YDWE PK (World Editor)

This bundle is marked as pending. It has not been reviewed by a staff member yet.
I present to you the best map editor for WC3

Allows make map in 1.26 or Reforged mode, but only if you have never saved your map in the Reforged Editor before.
Regardless of whether you make a map with features from Reforged or not, you must have Warcraft 1.26 or 1.27. This is required for YDWE to work.
You can use my pure Warcraft 3 1.26 from Eurobattle

Compatibility of maps created in YDWE PK: 1.26 - Reforged same as JNGP
Supported languages: JASS, vJASS, Zinc (no cJass)
YDWE PK
will not launch you have previously run the reforged world editor. First you need to run Fix after reforged editor.reg in ydwe folder

Features:
  • SLK - optimization before map test (can greatly reduce loading speed of large maps) comparison of speed on the old version of my RPG
  • Supports multi-opening (you can open several YDWE or YDWE + JNGP)
  • Allow warcraft 3 multi-launch
  • Additional multi-window map test mode
  • Best built-in text coloring plugin
    268810-b51dc1e3d78a1ee019ad9c773642306c.png
  • Includes latest pjass and TESH (newer than in JNGP but older than the latest TESH for Reforged Editor)



  • Optimization and anti-leaks for default GUI function like BJ and Swapped. Note: Many standard bj functions have built-in leaks that you cannot fix if you simply use these GUI/JASS functions in other editors.
    Before

    After

    Before

    After
  • Parsing unknown GUI functions, thanks to which you can open maps with unknown for YDWE functions.
  • Powerful custom GUI.
    • Core YDWE GUI (Unbelievable section)
      - Local variables that do not need to be declared at the top of the code and cleared at the end of the function
      - Local timers: Which do not force you to specify another trigger, and also automatically transfer [Unbelievable] Local Variables through a hash table.
      - Local triggers: Same capabilities as local triggers.
      - Comfortable Hashtable analogue "Custom Value" which does not require an integer id, you can specify the object itself, and allows you to specify a string as a key, which is then automatically converted to an integer, but unlike StringHash there will never be collisions.

      - Selection units in AoE without new function (Unit loop from jass)
    • Additional functions from Jass. (Ability to create objects in X/Y coordinates and much more)
    • Advanced custom GUI
      - Ability to insert Jass code anywhere in the GUI function. You don't need to break the function's GUI wrapper if you need to use Jass code.

      - Comment box (for ease of sorting)
      - Functions to delete objects after some time without having to create a timer manually.
      - Creating objects in "Сalls" Which allows you to immediately set variables and place objects in them. It also allows you to do handy things like this:

      - "Multi-functions" that allow you to do some actions faster. Allows you to quickly copy and paste a function to change 1 parameter and not re-specify all the others
      - "Hashtable By Code" Which have functions for save/load/checking if there is saved data/remove, for each data type. In addition, these functions allow you to specify any keys (integer/StringHash/jass code/use #defines)
      - Custom script code is highlighted in a separate color.

      - Rect/Region/Location types are properly named (no more Points)
    • Complete systems with automatic creation of objects and removal if you no longer use this functions. Additionally, these systems don't put their many global variables into your GUI global variables section, creating unnecessary clutter there.
      - Damage Engine
      - Custom Stats Systems
      - Test Commands Activate
      - Debuff Duration System
      - Additional Item Slots
      - Movement System
      - Save System
  • Unlocked 76 hidden game constants
    268809-d2dfffcfcd5ee50923e821845694b5e7.png

    List:
    Color of Lava Spawn
    Point Order Indicator Color(Attack)
    Point Order Indicator Color(Common)
    Info Panel - Attack Speed - Very Slow
    Info Panel - Attack Speed - Fast
    Info Panel - Attack Speed - Medium
    Info Panel - Attack Speed - Slow
    Info Panel - Buff Icon Fade Point
    Info Panel - Buff Icon Fade Alpha Minimum
    Info Panel - Buff Icon Fade Alpha Maximum
    Info Panel - Max Melee Attack Range
    Info Panel - Quest Indicator Duration
    Info Panel - Move Speed - Fast
    Info Panel - Move Speed - Medium
    Info Panel - Move Speed - Slow
    Info Panel - Move Speed - Very Slow
    Item - Item Shadow
    Item - Item Shadow Offset
    Item - Item Shadow Size
    Selection Circle Z Offset When Passing Destructable
    Floating Text - Bonus - Text Color
    Floating Text - Bonus - Fade Point
    Floating Text - Bonus - Font Size
    Floating Text - Bonus - Life Span
    Floating Text - Bonus - Move Speed
    Floating Text - Critical Strike - Text Color
    Floating Text - Critical Strike - Fade Point
    Floating Text - Critical Strike - Font Size
    Floating Text - Critical Strike - Life Span
    Floating Text - Critical Strike - Move Speed
    Floating Text - Gold - Text Color
    Floating Text - Gold - Fade Point
    Floating Text - Gold - Font Size
    Floating Text - Gold - Life Span
    Floating Text - Gold - Velocity
    Floating Text - Lumber - Text Color
    Floating Text - Lumber - Fade Point
    Floating Text - Lumber - Font Size
    Floating Text - Lumber - Life Span
    Floating Text - Lumber - Velocity
    Floating Text - Mana Burn - Text Color
    Floating Text - Mana Burn - Fade Point
    Floating Text - Mana Burn - Font Size
    Floating Text - Mana Burn - Life Span
    Floating Text - Mana Burn - Velocity
    Floating Text - Attack Miss - Text Color
    Floating Text - Attack Miss - Fade Point
    Floating Text - Attack Miss - Font Size
    Floating Text - Attack Miss - Life Span
    Floating Text - Attack Miss - Velocity
    Floating Text - Shadow Strike - Text Color
    Floating Text - Shadow Strike - Fade Point
    Floating Text - Shadow Strike - Font Size
    Floating Text - Shadow Strike - Life Span
    Floating Text - Shadow Strike - Velocity
    Minimap Signal - Attacked Signal Color
    Minimap Signal - Completed Signal Color
    Minimap Signal - Waypoint Signal Color
    Minimap Signal - Suggested Signal Color
    Font Size - Inventory Title
    Font Size - Icon Corner Number
    Font Size - Chat Input Font Size
    Font Size - Leaderboard And Multiboard
    Font Size - Life And Mana
    Font Size - Score Screen - Large Font
    Font Size - Score Screen - Normal Font
    Font Size - Score Screen - Player Name
    Font Size - Toolbar - Cost
    Font Size - Toolbar - Description
    Font Size - Toolbar - Name
    Font Size - Floating Window - Description
    Font Size - Floating Window - Name
    Font Size - Chat Message
    Font Size - Game Message
    Font Size - Upkeep Message
    Font Size - Trigger Message
  • Allows easily add almost any systems in GUI interface.
  • Jass Runtime Debug
    Every time you launch wc3 1.26-1.27 via YDWE in any way, the game will report some errors that are usually not detected when saving the map.
    For example:
    [Operation Limit]

    [An attempt to use a variable that does not yet have any (even null) value]

    You will find not only bugs of your map during testing, but also bugs from other maps that you decide to play by launching wc3 through the YDWE (Launch Warcraft 3) config menu. This also works when watching replays, or if the map was slk optimized.
    When a bug is found, a windows window will be created with a description of the error and a pointer to the name of the function in which the error occurred.
    If you close this window, your wc3 will also close, be careful.
    As a rule, the discovery of such bugs means that all subsequent actions in this function, starting from the place where the bug is located, simply will not work, the function will end here.
  • Boost Preprocessor
    More information here
    You can use some directives like: #define #endif #else #if #ifdef #ifndef #include /etc
    #define is a macros, example of using: use this anywhere in code #define print(s) call DisplayTimedTextToPlayer(GetLocalPlayer(), 0, 0, 10, s)
    Now you can use print("any text") for fast debug message to all players in 10 seconds, even without using "call"
    Green part will convert into red part after map saving.
    Some other examples for using:

    #define Skill_Invul 'Avul' skill id
    #define Order_Move 851986 order id
    #define Hash_Dmg_Taken 10 hashtable key
    Also you can make constructions like this:
    JASS:
    // This is just my defines
    #define Max_Players 9
    #define print(s) call DisplayTimedTextToPlayer(GetLocalPlayer(), 0, 0, 10, s)
    function AfterStart takes nothing returns nothing
        local integer i = 0
        local integer count = 0
        #ifdef TestMode
            globals
                integer Control = 0
                integer GTU = 0
                integer FogTestInt = 0
                fogmodifier FogTest
                trigger TriggerSelectUnit = CreateTrigger()
                unit SelectedUnit = null
                group TestUnits = CreateGroup()
            endglobals
            call TriggerRegisterPlayerUnitEvent(TriggerSelectUnit, P[0], EVENT_PLAYER_UNIT_SELECTED, null)
            call TriggerAddAction(TriggerSelectUnit, function SelectUnitAct)
            set FogTest = CreateFogModifierRect(P[0], FOG_OF_WAR_VISIBLE, bj_mapInitialPlayableArea, true, false)
            call FogModifierStart(FogTest)
            set FogTestInt = 1
            call InitTrig_Select()
            call GroupEnumUnitsInRect(TestUnits, gg_rct_All_Heroes, function TestUnits_Filter)
            print("Test Mode")
        #else
            // Check solo game
            loop
                exitwhen i > Max_Players
                if GetPlayerSlotState(Player(i)) == PLAYER_SLOT_STATE_PLAYING and GetPlayerController(Player(i)) == MAP_CONTROL_USER then
                    set count = count + 1
                endif
                set i = i + 1
            endloop
            if count < 2 then
                set i = 0
                loop
                    exitwhen i > Max_Players
                    call CustomDefeatBJ(Player(i), "No solo game")
                    set i = i + 1
                endloop
            endif
        #endif
    endfunction
    If you have #define TestMode in your code, will created some test feathures, but if not, instead of test stuff will created classic condition for RPG - no solo game.
    For #if need red value, like "#define TestMode 1" but for #ifdef #ifndef - no.
    Also you can import your code from external files with using #include
    Exapmle: #include "C:\Users\user\Desktop\Jass for vs\Glory\Events\Chat Event.j"
    All directives will work for code inside YDWE and from import files
    Current best way to work with code outside of YDWE is vscode plugin
  • Lua Preprocessor
    More information here
    You can not only create objects but also perform various operations with future jass-code, but this does not work in game runtime, only before map save.


