• 🏆 Texturing Contest #33 is OPEN! Contestants must re-texture a SD unit model found in-game (Warcraft 3 Classic), recreating the unit into a peaceful NPC version. 🔗Click here to enter!
  • It's time for the first HD Modeling Contest of 2024. Join the theme discussion for Hive's HD Modeling Contest #6! Click here to post your idea!

Local Variables

Level 7
Joined
Oct 24, 2006
Messages
110
jonadrian619's step by step Tutorial about Local Variables.

This is my second tutorial about JASS. This tutorial is for newbies who want to learn about local variables and even some topics about JASS..

Table of Contents:
1) Introduction
2) Creating Local Variables
3) Storing data in a Local Variable
4) Using stored data
5) Removing Memory Leaks
6) Conclusion

To know more about JASS click here.

1) Introduction
Local variables are variables that are declared in functions. Functions are parts of the script which execute a number of actions... (click 'here' above for more details) Local variables, unlike globals, allow several copies of the trigger to fire correctly.

The only bad thing about them is that they can ONLY be used inside the function they were declared in.. The example below is wrong:

JASS:
function CreateEffect takes nothing returns nothing
    local unit u
    set u = GetTriggerUnit()
endfunction

function RemoveUnit takes nothing returns nothing
    call RemoveUnit(u, true)
endfunction

Local variables also play an important role for triggered spells, most especially the spells that need dummy units to take effect.

This paragraph tells you about syntax errors. Syntax Errors are lines of script code or custom scripts that contain variables, functions or any word in the script that is incorrect, invalid or don't exist at all. You should be more careful when using WE- No Limits tool in TFT versions 1.07 or any version below 1.18, as the new GUI actions in WE no-limits will cause script errors. In this case, creating a 'Lightning Effect' action in WE no limits and you have TFT v1.07 will cause a syntax error telling that 'Lightning Effects' does not exist. To solve this problem install the latest patch.


2) Creating Local Variables
You need knowledge about JASS triggering before doing this stuff. Local variables can only be declared by using the Custom Script action.

To start, go to the Trigger Editor, then Create a new trigger or use an existing trigger. Create all the necessary events and conditions. Once finished, create a Custom Script action.

Global variables can be created in the Variable Editor, setting it's types and initial value and it's name. Local variables are declared in this manner:

local variable_type = variable_name

All variable types:
JASS:
type event              extends     handle  // a reference to an event registration
type player             extends     handle  // a single player reference
type widget             extends     handle  // an interactive game object with life
type unit               extends     widget  // a single unit reference
type destructable       extends     widget
type item               extends     widget
type ability            extends     handle
type buff               extends     ability
type force              extends     handle
type group              extends     handle
type trigger            extends     handle
type triggercondition   extends     handle
type triggeraction      extends     handle
type timer              extends     handle
type location           extends     handle
type region             extends     handle
type rect               extends     handle
type boolexpr           extends     handle
type sound              extends     handle
type conditionfunc      extends     boolexpr
type filterfunc         extends     boolexpr
type unitpool           extends     handle
type itempool           extends     handle
type race               extends     handle
type alliancetype       extends     handle
type racepreference     extends     handle
type gamestate          extends     handle
type igamestate         extends     gamestate
type fgamestate         extends     gamestate
type playerstate        extends     handle
type playerscore        extends     handle
type playergameresult   extends     handle
type unitstate          extends     handle
type aidifficulty       extends     handle
type eventid            extends     handle
type gameevent          extends     eventid
type playerevent        extends     eventid
type playerunitevent    extends     eventid
type unitevent          extends     eventid
type limitop            extends     eventid
type widgetevent        extends     eventid
type dialogevent        extends     eventid
type unittype           extends     handle
type gamespeed          extends     handle
type gamedifficulty     extends     handle
type gametype           extends     handle
type mapflag            extends     handle
type mapvisibility      extends     handle
type mapsetting         extends     handle
type mapdensity         extends     handle
type mapcontrol         extends     handle
type playerslotstate    extends     handle
type volumegroup        extends     handle
type camerafield        extends     handle
type camerasetup        extends     handle
type playercolor        extends     handle
type placement          extends     handle
type startlocprio       extends     handle
type raritycontrol      extends     handle
type blendmode          extends     handle
type texmapflags        extends     handle
type effect             extends     handle
type effecttype         extends     handle
type weathereffect      extends     handle
type terraindeformation extends     handle
type fogstate           extends     handle
type fogmodifier        extends     handle
type dialog             extends     handle
type button             extends     handle
type quest              extends     handle
type questitem          extends     handle
type defeatcondition    extends     handle
type timerdialog        extends     handle
type leaderboard        extends     handle
type multiboard         extends     handle
type multiboarditem     extends     handle
type trackable          extends     handle
type gamecache          extends     handle
type version            extends     handle
type itemtype           extends     handle
type texttag            extends     handle
type attacktype         extends     handle
type damagetype         extends     handle
type weapontype         extends     handle
type soundtype          extends     handle
type lightning          extends     handle
type pathingtype        extends     handle
type image              extends     handle
type ubersplat          extends     handle

