| 01-13-2007, 01:07 AM | #1 | |||||
I'm glad to release this pack of three extensions to Vexorian's JASSHelper. These require Version 0.9.5 of JassHelper or newer.
The extension pack is included all distributions of the Jass NewGen Pack, a separate download is not available any more.
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| 01-13-2007, 01:10 AM | #2 |
First 1 to know. I'll give it an shot. Oh and fix you vb code abit -Av3n |
| 01-13-2007, 01:47 AM | #3 |
When it merges the object data does it change rawcode in the script to reference the new generated rawcodes? |
| 01-13-2007, 02:00 AM | #4 |
Nope, It shouldn't either. I think that what pitzermike wants instead is for you to use your own rawcodes since it is possible, for example Abm1 would be bonus mod attack +1, aka you can customize the rawcodes with a hex editor. I actually think that you can use things like 'bma1' or '_bma1' |
| 01-13-2007, 08:48 AM | #5 |
Vex is right, you should use your own raw-codes in the first place. That's why it also does the id-renaming. Like when you have an object named Something::Abcd in the external file, it'll be changed to the id 'Abcd' while being merged. Then you don't need to use a HexEditor. In the script you'd use 'Abcd' in the first place. The merger will never generate new ids. If an object with the id already exists, it'll add the changes from the external file to the existing object. |
| 11-20-2008, 03:58 PM | #6 |
Also if this thread is quite old I hope it's ok if I ask my Grimex question here: Is there a possibility to export only one specific file from the imports with an "//! external" call? |
| 11-20-2008, 04:51 PM | #7 |
It is not possible out of the box. However, you should be able to set up MPQ2k as an external tool properly in the jasshelper.config file. MPQ2k PS: I've also updated the ObjectMerger so that it works with channel based abilities. Simply copy the files from the attached zip over the old ones in NewGen\grimext\ |
| 08-01-2009, 06:21 AM | #8 |
Bug in grim?: Using the "Import Object Data" function can create objects containing a double quote character ( " ), which might break maps if you run widgetizer on them afterwards. Apparently " is a string delimiter in the SLK format so this causes the ability to be broken and cause fatal errors when it is loaded ingame. The game doesn't crash if the object is never loaded. In my case I had an ability whose id was A!!" . EDIT: Removing the ability in question causes WorldEditor to crash so the Widgetizer is not necessary to trigger the problem! I am proceeding to change the ability id in the w3a file itself. EDIT2: It worked! It appears that maps affected by this issue might need a special 'fix'. |
| 08-26-2009, 09:54 AM | #9 |
How can I, for example, do this:
??? I did JASS://! external FileImporter "PATH\BTNSpells_Hawk_Aspect.blp" "ReplaceableTextures\CommandButtons\BTNSpells_Hawk_Aspect.blp" //! external FileImporter "PATH\DISBTNSpells_Hawk_Aspect.blp" "ReplaceableTextures\CommandButtons\DISBTNSpells_Hawk_Aspect.blp" so far. |
| 12-20-2009, 02:31 PM | #10 |
Read this as my reply content (couldn't find this thread when I wrote it). At the moment I still can not use TileSetter with custom tileset ids and I still don't know how the "costs" for one tileset are calculated or defined. |
| 09-11-2011, 09:31 PM | #11 |
Is there some functionality to get the current value of a field? something along the lines of: JASS:makechange(current,"istr",getvalue(current,"istr") .. ",I000") |
| 09-12-2011, 04:47 AM | #12 |
I haven't found a function that does that yet. (although, there may be one I just don't know about) If you need it, you can try using GMSI instead: http://www.wc3c.net/showthread.php?t=106485 |
| 09-12-2011, 11:05 PM | #13 | ||
Hm. Not desperatly enough. However there was this thread (by the AMHS guy - yes, this one: ) with a short reply from PitzerMike. I have to admit I didn't understand it 100%, but it said this:Quote:
Quote:
So I'm assuming the functionality exists - somewhere. Where did you learn about the grimex API? |
| 10-07-2011, 04:36 AM | #14 | |
Quote:
I only learned it from the samples + normal lua + the manual. However, they don't completely cover all of the functions as far as I know (it would be awesome if mike made a list). So for now, you would probably want to look elsewhere to get object data. :\ (or ask pitzermike directly) |
| 10-16-2011, 02:36 PM | #15 |
Hello SerraAvenger, I have just checked the source code. There is currently no function exposed to lua that allows you to get the current value of a field. However I guess the tool could be extended to provide that. If anyone is interested, the source coude is available here: http://tools.assembla.com/svn/war3to.../ObjectMerger/ The functions exposed to lua are those that are passed to the lua_register function in main.cpp |
