[TRIGGER/JASS] A rather weird problem is occuring when using Jass
Ok, so I switched to custom race system that is based of off Jass and someone instructed me to use JNGP to open the map and further edit it from there. Now initially I got the map to work and was able to play test it, but after opening the map up in Jass again, I can't even save it and I literally changed nothing, the Jass helper says it found errors and please wait. Also, the test just loads the game, but not the map at all, and I cannot even save it in the regular editor or JNGP I have checked the triggers and everything I can think of, but I am still having issues.
Here are the 3 triggers in Jass I am using
The first one is the Custom Race System based on Jass or vJass and the following are triggers of races.
Ok, so I switched to custom race system that is based of off Jass and someone instructed me to use JNGP to open the map and further edit it from there. Now initially I got the map to work and was able to play test it, but after opening the map up in Jass again, I can't even save it and I literally changed nothing, the Jass helper says it found errors and please wait. Also, the test just loads the game, but not the map at all, and I cannot even save it in the regular editor or JNGP I have checked the triggers and everything I can think of, but I am still having issues.
Here are the 3 triggers in Jass I am using
The first one is the Custom Race System based on Jass or vJass and the following are triggers of races.
JASS:
[TRIGGER]//==============================================================================
// Custom Race System by Archmage Owenalacaster
//==============================================================================
//
// Purpose:
// - Creates the starting units for custom races and replaces the standard
// Melee Initialization trigger. Custom races are selected by race and
// handicap.
//
// Usage:
// - Register a new custom race with CustomRace.create(name, RACE, handicap)
// Handicaps: Valid handicap values are 1.0, 0.9, 0.8, 0.7, 0.6 and 0.5.
// - Register a new custom race for all handicaps of a single race with
// CustomRace.createAll(name, RACE)
// - Extend the registration of a race with c.register(RACE, handicap)
// - Set the townhall type with c.setTownHall(unitid)
// - Add a new worker type with c.addWorkerType(unitid, priority, qty)
// Priorities: c.NEAR_MINE spawns workers near the mine, where workers
// typically spawn.
// c.NEAR_HALL spawns workers near the town hall, where
// Ghouls spawn.
// - Add a random hero type with c.addHeroType(unitid)
// - Set the ai script used by computer players with c.setAIScript(stringpath)
// - Set a callback function with c.setCallback(CustomRaceCall.function)
// Callbacks: The callback is executed after all the starting units for a
// player are created, and its purpose is to provide enhanced
// initial behaviour for a race. A good example of this with the
// standard races would be the Undead Goldmine Haunting and
// Night Elves Goldmine Entangling.
// The callback function passes as arguments all the units
// generated in addition to the nearest goldmine detected.
// Please note that if a random hero is not created, the last
// argument will have a null value, so always do a check.
// - Get a player's custom race name string with GetPlayerCustomRaceName(player)
//
// Notes:
// - Supports a maximum of 24 custom races.
// - Maximum for worker and hero types are configurable.
//
// Requirements:
// - JassHelper version 0.9.E.0 or newer (older versions may still work).
//
// Installation:
// - Create a new trigger called CustomRaceSystem.
// - Convert it to custom text and replace all the code with this code.
//
// Special Thanks:
// - Alevice: He practically co-wrote the code.
// - cosmicat: His formula for circular unit formation.
// Co-developing the single-array registry.