Here are hard to understand types and their GUI versions
group is Unit Group in GUI
force is Player Group in GUI
destructable is Destructible in GUI
effect is Special Effect in GUI
location is Point in GUI
rect is Region in GUI

Local variables must be declared at the beginning of the function before any actions are executed, as it could cause sytnax errors.

3) Storing Data inside a Local Variable
Storing data in a local variable is similar to storing data in a global variable. The 'Set Variable' action stores data in a global variable. However, storing data in a local variable should be done in custom script:

JASS:
set local variable name = value

Examples: set Nova_Caster = GetTriggerUnit() - [In GUI: Set Nova_Caster = (Triggering Unit)]

You must store data only to previously declared local variables. Also, store only data that the local variable can store. For example, you cannot store a unit into an integer local variable.


4) Using Stored Data
Once you've stored data inside a local variable, you can create any action to use the stored data. The trigger below will give an example.

  • local var test
    • Events
      • Player - Player 1 (Red) types a chat message containing - test as An Exact Match
    • Conditions
    • Actions
      • Custom script: local player Player_ONE
      • Custom script: set Player_ONE = GetTriggerPlayer()
When using a local variable's data make sure you use JASS or Custom Script to create the actions. GUI actions only use the data stored in a global variable. Take note that you'll create only actions that use the type of data stored in a local variable. Creating a unit using the data stored in an integer variable will cause syntax errors.


5) Removing Memory Leaks
Take note that variables leak. They will not be removed from the memory and it'll remain there. That's the main cause of in-game lag. If you've got a bunch of triggers, triggers that leak, it could cause lag and even game freezing (worst lag) when not removed for a long time. Below are ways of nullifying local variables and removing leaks.

a) Nullifying Local Variables after use
Nullifying local variables gets them out of the memory by emptying it. By setting a 'null' value to a local variable it means that it's empty. Below is an example of nullifying 2 local variables. Take note, that handles leak and must be nulled.

  • Nullify Test
    • Events
      • Unit - A unit Dies
    • Conditions
    • Actions
      • Custom script: local unit Exploding_Unit
      • Custom script: local string Test
      • Custom script: set Exploding_Unit = GetTriggerUnit()
      • Custom script: set Test = "The nullify test worked!!"
      • Custom script: call TriggerSleepAction( 1.00 )
      • Custom script: call RemoveUnit( Exploding_Unit )
      • Custom script: set Exploding_Unit = null
      • Custom script: call DisplayTimedTextToForce( GetPlayersAll(), 5.00, Test )
      • Custom script: call TriggerSleepAction( 6.00 )
      • Custom script: set Test = null
The unit variable was declared, then when the 'GetTriggerUnit' was stored, it received a null value through the 'set' action. To nullify the string variable, let the string show off a bit, maybe 5 seconds, then add a 6 second wait action after that. Then nullify the variable.
The trigger above showed an example that the contents of the local variables must be destroyed first then nullified.
You must never nullify local variables BEFORE you destroyed what they contained, or else you'll never be able to remove that. An example of that error is like this:

JASS:
Custom script:   set Exploding_Unit = null
JASS:
Custom script:   call RemoveUnit( Exploding_Unit )

NOTE: You must pause timers and destroy their windows before you nullify them.

b) Destroying objects that cause memory leaks
This part is not related to this tutorial. However it gives newbies some tips to destroy leaks.

