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Jass tags... bug reporting here No New Posts General Jass Discussion

Started by
moyack

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Jass tags... bug reporting here
on: July 08, 2012, 09:46:56 AM

Here we can test the jass tags and report any issue with the style of it.

let's start...
Code: jass
  1. library Lightning requires optional ARGB
  2.  
  3. //******************************************************************************
  4. //* Author: Fledermaus
  5. //* Version: 1.02
  6. //*
  7. //* This library is intended to replace the native lightning type.
  8. //* It uses a Lightning struct to provide better functionality (and a nicer
  9. //* syntax if you're that way inclined).
  10. //*
  11. //******************************************************************************
  12. //*
  13. //* Configuration constants that you can alter however you like:
  14. //*
  15. //*   TIMEOUT is the timer speed for updating the position of lightning and
  16. //*             the alpha for fading in/out.
  17. //*
  18. //******************************************************************************
  19. //*
  20. //* List of methods:
  21. //*
  22. //*   static method create takes string codeName, boolean checkVisibility, real fadeTime returns Lightning
  23. //*
  24. //* Creates a new Lightning for you to use.
  25. //*   - codeName: Determines what the Lightning looks like. I'm even so nice as
  26. //*     to include a constant list of them in the global constant section for
  27. //*     you!
  28. //*   - checkVisibility: As with normal lightning, this determines if a player
  29. //*     needs to have vision of the Lightning (start or end point/unit) in
  30. //*     order to see it. If set to true, the Lightning becomes invisible when
  31. //*     players lose vision of it.
  32. //*   - fadeTime: Makes the Lightning fade into existence. A value of 0 is an
  33. //*     instant fade in.
  34. //* Note that it wont initially be attached to anything, that's where the next
  35. //* two methods come in:
  36. //*
  37. //*
  38. //*   method attachToPoint takes boolean atStart, real x, real y, real z, boolean considerTerrain returns boolean
  39. //*   method attachToUnit takes boolean atStart, unit u, real zOffset returns boolean
  40. //*
  41. //* They should be pretty self-explanatory, they attach the Lightning to either
  42. //* the startPoint or startUnit, or the endPoint or endUnit.
  43. //* The two constants LIGHTNING_START and LIGHTNING_END can be used here to
  44. //* help make your code easier to read.
  45. //* Lightning attached to a unit(s) will follow it around.
  46. //* The boolean considerTerrain in attachToPoint determines if the z value is
  47. //* measured from the terrain or an absolute value.
  48. //* If you don't attach to both a start and end point/unit, the Lightning will
  49. //* connect to 0, 0. So you should attach to both as soon as it's created.
  50. //*
  51. //*
  52. //*   method recolor takes real r, real g, real b, real a returns boolean
  53. //*   method ARGBrecolor takes ARGB color returns nothing
  54. //*   method operator color= takes ARGB color returns nothing
  55. //*
  56. //* Used to set the colour of Lightning. Should only use values between 0.00
  57. //* and 1.00.
  58. //* ARGBrecolor and color= will obviously only work if you have ARGB.
  59. //*
  60. //*
  61. //*   method operator red takes nothing returns real
  62. //*   method operator green takes nothing returns real
  63. //*   method operator blue takes nothing returns real
  64. //*   method operator alpha takes nothing returns real
  65. //*   method operator color takes nothing returns ARGB
  66. //*
  67. //* Method operators to get the colour components of the Lightning. Pretty
  68. //* self explanatory.
  69. //* Again, color will only work if you have ARGB.
  70. //*
  71. //*
  72. //*   method destroy takes nothing returns nothing
  73. //*   method release takes real fadeTime returns nothing
  74. //*   method releaseDelayed takes real delay, real fadeTime returns nothing
  75. //*
  76. //* Again, pretty self explanatory. destroy will dispose of a Lightning
  77. //* instantly, while release will fade it out over time. releaseDelayed lets
  78. //* you release it after a delay.
  79. //*
  80. //******************************************************************************
  81. //*
  82. //* There is the inherent limit that you can only have 8191 Lightning at once.
  83. //* However, if you ever get this high, your map will have worse problems than
  84. //* this system working improperly.
  85. //*
  86. //******************************************************************************
  87. //*
  88. //* Credits: Thanks to Vexorian for ARGB and vJass. Kueken for the work he
  89. //*          previously did which helped me create this library. Anitarf for
  90. //*          motivating me to update it and helping me with some of the
  91. //*          ideas. Oh and Dusk for being sexy ;)
  92. //*
  93. //* If you have any further questions regarding Lightning or how to use it,
  94. //* feel free to visit [url=http://www.wc3c.net]www.wc3c.net[/url] and ask questions there. This library should
  95. //* only ever be released at WC3C and at no other site. Please give credits if