//
//==============================================================================
library CustomRaceSystem initializer Init
//===========================================================================
// CONFIGURATION SECTION
//===========================================================================
globals
// Unit Type Constants
private constant integer MAX_WORKERTYPES = 4
private constant integer MAX_HEROTYPES = 4
endglobals
//===========================================================================
// END CONFIGURATION SECTION
//===========================================================================
function interface CustomRaceCall takes player play, group workers, unit goldmine, unit townhall, unit randhero returns nothing
private function r2S takes race r returns string
if r == RACE_HUMAN then
return "Human"
elseif r == RACE_ORC then
return "Orc"
elseif r == RACE_UNDEAD then
return "Undead"
elseif r == RACE_NIGHTELF then
return "Night Elf"
endif
return "Unknown"
endfunction
private function r2I takes race r returns integer
if r == RACE_HUMAN then
return 1
elseif r == RACE_ORC then
return 2
elseif r == RACE_UNDEAD then
return 3
elseif r == RACE_NIGHTELF then
return 4
endif
return 5
endfunction
globals
// Victory Defeat Variables
private string array KEY_STRUCTURE
private integer KEY_STRUCTURE_COUNT = 0
endglobals
//===========================================================================
// STRUCT DATA
//===========================================================================
private keyword createStartingUnits
struct CustomRace
string name
// Town Hall Variable
integer townhallType = 0
//string townhallName
// Town Hall name is not currently supported.
// Worker Variables
integer totalWorkerTypes = 0
integer array workerType[MAX_WORKERTYPES]
integer array workerPriority[MAX_WORKERTYPES]
integer array workerQty[MAX_WORKERTYPES]
// Random Hero Variables
integer totalHeroTypes = 0
integer array heroType[MAX_HEROTYPES]
// AI Script Directory String Variable
string aiscript = ""
// Callback Variable
private CustomRaceCall c
// Registry Variable
static integer array REGISTRY
// Spawn Priority Variables
static integer NEAR_MINE = 0
static integer NEAR_HALL = 1
static method get takes race r, real h returns CustomRace
return CustomRace(.REGISTRY[((r2I(r)-1)*6)+(10-R2I(h*10.))])
endmethod
method register takes race r, real h returns boolean
local CustomRace c = CustomRace.get(r,h)
if c != 0 then
debug call BJDebugMsg("|cffff0000Registration of "+.name+" failed due to conflict with "+c.name+" registered for "+r2S(r)+" race Handicap "+R2S(h))
return false
endif
set .REGISTRY[((r2I(r)-1)*6)+(10-R2I(h*10.))] = integer(this)
return true
endmethod
static method create takes string name, race r, real h returns CustomRace
local CustomRace c = CustomRace.allocate()
set c.name = name
if not c.register(r,h) then
call c.destroy()
return 0
endif
return c
endmethod
static method createAll takes string name, race r returns CustomRace
local CustomRace c = CustomRace.allocate()
set c.name = name
if not c.register(r,1.0) and not c.register(r,0.9) and not c.register(r,0.8) and not c.register(r,0.7) and not c.register(r,0.6) and not c.register(r,0.5) then
call c.destroy()
return 0
endif
return c
endmethod
method setTownHall takes integer hallid returns nothing
set .townhallType = hallid
set KEY_STRUCTURE[KEY_STRUCTURE_COUNT] = UnitId2String(hallid)
