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Intuitive Effect Designer v1.0.8
Submitted by
yxq1122
- Tags:
- Windows, JASS / Scripting
- Filesize:
- 1956.54 KB
- Rating:
-
(1 vote)
- Downloads:
- 152
- Uploaded:
- Nov 3, 2020
- Updated:
- Dec 23, 2020
- Resources:
- 1
- Author(s):
- yxq1122
- State:
- Approved

This bundle is marked as approved. It works and satisfies the submission rules.
Introduction to Intuitive Lab
Maybe you have dreams, but you don't have the time and the technology. Maybe you are building your dream, but are you exhausted by the endless writing and debugging of code. Facing the fast-paced city life and work, was your map project procrastinated again and again?
Warcraft III provides map makers with a series of programming interface functions (APIs). Using these API functions to control almost all elements in the game, naturally writing code is the core of map making. The emergence of Jass NewGen pack (JNGP) and JassHelper enable mapmakers to get a better code editing experience, which is similar to Microsoft Visual Studio. However, although the code editing is free, its disadvantages are obvious. The code still needs you to type into the editor one by one, and it also takes a lot of time to debug. In the meantime, programming techniques determine the length of time. Moreover, it requires users to have considerable programming technology and a lot of time consumption.
Another direction: code generation has been forgotten for a long time. It seems that the thorny road is completely impossible. In fact, there is no corresponding model to establish a connection between user requirements and code. Gex’s map script interpreter (GMSI) is a good attempt. It transforms the editing of map code and object data into an efficient and simple script language. Users need to write simple GSL script code to edit the map data. However, this kind of editing is far from meeting the requirements of map development and map code writing. In addition, users still need to write GSL script code.
Intuitive lab is a novel script compiler development kit, including effect designer, scenario designer, AI designer and UI designer, which aims to reform mapmaking experience and enables mapmakers to edit maps in an incredible way that they cannot ever since. Visual editing makes users need not to know programming such as Jass, Lua, or even Warcraft III. High speed one key code compilation greatly improves the efficiency of mapmaking.
You do not have to write scripts, check and fix syntax errors and debug, just generate optimized standard code in one click. Map makers are left with the task of drawing terrain (no brain), which greatly speeds up the development of the map project. The use of this software suite will make your map development fully visual design, and the efficiency is expected to be more than 800%. If you are a novice, it not only enables you to complete the map function development, but also surpasses the programming expert in efficiency.
Now, if you still choose to write code, you may be out of date. This tool makes it possible for a novice or even a child to surpass a master programmer easily. Have you ever thought that a person can quickly complete the workload that used to take a studio one year to complete in a week. What’s your feeling at this time?
Difference with GUI:
Using GUI is almost equivalent to using BJ API functions. That has essentially no different from writing code. However, although intuitive lab is also a visual editor, it doesn’t behave like GUI which starts from the bottom. It allows users to edit directly according to their desired functions, what you see is what you get.
Effect Designer:
If your map has rich plot tasks, perfect features. But if you don’t have gorgeous abilities, the quality of maps will be greatly reduced. Ability design is the most complex process, which needs to call the unit, skill, magic effect and other object data, and involves special effects, lightning effects, images, lens, sound, animation, etc., as well as data storage and reading, vest movement, damage and damage effects. Several households cover all the elements of the game. It is almost impossible to generate a custom ability script. However, in the process of writing code for a long time, the author summarizes a possible generic model: time spatial stuff filling (TSSF) model, which makes the generation of ability code possible. As long as you have this software, any gorgeous ability effect you can think of only needs one click compilation and generation.
This software belongs to the intuitive lab Development Suite, which covers the support of all visual effect elements in the game, and is the most complex module in the development kit. Through the effective option editing, so as to generate the visual effect you want with one click. Massive logical judgment, complex system design and huge data system make this software unable to be surpassed in a short time.
Time spatial stuff filling (TSSF) model
A complex effect usually contains dynamic and continuous game elements, such as special effects, lightning, vest placement and their kinematics, as well as lens, sound, image, filter, floating text, etc. Script code must be used to play them in chronological order. Therefore, we can encapsulate the things to be done in a period of time, which is called Phase, and the things to be done or each effect to be realized is called Layer. The model uses the time series based spatiotemporal model, time produces spatial coordinates, a phase is the elements of the time series, can contain multiple levels. The layer is the specific effect to be achieved. It contains an initial placement and a motion form (an initial point or plus the motion track), and the elements are filled in under the corresponding time points and coordinate points: units, lightning effects, special effects, and influences. This is similar to 3D modeling, except that (v)Jass or Lua scripting languages are used.
