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JASS2 Files (*.J) Extraction

09-14-2002, 08:22 PM#1
Guest
Zepir wrote a grea article (http://www.wc3campaigns.com/modules....s+-+by+Z%E9pir) on the W3M and all the files it contains.

After I reading it, I became more curious about one file type in particular. The JASS2 file. I know there are dozens of MPQ Extraction tools out there. But, the only ones I can find are windows based.

Why is that a problem?

I would like to write a JASS2 scripting editor. I would like to set it up so that it lets you open the W3M file to so you can see the JASS2 files inside. Basically, you would click open, and the open dialog box would filter W3M and J files. If you click a W3M file, thier will be a file view frame showing a list of all the JASS2 files in that W3M. And when you save, it will update your W3M file. That way, you can work on the J files without all the the extra extraction process.

So what do I want?

I was wondering if someone made a dll or a command based extractor and integrator for W3M files.

BTW - When I say W3M, I also mean MPQ and any other file that contains JASS2 files.
09-14-2002, 09:45 PM#2
zepir
Depending what I plan to do, you got several choices:

-SFmpqapi v1.06 ( http://shadowflare.ancillaediting.net/dwnload.html ) which will soon be storm-less

-MPQ2k (console app)

But keep in mind one thing:
you can modify/edit a jass file and put it back in a map but once you open your map in the World Editor and save it, your Jass will be deleted and re-generated using the files .WTG, .WCT, Units.DOO, W3S, .W3R and .W3C.
09-14-2002, 10:55 PM#3
weaaddar
Zepir Always have to ruin peoples fun don't you?
09-15-2002, 03:00 AM#4
Guest
Quote:
your Jass will be deleted and re-generated using the files .WTG, .WCT, Units.DOO, W3S, .W3R and .W3C.

If it doesn't change until I save it, shouldn't the file be the same?

I am really asking this, does the regeneration effect the outcome?
09-15-2002, 03:04 AM#5
MasterSlowPoke
I'm fairly sure it deletes on loading.
09-15-2002, 08:56 AM#6
zepir
The World Editor doesn't read the jass. It's too complicated for a simple editor. Blizzard did the files I mentionned above because their format is easier to understand by the World Editor.
In each of these files, there are parts of the future new jass.
For example, in the "Units.doo", there are the coordinates of eash units, in the WTG there are all the triggers defined with the standard blizard calls, in the WCT there are the other triggers using "non-standars" calls, the w3r defines the region areas for the triggers, etc.
It's like if you had a program that needs a number and this number was "27". But this numbers depends on several things and when you need to change stuff you don't really know how to change that number. So you split it in parts like "3", "5", "12", "*", "+". And then you define the formula to get this number back: 3*5+12
The jass is your "27", and the WCT, WTG, W3R,... are your "3", "5", "12,"...
I hope the analogy makes sense.

Anyway, it means that the WE doesn't waste its time to read un try to understand the jass. It reads the other files (easy to process) and when you save your map, it has to create a jass for War3 because War3 on its side doesn't understand the other files (WCT, WTG, ...). So if you plan to modify a jass with an editor, don't forget to mention that it'll be gone the next time you save your map with the World Editor! ;)

For more details about the files format:
http://www.wc3campaigns.com/modules....s+-+by+Z%E9pir
09-15-2002, 12:53 PM#7
Guest
:(

I guess there is a new question on the table.

When I create a custom text trigger in WE, it includes the changes. I'm assuming this is becuase WE regenerates all of the files inside the W3M to include the new changes.

If this is the case, is it possible for me to regenerate these files as well?
10-30-2002, 10:37 PM#8
CBWhiz
custom text is in war3map.wct ; it stores it has null delimited info feilds which (i belive) go vaugely like this:

trigger id
custom txt length
custom text
null

Dont rely on this though, look for ourself :D
11-02-2002, 10:30 PM#9
Guest
It would be interesting if someone built a utility that reads jass2 code and edits the map files accordingly, so that the code is "legally" imported into the map.
11-04-2002, 03:56 AM#10
CBWhiz
I'm working on the WGT, which holds triggers. But first I have to thourougly understand that format, and the process that WE > JASS.

That and the WCT are the only things one would edit in JASS, no?