    You can create and change objects from object editor by using lua code.
    Start block: <?
    End block: ?>
    Example:
    JASS:
    <?
        local slk = require 'slk'
        local o = slk.ability.AIbk:new('PA00')
        o.DataA1 = 9999999.0
        o.DataB1 = 1.0
        o.Rng1 = 9999999.0
        o.Hotkey = "B"
        --o.Buttonpos_1 = 3
        --o.Buttonpos_2 = 1
        o.Cool1 = 0.0
        o.Name = 'YDWE - Test Blink'
    ?>
    This code will create skill based on 'AIbk' with new rawcode 'PA00'
    This is a blink with 9999999.0 range and 0.0 sec cd.
    All parameters taked from object editor fields with ctrl + D
    Changed parameters will updating/rewrite after map save.
    "ability" can be changed to unit/etc.
    This is a very good way to easy changing stats for balancing units/etc.
    Also, without lags with editing some fields/creating new objects in object editor.
    When you specify a new ravcode for units, depending on the register first case, will created hero or normal unit.
    local o = slk.unit.Hpal:new('pA06') = unit based on paladin
    local o = slk.unit.Hpal:new('PA06') = hero based on paladn
    This way you can quickly copy, for example, the appearance and voice of a unit in order to make it a hero.
    When converting a hero into a unit and vice versa, unnecessary fields from the object editor will be deleted, that is, you will not be able to make a hero without basic stats, etc.
    Here you can also use #define to make reading/writing more easier
    JASS:
    #define _Lua_Base local slk = require 'slk'
    #define _Lua_Unit_Damage o.dmgplus1
    #define _Lua_Unit_Name o.Name
    <?
        _Lua_Base
        local o = slk.unit.hfoo:new('PU00')
        _Lua_Unit_Damage = 999
        _Lua_Unit_Name = 'YDWE - Test Footman'
    ?>
  • Can use functions from Reforged
    You can not:
    • Use any reforged objects from object editor (new abilities/etc).
    • Use reforged Lua as main programming language, only Jass.
    • Edit map with hd models mode.
    • Add more player slots than 12. But you can use additional slots from Reforged through functions, for example to give a unit to computer player.
    • What are you getting:

    - Taking advantage of all the other benefits of YDWE:
    • Advanced GUI
      • Additional functions from jass.
      • Core-YDWE functions like (local variables, hashtable analugues, automatic local timers/triggers, etc.
      • Advanced GUI features (you can insert Jass code anywhere in gui function/etc).
      • Embedded systems with automatic creation of the necessary objects (Damage engine/Custom Stats System/etc)
      • Literally all functions from Reforged, even those that were not added to reforged as gui (frames/etc).
    • Bullit-in slk-optimization.
    • BJ functions optimization.
    • Anti leak optimization.
    • Boost preprocessor.
    • Pseudo lua.
    • All Jass functions are highlighted by TESH.
    - Map remains in compatibility mode based on version 1.26 but can use functions from reforged.
    This means that you can transfer map to any editor without problems. Unlike reforged editor, which binds the map to new (reforged) versions.
    You can also use any old programs without problems, for example w3x2lni or other slk optimizers.
[About PK edition]
This is more smoothest version compared to the classic YDWE.
PK edition aims to optimize and reveal full, or atleast more YDWE potential.
I tried to reduce gap between GUI and JASS users, by adding new GUI functions/capabilities, as well by optimization of final code and remove leaks.
JASS is still the best method for create map, however situation now looks like this: [JASS] > [YDWE PK GUI] > [YDWE GUI] > [GUI]
Even just re-save map in YDWE PK edition will make your map more optimized than after JNGP or other editor with default GUI

Discord server

[Difference between YDWE 1.32.15 En 1.1 and YDWE PK Edition 1.0]
  • YDWE now insert into the map only those additional functions/variables/other stuff, that you use.
  • Removed DZAPI and JAPI functions
  • Improved GUI translation
  • Returned and translated additional game constants (like Critical Strike tag text duration/color/etc)
  • Fixed missing we strings
  • Removed all languages exept English
  • Removed/changed a lot of functions and systems from classic YDWE.
Some functions will return in future.
  • Some functions has been marked as [Not Recomended]
  • Added preprocessor keywords for TESH: #define,#ifdef,#ifndef,#elif,#include
  • Fixed bj optimization and bj anti-leak optimization bugs
  • Removed all old and added new [Demo Maps] to demonstrate GUI functions, and preprocessor commands/pseudo lua
  • Added option to supporting reforged functions, what does it mean:
You can save a map that uses functions from reforged.
However, you cannot test map using YDWE, you will have to do it manually via wc3 reforged.
Also, at the moment in YDWE no reforged GUI functions and JASS highlighted functions in TESH.
Also, map will be saved as classic 1.26, this means that objects from object editor will be from version 1.26.
But you get the opportunity to make a map using reforged functions as well as YDWE functionality such as its own functions and systems, as well as preprocessor and pseudo-lua commands, which is very important if you can understand this.

New GUI functions:
  • Create Special Effect (XY) [R]
  • Create Spell Effect By Id (XY) [R]
  • Create Spell Effect By Id (Location)
  • Create Spell Effect By Id (Unit) [R]
  • Hashtable save and load by code/integer/string
  • Get Distance Between (units/items/destructables/locations/rects/coordinates)
  • Get Angle Between (units/items/destructables/locations/rects/coordinates)
New systems:
  • Debuff Duration System (by Enemy1PK)
  • Activate Test Commands (by Enemy1PK)
  • Damage Engine (by Bribe)
[YDWE PK Edition 1.1]
  • DDS:
    Fixed bug with UnitAlive function.
    Added abilities for immunity to debuffs.
    Added test ability with clear all debuffs effect
  • Minor changes config description about map saving as 1.26/1.36
[YDWE PK Edition 1.2]
  • Added missing text of some YDWE trigger errors
[YDWE PK Edition 1.3]
  • Fixed a bug when some object parameters in the object editor were not displayed (like skill tech/sounds/text/stats)
  • Added some missing text (like description when open map with unknown GUI for YDWE
[YDWE PK Edition 1.4]
  • Added preprocessor keywords for TESH: #undef
  • Deleted old TESH functions and added new
  • Changed visual color for GUI categories [Not Recomended] / [Unknown UI] / Custom Code
  • Added new GUI category [Has Better Analogues]
  • GUI categories [Not Recommended] and [Has Better Analogues] is sorted to the bottom
  • Added "Null" GUI presets for (Timer/Region/Location/Fogmodifier/Ubersplat/Group/Trigger/Quest/Player Group/Player/Leaderboard/Image/Hashtable/Multiboard/Unit Pool/Item Pool/Dialog/Text Tag/Lightning/Effect/Timer Dialog/Multiboard Item/Trackable/Quest Item/Terrain Deformation/Weather Effect/Button)
  • GUI Function Get Angle Between [PK] added to degree category same as real
  • Fixed bugs in [Systems] - Custom Stats System
  • Fixed bugs in [Systems] - Test Commands Activate
  • New Demo Map - How avoid dialog problem
  • New System: Additional Item Slots (By Enemy1PK)

Added defines as default:
  • #define print(s) call DisplayTimedTextToPlayer(GetLocalPlayer(), 0, 0, 10, s)
  • #define prints(s, t) call DisplayTimedTextToPlayer(GetLocalPlayer(), 0, 0, t, s)
  • #define break exitwhen true
Also added in TESH

Added new multi-functional functions:
  • Unit Add/Remove Ability
  • Unit Add/Remove Category
  • Set Unit X/Y
These functions do not require additional functions like bj
They use native functions depending on your choice
Old functions marked as [Has Better Analogues]

Added new GUI functions which now set varriables like "last created unit" for replace this functions:
  • Create Special Effect (XY) [R]
  • Create Unit (Location)
  • Create Unit (XY)
  • Create Item (XY)
Old functions marked as [Has Better Analogues]

