Hello, I have made an RPG with a bunch of units in at map initialization. I believe it is too much for the pc to handle a Unit Group - Pick all units in playable map area.
But I have several triggers and some just crashes, while others don't.
Trigger 1: crashes
This somehow does not crash the game.)
What is the difference? What makes the 1. trigger crash the game, while the 2. trigger works fine?
But I have several triggers and some just crashes, while others don't.
Trigger 1: crashes
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Backpack drops an item
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Events
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Unit - A unit Loses an item
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Conditions
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(Unit-type of (Triggering unit)) Equal to Backpack
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Actions
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Set A_Caster = (Hero manipulating item)
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Set A_Counter = 0
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Custom script: set bj_wantDestroyGroup = true
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Unit Group - Pick every unit in (Units in (Playable map area)) and do (Actions)
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Loop - Actions
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Set A_All_Units = (Picked 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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(Owner of A_All_Units) Not equal to Player 12 (Brown)
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(Owner of A_All_Units) Not equal to Neutral Passive
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(Owner of A_All_Units) Equal to (Owner of A_Caster)
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A_All_Units Not equal to A_Caster
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(A_All_Units is A Hero) Equal to True
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Then - Actions
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Set A_Point = (Position of A_All_Units)
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Item - Move (Item being manipulated) to A_Point
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Custom script: call RemoveLocation (udg_A_Point)
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Set A_Counter = (A_Counter + 1)
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Else - Actions
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-
-
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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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A_Counter Equal to 0
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Then - Actions
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Item - Move (Item being manipulated) to (Position of A_Caster)
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Else - Actions
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-
-
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Backpack skills up
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Events
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Unit - A unit Learns a skill
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Conditions
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(Unit-type of (Learning Hero)) Equal to Backpack
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Or - Any (Conditions) are true
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Conditions
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(Learned Hero Skill) Equal to Attribute Bonus: Ability Power
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(Learned Hero Skill) Equal to Attribute Bonus: Dexterity
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(Learned Hero Skill) Equal to Attribute Bonus: Endurance
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(Learned Hero Skill) Equal to Attribute Bonus: Knowledge
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-
-
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Actions
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Set A_Caster = (Learning Hero)
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Custom script: set bj_wantDestroyGroup = true
-


Unit Group - Pick every unit in (Units in (Playable map area)) and do (Actions)
-



Loop - Actions
-




Set A_All_Units = (Picked unit)
-




If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-





If - Conditions
-






(Owner of A_All_Units) Not equal to Player 12 (Brown)
-






(Owner of A_All_Units) Not equal to Neutral Passive
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(A_All_Units is A Hero) Equal to True
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(Unit-type of A_All_Units) Not equal to Backpack
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Then - Actions
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Set A_SingleTarget = A_All_Units
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Else - Actions
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-
-
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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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(Learned Hero Skill) Equal to Attribute Bonus: Ability Power
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Then - Actions
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Unit - Set level of Attribute Bonus: Ability Power for (Learning Hero) to 1
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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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Player_Hero_AP_Skillup[(Player number of (Owner of A_SingleTarget))] Less than 99
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Then - Actions
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Set Player_Hero_AP_Skillup[(Player number of (Owner of A_SingleTarget))] = (Player_Hero_AP_Skillup[(Player number of (Owner of A_SingleTarget))] + 1)
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Hero - Create Skill Up: Ability Power and give it to A_SingleTarget
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Else - Actions
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Game - Display to (Player group((Owner of A_SingleTarget))) the text: |cffff0000Maximum v...
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Hero - Modify unspent skill points of A_Caster: Add 1 points
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-
-
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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
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(Learned Hero Skill) Equal to Attribute Bonus: Dexterity
-
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Then - Actions
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Unit - Set level of Attribute Bonus: Dexterity for (Learning Hero) to 1
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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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(Agility of A_SingleTarget (Exclude bonuses)) Less than 99
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Then - Actions
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Hero - Create Tome of Agility and give it to A_SingleTarget
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Else - Actions
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Game - Display to (Player group((Owner of A_SingleTarget))) the text: |cffff0000Maximum v...
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Hero - Modify unspent skill points of A_Caster: Add 1 points
-
-
-
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Else - Actions
-
-


If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-



If - Conditions
-




(Learned Hero Skill) Equal to Attribute Bonus: Endurance
-
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Then - Actions
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Unit - Set level of Attribute Bonus: Endurance for (Learning Hero) to 1
-




If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-





If - Conditions
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(Strength of A_SingleTarget (Exclude bonuses)) Less than 99
-
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Then - Actions
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Hero - Create Skill Up: Endurance and give it to A_SingleTarget
-
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Else - Actions
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Game - Display to (Player group((Owner of A_SingleTarget))) the text: |cffff0000Maximum v...
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Hero - Modify unspent skill points of A_Caster: Add 1 points
-
-
-
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Else - Actions
-
-


If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-



If - Conditions
-




(Learned Hero Skill) Equal to Attribute Bonus: Knowledge
-
-



Then - Actions
-




Unit - Set level of Attribute Bonus: Knowledge for (Learning Hero) to 1
-




If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-





If - Conditions
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(Intelligence of A_SingleTarget (Exclude bonuses)) Less than 99
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Then - Actions
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Hero - Create Skill Up: Knowledge and give it to A_SingleTarget
-
-





Else - Actions
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Game - Display to (Player group((Owner of A_SingleTarget))) the text: |cffff0000Maximum v...
-






Hero - Modify unspent skill points of A_Caster: Add 1 points
-
-
-
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Else - Actions
-
-
-
This somehow does not crash the game.)
What is the difference? What makes the 1. trigger crash the game, while the 2. trigger works fine?
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