Here is the Tuturial I just submitted, might be usefull

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This are two easy-to-use-systems which can be really good used in RPG's but also in other types of games. First I will explain how the work and then I'll give some pro's and con's, with what you can use them well, tips, etc.
As the titel says I will explain TWO systems here, one with a Reaver and one with an Carrier. They are both the same except that instead of a Reaver you use a Carrier and that with the Carrier you can only 'count' to 9(0-8) instead of 11 (0-10).
Reaver triggers:| Trigger |
| Players: |
| ¤ Player 1 |
| Conditions: |
¤ Player 1 brings exactly X Scarab to 'Reaver1'.
|
| ¤ Other condition(s) (THERE MUST BE MORE THEN ONE COND. IN TOTAL !!) |
| Actions: |
¤ Give all Protoss Reaver owned by Player 1 at 'Reaver1' to Player 2
|
¤ Remove all Protoss Scarab for Player 2
|
¤ Give all Protoss Reaver owned by Player 2 at 'Reaver1' to Player 1
|
¤ Add at most Y to hanger for 1 Protoss Reaver at 'Reaver1' owned by Player 1
|
¤ Any action you want...
|
¤ And probably another trigger to reset the extra condition
|
| ¤ Preserve trigger |
Explanation:X = Number of scarabs, can be any number between 0 an 10
Y = Number of scarabs which are added after all the scarabs are deleted, this is optional but you set that some actions only cost one scarab or something like that
Reaver1 = The location where the Reaver with the scarabs to be counted is, you can let this this location follow the Reaver if that is needed.
Player 2 = An player who should be neutral or something so that he, if you don't use hypertriggers, wont exidently fire a scarab when he owns it for a moment.
You HAVE to use the 'remove' trigger instead of the 'remove at location' trigger because otherwise the scarabs will not be removed.
You HAVE to insert an second condition because otherwise you can't get any further then one scarab, you can use the dropship system for that.
It is a smart thing to set the build time and unit cost for the Scarab to zero(0) so you can use it fast and costless.
Now you can simple copy this trigger and change the first condition in 'brings exactly 2 scarabs' or something like that. Remember that you can use different Reavers who each can do something different when they have a specific amount of Scarabs, you can have unlimited options with this method

.
If you can't use the Reaver method you can use Carriers, this works excactly the same except that you can only have 8 Intercepters in a Carrier instead of 10 Scarabs in a Reaver.
Pro's:- Has 11 options which is much more then with, for example, the Dropship method
- Is fast (but it IS slower then the dropship method because you need to do 2 actions since you'll have 2 or more conditions, but both can be hotkeyed)
- Very reliable
- Can be used UNLIMITED !! You can have as much Reavers as you want, and EVERY reaver can have up to 11 options

- You can still use other Reavers normally, but Scarabs can be build free and very fast now, but that can be solved by making Reavers cost more
- Very simple triggers, and requires only one trigger for each number, the trigger can be copied easily coz only a few things have to be changed
Con's:- Requires two steps to use (but two FAST steps)
- Game balance is a bit changed since Scarabs will most probably be free and with a 1 sec build time
Couldn't think of more con's.... what a pitty
Some things where this system can be very handy:- Abilities/spells: So for example if you have 1 scarab you do 'fireball' and if you have 6 scarabs you do 'healing', simple huh

- Charging: If you buy more scarabs then the next spell/ability/whatever will do more damage or is more effective or something like that. You can simply give Scarabs a cost so you can't fully charge a spell for free.
- Selecting: If you have 4 scarabs you order a nuke to go 'big bang' (

) in location 4
- Codes: This is a perfect (read: godly) system for codes, so if you want to open a door you first have to insert the correct code.
You can also script that you use two or more Reavers so you have to make specific combinations, example: Reaver1: 5 Scarabs, Reaver2: 9 Scarabs, Reaver3: 2 Scarabs, etc.
You can think enough other ideas for yourself I think

ps: remember to set the research for extra Scarabs (so you can have 10 Scarabs max) researched by defealt for you and the player which get the Reaver where the Scarabs are deleted.