Nice list, here's a couple things you might want to mention when you edit this later
Events:
You should dynamically create your dialog events and any events that you use conditions for (I.E. you have a trigger with a condition checking for a boss being damaged which uses any unit and a condition to check that it's the boss unit, could instead be dynamically generated with that boss as the triggering unit.)
Actions:
Actions should be used for two purposes: 1) to help organize your code (You have a 100 lines that could be consolidated and labeled in an action, similar to comments) and keep it from cluttering up triggers, 2) You said this already, but when you are repetitively coding the same thing.
Functions:
When you combine functions with generic events (this is typically for libraries that you'll distribute to others) you can use them to return (typically from a variable) info about the triggering items and causes.
Variables:
Records are also a great way of creating multiple iterations of the same variables
I.E.
Not the best example but a rough idea of what I mean.
Not sure what category:
Another thing that you might want to note, is that you shouldn't create the same Dialogs and dialog items on a player basis, instead you should create one set and adjust it per player.
Nice list, here's a couple things you might want to mention when you edit this later
Events:
You should dynamically create your dialog events and any events that you use conditions for (I.E. you have a trigger with a condition checking for a boss being damaged which uses any unit and a condition to check that it's the boss unit, could instead be dynamically generated with that boss as the triggering unit.)
Actions:
Actions should be used for two purposes: 1) to help organize your code (You have a 100 lines that could be consolidated and labeled in an action, similar to comments) and keep it from cluttering up triggers, 2) You said this already, but when you are repetitively coding the same thing.
Functions:
When you combine functions with generic events (this is typically for libraries that you'll distribute to others) you can use them to return (typically from a variable) info about the triggering items and causes.
Variables:
Records are also a great way of creating multiple iterations of the same variables I.E.
Not the best example but a rough idea of what I mean.
Not sure what category:
Another thing that you might want to note, is that you shouldn't create the same Dialogs and dialog items on a player basis, instead you should create one set and adjust it per player.
Still alive and kicking, just busy.
My guide to the trigger editor (still a work in progress)