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SharpCraft World Editor Extended Bundle

SharpCraft WEX Bundle v0.1.3.1
World Editor Extended is the successor to the Jass NewGen Pack. It is updated to work with the newest editor and includes the main features that JNGP had.

To use this, simply use the SharpCraft.Launcher and launch the "Warcraft III - World Editor (WEX)" profile or use the included "World Editor Extended.exe" to launch it directly.

Keep in mind that this is a work in progress. There are still several features missing. Features will be added in as time allows it and as they are requested. Some features might never return because the original developers are gone.

SharpCraft can be discussed in the hosted project subforum.

Semi-Complete Feature List
  • JassHelper, a vJASS compiler, that replaces the internal world editor compiler completely. No more crashes from bad code and many more features through vJASS.
  • Trigger Editor Syntax Highlight (TESH), a code syntax highlighter for the Trigger Editor, that makes coding in JASS/vJASS a breeze.
  • Grimoire Extensions (Grimex), a library of tools that extend the functionality of vJASS giving it the ability to create new objects(units, items, etc.) and more.
  • Increased/Removed various limits, like the number of doodads, destructables and more.
  • Object Id dialog, that allows you to manually set the object id when creating a new object. Want to make a hero peasent? Just copy the peasent, and when the dialog asks, just change the first letter to upper case, and he's ready.

Changelog
Code:
v0.1.3.1
* Updated to WE 1.29.0
* Updated TESH function database to have new natives ( thanks to @Abovegame )
* Fixed crash with ObjectDataExtractor when it couldn't locate Java, instead it will simply disable itself silently.
* Attempted to shorten paths, to avoid crash due to long path names.

v0.1.3.0
* Updated to WE 1.29.0 PTR - This is very experimental and have been done hastily. It should work with vJass/Wurst and TESH. Other features have been removed since they're now included in the vanilla editor.

v0.1.2.9
* Updated to WE 1.28.5

v0.1.2.8
* Updated TESH, to fix a rare bug where it would crash the editor.
* Added WurstScript experimentally, use at your own risk. WEX will not keep the same update cycle as WurstScript, so you will have to update it manually if you encounter bugs.

v0.1.2.7
* Added fix for the File Importer.

v0.1.2.6
* Updated to WE 1.28.4
* Fixed up SharpCraft to work with new editor executable name.
* Fixed up WEX to work with new editor executable name.

v0.1.2.5
* Improved extended settings with -window and -opengl options.
* Included the option to launch with a special WEX profile. This does nothing yet, but will in the future.

v0.1.2.4
* Fixed window names for TESH so it works on all languages automatically.
* Added more no-limits features, like steep cliffs and a wider range of terrain heights.

v0.1.2.3
* Updated to WE 1.28.2
* Added support for -loadfile and other parameters directly.
* Replaced TESH with TESH 2.0
* Fixed various issues across versions, should work perfectly for all supported versions now.

v0.1.1.2
* Fixed issues with enabling disabled triggers with vJASS code or missing init function.
* Added menu entries for JassHelper.

v0.1.1.1
* Updated with support for WE 1.26 and 1.27b. !!THIS IS EXPERIMENTAL!!
* Fixed a mistake introduced last update that might've made things unstable.

v0.1.1.0
* Added fix for Test Map. You can now get back to mapping!
* Updated Extended Editor Settings (allow local files)

v0.1.0.2
* Updated to WE 1.28.1 (still works for 1.27b, 1.28)
* Fixed Extended Editor Settings for Increased Map Dimensions, so 480x480 maps are back on the menu!

v0.1.0.1
* Updated to WE 1.28 (still works for 1.27b)
* Updated Extended Editor Settings (increased map dimensions)
* Fixed up Grimex(ObjectMerger, etc.)
* Improved menus a bit and removed some unused stuff.
* Removed various stuff like all the default profiles and some stuff that shouldn't have been included.

v0.1.0.0
* Initial release.
* * JassHelper
* * Trigger Editor Syntax Highlight
* * Extended Editor Settings (nolimits, custom object id, etc.)

Known Issues
Version Status
  • 1.28.5 - Tested and fully supported.
  • 1.28.4 - Tested and fully supported.
  • 1.28.3 - Skipped!
  • 1.28.2 - Tested and fully supported.
  • 1.28.1 - Tested and fully supported.
  • 1.28.0 - Tested and fully supported.
  • 1.27.1 - Tested and fully supported.
  • 1.27.0 - Tested and fully supported.
  • 1.26.0 - Tested and fully supported.
Test Instructions (for those interested in helping)
  1. Start the Editor
  2. Create a new 480x480 map
  3. Test the map to make sure test map works
  4. Open the Trigger Editor, make sure TESH is present, and add the following custom script somewhere
    1. Script to add: //! external ObjectMerger
    2. Save the map and make sure it comes up with an error about ObjectMerger arguments
  5. Open the Object Editor and create an object, making sure the object id dialog pops up.
The SharpCraft WEX Bundle should not be redistributed! The Hive Workshop is the only official source for the SharpCraft WEX Bundle!
Contents

SharpCraft WEX Bundle (0.1.3.1) (Binary)

Reviews
StoPCampinGn00b
Approved. One of the best and most essential tools a Warcraft 3 modder can have. 5/5!

