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Where to find Animation Cast Point/Cast Back in SLK files?

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Units\UnitWeapons.slk

In JNGP, you can see the 4 letter meta data id behind each field's name (when not viewing in raw mode). Then you open the Units\UnitMetaData.slk respectively the meta slk for the object type and look up the slk attribute for the id.

@neo_sluf: All the object editor fields are gained from meta slks, all predefined objects from other slks.
 
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Vexorian's optimizer does not do that but the Widgetizer. It's just the other way around, the object editor files are parsed and translated using the meta slks as reference. The only fields that cannot be converted because they do not exist in slk format, are ability and upgrade data >level 4. File specs are here. But since using custom slks overwrite the default ones, you have to transfer the default objects you need and a few abilities are mandatory to not crash the game. Also, the editor cannot handle map-specific slks, which renders them quite inappropriate for world editor work. So changing to slk is more of a form of finalization for the map. Do not apply it on dev files. And last but not least, stuff like tooltips go into the profile files (the func and strings .txt files in Units\). Those files are normally different for each language version of wc3, so overwriting them kills the localization.
 
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Suppose the spell has 10 levels, where would the other 6 levels be stored in the map? When the map is played, it shows up, but it's not in the slks? Is that hidden somewhere?
 
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The original abilities are in the slk. If there are changes to them, like higher level data, those changes are within the .w3a. When you copy the original abilities in the object editor to make a custom one, those custom ones are in the .w3a and store their parent original object id to look up the default data from them and can have changes too.

http://www.wc3c.net/tools/specs/index.html
 
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The original abilities are in the slk. If there are changes to them, like higher level data, those changes are within the .w3a. When you copy the original abilities in the object editor to make a custom one, those custom ones are in the .w3a and store their parent original object id to look up the default data from them and can have changes too.

http://www.wc3c.net/tools/specs/index.html

If silk object editor is used on a map that had lvl 20 abilities, it does show up in war3map.w3a though? But the slks only display up to lvl4 for some reason?
 
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