- Joined
- Nov 13, 2006
- Messages
- 1,814
what better if i want make the map faster and i dont care too much how many variable or things i use?
i mean if i use alot information like here what i must attach to 1 item type, buff/or stat what attached to unit.
have lagg or high cpu usage with huge amount of variables? difference in map speed, if i store to harshtable or store to variable is visible?
(a hidden question, if i dont use global variable in trigger just local variables, then dont have conflict if 2 trigger running same time and trigger got wait inside?
example when 1 unit die then wait 8 second and create item in dying unit position, if sametime die more unit then dont overwrited the unit position or unit level if i store to local variable?)
i mean if i use alot information like here what i must attach to 1 item type, buff/or stat what attached to unit.
have lagg or high cpu usage with huge amount of variables? difference in map speed, if i store to harshtable or store to variable is visible?
(a hidden question, if i dont use global variable in trigger just local variables, then dont have conflict if 2 trigger running same time and trigger got wait inside?
example when 1 unit die then wait 8 second and create item in dying unit position, if sametime die more unit then dont overwrited the unit position or unit level if i store to local variable?)
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Item settings
-
Events
- Map initialization
- Conditions
-
Actions
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For each (Integer A) from 0 to 9, do (Actions)
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Loop - Actions
- Set Attachment_Path[(100 + (Integer A))] = Bronze Armor.mdl
- Set Attachment_Path[(150 + (Integer A))] = Red Plate Armor.mdl
- Set Attachment_Path[(200 + (Integer A))] = Mage Armor.mdl
- Set Attachment_Path[(250 + (Integer A))] = Bronze Helm.mdl
- Set Attachment_Path[(300 + (Integer A))] = FaceguardoftheHawk.mdl
- Set Attachment_Path[(350 + (Integer A))] = mage Helmet.mdl
- Set Attachment_Path[(400 + (Integer A))] = Bronze Boot.mdl
- Set Attachment_Path[(450 + (Integer A))] = Red Plate Boot.mdl
- Set Attachment_Path[(500 + (Integer A))] = WolfPeltBoot.mdl
- Set Attachment_Path[(700 + (Integer A))] = Orc Shield(Left) 2.mdl
- Set Attachment_Path[(750 + (Integer A))] = Spartan Sword.mdl
- Set Attachment_Path[(800 + (Integer A))] = GroveKeeperHammer.mdl
- Set Attachment_Path[(850 + (Integer A))] = Longsword.mdl
- Set Attachment_Path[(900 + (Integer A))] = Copperbow.mdl
- Set Attachment_Path[(950 + (Integer A))] = Bone sword.MDL
- Set Attachment_Path[(1000 + (Integer A))] = Quarterstaff.mdl
- Set Item_Lv[(100 + (Integer A))] = (((Integer A) x 10) + 2)
- Set Item_Lv[(150 + (Integer A))] = (((Integer A) x 10) + 2)
- Set Item_Lv[(200 + (Integer A))] = (((Integer A) x 10) + 2)
- Set Item_Lv[(250 + (Integer A))] = (((Integer A) x 10) + 3)
- Set Item_Lv[(300 + (Integer A))] = (((Integer A) x 10) + 3)
- Set Item_Lv[(350 + (Integer A))] = (((Integer A) x 10) + 3)
- Set Item_Lv[(400 + (Integer A))] = (((Integer A) x 10) + 1)
- Set Item_Lv[(450 + (Integer A))] = (((Integer A) x 10) + 1)
- Set Item_Lv[(500 + (Integer A))] = (((Integer A) x 10) + 1)
- Set Item_Lv[(600 + (Integer A))] = (((Integer A) x 10) + 4)
- Set Item_Lv[(650 + (Integer A))] = (((Integer A) x 10) + 5)
- Set Item_Lv[(700 + (Integer A))] = (((Integer A) x 10) + 6)
- Set Item_Lv[(750 + (Integer A))] = (((Integer A) x 10) + 7)
- Set Item_Lv[(800 + (Integer A))] = (((Integer A) x 10) + 8)
- Set Item_Lv[(850 + (Integer A))] = (((Integer A) x 10) + 9)
- Set Item_Lv[(900 + (Integer A))] = (((Integer A) x 10) + 6)
- Set Item_Lv[(950 + (Integer A))] = (((Integer A) x 10) + 7)
- Set Item_Lv[(1000 + (Integer A))] = (((Integer A) x 10) + 4)
- Set Item_AttackSpeed[(750 + (Integer A))] = 0
- Set Item_AttackSpeed[(850 + (Integer A))] = 10
- Set Item_AttackSpeed[(900 + (Integer A))] = 0
- Set Item_AttackSpeed[(950 + (Integer A))] = 25
- Set Item_MovSpeed[(400 + (Integer A))] = (((Integer A) + 1) x 2)
