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Any tool for jass syntax?

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Level 17
Joined
Nov 13, 2006
Messages
1,814
It should compile if you have the required variables.

Try DisplayTextToPlayer(Player(0), ...)

i tryed but dont show nothing... its totally dizzy, 1st few if work then die the whole trigger
JASS:
call DisplayTextToPlayer(Player(0),0, 0, "89")
set itm = null
set u = null
set s = null
set mbitem = null
endfunction


Download a Jass New Gen Pack World Editor Experemental - nice program for check Jass syntax

its not Jass NewGen Pack v5d?

[Edit]
right that work with if's but seems if's are ok but i cant see the problem :/

info itemclass is global jass function what have return integer value
statreq a global jass func. with boolean return

the display text is out of any if but dont work, if i use display text at begining then its work,somehow after armor part its broke :/

JASS:
function Trig_Equip_Copy_Actions takes nothing returns nothing
    local integer p = GetConvertedPlayerId(GetTriggerPlayer())
    local item itm = GetManipulatedItem()
    local unit u = GetTriggerUnit()
    local string s = null
    local integer ilv = GetItemLevel(itm)
    local integer ic1 = itemclass(0,ilv)
    local integer ic2 = itemclass(1,ilv)
    local integer ic3 = itemclass(2,ilv)
    local integer att1 = GetHeroStr(u, true)
    local integer att2 = GetHeroAgi(u, true)
    local integer att3 = GetHeroInt(u, true)
    local integer req1 = udg_Item_Lv[ilv] * 1 + 5
    local integer req2 = udg_Item_Lv[ilv] * 2 + 5
    local integer req3 = udg_Item_Lv[ilv] * 3 + 5
    local integer req4 = udg_Item_Lv[ilv] * 4 + 5
    local integer it1
    local integer it2
    local integer a
    local multiboarditem mbitem = null
    set udg_hp = 0
    set udg_mp = 0
    if ( ilv >= 50 ) then
        set a = 0
        if ( GetHeroLevel(u) >= udg_Item_Lv[ilv] ) then
            if ( ilv < 100 ) then
                if ( udg_Tome == 0  ) then
                    set a = 1
                else
                    set a = 2
                    set it1 = udg_Tome
                endif
                set udg_Tome = ilv
                set udg_TempNr4 = 11
            else
                if ( ilv < 250 ) then
                    set udg_TempNr4 = 3
                    if ( ilv < 150 ) then
                        if ( statreq(att1,req3,att2,req1) ) then
                            if ( udg_Armor == 0 ) then
                                set a = 1
                             else
                                set a = 2
                                set it1 = udg_Armor
                            endif
                            set udg_Armor = ilv
                        else
                            set s= ( "|cff7777aa" + GetItemName(itm) + "|r need |cffffcc00" +  I2S( req3 ) + "|r strength and |cffffcc00" + I2S( req1 ) + "|r agility."  )  
                            call UnitAddItemById( u,  udg_Item_Type[ilv] )
                        endif
                    else
                        if ( ic1==2 ) then
                            if ( statreq(att2,req3,att1,req1) ) then
                                if ( udg_Armor == 0 ) then
                                    set a = 1
                                else
                                    set a = 2
                                    set it1 = udg_Armor
                                endif
                                set udg_Armor = ilv
                             else
                                set s= ( "|cff7777aa" + GetItemName(itm) + "|r need |cffffcc00" +  I2S( req3 ) + "|r agility and |cffffcc00" + I2S( req1 ) + "|r strength."  )  
                                call UnitAddItemById( u,  udg_Item_Type[ilv] )
                            endif
                        else
                            if ( statreq(att3,req3,att1,req1) ) then
                                if ( udg_Armor == 0 ) then
                                    set a = 1
                                else
                                    set a = 2
                                    set it1 = udg_Armor
                                endif
                                set udg_Armor = ilv
                            else
                                set s= ( "|cff7777aa" + GetItemName(itm) + "|r need |cffffcc00" +  I2S( req3 ) + "|r intelligence and |cffffcc00" + I2S( req1 ) + "|r strength."   ) 
                                call UnitAddItemById( u,  udg_Item_Type[ilv] )
                            endif
                        endif
                    endif
                endif
            endif
            if ( ic2==2 ) then
                set udg_TempNr4 = 2
                if ( ilv < 300 ) then
                    if ( statreq(att1,req3,att2,req1) ) then
                        if ( udg_Helm == 0 ) then
                            set a = 1
                        else
                            set a = 2
                            set it1 = udg_Helm
                        endif
                        set udg_Helm = ilv
                    else
                        set s= ( "|cff7777aa" + GetItemName(itm) + "|r need |cffffcc00" +  I2S( req3 ) + "|r strength and |cffffcc00" + I2S( req1 ) + "|r agility."  )  
                        call UnitAddItemById( u,  udg_Item_Type[ilv] )
                    endif
                else
                    if ( ic1==5 ) then
                        if ( statreq(att2,req3,att1,req1) ) then
                            if ( udg_Helm == 0 ) then
                                set a = 1
                            else
                                set a = 2
                                set it1 = udg_Helm
