actually, REPLACE_TRIGGER_TEXT should already do what you want (regexp substitution) on both Trans and State triggers. Is this enough, or is your regexp also matched by a State Trigger where it shouldn't?
The problem with REPLACE_TRIGGER_TEXT is that you can't make it work for the triggers of a specific state, it's every trigger in the file or nothing. The text I'm replacing may be perfectly valid in many, even most states, and I may just want to change it in a specific one. That's why a syntax and functionality like REPLACE_TRANS_ACTION, where you can specific BEGIN [statelist] END BEGIN [transition] END ~TextToBeReplaced~ ~NewText~ would rock.
Another way to look at it is, whatever possessed someone to create REPLACE_TRANS_ACTION when REPLACE_ACTION_TEXT was already available, same reasoning here
[/quote]
Hey - is this applied in v20800? I don't see mention of it, and really could use it -
http://forums.gibberlings3.net/index.php?s=&showtopic=14602&view=findpost&p=130684instead of combing through and messsing with everyone's triggers,
REPLACE_TRIGGER_TEXT %CORAN_JOINED% ~!Dead("Wyvern")~ ~!Dead("X#CoranWyvern")~
which it looks like allows regexp so I could look for both !Dead("Wyvern") and Dead("Wyvern") (or perhaps even just change the "Wyvern" if it isn't case sensitive) but scares me on regexp searches of the folks who have big lists of mods and
little patience for research just want to toss them on, do you actually have a variant on
REPLACE_TRIGGER_ACTION %CORAN_JOINED% BEGIN END BEGIN 0 END ~Dead("wyvern")~ ~Dead("X#CoranWyvern")~
I know I can completely replace the trigger using
ALTER_TRANS DOGHMA // file name
BEGIN 9 END // state number (can be more than one)
BEGIN 3 END // transition number (can be more than one)
BEGIN // list of changes, see below for flags
"TRIGGER" ~Global("RevealUmar","GLOBAL",1)
OR(4)
PartyHasItem("miscbl")
PartyHasItem("miscbm")
PartyHasItem("miscbn")
PartyHasItem("miscbo")~
END
There are eight flags you can use in the list of changes. If you do not use a particular flag, the previous value of the transition will be retained (i.e. not specifying an ACTION flag will preserve the current action of the transition).
* TRIGGER: The trigger condition for the transition. i.e "TRIGGER" ~Global("foo","GLOBAL",0)~
* ACTION: The action performed if the transition is selected. i.e. "ACTION" ~SetGlobal("foo","GLOBAL",1)~
* REPLY: The player’s reply, if any. i.e. "REPLY" ~#57922~
* JOURNAL: Can add or change the journal entry. i.e. "JOURNAL" ~@100~
* SOLVED_JOURNAL: Same as JOURNAL, except for entries into the solved section of the journal.
* UNSOLVED_JOURNAL: Same as JOURNAL, except for entries into the unsolved section of the journal.
* EPILOGUE: Specifies where the transition leads to (GOTO, EXTERN, or EXIT) i.e. EPILOGUE" ~EXTERN BVICONI 0~
* FLAGS: Used to set transition flags manually, though I can’t imagine why one would do this. ALTER_TRANS %CORAN_JOINED% BEGIN 0 END BEGIN 0 END BEGIN "TRIGGER" ~Dead("X#CoranWyvern")~ END
but I believe this blows away the existing trigger, right... which is not what I want to do.