set KEY_STRUCTURE_COUNT = KEY_STRUCTURE_COUNT+1
endmethod
method addWorkerType takes integer workerid, integer priority, integer quantity returns nothing
set .workerType[.totalWorkerTypes] = workerid
set .workerPriority[.totalWorkerTypes] = priority
set .workerQty[.totalWorkerTypes] = quantity
set .totalWorkerTypes = .totalWorkerTypes+1
endmethod
method addHeroType takes integer heroid returns nothing
local integer i = 0
set .heroType[.totalHeroTypes] = heroid
set .totalHeroTypes = .totalHeroTypes+1
loop
call SetPlayerTechMaxAllowed(Player(i),heroid,1)
set i = i+1
exitwhen i == bj_MAX_PLAYERS
endloop
endmethod
private method getRandomHeroType takes nothing returns integer
local integer randomindex = GetRandomInt(0,.totalHeroTypes-1)
return .heroType[randomindex]
endmethod
method setAIScript takes string s returns nothing
set .aiscript = s
endmethod
method setCallback takes CustomRaceCall callb returns nothing
set .c = callb
endmethod
private method createRandomHero takes player p, location loc returns unit
local unit h = CreateUnitAtLoc(p, .getRandomHeroType(), loc, bj_UNIT_FACING)
if bj_meleeGrantHeroItems then
call MeleeGrantItemsToHero(h)
endif
return h
endmethod
method createStartingUnits takes player p returns nothing
local location startLoc = GetPlayerStartLocationLoc(p)
local location nearMineLoc = startLoc
local location nearTownLoc = startLoc
local location spawnLoc = startLoc
local location heroLoc = startLoc
local unit nearestMine = MeleeFindNearestMine(startLoc, bj_MELEE_MINE_SEARCH_RADIUS)
local unit myTownhall = null
local unit myRandHero = null
local group workerGroup = CreateGroup()
local integer workertypeindex = 0
local integer workerqty = 0
local integer spawnPriority = 0
if nearestMine != null then
set nearMineLoc = MeleeGetProjectedLoc(GetUnitLoc(nearestMine),startLoc,320,0)
set nearTownLoc = MeleeGetProjectedLoc(startLoc,GetUnitLoc(nearestMine),288,0)
set heroLoc = MeleeGetProjectedLoc(GetUnitLoc(nearestMine),startLoc,384,45)
endif
set myTownhall = CreateUnitAtLoc(p,.townhallType,startLoc,bj_UNIT_FACING)
loop
exitwhen workertypeindex == .totalWorkerTypes
set spawnPriority = .workerPriority[workertypeindex]
if (spawnPriority==.NEAR_HALL) then
set spawnLoc = nearTownLoc
elseif(spawnPriority==.NEAR_MINE) then
set spawnLoc = nearMineLoc
endif
loop
call GroupAddUnit(workerGroup, CreateUnitAtLoc(p,.workerType[workertypeindex],PolarProjectionBJ(spawnLoc,65,(I2R(workerqty)*(360.00 / I2R(.workerQty[workertypeindex]))) + 90),bj_UNIT_FACING))
set workerqty = workerqty + 1
exitwhen workerqty >= .workerQty[workertypeindex]
endloop
call RemoveLocation(spawnLoc)
set workerqty = 0
set workertypeindex = workertypeindex+1
endloop
if (IsMapFlagSet(MAP_RANDOM_HERO) and .totalHeroTypes>0 ) then
set myRandHero = .createRandomHero(p,heroLoc)
else
call SetPlayerState(p,PLAYER_STATE_RESOURCE_HERO_TOKENS,bj_MELEE_STARTING_HERO_TOKENS)
endif
if(.c!=0) then
call .c.evaluate(p,workerGroup,nearestMine,myTownhall,myRandHero)
else
call DestroyGroup(workerGroup)
endif
if nearMineLoc != startLoc then
call RemoveLocation(nearMineLoc)
call RemoveLocation(nearTownLoc)
call RemoveLocation(heroLoc)
endif
call RemoveLocation(startLoc)
set startLoc = null
set nearMineLoc = null
set nearTownLoc = null
set spawnLoc = null
set heroLoc = null
set nearestMine = null
set myTownhall = null
set myRandHero = null