New GUI functions:
Actions
  • Timer Remove (unit/effect/text tag/lighting/destructable/item)
  • End Game
  • Create Lightning Effect (XY)
  • Create Lightning Effect (XYZ)
  • Create Destructible (XY)
  • Create Dead Destructible (XY)
  • Create Text Tag (XY)
Calls
  • Create Lightning Effect (Location)
  • Create Item (Location)
  • Create Destructable (XY)
  • Create Destructable (Location)
  • Create DeadDestructable (XY)
  • Create DeadDestructable (Location)
  • Have Saved Integer By Code
  • Have Saved Real By Code
  • Have Saved String By Code
  • Have Saved Boolean By Code
  • Have Saved Handle By Code
  • Get Destructable Type Id
  • Get Player By Player Id
[YDWE PK Edition 1.5]
  • Fixed conflicts between core YDWE systems and Reforged mode.
  • Literally all functions from Reforged added to GUI, even those that are not in the Reforged world editor in GUI form.
    • All new types for variables and other related things have also been added.
    • If you don’t see functions for creating objects (for example CreateFrame), then they are located not in “Actions” but in “Calls”
    • To use you need to create a variable and then set it as "CreateFrame/etc"
    • This is done specifically because some native functions have no bj analogues which can set global varriables like "last created unit".
    • Also note that new types currently cannot be used for core YDWE functions like [Unbelievable Local Variable].
  • The [R] mark has been removed from all old functions/constants.
    • Now the [R] mark means functions that are only available for Reforged.
  • YDWE PK config option "Allow Reforged Functions" Now adds Reforged GUI Functions, adds all Reforged functions in TESH (Jass syntax highlighting) and allows you to run the map for testing through Warcraft 3 reforged. Requires restarting YDWE PK.
    • Because some names are too long, the following constants are placed in TESH under abbreviated names.
    • You can use both short and long versions in your code, however TESH will only highlight the short versions.
    • List:
    • Short Name [ABILITY_RLF_MANA_REGEN_BONUS_AS_FRACTION_OFNORMAL] Original Name [ABILITY_RLF_MANA_REGENERATION_BONUS_AS_FRACTION_OF_NORMAL]
    • Short Name [UNIT_WEAPON_RF_ATTACK_AREA_OF_EFFECT_MEDIUM_DAMAG] Original Name [UNIT_WEAPON_RF_ATTACK_AREA_OF_EFFECT_MEDIUM_DAMAGE]
  • Launching Warcraft 3 from the config menu via the "Lauch Warcraft 3" button will now launch the Reforged version if the appropriate mode is selected
  • Added file "ReforgedPath.txt"
    • If you are going to test the map in Reforged mode, you need to specify the path to Warcraft III.exe in it.
    • In the future I plan to add the path to Warcraft 3 Reforged to the config menu.
  • Added "null" GUI preset for String (because "empty string" and "null" are not the same thing)
  • Added GUI preset JASS_MAX_ARRAY_SIZE for integer.
  • Fixed leak in reforged function "CreateBuildCommandButtonEffectBJ"
  • 3 Reforged bj functions has been optimized.
  • Added hidden extra icons and models. 112 icons/130 models. In fact, this is a fix for an error that was made during translation; this stuff was originally supposed to be in YDWE
  • Changed GUI functions:
    • [Unbelievable] Local Timer - Clear. Added "PauseTimer" before "DestroyTimer"
    • As some people have noticed, if you don't pause the timer before destroying, sometimes bugs can happen.
    • [Systems] Activate Test Commads - Added commands:
    • -ci Create item by rawcode
    • -cu Create unit by rawcode
    • -aa Add ability by rawcode
    • -ra Remove ability by rawcode
  • Added Saves counter on World Editor screen. Explanation:
    • All editors created on the basis of World Editor crash after several saves, which is why you lose the progress of the last save.
    • The number of possible saves differs from map to map and depends on its "size" (objects, triggers, etc)
    • This counter will help you understand when it is time to restart YDWE PK.
[YDWE PK Edition 1.5.1]
  • Fixed bug with map testing in Reforged mode.
  • YDWE PK on startup now will create empty map.
  • Define changed name: break > breakJassLoop
  • Fixed some gui functions not from "Reforged" which still used the [R] flag.
  • Gui Function "get frame handle id" now available only in Reforged mode.
  • Changed GUI functions:
- [Systems] Custom stats system:
- Added boolean call "Custom Stat System - Last Stat Change Was Successful"
- Added integer call "Custom Stat System - Get Bonus Limit"
- System has been rewritten.
- For "clear" functions has been added boolean parameter "removeAbilities" which determines whether abilities need to be removed from unit or just cleared the hash table.
(If you remove a unit from the game, it will lose all abilities in any case, for this you do not need to force the cleanup function to recalculate the parameters once again)
- Fixed bug when stats were calculated incorrectly when using negative values. At the moment this is the only existing version of CSS that correctly counts negative and positive stats.
- No longer creates abilities that are greater than the limit.
- New stats limits:
Attack speed: -8.192 +8.191
Sight Range: -8.192 +8.191
Attack: -1.073.741.824 +1.073.741.823
Armor: -8.388.608 +8.388.607
Str: -524.288 +8.388.607
Int: -524.288 +8.388.607
Agi: -524.288 +8.388.607
Mana regen: -4.194.304 +4.194.303
Health regen: -8.388.608 +33.554.431
Health max: -8.388.608 +67.108.863
Mana max: -8.388.608 +67.108.863
This is the maximum limit for wc3 to avoid bugs with stats.

[YDWE PK Edition 1.6]