Of course, not all skills need continuous effects. The skills that produce instant effects (static ones) are relatively simple. It can be designed by the options function assistant.
Solemnly declare: TSSF model is original content, and the authorization is required to use the model to write programs or conduct business activities. Without written permission, the release of relevant procedures or related commercial activities will be subject to legal liability. Other uses do not require authorization, but need to indicate the source.
Characteristics
- Efficient and simple one click compilation
By using a visual editor, users can generate script code and instructions with one click through simple editing.
- Logic check
The compiler has built-in logic checker, which can detect logic errors and bugs in the project at compile time.
- Project management
It can store the editing result of skill effect as project file, and open, save and close the project at any time. You can share your projects with friends for free.
- Template project creation
Through the planning module, you can quickly create new projects with templates.
- Effect 3D Preview
Through the built-in 3D previewer, the initialization of visual elements and the visual effect of kinematics can be previewed.
- Export codes to World Editor
You could export scripts or script files to world editor immediately in one click. The trigger will be created for you automatically.
- Formula list management
Allows users to manage the initialization of visual elements and the list of custom formulas for kinematics.
- Custom attributes
It allows users to customize the attributes of units and supports the management of user-defined unit attributes.
- Multilingual support
Both compiler and code editor support Jass, vJass, Lua; support Unicode, syntax indentation and highlighting; support multi language version switching.
Installation requirements
VC runtime:
Check whether Microsoft Visual C++ redistributable 2015 or higher is installed on your system. If not, install vcredist_X86 2015 or higher for 32-bit operating system, 64-bit operating system, please install vcredist_X64 2015 or higher.
OpenGL runtime:
Install Opengl including glaux.dll, glu.dll, glu32.dll, glut32.dll, opengl32.dll, glew32.dll.
How to configure
Configure the language:
When you first open this tool, you may get a warning: Could not find the language file. This is due to the mistach between the language file path and language file entry value in config.ini. The most simple way is to click the menu "Options"->"Language", and then select Chinese or English language. The software will load the specified language file from the current path\lang, and the language file path information will be written into config.ini automatically.
I also recommend you could click the "Load language" menu item and select english language file. Once that step is done, the tool will use the selected language and the language file entry will also be written into config.ini automatically.
View attachment 367895
Another way is to edit the path entry of language file in config.ini. Found languagefile entry under [General] in config.ini, then type into the correct path of language file (current installation path\lang\eng.lang).
View attachment 367836
Configure the theme image:
Click the config button to open the config dialog, then find "Interface theme image" and specify a desired theme image file for you.
How to use
For detailed information, please refer to the user manual.
Quick start
Create a new project:
- Select the appropriate trigger in the main interface.
- Click new phase to add a phase, then select the phase and click new layer.
- Select a layer and click Edit Layer to open the layer editor.
- Click [Add] button to open the material editor, select the desired material, and click OK to return to the layer editor.
- Select the kinematic tab, click Open kinematics, and then quickly select a motion formula. Click OK.
- Click Compile button to generate the corresponding codes.
Tips: If the compilation speed is slow, you can open settings dialog and turn off the options of syntax indentation and syntax highlighting.
Manage your project:
- Click the file menu and select save project. The project is saved in projects in the software directory by default.
- Click the file menu, select open project and open project file.
How to use code:
- Click Copy code to paste the code into the Trigger Editor.
- Click save code to save the code as a code file and use the //! Import command of JassHelper.
- Select the menu of save code - export to world editor to export the code to the world editor with one click.
Donate to author
Description of donation: The software is free and you can use all of its functions completely. Donation is voluntary, and donation can not compensate the author for what he has lost and the time and energy he has invested. It can be seen as a little consolation for the author’s hard work, and can also encourage the author to continue to update the software and continue to make other modules of the intuitive lab series.
