Removing Leaks.

TideOfChaos

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Code:
Flame Bolt
    Events
        Time - Every 0.01 seconds of game time
    Conditions
    Actions
        Unit Group - Pick every unit in (Units in (Playable map area)) and do (Actions)
            Loop - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        Or - Any (Conditions) are true
                            Conditions
                                (Item-type of (Item carried by (Picked unit) in slot 1)) Equal to Orb of Fire
                                (Item-type of (Item carried by (Picked unit) in slot 2)) Equal to Orb of Fire
                                (Item-type of (Item carried by (Picked unit) in slot 3)) Equal to Orb of Fire
                    Then - Actions
                        Unit - Add Flame Bolt  to (Picked unit)
                    Else - Actions
                        Unit - Remove Flame Bolt  from (Picked unit)

Now, is the map running slow because of 'Remove Ability/Add Ability' leaks, or is it due to the large amount triggers being run every 0.01 seconds?

And how can I fix this?
 
You have to set (Units in (Playable map area)) into a variable I believe.
Also, does it NEED to be every 0.01?
Even running it every 0.5 seconds is a lot better.
0.01 runs 100 times every second, whereas 0.5 runs twice.
 
@WolfieNoCT (Your last post)
That complicates things, because there is no event that runs when an item changes slots. And also in the long run using 'Acquires an item' and 'Loses an item' will cause me to spend a lot of time writing thousands (And I really do mean thousands) Of variables. >.>

I think I'll just use the Triggers I have at the moment, but change and add few things so they don't run so hardcorely. (That's a word >.>)

+rep for everyone who took the time to post.
 
> (Units in (Playable map area)) doesn't leak , its a preset bj_variable.

"Playable map area" is. "Units in" is not, it creates a unit group that needs some care.

> there is no event that runs when an item changes slots.

There is.
But, why not "(<unit> has an item of type <item>) equal to true"? It doesn't care for slots.
 
I'd like to know why my posts explaining about (Units in (Playable map area)) got removed . . .
Anyways, you could posssibly use variable arrays;
And assign each item to an array.
It would save a lot of time in the end,
And be more efficient.
 
@WolfieNoCT (Your last post)
That complicates things, because there is no event that runs when an item changes slots. And also in the long run using 'Acquires an item' and 'Loses an item' will cause me to spend a lot of time writing thousands (And I really do mean thousands) Of variables. >.>

I think I'll just use the Triggers I have at the moment, but change and add few things so they don't run so hardcorely. (That's a word >.>)

+rep for everyone who took the time to post.
You could use arrays or something like that...
 
simple:

Trigger:
  • Trigger
    • Events
      • Unit - A unit acquires an item
      • Unit - A unit loses an item
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • &#039;IF&#039;-Conditions
          • Or - Conditions
            • (Item-type of (Item carried by (Triggering unit) in slot 1)) Equal to Orb of Fire
            • (Item-type of (Item carried by (Triggering unit) in slot 2)) Equal to Orb of Fire
            • (Item-type of (Item carried by (Triggering unit) in slot 3)) Equal to Orb of Fire
            • Alternative --&gt; ((Triggering unit) has an item of type Orb of Fire) Gleich True
        • &#039;THEN&#039;-Actions
          • Unit - Add Aas-Schwarm to (Triggering unit)
        • &#039;ELSE&#039;-Actions
          • Unit - Remove Aas-Schwarm from (Triggering unit)


EDIT: stupid copy paste error ..... ofc picked unit shall be triggering unit.

No need for a timer at all ...
 
care to explain why?

just saw he only wants the first 3 slots and has always the same item, but else the trigger is just fine.
 
It will work if you replace (Picked unit) with (Triggering unit) in the conditions.
 
Code:
Actions
    Set Temp_Group = (Units in (Playable map area))
    Unit Group - Pick every unit in Temp_Group and do (Actions)
        Loop - Actions
            -------- YOUR ACTIONS HERE --------
    Custom script:   call DestroyGroup (udg_Temp_Group)

You can also, in your first posted trigger, set a group-variable, use it for the Pick Every Unit action, then use a custom script to delete it afterwards - Leak free :)
 
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