We said to take those conditions back to the trigger conditions, because you may want those actions to run for a single spell, and you also have all the information needed there (life percentage and target). You could still use the if/then/else, but there's no need for that.
Now, there are cases where you may want to apply effects to some objects in your map, and those objects might be sharing the same event. For example: I want to display different special effects at a triggering unit's position as soon as such unit picks up some items.
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PickupItems
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Events
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Unit - A unit Acquires an item
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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
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(Item-type of (Item being manipulated)) Equal to Claws of Attack +15
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Then - Actions
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Special Effect - Create a special effect attached to the origin of (Triggering unit) using Abilities\Spells\Human\HolyBolt\HolyBoltSpecialArt.mdl
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Special Effect - Destroy (Last created special effect)
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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
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(Item-type of (Item being manipulated)) Equal to Crown of Kings +5
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Then - Actions
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Special Effect - Create a special effect attached to the origin of (Triggering unit) using Abilities\Spells\Undead\AnimateDead\AnimateDeadTarget.mdl
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Special Effect - Destroy (Last created special effect)
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Else - Actions
I can even move both conditions to the trigger conditions block by positioning them within an "Or". However, I would still need to distinguish which item is which in order to apply different effects later.
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Ugh
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Events
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Unit - A unit Acquires an item
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Conditions
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Or - Any (Conditions) are true
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Conditions
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(Item-type of (Item being manipulated)) Equal to Claws of Attack +15
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(Item-type of (Item being manipulated)) Equal to Crown of Kings +5
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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
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(Item-type of (Item being manipulated)) Equal to Claws of Attack +15
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Then - Actions
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Special Effect - Create a special effect attached to the origin of (Triggering unit) using Abilities\Spells\Human\HolyBolt\HolyBoltSpecialArt.mdl
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Special Effect - Destroy (Last created special effect)
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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
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(Item-type of (Item being manipulated)) Equal to Crown of Kings +5
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Then - Actions
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Special Effect - Create a special effect attached to the origin of (Triggering unit) using Abilities\Spells\Undead\AnimateDead\AnimateDeadTarget.mdl
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Special Effect - Destroy (Last created special effect)
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Else - Actions
That is redundant. Then, just leave it as the first example above.
Another case would be: Whenever you use an event where you don't have all information needed in the trigger condition block. For example: I have a trigger with an Periodic Event, and I want to damage some units in a area every X seconds.
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IT IS A TRAP
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Events
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Time - Every 2.00 seconds of game time
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Conditions
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Actions
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Set point = (Center of Rect 0000 <gen>)
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Special Effect - Create a special effect at point using Abilities\Spells\Other\Incinerate\FireLordDeathExplode.mdl
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Special Effect - Destroy (Last created special effect)
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Custom script: set bj_wantDestroyGroup = true
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Unit Group - Pick every unit in (Units within 100.00 of point) and 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
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((Picked unit) is A structure) Equal to False
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((Picked unit) is dead) Equal to False
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Then - Actions
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Unit - Cause (Picked unit) to damage (Picked unit), dealing 50.00 damage of attack type Spells and damage type Normal
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Else - Actions
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Custom script: call RemoveLocation(udg_point)
As you can see
, I can't filter units in the conditions block yet. Even if I could, I'd still want to display that special effect at a certain position, whether there's a unit there or not.
I hope could clear things up for you.