PayPal.Me
Credits
- Blizzard Entertainment: developed the classic masterpiece - Warcraft III
- OpenGL, a free and open source 3D graphics library
- Jass manual, the complete manual of Jass API
- JassHelper (Vexorian), excellent vjass compiler
- Grimex (PitzerMike), excellent preprocessor
Special Thanks to:
- @disruptive_ for help on copyright issues
- @Retera for useful discussions on interactions with world editor
Maybe you have dreams, but you don't have the time and the technology. Maybe you are building your dream, but are you exhausted by the endless writing and debugging of code. Facing the fast-paced city life and work, was your map project procrastinated again and again?
Warcraft III provides map makers with a series of programming interface functions (APIs). Using these API functions to control almost all elements in the game, naturally writing code is the core of map making. The emergence of Jass NewGen pack (JNGP) and JassHelper enable mapmakers to get a better code editing experience, which is similar to Microsoft Visual Studio. However, although the code editing is free, its disadvantages are obvious. The code still needs you to type into the editor one by one, and it also takes a lot of time to debug. In the meantime, programming techniques determine the length of time. Moreover, it requires users to have considerable programming technology and a lot of time consumption.
Another direction: code generation has been forgotten for a long time. It seems that the thorny road is completely impossible. In fact, there is no corresponding model to establish a connection between user requirements and code. Gex’s map script interpreter (GMSI) is a good attempt. It transforms the editing of map code and object data into an efficient and simple script language. Users need to write simple GSL script code to edit the map data. However, this kind of editing is far from meeting the requirements of map development and map code writing. In addition, users still need to write GSL script code.
Intuitive lab is a novel script compiler development kit, including effect designer, scenario designer, AI designer and UI designer, which aims to reform mapmaking experience and enables mapmakers to edit maps in an incredible way that they cannot ever since. Visual editing makes users need not to know programming such as Jass, Lua, or even Warcraft III. High speed one key code compilation greatly improves the efficiency of mapmaking.
You do not have to write scripts, check and fix syntax errors and debug, just generate optimized standard code in one click. Map makers are left with the task of drawing terrain (no brain), which greatly speeds up the development of the map project. The use of this software suite will make your map development fully visual design, and the efficiency is expected to be more than 800%. If you are a novice, it not only enables you to complete the map function development, but also surpasses the programming expert in efficiency.
Now, if you still choose to write code, you may be out of date. This tool makes it possible for a novice or even a child to surpass a master programmer easily. Have you ever thought that a person can quickly complete the workload that used to take a studio one year to complete in a week. What’s your feeling at this time?
Difference with GUI:
Using GUI is almost equivalent to using BJ API functions. That has essentially no different from writing code. However, although intuitive lab is also a visual editor, it doesn’t behave like GUI which starts from the bottom. It allows users to edit directly according to their desired functions, what you see is what you get.
Effect Designer:
If your map has rich plot tasks, perfect features. But if you don’t have gorgeous abilities, the quality of maps will be greatly reduced. Ability design is the most complex process, which needs to call the unit, skill, magic effect and other object data, and involves special effects, lightning effects, images, lens, sound, animation, etc., as well as data storage and reading, vest movement, damage and damage effects. Several households cover all the elements of the game. It is almost impossible to generate a custom ability script. However, in the process of writing code for a long time, the author summarizes a possible generic model: time spatial stuff filling (TSSF) model, which makes the generation of ability code possible. As long as you have this software, any gorgeous ability effect you can think of only needs one click compilation and generation.
This software belongs to the intuitive lab Development Suite, which covers the support of all visual effect elements in the game, and is the most complex module in the development kit. Through the effective option editing, so as to generate the visual effect you want with one click. Massive logical judgment, complex system design and huge data system make this software unable to be surpassed in a short time.
Time spatial stuff filling (TSSF) model
A complex effect usually contains dynamic and continuous game elements, such as special effects, lightning, vest placement and their kinematics, as well as lens, sound, image, filter, floating text, etc. Script code must be used to play them in chronological order. Therefore, we can encapsulate the things to be done in a period of time, which is called Phase, and the things to be done or each effect to be realized is called Layer. The model uses the time series based spatiotemporal model, time produces spatial coordinates, a phase is the elements of the time series, can contain multiple levels. The layer is the specific effect to be achieved. It contains an initial placement and a motion form (an initial point or plus the motion track), and the elements are filled in under the corresponding time points and coordinate points: units, lightning effects, special effects, and influences. This is similar to 3D modeling, except that (v)Jass or Lua scripting languages are used.