  96. //* this library finds its way into your maps, and otherwise thanks for reading!
  97. //*
  98.  
  99. globals
  100.     private constant real TIMEOUT = 0.03125 //32 fps
  101.    
  102.     //* Do not edit below here
  103.    
  104.     //Lightning type constants
  105.             constant string   LIGHTNING_AERIAL_SHACKLES           = "LEAS"
  106.             constant string   LIGHTNING_CHAIN_LIGHTNING_PRIMARY   = "CLPB"
  107.             constant string   LIGHTNING_CHAIN_LIGHTNING_SECONDARY = "CLSB"
  108.             constant string   LIGHTNING_DRAIN_LIFE                = "DRAL"
  109.             constant string   LIGHTNING_DRAIN_LIFE_AND_MANA       = "DRAB"
  110.             constant string   LIGHTNING_DRAIN_MANA                = "DRAM"
  111.             constant string   LIGHTNING_FINGER_OF_DEATH           = "AFOD"
  112.             constant string   LIGHTNING_FORKED_LIGHTNING          = "FORK"
  113.             constant string   LIGHTNING_HEALING_WAVE_PRIMARY      = "HWPB"
  114.             constant string   LIGHTNING_HEALING_WAVE_SECONDARY    = "HWSB"
  115.             constant string   LIGHTNING_LIGHTNING_ATTACK          = "CHIM"
  116.             constant string   LIGHTNING_MANA_BURN                 = "MBUR"
  117.             constant string   LIGHTNING_MANA_FLARE                = "MFPB"
  118.             constant string   LIGHTNING_SPIRIT_LINK               = "SPLK"
  119.             constant boolean  LIGHTNING_START                     = true
  120.             constant boolean  LIGHTNING_END                       = false
  121.    
  122.     private location        Loc   = Location(0., 0.)
  123.     private Lightning array Array
  124.     private integer         Index = 0
  125.     private timer           Timer = CreateTimer()
  126. endglobals
  127.  
  128. //! textmacro LightningDebugTextmacro takes TYPE, RETURN
  129.     if .released then
  130.         debug call BJDebugMsg(SCOPE_PREFIX + " Error: Trying to $TYPE$ a lightning that is fading out of existance")
  131.         return $RETURN$
  132.     endif
  133. //! endtextmacro
  134.  
  135. //! textmacro LightningRecolourDebugTextmacro takes VARIABLE, COLOUR
  136.     if $VARIABLE$ < 0. then
  137.         debug call BJDebugMsg(SCOPE_PREFIX + " Error: $COLOUR$ value passed to recolor is less than 0.")
  138.         set $VARIABLE$ = 0.
  139.     elseif $VARIABLE$ > 1. then
  140.         debug call BJDebugMsg(SCOPE_PREFIX + " Error: $COLOUR$ value passed to recolor is greater than 1.")
  141.         set $VARIABLE$ = 1.
  142.     endif
  143. //! endtextmacro
  144.  
  145. //******************************************************************************
  146.  
  147. struct Lightning
  148.     private lightning lightning
  149.     private boolean   checkVisibility
  150.     private boolean   updatePosition
  151.     private boolean   released
  152.     private boolean   canSee
  153.     private boolean   startSet
  154.     private boolean   endSet
  155.     private unit      startUnit
  156.     private unit      endUnit
  157.     private real      startX
  158.     private real      startY
  159.     private real      startZ
  160.     private real      startZOffset
  161.     private real      endX
  162.     private real      endY
  163.     private real      endZ
  164.     private real      endZOffset
  165.     private real      redColour
  166.     private real      greenColour
  167.     private real      blueColour
  168.     private real      alphaColour
  169.     private real      fadingAlpha
  170.     private real      fadingAlphaInc
  171.     private real      releaseDelay
  172.    
  173.     private static method Update takes nothing returns nothing
  174.         local integer   i = 0
  175.         local real      a
  176.         local Lightning l
  177.        
  178.         loop
  179.           exitwhen i >= Index
  180.             set l = Array[i]
  181.            
  182.             if l.updatePosition then
  183.                 //Update the lightning's position if it's attached to a unit
  184.                 if l.startUnit != null and GetUnitTypeId(l.startUnit) != 0 then
  185.                     set l.startX = GetUnitX(l.startUnit)
  186.                     set l.startY = GetUnitY(l.startUnit)
  187.                     call MoveLocation(Loc, l.startX, l.startY)
  188.                     set l.startZ = GetLocationZ(Loc) + GetUnitFlyHeight(l.startUnit) + l.startZOffset
  189.                 endif
  190.                 if l.endUnit != null and GetUnitTypeId(l.endUnit) != 0 then
  191.                     set l.endX = GetUnitX(l.endUnit)
  192.                     set l.endY = GetUnitY(l.endUnit)
  193.                     call MoveLocation(Loc, l.endX, l.endY)
  194.                     set l.endZ = GetLocationZ(Loc) + GetUnitFlyHeight(l.endUnit) + l.endZOffset
  195.                 endif
  196.                
  197.                 //Check if the lightning can be seen (will locally change the variable for each player)
  198.                 set l.canSee = MoveLightningEx(l.lightning, l.checkVisibility, l.startX, l.startY, l.startZ, l.endX, l.endY, l.endZ)
  199.                 if l.canSee then
  200.                     //If it can be seen, make sure you change the alpha back to l.alpha
  201.                     //because this could have been the first time it's visiable again
