emootootoo
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Edit: These are meant to set a real array for the player and add or subtract spell damage when a unit acquires/loses an item. Read below for my question.
Just wondering, do you think this trigger will screw up if I have a lot of Items set in 'Spell Damage Item List'? Say there are 50 items set in it (50 If/then/else), and the bottom item of the list is the same item that the unit acquires.
Since the 'Spell Damage Item List' trigger is executed then straight after that it calculates the spell damage:
Will the 49 'if's before the actual 'if' that will be used, cause it to set TempInteger after the damage calculation in the main trigger is done?
Just wondering because it actually works right now with one 'if'.
Also if you have a better way to do this please share, because I tried it with A Unit Acquires an Item and A Unit Loses an Item events in the same trigger (as in having the two main triggers in one). However there is no way that I could find to see if the item was dropped or aquired.
I tested it with the following conditions (one at a time to clear things up):
The playable map area one always returned False if I acquired or dropped the item.
The owned one always returned True if I acquired or dropped the item.
The Unit has item one always returned True if I acquired or dropped the item.
So from this I gathered that upon the 'Unit loses an Item' event, the unit still actually has the item!
So this is why I made the trigger at the start of the post, to get around that, but still only have to set the item damage once. I also want to avoid having to set arrays.
So yeah, I'd just like to know if my trigger will stop working after a certain amount of Ifs are added to the 'Spell Damage Item List' trigger, and if it will, what is a more effective way to do it. Thanks.
JASS:
function Trig_Spell_Dmg_Acquire_Actions takes nothing returns nothing
local integer playernum=GetPlayerId(GetOwningPlayer(GetTriggerUnit()))+1
set udg_TempItem=GetManipulatedItem()
call TriggerExecute(gg_trg_Spell_Damage_Item_List)
set udg_Hero_SpellDamage[playernum] = udg_Hero_SpellDamage[playernum] + udg_TempInteger
endfunction
//===========================================================================
function InitTrig_Spell_Dmg_Acquire takes nothing returns nothing
set gg_trg_Spell_Dmg_Acquire = CreateTrigger( )
call TriggerRegisterAnyUnitEventBJ( gg_trg_Spell_Dmg_Acquire, EVENT_PLAYER_UNIT_PICKUP_ITEM )
call TriggerAddAction( gg_trg_Spell_Dmg_Acquire, function Trig_Spell_Dmg_Acquire_Actions )
endfunction
JASS:
function Trig_Spell_Dmg_Lose_Actions takes nothing returns nothing
local integer playernum=GetPlayerId(GetOwningPlayer(GetTriggerUnit()))+1
set udg_TempItem=GetManipulatedItem()
call TriggerExecute(gg_trg_Spell_Damage_Item_List)
set udg_Hero_SpellDamage[playernum] = udg_Hero_SpellDamage[playernum] - udg_TempInteger
endfunction
//===========================================================================
function InitTrig_Spell_Dmg_Lose takes nothing returns nothing
set gg_trg_Spell_Dmg_Lose = CreateTrigger( )
call TriggerRegisterAnyUnitEventBJ( gg_trg_Spell_Dmg_Lose, EVENT_PLAYER_UNIT_DROP_ITEM )
call TriggerAddAction( gg_trg_Spell_Dmg_Lose, function Trig_Spell_Dmg_Lose_Actions )
endfunction
Code:
Spell Damage Item List
Events
Conditions
Actions
-------- ========== Set The Items Spell Damage Below Here --------
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of TempItem) Equal to Wooden Staff
Then - Actions
Custom script: set udg_TempInteger = 10
Else - Actions
-------- ============================================ --------
Just wondering, do you think this trigger will screw up if I have a lot of Items set in 'Spell Damage Item List'? Say there are 50 items set in it (50 If/then/else), and the bottom item of the list is the same item that the unit acquires.
Since the 'Spell Damage Item List' trigger is executed then straight after that it calculates the spell damage:
Code:
set udg_Hero_SpellDamage[playernum] = udg_Hero_SpellDamage[playernum] + udg_TempInteger
Just wondering because it actually works right now with one 'if'.
Also if you have a better way to do this please share, because I tried it with A Unit Acquires an Item and A Unit Loses an Item events in the same trigger (as in having the two main triggers in one). However there is no way that I could find to see if the item was dropped or aquired.
I tested it with the following conditions (one at a time to clear things up):
Code:
((Item being manipulated) is in (Playable map area)) Equal to False
((Item being manipulated) is owned) Equal to True
((Triggering unit) has (Item being manipulated)) Equal to True
The playable map area one always returned False if I acquired or dropped the item.
The owned one always returned True if I acquired or dropped the item.
The Unit has item one always returned True if I acquired or dropped the item.
So from this I gathered that upon the 'Unit loses an Item' event, the unit still actually has the item!
So this is why I made the trigger at the start of the post, to get around that, but still only have to set the item damage once. I also want to avoid having to set arrays.
So yeah, I'd just like to know if my trigger will stop working after a certain amount of Ifs are added to the 'Spell Damage Item List' trigger, and if it will, what is a more effective way to do it. Thanks.