Hi,
I experience my variables set for a unit dies event will overwrite itself.
Take this example:
How do you make an efficient system for this? Do I really need to make local variables for every Unit Dies event or what is the smartest way (and not too complex for my brain xD) to avoid this?
I couldn't find other posts about this because I don't know how to search properly for this issue in search terms (if it exists).
I experience my variables set for a unit dies event will overwrite itself.
Take this example:
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TFT SamiTroll Corpse Mine
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Events
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Unit - A unit Dies
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Conditions
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(Level of Corpse Mine (SamiTroll) for (Killing unit)) Greater than or equal to 1
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Actions
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Set VariableSet OnDeath_UnitDying = (Triggering unit)
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Set VariableSet OnDeath_UnitKilling = (Killing unit)
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Set VariableSet StatUnit = OnDeath_UnitKilling
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Trigger - Run Calculate Unit Stat Retriever <gen> (checking conditions)
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Set VariableSet OnDeath_Real = (2.00 x StatAD)
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Set VariableSet OnDeath_Point = (Position of OnDeath_UnitDying)
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Special Effect - Create a special effect at OnDeath_Point using Objects\Spawnmodels\Human\FragmentationShards\FragBoomSpawn.mdl
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Special Effect - Destroy (Last created special effect)
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Set VariableSet OnDeath_UnitGroup = (Units within 125.00 of OnDeath_Point.)
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Unit Group - Pick every unit in OnDeath_UnitGroup and do (Actions)
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Loop - Actions
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Set VariableSet OnDeath_UnitPicked = (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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(OnDeath_UnitPicked is alive) Equal to True
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(OnDeath_UnitPicked is invulnerable) Not equal to True
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(OnDeath_UnitPicked is Magic Immune) Not equal to True
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(OnDeath_UnitPicked belongs to an enemy of (Owner of OnDeath_UnitDying).) Equal to True
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Then - Actions
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Unit - Cause OnDeath_UnitDying to damage OnDeath_UnitPicked, dealing OnDeath_Real damage of attack type Spells and damage type Normal
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Else - Actions
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Custom script: call RemoveLocation(udg_OnDeath_Point)
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Custom script: call DestroyGroup(udg_OnDeath_UnitGroup)
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How do you make an efficient system for this? Do I really need to make local variables for every Unit Dies event or what is the smartest way (and not too complex for my brain xD) to avoid this?
I couldn't find other posts about this because I don't know how to search properly for this issue in search terms (if it exists).