  202.                     set a = l.alphaColour
  203.                 else
  204.                     //Otherwise make the alpha 0 so it's invisiable
  205.                     set a = 0.
  206.                 endif
  207.                
  208.                 //Check if the lightning has been delay released
  209.                 if l.releaseDelay > 0. and not l.released then
  210.                     //Count down the delay
  211.                     set l.releaseDelay = l.releaseDelay - TIMEOUT
  212.                     if l.releaseDelay <= 0. then
  213.                         //Time to release it
  214.                         set l.released = true
  215.                         if l.fadingAlphaInc < 1. then
  216.                             //Increase the fadingAlpha by fadingAlphaInc to account for this cycle
  217.                             set l.fadingAlpha = 1. + l.fadingAlphaInc
  218.                         else
  219.                             //If the fade time from the delayed release was 0., release it instantly
  220.                             set l.fadingAlpha = 0.
  221.                         endif
  222.                     endif
  223.                 endif
  224.                
  225.                 if l.released then
  226.                     if l.fadingAlpha > 0. then
  227.                         //Lightning is still fading out
  228.                         set l.fadingAlpha = l.fadingAlpha - l.fadingAlphaInc
  229.                         if l.fadingAlpha < 0. then
  230.                             set l.fadingAlpha = 0.
  231.                         endif
  232.                         set a = a * l.fadingAlpha
  233.                     else
  234.                         //Lightning has finished fading out and should be destroyed
  235.                         call DestroyLightning(l.lightning)
  236.                         set l.lightning = null
  237.                         set l.startUnit = null
  238.                         set l.endUnit   = null
  239.                         call l.deallocate()
  240.                        
  241.                         set Index = Index - 1
  242.                         if Index > 0 then
  243.                             set Array[i] = Array[Index]
  244.                             set i = i - 1
  245.                         else
  246.                             call PauseTimer(Timer)
  247.                         endif
  248.                     endif
  249.                 elseif l.fadingAlpha < 1. then
  250.                     //Lightning is fading in
  251.                     set l.fadingAlpha = l.fadingAlpha + l.fadingAlphaInc
  252.                     if l.fadingAlpha >= 1. then
  253.                         set l.fadingAlpha = 1.
  254.                         //Check if we need to keep updating the lightning
  255.                         set l.updatePosition = l.checkVisibility or l.startUnit != null or l.endUnit != null or l.releaseDelay > 0.
  256.                         if not l.updatePosition then
  257.                             set Index = Index - 1
  258.                             if Index > 0 then
  259.                                 set Array[i] = Array[Index]
  260.                                 set i = i - 1
  261.                             else
  262.                                 call PauseTimer(Timer)
  263.                             endif
  264.                         endif
  265.                     endif
  266.                    
  267.                     set a = a * l.fadingAlpha
  268.                 endif
  269.                
  270.                 //If the lightning still exists, update it's alpha value
  271.                 if l.lightning != null then
  272.                     call SetLightningColor(l.lightning, l.redColour, l.greenColour, l.blueColour, a)
  273.                 endif
  274.                
  275.                 set i = i + 1
  276.             else
  277.                 set Index = Index - 1
  278.                 if Index > 0 then
  279.                     set Array[i] = Array[Index]
  280.                 else
  281.                     call PauseTimer(Timer)
  282.                 endif
  283.             endif
  284.         endloop
  285.     endmethod
  286.    
  287.     static method create takes string codeName, boolean checkVisibility, real fadeTime returns Lightning
  288.         local Lightning this = Lightning.allocate()
  289.        
  290.         set .checkVisibility = checkVisibility
  291.         set .updatePosition  = checkVisibility or fadeTime > 0.
  292.         set .released        = false
  293.         set .canSee          = true
  294.         //The lightning needs to first be create so that noone can see it but without checking that players
  295.         //can see it (checkVisibitiy set to false and at (0, 0) (0, 0)) so that it will not be null for
  296.         //players that cannot see it as it's created. It can then be moved to the correct location and have
  297.         //the proper visibility setting.
  298.         set .lightning       = AddLightning(codeName, false, 0., 0., 0., 0.)
  299.         set .redColour       = GetLightningColorR(.lightning)
  300.         set .greenColour     = GetLightningColorG(.lightning)
  301.         set .blueColour      = GetLightningColorB(.lightning)
