I found out what trigstr is
Its the default internal editor name for all strings generated for GUI triggers
So in GUI when you do this:
Game - Display to (All players) the text: HI
In jass its doing this (if you just convert the above into jass):
call DisplayTextToForce( GetPlayersAll(), "TRIGSTR_007" )
It assigns HI to TRIGSTR_007 in this case, since it already has 6 other strings stored
The map name is 001, suggested players is 002, map description is 003, and so on until 006
Starting at 007 is your custom stuff, including custom unit/ability names
You shouldnt see it though unless you had a GUI trigger that you converted into jass like my example above
So idk how all the data got converted like that, and i have no idea how to undo it, im pretty sure you cant undo it though, unless you can use ctrl+z
I think theres a tool to see what string is assigned to what trigstr, because i do remember seeing something about internal string names long ago, but i cant find it now
You can replace TRIGSTR_### with what you want it to say and it will be the same
But it doesnt really matter, you can just leave the trigstrs like they are and continue editing triggers using the strings you want
So for the above example:
call DisplayTextToForce( GetPlayersAll(), "TRIGSTR_007" )
And:
call DisplayTextToForce( GetPlayersAll(), "HI" )
Are exactly the same and will both display HI
You can use a trigger like this to see the contents of the trigstrs if you cant find some kind of tool that will show you if you really need to know what they say
- Code:
-
function showtrigstr takes nothing returns nothing
call DisplayTextToForce( GetPlayersAll(), "TRIGSTR_001" )
call DisplayTextToForce( GetPlayersAll(), "TRIGSTR_002" )
call DisplayTextToForce( GetPlayersAll(), "TRIGSTR_003" )
call DisplayTextToForce( GetPlayersAll(), "TRIGSTR_004" )
call DisplayTextToForce( GetPlayersAll(), "TRIGSTR_005" )
call DisplayTextToForce( GetPlayersAll(), "TRIGSTR_006" )
call DisplayTextToForce( GetPlayersAll(), "TRIGSTR_007" )
call DisplayTextToForce( GetPlayersAll(), "TRIGSTR_008" )
call DisplayTextToForce( GetPlayersAll(), "TRIGSTR_009" )
endfunction
function InitTrig_showtrigstr takes nothing returns nothing
set gg_trg_showtrigstr = CreateTrigger( )
call TriggerRegisterTimerEventSingle( gg_trg_showtrigstr, 2.00 )
call TriggerAddAction( gg_trg_showtrigstr, function showtrigstr )
endfunction
That trigger will show you the contents of trigstr_001-trigstr_009 after 2 seconds of game time has elapsed
Change the numbers to have it display the ones you need to know