What do you want for a trigger?,"
"I am working on the trigger,"
"Ok, I'm done with the trigger"
and "Here, download the trigger."
^I do keep all that in one topic thank you.
Otherwise you'd see 3 more Modify Proto topics :-/
You only see one Convert in Area topic.
You only see one ToUnit pack topic as well.
As with the Teleport set - only two, one which requests what the community expects of it, before I release.
From what I see, it seems you don't quite understand what is being discussed in each topic nor the significance of what's being done - just that you note they are all "triggers". (hint: actually download and you'll note pretty quickly that each shows drastically different methods of trigger-coding, each that I seriously doubt too many would have figured out beforehand :-/) Keep in mind that all threads in this forum are also "design" related, but we wouldn't want that all in one topic now would we?
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I suppose I better break it down what's new in this topic before anyone else makes the wrong assumption.
Analyzing the new trigger effect, you will note I do not have over 700 lines of trModifyProtounit. I simply have below:
while(999>=trQuestVarGet("ModProtoRandomQV")) {
trModifyProtounit(""+kbGetProtoUnitName(trQuestVarGet("ModProtoRandomQV")), %PlayerID%, %Field%, Þlta%);
trQuestVarSet("ModProtoRandomQV", trQuestVarGet("ModProtoRandomQV")+1);}Analyze further and you will find that I do not need a string input for the effect. I instead am using a numeric value:
trQuestVarGet("ModProtoRandomQV")
Instead of a string input, we simply use a Quest Var to input into this function:
kbGetProtoUnitName()
That in turn returns the string protoname with that id.
Why a Quest Var and not a variable?
Quest vars carry over better than variables do and reduce a risk of freezing up triggers.
[This message has been edited by pftq (edited 01-20-2007 @ 06:34 PM).]