  302.         set .alphaColour     = GetLightningColorA(.lightning)
  303.         set .startSet        = false
  304.         set .endSet          = false
  305.         set .releaseDelay    = 0.
  306.        
  307.         if fadeTime > 0. then
  308.             set .fadingAlpha    = 0.
  309.             set .fadingAlphaInc = TIMEOUT / fadeTime
  310.             call SetLightningColor(.lightning, .redColour, .greenColour, .blueColour, 0.)
  311.         else
  312.             debug if fadeTime != 0. then
  313.                 debug call BJDebugMsg(SCOPE_PREFIX + " Error: Trying to create a lightning with a negative fade time")
  314.             debug endif
  315.             set .fadingAlpha = 1.
  316.         endif
  317.        
  318.         if .updatePosition then
  319.             if Index == 0 then
  320.                 call TimerStart(Timer, TIMEOUT, true, function Lightning.Update)
  321.             endif
  322.             set Array[Index] = this
  323.             set Index = Index + 1
  324.         endif
  325.        
  326.         return this
  327.     endmethod
  328.    
  329.     method attachToPoint takes boolean atStart, real x, real y, real z, boolean considerTerrain returns boolean
  330.         //! runtextmacro LightningDebugTextmacro("change the attached point of", "false")
  331.        
  332.         call MoveLocation(Loc, x, y)
  333.         if atStart then
  334.             set .startUnit = null
  335.             set .startX    = x
  336.             set .startY    = y
  337.             if considerTerrain then
  338.                 set .startZ = GetLocationZ(Loc) + z
  339.             else
  340.                 set .startZ = z
  341.             endif
  342.             set .startSet  = true
  343.         else
  344.             set .endUnit = null
  345.             set .endX    = x
  346.             set .endY    = y
  347.             if considerTerrain then
  348.                 set .endZ = GetLocationZ(Loc) + z
  349.             else
  350.                 set .endZ = z
  351.             endif
  352.             set .endSet  = true
  353.         endif
  354.        
  355.         if .startSet and .endSet then
  356.             set .canSee = MoveLightningEx(.lightning, .checkVisibility, .startX, .startY, .startZ, .endX, .endY, .endZ)
  357.         endif
  358.        
  359.         if .updatePosition and not .checkVisibility and .fadingAlpha == 1. and .startUnit == null and .endUnit == null and .releaseDelay <= 0. then
  360.             set .updatePosition = false
  361.         endif
  362.        
  363.         return true
  364.     endmethod
  365.    
  366.     method attachToUnit takes boolean atStart, unit u, real zOffset returns boolean
  367.         //! runtextmacro LightningDebugTextmacro("change the attached unit of", "false")
  368.        
  369.         if atStart then
  370.             set .startUnit    = u
  371.             set .startZOffset = zOffset
  372.             set .startSet     = true
  373.             if u != null then
  374.                 set .startX = GetUnitX(u)
  375.                 set .startY = GetUnitY(u)
  376.                 call MoveLocation(Loc, .startX, .startY)
  377.                 set .startZ = GetLocationZ(Loc) + GetUnitFlyHeight(u) + zOffset
  378.             endif
  379.         else
  380.             set .endUnit    = u
  381.             set .endZOffset = zOffset
  382.             set .endSet     = true
  383.             if u != null then
  384.                 set .endX = GetUnitX(u)
  385.                 set .endY = GetUnitY(u)
  386.                 call MoveLocation(Loc, .endX, .endY)
  387.                 set .endZ = GetLocationZ(Loc) + GetUnitFlyHeight(.endUnit) + zOffset
  388.             endif
  389.         endif
  390.        
  391.         if .startSet and .endSet then
  392.             set .canSee = MoveLightningEx(.lightning, .checkVisibility, .startX, .startY, .startZ, .endX, .endY, .endZ)
  393.         endif
  394.        
  395.         if .updatePosition == false then
  396.             if Index == 0 then
  397.                 call TimerStart(Timer, TIMEOUT, true, function Lightning.Update)
  398.             endif
  399.             set Array[Index] = this
  400.             set Index = Index + 1
  401.             set .updatePosition = true
  402.         endif
  403.        
  404.         return true
  405.     endmethod
  406.    
  407.     method operator red takes nothing returns real
  408.         return .redColour
  409.     endmethod
  410.    
  411.     method operator green takes nothing returns real
  412.         return .greenColour
  413.     endmethod
  414.    
  415.     method operator blue takes nothing returns real
  416.         return .blueColour
  417.     endmethod
  418.    
  419.     method operator alpha takes nothing returns real
  420.         return .alphaColour
  421.     endmethod
  422.    
  423.     method recolor takes real r, real g, real b, real a returns boolean
  424.         //! runtextmacro LightningDebugTextmacro("recolor", "false")
  425.         //! runtextmacro LightningRecolourDebugTextmacro("r", "red")
  426.         //! runtextmacro LightningRecolourDebugTextmacro("g", "green")
  427.         //! runtextmacro LightningRecolourDebugTextmacro("b", "blue")
