- Joined
- Jun 26, 2014
- Messages
- 513
I used the JASS Cheker and it said that I have 2 leaks in my map. Idk what these lines and columns are so I don't know where exactly am I leaking, I'm pretty sure it shouldn't leak. Is it a false alarm or am I blind?
Type: location |
1. war3map.j (line: 1605, column: 5) 2. war3map.j (line: 1605, column: 38) 3. war3map.j (line: 1605, column: 56) |
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Attack Blademaster
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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 Attack Blademaster
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Actions
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Set AttackPointBlademaster = ((Position of (Triggering unit)) offset by 124.00 towards (Facing of (Triggering unit)) degrees)
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Set AttackGroupBlademaster = (Units within 87.00 of AttackPointBlademaster matching ((((Matching unit) belongs to an enemy of (Owner of (Triggering unit))) Equal to True) and (((Matching unit) is alive) Equal to True)))
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Unit - Create 1 Hit Indicator 87 for Neutral Passive at AttackPointBlademaster facing Default building facing degrees
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Unit - Add a 0.15 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
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(Number of units in AttackGroupBlademaster) Greater than 0
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Then - Actions
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Unit Group - Pick every unit in AttackGroupBlademaster and do (Actions)
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Loop - Actions
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Unit - Cause (Triggering unit) to damage (Picked unit), dealing (1.00 x (Real((Agility of (Triggering unit) (Include bonuses))))) damage of attack type Chaos and damage type Normal
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Sound - Play RandomHeavySlice[(Random integer number between 1 and 3)] at 100.00% volume, located at AttackPointBlademaster with Z offset 0.00
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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 Burning Blade ) Equal to True
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Then - Actions
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Unit Group - Pick every unit in AttackGroupBlademaster and do (Actions)
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Loop - Actions
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Unit - Cause (Triggering unit) to damage (Picked unit), dealing ((0.05 x (Real((Level of Burning Blade for (Triggering unit))))) x (Life of (Picked unit))) damage of attack type Chaos and damage type Normal
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Special Effect - Create a special effect at AttackPointBlademaster using Abilities\Spells\Items\AIfb\AIfbSpecialArt.mdl
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Special Effect - Destroy (Last created special effect)
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Else - Actions
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Else - Actions
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Custom script: call RemoveLocation (udg_AttackPointBlademaster)
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Custom script: call DestroyGroup (udg_AttackGroupBlademaster)
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Type: location |
1. war3map.j (line: 1801, column: 5) 2. war3map.j (line: 1801, column: 38) 3. war3map.j (line: 1801, column: 56) |
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Attack Demon Hunter
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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 Attack Demon Hunter
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Actions
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Set AttackPointDemonHunter = ((Position of (Triggering unit)) offset by 112.00 towards (Facing of (Triggering unit)) degrees)
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Set AttackGroupDemonHunter = (Units within 87.00 of AttackPointDemonHunter matching ((((Matching unit) belongs to an enemy of (Owner of (Triggering unit))) Equal to True) and (((Matching unit) is alive) Equal to True)))
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Unit - Create 1 Hit Indicator 87 for Neutral Passive at AttackPointDemonHunter facing Default building facing degrees
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Unit - Add a 0.15 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
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(Number of units in AttackGroupDemonHunter) Greater than 0
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Then - Actions
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Unit Group - Pick every unit in AttackGroupDemonHunter and do (Actions)
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Loop - Actions
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Unit - Cause (Triggering unit) to damage (Picked unit), dealing (1.00 x (Real((Agility of (Triggering unit) (Include bonuses))))) damage of attack type Chaos and damage type Normal
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Sound - Play RandomHeavySlice[(Random integer number between 1 and 3)] at 100.00% volume, located at AttackPointBlademaster with Z offset 0.00
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Else - Actions
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Custom script: call RemoveLocation (udg_AttackPointDemonHunter)
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Custom script: call DestroyGroup (udg_AttackGroupDemonHunter)
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