Of course, not all skills need continuous effects. The skills that produce instant effects (static ones) are relatively simple. It can be designed by the options function assistant.
Solemnly declare: TSSF model is original content, and the authorization is required to use the model to write programs or conduct business activities. Without written permission, the release of relevant procedures or related commercial activities will be subject to legal liability. Other uses do not require authorization, but need to indicate the source.
Characteristics
- Efficient and simple one click compilation
By using a visual editor, users can generate script code and instructions with one click through simple editing.
- Logic check
The compiler has built-in logic checker, which can detect logic errors and bugs in the project at compile time.
- Project management
It can store the editing result of skill effect as project file, and open, save and close the project at any time. You can share your projects with friends for free.
- Template project creation
Through the planning module, you can quickly create new projects with templates.
- Effect 3D Preview
Through the built-in 3D previewer, the initialization of visual elements and the visual effect of kinematics can be previewed.
- Export codes to World Editor
You could export scripts or script files to world editor immediately in one click. The trigger will be created for you automatically.
- Formula list management
Allows users to manage the initialization of visual elements and the list of custom formulas for kinematics.
- Custom attributes
It allows users to customize the attributes of units and supports the management of user-defined unit attributes.
- Multilingual support
Both compiler and code editor support Jass, vJass, Lua; support Unicode, syntax indentation and highlighting; support multi language version switching.
Installation requirements
VC runtime:
Check whether Microsoft Visual C++ redistributable 2015 or higher is installed on your system. If not, install vcredist_X86 2015 or higher for 32-bit operating system, 64-bit operating system, please install vcredist_X64 2015 or higher.
OpenGL runtime:
Install Opengl including glaux.dll, glu.dll, glu32.dll, glut32.dll, opengl32.dll, glew32.dll.
How to configure
Configure the language:
When you first open this tool, you may get a warning: Could not find the language file. This is due to the mistach between the language file path and language file entry value in config.ini. The most simple way is to click the menu "Options"->"Language", and then select Chinese or English language. The software will load the specified language file from the current path\lang, and the language file path information will be written into config.ini automatically.
I also recommend you could click the "Load language" menu item and select english language file. Once that step is done, the tool will use the selected language and the language file entry will also be written into config.ini automatically.
View attachment 367895
Another way is to edit the path entry of language file in config.ini. Found languagefile entry under [General] in config.ini, then type into the correct path of language file (current installation path\lang\eng.lang).
View attachment 367836
Configure the theme image:
Click the config button to open the config dialog, then find "Interface theme image" and specify a desired theme image file for you.
How to use
For detailed information, please refer to the user manual.
Quick start
Create a new project:
- Select the appropriate trigger in the main interface.
- Click new phase to add a phase, then select the phase and click new layer.
- Select a layer and click Edit Layer to open the layer editor.
- Click [Add] button to open the material editor, select the desired material, and click OK to return to the layer editor.
- Select the kinematic tab, click Open kinematics, and then quickly select a motion formula. Click OK.
- Click Compile button to generate the corresponding codes.
Tips: If the compilation speed is slow, you can open settings dialog and turn off the options of syntax indentation and syntax highlighting.
Manage your project:
- Click the file menu and select save project. The project is saved in projects in the software directory by default.
- Click the file menu, select open project and open project file.
How to use code:
- Click Copy code to paste the code into the Trigger Editor.
- Click save code to save the code as a code file and use the //! Import command of JassHelper.
- Select the menu of save code - export to world editor to export the code to the world editor with one click.
v1.0.8
- Add support for camera motion.
- Fix the support for destructible fill motion.
- The redundant resources are removed and the program file size is greatly reduced.
v1.0.7
- Add all types of reference point support for Z0.
- Unit attributes add support for damage conversion to healing.
- Export to the world editor adds support for WEX.
- Add template mode for scheme to create projects.
- Fixed the problem that rotating rectangle mode can't capture units correctly.
- Fixed the support of kinematics for coordinate transformation.
- Fixed the problem that Gui language is always in English during the add phase.
- Fixed the support of logic check and object group system for destructables.
- Various other minor trims.
v1.0.6
- Added formula parser support for nested function expressions.
- The adaptive import of the unit portrait model by fileimporter is added.
- Fixed a problem where trigger creation was sometimes blocked when exporting to the world editor.