  428.         //! runtextmacro LightningRecolourDebugTextmacro("a", "alpha")
  429.    
  430.         set .redColour   = r
  431.         set .greenColour = g
  432.         set .blueColour  = b
  433.         set .alphaColour = a
  434.        
  435.         if .canSee == false then
  436.             set a = 0.
  437.         endif
  438.        
  439.         return SetLightningColor(.lightning, r, g, b, a * .fadingAlpha)
  440.     endmethod
  441.    
  442.     static if LIBRARY_ARGB then   
  443.     method ARGBrecolor takes ARGB color returns nothing
  444.         local integer col   = integer(color)
  445.         local integer a
  446.         local integer r
  447.         local integer g
  448.         local integer b
  449.         local real    alpha
  450.        
  451.         if col < 0 then
  452.             set col = -(-col + 0x80000000)
  453.             set a   = 0x80 + col / 0x1000000
  454.             set col = col - (a - 0x80) * 0x1000000
  455.         else
  456.             set a   = col / 0x1000000
  457.             set col = col - a * 0x1000000
  458.         endif
  459.        
  460.         set r   = col / 0x10000
  461.         set col = col - r * 0x10000
  462.         set g   = col / 0x100
  463.         set b   = col - g * 0x100
  464.        
  465.         set .redColour   = I2R(r) / 255.
  466.         set .greenColour = I2R(g) / 255.
  467.         set .blueColour  = I2R(b) / 255.
  468.         set .alphaColour = I2R(a) / 255.
  469.        
  470.         if .canSee then
  471.             set alpha = .alphaColour
  472.         else
  473.             set alpha = 0.
  474.         endif
  475.        
  476.         call SetLightningColor(.lightning, .redColour, .greenColour, .blueColour, alpha * .fadingAlpha)
  477.     endmethod
  478.    
  479.     method operator color takes nothing returns ARGB
  480.         return ARGB.create(R2I(.alphaColour * 255.), R2I(.redColour * 255.), R2I(.blueColour * 255.), R2I(.greenColour * 255.))
  481.     endmethod
  482.    
  483.     method operator color= takes ARGB color returns nothing
  484.         call .ARGBrecolor(color)
  485.     endmethod
  486.     endif
  487.    
  488.     method release takes real fadeTime returns nothing
  489.         //! runtextmacro LightningDebugTextmacro("release", "")
  490.         if fadeTime < 0. then
  491.             debug call BJDebugMsg(SCOPE_PREFIX + " Error: Trying to release a lightning with a negative fade time")
  492.             set fadeTime = 0.
  493.         endif
  494.        
  495.         set .released = true
  496.         if fadeTime > 0. then
  497.             set .fadingAlpha    = 1.
  498.             set .fadingAlphaInc = TIMEOUT / fadeTime
  499.            
  500.             //Add it to the Update Loop if it's not already in there
  501.             if not .updatePosition then
  502.                 if Index == 0 then
  503.                     call TimerStart(Timer, TIMEOUT, true, function Lightning.Update)
  504.                 endif
  505.                 set Array[Index] = this
  506.                 set Index = Index + 1
  507.                 set .updatePosition = true
  508.             endif
  509.         elseif .updatePosition then
  510.             //It's already updating so just make it invisible now and it'll get cleaned up in the next loop
  511.             set .fadingAlpha = 0.
  512.             call SetLightningColor(.lightning, .redColour, .blueColour, .greenColour, 0.)
  513.         else
  514.             //It's not updating so it can be cleaned up now
  515.             call DestroyLightning(.lightning)
  516.             set .lightning = null
  517.             set .startUnit = null
  518.             set .endUnit   = null
  519.             call .deallocate()
  520.         endif
  521.     endmethod
  522.    
  523.     method destroy takes nothing returns nothing
  524.         call .release(0.)
  525.     endmethod
  526.    
  527.     method releaseDelayed takes real delay, real fadeTime returns nothing
  528.         //! runtextmacro LightningDebugTextmacro("delayed release", "")
  529.         if delay <= 0. then
  530.             debug call BJDebugMsg(SCOPE_PREFIX + " Error: Trying to delayed release a lightning with a delay not greater than 0.")
  531.             set delay = 0.01
  532.         endif
  533.         if fadeTime < 0. then
  534.             debug call BJDebugMsg(SCOPE_PREFIX + " Error: Trying to delayed release a lightning with a negative fade time")
  535.             set fadeTime = 0.
  536.         endif
  537.        
  538.         set .releaseDelay = delay
  539.         if fadeTime > 0. then
  540.             set .fadingAlphaInc = TIMEOUT / fadeTime
  541.         else
  542.             //Don't want to divide by 0!
  543.             set .fadingAlphaInc = 1.
  544.         endif
  545.        
  546.         //Add it to the Update Loop if it's not already in there
  547.         if not .updatePosition then
  548.             if Index == 0 then
  549.                 call TimerStart(Timer, TIMEOUT, true, function Lightning.Update)
  550.             endif
  551.             set Array[Index] = this
  552.             set Index = Index + 1
  553.             set .updatePosition = true
  554.         endif
  555.     endmethod
  556. endstruct
  557.  
  558. endlibrary
  559.  
  560.  

