Leak Check

keeper77

New Member
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I made this trigger, which is meant to have a % chance on attack to restore mana to allies, and I was wondering if it leaked at all;

Trigger:
  • Events
    • Unit - A unit is attacked
    • Conditions
      • (Level of *Skill* for (Attacking Unit)) not equal to 0
    • Actions
      • Set TempPoint = (Position of Attacking Unit)
      • Set TempGroup = (Units within 800.00 of TempPoint)
      • Custom Script: call RemoveLocation (udg_TempPoint)
      • If (all conditions are True) then do (Then Actions) else do (Else Actions)
        • If-Conditions
          • (Random integer number between 1 and 100) less than or equal to 5
        • Then-Actions
          • Unit Group - Pick every unit in TempGroup and do (Actions)
            • Unit - Set mana of (Picked unit) to ((Percentage mana of (Picked unit)) + 200.00)
            • Special Effect - Create a special effect at (Position of (Picked unit)) using *in game effect*
            • Special Effect - Destroy (Last created special effect)
        • Else-Actions
      • Custom Script: call DestroyGroup (udg_TempGroup)


I've heard of special effect leaks, but I'm curious if it still pertains to picked unit spots. Also, if there any other problems with my trigger you can let me know, cause I'm still a rookie. Thanks :D
 

jig7c

Stop reading me...-statement
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123
Special Effect - Create a special effect at (Position of (Picked unit)) using *in game effect*

it point is leaking

i would put the
Trigger:
  • (Random integer number between 1 and 100) less than or equal to 5

in the conditions above, and then play the actions!

put this right below ur custom script: call removelocation part..
Trigger:
  • Unit Group - Pick every unit in TempGroup and do (Actions)
    • Unit - Set mana of (Picked unit) to ((Percentage mana of (Picked unit)) + 200.00)
    • Set Point = (Position of (Picked Unit))
    • Special Effect - Create a special effect at (Point) using *in game effect*
    • Special Effect - Destroy (Last created special effect)
    • custom script: call RemoveLocation (udg_Point)
 

Nenad

~Choco Coronet~ Omnomnom
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137
Edited mine seeing how you edited your as well ^^

The original trigger is fine ^^
 

keeper77

New Member
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3
Edit: Hmm? it wasn't on else before, wierd.

Ya, however, just testing it is doesn't seem to fire properly, and by that I mean the special effect, and the actual effect isn't even working. Just fyi in the game this skill is a innate ability, so he already has it when he is created.
 

Nenad

~Choco Coronet~ Omnomnom
Reaction score
137
The effect is not working because not all the effects can be removed after they are (born)? you have to store it in a variable and remove it later ^^
 

keeper77

New Member
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3
I just figured out why it wasn't working (actions not under loop (i fail)) but, question, if I don't store my special effects on a variable, will they leak?
 

Nenad

~Choco Coronet~ Omnomnom
Reaction score
137
Not if you destroy them at once. Some effects can and some can't be destroyed. Example of can=Holy Light. Example of Can't=Corporeal form. Always destroy an effect straight off. If no effect shows, don't destroy it. If effect shows, store in variable destroy after x)
 
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