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massive

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:confused:urm..kinda dont knoe how to import jass n vjass spells..:confused:
When i dl spell le what do i do?i have jassnewgenpack 1.5d.
 

Nherwyziant

Be better than you were yesterday :D
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Change value of rawcodes on top of spell code(the things looks like this [ljass]'A000'[/ljass]) to your objects thing. Press Ctrl+D on object editor and you will see their rawcodes, put the rawcode on spell. And don't forget to update your jasshelper!
 

massive

New Member
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1
urm not so sure..
Please Write Down Steps...
like uhhh
1.blah blah blah..
2......
and do i copy the custom script trigger thingy?what am i supposed to change?
Thanks
 

hgkjfhfdsj

Active Member
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55
1. Test spell
2. Adjust spell 'data' in spell map, eg sfx, range, dist, speed
3. c&p all relevant triggers into your map (in most cases a folder + systems)
4. read content in header of spell
5. ensure 'import unknown global variable' is checked in map preferences
6. adjust rawcodes of spells, buffs in header of spell (post #2)
7. save-checking for any missing systems, requirements
8. retest spell-checking if raw data has been allocated correctly
 

massive

New Member
Reaction score
1
1. Test spell
2. Adjust spell 'data' in spell map, eg sfx, range, dist, speed
3. c&p all relevant triggers into your map (in most cases a folder + systems)
4. read content in header of spell
5. ensure 'import unknown global variable' is checked in map preferences
6. adjust rawcodes of spells, buffs in header of spell (post #2)
7. save-checking for any missing systems, requirements
8. retest spell-checking if raw data has been allocated correctly

than if its so,why is jassnewgenpack needed?:nuts:
 

massive

New Member
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urm when i open with jassnewgenpack this thing says the map was saved by a newer vers.. does dis mean my jassnewgenpack is older?whats the current version now?
Thanks:thup:
 

Accname

2D-Graphics enthusiast
Reaction score
1,463
first of all it would be nice if you could regard my poor eyes and stop colouring your text as if you think black aint beautiful enough for you, thanks

back to topic:
no.
jassnewgen was designed for an older version of the editor but it doesnt make any difference as long as you dont try to use all hashtable functions with jass new gen GUI.
 

massive

New Member
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first of all it would be nice if you could regard my poor eyes and stop colouring your text as if you think black aint beautiful enough for you, thanks

back to topic:
no.
jassnewgen was designed for an older version of the editor but it doesnt make any difference as long as you dont try to use all hashtable functions with jass new gen GUI.

Yea..k..
urm so it means you can host it in the newest wc3 vers?
 

massive

New Member
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1
still not so sure..
For Vjass.
Please Explain..
urm change the rawcode?what does it mean.. ctrl d and u see the a0sth thingy on the dled spell and what do you have to change?
Really trying to understand..
just cant get it..
i am not making spells just using made spells..
find that vjass have better spells than gui.
Thanks
 

hgkjfhfdsj

Active Member
Reaction score
55
best with example,energy field:
JASS:
    private constant integer SPELL_ID = 'A000'
    private constant integer PURGE_ID = 'A001'
    private constant integer SOUL_BURN_ID = 'A002'
    private constant integer DUMMY_CASTER = 'h002' // the dummy that casts Purge/Soul Burn
    private constant integer GADGET_DUMMY = 'h000' // self explanatory


'A000', 'A001', 'h002' etc are all raw codes- it is usually denoted by 'xxxx'
custom
- A prefix usually (but not limited to) Ability
- B - "" buff ""
- u - "" unit '"
race
- h - human
- e - nightelf

the example above, after copy & pasting rquires SPELL_ID, PURGE_ID, SOUL_BURN_ID, DUMMY_CASTER, GADGET_DUMMY to be changed to whatever raw code the object is given/you set when you c&p. most approved spells follow naming standards of '_ID' when object raw data is required
 
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