It seems the text trigger editor in SCM Draft 2 can only handle less than 1,000,000 lines of code. This may have been fixed with the most current version.
It simply can not compile more than that. I would say Starcraft itself could handle it, but we can't compile it.
The triggers that are taking up the most space in map are related to health, mana.
Health is represented by ore, mana by gas.
Your health can be anywhere between 10 and 5300 in increments of 10.
Your mana can be anywhere between 5 and 2020 in increments of 5.
There are triggers to set the limits on ore/gas.
Then, each unit in the game has 100 hps. This represents 100% hps.
At each possible hps of the unit, I have triggers to set the % of hps in increments of 5%.
There are 3 sets of these triggers. One for your hero, one for your pet, and one for the enemy units.
10 - 5300 in increments of 10 - Hero
220 - 3640 in increments of 7 - Pet
4 - 30,000 in various increments (around 700 possible choices) - Enemy
10,580 triggers for hero %
9,771 triggers for pet %
~14,000 triggers for enemy %
Other systems that eat up a lot of space:
The arena move system, uses a static grid.
The entire battle system, many stages to it, many possibilities, randomness build in throughout, and then copied over for both hero and enemy.
As far as MapStats:
File Size - 1.31 mb (I have a bunch of virtual sounds in the map, and I think they are adding size to the map. Shouldn't they not add size?)
Triggers - 20,088 (I have left out most of the hp/mana limit/% triggers for ease in compiling. I don't need these in until I progress further in the map and you level up anyway.)
Str Capacity - 21,771 (I will have to watch this one closely. I do have a bunch of comments that I could take out, but my space will disappear quickly.)
Then only thing I have left to finish before I release a demo version is I need to get some of the spells in place.
Up til now I've been focusing on just the melee part of the battle system.
Demo coming soon: Twilight Legacy RPG 2
Hugel
None.