- Set Item_MovSpeed[(450 + (Integer A))] = (((Integer A) + 1) x 5)
- Set Item_MovSpeed[(500 + (Integer A))] = (((Integer A) + 1) x 1)
- Set Item_Pdef[(100 + (Integer A))] = (Integer(((10.00 x 3.33) x (Real(Item_Lv[(100 + (Integer A))])))))
- Set Item_Mdef[(100 + (Integer A))] = (Integer(((3.00 x 3.33) x (Real(Item_Lv[(100 + (Integer A))])))))
- Set Item_Pdef[(150 + (Integer A))] = (Integer(((5.00 x 3.33) x (Real(Item_Lv[(150 + (Integer A))])))))
- Set Item_Mdef[(150 + (Integer A))] = (Integer(((5.00 x 3.33) x (Real(Item_Lv[(150 + (Integer A))])))))
- Set Item_Pdef[(200 + (Integer A))] = (Integer(((3.00 x 3.33) x (Real(Item_Lv[(200 + (Integer A))])))))
- Set Item_Mdef[(200 + (Integer A))] = (Integer(((10.00 x 3.33) x (Real(Item_Lv[(200 + (Integer A))])))))
- Set Item_Pdef[(250 + (Integer A))] = (Integer(((7.33 x 3.33) x (Real(Item_Lv[(250 + (Integer A))])))))
- Set Item_Mdef[(250 + (Integer A))] = (Integer(((2.20 x 3.33) x (Real(Item_Lv[(250 + (Integer A))])))))
- Set Item_Pdef[(300 + (Integer A))] = (Integer(((3.67 x 3.33) x (Real(Item_Lv[(300 + (Integer A))])))))
- Set Item_Mdef[(300 + (Integer A))] = (Integer(((3.67 x 3.33) x (Real(Item_Lv[(300 + (Integer A))])))))
- Set Item_Pdef[(350 + (Integer A))] = (Integer(((2.20 x 3.33) x (Real(Item_Lv[(350 + (Integer A))])))))
- Set Item_Mdef[(350 + (Integer A))] = (Integer(((7.33 x 3.33) x (Real(Item_Lv[(350 + (Integer A))])))))
- Set Item_Pdef[(400 + (Integer A))] = (Integer(((5.00 x 3.33) x (Real(Item_Lv[(400 + (Integer A))])))))
- Set Item_Mdef[(400 + (Integer A))] = (Integer(((1.50 x 3.33) x (Real(Item_Lv[(400 + (Integer A))])))))
- Set Item_Pdef[(450 + (Integer A))] = (Integer(((2.50 x 3.33) x (Real(Item_Lv[(450 + (Integer A))])))))
- Set Item_Mdef[(450 + (Integer A))] = (Integer(((2.50 x 3.33) x (Real(Item_Lv[(450 + (Integer A))])))))
- Set Item_Pdef[(500 + (Integer A))] = (Integer(((1.50 x 3.33) x (Real(Item_Lv[(500 + (Integer A))])))))
- Set Item_Mdef[(500 + (Integer A))] = (Integer(((5.00 x 3.33) x (Real(Item_Lv[(500 + (Integer A))])))))
- Set Item_Crit[(600 + (Integer A))] = ((Integer A) / 5)
- Set Item_Dmg[(600 + (Integer A))] = (((Integer A) + 1) x 10)
- Set Item_Mp[(250 + (Integer A))] = (25 x ((Integer A) + 1))
- Set Item_Mp[(300 + (Integer A))] = (35 x ((Integer A) + 1))
- Set Item_Mp[(350 + (Integer A))] = (50 x ((Integer A) + 1))
- Set Item_HP[(250 + (Integer A))] = (75 x ((Integer A) + 1))
- Set Item_HP[(300 + (Integer A))] = (35 x ((Integer A) + 1))
- Set Item_HP[(250 + (Integer A))] = (25 x ((Integer A) + 1))
- Set Item_Pdef[(700 + (Integer A))] = (((Integer A) + 1) x 100)
- Set Item_Dmg[(750 + (Integer A))] = (Item_Lv[(750 + (Integer A))] x 12)
- Set Item_Dmg[(800 + (Integer A))] = (Item_Lv[(800 + (Integer A))] x 20)
- Set Item_Dmg[(850 + (Integer A))] = (Item_Lv[(850 + (Integer A))] x 15)
- Set Item_Dmg[(900 + (Integer A))] = (Item_Lv[(900 + (Integer A))] x 14)
- Set Item_Dmg[(950 + (Integer A))] = (Item_Lv[(950 + (Integer A))] x 10)
- Set Item_Dmg[(1000 + (Integer A))] = (((Integer A) + 1) x 10)
- Set Item_Spellpower[(1000 + (Integer A))] = (Item_Lv[(1000 + (Integer A))] x 13)
- Set Item_Socket[(100 + (Integer A))] = (Integer((((Real((Integer A))) + 1.00) x 0.90)))
- Set Item_Socket[(150 + (Integer A))] = (Integer((((Real((Integer A))) + 1.00) x 0.90)))
- Set Item_Socket[(200 + (Integer A))] = (Integer((((Real((Integer A))) + 1.00) x 0.90)))
- Set Item_Socket[(250 + (Integer A))] = (Integer((((Real((Integer A))) + 1.00) x 0.50)))
- Set Item_Socket[(300 + (Integer A))] = (Integer((((Real((Integer A))) + 1.00) x 0.50)))
- Set Item_Socket[(350 + (Integer A))] = (Integer((((Real((Integer A))) + 1.00) x 0.50)))
- Set Item_Socket[(400 + (Integer A))] = (Integer((((Real((Integer A))) + 1.00) x 0.60)))
- Set Item_Socket[(450 + (Integer A))] = (Integer((((Real((Integer A))) + 1.00) x 0.60)))
- Set Item_Socket[(500 + (Integer A))] = (Integer((((Real((Integer A))) + 1.00) x 0.60)))
- Set Item_Socket[(550 + (Integer A))] = 7