set workerGroup = null
endmethod
endstruct
globals
private string array PLAYER_RACE
endglobals
function GetPlayerCustomRaceName takes player p returns string
return PLAYER_RACE[GetPlayerId(p)]
endfunction
//===========================================================================
// UNIT CREATION SECTION
//===========================================================================
private function CreateStartingUnitsForAllPlayers takes nothing returns nothing
local integer index = 0
local player indexPlayer
local race playerRace
local CustomRace c
loop
set indexPlayer = Player(index)
if (GetPlayerSlotState(indexPlayer) == PLAYER_SLOT_STATE_PLAYING) then
set playerRace = GetPlayerRace(indexPlayer)
set c = CustomRace.get(playerRace,GetPlayerHandicap(indexPlayer)+0.01)
if (GetPlayerController(indexPlayer) == MAP_CONTROL_USER or (GetPlayerController(indexPlayer) == MAP_CONTROL_COMPUTER and c.aiscript != "" )) and c != 0 then
set PLAYER_RACE[index] = c.name
call c.createStartingUnits(indexPlayer)
elseif playerRace == RACE_HUMAN then
call MeleeStartingUnitsHuman(indexPlayer,GetStartLocationLoc(GetPlayerStartLocation(indexPlayer)),true,true,true)
elseif playerRace == RACE_ORC then
call MeleeStartingUnitsOrc(indexPlayer,GetStartLocationLoc(GetPlayerStartLocation(indexPlayer)),true,true,true)
elseif playerRace == RACE_NIGHTELF then
call MeleeStartingUnitsNightElf(indexPlayer,GetStartLocationLoc(GetPlayerStartLocation(indexPlayer)),true,true,true)
elseif playerRace == RACE_UNDEAD then
call MeleeStartingUnitsUndead(indexPlayer,GetStartLocationLoc(GetPlayerStartLocation(indexPlayer)),true,true,true)
else
call MeleeStartingUnitsUnknownRace(indexPlayer,GetStartLocationLoc(GetPlayerStartLocation(indexPlayer)),true,true,true)
endif
endif
set index = index + 1
exitwhen index == bj_MAX_PLAYERS
endloop
endfunction
//===========================================================================
// CUSTOM MELEE AI SECTION
//===========================================================================
private function CustomMeleeStartingAI takes nothing returns nothing
local integer index = 0
local player indexPlayer
local race indexRace
local CustomRace c
loop
set indexPlayer = Player(index)
if (GetPlayerSlotState(indexPlayer) == PLAYER_SLOT_STATE_PLAYING) then
set indexRace = GetPlayerRace(indexPlayer)
set c = CustomRace.get(indexRace,GetPlayerHandicap(indexPlayer)+0.01)
call SetPlayerHandicap(indexPlayer,1.0)
if (GetPlayerController(indexPlayer) == MAP_CONTROL_COMPUTER) then
// Run a race-specific melee AI script.
if c != 0 and c.aiscript != "" then
call StartMeleeAI(indexPlayer, c.aiscript)
elseif (indexRace == RACE_HUMAN) then
call PickMeleeAI(indexPlayer, "human.ai", null, null)
elseif (indexRace == RACE_ORC) then
call PickMeleeAI(indexPlayer, "orc.ai", null, null)
elseif (indexRace == RACE_UNDEAD) then
call PickMeleeAI(indexPlayer, "undead.ai", null, null)
call RecycleGuardPosition(bj_ghoul[index])
elseif (indexRace == RACE_NIGHTELF) then
call PickMeleeAI(indexPlayer, "elf.ai", null, null)
else
// Unrecognized race.
endif
call ShareEverythingWithTeamAI(indexPlayer)
endif
endif
set index = index + 1
exitwhen index == bj_MAX_PLAYERS
endloop
endfunction
//===========================================================================
// VICTORY DEFEAT SECTION
//===========================================================================
