
We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch
1.
Trigger 1-6: (need 6 regions/triggers, one for each player)
C: P12 brings at least 1 swarm to 'Items Player X'
A: center location 'use this item' on dark swarm
A: Remove dark swarm
Trigger 7: use item x
C: Current Player brings at least 1 item x to 'use this item'
A: Remove 1 item x
A: Center location 'use this item' on <unused unit in remote place>
A: <Do item effects>
2.
Trigger 1: hold shuttle in place 1
C: Always
A: Order all shuttles owned by Current Player move to 'shuttle loc Player X'
Trigger 2: hold shuttle in place 2
C: Current Player brings at most 0 shuttle to 'shuttle loc Player X'
A: Move all shuttles owned by Current Player to 'shuttle loc Player X'
Trigger 3 - 8: Execute the 6 combat options
C: Current Player brings at least 1 option X to 'shuttle ground only Player X'
A: execute "Enter nearest transport" AI
A: <do command X actions>
It is recommended to make a delay via death counters for triggers 3-8 to prevent commands from firing multiple times while the unit is getting back into the dropship. Or just check for exactly 1 men at 'shuttle ground only Player X' and do nothing if theres more than 1. Let them enter the dropship in a seperate trigger until there's no unit left at 'shuttle ground only Player X'.
3.
Trigger 1: Zealot = Weapons
C: Current Player brings at least 1 zealot to 'Gateways'
C: Current Player has accumulated at least x minerals
A: Remove Zealot
A: Subtract x minerals
A: Create weapon for Current Player
Trigger 2: Dragoon = Armor
C: Current Player brings at least 1 dragoon to 'Gateways'
C: Current Player has accumulated at least x minerals
A: Remove Dragoon
A: Subtract x minerals
A: Create armor for Current Player
... etc. - 2 more triggers for templar and dt
4.
I'm the wrong guy for this.