                            endif
                            set udg_Helm = ilv
                        else
                            set s=( "|cff7777aa" + GetItemName(itm) + "|r need |cffffcc00" +  I2S( req3 ) + "|r agility and |cffffcc00" + I2S( req1 ) + "|r strength."  )  
                            call UnitAddItemById( u,  udg_Item_Type[ilv] )
                        endif
                    else
                        if ( statreq(att3,req3,att1,req1) ) then
                            if ( udg_Helm == 0 ) then
                                set a = 1
                            else
                                set a = 2
                                set it1 = udg_Helm
                            endif
                            set udg_Helm = ilv
                        else
                            set s= ( "|cff7777aa" + GetItemName(itm) + "|r need |cffffcc00" +  I2S( req3 ) + "|r intelligence and |cffffcc00" + I2S( req1 ) + "|r strength."   ) 
                            call UnitAddItemById( u,  udg_Item_Type[ilv] )
                        endif
                    endif
                endif
            else
            endif
            if ( ic2==5 ) then
                set udg_TempNr4 = 5
                if ( ilv < 450 ) then
                    if ( statreq(att1,req3,att2,req1) ) then
                        if ( udg_Boot == 0 ) then
                            set a = 1
                        else
                            set a = 2
                            set it1 = udg_Boot
                        endif
                        set udg_Boot = ilv
                    else
                        set s= ( "|cff7777aa" + GetItemName(itm) + "|r need |cffffcc00" +  I2S( req3 ) + "|r strength and |cffffcc00" + I2S( req1 ) + "|r agility."  )  
                        call UnitAddItemById( u,  udg_Item_Type[ilv] )
                    endif
                else
                    if ( ic1==8 ) then
                        if ( statreq(att2,req3,att1,req1) ) then
                            if ( udg_Boot == 0 ) then
                                set a = 1
                            else
                                set a = 2
                                set it1 = udg_Boot
                            endif
                            set udg_Boot = ilv
                        else
                            set s= ( "|cff7777aa" + GetItemName(itm) + "|r need |cffffcc00" +  I2S( req3 ) + "|r agility and |cffffcc00" + I2S( req1 ) + "|r strength."  )  
                            call UnitAddItemById( u,  udg_Item_Type[ilv] )
                        endif
                    else
                        if ( ilv < 550 ) then
                            if ( statreq(att3,req3,att1,req1) ) then
                                if ( udg_Boot == 0 ) then
                                    set udg_Boot = ilv
                                    set a = 1
                                else
                                    set a = 2
                                    set it1 = udg_Boot
                                endif
                                set udg_Boot = ilv
                            else
                                set s= ( "|cff7777aa" + GetItemName(itm) + "|r need |cffffcc00" +  I2S( req3 ) + "|r intelligence and |cffffcc00" + I2S( req1 ) + "|r strength."   ) 
                                call UnitAddItemById( u,  udg_Item_Type[ilv] )
                            endif
                        else
                        endif
                    endif
                endif
            else
            endif
            if ( ic1==10 ) then
                set udg_TempNr4 = 10
                if ( udg_Wings == 0 ) then
                    set a = 1
                else
                    set a = 2
                    set it1 = udg_Wings
                endif
                set udg_Wings = ilv
            endif
            if ( ic1==11 ) then
                if ( udg_Ring1 == 0 ) then
                    set udg_TempNr4 = 7
                    set a = 1
                    set udg_Ring1 = ilv
                else
                    if ( udg_Ring2 == 0 ) then
                        set udg_TempNr4 = 8
                        set a = 1
                        set udg_Ring2 = ilv
                    else
                        if ( udg_Ring1 >= udg_Ring2 ) then
                            set udg_TempNr4 = 8
                            set a = 2
                            set it1 = udg_Ring2
                            set udg_Ring2 = ilv
                        else
                            set udg_TempNr4 = 7
                            set a = 2
                            set it1 = udg_Ring1
                            set udg_Ring1 = ilv
                        endif
                    endif
                endif
            endif
            if ( ic1==12 ) then
                set udg_TempNr4 = 9
                if ( udg_Amulet == 0 ) then
                    set a = 1
                else
                    set a = 2
                    set it1 = udg_Amulet
                endif
                set udg_Amulet = ilv
            endif
            if ( ic1==13 ) then
                if ( statreq(att1,req3,att2,req2) ) then
                    set udg_WeaponClass = 1
                    set udg_TempNr4 = 6
                    if ( udg_Shield == 0 ) then
                        if ( udg_Weapon > 799 ) then
                            set a = 2
                            set it1 = udg_Weapon
                            set udg_Weapon = 0
			set mbitem = MultiboardGetItem(udg_Multiboard, 3, 5)
			call MultiboardSetItemValue(mbitem, "....................")