code source<<<<<. http://www.wc3c.net/showpost.php?p=1134326&postcount=1


Re: Jass tags... bug reporting here
Reply #1 on: July 09, 2012, 03:48:06 PM

You should make the script check if "//" is proceeded by a '!' to detect textmacros and color them grey.
Actually, what kind of highlighter are you using? A general syntax highlighter that uses tokens and shit? Or a syntax highlighter coded from scratch?



Re: Jass tags... bug reporting here
Reply #2 on: July 09, 2012, 08:44:56 PM

You should make the script check if "//" is proceeded by a '!' to detect textmacros and color them grey.
Actually, what kind of highlighter are you using? A general syntax highlighter that uses tokens and shit? Or a syntax highlighter coded from scratch?
I use Geshi, because it offer a reasonable way to add features in a... safe way :P

I'll chek how to add this feature, actually I've tried but with no good results :(



Re: Jass tags... bug reporting here
Reply #3 on: July 15, 2012, 11:07:01 AM

Then what you need is a custom script highlighter :p
I /might/ make one. Just /might/. (If I learn JavaScript syntax in the next hour, which is very possible, since I learned C# and wrote 2 applications in 5 hours :P)

edit
On second thought, no :P
It would be much simpler to just inject the code on the site ^.^
When you encounter
Code: jass
  1. , filter all spaces, and search each line for "//!" as the first 3 characters.
  2. When you encounter
, stop parsing if you encounter that text OUTSIDE of a string :3
« Last Edit: July 15, 2012, 11:17:35 AM by Magtheridon96 »



 

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