- Joined
- Jun 24, 2009
- Messages
- 1,409
For a big ORPG map which one spell triggering is better? Which one will create less lagg?
Merge as many triggers as possible.
Only calling the triggers if it's required.
Or the simple one:
And for calling dummies which is better? Creating the dummies for the spell then removing it or creating dummies at the init and moving them(with changing ownership) to the required position then if not used sending them back?
Merge as many triggers as possible.
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Spells
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Events
- Unit - A unit Starts the effect of an ability
- Conditions
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Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Ability being cast) Equal to Animate Dead
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Then - Actions
- Set - Caster - Triggering Unit
- Set TempLoc - etc....
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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
- (Ability being cast) Equal to Banish
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Then - Actions
- Set - Caster - Triggering Unit
- Set TempLoc - etc....
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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
- (Ability being cast) Equal to Blink
- Then - Actions
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Events
-
Spells
-
Events
- Unit - A unit Starts the effect of an ability
- Conditions
-
Actions
- Set Caster = (Triggering unit)
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Ability being cast) Equal to Animate Dead
-
Then - Actions
- Trigger - Run Animate Dead <gen> (checking conditions)
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Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Ability being cast) Equal to Banish
-
Then - Actions
- Trigger - Run Banish <gen> (checking conditions)
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Ability being cast) Equal to Blink
-
Then - Actions
- Trigger - Run Blink <gen> (checking conditions)
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
Events
-
Animate Dead
-
Events
- Unit - A unit Starts the effect of an ability
-
Conditions
- (Ability being cast) Equal to Animate Dead
-
Actions
- Set Caster = (Triggering unit)
-
Events
-
Banish
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Events
- Unit - A unit Starts the effect of an ability
-
Conditions
- (Ability being cast) Equal to Banish
-
Actions
- Set Caster = (Triggering unit)
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Events