Spellpack BladeMaster Spellpack

Im adding them to a group to kill them and not leave hero behind in another trig that i though wasnt important to post
and ill fix that :D
 
This one also leaks :D
Trigger:
  • Set Clone_Point = (Random point in (Region centered at Clone with size (350.00, 350.00)))


It's in the first trigger ;)
 
Thx for ur time to check my code it wil be fixed with chaos spells tomorow
 
First trigger: Just noticed something... Why is this inside the loop ?
Trigger:
  • Custom script: call RemoveLocation (udg_CSTargPoint)


Then it gets destroyed from 2 to 5 times instead of one XD

Second trigger: Also just noticed, it's more efficient to let as many variables get set and destroyed outside the loop as possible :D:
Trigger:
  • For each (Integer A) from 1 to ((Level of Clone Shift for (Triggering unit)) + 1), do (Actions)
    • Loop - Actions
      • Set Clone = (Position of Unitcasting)
      • Set CS_Rect = (Region centered at Clone with size (350.00, 350.00))
      • Set Clone_Point = (Random point in CS_Rect)
      • Unit - Create 1 Dummy Unit for (Owner of (Triggering unit)) at Clone facing CSTargPoint
      • Hero - Create DumyItem and give it to (Last created unit)
      • Hero - Order (Last created unit) to use (Item carried by (Last created unit) of type DumyItem) on Unitcasting
      • Unit - Order (Summoned unit) to Attack CS_Target
      • Unit - Add a 5.00 second Generic expiration timer to (Last created unit)
      • Unit - Move Unitcasting instantly to Clone_Point
      • Custom script: call RemoveRect(udg_CS_Rect)
      • Custom script: call RemoveLocation (udg_Clone)
      • Custom script: call RemoveLocation (udg_Clone_Point)
      • Custom script: call RemoveLocation (udg_CSTargPoint)
      • Wait 0.50 seconds


Clone and CS_Rect can both be set outside the loop :D

Same here (Fourth trigger):
Trigger:
  • For each (Integer A) from 1 to (((Level of Master of the Blade for (Triggering unit)) x 2) + 4), do (Actions)
    • Loop - Actions
      • Set MotB_P = (Position of (Triggering unit))
      • Set MotB_R = (Region centered at MotB_P with size (1000.00, 1000.00))
      • Set MotB_RP = (Random point in MotB_R)
      • Unit - Create 1 Blademaster for (Owner of (Triggering unit)) at MotB_RP facing Default building facing degrees
      • Unit Group - Add (Last created unit) to MotB_G
      • Unit - Add Bladestorm to (Last created unit)
      • Unit - Order (Last created unit) to Orc Blademaster - Bladestorm
      • Animation - Change (Last created unit)'s vertex coloring to (100.00%, 100.00%, 100.00%) with 60.00% transparency
      • Special Effect - Create a special effect at MotB_RP using Abilities\Spells\Orc\WarStomp\WarStompCaster.mdl
      • Special Effect - Destroy (Last created special effect)
      • Unit - Add a 7.00 second Generic expiration timer to (Last created unit)
      • Custom script: call RemoveLocation(udg_MotB_P)
      • Custom script: call RemoveLocation(udg_MotB_RP)
      • Custom script: call RemoveRect(udg_MotB_R)


MotB_P and MotB_R can both be outside the loop :D

And ... why give an item to the dummy, when you can simply use the original ability ?? Just change it to a unit ability, and there you go :D
 
K il put them in the loop and can u plz then tel me what order do i use then without the item
 
That depends on which item it's based on, and what abilities it uses :D
 
Just base another ability on "Item Illusions", as the ability is called, then make it a unit ability... And i'll look for the order :D
 
That why i hav item because no order and sory mis read ur post those variable remove and destroy hav to be inside the loop other wise it the variables get overriden and leak
 
Oh, yeah in the first trigger... but not the second :D And ok, use the item then :p
 
Whick one are u refering to as the second
 
Trigger:
  • For each (Integer A) from 1 to (((Level of Master of the Blade for (Triggering unit)) x 2) + 4), do (Actions)
    • Loop - Actions
      • Set MotB_P = (Position of (Triggering unit))
      • Set MotB_R = (Region centered at MotB_P with size (1000.00, 1000.00))
      • Set MotB_RP = (Random point in MotB_R)
      • Unit - Create 1 Blademaster for (Owner of (Triggering unit)) at MotB_RP facing Default building facing degrees
      • Unit Group - Add (Last created unit) to MotB_G
      • Unit - Add Bladestorm to (Last created unit)
      • Unit - Order (Last created unit) to Orc Blademaster - Bladestorm
      • Animation - Change (Last created unit)'s vertex coloring to (100.00%, 100.00%, 100.00%) with 60.00% transparency
      • Special Effect - Create a special effect at MotB_RP using Abilities\Spells\Orc\WarStomp\WarStompCaster.mdl
      • Special Effect - Destroy (Last created special effect)
      • Unit - Add a 7.00 second Generic expiration timer to (Last created unit)
      • Custom script: call RemoveLocation(udg_MotB_P)
      • Custom script: call RemoveLocation(udg_MotB_RP)
      • Custom script: call RemoveRect(udg_MotB_R)


:D ... No wait, and won't get overwritten ;)
 
They are set in the loop so they must be destroyed in the loop
 
But they can be set before the loop, and destroyed after ! :D
Since there are no waits, the position of triggering unit doesn't change, meaning that the region won't change either ;)
 
Il change it since u keep insisting and it probly be faster and more eficiant that way seting and destroying it once than many times in a loop
 
Clone Shift

"((Level of Clone Shift for (Triggering unit)) + 1)"
"Create 1 Dummy Unit for (Owner of (Triggering unit)) at Clone facing CSTargPoint"

Use the previously set "Unitcasting" variable instead of "Triggering unit".

Set the "Last created unit" to a variable.


Cunning Storm

If you really want maximum performance, you can set the "Picked unit" to a variable.


BladeStorm

"Create 1 Blademaster for (Owner of (Triggering unit)) at F_Pos facing Default building facing degrees"

Use a variable for "(Owner of (Triggering unit))" and move it outside from the loop to avoid setting it every time the loop runs.

Set "Last created unit" to a variable.


Master of the Blade

Set "Triggering unit" to a variable.

"Create 1 Blademaster for (Owner of (Triggering unit)) at MotB_RP facing Default building facing (270.0) degrees"

Use a variable for "(Owner of (Triggering unit))" and move it outside from the loop ...

Set "Last created unit" to a variable.


Looks like a nice spellpack, approved.
 
Thx ill work on that tomorow hav to go to bed now
 
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