Auto Fill (A010, A011, etc)

Bird

Ultra Cool Member
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It seems silly to me that this bug/flaw(?) would exist 9 years after the game came out... but here is what I am experiencing... when you make enough custom abilities - you eventually get to A010 - and when using Auto Fill, A010 becomes A020 at Level 2. A030 at Level 3, and so on. Which is not cool. Screen shot attached.

Anyone have experience/solution to this?

What it's doing:
Code:
|cffc8c8c8Provides|r <A010,DataA1> |cffc8c8c8bonus Hit Point/sec.. yadda
|cffc8c8c8Provides|r <A020,DataA2> |cffc8c8c8bonus Hit Point/sec.. yadda
|cffc8c8c8Provides|r <A030,DataA3> |cffc8c8c8bonus Hit Point/sec.. yadda

What it *should* be doing:
Code:
|cffc8c8c8Provides|r <A010,DataA1> |cffc8c8c8bonus Hit Point/sec.. yadda
|cffc8c8c8Provides|r <A010,DataA2> |cffc8c8c8bonus Hit Point/sec.. yadda
|cffc8c8c8Provides|r <A010,DataA3> |cffc8c8c8bonus Hit Point/sec.. yadda
 

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Inflicted

Currently inactive
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63
Well, that's not abug or anything like that. It's just an irritating problem that is hard to avoid.

When you use the Function 'Auto-Fill' it takes all the '1's and replaces them with '2's and '3's etc depending on the level. Because it changes all 1's, 10's and 100's are also affected.

Um, if the ability has only 5 levels. Best solution I can think of is just to Copy + Paste and change the values, avoid that function.
 

Weep

Godspeed to the sound of the pounding
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Since ability rawcodes may change when copy/pasting to a new map, I've generally given up on using the <A000,DataField> notation in favor of just writing in the values directly. This also completely sidesteps your problem. :p
 

Bird

Ultra Cool Member
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As per my screen shot, my abilities are usually 20 levels. Bleh!!

Real pain to write those values in, especially if/when I just want to change the language/grammar at some point!

Thx guys.

"You must spread some Reputation around before giving it to Weep again."
^ LOL, who knows how long ago that was.
 

Bribe

vJass errors are legion
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I just avoid typing values altogether and give a general description of what the spell does and what level it's on. If it adds new features at a certain level, I'll include that. At the end of the day, you don't need to know the numbers as long as the spell has a noticable effect.

This is also far less painful when balancing the ability, especially when all the damage is in custom script and innaccessible via Object Editor.
 

KaerfNomekop

Swim, fishies. Swim through the veil of steel.
Reaction score
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What I'd do is change the tooltips for level 2, then go on from there. So, copy
Code:
|cffc8c8c8Provides|r <A010,DataA1> |cffc8c8c8bonus Hit Point/sec.. yadda
into level 2, then change the necessary values to make it
Code:
|cffc8c8c8Provides|r <A010,DataA2> |cffc8c8c8bonus Hit Point/sec.. yadda
After that, Auto-fill using the Level 2 values instead. If, for example, the rawcode contains 1 & 2, as in A012, you might change this to start from level 3 instead.
 

Inflicted

Currently inactive
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63
yeah there are many ways, but probably the safest is to type out he values like Weep said.

um, only other thing i could suggest is to learn to type faster lol:p
 

KaerfNomekop

Swim, fishies. Swim through the veil of steel.
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Typing out everything is annoying with abilities that have many levels. I once had a 61 level ability, each with its respective tooltip. Would you like to type out 61 different values?
 

Xan_Kriegor

I can change this now in User CP.
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12
Umm, this seems incredibly easy. I've stuck around with the default editor (not that intense a mapmaker) and in the Auto-fill option there's a checkbox for Replace Text with Level, and next to it is a textbox for what gets replaced. So, if you change that field to {LVLCHANGE} it shouldn't collide with your tooltip text. Hopefully that helps :shades:
 

Inflicted

Currently inactive
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Umm, this seems incredibly easy. I've stuck around with the default editor (not that intense a mapmaker) and in the Auto-fill option there's a checkbox for Replace Text with Level, and next to it is a textbox for what gets replaced. So, if you change that field to {LVLCHANGE} it shouldn't collide with your tooltip text. Hopefully that helps :shades:

Read Post #2.
It changes all values.
 

WolfieeifloW

WEHZ Helper
Reaction score
372
I've never had a problem with rawcodes in my map..
Not sure what auto-fill even is, but I don't think I use it :p ?

I always make all my abilities level 1, until I get them to work, then I up the level to whatever.
I just copy and paste the first description into all the other levels, and then change the code.

Ex: Level 1: <A005,DataA1>
Level 2: <A005,DataA2>
etc.

This way, I only have to change the data values in the stats part, and not change the text too since it auto-updates since I used 'Data##'.
 

KaerfNomekop

Swim, fishies. Swim through the veil of steel.
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613
I used to do that too. Until I realised Auto-Fill was much more efficient.
 

WolfieeifloW

WEHZ Helper
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372
Not if this bug is true.
If it is, you can't use <Abil,Field>.

When I do it my way, it takes more time for the initial numbers;
But any changes later on are quite, quite simple.
 

13lade619

is now a game developer :)
Reaction score
398
Actually, there's quite an easy way to fix this...

Just trick the "Replace text with level" mechanic.

Example:

<A010,DataA1>
Change it to:
<A010,DataAXX>
Now, on the "Replace text with Level" field, type XX.

This should replace all the XX's with the levels.

<A010,DataA1>
<A010,DataA2>
<A010,DataA3>
 

KaerfNomekop

Swim, fishies. Swim through the veil of steel.
Reaction score
613
That's not a bad idea. Especially when I'm at the awkward stage of combining the effects of A028 and A01G into A02S.
 

Bird

Ultra Cool Member
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29
Went on a 3 day trip, didnt know this thread would get some traction!!!

13lade619, that worked! rep
 
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