  • Fixes:
    • Fixed another bug with map test from YDWE PK while Reforged mode. (was specified Incorrect path to YDWE PK directory)
    • Gui function [Activate Test Commands] Added crit-safe mechanism for cases when the specified player id is lower than 1
    • Tesh: Fixed wrong parameters with Custom Stats System functions
  • System "Additional Item Slots" max bags amount 10 > 100
  • For GUI call "Triggered Event Is [YDWE]" added missing Reforged events.
  • For GUI functions with coordinates like "Distance Between" "Angle Between" added new presets:
    • Spell Target
    • Order Point
    • Portal Destination
    • Camera Target
    • Camera Eye
It's more convenient and faster than specify XY coordinates each time.
  • Added new GUI Systems:
    • Movement System
      • Designed for smooth movement of units (Like Mirana's jump from Dota)
      • This is not just a set of presets like functions from the old YDWE, this system is more like a set of tools to implement as many different user needs as possible.
    • Save System
      • This is a save/load system that uses a loading code which is created in the game folder and that must be entered into the chat.
      • Works on any version of warcraft 3
      • Parameters:
        • Can save only integer values
        • Requires manually adding each item and unit to the save list
        • Up to 8192 different items and 8192 units can be added to the save list
        • If length of the code is greater than the limit for entering into the chat, creates additional codes
        • Supports up to 5 total sub-systems
          • For example, u can use system #1 to save hero/gold/wood/whatever else. And use an additional system #2 for saving the player achievements/unlocked heroes/rank/etc.
          • You'll essentially be using the same system, but you can give them different alphabets, which will make them different and the code from system #1 won't work on system #2.
        • Max length of saved value is 9 (example: 999999999)
        • Max saved values for each sub-system: 999
        • Up to 30 additional codes
        • Adding new parameters to save does not invalidate old codes
          • You must use the same order when saving and loading values
          • You can load new codes into old versions of map and vice versa
  • Added new GUI functions:
    • Presets:
      • [Systems] Move System - Move Unit Reached Final Point
      • [Systems] Move System - Get Last Unit Ended Movement
      • [Systems] Move System - Get Last Detected Unit
      • [Systems] Move System - Get Last Unit Which Detect
      • [Systems] Move System - Get Last Unit Proc Timer Period
      • [Systems] Save System - Event System Number
      • [Systems] Save System - Total Save Codes Count
      • [Systems] Save System - Event Player
    • Actions:
      • [Game] Preload Gen Clear
      • [Game] Preload Gen Start
      • [Game] Preload Gen End
      • [Game] Preload Refresh
      • [Game] Preload Start
      • [Game] Preload End Ex
      • [Item] Add Ability To Item
      • [Unit] Fly Enable
      • [Systems] Additional Item Slots - Get Current Bag Number
      • [Systems] Move System - Range
      • [Systems] Move System - Target
      • [Systems] Move System - Homing
      • [Systems] Move System - Stop
      • [Systems] Move System - Set Unit Homing Target
      • [Systems] Move System - Set Unit Start X
      • [Systems] Move System - Set Unit Start Y
      • [Systems] Move System - Set Unit Final X
      • [Systems] Move System - Set Unit Final Y
      • [Systems] Move System - Set Unit Move Speed
      • [Systems] Move System - Set Unit Timer Period
      • [Systems] Save System - Init System
      • [Systems] Save System - Add Unit Type To Save List
      • [Systems] Save System - Add Item Type To Save List
      • [Systems] Save System - Add Ability Type To Save List
      • [Systems] Save System - Save Type of Unit
      • [Systems] Save System - Save Type of Item
      • [Systems] Save System - Save Type of Ability
      • [Systems] Save System - Save Value
      • [Systems] Save System - Set Errors Text
      • [Systems] Save System - Start Saving
      • [Systems] Save System - Start Loading
    • Calls:
      • Remove Color Codes
      • [Systems] Is XY Walkable
      • [Systems] Move System - Is Unit In Movement
      • [Systems] Move System - Get Unit Homing Target
      • [Systems] Move System - Get Move Type From Unit
      • [Systems] Move System - Get Unit Start X
      • [Systems] Move System - Get Unit Start Y
      • [Systems] Move System - Get Unit Final X
      • [Systems] Move System - Get Unit Final Y
      • [Systems] Move System - Get Unit Move Speed
      • [Systems] Move System - Get Unit Timer Period
      • [Systems] Save System - Load Unit Type
      • [Systems] Save System - Load Item Type
      • [Systems] Save System - Load Ability Type
      • [Systems] Save System - Load Value
      • [Systems] Save System - Get Save Code
    • Events:
      • [Systems] Move System - Any Unit End Movement
      • [Systems] Move System - Moving Unit Detect Unit
      • [Systems] Move System - Timer Period Proc
      • [Systems] Save System - Save 1
      • [Systems] Save System - Save 2
      • [Systems] Save System - Save 3
      • [Systems] Save System - Save 4
      • [Systems] Save System - Save 5
      • [Systems] Save System - Load 1
      • [Systems] Save System - Load 2
      • [Systems] Save System - Load 3
      • [Systems] Save System - Load 4
      • [Systems] Save System - Load 5
      • [Systems] Save System - Successful Save 1
      • [Systems] Save System - Successful Save 2
      • [Systems] Save System - Successful Save 3
      • [Systems] Save System - Successful Save 4
      • [Systems] Save System - Successful Save 5
  • Added new GUI demo maps:
    • Add Ability To Item
    • Movement System
    • Save System
  • Added new GUI lessons:
    • Get Local Player
[YDWE PK Edition 1.7]
  • Plugin [Jass Runtime Debug] error text translated into English
  • Fixed memory leak of reading and writing objects
  • Fixed compatibility with wrust
  • Fixed Blizzard functions "TriggerRegisterEnterRectSimple" and "TriggerRegisterLeaveRectSimple" Which incorrectly affected coordinate checking such functions as: RectContainsUnit / -RectContainsCoords / etc
    • It looks like this: Event "unit enters Rect" If you enter from the left or from below, the functions that determine that the unit is inside the Rect assume that you are already inside, but if you enter from above or from the right, they assume that you are not yet inside.
      In fact, the problem is in native function "RegionAddRect" which Makes the Region larger than the initially specified Rect, to the right and top sides (Max X, Max Y)
      To these two problematic functions, added solution where Region becomes the same size as Rect.
  • [Unbelievable] "Local Varriables" and "Custom Values" now supports setting the value to "null"
  • GUI function "Pick Every Unit In Unit Group And Do Multiple Actions" no longer creates special YDWE local variables that are not needed for this function
  • GUI function "Exit From Loop" no longer inserts the stub function "DoNothing" before itself
  • Added GUI triggers category [Will Be Removed]
    • Which will contain old YDWE functions for which analogues have appeared. These functions will be removed in the following patches, so if you use them, you should replace them before switching to new versions of YDWE so that the map opens and save without errors.
      Added file "Will Be Removed.txt" in main ydwe folder, it contains the names of jass functions that will be removed in next patches.
  • Now almost all GUI functions which create objects like "Create Unit" do not use bj functions for set bj variables like "bj_lastCreatedUnit"
    • Instead, they immediately set the variable like this: set bj_lastCreatedUnit = CreateUnit()
      Old functions marked as [Will Be Removed]
  • System [Damage Engine] changes:
    • Function "Damage Engine - Damage Target" boolean parameter "anti-recursion" has been changed.
      Recursion is when you decide to deal new damage in a damage event, resulting in an infinite loop (unit takes damage - deal damage - unit takes damage)
      Classic Damage Engine allowed only disable damage event for the next damage dealt.
      Now damage event is not disabled for the next damage, but next damage cant launch another next damage in damage event, and despite the fact that next damage will work before old damage completely completes its actions, old damage parameters (damage type/damage) are now saved.
      Which allows for correct damage calculations and damage types for the first and second damage dealt.
  • Some names of GUI functions that were the same or similar have been slightly changed
  • Added new GUI functions:
    • Events
      • [Unit] Unit Enters or Leaves Rect
        Each time you use the "Enters/Leaves. Rect" event, you create a new Region for which the specified Rect will be used
        So if you need both events for the same Rect, you can use this function and save on creating one Region. It is also faster than specifying the same region twice
      • [Unit] Any Unit Moves Item In Inventory
    • Actions:
      • [Unbelievable] Select All Units In Rect
    • Calls:
      • Create Sound
      • Create Sound Filename With Label
      • Create Sound From Label
    • Presets:
      • [Integer] Item Moved In Inventory - Start Slot Number
      • [Integer] Item Moved In Inventory - Target Slot Number
      • [Item] Last Item Moved In The Inventory
  • Added new GUI lessons:
    • Stack & Unstack Items
  • Demo map "Damage Engine" has been updated
  • Added null gui presets:
    • No Fog State
  • Added categories for conditions
    • Sound
    • Item Pool
    • Unit Pool
    • Player Group
    • Special Effect
    • Timer Dialog
    • Unit Group
    • Leaderboard
    • Multiboard
    • Text Tag
    • Lightning
    • Image
    • Fog State
    • For Modifier
    • Quest
    • Quest Item
I think it's cringe if you can't even determine "group == null" or not



  1. Items created in JNGP have "EditorSuffix" parameter, which is not in YDWE and Reforged editor.
    Therefore, when using pseudo lua to create objects, an error will be thrown until you delete the object and recreate it in YDWE.
  2. Sometimes some icons stop displaying until YDWE is restarted.
  3. Under some conditions the built-in slk-optimization may not work.
  4. Under some conditions, a message about creating/modifying/deleting objects via pseudo lua may appear every time the map is saved.
Contents

YDWE PK Edition (Binary)

Level 10
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90
Why a separate upload?
Why not simply update this: YDWE - Map Editor
These versions are too different.
If compatibility with maps from previous patches is severely lost, it’s difficult to call it just the next patch.
In addition, this editor is designed to create maps without using the Chinese api and other functionality that we will never get.
A lot of unnecessary stuff has been cut out here and new things have been added in place, the percentage difference between the versions is too large, at least in my opinion.
I can rename it to PKWE if you think it would be better, I did not do this out of respect for the original authors.
 
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Will the previous one still be updated?
No, only bug fixes if someone reports them.
Maintaining two different versions is difficult, and the methods of previous authors are outdated and much inferior to mine.
Nobody will use the old version because it is much worse for the average user, and obviously we will never have a platform with support for DZAPI and JAPI.
Okay, maybe it will be used by those who made the map on YDWE GUI and are experiencing difficulties with the transition to the new version, but I don’t think there are many such people, because I periodically check new maps and find no traces of YDWE, people continue to make maps using JNGP/Reforged GUI crutches.
However, let’s not forget that during all this time there was not a single proposal or bug report (as far as I remember)
I can also say that this version will not be updated without feedback.
I have already seen how community treats people who want to help them and also my remote Debuff Duration System, which some people gave a low rating only because it did not have default GUI crutches and therefore the system was less friendly to beginners (and now it is added to YDWE PK)
The original author has received thousands of support messages in China, but I'm seeing people showing more interest in the Community Edition or Better Triggers than in YDWE, even though the vast majority of users are still making GUI maps.
Based on this, you probably understand how I feel, so this is my last attempt.
I provided you with a new, clean Excalibur, if you cannot remove it from the stone, that is your problem.
 
Level 2
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I mostly use WE mods to increase tile space.
JNGP did that admirably, if clunkily.
This editor mod here lets you shoot yourself in the foot with that, because replacing cliff tiles is not something either the editor nor WC3 like.
I would argue that's actually a good thing, because you can force some different model walls.
There should still be a 16 entry limit on tiles though, because that appears to be the maximum limit both in the editor and in the game.

That newly generated maps are by default not able to start is a problem.

The improved loading time is great.
 
Level 28
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I have already seen how community treats people who want to help them and also my remote Debuff Duration System, which some people gave a low rating only because it did not have default GUI crutches and therefore the system was less friendly to beginners (and now it is added to YDWE PK)
The original author has received thousands of support messages in China, but I'm seeing people showing more interest in the Community Edition or Better Triggers than in YDWE, even though the vast majority of users are still making GUI maps.
Most people will assume this editor will be incompatible with latest wc3 patch, because custom editors normally have this issue of having serious bugs when played in more recent versions of wc3. I know you said in the description that this new version of YDWE is compatible with reforged, but that is a serious risk for anyone who makes a map with your tool, and then maybe finds out later that newest versions of wc3 cant play their map, since blizzard has no obligation to make new versions compatible with 3rd party world editors.

Also some of your comments come across in a small way as looking down on people who choose to use GUI, even though outside of that group of people who specialize in code, GUI is most accessible for the vast majority of map makers.
 
