I have a map in which players can have a lot of triggered items with a bunch of them responding to damage done. It's a hero survival, so every player has just a single hero.
I am using a damage detection system:
GUI-Friendly Damage Detection -- v1.2.1 -- by Weep
And now I wonder if having a shitload of trigers responding to damage instances will really hurt game performances.
Now I could keep track wether a player has one of the items, and turn the trigger off if nobody has the said item, or I can just not mind.
Example of a 'reduces all damage by 20%' item:
Keeping track of items:
Or I can just:
What would be better in regard to game performance?
I am using a damage detection system:
GUI-Friendly Damage Detection -- v1.2.1 -- by Weep
And now I wonder if having a shitload of trigers responding to damage instances will really hurt game performances.
Now I could keep track wether a player has one of the items, and turn the trigger off if nobody has the said item, or I can just not mind.
Example of a 'reduces all damage by 20%' item:
Keeping track of items:
-
EquilibriumAcquired
-

Events
-


Unit - A unit Acquires an item
-
-

Conditions
-


(Item-type of (Item being manipulated)) Equal to Equilibrium
-
-

Actions
-


Set EquilibriumAmount[(Player number of (Owner of (Triggering unit)))] = (EquilibriumAmount[(Player number of (Owner of (Triggering unit)))] + 1)
-


If (((Triggering unit) is in EquilibriumOwners) Equal to False) then do (Unit Group - Add (Triggering unit) to EquilibriumOwners) else do (Do nothing)
-


Trigger - Turn on EquilibriumDamage <gen>
-


Trigger - Turn on EquilibriumLost <gen>
-
-
-
EquilibriumDamage
-

Events
-


Game - GDD_Event becomes Equal to 0.00
-
-

Conditions
-


(GDD_DamagedUnit is in EquilibriumOwners) Equal to True
-
-

Actions
-


Unit - Set life of GDD_DamagedUnit to ((Life of GDD_DamagedUnit) + (0.20 x GDD_Damage))
-
-
-
EquilibriumLost
-

Events
-


Unit - A unit Loses an item
-
-

Conditions
-


(Item-type of (Item being manipulated)) Equal to Equilibrium
-
-

Actions
-


Set EquilibriumAmount[(Player number of (Owner of (Triggering unit)))] = (EquilibriumAmount[(Player number of (Owner of (Triggering unit)))] - 1)
-


If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-



If - Conditions
-




EquilibriumAmount[(Player number of (Owner of (Triggering unit)))] Equal to 0
-
-



Then - Actions
-




Unit Group - Remove (Triggering unit) from EquilibriumOwners
-




If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-





If - Conditions
-






(EquilibriumOwners is empty) Equal to True
-
-





Then - Actions
-






Trigger - Turn off (This trigger)
-






Trigger - Turn off EquilibriumDamage <gen>
-
-





Else - Actions
-
-
-



Else - Actions
-
-
-
Or I can just:
-
EquilibriumDamage Copy
-

Events
-


Game - GDD_Event becomes Equal to 0.00
-
-

Conditions
-


(GDD_DamagedUnit has an item of type Equilibrium) Equal to True
-
-

Actions
-


Unit - Set life of GDD_DamagedUnit to ((Life of GDD_DamagedUnit) + (0.20 x GDD_Damage))
-
-
What would be better in regard to game performance?