			call MultiboardReleaseItem(mbitem)
                        else
                            set a = 1
                        endif
                    else
                        set a = 2
                        set it1 = udg_Shield
                    endif
                    set udg_Shield = ilv
                    set udg_Attack_Int = 1
                else
                    set s= ( "|cff7777aa" + GetItemName(itm) + "|r need |cffffcc00" +  I2S( req3 ) + "|r strength and |cffffcc00" + I2S( req2 ) + "|r agility." )   
                    call UnitAddItemById( u,  udg_Item_Type[ilv] )
                    set a = 0
                endif
            else
            endif
            if ( ic1==14 ) then
                if ( statreq(att1,req3,att2,req2) ) then
                    set udg_WeaponClass = 1
                    set udg_TempNr4 = 4
                    set udg_Attack_Int = 1
                    if ( udg_Weapon == 0 ) then
                        set a = 1
                    else
                        set a = 2
                        set it1 = udg_Weapon
                    endif
                    set udg_Weapon = ilv
                else
                    set s= ( "|cff7777aa" + GetItemName(itm) + "|r need |cffffcc00" +  I2S( req3 ) + "|r strength and |cffffcc00" + I2S( req2 ) + "|r agility." )   
                    call UnitAddItemById( u,  udg_Item_Type[ilv] )
                    set a = 0
                endif
            else
            endif
            if ( ic3==2 ) then
                        set mbitem = MultiboardGetItem(udg_Multiboard, 3, 7)
						call MultiboardSetItemValue(mbitem, "....................")
						call MultiboardReleaseItem(mbitem)
                set udg_TempNr4 = 4
                if ( ic1==15 ) then
                    if ( statreq(att1,req4,att2,req1) ) then
                        set a = 1
                        set udg_Attack_Int = 2
                        set udg_WeaponClass = 2
                    else
                        set s= ( "|cff7777aa" + GetItemName(itm) + "|r need |cffffcc00" +  I2S( req4 ) + "|r strength and |cffffcc00" + I2S( req1 ) + "|r agility."  )  
                        call UnitAddItemById( u,  udg_Item_Type[ilv] )
                    endif
                else
                    if ( ic1==16 ) then
                        if ( statreq(att1,req4,att2,req1) ) then
                            set a = 1
                            set udg_Attack_Int = 3
                            set udg_WeaponClass = 3
                        else
                            set s= ( "|cff7777aa" + GetItemName(itm) + "|r need |cffffcc00" +  I2S( req4 ) + "|r strength and |cffffcc00" + I2S( req1 ) + "|r agility."  )  
                            call UnitAddItemById( u,  udg_Item_Type[ilv] )
                        endif
                    else
                        if ( ic1==17 ) then
                            if ( statreq(att2,req4,att1,req1) ) then
                                set a = 1
                                set udg_Attack_Int = 4
                                set udg_WeaponClass = 4
                            else
                                set s= ( "|cff7777aa" + GetItemName(itm) + "|r need |cffffcc00" +  I2S( req4 ) + "|r agility and |cffffcc00" + I2S( req1 ) + "|r strength."  ) 
                                call UnitAddItemById( u,  udg_Item_Type[ilv] )
                            endif
                        else
                            if ( ic1==18 ) then
                                if ( statreq(att2,req4,att1,req1) ) then
                                    set a = 1
                                    set udg_Attack_Int = 5
                                    set udg_WeaponClass = 5
                                else
                                    set s= ( "|cff7777aa" + GetItemName(itm) + "|r need |cffffcc00" +  I2S( req4 ) + "|r agility and |cffffcc00" + I2S( req1 ) + "|r strength."  ) 
                                    call UnitAddItemById( u,  udg_Item_Type[ilv] )
                                endif
                            else
                                if ( ic1==19 ) then
                                    if ( statreq(att3,req3,att1,req2) ) then
                                        set a = 1
                                        set udg_Attack_Int = 6
                                        set udg_WeaponClass = 6
                                    else
                                        set s= ( "|cff7777aa" + GetItemName(itm) + "|r need |cffffcc00" +  I2S( req3 ) + "|r intelligence and |cffffcc00" + I2S( req2 ) + "|r strength."  ) 
                                        call UnitAddItemById( u,  udg_Item_Type[ilv] )
                                    endif
                                else
                                    if ( ic1==20 ) then
                                        if ( statreq(att3,req4,att1,req1) ) then
                                            set a = 1
                                            set udg_Attack_Int = 6
                                            set udg_WeaponClass = 7
                                        else
                                            set s= ( "|cff7777aa" + GetItemName(itm) + "|r need |cffffcc00" +  I2S( req4 ) + "|r intelligence and |cffffcc00" + I2S( req1 ) + "|r strength."  ) 
                                            call UnitAddItemById( u,  udg_Item_Type[ilv] )
                                        endif
                                    endif
                                endif
                            endif
                        endif
                    endif
                endif
   	