Level 10
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Hmm. Then consider if it's not pointless to have two separate ones. Maybe the threads should be fused and the most recent version kept?
Okay, will rebranding to PKWE/other name suit you? Or delete old?
in any case, differences with old YDWE will become greater over time.
YDWE is compatible with reforged
Partially compatible, you can use the reforged api, but you lose the opportunity for convenient testing (and everything connected with it, for example, slk optimization before map test)
but that is a serious risk for anyone who makes a map with your tool
It looks like you don't really understand how everything works.
1) I was told about possibility of using YDWE + Reforged by the person who made the Dance of the dragons map, which means that at least one user has already tested it, and then I checked it too.
2) YDWE uses only standard JASS 1.26 and even leaves objects from version 1.26, no problems can arise.
You can migrate your map to Reforged Editor at any time, since your map is based on the oldest version.
Once again, enabling Reforged support option allows you to save a map with functions from Reforged in YDWE without errors like "unknown function" What compatibility issues would you expect to see? this is literally the same as saving the map in Reforged itself.
Also some of your comments come across in a small way as looking down on people who choose to use GUI, even though outside of that group of people who specialize in code, GUI is most accessible for the vast majority of map makers.
In your opinion, person who does more for GUI users than anyone else despises them?
If you haven’t read, I have repeatedly said that I started with the GUI myself, in which YDWE helped me a lot.
I don't like the default GUI, I don't want to see or make hundreds of unreadable crutches like global udg_variables in the Damage Engine, a bunch of unnecessary triggers in the trigger editor and manual copying of abilities.
Everyone hated me on XGM because their community laughs at GUI users and offers to learn JASS, while I looked at the Chinese community and their YDWE and then began to say that they were wrong, we should help beginners like they did in China, and not laugh above them.
Your message looks like trolling, you can’t even imagine how many crutches I had to do so that GUI users wouldn’t do them.
 
Level 28
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It looks like you don't really understand how everything works.
1) I was told about possibility of using YDWE + Reforged by the person who made the Dance of the dragons map, which means that at least one user has already tested it, and then I checked it too.
1 guy told you that it is compatible, so you are assuming it is compatible. Every map I have seen with YDWE cannot be opened on 1.32+. W.E gets error and auto closes when trying to open. I think it is fair to say that most people will be scared to use any YDWE in their maps if they want their map to be playable on Blizzards Bnet platform. Even if you have modified YDWE to be open-able in 1.32+, all it needs if for a new wc3 patch to cause a bug with maps made using your tool, and then they won't be able to play their map on Bnet.
In your opinion, person who does more for GUI users than anyone else despises them?
Okay maybe I misread your comments regarding your view on GUI users. But the vibe your comments gave was you are upset people are not using your tool even though you had done so much by making these tools. 3rd party editors will never take off in popularity because there is no way to know if they will still be compatible with future versions of Wc3 being released. Community edition of wc3 is only getting attention because people who are angry with Reforged think it might bring back Wc3 to its roots--- which won't happen, but they are free to feel that way. Putting effort into making 3rd party editor probably is not worth it if you want lots of people to use the tool, since the direction of hiveworkhop community is moving towards using the latest patches of Wc3, and not the older ones.
 
Level 10
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1 guy told you that it is compatible, so you are assuming it is compatible. Every map I have seen with YDWE cannot be opened on 1.32+. W.E gets error and auto closes when trying to open. I think it is fair to say that most people will be scared to use any YDWE in their maps if they want their map to be playable on Blizzards Bnet platform. Even if you have modified YDWE to be open-able in 1.32+, all it needs if for a new wc3 patch to cause a bug with maps made using your tool, and then they won't be able to play their map on Bnet.
Problems?
Never try to argue with people who know more than you.
I already said that there will be no problems because it is impossible.
Do you know why YDWE maps don't open in the Reforged editor? because it does not have the GUI functions that YDWE has, and no editor other than YDWE can parse unknown functions.
If you made a map on YDWE and then for some reason decided to leave it, of course you will have to abandon all the GUI functions that YDWE gave you, you will have to remove them / convert them to JASS, and the pseudo functions and systems will have to be replaced with real ones .
However, this is all logical and is not a problem, because there are no other options, no one will give you better conditions than YDWE, because after the Reforged editor it is almost impossible to switch to older versions, because it affects the object editor and so on, at the same time YDWE it just forces you to give up its functions.
And yes, words of any map author are more important than the words of a commentator on the forum, because he tested it, and then I did too.

In addition, support for Reforged is not a priority since I am a supporter of old patches that allow maps to gather the largest audience.I just added the ability for those who want and can use such important things as preprocessor directives and which you will never get in Reforged editor.
Although I have no problem adding all the Reforged features to the GUI and enabling them along with this option.In theory, you can even launch a Reforged map for a test from YDWE and even do slk optimization.
But these are just theories, because if there is no demand, there will be no supply.
Okay maybe I misread your comments regarding your view on GUI users. But the vibe your comments gave was you are upset people are not using your tool even though you had done so much by making these tools. 3rd party editors will never take off in popularity because there is no way to know if they will still be compatible with future versions of Wc3 being released. Community edition of wc3 is only getting attention because people who are angry with Reforged think it might bring back Wc3 to its roots--- which won't happen, but they are free to feel that way. Putting effort into making 3rd party editor probably is not worth it if you want lots of people to use the tool, since the direction of hiveworkhop community is moving towards using the latest patches of Wc3, and not the older ones.
I'm not offended that people don't use YDWE, I'm just disgusted that people continue to do
123.png
when they were literally given the best tool in their hands.
You say that someone is afraid, this is the absolute norm, while some are afraid, others just do.
I made my map back when YDWE was very poorly translated and had quite a few bugs and questionable systems, and if someone is still afraid with good and clean version, I don’t forbid them, let them never fulfill their desire to make a good map without leaks.

The problem with a community is that you want someone to convince you to do something, to prove that everything is fine.
When I made the map, I was glad to discover a tool that gives me the necessary capabilities, I couldn’t even dream that they would make some convenient systems for me and was glad for any help, at the same time, right now I’m not seeing feedback, but assumptions that support Reforged can be problematic.
Perhaps you all shouldn't try to create maps and go to this section?
This is not like the attitude of people who are confident in themselves and have a desire to develop in something.
 
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Level 10
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Syntax error when trying to test Demo map "Debuff Duration System"

[YDWE PK Edition 1.1]
  • DDS:
    Fixed bug with UnitAlive function.
    Added abilities for immunity to debuffs.
    Added test ability with clear all debuffs effect
  • Minor changes config description about map saving as 1.26/1.36
Btw, reforged users can get all reforged api (frames/etc) in GUI.
Demonstrate your desire, if you have one, your fate is in your hands.
 

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Level 2
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Another Syntax Error i got when use this function its fine to display for player 1,2 etc except for all Player


Screenshot_29.png


Screenshot_30.png
 
Level 10
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Another Syntax Error i got when use this function its fine to display for player 1,2 etc except for all Player
Okay, I missed translation of some errors, which is why you didn’t see notification that you can’t use “All Players” in actions, only in events.
If you want to send a message to all players, the best way is "GetLocalPlayer" which will select all real players who have the map running.

[YDWE PK Edition 1.2]
  • Added missing text of some YDWE trigger errors
 
Level 10
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Reuploaded for some fixes.

Bj optimization:
before
#define SetUnitManaBJ(unit, value) SetUnitState(unit, UNIT_STATE_LIFE, RMaxBJ(0, value))
after
#define SetUnitManaBJ(unit, value) SetUnitState(unit, UNIT_STATE_MANA, RMaxBJ(0, value))

Custom stats system: wrong rawcodes for attack speed abilities
 
Level 10
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Today I will tell about one important advantage of YDWE that I have known about for a long time, but have not mentioned before.
Is: Advanced Debugging

Whenever you run wc3 1.26 through YDWE, it will catch some code errors in the running maps, regardless of whether the map is open for editor or slk-optimized.
It is important to note that these are errors that allow you to save the map without an error message, so until you notice that any function is not working correctly, you will not even know that you made a mistake.

I know for sure 2 types of errors that are caught this way:
1) An attempt to get a value from a variable that has not yet received a value (it was null)
2) Infinity loop.
I also know that there are others, but at the moment I do not have accurate information about this because I cannot compile YDWE and translate these errors (yes, no one is helping me)
Example: Launch wc3 1.26 via YDWE and start map "DotA_Allstars_7.04c7"
In the first seconds after the start, we see a pop-up window with two errors.
The same error can be caused several times, but how did I understand that these are 2 different errors? it's all about numbers, it's something like a line number, if they are different, then it's not the same error.

error.png

The "GKJ" function attempts to get a value from local variable "OIO", which was initially null.
error3.png

error1.jpg

error2.jpg

Thus, we see that anyone can make a mistake and you won’t know about it until you notice that something is not working correctly.
This is another reason to use YDWE, and not blindly trust the opinions of people who are not trying to learn something new and are simply using old familiar tools.

Upd: work will 1.26-1.27 and also work while watching replays
 
Last edited:
Level 6
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Does this mean that custom maps saved from the current latest version reforged will open in this editor?
 
Last edited:
Level 10
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A large patch to provide full support for Warcraft 3 Reforged.

Ahead of stupid questions:
Maps created in YDWE PK can use almost all the functionality from Reforged and at the same time remain compatible with old patches like 1.26.
Editor uses old data but can still use new functions, so you give up things like the ability to make 24 slots for players, but remain in the best compatibility mode (1.26).
People making maps in YDWE PK in Reforged mode can at any time abandon all this and switch to any other editor, of course, to do this they will have to remove the unique functions of YDWE PK GUI and things like boost preprocessor commands.
If you are already making a map on the Reforged Editor, you will not be able to switch to YDWE PK or any other editor, all you can do is transfer triggers in the form of Jass code.



