- Joined
- Aug 21, 2008
- Messages
- 533
I think this trigger leaks cause when i use it too often the game beganns to lag.
-
Untitled Trigger 002
-
Events
- Unit - A unit Finishes casting an ability
-
Conditions
- (Ability being cast) Equal to Manastrike
-
Actions
- Unit - Pause (Casting unit)
- Set manaamount = ((Mana of (Casting unit)) / 2.00)
- Unit - Set mana of (Triggering unit) to manaamount
- Set tempoint[2] = (Position of (Casting unit))
- Set tempoint[1] = (tempoint[2] offset by 800.00 towards (Facing of (Triggering unit)) degrees)
- Set real_array[1] = ((Distance between tempoint[1] and tempoint[2]) / 25.00)
- Unit - Turn collision for (Casting unit) Off
- Animation - Play (Casting unit)'s attack animation
- Unit - Make (Casting unit) face tempoint[1] over 0.00 seconds
-
For each (Integer A) from 1 to 25, do (Actions)
-
Loop - Actions
- Set tempoint[((Integer A) + 2)] = (tempoint[((Integer A) + 1)] offset by real_array[1] towards (Facing of (Casting unit)) degrees)
- Unit - Move (Casting unit) instantly to tempoint[((Integer A) + 2)], facing tempoint[1]
- Special Effect - Create a special effect at tempoint[((Integer A) + 1)] using Abilities\Spells\NightElf\Blink\BlinkCaster.mdl
- Set special_effect[(Integer A)] = (Last created special effect)
-
Unit Group - Pick every unit in (Units within 250.00 of tempoint[((Integer A) + 1)] matching (((Matching unit) belongs to an ally of (Owner of (Casting unit))) Equal to False)) and do (Actions)
-
Loop - Actions
- Unit Group - Add (Picked unit) to unitgroup
-
Loop - Actions
-
Loop - Actions
- Unit - Unpause (Casting unit)
- Unit - Turn collision for (Casting unit) On
- Unit Group - Remove (Casting unit) from unitgroup
-
Unit Group - Pick every unit in unitgroup and do (Actions)
-
Loop - Actions
- Unit - Cause (Casting unit) to damage (Picked unit), dealing (manaamount x ((Real((Level of (Ability being cast) for (Casting unit)))) / 4.00)) damage of attack type Spells and damage type Normal
-
Loop - Actions
-
For each (Integer y) from 1 to 27, do (Actions)
-
Loop - Actions
- Special Effect - Destroy special_effect[y]
- Custom script: call RemoveLocation( udg_tempoint[udg_y] )
-
Loop - Actions
-
Events