- Joined
- Jun 19, 2017
- Messages
- 8
Hi everyone, I've been learning years with this forum and I'm so thankfull for this community, I also have learned most of things by myself. Never posted here before, but this time I'm facing something that are getting up on my nerves. I can't simply figure out what's happening. I created a Naruto character and made his spells similar to his technique he had in his fight against pain. Problem is, after some time game crashed. I skinned this guy off to see if I could find any leak, I fixed them all, and I made all programming the simplest I could. But fatal error still happened. Then I tried to test only 1 skill at time in different matches to see which one was causing the crash. I found out it happened only with "Sennin Mode" which you can see below. What I can't understand is that this spell doesn't have any points on map, any unit groups, anything that leaks. It only works with boolean and integers. That's all. The crash happens when at some time in the game I use the spell. I click on it, and it crashes. I couldn't understand why so I'm asking you beloved community to help me out in this.
PS 1: Don't tell me about not using "waits" if you're not willing to teach in a easy way, I tried to learn that hashtable thing and I couldn't understand how to use that and the logic behind it. No one made a nice-easy topic to learn or any good explanation, just some random tips that I could find here. I've been using waits since 5 years to now and never had any problem with it.
PS 2: I tried to disable all the triggers to see if the problem was in the use of the base spell (Starfall), and it's not. No crash at all.
PS 3: Pls don't tell me to do something in JASS or to learn it. I almost don't have time even to make some custom heroes to have some fun imagine learning a completly new language. I'm good, I pass it on!
So let me explain how Sennin Mode works:
It's a Starfall based spell with a lazy .tga icon. Naruto must be out of combat in order to cast this spell, when he's attacked or he attacks the ability is removed, and comes back after the combat mode is off (it's that countdown timer expiring stuff). He keeps chanelling the spell until he reaches 100 Senjutsu points, then he is ordered to stop and is added the ability of Sennin Mode (Endurance Aura based ability). Also he earns 20 points in dodge rating and 10 in critical (it's a different mechanic I use in my custom heroes to ressemble like world of warcraft). When he's not chanelling the Sennin Mode (which is determined by a boolean) he looses 1 Senjutsu point every 1 second. When he reaches 0 the Sennin Mode (Endurance Aura) is removed and he looses the benefit of critical and doge rating. The "NarutoSenninModeBooleanChargin" is about channeling the ability or not, and the "NarutoSenninModeOnOffBoolean" means if he is in Sennin Mode or not. That's all this spell does. Would you guys please help me find why the hell this is crashing? These are the two triggers involved in this system, and an in-game print.
PS: I had before another completly different triggers, I was using like 6 triggers with "triggers on and off" functions and "periodic time" events. Also I wasn't using boolean I was using buffs and passive abilities to use as a "check (if)" system. I thought that was too jerry-rigged, then I erase all that and I made this one (below). But in these two ways, the crash was exactly the same. So I wonder that it must be something with the "NarutoSenjutsu" integer, it's the only thing I can think of. But anyway, I don't know why and how.
PS 1: Don't tell me about not using "waits" if you're not willing to teach in a easy way, I tried to learn that hashtable thing and I couldn't understand how to use that and the logic behind it. No one made a nice-easy topic to learn or any good explanation, just some random tips that I could find here. I've been using waits since 5 years to now and never had any problem with it.
PS 2: I tried to disable all the triggers to see if the problem was in the use of the base spell (Starfall), and it's not. No crash at all.
PS 3: Pls don't tell me to do something in JASS or to learn it. I almost don't have time even to make some custom heroes to have some fun imagine learning a completly new language. I'm good, I pass it on!
So let me explain how Sennin Mode works:
It's a Starfall based spell with a lazy .tga icon. Naruto must be out of combat in order to cast this spell, when he's attacked or he attacks the ability is removed, and comes back after the combat mode is off (it's that countdown timer expiring stuff). He keeps chanelling the spell until he reaches 100 Senjutsu points, then he is ordered to stop and is added the ability of Sennin Mode (Endurance Aura based ability). Also he earns 20 points in dodge rating and 10 in critical (it's a different mechanic I use in my custom heroes to ressemble like world of warcraft). When he's not chanelling the Sennin Mode (which is determined by a boolean) he looses 1 Senjutsu point every 1 second. When he reaches 0 the Sennin Mode (Endurance Aura) is removed and he looses the benefit of critical and doge rating. The "NarutoSenninModeBooleanChargin" is about channeling the ability or not, and the "NarutoSenninModeOnOffBoolean" means if he is in Sennin Mode or not. That's all this spell does. Would you guys please help me find why the hell this is crashing? These are the two triggers involved in this system, and an in-game print.
PS: I had before another completly different triggers, I was using like 6 triggers with "triggers on and off" functions and "periodic time" events. Also I wasn't using boolean I was using buffs and passive abilities to use as a "check (if)" system. I thought that was too jerry-rigged, then I erase all that and I made this one (below). But in these two ways, the crash was exactly the same. So I wonder that it must be something with the "NarutoSenjutsu" integer, it's the only thing I can think of. But anyway, I don't know why and how.
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Sennin Mode
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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 Sennin Mode
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Actions
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Set NarutoSenninModeBooleanChargin = True
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For each (Integer NarutoSenninModeLoopCharging) from 1 to 12, do (Actions)
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Loop - Actions
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If (NarutoSenjutsu Greater than or equal to 100) then do (Unit - Order Naruto to Stop) else do (Do nothing)
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If ((NarutoSenjutsu Greater than or equal to 100) or (NarutoSenninModeBooleanChargin Equal to False)) then do (Skip remaining actions) else do (Do nothing)
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Set NarutoSenjutsu = (NarutoSenjutsu + 10)
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Wait 1.00 seconds
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Sennin Mode
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Events
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Unit - A unit Stops casting an ability
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Conditions
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(Ability being cast) Equal to Sennin Mode
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Actions
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Set NarutoSenninModeBooleanChargin = 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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NarutoSenjutsu Greater than 0
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Then - Actions
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Unit - Add Sennin Mode to Naruto
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If (NarutoSenninModeOnOffBoolean Equal to False) then do (Set NarutoStatCriticalStrike = (NarutoStatCriticalStrike + 10)) else do (Do nothing)
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If (NarutoSenninModeOnOffBoolean Equal to False) then do (Set NarutoStatDodge = (NarutoStatDodge + 20)) else do (Do nothing)
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Set NarutoSenninModeOnOffBoolean = True
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For each (Integer NarutoSenninModeLoopLoosing) from 1 to 120, do (Actions)
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Loop - Actions
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If (NarutoSenninModeBooleanChargin Equal to True) then do (Skip remaining actions) else do (Do nothing)
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Set NarutoSenjutsu = (NarutoSenjutsu - 1)
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Wait 1.00 seconds
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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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NarutoSenjutsu Equal to 0
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Then - Actions
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Unit - Remove Sennin Mode from Naruto
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Set NarutoSenninModeOnOffBoolean = False
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Set NarutoStatCriticalStrike = (NarutoStatCriticalStrike - 10)
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Set NarutoStatDodge = (NarutoStatDodge - 20)
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Skip remaining actions
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Else - Actions
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Else - Actions
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