- Set Item_Socket[(700 + (Integer A))] = (Integer((((Real((Integer A))) + 1.00) x 0.40)))
- Set Item_Socket[(750 + (Integer A))] = (Integer((((Real((Integer A))) + 1.00) x 0.40)))
- Set Item_Socket[(800 + (Integer A))] = (Integer((((Real((Integer A))) + 1.00) x 0.70)))
- Set Item_Socket[(850 + (Integer A))] = (Integer((((Real((Integer A))) + 1.00) x 0.70)))
- Set Item_Socket[(900 + (Integer A))] = (Integer((((Real((Integer A))) + 1.00) x 0.40)))
- Set Item_Socket[(950 + (Integer A))] = (Integer((((Real((Integer A))) + 1.00) x 0.70)))
- Set Item_Socket[(1000 + (Integer A))] = (Integer((((Real((Integer A))) + 1.00) x 0.70)))
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Loop - Actions
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For each (Integer A) from 0 to 9, do (Actions)
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Events
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Stat multiboard update
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Events
- Time - Every 1.00 seconds of game time
- Conditions
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Actions
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For each (Integer A) from 1 to 10, do (Actions)
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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
- ((Player((Integer A))) slot status) Equal to Is playing
- ((Player((Integer A))) controller) Equal to User
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Then - Actions
- Set TempUnit = Hero[(Integer A)]
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- Stat_Vigor[(Integer A)] Greater than 299
- Stat_Fury_Unit_3[(Integer A)] Equal to No unit
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Then - Actions
- Set TempPoint = (Random point in (Playable map area))
- Unit - Create 1 Stat Point for (Player((Integer A))) at TempPoint facing Default building facing degrees
- Set Stat_Fury_Unit_3[(Integer A)] = (Last created unit)
- Custom script: call RemoveLocation(udg_TempPoint)
- Else - Actions
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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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If - Conditions
- Stat_Vigor[(Integer A)] Greater than 199
- Stat_Fury_Unit_2[(Integer A)] Equal to No unit
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Then - Actions
- Set TempPoint = (Random point in (Playable map area))
- Unit - Create 1 2 Fury Point for (Player((Integer A))) at TempPoint facing Default building facing degrees
- Set Stat_Fury_Unit_2[(Integer A)] = (Last created unit)
- Custom script: call RemoveLocation(udg_TempPoint)
- Else - Actions
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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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If - Conditions
- Stat_Vigor[(Integer A)] Greater than 99
- Stat_Fury_Unit_1[(Integer A)] Equal to No unit
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Then - Actions
- Set TempPoint = (Random point in (Playable map area))
- Unit - Create 1 1 Fury Point for (Player((Integer A))) at TempPoint facing Default building facing degrees
- Set Stat_Fury_Unit_1[(Integer A)] = (Last created unit)
- Custom script: call RemoveLocation(udg_TempPoint)
- Else - Actions
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If - Conditions
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For each (Integer B) from 1 to 12, do (Actions)
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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
- Buff_Timer[(((Integer A) x 30) + (Integer B))] Greater than 0
- Buff_Pause[(((Integer A) x 30) + (Integer B))] Equal to 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
- Buff_Timer[(((Integer A) x 30) + (Integer B))] Equal to 10
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Then - Actions
- Set PlayerGroup = (Player group((Player((Integer A)))))
- Game - Display to PlayerGroup the text: (|cffffcc00 + (Buff_Name[(30 + (Integer B))] + buff|r disapear soon!))