MindWorX

Tool Moderator
Level 20
Joined
Aug 3, 2004
Messages
709
oh dang really? i need to import the 352KB common.j file into the map? or just those new custom natives i need in the common.j?
What is the file path it needs to be when importing it into the map? I tried and it still wont save with those errors saying it doesnt have those natives.

will it not work if i just delete everything out of the common.j thats native already to 1.29.2 and just have the added stuff i need for the map?
The file should be imported just like it is in the mpq, so as "scripts/common.j" or however it is. As for the new natives, you might need to go into the JassHelper menu and make sure the vanilla syntax checker is disabled. Otherwise the editor will complain about the new natives.
 
Level 13
Joined
Mar 24, 2010
Messages
950
The file should be imported just like it is in the mpq, so as "scripts/common.j" or however it is. As for the new natives, you might need to go into the JassHelper menu and make sure the vanilla syntax checker is disabled. Otherwise the editor will complain about the new natives.
Ok i put the common.j in the scripts path and still had the error of not seeing the natives on save. Where do i go within JassHelper to disable that? Assuming within the W.E., what option is it under the menu?
 

MindWorX

Tool Moderator
Level 20
Joined
Aug 3, 2004
Messages
709
Ok i put the common.j in the scripts path and still had the error of not seeing the natives on save. Where do i go within JassHelper to disable that? Assuming within the W.E., what option is it under the menu?
As far as I recall, in the Trigger Editor, you should have an additional menu in the top, all to the right, that lets you change some settings related to JassHelper.
 
Level 13
Joined
Mar 24, 2010
Messages
950
Doesnt seem like any JassHelper option i can change within the trigger menu window.

Also do you know where the WEX editor pulls its common.j from when it saves a map? if i could fix that then maybe i could solve this. since every time i save a map it pulls a 175KB file from somewhere and puts in that temp folder and also replaced my file within the map as that too. Where is the common.j file within normal wc3? maybe i could inject it into the mpq if thats where its at?

1647766961509.png
 
Level 2
Joined
Mar 21, 2022
Messages
8
Dear Hiveworkshop,

I am sorry for the message, but might anyone know why this program will not load up for me?
I checked it says I have .NET 4.6.1 and I even reinstalled Visual C++ Redistributable for Visual Studio 2012 Update 4.
I also tried running it as an admin.

Thank you for your time
Sonam
 
Level 18
Joined
Jan 12, 2011
Messages
1,512
Dear Hiveworkshop,

I am sorry for the message, but might anyone know why this program will not load up for me?
I checked it says I have .NET 4.6.1 and I even reinstalled Visual C++ Redistributable for Visual Studio 2012 Update 4.
I also tried running it as an admin.

Thank you for your time
Sonam
If you have retail war3 you cannot use this editor (most of the features are already in anyways)
 
Level 2
Joined
Mar 21, 2022
Messages
8
Thank you I see, I do indeed am using retail Warcraft 3. I am trying to convert a old map from before Reforged but when I try to save it with the retail Warcraft 3 editor it gives me a million errors because of the special ability triggers I imported. Is there anyway to fix this with only using the retail Warcraft 3 editor?

My map:
 

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Level 28
Joined
May 14, 2021
Messages
1,111
it doesn't work for me it just opened the normal world editor
Are you using the very latest retail versions of Warcraft III (Reforged)? This program is now broken because some features were already transferred to the retail ones, most notably the CASC (which replaces MPQ) and the JassHelper/vJASS (already included in the latest versions of retail release).
 
Level 28
Joined
May 14, 2021
Messages
1,111
i'm using 1.31 so yeah i guess it will not work
Latest version that still supports WEX is 1.29.0 (or 1.29.2). Higher versions doesn't have MPQ, so it won't probably work.
Not to mention, a vanilla World Editor for Reforged has a built-in JassHelper/vJASS and other features that are present in WEX.
 
Level 13
Joined
Mar 24, 2010
Messages
950
If you just put the newest blizzard.j and common.j files inside the 1.29.2 MPQ you can use this with pretty much anything that Reforged supports. :)

Once you use the reforged W.E. though its not so easy to go backwards in versions if at all..
 
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