- Fixed the problem of material data interdependence after copying and pasting layers.
- Fixed the default of subsequent layer names caused by deleting layers.
- The user interface of the unit section of the material editor has been rearranged.
v1.0.5
- Added interaction management with the world editor.
- The import and export functions of formula list are added.
- Added support for encoding mode settings.
- Fix the calculation of Jass symbolic function by formula parser.
v1.0.4
- Fix variable definitions that might be lost in some cases.
- The recovery system with unit attributes rebuilt will no longer conflict with motion.
- Unit custom attributes support parameter setting.
- Update the output mode of the formula list of the point command.
- Update the public property setting of parameters. The dependent parameter will not be set to public property now.
v1.0.3
- Model and map pathnames support \\ adaptive conversion.
- Add code compilation of object data for missing command skills.
- Fixed a problem where the 3D previewer sometimes stopped running.
v1.0.2
- Supports the creation of materials - destructables.
- Support to issue unit commands.
- Support intelligent detection of project saving.
- The formula editor supports logical expressions.
- The formula editor supports unit related parameters.
- Add a release command to automatically set unit mana.
- Add an option to hide units when releasing commands.
- Add 3D previewer support for missing getrandomint.
- Fix possible syntax errors caused by random time.
- Fixed possible syntax error caused by unit mark of commands.
- Fix the problem that the circle motion radius is zero.
- Fixed possible incomplete recognition of updated variables by 3D previewer.
v1.0.1
- Add a numeric editor to support random changes of options.
- When adding layer initialization, the number of vector changes supports the defined integer parameters.
- Add a logical warning for material drain conflicts when the layer has multiple materials.
- Add food consumption and unit classification settings for new vest object data.
- Adding association level initialization can support the related parameters of the associated level according to the association options.
- Add unit orientation and bearing to support initialized parameters.
- Add planning dialog box, select area color can be set.
- The length of the text buffer can be set when the added item is opened.
- When adding a project, the GUI of the tree control displays the names of each layer.
- Fixed an issue where the kinematics code at the association level was not compiled.
- Fixed initialization of reference points in common motion.
- Fixed the problem that the quick selection index of layer kinematics could not be updated.
- Fixed location of special effects code in function assistant area.
- Fixed confusion of target filters for feature assistant property items.
- Fixed the target of the function trigger of the function assistant is always the enemy problem.
- Fixed the problem that only special motion will still output coordinate motion.
- Fixed the problem that coordinate updates will not be automatically stored when there are updates to the motion coordinates.
- Fixed a problem with fileimporter target path matching.
- Fixed wrong judgment of kinematic end parameters.
- Fixed a problem where common special movements could not compile properly.
- Fixed data truncation due to fixed data buffer length when opening a project.
- The loop control problem of vectors in the initialization of the repair layer.
- Fixed object data editing of an object with an existing ID.
- Fixed error determination of comment position when syntax indenting.
- Fix the problem that the point in time type will be executed twice in the initialization of the level.
- Fix the problem that the index does not update when the effect is excreted.
- Fixed coordinate calculation errors in 3D previewer caused by the format of real numbers.
- Fixed the problem that the parameter definition could not be detected in whole word.
- Fixed redundancy of parameter update storage in fill motion.
- Fixed reference point conflict when there are multiple levels of association.
- Fixed missing parameter definition when adding binding effect to unit.
- Fixed the problem that external models will not be imported when units are bound to special effects.
- Fixed an issue where an initialized parameter would not be defined if it was not referenced in the motion formula.
v1.0.0
- Release for the first time.
- Add support for camera motion.
- Fix the support for destructible fill motion.
- The redundant resources are removed and the program file size is greatly reduced.
v1.0.7
- Add all types of reference point support for Z0.
- Unit attributes add support for damage conversion to healing.
- Export to the world editor adds support for WEX.
- Add template mode for scheme to create projects.
- Fixed the problem that rotating rectangle mode can't capture units correctly.
- Fixed the support of kinematics for coordinate transformation.
- Fixed the problem that Gui language is always in English during the add phase.
- Fixed the support of logic check and object group system for destructables.
- Various other minor trims.
v1.0.6
- Added formula parser support for nested function expressions.
- The adaptive import of the unit portrait model by fileimporter is added.
- Fixed a problem where trigger creation was sometimes blocked when exporting to the world editor.
