KeresPup
Member
- Reaction score
- 5
Ummm, hello, I kinda made this trigger for one of my custom hero's skills:
The problem is, each time I use the skill (especially when it's at Level 4) it becomes rather laggy. Can anyone tell me the leaks here? I know that the InfectedUnits Unit Group variable isn't destroyed. But I need it to stay since it's not like all of the insects would disappear all at once. :banghead:
Parasite Paracide
“Argh! Stupid fly got into my ea… *BOOM!*”
Description: After years of studies of chemicals and insects, the Biochemists were able to create mutated insects which emit a great amount of heat, causing themselves to be on fire. Since then the Biochemists have been using these mutated insects in battle, sending them out to infect enemy units. Each time the insects would then feel motion of the upper body, most likely when the infected unit attacks; they emit flames from their tiny bodies, causing damage to the unit from the inside and outside to the surrounding as well. As the heat is intense, the flies would then perish after emitting heat for a number of times. If their host body dies before they do, they would simply search for another body to infect until they themselves die.
Brief Details: Summons a number of Paracide Insects that infect random enemy units in a 1000 AoE. Each time the infected unit would attack, he will get damaged by the insect inside him and those surrounding enemy units will also be damaged by a small amount. The insects die upon damaging the unit for a number of times, if the unit dies before the insect dies, the insect will infect another random enemy.
Ability Type: "Summon"/Multi-Target/Debuff
Casting Time: 2 seconds
Mana Cost:100/125/150/175
Cooldown:45 seconds
Duration of Debuff/Insect Life Span: 60 Seconds
Splash Damage AoE: 200
• Level 1: 2 Insects will be released
o Infected unit receives 40 explosive damage each time it attacks.
o Units near the infected unit will receive 20 damage.
o Insects detonate up to 3 Times.
• Level 2: 3 Insects will be released
o Infected unit receives 45 explosive damage each time it attacks.
o Units near the infected unit will receive 25 damage.
o Insects detonate up to 4 Times.
• Level 3: 4 Insects will be released
o Infected unit receives 50 explosive damage each time it attacks.
o Units near the infected unit will receive 30 damage.
o Insects detonate up to 5 Times.
• Level 4: 5 Insects will be released
o Infected unit receives 55 explosive damage each time it attacks.
o Units near the infected unit will receive 35 damage.
o Insects detonate up to 6 Times.
NOTE: If the insect can't find a body to insert itself to, it will die right away.
Code:
Paracide Bomb Initialize
Events
Unit - A unit Spawns a summoned unit
Conditions
(Unit-type of (Summoned unit)) Equal to Paracide Bomb
Actions
Unit - Set the custom value of (Summoned unit) to 0
Set PlayerNumber = (Player number of (Owner of (Triggering unit)))
Set ParasitesAtEffect[(Player number of (Owner of (Summoning unit)))] = 0
Set L[(Player number of (Owner of (Summoning unit)))] = (Position of (Triggering unit))
Set TemporaryGroup1 = (Units within 1000.00 of L[PlayerNumber] matching (((((Matching unit) is A structure) Equal to False) and (((Matching unit) is alive) Equal to True)) and (((Matching unit) belongs to an enemy of (Player(PlayerNumber))) Equal to True)))
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in TemporaryGroup1) Greater than or equal to 1
Then - Actions
Unit - Order (Summoned unit) to Night Elf Warden - Shadow Strike (Random unit from TemporaryGroup1)
Else - Actions
Animation - Play (Summoned unit)'s death animation
Unit - Kill (Summoned unit)
Custom script: call DestroyGroup(udg_TemporaryGroup1)
Custom script: call RemoveLocation(udg_L[GetConvertedPlayerId(GetOwningPlayer(GetSummoningUnit()))])
Code:
Paracide Bomb Infect
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Infect
Actions
Set ParasitesAtEffect[(Player number of (Owner of (Casting unit)))] = (ParasitesAtEffect[(Player number of (Owner of (Casting unit)))] + 1)
Set InfectingParasite[(ParasitesAtEffect[(Player number of (Owner of (Casting unit)))] + (((Player number of (Owner of (Casting unit))) - 1) x 5))] = (Casting unit)
Unit - Set the custom value of (Target unit of ability being cast) to (ParasitesAtEffect[(Player number of (Owner of (Casting unit)))] + (((Player number of (Owner of (Casting unit))) - 1) x 5))
