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Raw Data Tutorial
Written By: Oninuva
Written By: Oninuva
Raw Data is used in Tool tips and Jass (AbilityID). Raw Data pulls information from a specific object and puts it into text or numerical digits for tooltips. This tutorial will teach you how to use Raw Data in tool tips and also explain what they are. It will not teach you how to use Jass or how using them in Jass is useful for Tooltips because: 1. You can change values without going back to change tooltips, 2. It’s clean and easy to make multi-level tooltips quickly and 3. It is precisely the value of the data.
Raw Data is displayed as this:
Obj# is the number of the object if it is a custom one. (copy paste, new object, etc)<Obj#;ObjType,ObjData>
ObjType is the type of object if it is the original, or if it is a copy; what object it was based on.
ObjData is the field to take Data from. (Most abilities DataA1 = Damage)
A Mountain King’s storm bolt ability tool tip would be:
The Blizzard version of this skill would be:<A000:AHtb,dataA1> In a tool tip it would look like: 100
Notice it does not have A000 because it is the original version of the skill.<AHtb:dataA1>
Note: All custom skills will have an Obj #
Now to actually view the Raw Data you will need to open up world editor and hit Ctrl + D or go to View > Display Values as Raw Data (Ctrl+D). This will change all your object names and data to values that might look confusing to you.
Take a closer look at them and you will notice this:
The original Blizzard skills only have the ObjType but no Obj#. The Raw Data can be used in a tool tip and is global, meaning you can have data from other skills show up on another.
There are a few data fields that require only the Obj# which are buffs, effects, and related fields.
In Hero Abilities, there is a 'Learn' tooltip (or Researchtip) provided only to Hero abilities. Like for example, 'Learn |cffffcc00D|rivine Shield - [|cffffcc00Level %d|r]'.
The [|cffffcc00Level %d|r] shows the next level of the ability if you learn the ability. %d shows up the next level of the hero ability. This syntax can only be used in the Researchtip field of the hero ability.
In some abilities, particularly abilities which summon units (e.g. Summon Misha) there is syntax for showing damage and health of units. This is best used in summoning abilities.
For example, the <hwat,mindmg1> - <hwat,maxdmg1> rawdata shows up the in-game attack damage of the unit w/ the unitID hwat (Water Elemental (Level 1). mindmg is the minimum damage while maxdmg is the maximum damage. The numbers next to mindmg and maxdmg are the Attack Indexes. The rawdata above show the attack damage in Attack 1. Now if I use <hfoo,mindmg1> - <hfoo,maxdmg1>, then this shows the attack damage of the Footman in attack 1.
There is another one, The RealHP syntax. It's used like this: <hfoo,realHP> (it shows the Footman's Max HP).
Tips n’ Tricks
- When creating tool tips with multiple ranks use the Auto Fill Level feature. If you are using Raw Data in the tool tip it will auto change them to the specific level of the object. Ex: <AHtb:dataA1> will change to <AHtb:dataA2> on the second level of the object using auto fill level feature.
- Often times when tool tips may seem bugged or not working it is because you need a space in front and behind the <>.
- Letters that are often missed when looking at Object# and ObjectType are L and I lower cased and also 1, I, and l.
- The Level of the ability or upgrade a Raw Data tooltip function is pulling from is determined by the 1 in <AHtb:dataA1>, that will show the level one damage of storm bolt. If you change the 1 to 2 it will show the level 2 damage.
- If your feeling happy then post a comment.
- Use auto fill so you can create the first rank of a ability or upgrade and it will fill in all ranks with correct versions of the Raw Data format.
- Raw Data does not count toward the tool tip letter limit.
- Raw Data cannot be used in trigger functions such as: "Display to Players" and "Create Floating Text"