Need some back up in jaSS

mrpwn

New Member
I have this code that keeps returning expected end of line and expected variable names can any one maybe run this and help a newbie out its a spell for a fireball.
Code:
//TESH.scrollpos=0
//TESH.alwaysfold=0
 
 
globals
trigger fire_ball_damage_und_effect
trigger gg_trg_fire_ball = null
trigger gg_trg_fire_ball_damage_und_effect = null
trigger gg_trg_fire_ball_damage_und_effect_Kopieren = null
endglobals
 
function Trig_fire_ball_Conditions takes nothing returns boolean
    if ( not ( GetSpellAbilityId() == 'A009' ) ) then
        return false
    endif
    return true
endfunction
 
function Trig_fire_ball_Actions takes nothing returns nothing
    set udg_caster[GetConvertedPlayerId(GetOwningPlayer(GetTriggerUnit()))] = GetSpellAbilityUnit()
    set udg_point1 = GetSpellTargetLoc()
    set udg_point2 = GetUnitLoc(udg_caster[GetConvertedPlayerId(GetOwningPlayer(GetTriggerUnit()))])
    call CreateNUnitsAtLocFacingLocBJ( 1, 'h002', GetOwningPlayer(udg_caster[GetConvertedPlayerId(GetOwningPlayer(GetTriggerUnit()))]), udg_point2, udg_point1 )
    set udg_fireball[GetConvertedPlayerId(GetOwningPlayer(GetTriggerUnit()))] = GetLastCreatedUnit()
    call SetUnitFacingToFaceLocTimed( udg_fireball[GetConvertedPlayerId(GetOwningPlayer(GetTriggerUnit()))], udg_point1, 0.01 )
    call TriggerSleepAction( 2.00 )
    set bj_forLoopAIndex = 1
    set bj_forLoopAIndexEnd = 5
    loop
        exitwhen bj_forLoopAIndex > bj_forLoopAIndexEnd
        call AddSpecialEffectLocBJ( GetRandomLocInRect(RectFromCenterSizeBJ(GetUnitLoc(udg_fireball[GetConvertedPlayerId(GetOwningPlayer(GetTriggerUnit()))]), 150.00, 150.00)), "Objects\\Spawnmodels\\Other\\NeutralBuildingExplosion\\NeutralBuildingExplosion.mdl" )
        call DestroyEffect( GetLastCreatedEffectBJ() )
        set bj_forLoopAIndex = bj_forLoopAIndex + 1
    endloop
    call RemoveUnit( udg_fireball[GetConvertedPlayerId(GetOwningPlayer(GetTriggerUnit()))] )
endfunction
 
//===========================================================================
function InitTrig_fire_ball takes nothing returns nothing
    set gg_trg_fire_ball = CreateTrigger(  )
    call TriggerRegisterAnyUnitEventBJ( gg_trg_fire_ball, EVENT_PLAYER_UNIT_SPELL_EFFECT )
    call TriggerAddCondition( gg_trg_fire_ball, Condition( function Trig_fire_ball_Conditions ) )
    call TriggerAddAction( gg_trg_fire_ball, function Trig_fire_ball_Actions )
endfunction
 
function Trig_fire_ball_damage_und_effect_Func001A takes nothing returns nothing
    call AddSpecialEffectLocBJ( GetUnitLoc(GetEnumUnit()), "Objects\\Spawnmodels\\Other\\NeutralBuildingExplosion\\NeutralBuildingExplosion.mdl" )
    call DestroyEffect( GetLastCreatedEffectBJ() )
endfunction
 
function Trig_fire_ball_damage_und_effect_Actions takes nothing returns nothing
    call ForGroupBJ( GetUnitsOfTypeIdAll('h002'), function Trig_fire_ball_damage_und_effect_Func001A )
endfunction
 
//===========================================================================
function InitTrig_fire_ball_damage_und_effect takes nothing returns nothing
    set gg_trg_fire_ball_damage_und_effect = CreateTrigger(  )
    call TriggerRegisterTimerEventPeriodic( gg_trg_fire_ball_damage_und_effect, 0.15 )
    call TriggerAddAction( gg_trg_fire_ball_damage_und_effect, function Trig_fire_ball_damage_und_effect_Actions )
endfunction
 
function Trig_fire_ball_damage_und_effect_Kopieren_Func001Func003Func001C takes nothing returns boolean
    if ( not ( IsUnitEnemy(GetEnumUnit(), GetOwningPlayer(udg_caster[GetConvertedPlayerId(GetOwningPlayer(GetTriggerUnit()))])) == true ) ) then
        return false
    endif
    return true
endfunction
 
function Trig_fire_ball_damage_und_effect_Kopieren_Func001Func003A takes nothing returns nothing
    if ( Trig_fire_ball_damage_und_effect_Kopieren_Func001Func003Func001C() ) then
        call UnitDamageTargetBJ( udg_caster[GetConvertedPlayerId(GetOwningPlayer(GetTriggerUnit()))], GetEnumUnit(), ( 0.20 * I2R(GetHeroStatBJ(bj_HEROSTAT_INT, udg_caster[GetConvertedPlayerId(GetOwningPlayer(GetTriggerUnit()))], true)) ), ATTACK_TYPE_NORMAL, DAMAGE_TYPE_NORMAL )
    else
    endif
endfunction
 
function Trig_fire_ball_damage_und_effect_Kopieren_Func001A takes nothing returns nothing
    call SetUnitPositionLoc( GetEnumUnit(), PolarProjectionBJ(GetUnitLoc(GetEnumUnit()), 25.00, GetUnitFacing(GetEnumUnit())) )
    set udg_dummy[GetConvertedPlayerId(GetOwningPlayer(GetTriggerUnit()))] = GetEnumUnit()
    call ForGroupBJ( GetUnitsInRangeOfLocAll(300.00, GetUnitLoc(GetEnumUnit())), function Trig_fire_ball_damage_und_effect_Kopieren_Func001Func003A )
endfunction
 
function Trig_fire_ball_damage_und_effect_Kopieren_Actions takes nothing returns nothing
    call ForGroupBJ( GetUnitsOfTypeIdAll('h002'), function Trig_fire_ball_damage_und_effect_Kopieren_Func001A )
endfunction
 
//===========================================================================
function InitTrig_fire_ball_damage_und_effect_Kopieren takes nothing returns nothing
    set gg_trg_fire_ball_damage_und_effect_Kopieren = CreateTrigger(  )
    call TriggerRegisterTimerEventPeriodic( gg_trg_fire_ball_damage_und_effect_Kopieren, 0.04 )
    call TriggerAddAction( gg_trg_fire_ball_damage_und_effect_Kopieren, function Trig_fire_ball_damage_und_effect_Kopieren_Actions )
endfunction
 

mrpwn

New Member
so it has something to do with the ending call and set at the end of each functions such as


Code:
function InitTrig_fire_ball takes nothing returns nothing
    set gg_trg_fire_ball = CreateTrigger(  )
    call TriggerRegisterAnyUnitEventBJ( gg_trg_fire_ball, EVENT_PLAYER_UNIT_SPELL_EFFECT )
    call TriggerAddCondition( gg_trg_fire_ball, Condition( function Trig_fire_ball_Conditions ) )
    call TriggerAddAction( gg_trg_fire_ball, function Trig_fire_ball_Actions )
endfunction
 
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