- Custom script: call DestroyForce(udg_PlayerGroup)
- Else - Actions
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If - Conditions
- Set Buff_Timer[(((Integer A) x 30) + (Integer B))] = (Buff_Timer[(((Integer A) x 30) + (Integer B))] - 1)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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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
- (Integer B) Not equal to 8
- Buff_Value[(((Integer A) x 30) + (Integer B))] Not equal to 0
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Then - Actions
- Set Buff_Value[(((Integer A) x 30) + (Integer B))] = 0
- Set PlayerGroup = (Player group((Player((Integer A)))))
- Game - Display to PlayerGroup the text: (|cffffcc00 + (Buff_Name[(30 + (Integer B))] + buff|r gone!))
- Custom script: call DestroyForce(udg_PlayerGroup)
- Else - Actions
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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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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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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
- Buff_Timer[(((Integer A) x 30) + 8)] Equal to 0
- Buff_Value[(((Integer A) x 30) + 8)] Not equal to 0
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Then - Actions
- Set A = Buff_Value[(((Integer A) x 30) + 8)]
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- A Greater than 0
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Then - Actions
- Set Max_HP = A
- Set TempNr2 = (Max_HP mod 1000)
- Set Loop_Integer = ((Max_HP - TempNr2) / 1000)
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For each (Integer A) from 1 to Loop_Integer, do (Actions)
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Loop - Actions
- Unit - Add Add HP to TempUnit
- Unit - Set level of Add HP for TempUnit to 5
- Unit - Remove Add HP from TempUnit
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Loop - Actions
- Set Max_HP = TempNr2
- Set TempNr2 = (Max_HP mod 100)
- Set Loop_Integer = ((Max_HP - TempNr2) / 100)
- Set Max_HP = TempNr2
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For each (Integer A) from 1 to Loop_Integer, do (Actions)
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Loop - Actions
- Unit - Add Add HP to TempUnit
- Unit - Set level of Add HP for TempUnit to 4
- Unit - Remove Add HP from TempUnit
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Loop - Actions
- Set TempNr2 = (Max_HP mod 10)
- Set Loop_Integer = ((Max_HP - TempNr2) / 10)
- Set Max_HP = TempNr2
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For each (Integer A) from 1 to Loop_Integer, do (Actions)
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Loop - Actions
- Unit - Add Add HP to TempUnit
- Unit - Set level of Add HP for TempUnit to 3
- Unit - Remove Add HP from TempUnit
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Loop - Actions
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For each (Integer A) from 1 to Max_HP, do (Actions)
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Loop - Actions
- Unit - Add Add HP to TempUnit
- Unit - Set level of Add HP for TempUnit to 2
- Unit - Remove Add HP from TempUnit
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Loop - Actions
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Else - Actions
- Set Max_HP = (-1 x aitem_diff11)
- Set TempNr2 = (Max_HP mod 1000)
- Set Loop_Integer = ((Max_HP - TempNr2) / 1000)
- Set Max_HP = TempNr2
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For each (Integer A) from 1 to Loop_Integer, do (Actions)
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Loop - Actions
- Unit - Add Add HP to TempUnit
- Unit - Set level of Add HP for TempUnit to 9