Unit Group - Add (Target unit of ability being cast) to InfectedUnits[(Player number of (Owner of (Casting unit)))]
Unit - Hide (Casting unit)
Code:
Paracide Bomb Damage Effect
Events
Unit - A unit Is attacked
Conditions
((Attacking unit) has buff Paracide Bomb ) Equal to True
Actions
For each (Integer A) from 1 to 12, do (Actions)
Loop - Actions
Set PlayerNumber = (Integer A)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Attacking unit) is in InfectedUnits[PlayerNumber]) Equal to True
Then - Actions
Set TemporaryGroup2 = (Units owned by (Player(PlayerNumber)) of type Biochemists)
Set BombSquad[PlayerNumber] = (Random unit from TemporaryGroup2)
Set Point_L = (Position of (Attacking unit))
Set TemporaryGroup1 = (Units within 200.00 of Point_L)
Unit Group - Pick every unit in TemporaryGroup1 and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked unit) is A structure) Equal to False
((Picked unit) belongs to an enemy of (Owner of BombSquad[PlayerNumber])) Equal to True
Then - Actions
Unit - Cause BombSquad[PlayerNumber] to damage (Picked unit), dealing (15.00 + (5.00 x (Real((Level of Paracide Bombs for BombSquad[PlayerNumber]))))) damage of attack type Spells and damage type Fire
Else - Actions
Unit - Cause BombSquad[PlayerNumber] to damage (Attacking unit), dealing (35.00 + (5.00 x (Real((Level of Paracide Bombs for BombSquad[PlayerNumber]))))) damage of attack type Magic and damage type Normal
Unit - Set the custom value of InfectingParasite[(Custom value of (Attacking unit))] to ((Custom value of InfectingParasite[(Custom value of (Attacking unit))]) + 1)
Special Effect - Create a special effect attached to the origin of (Attacking unit) using Abilities\Spells\Other\Doom\DoomDeath.mdl
Special Effect - Destroy (Last created special effect)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
((Attacking unit) is in InfectedUnits[PlayerNumber]) Equal to True
(Custom value of InfectingParasite[(Custom value of (Attacking unit))]) Greater than or equal to (2 + (Level of Paracide Bombs for BombSquad[PlayerNumber]))
Then - Actions
Unit - Remove InfectingParasite[(Custom value of (Attacking unit))] from the game
Unit Group - Remove (Attacking unit) from InfectedUnits[PlayerNumber]
Unit - Remove Paracide Bomb buff from (Attacking unit)
Else - Actions
Custom script: call DestroyGroup(udg_TemporaryGroup1)
Custom script: call DestroyGroup(udg_TemporaryGroup2)
Else - Actions
Code:
Paracide Bomb Death Effect
Events
Unit - A unit Dies
Conditions
Actions
For each (Integer A) from 1 to 16, do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Dying unit) is in InfectedUnits[(Integer A)]) Equal to True
Then - Actions
Set PlayerNumber = (Player number of (Owner of InfectingParasite[(Custom value of (Dying unit))]))
Set L[PlayerNumber] = (Position of (Dying unit))
Set ParasitesAtEffect[(Player number of (Owner of InfectingParasite[(Custom value of (Dying unit))]))] = (ParasitesAtEffect[(Player number of (Owner of InfectingParasite[(Custom value of (Dying unit))]))] - 1)
Unit - Unhide InfectingParasite[(Custom value of (Dying unit))]
Unit - Move InfectingParasite[(Custom value of (Dying unit))] instantly to L[(Player number of (Owner of InfectingParasite[(Custom value of (Dying unit))]))]
Set TemporaryGroup1 = (Units within 1000.00 of L[PlayerNumber] matching (((((Matching unit) is A structure) Equal to False) and (((Matching unit) is alive) Equal to True)) and (((Matching unit) belongs to an enemy of (Player(PlayerNumber))) Equal to True)))
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in TemporaryGroup1) Greater than or equal to 1
Then - Actions
Unit - Order InfectingParasite[(Custom value of (Dying unit))] to Night Elf Warden - Shadow Strike (Random unit from TemporaryGroup1)
Else - Actions
Animation - Play InfectingParasite[(Custom value of (Dying unit))]'s death animation
Unit - Kill InfectingParasite[(Custom value of (Dying unit))]
Unit Group - Remove (Dying unit) from InfectedUnits[(Integer A)]
Custom script: call RemoveLocation(udg_L[GetConvertedPlayerId(GetOwningPlayer(udg_InfectingParasite[GetUnitUserData(GetDyingUnit())]))])
Custom script: call DestroyGroup(udg_TemporaryGroup1)
Else - Actions
The problem is, each time I use the skill (especially when it's at Level 4) it becomes rather laggy. Can anyone tell me the leaks here? I know that the InfectedUnits Unit Group variable isn't destroyed. But I need it to stay since it's not like all of the insects would disappear all at once. :banghead: