IF
ItemTemplateAddedToCharacter(_WhiteCrystal,_,_Player)
THEN
DB_Crystal("white"); // this acts like a flag for the procedure to know a white crystal has been picked up.
PROC_CrystalEffects((CHARACTERGUID)_Player);
PROC
PROC_CrystalEffects((CHARACTERGUID)_Player)
AND
DB_Crystal("white") // checks for the "flag" and if so proceeds onto the THEN section
THEN
ApplyStatus(_Player,"INVISIBLE",8.0);
NOT DB_Crystal("white"); // deletes the "flag" so that it doesn't repeat for any other crystals or whatever