[YDWE PK Edition 1.5]
  • Fixed conflicts between core YDWE systems and Reforged mode.
  • Literally all functions from Reforged added to GUI, even those that are not in the Reforged world editor in GUI form.
    • All new types for variables and other related things have also been added.
    • If you don’t see functions for creating objects (for example CreateFrame), then they are located not in “Actions” but in “Calls”
    • To use you need to create a variable and then set it as "CreateFrame/etc"
    • This is done specifically because some native functions have no bj analogues which can set global varriables like "last created unit".
    • Also note that new types currently cannot be used for core YDWE functions like [Unbelievable Local Variable].
  • The [R] mark has been removed from all old functions/constants.
    • Now the [R] mark means functions that are only available for Reforged.
  • YDWE PK config option "Allow Reforged Functions" Now adds Reforged GUI Functions, adds all Reforged functions in TESH (Jass syntax highlighting) and allows you to run the map for testing through Warcraft 3 reforged. Requires restarting YDWE PK.
    • Because some names are too long, the following constants are placed in TESH under abbreviated names.
    • You can use both short and long versions in your code, however TESH will only highlight the short versions.
    • List:
    • Short Name [ABILITY_RLF_MANA_REGEN_BONUS_AS_FRACTION_OFNORMAL] Original Name [ABILITY_RLF_MANA_REGENERATION_BONUS_AS_FRACTION_OF_NORMAL]
    • Short Name [UNIT_WEAPON_RF_ATTACK_AREA_OF_EFFECT_MEDIUM_DAMAG] Original Name [UNIT_WEAPON_RF_ATTACK_AREA_OF_EFFECT_MEDIUM_DAMAGE]
  • Launching Warcraft 3 from the config menu via the "Lauch Warcraft 3" button will now launch the Reforged version if the appropriate mode is selected
  • Added file "ReforgedPath.txt"
    • If you are going to test the map in Reforged mode, you need to specify the path to Warcraft III.exe in it.
    • In the future I plan to add the path to Warcraft 3 Reforged to the config menu.
  • Added "null" GUI preset for String (because "empty string" and "null" are not the same thing)
  • Added GUI preset JASS_MAX_ARRAY_SIZE for integer.
  • Fixed leak in reforged function "CreateBuildCommandButtonEffectBJ"
  • 3 Reforged bj functions has been optimized.
  • Added hidden extra icons and models. 112 icons/130 models. In fact, this is a fix for an error that was made during translation; this stuff was originally supposed to be in YDWE
  • Changed GUI functions:
    • [Unbelievable] Local Timer - Clear. Added "PauseTimer" before "DestroyTimer"
    • As some people have noticed, if you don't pause the timer before destroying, sometimes bugs can happen.
    • [Systems] Activate Test Commads - Added commands:
    • -ci Create item by rawcode
    • -cu Create unit by rawcode
    • -aa Add ability by rawcode
    • -ra Remove ability by rawcode
  • Added Saves counter on World Editor screen. Explanation:
    • All editors created on the basis of World Editor crash after several saves, which is why you lose the progress of the last save.
    • The number of possible saves differs from map to map and depends on its "size" (objects, triggers, etc)
    • This counter will help you understand when it is time to restart YDWE PK.
 
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Level 10
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@Enemy1PK Would you say that this editor is strictly better than YDWE or are there functional differences that might make you prefer YDWE over YDWE PK?
Of course WE PK is much better than classic YDWE because it was in the PK version that more serious changes began than improving the text translation.
At a minimum, there is: more gui optimization/many bug fixes/support for the unique Reforged map creating mode. More information can be found in the patch notes.
Perhaps some changes dont look cool being a line in a patch note, but behind each of them there is a lot of effort and creativity.

For example, the final code of the saved map after you have used one of any built-in system in YDWE PK and Classic YDWE.
 

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Rheiko

Spell Reviewer
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Can this tool open a map that's saved in newer version of WE?
For example, If have a 1.26, can I open maps saved in 1.29/1.31.1/1.36?

Also, is there a documentation on the newly added GUI functions?
I primarily use GUI, so I would be more than happy to be able to optimize my GUI code.
But I see a lot of new functions that seem very foreign to me.

I know you've mentioned it several times, I just want to confirm.
If I used YDWE PK and for whatever reason decided to switch back to another editor regardless which
(classic vanilla WE from 1.26+ / JNGP / WEX / reforged editor),
I would have had to abandon all the GUI function YDWE provided, correct?
Does this mean the map cannot be opened by the other editor as long as the YDWE GUI function is still in use?
and can be opened once the YDWE GUI function is no longer there?

If so, I have a suggestion to make it clear which are the functions belong uniquely to YDWE and ones belong to vanilla WE if not already.
That way, people can easily remove / re-add their YDWE functions anytime they need to.
Unless that is not possible to do. Since I don't know how this tool works, obviously.
I'm assuming the functions with [unbelievable] tag belong uniquely to YDWE,
but if that's the case, it should be replaced with something like [YDWE] in my humble opinion.
But anyway, what do I know? I haven't tried the editor myself yet.

Last but not least, will this alter the vanilla WE in some way?
If so, should I make a copy of the vanilla WE or the game itself,
just in case I want to go back to using vanilla WE?

Regardless whether you care or not, I think one of the reasons why people stick to vanilla WE even though they mostly use GUI is because they are afraid to step out of their comfort zone. As you know, people have been using vanilla GUI since dawn of time due to its simplicity and accessibility. People have been using vanilla GUI and develop a bonding trust with for decades. Something brand new and foreign might scare people away without proper guidance.
Other than that is probably because it takes time to learn something new and people just don't see enough good reason to invest time into learning how to properly utilize YDWE at the moment.

That's it from me for now. Might have some more questions later on after I play around with the editor.
Cheers. ~
 
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[YDWE PK Edition 1.5.1]
  • Fixed bug with map testing in Reforged mode.
  • YDWE PK on startup now will create empty map.
  • Define changed name: break > breakJassLoop
  • Fixed some gui functions not from "Reforged" which still used the [R] flag.
  • Gui Function "get frame handle id" now available only in Reforged mode.
  • Changed GUI functions:
- [Systems] Custom stats system:
- Added boolean call "Custom Stat System - Last Stat Change Was Successful"
- Added integer call "Custom Stat System - Get Bonus Limit"
- System has been rewritten.
- For "clear" functions has been added boolean parameter "removeAbilities" which determines whether abilities need to be removed from unit or just cleared the hash table.
(If you remove a unit from the game, it will lose all abilities in any case, for this you do not need to force the cleanup function to recalculate the parameters once again)
- Fixed bug when stats were calculated incorrectly when using negative values. At the moment this is the only existing version of CSS that correctly counts negative and positive stats.
- No longer creates abilities that are greater than the limit.
- New stats limits:
Attack speed: -8.192 +8.191
Sight Range: -8.192 +8.191
Attack: -1.073.741.824 +1.073.741.823
Armor: -8.388.608 +8.388.607
Str: -524.288 +8.388.607
Int: -524.288 +8.388.607
Agi: -524.288 +8.388.607
Mana regen: -4.194.304 +4.194.303
Health regen: -8.388.608 +33.554.431
Health max: -8.388.608 +67.108.863
Mana max: -8.388.608 +67.108.863
This is the maximum limit for wc3 to avoid bugs with stats.
 
Level 10
Joined
Jan 26, 2019
Messages
90
Didn't see the notification.
Can this tool open a map that's saved in newer version of WE?
For example, If have a 1.26, can I open maps saved in 1.29/1.31.1/1.36?
YDWE can open any map since YDWE can simulate unknown GUI functions, except those that were saved in the Reforged Editor.
This became impossible after blizzard decided to change the data format, I don’t know exactly at what point this happened, I guess around 1.31.
This also affected some older programs, such as slk map optimizers.
Therefore, I pointed out the ability of YDWE PK to use functions from reforged while remaining in 1.26 compatibility mode as a kind of advantage.
Also, is there a documentation on the newly added GUI functions?
I primarily use GUI, so I would be more than happy to be able to optimize my GUI code.
But I see a lot of new functions that seem very foreign to me.
I don't know which features are new to you, except of course the built-in systems and [unbelievable] section.
I understand that the default gui has a lot less features even from regular Jass, but I still have a hard time remembering what exactly is new, it would be nice if you could clarify this.
Btw, examples of using [Systems] and [unbelievable] are in the "Demo maps" folder
I know you've mentioned it several times, I just want to confirm.
If I used YDWE PK and for whatever reason decided to switch back to another editor regardless which
(classic vanilla WE from 1.26+ / JNGP / WEX / reforged editor),
I would have had to abandon all the GUI function YDWE provided, correct?
Does this mean the map cannot be opened by the other editor as long as the YDWE GUI function is still in use?
and can be opened once the YDWE GUI function is no longer there?
Correct. But it would be more accurate to say that you will have to remove all YDWE unique stuff:
Custom Gui/Any unique functions (like built-in Custom Stats System) even if converted to Jass./Boost and lua preprocessor commands (if using)
If so, I have a suggestion to make it clear which are the functions belong uniquely to YDWE and ones belong to vanilla WE if not already.
That way, people can easily remove / re-add their YDWE functions anytime they need to.
Unless that is not possible to do. Since I don't know how this tool works, obviously.
I'm assuming the functions with [unbelievable] tag belong uniquely to YDWE,
but if that's the case, it should be replaced with something like [YDWE] in my humble opinion.
But anyway, what do I know? I haven't tried the editor myself yet.
If we talk about TESH, at the moment it is impossible to give functions a different color, you can only add explanatory text, which I have partially already done in the latest versions.
The author of TESH left users of old editors without support, and at the moment he has not been visiting hive for a long time.
As for the gui, everything is simpler, you can mark unique functions, but the question is what exactly should be considered “classic” because we have the old World Editor, Reforged Editor and JNGP.
For example, at the moment the YDWE PK has all the GUI functions from Reforged (even frames/etc), and the Reforged Editor has only a small part of the possible Jass functionality.
Functions from Reforged are already marked as [R] does this mean that need to add an additional prefix [PK] (shorter than YDWE) for gui functions that are not in Reforged?
As you can guess, these are all very difficult decisions that can make the text less readable, and there is also a limit on the length of the text.
The community should help in such matters.
In the worst case, you will simply resave the map several times and check whether it will open in another editor or something else needs to be replaced, you will not have a situation where you cannot “roll back” as is the case with the Reforged Editor, I think this is not such a big problem.