        if ( a > 0 ) then
                    set a = 2
            if ( udg_Weapon >= 750 ) then
                        set it1 = udg_Weapon
             endif
           if ( udg_Shield > 0 ) then
                        set it2 = udg_Shield
                        set udg_Shield = 0
           endif
                    set udg_Shield = 0
                    set udg_Weapon = ilv
        endif
				
	         if (it2 > 0) then
		       if (it1 == 0) then
		        set it1 = it2
                        set it2 = 0
		       endif
	         endif
             endif
        else
	
call DisplayTextToForce( GetPlayersAll(), ("a=" + I2S(a) +"row=" +  I2S(udg_TempNr4) + "ic2=" + I2S(ic2) + "ic1=" + I2S(ic1)))	
            set s=( "For this item, the level requiment is |cffffcc00" + I2S(udg_Item_Lv[ilv]) + "|r" )
            call UnitAddItemById( u,  udg_Item_Type[ilv] )
        endif

    call DisplayTextToForce( GetPlayersAll(), "it1=" + I2S(it1) + "it2=" + I2S(it2)+ "a=" + I2S(a)+"hp=" + I2S(udg_hp))	

   if ( a > 0 ) then
    call DisplayTextToForce( GetPlayersAll(), "it1=" + I2S(it1) + "it2=" + I2S(it2)+ "a=" + I2S(a)+"hp=" + I2S(udg_hp))	

 	    set mbitem = MultiboardGetItem(udg_Multiboard, 3, (udg_TempNr4 + 1))
            call MultiboardSetItemValue(mbitem, GetItemName(itm))
	    call MultiboardReleaseItem(mbitem)
            set udg_Attachment_Unit = u
            call TriggerExecute( gg_trg_Remove_all_attachment )
            call TriggerExecute( gg_trg_Create_all_attachment )
               if ( a > 0 ) then
                if ( it1 != 0 ) then
                    call stat(false, it1, udg_TempNr4,p)
                endif
                if ( it2 != 0 ) then
                    call stat(false, it2, udg_TempNr4,p)
                endif
                call stat(true, ilv, udg_TempNr4,p)
                endif
            call AddHPMP(true, udg_hp, u)
            call AddHPMP(false, udg_mp, u)
            call AddDMG(false, u)
            call AddDMG(true, u)
   else
        if (s != null) then
            call DisplayTextToPlayer(GetLocalPlayer(), 0, 0, s)
	endif
   endif
endif
call DisplayTextToPlayer(Player(0),0, 0, "89")
set itm = null
set u = null
set s = null
set mbitem = null
endfunction
 
Level 4
Joined
Dec 3, 2011
Messages
35
coz dont work at all
(p must be good since for player 1 multiboard[1] was attached, and when i try in game the p is 1)

if your trigger run on start game(init time), then that not work.