- Fixed the problem of material data interdependence after copying and pasting layers.
- Fixed the default of subsequent layer names caused by deleting layers.
- The user interface of the unit section of the material editor has been rearranged.
v1.0.5
- Added interaction management with the world editor.
- The import and export functions of formula list are added.
- Added support for encoding mode settings.
- Fix the calculation of Jass symbolic function by formula parser.
v1.0.4
- Fix variable definitions that might be lost in some cases.
- The recovery system with unit attributes rebuilt will no longer conflict with motion.
- Unit custom attributes support parameter setting.
- Update the output mode of the formula list of the point command.
- Update the public property setting of parameters. The dependent parameter will not be set to public property now.
v1.0.3
- Model and map pathnames support \\ adaptive conversion.
- Add code compilation of object data for missing command skills.
- Fixed a problem where the 3D previewer sometimes stopped running.
v1.0.2
- Supports the creation of materials - destructables.
- Support to issue unit commands.
- Support intelligent detection of project saving.
- The formula editor supports logical expressions.
- The formula editor supports unit related parameters.
- Add a release command to automatically set unit mana.
- Add an option to hide units when releasing commands.
- Add 3D previewer support for missing getrandomint.
- Fix possible syntax errors caused by random time.
- Fixed possible syntax error caused by unit mark of commands.
- Fix the problem that the circle motion radius is zero.
- Fixed possible incomplete recognition of updated variables by 3D previewer.
v1.0.1
- Add a numeric editor to support random changes of options.
- When adding layer initialization, the number of vector changes supports the defined integer parameters.
- Add a logical warning for material drain conflicts when the layer has multiple materials.
- Add food consumption and unit classification settings for new vest object data.
- Adding association level initialization can support the related parameters of the associated level according to the association options.
- Add unit orientation and bearing to support initialized parameters.
- Add planning dialog box, select area color can be set.
- The length of the text buffer can be set when the added item is opened.
- When adding a project, the GUI of the tree control displays the names of each layer.
- Fixed an issue where the kinematics code at the association level was not compiled.
- Fixed initialization of reference points in common motion.
- Fixed the problem that the quick selection index of layer kinematics could not be updated.
- Fixed location of special effects code in function assistant area.
- Fixed confusion of target filters for feature assistant property items.
- Fixed the target of the function trigger of the function assistant is always the enemy problem.
- Fixed the problem that only special motion will still output coordinate motion.
- Fixed the problem that coordinate updates will not be automatically stored when there are updates to the motion coordinates.
- Fixed a problem with fileimporter target path matching.
- Fixed wrong judgment of kinematic end parameters.
- Fixed a problem where common special movements could not compile properly.
- Fixed data truncation due to fixed data buffer length when opening a project.
- The loop control problem of vectors in the initialization of the repair layer.
- Fixed object data editing of an object with an existing ID.
- Fixed error determination of comment position when syntax indenting.
- Fix the problem that the point in time type will be executed twice in the initialization of the level.
- Fix the problem that the index does not update when the effect is excreted.
- Fixed coordinate calculation errors in 3D previewer caused by the format of real numbers.
- Fixed the problem that the parameter definition could not be detected in whole word.
- Fixed redundancy of parameter update storage in fill motion.
- Fixed reference point conflict when there are multiple levels of association.
- Fixed missing parameter definition when adding binding effect to unit.
- Fixed the problem that external models will not be imported when units are bound to special effects.
- Fixed an issue where an initialized parameter would not be defined if it was not referenced in the motion formula.
v1.0.0
- Release for the first time.
Donate to author
Description of donation: The software is free and you can use all of its functions completely. Donation is voluntary, and donation can not compensate the author for what he has lost and the time and energy he has invested. It can be seen as a little consolation for the author’s hard work, and can also encourage the author to continue to update the software and continue to make other modules of the intuitive lab series.
PayPal.Me
Credits
- Blizzard Entertainment: developed the classic masterpiece - Warcraft III
- OpenGL, a free and open source 3D graphics library
- Jass manual, the complete manual of Jass API
- JassHelper (Vexorian), excellent vjass compiler
- Grimex (PitzerMike), excellent preprocessor
Special Thanks to:
- @disruptive_ for help on copyright issues
- @Retera for useful discussions on interactions with world editor
Contents
Page 1 of 2