Besides, I don’t see any particular reason to abandon the YDWE PK if you have already decided to use it for some time.
The only cases I can imagine are:
1) There was a need to use HD graphics (almost no one uses it, and besides, it causes bugs).
2) Wanna to make more than 12 slots for real players.
3) Wanna to use Lua instead of Jass.
4) Your map is so bad technically that the loading speed into the editor and the saving speed are too slow compared to the Reforged Editor.
Last but not least, will this alter the vanilla WE in some way?
If so, should I make a copy of the vanilla WE or the game itself,
just in case I want to go back to using vanilla WE?
The Reforged Editor will not change.
In old editors gui function "custom code" which is used to insert Jass-code, will turn purple because YDWE changes the colors in the registry, and all old editors use the same parameters.
Apart from this, nothing has changed for anyone.
Regardless whether you care or not, I think one of the reasons why people stick to vanilla WE even though they mostly use GUI is because they are afraid to step out of their comfort zone. As you know, people have been using vanilla GUI since dawn of time due to its simplicity and accessibility. People have been using vanilla GUI and develop a bonding trust with for decades. Something brand new and foreign might scare people away without proper guidance.
Other than that is probably because it takes time to learn something new and people just don't see enough good reason to invest time into learning how to properly utilize YDWE at the moment.
In fact, if you don’t count Asians, there are basically 2 living communities:
1) Euro (hive)
2) Cis (xgm)
On hive most people use Reforged and blindly trust Blizzard no matter how much trouble they cause.
Due to the fact that they are used to using “ready-made solutions out of the box”, they are poorly versed in various aspects of maps development, and therefore are afraid to use YDWE PK, because it is better to have “bad but stable” than even a 0.01% chance that something will break and no one will help them, although this is actually an exaggerated fear, because I have vast experience in this and can always help, besides, nothing prevents you from doing a “rollback” at any time, of course you don’t have a magic button that will do it automatically, but you have there is a guarantee that this is 100% possible.
In addition, many people are already making a map on the Reforged Editor and do not have the opportunity to switch to any other editor, even if they have a great desire.
If we talk about the cis community, everything here is ruled by the toxic website "xgm" where they laugh at gui users and tell them to switch to jass.
Because they treated me rudely, they still only have the old version of YDWE 0.6 which is much worse than the current YDWE PK, I'm sure many don't even know that I continued to make new versions.
In addition, the "core of xgm" are very toxic and old people who are very proud of their programming skills, so they tell all newbies that YDWE is bad, it is better to use the proven JNGP over the years.
And another reason is that many in cis are used to using Russian triggers, and YDWE PK currently only supports English.
I could do a translation into Russian and even almost finished one of the versions, but I have no desire to do this because on xgm they will hate me anyway and tell me not to use this tool, and why should I do a translation if no one asks for it.

The fact that you are showing some interest is good, if there were more such people we could do incredible things (better translation/good demo maps/many ready-made systems, for example for unit movement like in anime maps/even Jass systems gain greatly benefits of YDWE PK.
But these are just dreams.
 
Level 10
Joined
Jan 26, 2019
Messages
90
Why can't I open the re forged version,And if the map saved in the editor cannot be opened in the re forged version.
This has been discussed several times already, and the last time was literally one post above.

1) A map saved in the Reforged Editor cannot be opened in any editors based on older versions of wc3.
2) A map saved in YDWE cannot be opened in other editors only as long as it uses unique gui-functions from YDWE.
This information should be obvious to everyone because it's the same thing as "Why my saves from assassin's creed 1 dont work in assassin's creed 2?"
Because this is unknown data.
YDWE/JNGP/Other editors don't know the data type from Reforged Editor, they are based on 1.26.
Any editors do not know the new gui-functions that were added only to YDWE.
Yes, the fact that unknown gui-functions do not allow you to open a map is stupid, but it is unfortunately a fact.
The YDWE developers partially solved this problem, while Blizzard didn't even think about it.

In wc3 there are no ideal and fully working solutions, you always need to make a choice and sacrifice something.
If I were a gui-user and was going to create a map for wc3 reforged now, I would use the YDWE PK because functionality is most important, and optimizing leaks will help avoid problems in the future.
 
Level 9
Joined
Aug 22, 2024
Messages
52
这已经讨论了好几次了,最后一次是在上面的一个帖子。

1)保存在重新伪造编辑器中的地图无法在任何基于旧版本wc3的编辑器中打开。
2)保存在YDWE中的地图不能在其他编辑器中打开,只要它使用YDWE中唯一的gui-函数。
这个信息对每个人来说都是显而易见的,因为这和“为什么我从刺客信条1中的救赎在刺客信条2中不起作用?”
因为这是未知数据。
YDWE/JNGP/其他编辑器不知道重新伪造编辑器的数据类型,它们基于1.26。
任何编辑器都不知道新的gui--只添加到YDWE中的函数。
是的,未知的gui函数不允许您打开地图的事实是愚蠢的,但不幸的是,这是一个事实。
YDWE开发者部分解决了这个问题,而暴雪甚至没有想过这个问题。

在wc3中没有理想的和完全可行的解决方案,你总是需要做出选择和牺牲一些东西。
如果我是一个gui用户,现在要为wc3重新锻造创建一个地图,我会使用YDWE PK,因为功能是最重要的,优化泄漏将有助于避免将来的问题。
Okay, thank you for your answer. I hope the reforged version of ydwd can be made in the future😔
 
Level 14
Joined
Oct 18, 2013
Messages
723
would've been nice to get my hands on this back in 2016-18 when i was still trying to support 1.26/27. Never really found an active community for those versions that spoke english though sadly. Are players on this patch using a russian service or something these days?
 
Level 10
Joined
Jan 26, 2019
Messages
90
would've been nice to get my hands on this back in 2016-18 when i was still trying to support 1.26/27.
I thought about this too.
But if I were making a map for Reforged now, I would still prefer YDWE PK in both cases, whether I was a gui or a jass user, the advantages are too high.
Never really found an active community for those versions that spoke english though sadly. Are players on this patch using a russian service or something these days?
Cis players play on Irina bot / English version
I don’t know how many English speakers there are, but English is supported by both the site and the connector.
I think that Europeans should not have problems with ping. Almost all cis players understand English to some extent.
Now, on Friday 19:00 (+3gtm) there is 1066 online.
the connector has built-in support for uJapi and 8mb+ map size path.
Also, I made instructions on how to play on irinabot.
So yes, 1.26 is alive and still more reliable and in many ways better than Reforged.

