I am currently unaware of how to make a hashtable succesfully work besides the way wyrmlord demonstrated in his tutorial
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I am not sure where the problem lies, but I've tried several things, and can't seem to locate the problem.
I am trying to fix some leaks, but there are several of them, and I need to clean all of them, I thought a hashtable would be the solution to my problem.
Here's some of my work so far. I want it to store the id from each lightning effect - but I can't seem to manage, could anyone tell me how this works.
wyrmlord does not describe why he uses that specific key. As in load 0 key (Targeted Point of Ability Being Cast). Please explain, as I am baffled and I need of assistance
I am not sure where the problem lies, but I've tried several things, and can't seem to locate the problem.
I am trying to fix some leaks, but there are several of them, and I need to clean all of them, I thought a hashtable would be the solution to my problem.
Here's some of my work so far. I want it to store the id from each lightning effect - but I can't seem to manage, could anyone tell me how this works.
wyrmlord does not describe why he uses that specific key. As in load 0 key (Targeted Point of Ability Being Cast). Please explain, as I am baffled and I need of assistance
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Craving Attention
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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 Craving Attention
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Actions
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Trigger - Turn on Ca Loop <gen>
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Hashtable - Create a hashtable
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Set CA_Hashtable = (Last created hashtable)
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Set CA_CasterPosition = (Position of (Casting unit))
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Set CA_Caster = (Casting unit)
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Set CA_Duration = 1.00
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Set CA_Heal = -50.00
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Set Ca_Damage = 50.00
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Set Ca_UnitGroup = (Units within 500.00 of CA_CasterPosition)
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Set Ca_TempUnit = (Random unit from Ca_UnitGroup)
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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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CA_Duration Greater than 0.00
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Then - Actions
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Unit Group - Pick every unit in Ca_UnitGroup 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
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((Picked unit) belongs to an ally of (Owner of CA_Caster)) Equal to True
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Then - Actions
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Lightning - Create a Healing Wave - Primary lightning effect from source (Position of CA_Caster) to target (Position of (Picked unit))
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Set CA_Handle = (Load 0 of (Key (Picked unit)) in CA_Hashtable)
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Unit - Cause CA_Caster to damage (Picked unit), dealing CA_Heal damage of attack type Spells and damage type Normal
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Else - Actions
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Lightning - Create a Chain Lightning - Primary lightning effect from source (Position of CA_Caster) to target (Position of Ca_TempUnit)
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Unit - Cause CA_Caster to damage Ca_TempUnit, dealing Ca_Damage damage of attack type Spells and damage type Normal
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Else - Actions
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Lightning - Destroy (Load 0 of (Key (Picked unit)) in CA_Hashtable)
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Trigger - Turn off Ca Loop <gen>
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Custom script: set udg_Ca_TempUnit = null
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