- Joined
- Jun 10, 2013
- Messages
- 473
Hey > can any one tell me if these leak and if so how to fix them please
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Init Spell
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Events
- Unit - A unit Begins casting an ability
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Conditions
- (Ability being cast) Equal to Spirits of the Forest (MB) (SA)
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Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- A_ActiveSpells Equal to 0
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Then - Actions
- Trigger - Turn on Rotation MUI <gen>
- Trigger - Turn on ResetTriggers <gen>
- Else - Actions
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If - Conditions
- Set A_ActiveSpells = (A_ActiveSpells + 1)
- Set A_MUIInteger = (A_MUIInteger + 1)
- Set A_Hero[A_MUIInteger] = (Triggering unit)
- Set A_Level[A_MUIInteger] = (Level of Spirits of the Forest (MB) (SA) for (Triggering unit))
- Set A_TempPoint[1] = (Position of (Triggering unit))
- Unit Group - Add (Triggering unit) to A_HeroesGroup
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For each (Integer A_GeneralInteger[1]) from 1 to 5, do (Actions)
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Loop - Actions
- Set A_TempPoint[2] = (A_TempPoint[1] offset by 200.00 towards (72.00 x (Real(A_GeneralInteger[1]))) degrees)
- Unit - Create 1 Birds (MB) for (Owner of (Triggering unit)) at A_TempPoint[2] facing ((72.00 x (Real(A_GeneralInteger[1]))) + 90.00) degrees
- Unit Group - Add (Last created unit) to A_AllBirdsGroup
- Set A_Birds[((A_MUIInteger x 5) - A_GeneralInteger[1])] = (Last created unit)
- Special Effect - Create a special effect at A_TempPoint[2] using Objects\Spawnmodels\NightElf\EntBirthTarget\EntBirthTarget.mdl
- Special Effect - Destroy (Last created special effect)
- Unit - Set level of NegateExpirationTimer (MB) for (Last created unit) to (Level of Spirits of the Forest (MB) (SA) for (Triggering unit))
- Custom script: call RemoveLocation (udg_A_TempPoint[2])
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Loop - Actions
- Custom script: call RemoveLocation (udg_A_TempPoint[1])
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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Events
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Rotation MUI
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Events
- Time - Every 0.02 seconds of game time
- Conditions
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Actions
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Unit Group - Pick every unit in A_HeroesGroup and do (Actions)
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Loop - Actions
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For each (Integer A_GeneralInteger[1]) from 1 to A_MUIInteger, do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- A_Hero[A_GeneralInteger[1]] Equal to (Picked unit)
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Then - Actions
- Set A_GeneralInteger[3] = 0
- Set A_TempPoint[1] = (Position of A_Hero[A_GeneralInteger[1]])
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For each (Integer A_GeneralInteger[2]) from 1 to 5, do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (A_Birds[((A_GeneralInteger[1] x 5) - A_GeneralInteger[2])] is in A_AllBirdsGroup) Equal to True
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Then - Actions
- Set A_TempPoint[2] = (A_TempPoint[1] offset by 200.00 towards ((72.00 x (Real(A_GeneralInteger[2]))) - A_RadReal) degrees)
- Unit - Move A_Birds[((A_GeneralInteger[1] x 5) - A_GeneralInteger[2])] instantly to A_TempPoint[2], facing ((Angle from A_TempPoint[1] to A_TempPoint[2]) - 90.00) degrees
- Set A_TargetGroups[1] = (Units within 400.00 of A_TempPoint[2] matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is Magic Immune) Equal to False) and ((((Matching unit) is alive) Equal to True) and ((((Matching unit) belongs to an enemy of (Owner of
- Set A_FinalTarget = (Random unit from A_TargetGroups[1])
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- A_FinalTarget Not equal to No unit
- (A_Hero[A_GeneralInteger[1]] has buff Spirits of the Forest (MB)) Equal to True
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Then - Actions
- Unit Group - Add A_FinalTarget to A_AttackedUnits
- Unit Group - Remove A_Birds[((A_GeneralInteger[1] x 5) - A_GeneralInteger[2])] from A_AllBirdsGroup
- Unit Group - Add A_Birds[((A_GeneralInteger[1] x 5) - A_GeneralInteger[2])] to A_TravelingBirds
- Unit - Order A_Birds[((A_GeneralInteger[1] x 5) - A_GeneralInteger[2])] to Neutral - Kaboom! A_FinalTarget
- Unit - Set level of NegateExpirationTimer (MB) for A_Birds[((A_GeneralInteger[1] x 5) - A_GeneralInteger[2])] to 4
- Unit - Set level of BirdsAttack (MB) for A_Birds[((A_GeneralInteger[1] x 5) - A_GeneralInteger[2])] to (Level of Spirits of the Forest (MB) (SA) for A_Hero[A_GeneralInteger[1]])
- Else - Actions
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If - Conditions
- Custom script: call DestroyGroup (udg_A_TargetGroups[1])
- Custom script: call RemoveLocation (udg_A_TempPoint[2])
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Else - Actions
- Set A_GeneralInteger[3] = (A_GeneralInteger[3] + 1)
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- A_GeneralInteger[3] Greater than or equal to 5
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Then - Actions
- Unit - Remove Spirits of the Forest (MB) buff from A_Hero[A_GeneralInteger[1]]
- Set A_Hero[A_GeneralInteger[1]] = No unit
- Unit Group - Remove A_Hero[A_GeneralInteger[1]] from A_HeroesGroup
- Else - Actions
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If - Conditions
- Custom script: call RemoveLocation (udg_A_TempPoint[1])
- Else - Actions
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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Loop - Actions
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For each (Integer A_GeneralInteger[1]) from 1 to A_MUIInteger, do (Actions)
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Loop - Actions
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Unit Group - Pick every unit in A_TravelingBirds and do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Current order of (Picked unit)) Not equal to (Order(selfdestruct))
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Then - Actions