Points, Unit Groups, Player Groups, Special Effects, Lightning Effects, Floating Text, and Countdown Timers also leak.

Here are the actions needed to remove each of them. In order: Timer, Special Effect, Lightning Effect, Trigger, Point, Unit Group, Floating Text

JASS:
Custom script:    call DestroyTimer (name)
        Custom script:    call DestroyEffect (name)
        Custom script:    call DestroyLightning (name)
        Custom script:    call DestroyTrigger (name)
        Custom script:    call RemoveLocation (name)
        Custom script:    call DestroyGroup (name)
        Custom script:    call DestroyTextTag (name)

Here are additional lines to destroy handles. (Thanks to Diablo-DK)

JASS:
call DestroyBoolExpr()
call DestroyCondition()
call DestroyDefeatCondition()
call DestroyFilter()
call DestroyFogModifier()
call DestroyForce()
call DestroyImage()
call DestroyItemPool()
call DestroyLeaderboard()
call DestroyMultiboard()
call DestroyQuest()
call DestroyTimerDialog()
call DestroyTrigger()
call DestroyUbersplat()
call DestroyUnitPool()
call RemoveDestructable()
call RemoveItem()
call RemoveLocation()
call RemoveRect()
call RemoveRegion()
call RemoveUnit()
call RemoveWeatherEffect()
call TriggerRemoveAction()
call TriggerRemoveCondition()

To remove a specific leaking object, an example is shown below (Point leak):
  • Set Temp_Point = (Center of (Playable map area))
    • Unit - Create 1 Hydra for Player 1 (Red) at Temp_Point facing Default building facing degrees
    • Custom script: call RemoveLocation ( udg_Temp_Point )
6) Conclusion
That's all I can show you because I'm only good at GUI triggering and know few things about JASS like local variables, native functions and leaks. This is a newbie's tutorial to understanding local variables and the ways of destroying memory leaks. Learn the contents of this tutorial. There are a group of JASS tutorials in this site. Pick one of them to learn more about JASS.

Please make comments if it's enough for you or you need something more advanced.
 
Last edited by a moderator:
Level 10
Joined
Nov 10, 2004
Messages
351
First of all use jass tags when you write jass text:
JASS:
local unit u
this is done by wrapping [.jass] and [./jass] around your jass text(without the " . ")

Nullifying local variables gets them out of the memory by emptying it. By setting a 'null' value to a local variable it means that it's empty. Below is an example of nullifying 2 local variables. One unit and string. Strings also leak unless removed and nullified.
That is not quite correct, only handles leak and have to be nulled.
All variable types are handle except these:
JASS:
real, boolean, integer, code, string
The above variable types does not have to be nulled.
Strings does leak yes, a little but they still can't be nulled.

Unit - Create 1 Hydra for Player 1 (Red) at (Center of (Playable map area)) facing Default building facing degrees
Set Temp_Point = (Center of (Playable map area))
Custom script: call RemoveLocation ( udg_Temp_Point )
Is this supposed to leak?

Also, here's a longer list of functions to destroy handles
JASS:
DestroyBoolExpr()
DestroyCondition()
DestroyDefeatCondition()
DestroyEffect()
DestroyFilter()
DestroyFogModifier()
DestroyForce()
DestroyGroup()
DestroyImage()
DestroyItemPool()
DestroyLeaderboard()
DestroyLightning()
DestroyMultiboard()
DestroyQuest()
DestroyTextTag()
DestroyTimer()
DestroyTimerDialog()
DestroyTrigger()
DestroyUbersplat()
DestroyUnitPool()
RemoveDestructable()
RemoveItem()
RemoveLocation()
RemoveRect()
RemoveRegion()
RemoveUnit()
RemoveWeatherEffect()
TriggerRemoveAction()
TriggerRemoveCondition()

Also include that timers should be paused before destroyed to avoid bugs
like this:
JASS:
call PauseTimer(timer)
call DestroyTimer(timer)
and maybe also that nulling timers can bug.
 
