/5 ) )
call DisplayTextToForce(GetPlayersAll(), R2S(dmg))
call CreateNUnitsAtLoc( 1, 'h001', Player(PLAYER_NEUTRAL_PASSIVE), udg_loc, 0 )
call RemoveLocation (udg_loc)
call UnitApplyTimedLifeBJ( 0.99, 'BTLF', GetLastCreatedUnit() )
endfunction
function Trig_Absorb_Effect_Actions takes nothing returns nothing
call AddSpecialEffectTargetUnitBJ( "chest", GetTriggerUnit(), "Objects\\Spawnmodels\\Undead\\UDeathMedium\\UDeath.mdl" )
call DestroyEffectBJ( GetLastCreatedEffectBJ() )
call UnitRemoveAbilityBJ( udg_AbsorbON, GetTriggerUnit() )
call UnitAddAbilityBJ( udg_AbsorbOFF, GetTriggerUnit() )
call CreateNUnitsAtLoc( 1, 'h000', Player(PLAYER_NEUTRAL_PASSIVE), GetUnitLoc(GetTriggerUnit()), 0 )
set udg_AbsorbDummyUnitEffect = GetLastCreatedUnit()
loop
exitwhen (GetUnitAbilityLevel(GetTriggerUnit(), 'A003') == 0)
set udg_loc = GetUnitLoc(GetTriggerUnit())
set udg_group = GetUnitsInRangeOfLocMatching(400.00, udg_loc, Condition(function Absorb_Effect_Pick_Condition))
call RemoveLocation (udg_loc)
call ForGroupBJ( udg_group, function Absorb_Effect_Picked_Effect )
call DestroyGroup (udg_group)
call TriggerSleepAction( 1 )
endloop
endfunction
//===========================================================================
function InitTrig_Absorb_Effect takes nothing returns nothing
set gg_trg_Absorb_Effect = CreateTrigger( )
call TriggerRegisterAnyUnitEventBJ( gg_trg_Absorb_Effect, EVENT_PLAYER_UNIT_SPELL_CHANNEL )
call TriggerAddCondition( gg_trg_Absorb_Effect, Condition( function Trig_Absorb_Effect_Conditions ) )
call TriggerAddAction( gg_trg_Absorb_Effect, function Trig_Absorb_Effect_Actions )
endfunction
And AbsorbOFF triggers:
Code:
function Trig_Absorb_OFF_Conditions takes nothing returns boolean
if ( not ( GetSpellAbilityId() == udg_AbsorbOFF ) ) then
return false
endif
return true
endfunction
function Trig_Absorb_OFF_Actions takes nothing returns nothing
call RemoveUnit( udg_AbsorbDummyUnitEffect )
call UnitRemoveAbilityBJ( udg_AbsorbOFF, GetTriggerUnit() )
call UnitAddAbilityBJ( 'A004', GetTriggerUnit() )
call IssueImmediateOrderBJ( GetTriggerUnit(), "howlofterror" )
call TriggerSleepAction( 3.00 )
call UnitRemoveAbilityBJ( 'A004', GetTriggerUnit() )
call UnitAddAbilityBJ( udg_AbsorbON, GetTriggerUnit() )
endfunction
//===========================================================================
function InitTrig_Absorb_OFF takes nothing returns nothing
set gg_trg_Absorb_OFF = CreateTrigger( )
call TriggerRegisterAnyUnitEventBJ( gg_trg_Absorb_OFF, EVENT_PLAYER_UNIT_SPELL_CHANNEL )
call TriggerAddCondition( gg_trg_Absorb_OFF, Condition( function Trig_Absorb_OFF_Conditions ) )
call TriggerAddAction( gg_trg_Absorb_OFF, function Trig_Absorb_OFF_Actions )
endfunction
Some explanation! When AbsorbOn is cast, this ability is removed and a loop that requires the caster to have AbsorbOFF starts: every 1 second, every unit in 400 range of the caster is picked, damage is dealt to them, a special effect is created in their position using a dummy unit, these dummies are set to die .99 seconds after and some life is given to the caster (20% of the dmg). If the player uses AbsorbOFF, this ability is taken away, so the loop stops. Another dummy ability is given and used to put a cooldown (couldn't think of anything better as there is no "put ability on cooldown" action), after this cooldown the dummy is removed and AbsorbON is given back. Following some guides, I've tried to solve leak problems, correct me if I am wrong, but the ability kept on lagging (up to making the game unplayable). I created a trigger to count units on the map and it says that the unit count keeps on getting higher and higher while the ability is ON. So I guess the dummy units for the special effect on targets are not dying. I tried to not create the dummies but the lag is the same.
SO! I can see I have 2 problems, one is the fact that dummies are not dying, the other is that there is some leaking, not depending on the dummies not dying. What am I doing wrong?? Help please!!