- Unit - Remove Add HP from TempUnit
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Loop - Actions
- Set TempNr2 = (Max_HP mod 100)
- Set Loop_Integer = ((Max_HP - TempNr2) / 100)
- Set Max_HP = TempNr2
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For each (Integer A) from 1 to Loop_Integer, do (Actions)
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Loop - Actions
- Unit - Add Add HP to TempUnit
- Unit - Set level of Add HP for TempUnit to 8
- Unit - Remove Add HP from TempUnit
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Loop - Actions
- Set TempNr2 = (Max_HP mod 10)
- Set Loop_Integer = ((Max_HP - TempNr2) / 10)
- Set Max_HP = TempNr2
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For each (Integer A) from 1 to Loop_Integer, do (Actions)
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Loop - Actions
- Unit - Add Add HP to TempUnit
- Unit - Set level of Add HP for TempUnit to 7
- Unit - Remove Add HP from TempUnit
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Loop - Actions
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For each (Integer A) from 2 to Loop_Integer, do (Actions)
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Loop - Actions
- Unit - Add Add HP to TempUnit
- Unit - Set level of Add HP for TempUnit to 6
- Unit - Remove Add HP from TempUnit
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Loop - Actions
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If - Conditions
- Else - Actions
-
If - Conditions
- Set TotalEvasion[(Integer A)] = (Buff_Value[(((Integer A) x 30) + 10)] + (Stat_Evasion[(Integer A)] + ((Agility of Hero[(Integer A)] (Include bonuses)) / 20)))
- Set TotalCritChance[(Integer A)] = (Buff_Value[(((Integer A) x 30) + 1)] + (Stat_Crit[(Integer A)] + (((Agility of Hero[(Integer A)] (Include bonuses)) / 20) + 1)))
- Set TotalCritDmg[(Integer A)] = (Buff_Value[(((Integer A) x 30) + 2)] + (Stat_RageDmg[(Integer A)] + 200))
- Set TotalAttLv[(Integer A)] = (Buff_Value[(((Integer A) x 30) + 3)] + Stat_AttackLv[(Integer A)])
- Set TotalDefLv[(Integer A)] = (Buff_Value[(((Integer A) x 30) + 4)] + Stat_DefLv[(Integer A)])
- Set TotalSpellPower[(Integer A)] = (Stat_SpellPower[(Integer A)] + (Buff_Value[(((Integer A) x 30) + 13)] + (Integer((((Real(Stat_SpellPower[(Integer A)])) / 100.00) x (Real((Intelligence of Hero[(Integer A)] (Include bonuses)))))))))
- Set TempNr2 = (Strength of Hero[(Integer A)] (Include bonuses))
- Set TempNr3 = (Agility of Hero[(Integer A)] (Include bonuses))
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- TempNr3 Greater than TempNr2
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Then - Actions
- Set TotalDmg[(Integer A)] = (Stat_Dmg[(Integer A)] + (Integer((((Real(Stat_Dmg[(Integer A)])) / 100.00) x (Real(TempNr3))))))
-
Else - Actions
- Set TotalDmg[TotalDmg[(Integer A)]] = (Stat_Dmg[(Integer A)] + (Integer((((Real(Stat_Dmg[(Integer A)])) / 100.00) x (Real(TempNr2))))))
-
If - Conditions
- -------- dmg --------
- Set TempNr2 = (((Stat_Dmg[plNR] - (Stat_Dmg[plNR] mod 1000)) / 1000) + 1)
- Unit - Set level of Add Dmg (1000-9000) for (Triggering unit) to TempNr2
- Set TempNr3 = (Stat_Dmg[plNR] mod 1000)
- Set TempNr2 = (((TempNr3 - (TempNr3 mod 100)) / 100) + 1)
- Unit - Set level of Add Dmg (100-900) for (Triggering unit) to TempNr2
- Set TempNr3 = (TempNr3 mod 100)
- Set TempNr2 = (((TempNr3 - (TempNr3 mod 10)) / 10) + 1)
- Unit - Set level of Add Dmg (10-90) for (Triggering unit) to TempNr2
- Set TempNr3 = (TempNr3 mod 10)
- Set TempNr2 = (TempNr3 + 1)
- Unit - Set level of Add Dmg (0-9) for (Triggering unit) to TempNr2
- Set TotalPDef[(Integer A)] = (Buff_Value[(((Integer A) x 30) + 11)] + Stat_Pdef[(Integer A)])
- Set TotalMDef[(Integer A)] = (Buff_Value[(((Integer A) x 30) + 12)] + Stat_Mdef[(Integer A)])