private function CustomGetAllyKeyStructureCount takes player whichPlayer returns integer
local integer i = 0
local integer keyStructs = 0
local integer playerIndex = 0
local player indexPlayer
loop
set indexPlayer = Player(playerIndex)
if (PlayersAreCoAllied(whichPlayer, indexPlayer)) then
set keyStructs = keyStructs + GetPlayerTypedUnitCount(indexPlayer, "townhall", true, true)
set keyStructs = keyStructs + GetPlayerTypedUnitCount(indexPlayer, "greathall", true, true)
set keyStructs = keyStructs + GetPlayerTypedUnitCount(indexPlayer, "necropolis", true, true)
set keyStructs = keyStructs + GetPlayerTypedUnitCount(indexPlayer, "treeoflife", true, true)
loop
set keyStructs = keyStructs + GetPlayerTypedUnitCount(indexPlayer, KEY_STRUCTURE[i], true, true)
set i = i+1
exitwhen i == KEY_STRUCTURE_COUNT
endloop
endif
set playerIndex = playerIndex + 1
exitwhen playerIndex == bj_MAX_PLAYERS
endloop
return keyStructs
endfunction
private function CustomPlayerIsCrippled takes player whichPlayer returns boolean
local integer allyStructures = MeleeGetAllyStructureCount(whichPlayer)
local integer allyKeyStructures = CustomGetAllyKeyStructureCount(whichPlayer)
return (allyStructures > 0) and (allyKeyStructures <= 0)
endfunction
private function CustomCheckForCrippledPlayers takes nothing returns nothing
local integer playerIndex
local player indexPlayer
local boolean isNowCrippled
call MeleeCheckForLosersAndVictors()
if bj_finishSoonAllExposed then
return
endif
set playerIndex = 0
loop
set indexPlayer = Player(playerIndex)
set isNowCrippled = CustomPlayerIsCrippled(indexPlayer)
if (not bj_playerIsCrippled[playerIndex] and isNowCrippled) then
set bj_playerIsCrippled[playerIndex] = true
call TimerStart(bj_crippledTimer[playerIndex], bj_MELEE_CRIPPLE_TIMEOUT, false, function MeleeCrippledPlayerTimeout)
if (GetLocalPlayer() == indexPlayer) then
call TimerDialogDisplay(bj_crippledTimerWindows[playerIndex], true)
call DisplayTimedTextToPlayer(indexPlayer, 0, 0, bj_MELEE_CRIPPLE_MSG_DURATION, GetLocalizedString("CRIPPLE_WARNING_HUMAN"))
endif
elseif (bj_playerIsCrippled[playerIndex] and not isNowCrippled) then
set bj_playerIsCrippled[playerIndex] = false
call PauseTimer(bj_crippledTimer[playerIndex])
if (GetLocalPlayer() == indexPlayer) then
call TimerDialogDisplay(bj_crippledTimerWindows[playerIndex], false)
if (MeleeGetAllyStructureCount(indexPlayer) > 0) then
if (bj_playerIsExposed[playerIndex]) then
call DisplayTimedTextToPlayer(indexPlayer, 0, 0, bj_MELEE_CRIPPLE_MSG_DURATION, GetLocalizedString("CRIPPLE_UNREVEALED"))
else
call DisplayTimedTextToPlayer(indexPlayer, 0, 0, bj_MELEE_CRIPPLE_MSG_DURATION, GetLocalizedString("CRIPPLE_UNCRIPPLED"))
endif
endif
endif
call MeleeExposePlayer(indexPlayer, false)
endif
set playerIndex = playerIndex + 1
exitwhen playerIndex == bj_MAX_PLAYERS
endloop
endfunction
private function CustomInitVictoryDefeat takes nothing returns nothing
local trigger checker = CreateTrigger()
local trigger trig
local integer index
local player indexPlayer
set bj_finishSoonTimerDialog = CreateTimerDialog(null)
call TriggerAddAction(checker, function CustomCheckForCrippledPlayers)
set trig = CreateTrigger()
call TriggerRegisterGameEvent(trig, EVENT_GAME_TOURNAMENT_FINISH_SOON)
call TriggerAddAction(trig, function MeleeTriggerTournamentFinishSoon)
set trig = CreateTrigger()
call TriggerRegisterGameEvent(trig, EVENT_GAME_TOURNAMENT_FINISH_NOW)