Create trigger ATM and:
1. Run your function Trig_Equip_Copy_Actions so:

JASS:
function Trig_Equip_Copy_Actions takes nothing returns nothing
    ...you code...
    ...you code...
    ...you code...
    ...you code...
    
    //clean leaks
    call DestroyTimer(GetExpiredTimer())
endfunction

//===========================================================================
function InitTrig_ATM takes nothing returns nothing
    call TimerStart(CreateTimer(),1.,false,function Trig_Equip_Copy_Actions)
endfunction

function Trig_Equip_Copy_Actions should be executed after multiboard create moment

(sorry for bad english)

Use cJass elements, its easy for Jass'er)

JASS:
nothing Trig_Equip_Copy_Actions (nothing) {
  ...you code...
  ...you code...
  ...you code...
  ...you code...
    
    //clean leaks
  DestroyTimer(GetExpiredTimer())
}

//===========================================================================
nothing InitTrig_ATM (nothing) {
  TimerStart(CreateTimer(),1.,false,function Trig_Equip_Copy_Actions)
}
 
Level 17
Joined
Nov 13, 2006
Messages
1,814
if your trigger run on start game(init time), then that not work.


Create trigger ATM and:
1. Run your function Trig_Equip_Copy_Actions so:

JASS:
function Trig_Equip_Copy_Actions takes nothing returns nothing
    ...you code...
    ...you code...
    ...you code...
    ...you code...
    
    //clean leaks
    call DestroyTimer(GetExpiredTimer())
endfunction

//===========================================================================
function InitTrig_ATM takes nothing returns nothing
    call TimerStart(CreateTimer(),1.,false,function Trig_Equip_Copy_Actions)
endfunction

function Trig_Equip_Copy_Actions should be executed after multiboard create moment

(sorry for bad english)

this trigger run far after map init, coz condition is this :p
JASS:
function Trig_Equip_Copy_Conditions takes nothing returns boolean
    if ( not (  GetTriggerUnit() == udg_Hero[GetConvertedPlayerId(GetOwningPlayer(GetTriggerUnit()))]) ) then
        return false
    endif
    if ( not ( GetItemLevel(GetManipulatedItem()) >= 50 ) ) then
        return false
    endif
    return true
endfunction

its my problem atm is with different global function but this trigger now work well
 
Level 4
Joined
Dec 3, 2011
Messages
35
JASS:
function Trig_Equip_Copy_Conditions takes nothing returns boolean
    if ( not (  GetTriggerUnit() == udg_Hero[GetConvertedPlayerId(GetOwningPlayer(GetTriggerUnit()))]) ) then
        return false
    endif
    if ( not ( GetItemLevel(GetManipulatedItem()) >= 50 ) ) then
      return false
    endif
    return true
endfunction

Optimize yur cndtion so:

JASS:
function Trig_Equip_Copy_Conditions takes nothing returns boolean
  if GetTriggerUnit() == udg_Hero[GetConvertedPlayerId(GetOwningPlayer(GetTriggerUnit()))] then
    return GetItemLevel(GetManipulatedItem()) > 49
  endif
  return false
endfunction

// or

boolean Trig_Equip_Copy_Conditions (nothing) {
  if GetTriggerUnit() == udg_Hero[GetConvertedPlayerId(GetOwningPlayer(GetTriggerUnit()))] {
    return GetItemLevel(GetManipulatedItem()) > 49
  }
  return false
}

GetConvertedPlayerId :ogre_icwydt:
 
Level 14
Joined
Nov 18, 2007
Messages
1,084
JASS:
function Trig_Equip_Copy_Conditions takes nothing returns boolean
    if GetTriggerUnit() == udg_Hero[GetConvertedPlayerId(GetOwningPlayer(GetTriggerUnit()))] then
        return GetItemLevel(GetManipulatedItem()) > 49
    endif
    return false
endfunction
->
JASS:
function Trig_Equip_Copy_Conditions takes nothing returns boolean
    return GetTriggerUnit() == udg_Hero[GetConvertedPlayerId(GetTriggerPlayer())] and GetItemLevel(GetManipulatedItem()) > 49
endfunction
 
Level 4
Joined
Dec 3, 2011
Messages
35
and != And. and is an operator. Refer to this.

