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The rawcodes of the spells and units I made conflict with my main map and it's too tiring to change the buffs and triggers after transferring it to the main map.
IIRC, You can't re-assign or edit rawcodes of already existing objects... you can try having an initialization trigger which assigns ability rawcodes to variables for every triggered spell (etc.) on your map, but that would mean a recode.
Yes you should never use any of the reserved rawcodes as names for your custom objects.
In some cases it will make your map unplayable.
Best bet is to use whatever the object editor gives you. Keep in mind heroes must have capital letters, otherwise they get cast to units. Likewise for units--their rawcode letter must not be uppercase.
If you know about the object file makeup you can use a hex editor to change the object id. This is not a task for someone who doesn't know what they're doing exactly.
The best bet is to use what you're most comfortable with. A real question is why do you want to do it? You now know how, but why is a good reason to know as well. Usually this isn't needed.
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