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Editor shifting text values around

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Level 9
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I am having an issue where values on abilities and units are being shifted around when i save the map and then load in to test.

For example, I have an ability 'A15R' called "Twisted Nature" that has the following tooltip: "Roots and flame burst forth from the ground, burningunits for 35 damage a second for 3 seconds. As the pillar of flame subsides, units within the fire continue to take minor damage."

A newer ability I have created, 'A15X' is supposed to be called "Event Information" and have a tooltip that explains event triggers in the game.

However, whenever I save the map and load up to test, the 'A15X' ability has the 'A15R' tooltip and name shifted into its own values, even sometimes the editor suffix.

Is this a fixable bug in the editor?
 

Remixer

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Level 33
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Feb 19, 2011
Messages
2,112
I have encountered this phenomenon before and the only thing that I have found is that helps is starting to delete the newest object data created in the editor until you find the culprit. If you do not, then the messed up data (data corruption?) seemingly spreads slowly to the new things you create, sometimes even overlapping old data and things get screwed. So, if you have an idea what you have recently created, delete it all and do it again.

Edit: Also check other object groups. I have encountered for example units' names getting replaced by ability text values and well... yeah...
 
Level 9
Joined
Apr 14, 2020
Messages
63
I have encountered this phenomenon before and the only thing that I have found is that helps is starting to delete the newest object data created in the editor until you find the culprit. If you do not, then the messed up data (data corruption?) seemingly spreads slowly to the new things you create, sometimes even overlapping old data and things get screwed. So, if you have an idea what you have recently created, delete it all and do it again.

Edit: Also check other object groups. I have encountered for example units' names getting replaced by ability text values and well... yeah...
Yes I am still suffering from this. It’s been happening for a while now, you’re saying I have to delete things until it stops?
 

Remixer

Map Reviewer
Level 33
Joined
Feb 19, 2011
Messages
2,112
Yes I am still suffering from this. It’s been happening for a while now, you’re saying I have to delete things until it stops?
That's my experience. One way to check what is causing it is when you create a new object type, let's say you create a new ability. What ID code does the editor offer to you?

The editor should automatically suggest an available value to new objects created: the first ability you make gets the ID-code A000, followed up by A001, A002, A003, and so forth. For some reason, the editor sometimes does not keep track of them properly and assigns two of the same values (or illogically skips one and refers to an incorrect value). This can also be experienced in-game: Sometimes the code (JASS for example) refers to ability ID-code 'A003' (let's use it as an example) and that ability exists in the editor, but in-game, when you print out the ID-code upon ability casts, it gives you a different value (for example 'A00E').

So, what you can do next is:
A) Think of what object data you have created after the issue started to occur and start checking those - most likely there is a corrupted ID code.

B) When creating a new unit, doodad, ability (and so on) data, check the ID-code that the editor suggests, then cancel the object's creation and try to look for the logically previous value from the already created objects. For example, if the editor suggests a value 'A018', then you should be able to find 'A017'. If not, then the editor has screwed something up and the list of object data is not correct, go back to the list until it gives you a logical ID-number.

C) If you have a reasonably small group of suspects (let's say under 20 abilities for example), write a code in the editor that prints out the ID-codes of the abilities (in-game) and check that they match the ID-values that the editor is indeed saying they are.
 
Level 9
Joined
Apr 14, 2020
Messages
63
That's my experience. One way to check what is causing it is when you create a new object type, let's say you create a new ability. What ID code does the editor offer to you?

The editor should automatically suggest an available value to new objects created: the first ability you make gets the ID-code A000, followed up by A001, A002, A003, and so forth. For some reason, the editor sometimes does not keep track of them properly and assigns two of the same values (or illogically skips one and refers to an incorrect value). This can also be experienced in-game: Sometimes the code (JASS for example) refers to ability ID-code 'A003' (let's use it as an example) and that ability exists in the editor, but in-game, when you print out the ID-code upon ability casts, it gives you a different value (for example 'A00E').

So, what you can do next is:
A) Think of what object data you have created after the issue started to occur and start checking those - most likely there is a corrupted ID code.

B) When creating a new unit, doodad, ability (and so on) data, check the ID-code that the editor suggests, then cancel the object's creation and try to look for the logically previous value from the already created objects. For example, if the editor suggests a value 'A018', then you should be able to find 'A017'. If not, then the editor has screwed something up and the list of object data is not correct, go back to the list until it gives you a logical ID-number.

C) If you have a reasonably small group of suspects (let's say under 20 abilities for example), write a code in the editor that prints out the ID-codes of the abilities (in-game) and check that they match the ID-values that the editor is indeed saying they are.
I appreciate the response. I’ll give your methods a shot and see what I can figure out.

Another funny bug that has popped up is it’s removing the inventory of heroes gained throughout the match. They start neutral passive and have an inventory, then when the event occurs and the hero swaps to a player, it’s stripping the inventory ability. It’s quite frustrating.
 
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