FIRING THE SPELLS FROM THE SLOTSHere's how I figure to reduce the amount of triggers:
12 slots = 12 different DCs
When picking spells, each slot DC will be set to the spell's DC #
(i.e. Catina = slot 1, set Catina Deaths to 2, 2 Deaths = Repel, therefore slot 1 is Repel)
(i.e. Ruins = slot 2, set Ruin Deaths to 1, 1 Death = Traction Beam, therefore slot 2 is Traction Beam)
Now for the actual spell: (The spell effect that comes after triggering the spell)
You need 2 more different DC:
1 DC is the buffer
1 DC determines which spell is being used
(i.e. Khydarin Crystal is the DC used
Player suffered [1] Death of [Khydarin Crystal] >> Set Deaths of [Khydarin Crystal] for Player to [0], Run Repel)
(Setting the deaths of Khydarin Crystal back to 0 Keeps the spell from re-triggering)
Now that you know which spell is in which slot, and what which spell does what, you need to link them together (which means what?)
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(i.e. You know that 1 Death of Ruins = Repel is in Slot 2, Also, 1 Death of Khydarin Crystal is the actual spell)
Casting a spell will cause the conversion of slot #'s DC into the Spell's DC # (Binary countoff)
(i.e. We'll say Dropship is slot 2, and [Vespene Geyser] is the buffer
You build a [Dropship], Suffered at least [32] Death of [Ruins] >> Add [32] Death of [Khydarin Crystal], Add [32] Death of [Vespene Geyser], Subtract [32] Deaths of [Ruins]
You build a [Dropship], Suffered at least [16] Death of [Ruins] >> Add [16] Death of [Khydarin Crystal], Add [16] Death of [Vespene Geyser], Subtract [16] Deaths of [Ruins]
You build a [Dropship], Suffered at least [8] Death of [Ruins] >> Add [8] Death of [Khydarin Crystal], Add [8] Death of [Vespene Geyser], Subtract [8] Deaths of [Ruins]
You build a [Dropship], Suffered at least [4] Death of [Ruins] >> Add [4] Death of [Khydarin Crystal], Add [4] Death of [Vespene Geyser], Subtract [4] Deaths of [Ruins]
You build a [Dropship], Suffered at least [2] Death of [Ruins] >> Add [2] Death of [Khydarin Crystal], Add [2] Death of [Vespene Geyser], Subtract [2] Deaths of [Ruins]
You build a [Dropship], Suffered at least [1] Death of [Ruins] >> Add [1] Death of [Khydarin Crystal], Add [1] Death of [Vespene Geyser], Subtract [1] Deaths of [Ruins])
(If 40 the the highest amount of spells, this is all you need)
You should now have the correct ID# to trigger the spell
all you need to do now is regain the information of the slot's spell you just used
(i.e. Death Counts of Ruins is now 0, so you need to re-tell which spell was in that slot)
Take your buffer DC and use binary count-off to put it back.
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(i.e. Player has at least [32] deaths of [Vespene Geyser] >> Add [32] Death of [Ruins], Subtract [32] Deaths of [Vespene Geyser]
Player has at least [16] deaths of [Vespene Geyser] >> Add [16] Death of [Ruins], Subtract [16] Deaths of [Vespene Geyser]
Player has at least [8] deaths of [Vespene Geyser] >> Add [8] Death of [Ruins], Subtract [8] Deaths of [Vespene Geyser]
etc... etc...)
Instead of 12 slots x 40 spells = 480 Triggers,
This method should take about (12 slots x 6 Binary Count-offs) + 6 Buffer count-offs + 40 spells = 118 Triggers
Of course this isn't including the Triggers necessary to assign spells to slots...
Which would be another 12 slots x 40 spells = 480 Triggers
(i.e. set [ruins] to [1]... set [ruins] to [2]... set [ruins] to [3]...
set [catina] to [1]... set [catina] to [2]... set [catina] to [3]...)
Unless...
SETTING UP THE SPELLS WITH THE SLOTS
Choosing a spell sets an ID# for only 1 type of DC, then use binary count-off to transfer that to the slot number
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(i.e. Move [Chooser] to [Pick Repel]>> Set Deaths of [Spell ID'er] to [1] ****1 is Repel's ID
Now for the transfer:
Slot 1 is not Chosen, Player has suffered at least [32] Death of [Spell ID'er] >> Add [32] Deaths of Catina ****slot 1 is Catina, Subtract [32] Death of [Spell ID'er]
Slot 1 is not Chosen, Player has suffered at least [16] Death of [Spell ID'er] >> Add [16] Deaths of Catina, Subtract [16] Death of [Spell ID'er]
Slot 1 is not Chosen, Player has suffered at least [8] Death of [Spell ID'er] >> Add [8] Deaths of Catina, Subtract [8] Death of [Spell ID'er]
etc... etc...)
choose next spell:
Move [Chooser] to [Pick Traction Beam]>> Set Deaths of [Spell ID'er] to [2] ****2 is Beam's ID
Now for the transfer:
Slot 1 is Chosen, Player has suffered at least [32] Death of [Spell ID'er] >> Add [32] Deaths of Ruins ****slot 1 is Ruins, Subtract [32] Death of [Spell ID'er]
Slot 1 is Chosen, Player has suffered at least [16] Death of [Spell ID'er] >> Add [16] Deaths of Ruins, Subtract [16] Death of [Spell ID'er]
Slot 1 is Chosen, Player has suffered at least [8] Death of [Spell ID'er] >> Add [8] Deaths of Ruins, Subtract [8] Death of [Spell ID'er]
etc... etc...
(slots can be determined if it is chosen or not via use of DC or switch)
So this makes it:
40 ID triggers + (6 Count-off x 12 Slots) = 112 Triggers
So instead of 480 setup triggers + 480 casting triggers = 960 triggers
The new method should make 112 setup + 118 casting = 230 minimum
Hopefully this would help.
Post has been edited 2 time(s), last time on Dec 9 2009, 1:21 am by FlashBeer.
None.