... my mistake is due to the fact that I tired)

Optimize yur condition for EYES)):

JASS:
function Trig_Equip_Copy_Conditions takes nothing returns boolean
    return GetTriggerUnit() == udg_Hero[GetConvertedPlayerId(GetTriggerPlayer())] and GetItemLevel(GetManipulatedItem()) > 49
endfunction

to

JASS:
boolean Trig_Equip_Copy_Conditions (nothing) {
  return GetTriggerUnit() == udg_Hero[GetConvertedPlayerId(GetTriggerPlayer())] \
        and GetItemLevel(GetManipulatedItem()) > 49
}

\ is cJass Symbol
 
Level 17
Joined
Nov 13, 2006
Messages
1,814
... my mistake is due to the fact that I tired)

Optimize yur condition for EYES)):

JASS:
function Trig_Equip_Copy_Conditions takes nothing returns boolean
    return GetTriggerUnit() == udg_Hero[GetConvertedPlayerId(GetTriggerPlayer())] and GetItemLevel(GetManipulatedItem()) > 49
endfunction

to

JASS:
boolean Trig_Equip_Copy_Conditions (nothing) {
  return GetTriggerUnit() == udg_Hero[GetConvertedPlayerId(GetTriggerPlayer())] \
        and GetItemLevel(GetManipulatedItem()) > 49
}

\ is cJass Symbol

2nd dont work, but 1st work.

the and work in any condition?

example if ((a==0) and (b==1)) then x,y endif? coz i thought i allways must make another boolean crap in jass, not like in php and vb where was easy :)
 
Level 17
Joined
Nov 13, 2006
Messages
1,814
In new map its code save without errors

JASS:
unit array udg_Hero

boolean Trig_Equip_Copy_Conditions (nothing) {
  return GetTriggerUnit() == udg_Hero[GetConvertedPlayerId(GetTriggerPlayer())] \
        and GetItemLevel(GetManipulatedItem()) > 49
}

for me if i replace the condition to this then i get 2037 error :D
example: expected end of line(==============)
expected ']'(return GetTriggerUnit() == udg_Hero[GetConvertedPlayerId(GetTriggerPlayer())] \)
expected code statment(and GetItemLevel(GetManipulatedItem()) > 49)
 
Level 4
Joined
Dec 3, 2011
Messages
35
for me if i replace the condition to this then i get 2037 error :D
example: expected end of line(==============)
expected ']'(return GetTriggerUnit() == udg_Hero[GetConvertedPlayerId(GetTriggerPlayer())] \)
expected code statment(and GetItemLevel(GetManipulatedItem()) > 49)

Maybe your WE version is not experemental JNGP.
code under the cjass rules (visit http://cjass.xgm.ru/ for more)

cJass manual in english:
- http://cjass.xgm.ru/manual-en

Link to download JNGP experemental version:
- http://xgm.ru/p/wc3/jass_new_gen_pack-exp/download
Programm is not in russian language

fragment of cJass article about symbol " \ " :
http://www.hiveworkshop.com/forums/pastebin_data/ojim85/a.jpg
 
Last edited:
Level 17
Joined
Nov 13, 2006
Messages
1,814
Maybe your WE version is not experemental JNGP.
code under the cjass rules (visit http://cjass.xgm.ru/ for more)

cJass manual in english:
- http://cjass.xgm.ru/manual-en

Link to download JNGP experemental version:
- http://xgm.ru/p/wc3/jass_new_gen_pack-exp/download
Programm is not in russian language

what is the difference between normal jngp? advantage and disadvantage (exclude maybe that boost what have with modifing the conditions, have any advantage)?
only few function/operator was made like in c and dont need set/call?
 
Level 4
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Dec 3, 2011
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what is the difference between normal jngp?

I don't know full "changelist".
I write only I write only that I know)

Added functions:
JASS:
GetSpellTargetX
GetSpellTargetY

- Support cJass scriptings syntax.

Its all)

advantage is menu of options:
- http://ib1.keep4u.ru/b/2011/03/29/6e/6e998c280078bf792ab7a2e4b7eb2e2e.jpg
(tell me, if picture not display for u)

only few function/operator was made like in c and dont need set/call?

Read the article and don't ask stupid questions
 
Level 17
Joined
Nov 13, 2006
Messages
1,814
Read the article and don't ask stupid questions

i readed a bit this is why i asked that :p

anyway if i understand then after i use cjass then normal we, and normal jngp not compile the trigger anymore...
ok have few advantage thats right, but a bit annoying the compilation problem between we/vjass/cjass (or cjass compile well the vjass scripts too?)
 
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