INCINERATE
New Member
- Reaction score
- 12
have i cleared up all the leaks here
Trigger:
- AuraNDeter
- Events
- Unit - A unit Dies
- Conditions
- Actions
- For each (Integer A) from 1 to 12, do (Actions)
- Loop - Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Owner of (Dying unit)) Equal to (Player((Integer A)))
- Then - Actions
- Set AS_MaxHP[(Integer A)] = (Integer((Max life of (Dying unit))))
- Set AS_DyingUnitPos[(Integer A)] = (Position of (Dying unit))
- Set AS_TmpGroup1[(Integer A)] = (Units within 800.00 of AS_DyingUnitPos[(Integer A)] matching (((Matching unit) belongs to an ally of (Owner of (Dying unit))) Equal to True))
- Unit Group - Pick every unit in AS_TmpGroup1[(Integer A)] and do (Actions)
- Loop - Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Level of Aura of healing for (Picked unit)) Greater than or equal to 1
- Then - Actions
- Set AS_Hero[(Integer A)] = (Picked unit)
- Set AS_HeroPos[(Integer A)] = (Position of AS_Hero[(Integer A)])
- Set AS_AbilityLVL[(Integer A)] = (Level of healing for AS_Hero[(Integer A)])
- Set AS_TmpGroup2[(Integer A)] = (Units within 800.00 of AS_HeroPos[(Integer A)] matching (((Matching unit) has buff Aura of Necrohealing ) Equal to True))
- Set AS_UnitCount[(Integer A)] = (Number of units in AS_TmpGroup2[(Integer A)])
- Set AS_HpAdd[(Integer A)] = (AS_MaxHP[(Integer A)] / AS_UnitCount[(Integer A)])
- If (AS_AbilityLVL[(Integer A)] Equal to 1) then do (Set AS_HpAdd[(Integer A)] = (AS_HpAdd[(Integer A)] / 4)) else do (Do nothing)
- If (AS_AbilityLVL[(Integer A)] Equal to 2) then do (Set AS_HpAdd[(Integer A)] = (AS_HpAdd[(Integer A)] / 2)) else do (Do nothing)
- If (AS_AbilityLVL[(Integer A)] Equal to 3) then do (Set AS_HpAdd[(Integer A)] = (AS_HpAdd[(Integer A)] / (Integer(1.33)))) else do (Do nothing)
- If (AS_AbilityLVL[(Integer A)] Equal to 4) then do (Set AS_HpAdd[(Integer A)] = (AS_HpAdd[(Integer A)] / 1)) else do (Do nothing)
- Special Effect - Create a special effect at AS_DyingUnitPos[(Integer A)] using Objects\Spawnmodels\Undead\UndeadDissipate\UndeadDissipate.mdl
- Special Effect - Destroy (Last created special effect)
- Unit Group - Pick every unit in AS_TmpGroup2[(Integer A)] and do (Actions)
- Loop - Actions
- Unit - Set life of (Picked unit) to ((Life of (Picked unit)) + (Real(AS_HpAdd[(Integer A)])))
- Set AS_PickedUnit[(Integer A)] = (Position of (Picked unit))
- Special Effect - Create a special effect at AS_PickedUnit[(Integer A)] using Abilities\Spells\Undead\DeathandDecay\DeathandDecayDamage.mdl
- Special Effect - Destroy (Last created special effect)
- Custom script: call RemoveLocation(udg_AS_PickedUnit[bj_forLoopAIndex])
- Loop - Actions
- Custom script: call DestroyGroup(udg_AS_TmpGroup2[bj_forLoopAIndex])
- Else - Actions
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Loop - Actions
- Custom script: call RemoveLocation(udg_AS_HeroPos[bj_forLoopAIndex])
- Custom script: call RemoveLocation(udg_AS_DyingUnitPos[bj_forLoopAIndex])
- Custom script: call DestroyGroup(udg_AS_TmpGroup1[bj_forLoopAIndex])
- Else - Actions
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Loop - Actions
- For each (Integer A) from 1 to 12, do (Actions)
- Events