call TriggerAddAction(trig, function MeleeTriggerTournamentFinishNow)
set index = 0
loop
set indexPlayer = Player(index)
if (GetPlayerSlotState(indexPlayer) == PLAYER_SLOT_STATE_PLAYING) then
set bj_meleeDefeated[index] = false
set bj_meleeVictoried[index] = false
set bj_playerIsCrippled[index] = false
set bj_playerIsExposed[index] = false
set bj_crippledTimer[index] = CreateTimer()
set bj_crippledTimerWindows[index] = CreateTimerDialog(bj_crippledTimer[index])
call TimerDialogSetTitle(bj_crippledTimerWindows[index], MeleeGetCrippledTimerMessage(indexPlayer))
call TriggerRegisterPlayerUnitEvent(checker, indexPlayer, EVENT_PLAYER_UNIT_CONSTRUCT_CANCEL, null)
call TriggerRegisterPlayerUnitEvent(checker, indexPlayer, EVENT_PLAYER_UNIT_DEATH, null)
call TriggerRegisterPlayerUnitEvent(checker, indexPlayer, EVENT_PLAYER_UNIT_CONSTRUCT_START, null)
call TriggerRegisterPlayerAllianceChange(checker, indexPlayer, ALLIANCE_PASSIVE)
call TriggerRegisterPlayerStateEvent(checker, indexPlayer, PLAYER_STATE_ALLIED_VICTORY, EQUAL, 1)
set trig = CreateTrigger()
call TriggerRegisterPlayerEvent(trig, indexPlayer, EVENT_PLAYER_DEFEAT)
call TriggerAddAction(trig, function MeleeTriggerActionPlayerDefeated)
set trig = CreateTrigger()
call TriggerRegisterPlayerEvent(trig, indexPlayer, EVENT_PLAYER_LEAVE)
call TriggerAddAction(trig, function MeleeTriggerActionPlayerLeft)
else
set bj_meleeDefeated[index] = true
set bj_meleeVictoried[index] = false
if (IsPlayerObserver(indexPlayer)) then
set trig = CreateTrigger()
call TriggerRegisterPlayerEvent(trig, indexPlayer, EVENT_PLAYER_LEAVE)
call TriggerAddAction(trig, function MeleeTriggerActionPlayerLeft)
endif
endif
set index = index + 1
exitwhen index == bj_MAX_PLAYERS
endloop
call TimerStart(CreateTimer(), 2.0, false, function CustomCheckForCrippledPlayers)
endfunction
private function TimerAction takes nothing returns nothing
call SetFloatGameState(GAME_STATE_TIME_OF_DAY, bj_MELEE_STARTING_TOD)
call MeleeStartingHeroLimit()
call MeleeGrantHeroItems()
call MeleeStartingResources()
call MeleeClearExcessUnits()
call CreateStartingUnitsForAllPlayers()
call CustomMeleeStartingAI()
call CustomInitVictoryDefeat()
call DestroyTimer(GetExpiredTimer())
endfunction
private function Init takes nothing returns nothing
call TimerStart(CreateTimer(),0,false,function TimerAction)
endfunction
endlibrary [/TRIGGER]
JASS:
[TRIGGER]library BloodElfSetup initializer Init requires CustomRaceSystem
private function Init takes nothing returns nothing
local CustomRace c = CustomRace.create("Blood Elf",RACE_HUMAN,0.9)
call c.setTownHall('htow') // Town Hall
call c.addWorkerType('hpea',c.NEAR_MINE,5) // Peasant
call c.addHeroType('Hpal') // Paladin
call c.addHeroType('Hamg') // Archmage
call c.addHeroType('Hmkg') // Mountain King
call c.addHeroType('Hblm') // Blood Mage
endfunction
endlibrary[/TRIGGER]
JASS:
[TRIGGER]library HumanSetup initializer Init requires CustomRaceSystem
private function Init takes nothing returns nothing
local CustomRace c = CustomRace.create("Human",RACE_HUMAN,1.0)
call c.setTownHall('htow') // Town Hall
call c.addWorkerType('hpea',c.NEAR_MINE,5) // Peasant
call c.addHeroType('Hpal') // Paladin
call c.addHeroType('Hamg') // Archmage
call c.addHeroType('Hmkg') // Mountain King
call c.addHeroType('Hblm') // Blood Mage
call c.setAIScript("human.ai")
endfunction
endlibrary
[/TRIGGER]
Last edited: