- Joined
- Jan 20, 2011
- Messages
- 492
Hey guys, I have a trigger in my game, to enchant items (Combine), where you buy the item Enchant, and it creates (imbues) a new item. I have the trigger correct, as in it works properly, but it looks messy, and I plan to add in more items to enchant.
So my question is; Is there a way to make this trigger more efficient (Smaller, No leaks, less memory, etc)?
NOTE: ENCHANT IS NOT AN ABILITY, IT IS AN ITEM, DISGUISED AS AN ABILITY FOR A SHOP OWNER
So my question is; Is there a way to make this trigger more efficient (Smaller, No leaks, less memory, etc)?
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Combine
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Events
- Unit - A unit Acquires an item
- 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
- ((Item carried by (Triggering unit) of type |CFF959697Claws of Attack|R) is owned) Equal to True
- ((Triggering unit) has an item of type Enchant) Equal to True
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Then - Actions
- -------- Creates effect on unit, removes items, takes gold, creates item --------
- Special Effect - Create a special effect attached to the origin of (Triggering unit) using Abilities\Spells\Items\AIem\AIemTarget.mdl
- Item - Remove (Item carried by (Triggering unit) of type |CFF959697Claws of Attack|R)
- Item - Remove (Item carried by (Triggering unit) of type Enchant)
- Player - Add -500 to (Owner of (Triggering unit)) Current gold
- Hero - Create |cff87cefaPoison Claws|r and give it to (Triggering unit)
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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
- ((Item carried by (Triggering unit) of type |CFF959697Dagger|R) is owned) Equal to True
- ((Triggering unit) has an item of type Enchant) Equal to True
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Then - Actions
- -------- Creates effect on unit, removes items, takes gold, creates item --------
- Special Effect - Create a special effect attached to the origin of (Triggering unit) using Abilities\Spells\Items\AIem\AIemTarget.mdl
- Item - Remove (Item carried by (Triggering unit) of type |CFF959697Dagger|R)
- Item - Remove (Item carried by (Triggering unit) of type Enchant)
- Player - Add -750 to (Owner of (Triggering unit)) Current gold
- Hero - Create |cff87cefaMithril Dagger|r and give it to (Triggering unit)
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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
- ((Item carried by (Triggering unit) of type |CFF959697Gloves of Will|R) is owned) Equal to True
- ((Triggering unit) has an item of type Enchant) Equal to True
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Then - Actions
- -------- Creates effect on unit, removes items, takes gold, creates item --------
- Special Effect - Create a special effect attached to the origin of (Triggering unit) using Abilities\Spells\Items\AIem\AIemTarget.mdl
- Item - Remove (Item carried by (Triggering unit) of type |CFF959697Gloves of Will|R)
- Item - Remove (Item carried by (Triggering unit) of type Enchant)
- Player - Add -750 to (Owner of (Triggering unit)) Current gold
- Hero - Create |cff87cefaPower Gauntlets|r and give it to (Triggering unit)
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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
- ((Item carried by (Triggering unit) of type |CFF959697Odd Shield|R) is owned) Equal to True
- ((Triggering unit) has an item of type Enchant) Equal to True
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Then - Actions
- -------- Creates effect on unit, removes items, takes gold, creates item --------
- Special Effect - Create a special effect attached to the origin of (Triggering unit) using Abilities\Spells\Items\AIem\AIemTarget.mdl
- Item - Remove (Item carried by (Triggering unit) of type |CFF959697Odd Shield|R)
- Item - Remove (Item carried by (Triggering unit) of type Enchant)
- Player - Add -650 to (Owner of (Triggering unit)) Current gold
- Hero - Create |cff87cefaElite Shield|r and give it to (Triggering unit)
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Else - Actions
- -------- Removes the enchant item from inventory if no item found --------
- Item - Remove (Item carried by (Triggering unit) of type Enchant)
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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)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Events
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