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JNPG Editor slowness with around 3,000 lines+

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Level 15
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Aug 7, 2013
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Hi,

I've noticed the framerate of the trigger editor drops considerably once a trigger reaches about 3,000 lines.

Is this machine-dependent or is there need for optimizations in the trigger module?

I've got projects with thousands of lines, but the framerate in those (text) editors doesn't usually drop...

One of my triggers has slightly less than 10,000 lines and it's a pain to go back and make changes.
 
Level 15
Joined
Aug 7, 2013
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1,338
It's not a GUI trigger or even JASS, just a big lua script.

I'm generating 148 unique hero objects, and they need to be consecutive, because they each have a unit point value (0-147). I increment the variable I use each time an object is made. If I split it up, I have no way of using the same global variable because apparently the external lua call script doesn't allow for that...

If I could use the same global variable, then I could split it up easily.
 
Level 15
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Aug 7, 2013
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Bear with it, or simply just use the object editor rather than trying to "auto-generate" things using lua... or edit it in a text editor, then just import to your map once you need to run it...

Personally, unless I'm gonna reuse the codes, I don't see the point of using lua to generate the objects...

I ended up just writing a script to solve this issue.

Well at least on my machine, sifting through hundreds of custom made object fields in the in built object editor is super painful. So if I need to make a major revision, I'd have to go in 1 by 1 and change each field.

With the script, if I need to change a quick change to a single field, I can use just ctrl+f since it's a text document.

And say I need to apply a change to every object? I can just use a regular expression.

Even if you can run the object editor at super fast speed, you'll still need a few clicks for each object to apply a change...
 
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