I suspect the leaks are in those ''For each (Integer A) from 1 to 10, do (Actions)'', but I don't really know how to fix it...
HELP MEEEE
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b1
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Events
- Unit - A unit Starts the effect of an ability
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Conditions
- (Ability being cast) Equal to Ninja Star
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Actions
- Set b_IntegerTimes = (b_IntegerTimes + 1)
- Set b_UnitCaster[b_IntegerTimes] = (Triggering unit)
- Set b_PointCaster[b_IntegerTimes] = (Position of b_UnitCaster[b_IntegerTimes])
- Unit - Create 1 Bracciante (Dummy Ninja Star) for Giocatore (Rosso) at b_PointCaster[b_IntegerTimes] facing Orientamento predefinito degli edifici degrees
- Set b_UnitType = (Unit-type of (Last created unit))
- Set b_UnitDummy[b_IntegerTimes] = (Last created unit)
- Set b_RealFacingAngle[b_IntegerTimes] = (Facing of b_UnitCaster[b_IntegerTimes])
- Set b_PointEnd[b_IntegerTimes] = (Target point of ability being cast)
- Set b_RealThrowDistance[b_IntegerTimes] = (Distance between b_PointCaster[b_IntegerTimes] and b_PointEnd[b_IntegerTimes])
- Trigger - Turn on b2 <gen>
- Custom script: call RemoveLocation (udg_b_PointCaster[udg_b_IntegerTimes])
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Events
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b2
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Events
- Time - Every 0.02 seconds of game time
- Conditions
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Actions
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For each (Integer b_IntegerA) from 1 to b_IntegerTimes, do (Actions)
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Loop - Actions
- Set b_PointCaster[b_IntegerA] = (Position of b_UnitCaster[b_IntegerA])
- Set b_PointDummy[b_IntegerA] = (Position of b_UnitDummy[b_IntegerA])
- Set b_RealThrowDistance[b_IntegerA] = (Distance between b_PointDummy[b_IntegerA] and b_PointEnd[b_IntegerA])
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- b_BooleanGoOrCome[b_IntegerA] Uguale a FALSE
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Then - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- b_RealThrowDistance[b_IntegerA] More or equal to 100.00
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Then - Actions
- Set b_RealOffset[b_IntegerA] = 10.00
- Set b_PointDummyGoesTo[b_IntegerA] = (b_PointDummy[b_IntegerA] offset by b_RealOffset[b_IntegerA] towards b_RealFacingAngle[b_IntegerA] degrees)
- Unit - Move b_UnitDummy[b_IntegerA] instantly to b_PointDummyGoesTo[b_IntegerA]
- Custom script: call RemoveLocation (udg_b_PointDummyGoesTo[udg_b_IntegerA])
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Else - Actions
- Set b_BooleanGoOrCome[b_IntegerA] = TRUE
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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Else - Actions
- Set b_RealApproachDistance[b_IntegerA] = (Distance between b_PointDummy[b_IntegerA] and b_PointCaster[b_IntegerA])
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- b_RealApproachDistance[b_IntegerA] Less or equal to 65.00
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Then - Actions
- Unit - Add a 0.20 second Generico expiration timer to b_UnitDummy[b_IntegerA]
- Custom script: call RemoveLocation (udg_b_PointEnd[udg_b_IntegerA])
- Else - Actions
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If - Conditions
- Set b_RealOffset[b_IntegerA] = 10.00
- Unit - Make b_UnitDummy[b_IntegerA] face b_UnitCaster[b_IntegerA] over 0.00 seconds
- Set b_RealFacingAngle[b_IntegerA] = (Facing of b_UnitDummy[b_IntegerA])
- Set b_PointDummyGoesTo[b_IntegerA] = (b_PointDummy[b_IntegerA] offset by b_RealOffset[b_IntegerA] towards b_RealFacingAngle[b_IntegerA] degrees)
- Unit - Move b_UnitDummy[b_IntegerA] instantly to b_PointDummyGoesTo[b_IntegerA]
- Custom script: call RemoveLocation (udg_b_PointDummyGoesTo[udg_b_IntegerA])
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If - Conditions
- Custom script: call RemoveLocation (udg_b_PointCaster[udg_b_IntegerA])
- Custom script: call RemoveLocation (udg_b_PointDummy[udg_b_IntegerA])
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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
- (Number of living b_UnitType units owned by Player (Red)) Equal to 0
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Then - Actions
- Trigger - Turn off (This trigger)
- Else - Actions
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If - Conditions
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For each (Integer b_IntegerA) from 1 to b_IntegerTimes, do (Actions)
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Events