Level 40
Joined
Dec 14, 2005
Messages
10,532
I've personally never had troubles with nulling timers.

As to otherwise --

-It's bad practice to put Underscores ("Spaces") in Local Variable names
-You usually, by programming traditions, start variables (non-constant) with lowercaseletters, constants with UPPERCASELETTERSALLTHEWAYTHROUGH, and functions with CapitalizedWords
-Strings can be nulled but it doesn't stop their leak (sorta like what Diablo-DK said)
-Your 'hydra' leaks.
-set is lowercase, not uppercase
-BJ functions are bad practice
-Destructable is destructable in JASS, not doodad
-You may want to describe what a function is to these 'newbies' before you refer to them
-Local variables are overwritten... theyre just not accessible from outside an instance of a function
-When you comment on the '2 units dying at the same time', that's not possible for warcraft -- triggers without waits don't run at the same nanosecond
-Please unattach your signature from the tutorial
-You can initialize local variables, eg
JASS:
local player p1 = GetTriggerPlayer()
-Script Errors, as you call them, are called Syntax Errors

and diablo, only Periodic timers need pausing
 
I remember replying to a thread like this... Anyways, those are not all of the local variables. These are all of the local variables:
JASS:
//============================================================================
// Native types. All native functions take extended handle types when
// possible to help prevent passing bad values to native functions
//
type event              extends     handle  // a reference to an event registration
type player             extends     handle  // a single player reference
type widget             extends     handle  // an interactive game object with life
type unit               extends     widget  // a single unit reference
type destructable       extends     widget
type item               extends     widget
type ability            extends     handle
type buff               extends     ability
type force              extends     handle
type group              extends     handle
type trigger            extends     handle
type triggercondition   extends     handle
type triggeraction      extends     handle
type timer              extends     handle
type location           extends     handle
type region             extends     handle
type rect               extends     handle
type boolexpr           extends     handle
type sound              extends     handle
type conditionfunc      extends     boolexpr
type filterfunc         extends     boolexpr
type unitpool           extends     handle
type itempool           extends     handle
type race               extends     handle
type alliancetype       extends     handle
type racepreference     extends     handle
type gamestate          extends     handle
type igamestate         extends     gamestate
type fgamestate         extends     gamestate
type playerstate        extends     handle
type playerscore        extends     handle
type playergameresult   extends     handle
type unitstate          extends     handle
type aidifficulty       extends     handle

type eventid            extends     handle
type gameevent          extends     eventid
type playerevent        extends     eventid
type playerunitevent    extends     eventid
type unitevent          extends     eventid
type limitop            extends     eventid
type widgetevent        extends     eventid
type dialogevent        extends     eventid
type unittype           extends     handle

type gamespeed          extends     handle
type gamedifficulty     extends     handle
type gametype           extends     handle
type mapflag            extends     handle
type mapvisibility      extends     handle
type mapsetting         extends     handle
type mapdensity         extends     handle
type mapcontrol         extends     handle
type playerslotstate    extends     handle
type volumegroup        extends     handle
type camerafield        extends     handle
type camerasetup        extends     handle
type playercolor        extends     handle
type placement          extends     handle
type startlocprio       extends     handle
type raritycontrol      extends     handle
type blendmode          extends     handle
type texmapflags        extends     handle
type effect             extends     handle
type effecttype         extends     handle
type weathereffect      extends     handle
type terraindeformation extends     handle
type fogstate           extends     handle
type fogmodifier        extends     handle
type dialog             extends     handle
type button             extends     handle
type quest              extends     handle
type questitem          extends     handle
type defeatcondition    extends     handle
type timerdialog        extends     handle
type leaderboard        extends     handle
type multiboard         extends     handle
type multiboarditem     extends     handle
type trackable          extends     handle
type gamecache          extends     handle
type version            extends     handle
type itemtype           extends     handle
type texttag            extends     handle
type attacktype         extends     handle
type damagetype         extends     handle
type weapontype         extends     handle
type soundtype          extends     handle
type lightning          extends     handle
type pathingtype        extends     handle
type image              extends     handle
type ubersplat          extends     handle
 
Top