Checking Spell Leaks

SouLEDGE

Damn you advanced calculus
Reaction score
75
Ok, well I just wanted some help checking if everything here looks alright, these spells aren't MUI, It's for my Single Player RPG.
Sonic Rush
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 (10.00%, 100.00%, 10.00%), and 5.00% transparency
              • Floating Text - Change the fading age of (Last created floating text) to 0.50 seconds
              • 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 150.00 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)
          • If ((Life of Sonic_Target) Less than or equal to 0.00) then do (Custom script: exitwhen true) else do (Do nothing)
      • 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
      • Unit - Unpause Sonic_Target
      • Custom script: call RemoveLocation(udg_Sonic_Target_Loc)
      • Custom script: call RemoveLocation(udg_Sonic_Caster_Loc)
Hell Fire
Trigger:
  • Hell Fire
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Flame Strike (Dummy)
    • Actions
      • Set Temp_Point = (Target point of ability being cast)
      • Set Temp_Int = (Level of Flame Strike (Dummy) for (Casting unit))
      • Unit - Create 1 Flame Strike Dummy for Player 1 (Red) at Temp_Point facing Default building facing degrees
      • Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
      • Unit - Add Flame Strike to (Last created unit)
      • Unit - Set level of Flame Strike for (Last created unit) to (Temp_Int + 3)
      • Unit - Order (Last created unit) to Human Blood Mage - Flame Strike Temp_Point
      • Wait 0.10 seconds
      • For each (Integer A) from 1 to 4, do (Actions)
        • Loop - Actions
          • Unit - Create 1 Flame Strike Dummy for Player 1 (Red) at (Temp_Point offset by (((Real(Temp_Int)) + 2.00) x 50.00) towards ((((Real((Integer A))) + (Real((Integer A)))) - 1.00) x 45.00) degrees) facing Default building facing degrees
          • Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
          • Unit - Add Flame Strike to (Last created unit)
          • Unit - Set level of Flame Strike for (Last created unit) to Temp_Int
          • Unit - Order (Last created unit) to Human Blood Mage - Flame Strike (Temp_Point offset by (((Real(Temp_Int)) + 2.00) x 50.00) towards ((((Real((Integer A))) + (Real((Integer A)))) - 1.00) x 45.00) degrees)
      • Custom script: call RemoveLocation(udg_Temp_Point)
Echo Thunder
Trigger:
  • Echo Thunder
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Thunder Echo
    • Actions
      • Set Temp_Int = (Level of Thunder Echo for (Triggering unit))
      • For each (Integer A) from 1 to (Temp_Int + 3), do (Actions)
        • Loop - Actions
          • Set Temp_Point = (Position of (Triggering unit))
          • Unit - Create 1 Flame Strike Dummy for (Triggering player) at Temp_Point facing Default building facing degrees
          • Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
          • Unit - Add Thunder Clap to (Last created unit)
          • Unit - Set level of Thunder Clap for (Last created unit) to Temp_Int
          • Unit - Move (Last created unit) instantly to Temp_Point
          • Unit - Order (Last created unit) to Human Mountain King - Thunder Clap
          • Special Effect - Create a special effect at Temp_Point using Abilities\Spells\Human\ThunderClap\ThunderClapCaster.mdl
          • Special Effect - Destroy (Last created special effect)
          • Wait (2.00 - ((Real(Temp_Int)) / 2.00)) seconds
          • Custom script: call RemoveLocation(udg_Temp_Point)
 

Nenad

~Choco Coronet~ Omnomnom
Reaction score
137
1)
(Line: 14 ) (Word: 7 ) Position Leak
+ Set Sonic_Range = (Integer((Distance between (Position of Sonic_Caster) and (Position of Sonic_Target))))
+ Set Sonic_Range = (Integer((Distance between ^Leak
(Suggested fix) Set L = (Position of Sonic_Caster) and (Position of Sonic_Target))))
(Suggested fix) + Set Sonic_Range = (Integer((Distance between L
(Suggested fix) Custom Script: call RemoveLocation(udg_L)

(Line: 14 ) (Word: 11 ) Position Leak
+ Set Sonic_Range = (Integer((Distance between (Position of Sonic_Caster) and (Position of Sonic_Target))))
+ Set Sonic_Range = (Integer((Distance between (Position of Sonic_Caster) and ^Leak
(Suggested fix) Set L = (Position of Sonic_Caster) and (Position of Sonic_Target))))
(Suggested fix) + Set Sonic_Range = (Integer((Distance between (Position of Sonic_Caster) and L
(Suggested fix) Custom Script: call RemoveLocation(udg_L)

(Line: 30 ) (Word: 5 ) Special Effect Leak
* Special Effect - Create a special effect at Sonic_Target_Loc using Abilities\Spells\Orc\MirrorImage\MirrorImageCaster.mdl
* Special Effect - ^Leak
(Suggested fix) Special Effect - Destroy (Last created special effect)

(Line: 33 ) (Word: 5 ) Special Effect Leak
* Special Effect - Create a special effect attached to the origin of Sonic_Target using Objects\Spawnmodels\Human\HumanBlood\HumanBloodPeasant.mdl
* Special Effect - ^Leak
(Suggested fix) Special Effect - Destroy (Last created special effect)

Group variable has not been removed: Special_Effect[1]
Group variable has not been removed: Special_Effect[2]

2)
Total lines: 23

Location Leak Detection ON
Unit Group Leak Detection ON
Special Effect Leak Detection ON
Variable Removal Detection ON


Completed
Total amount of leaks: 0
Leak Rating: Excellent
------------------

3)
------------------
Total lines: 21

Location Leak Detection ON
Unit Group Leak Detection ON
Special Effect Leak Detection ON
Variable Removal Detection ON


Completed
Total amount of leaks: 0
Leak Rating: Excellent
------------------


Leak Check is your friend. ^^
 

SouLEDGE

Damn you advanced calculus
Reaction score
75
ahh, thanks very much Nenad, just wanted to make sure I wasn't leaking anything unexpected
 
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