There are no compile errors. It saves fine on my machine. This is the Table I used:
[Snippet] New Table
fair enough, thing is if I disable Table and put in NewTable wont half my triggers stop working? As they use original table
EDIT: As i thought, if i put both on, it gets error, if i disable original table, and onyl use the new table then it gets 3 errors
i got this table
JASS:
//TESH.scrollpos=74
//TESH.alwaysfold=0
library Table
//***************************************************************
//* Table object 3.0
//* ------------
//*
//* set t=Table.create() - instanceates a new table object
//* call t.destroy() - destroys it
//* t[1234567] - Get value for key 1234567
//* (zero if not assigned previously)
//* set t[12341]=32 - Assigning it.
//* call t.flush(12341) - Flushes the stored value, so it
//* doesn't use any more memory
//* t.exists(32) - Was key 32 assigned? Notice
//* that flush() unassigns values.
//* call t.reset() - Flushes the whole contents of the
//* Table.
//*
//* call t.destroy() - Does reset() and also recycles the id.
//*
//* If you use HandleTable instead of Table, it is the same
//* but it uses handles as keys, the same with StringTable.
//*
//* You can use Table on structs' onInit if the struct is
//* placed in a library that requires Table or outside a library.
//*
//* You can also do 2D array syntax if you want to touch
//* mission keys directly, however, since this is shared space
//* you may want to prefix your mission keys accordingly:
//*
//* set Table["thisstring"][ 7 ] = 2
//* set Table["thisstring"][ 5 ] = Table["thisstring"][7]
//*
//***************************************************************
//=============================================================
globals
private constant integer MAX_INSTANCES=8100 //400000
//Feel free to change max instances if necessary, it will only affect allocation
//speed which shouldn't matter that much.
//=========================================================
private hashtable ht
endglobals
private struct GTable[MAX_INSTANCES]
method reset takes nothing returns nothing
call FlushChildHashtable(ht, integer(this) )
endmethod
private method onDestroy takes nothing returns nothing
call this.reset()
endmethod
//=============================================================
// initialize it all.
//
private static method onInit takes nothing returns nothing
set ht = InitHashtable()
endmethod
endstruct
//Hey: Don't instanciate other people's textmacros that you are not supposed to, thanks.
//! textmacro Table__make takes name, type, key
struct $name$ extends GTable
method operator [] takes $type$ key returns integer
return LoadInteger(ht, integer(this), $key$)
endmethod
method operator []= takes $type$ key, integer value returns nothing
call SaveInteger(ht, integer(this) ,$key$, value)
endmethod
method flush takes $type$ key returns nothing
call RemoveSavedInteger(ht, integer(this), $key$)
endmethod
method exists takes $type$ key returns boolean
return HaveSavedInteger( ht, integer(this) ,$key$)
endmethod
static method flush2D takes string firstkey returns nothing
call $name$(- StringHash(firstkey)).reset()
endmethod
static method operator [] takes string firstkey returns $name$
return $name$(- StringHash(firstkey) )
endmethod
endstruct
//! endtextmacro
//! runtextmacro Table__make("Table","integer","key" )
//! runtextmacro Table__make("StringTable","string", "StringHash(key)" )
//! runtextmacro Table__make("HandleTable","handle","GetHandleId(key)" )
endlibrary
So cant use only original, as itempool doesnt work, cant use table you use, as 3 of my triggers dont work
so i to figure out what it is table i use is missing from table you use, and put it on the one i use.
EDIT2: must be something wrong with my map, as i have tried all 3 DropPools by Adiktus
Item Drop System 1.20
And all 3 of them save without errors so thats nice, but units dont drop anything in game, i even placed the original units on the trigger on the map to test, non of them drop anything
i also tested the drop map, and they work perfectly, so must be something wrong with my map.
EDIT3:
@Uncle so as Jass Tables are not working for me, your drop system to try now, however, how do i set multiple tables one of each boss, and for pet system, is nice, but only works for player 1 not all ingame players. and one thing i will try at some point, is so only 2 specific heros can get pets. but for now jsut having pet system workign for all 5 players would be nice
EDIT4: Yup something wrong with my map, Even Uncle's Drop Table doesnt work, it saves with no issue, but again the units drop nothing
EDIT5: i cant even get the pet system working either, you can buy a pet but ti doesnt follow you and it is controllable
I would say issue is as i use Reforged WE, however all the original triggers and stuff from old W3 work perfectly still in W3
also i loaded the maps in Reforged WE, and clicked test there, and they still work do original test maps
only issue in Reforged WE, is the druid forms dont work, they dont turn into what is set on the trigger.