Create new ability through script

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Level 17
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Apr 13, 2008
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Hello folks,
I was wondering if we can create new object types via script in the most recent editor. I know it was possible in 1.26 JNGP.

I remember Earth-Fury's unit bonus system used it:

JASS:
// BonusMod - Armor
//============================================================================================
//! textmacro ArmorAbility takes RAWCODE, DISPLAYVALUE, VALUE
//! external ObjectMerger w3a AId1 $RAWCODE$ Idef 1 $VALUE$ anam "BonusMod - Armor ($DISPLAYVALUE$)" aite 0 ansf "" aart ReplaceableTextures\CommandButtons\BTNHumanArmorUpOne.blp
//! endtextmacro

//! runtextmacro ArmorAbility("ZxA0", "+0001", "1")

Specifically, I want to create a dummy ability with a specific ability ID at the start of the map to basically flag units.

Do these still work somehow? Are these "problematic" in any way?
 
Level 20
Joined
Jan 3, 2022
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"external ObjectMerger" - w3a is the .w3a ability file.
These are macros for external preprocessing of a map. The abilities etc. are baked into the map during the save procedure. There are no dynamic abilities in actual Jass code.
You could do the same as the JNGP by 1) saving the map in WE 2) manually extracting object definitions, adding units/abilities whatever 3) replacing files in the map's MPQ.
 
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