- Set TotalExp[(Integer A)] = (((Difficulty x 50) + Stat_Exp[(Integer A)]) + 100)
- Multiboard - Set the text for Multiboard[(Integer A)] item in column 3, row 2 to ((String(Item_Socket[Helm[(Integer A)]])) + (/ + (String(Stat_Sockets[(((Integer A) x 10) + 1)]))))
- Multiboard - Set the text for Multiboard[(Integer A)] item in column 3, row 3 to ((String(Item_Socket[Armor[(Integer A)]])) + (/ + (String(Stat_Sockets[(((Integer A) x 10) + 2)]))))
- Multiboard - Set the text for Multiboard[(Integer A)] item in column 3, row 4 to ((String(Item_Socket[Weapon[(Integer A)]])) + (/ + (String(Stat_Sockets[(((Integer A) x 10) + 3)]))))
- Multiboard - Set the text for Multiboard[(Integer A)] item in column 3, row 5 to ((String(Item_Socket[Boot[(Integer A)]])) + (/ + (String(Stat_Sockets[(((Integer A) x 10) + 4)]))))
- Multiboard - Set the text for Multiboard[(Integer A)] item in column 3, row 6 to ((String(Item_Socket[Shield[(Integer A)]])) + (/ + (String(Stat_Sockets[(((Integer A) x 10) + 5)]))))
- Multiboard - Set the text for Multiboard[(Integer A)] item in column 3, row 10 to ((String(Item_Socket[Wings[(Integer A)]])) + (/ + (String(Stat_Sockets[(((Integer A) x 10) + 9)]))))
-
For each (Integer B) from 1 to 10, do (Actions)
-
Loop - Actions
- Multiboard - Set the text for Multiboard[(Integer A)] item in column 4, row ((Integer B) + 1) to ( + (String(Stat_Refine[(((Integer A) x 20) + (Integer B))])))
-
Loop - Actions
- Hero - Make (Owner of Hero[(Integer A)]) Heroes gain (Real(TotalExp[(Integer A)]))% experience from future kills
- Multiboard - Set the text for Multiboard2[(Integer A)] item in column 2, row 2 to ((String(TotalCritChance[(Integer A)])) + %)
- Multiboard - Set the text for Multiboard2[(Integer A)] item in column 2, row 3 to ((String(TotalCritDmg[(Integer A)])) + %)
- Multiboard - Set the text for Multiboard2[(Integer A)] item in column 2, row 4 to ((String(Stat_LifeSteal[(Integer A)])) + %)
- Multiboard - Set the text for Multiboard2[(Integer A)] item in column 2, row 5 to ((String(Stat_Reflect[(Integer A)])) + %)
- Multiboard - Set the text for Multiboard2[(Integer A)] item in column 2, row 6 to (String(TotalAttLv[(Integer A)]))
- Multiboard - Set the text for Multiboard2[(Integer A)] item in column 2, row 7 to (String(TotalDefLv[(Integer A)]))
- Multiboard - Set the text for Multiboard2[(Integer A)] item in column 2, row 8 to ((String(Stat_BlockDmg[(Integer A)])) + %)
- Multiboard - Set the text for Multiboard2[(Integer A)] item in column 2, row 9 to ((String(TotalEvasion[(Integer A)])) + %)
- Multiboard - Set the text for Multiboard2[(Integer A)] item in column 2, row 10 to (String(Stat_Vigor[(Integer A)]))
- Multiboard - Set the text for Multiboard2[(Integer A)] item in column 2, row 11 to ((String(Stat_SpellPower[(Integer A)])) + <Empty String>)
- Multiboard - Set the text for Multiboard2[(Integer A)] item in column 2, row 12 to ((String((Stat_AttackSpeed[(Integer A)] + 100))) + %)
- Multiboard - Set the text for Multiboard2[(Integer A)] item in column 2, row 13 to (String((200 + Stat_MovSpeed[(Integer A)])))
- Multiboard - Set the text for Multiboard2[(Integer A)] item in column 2, row 14 to (String(TotalPDef[(Integer A)]))
- Multiboard - Set the text for Multiboard2[(Integer A)] item in column 2, row 15 to (String(TotalMDef[(Integer A)]))
- Multiboard - Set the text for Multiboard2[(Integer A)] item in column 2, row 16 to (String(TotalExp[(Integer A)]))
- Multiboard - Set the text for Multiboard2[(Integer A)] item in column 2, row 17 to (String(Stat_Point[(Integer A)]))
- Else - Actions
-
If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Loop - Actions
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For each (Integer A) from 1 to 10, do (Actions)
-
Events