- Set A_TempPoint[1] = (Position of (Picked unit))
- Unit - Order (Picked unit) to Neutral - Kaboom! A_TempPoint[1]
- Special Effect - Create a special effect at A_TempPoint[1] using Objects\Spawnmodels\NightElf\NEDeathSmall\NEDeathSmall.mdl
- Special Effect - Destroy (Last created special effect)
- Custom script: call RemoveLocation (udg_A_TempPoint[1])
- Else - Actions
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- A_RadReal Greater than or equal to 358.00
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Then - Actions
- Set A_RadReal = 0.00
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Else - Actions
- Set A_RadReal = (A_RadReal + 2.00)
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If - Conditions
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Unit Group - Pick every unit in A_HeroesGroup and do (Actions)
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Events
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Birds Spell Effects
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Events
- Unit - A unit Begins casting an ability
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Conditions
- (Ability being cast) Equal to BirdsAttack (MB)
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Actions
- Unit Group - Remove (Target unit of ability being cast) from A_AttackedUnits
- Set A_TempPoint[1] = (Position of (Triggering unit))
- Set A_TargetGroups[1] = (Units within 200.00 of A_TempPoint[1] matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is Magic Immune) Equal to False) and ((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an enemy of (Owner of (
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Unit Group - Pick every unit in A_TargetGroups[1] and do (Actions)
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Loop - Actions
- Set A_TempPoint[2] = (Position of (Picked unit))
- Special Effect - Create a special effect attached to the chest of (Picked unit) using Abilities\Weapons\GreenDragonMissile\GreenDragonMissile.mdl
- Special Effect - Destroy (Last created special effect)
- Unit - Cause (Triggering unit) to damage (Picked unit), dealing (15.00 x (Real((Level of BirdsAttack (MB) for (Triggering unit))))) damage of attack type Spells and damage type Normal
- Set A_GeneralInteger[1] = (Random integer number between 1 and 3)
- Unit - Create 1 SpellDummy (MB) for (Owner of (Triggering unit)) at A_TempPoint[2] facing Default building facing degrees
- Unit - Add a (Random real number between 0.80 and 1.20) second Generic expiration timer to (Last created unit)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- A_GeneralInteger[1] Equal to 1
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Then - Actions
- Unit - Set level of Enchantment (MB) for (Last created unit) to (Level of BirdsAttack (MB) for (Triggering unit))
- Unit - Order (Last created unit) to Undead Banshee - Curse (Picked unit)
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- A_GeneralInteger[1] Equal to 2
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Then - Actions
- Unit - Set level of Root (MB) for (Last created unit) to (Level of BirdsAttack (MB) for (Triggering unit))
- Unit - Order (Last created unit) to Undead Necromancer - Cripple (Picked unit)
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Else - Actions
- Unit - Set level of Poison (MB) for (Last created unit) to (Level of BirdsAttack (MB) for (Triggering unit))
- Unit - Order (Last created unit) to Neutral Alchemist - Acid Bomb (Picked unit)
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- Custom script: call RemoveLocation (udg_A_TempPoint[2])
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Loop - Actions
- Custom script: call DestroyGroup (udg_A_TargetGroups[1])
- Custom script: call RemoveLocation (udg_A_TempPoint[1])
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Events
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ResetTriggers
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Events
- Unit - A unit Dies
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Conditions
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Or - Any (Conditions) are true
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Conditions
- ((Triggering unit) is in (Units of type Birds (MB))) Equal to True
- ((Triggering unit) is in (Units of type SpellDummy (MB))) Equal to True
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Conditions
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Or - Any (Conditions) are true
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Actions
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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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And - All (Conditions) are true
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Conditions
- ((Triggering unit) is in (Units of type Birds (MB))) Equal to True
- (Number of units in (Units of type Birds (MB))) Equal to 0
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Conditions
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And - All (Conditions) are true
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Then - Actions
- Set A_MUIInteger = 0
- Set A_ActiveSpells = 0
- Trigger - Turn off (This trigger)
- Trigger - Turn off Rotation MUI <gen>
- Else - Actions
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If - Conditions
- Unit - Remove (Triggering unit) from the game
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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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And - All (Conditions) are true
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Conditions
- ((Triggering unit) is in (Units of type Birds (MB))) Equal to True
- ((Triggering unit) is in A_AllBirdsGroup) Equal to True
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Conditions
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And - All (Conditions) are true
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Then - Actions
- Set A_TempPoint[1] = (Position of (Triggering unit))
- Special Effect - Create a special effect at A_TempPoint[1] using Objects\Spawnmodels\NightElf\EntBirthTarget\EntBirthTarget.mdl
- Special Effect - Destroy (Last created special effect)
- Custom script: call RemoveLocation (udg_A_TempPoint[1])
- Else - Actions
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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Events