- Joined
- Jul 22, 2015
- Messages
- 223
Because i want merge one MUI trigger in one trigger loop with other, i decide to merge it to one variable but the problem (maybe) i'm afraid to it cause leak if i nullified since i don't use it on other trigger , I'm curious if that cause leak or not if i'm nulling one of unit group?
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Custom script: set udg_AquaKonoGroupDummy[udg_AquaKono[0]] = null
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Exocirm
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Events
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Unit - A unit Starts the effect of an ability
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Conditions
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(Ability being cast) Equal to Exorcism
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Actions
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Set HeroAbilityLevel = (Level of (Ability being cast) for (Triggering unit))
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Set HeroAttribute = (Intelligence of (Triggering unit) (Include bonuses))
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Set HeroLevel = (Hero level of (Triggering unit))
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Set HeroBaseDamage = (Base Damage of (Triggering unit) for weapon index 1)
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Set HeroTrait = Magical[(Custom value of (Triggering unit))]
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Set SongOfPearlBonus = (SongOfPearlDamageMultiplier[SongOfPearlLevel[(Custom value of (Triggering unit))]] x (Max life of (Triggering unit)))
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Set HeroAllinOne = (((HeroBaseDamage + HeroAttribute) + HeroLevel) + HeroTrait)
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Set Point[0] = (Position of (Triggering unit))
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Set AquaKono[0] = (AquaKono[0] + 1)
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Custom script: set udg_AquaKonoGroupDummy[udg_AquaKono[0]] = CreateGroup()
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For each (Integer A) from 1 to 5, do (Actions)
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Loop - Actions
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Set Point[1] = (Point[0] offset by 400.00 towards (72.00 x (Real((Integer A)))) degrees)
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Set AquaKonoAngle[AquaKono[0]] = (Angle from Point[1] to Point[0])
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Unit - Create 1 Aqua Ion Beam for (Owner of (Triggering unit)) at Point[1] facing AquaKonoAngle[AquaKono[0]] degrees
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Set AquaKonoDummy[AquaKono[0]] = (Last created unit)
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Unit Group - Add AquaKonoDummy[AquaKono[0]] to AquaKonoGroupDummy[AquaKono[0]]
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Custom script: call RemoveLocation(udg_Point[1])
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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((Triggering unit) has buff SongOfPearlBuff) Equal to True
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Then - Actions
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Set AquaKonoDamage[AquaKono[0]] = (AquaExorcismB[HeroAbilityLevel] + (SongOfPearlBonus + ((Real(HeroAllinOne)) x AquaExorcismM[HeroAbilityLevel])))
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Else - Actions
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Set AquaKonoDamage[AquaKono[0]] = (AquaExorcismB[HeroAbilityLevel] + (0.00 + ((Real(HeroAllinOne)) x AquaExorcismM[HeroAbilityLevel])))
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Set AquaKonoCaster[AquaKono[0]] = (Triggering unit)
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Set AquaKonoDelay[AquaKono[0]] = 0.00
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Set AquaKonoRun[AquaKono[0]] = 0.00
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Set AquaKonoSpeed[AquaKono[0]] = 15.00
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Set AquaKonoX[AquaKono[0]] = 0.00
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Set AquaKonoY[AquaKono[0]] = 0.00
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Set AquaKonoStage[AquaKono[0]] = 1
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Set AquaKonoX[AquaKono[0]] = 0.00
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Set AquaKonoY[AquaKono[0]] = 0.00
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Set AquaBoolean[AquaKono[0]] = False
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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AquaKono[0] Equal to 1
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Then - Actions
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Trigger - Turn on ExocirmLoop <gen>
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Else - Actions
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Custom script: call RemoveLocation(udg_Point[0])
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WaterSplash
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Events
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Unit - A unit Starts the effect of an ability
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Conditions
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(Ability being cast) Equal to Sacred Water Splash
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Actions
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Set HeroAbilityLevel = (Level of (Ability being cast) for (Triggering unit))
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Set HeroAttribute = (Intelligence of (Triggering unit) (Include bonuses))
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Set HeroLevel = (Hero level of (Triggering unit))
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Set HeroBaseDamage = (Base Damage of (Triggering unit) for weapon index 1)
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Set HeroTrait = Magical[(Custom value of (Triggering unit))]
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Set SongOfPearlBonus = (SongOfPearlDamageMultiplier[SongOfPearlLevel[(Custom value of (Triggering unit))]] x (Max life of (Triggering unit)))
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Set HeroAllinOne = (((HeroBaseDamage + HeroAttribute) + HeroLevel) + HeroTrait)
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Set Point[0] = (Target point of ability being cast)
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Set AquaKono[0] = (AquaKono[0] + 1)
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Set AquaKonoX[AquaKono[0]] = (X of Point[0])
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Set AquaKonoY[AquaKono[0]] = (Y of Point[0])
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Set AquaKonoCaster[AquaKono[0]] = (Triggering unit)
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Set AquaKonoDummy[AquaKono[0]] = No unit
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Set AquaKonoDelay[AquaKono[0]] = 1.98
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Set AquaKonoRun[AquaKono[0]] = 0.00
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Set AquaKonoSpeed[AquaKono[0]] = 15.00
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Set AquaKonoStage[AquaKono[0]] = 2
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Custom script: set udg_AquaKonoGroupDummy[udg_AquaKono[0]] = null
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Set AquaBoolean[AquaKono[0]] = False
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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((Triggering unit) has buff SongOfPearlBuff) Equal to True
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Then - Actions
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Set AquaKonoDamage[AquaKono[0]] = (AquaWaterSplash[HeroAbilityLevel] + (SongOfPearlBonus + ((Real(HeroAllinOne)) x AquaWaterSplash2[HeroAbilityLevel])))
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Else - Actions
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Set AquaKonoDamage[AquaKono[0]] = (AquaWaterSplash[HeroAbilityLevel] + (0.00 + ((Real(HeroAllinOne)) x AquaWaterSplash2[HeroAbilityLevel])))
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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AquaKono[0] Equal to 1
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Then - Actions
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Trigger - Turn on ExocirmLoop <gen>
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Else - Actions
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Custom script: call RemoveLocation(udg_Point[0])
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