There is also eurobattle (1.28)
 
Level 10
Joined
Jan 26, 2019
Messages
90
[YDWE PK Edition 1.6]

Big patch with new gui functions and two new systems:

- Movement System
A tool for smooth movement of units and creation of unique abilities.
Examples of implementation are attached:
  • Elune's Arrow
  • Leap
  • Killing Slide
  • Firebolt
  • Custom Shockwave
  • Bombing Slide
  • Mystic Snake
  • Homing Missile

- Save System
A system that allows you to save integer values in the wc3 folder as code in a text file in order to enter this code into the chat and load the data.
This is the first and only save/load system that is completely GUI-based

Parameters:
  • Can save only integer values
  • Requires manually adding each item and unit to the save list
  • Up to 8192 different items and 8192 units can be added to the save list
  • If length of the code is greater than the limit for entering into the chat, creates additional codes
  • Supports up to 5 total sub-systems
  • For example, u can use system #1 to save hero/gold/wood/whatever else. And use an additional system #2 for saving the player achievements/unlocked heroes/rank/etc.
  • You'll essentially be using the same system, but you can give them different alphabets, which will make them different and the code from system #1 won't work on system #2.
  • Max length of saved value is 9 (example: 999999999)
  • Max saved values for each sub-system: 999
  • Up to 30 additional codes
  • Adding new parameters to save does not invalidate old codes
    You must use the same order when saving and loading values
    You can load new codes into old versions of map and vice versa

- Fixes:
- Fixed another bug with map test from YDWE PK while Reforged mode. (was specified Incorrect path to YDWE PK directory)
- Gui function [Activate Test Commands] Added crit-safe mechanism for cases when the specified player id is lower than 1
- Tesh: Fixed wrong parameters with Custom Stats System functions
  • System "Additional Item Slots" max bags amount 10 > 100
  • For GUI call "Triggered Event Is [YDWE]" added missing Reforged events.
  • For GUI functions with coordinates like "Distance Between" "Angle Between" added new presets:
- Spell Target
- Order Point
- Portal Destination
- Camera Target
- Camera Eye
It's more convenient and faster than specify XY coordinates each time.
- Added new GUI Systems:
- Movement System
Designed for smooth movement of units (Like Mirana's jump from Dota)
This is not just a set of presets like functions from the old YDWE, this system is more like a set of tools to implement as many different user needs as possible.
- Save System
This is a save/load system that uses a loading code which is created in the game folder and that must be entered into the chat.
Works on any version of warcraft 3
Parameters:
- Can save only integer values
- Requires manually adding each item and unit to the save list
- Up to 8192 different items and 8192 units can be added to the save list
- If length of the code is greater than the limit for entering into the chat, creates additional codes
- Supports up to 5 total sub-systems
For example, u can use system #1 to save hero/gold/wood/whatever else. And use an additional system #2 for saving the player achievements/unlocked heroes/rank/etc.
You'll essentially be using the same system, but you can give them different alphabets, which will make them different and the code from system #1 won't work on system #2.
- Max length of saved value is 9 (example: 999999999)
- Max saved values for each sub-system: 999
- Up to 30 additional codes
- Adding new parameters to save does not invalidate old codes
You must use the same order when saving and loading values
You can load new codes into old versions of map and vice versa
- Added new GUI functions:
Presets:
- [Systems] Move System - Move Unit Reached Final Point
- [Systems] Move System - Get Last Unit Ended Movement
- [Systems] Move System - Get Last Detected Unit
- [Systems] Move System - Get Last Unit Which Detect
- [Systems] Move System - Get Last Unit Proc Timer Period
- [Systems] Save System - Event System Number
- [Systems] Save System - Total Save Codes Count
- [Systems] Save System - Event Player
Actions:
- [Game] Preload Gen Clear
- [Game] Preload Gen Start
- [Game] Preload Gen End
- [Game] Preload Refresh
- [Game] Preload Start
- [Game] Preload End Ex
- [Item] Add Ability To Item
- [Unit] Fly Enable
- [Systems] Additional Item Slots - Get Current Bag Number
- [Systems] Move System - Range
- [Systems] Move System - Target
- [Systems] Move System - Homing
- [Systems] Move System - Stop
- [Systems] Move System - Set Unit Homing Target
- [Systems] Move System - Set Unit Start X
- [Systems] Move System - Set Unit Start Y
- [Systems] Move System - Set Unit Final X
- [Systems] Move System - Set Unit Final Y
- [Systems] Move System - Set Unit Move Speed
- [Systems] Move System - Set Unit Timer Period
- [Systems] Save System - Init System
- [Systems] Save System - Add Unit Type To Save List
- [Systems] Save System - Add Item Type To Save List
- [Systems] Save System - Add Ability Type To Save List
- [Systems] Save System - Save Type of Unit
- [Systems] Save System - Save Type of Item
- [Systems] Save System - Save Type of Ability
- [Systems] Save System - Save Value
- [Systems] Save System - Set Errors Text
- [Systems] Save System - Start Saving
- [Systems] Save System - Start Loading
Calls:
- Remove Color Codes
- [Systems] Is XY Walkable
- [Systems] Move System - Is Unit In Movement
- [Systems] Move System - Get Unit Homing Target
- [Systems] Move System - Get Move Type From Unit
- [Systems] Move System - Get Unit Start X
- [Systems] Move System - Get Unit Start Y
- [Systems] Move System - Get Unit Final X
- [Systems] Move System - Get Unit Final Y
- [Systems] Move System - Get Unit Move Speed
- [Systems] Move System - Get Unit Timer Period
- [Systems] Save System - Load Unit Type
- [Systems] Save System - Load Item Type
- [Systems] Save System - Load Ability Type
- [Systems] Save System - Load Value
- [Systems] Save System - Get Save Code
Events:
- [Systems] Move System - Any Unit End Movement
- [Systems] Move System - Moving Unit Detect Unit
- [Systems] Move System - Timer Period Proc
- [Systems] Save System - Save 1
- [Systems] Save System - Save 2
- [Systems] Save System - Save 3
- [Systems] Save System - Save 4
- [Systems] Save System - Save 5
- [Systems] Save System - Load 1
- [Systems] Save System - Load 2
- [Systems] Save System - Load 3
- [Systems] Save System - Load 4
- [Systems] Save System - Load 5
- [Systems] Save System - Successful Save 1
- [Systems] Save System - Successful Save 2
- [Systems] Save System - Successful Save 3
- [Systems] Save System - Successful Save 4
- [Systems] Save System - Successful Save 5
- Added new GUI demo maps:
- Add Ability To Item
- Movement System
- Save System
- Added new GUI lessons:
- Get Local Player
 
Level 10
Joined
Jan 26, 2019
Messages
90
So, I plan to finish with patch 1.6 which is a reference to the once legendary version of counter-strike.
There are many reasons for this, here are some of them:

- I am not a programmer and still can't compile the original YDWE, without which many useful changes cannot be made.
The original authors abandoned the project many years ago, and it is obvious that it is useless to expect help from them.
Also, no one on hiveworkshop will most likely help me even if I write about it.

- The main reason is the lack of visible interest and attention from the community.
I understand that wc3 is going through hard times, but some people still create maps, and almost always they do it on the Reforged editor, even among 1.26 enjoyers, most use the outdated JNGP.
If you are attentive enough, you probably know that most people create maps on gui, but they do not use the best map editor for gui users.
It really disgusts me to see people using hundreds of ridiculous hacks like "Custom Code" instead of just using YDWE PK and immediately being a thousand steps ahead of their former selves.
The reality is that it is not enough to make a good tool, for some absurd reasons you also have to convince people to use it in order to make their lives easier, and also convince them that it is safe in itself, and tens of times safer than making a map in the Reforged editor.
It is not enough for people that I made a good, absolutely working and absolutely leak-free map on the old YDWE gui, which was much worse than the current one.

While users were enjoying yet another custom code - hacks, YDWE PK from patch to patch acquired new functions and integrated the most useful systems into a real, full-fledged GUI.
The user doesn't even need to copy triggers/global variables/objects to their map, like in Custom Stats System where you somehow need to copy about 200 abilities to your map.
When I was creating the new Movement Systems, I wondered why gui users almost never use Hashtable?
And then I remembered that they don't have enough functions for this, and of course they don't have such wonderful hash tables and their analogues as in YDWE PK.
What can we talk about if people still use "Wait" because they don't have normal, convenient timers.
But almost no one needs this, because trust in Blizzard, which almost every new patch breaks something in users maps, will always be higher.
And also, because no one recommends YDWE, on the forum good people-helpers will always be happy to offer you another custom code-crutch, while of course, not offering an alternative to this masochism.
To be honest, I really don't like the fact that I was the one who discovered all the bugs in the Reforged mode, and completely by accident (since I only make maps for 1.26) and after several months.
This means that no one even tried to use the Reforged mode in YDWE PK.
And this is despite the fact that it gives huge advantages and all the Reforged functions in the form of a GUI, unlike the Reforged editor, where there are only some of them.

YDWE could have become an ideal tool for which people would create the best gui and jass systems.
Why doesn't anyone want to help with the gui-functions text, for example? I'm not a native speaker and don't know how to properly describe functions, so I use raw jass names.
This is one of the simple things that anyone could do if they wanted, but even if I suggested and explained how to do it, I'm sure there would be no one willing to do it.
A lot could have been achieved with joint efforts, but only one person does everything and only for a few people who were able to understand how useful the editor they accidentally saw is.
In fact, I was no longer going to do anything, but I don't like leaving any bugs behind, if I stated that Reforged mode, although it is made in a crutch way and has some limitations, but still works, then it should be work.
I decided to make a Movement System because I was asked to, although I made something much better than what was in the original YDWE.
As for the Save System - for me personally, save/load systems have been a long-standing problem, I couldn't do it myself, so I had to use other people's, insufficiently effective systems.
For example, save/load by TriggerHappy, in which I was always irritated by these factors:
1) If you specified the maximum number of saved items, for example, 100 pieces, you can't increase it later, it will reset the current saves.
2) If you add new values for save/load, it will reset the codes.
3) The system can't split a very long code into several parts, so I can't save everything I want, because the limit for entering into the chat is 127 characters.
In the end, I realized that having made my long way from a newbie gui-user to my current level, I can finally create my own system.
However, making a good RPG is quite difficult, and no one wanted to help me even after I published the post.
That's why I decided that it would be nice to integrate this system into YDWE PK, because if it helps at least one reasonable person, it will be better than if it just disappears into oblivion.
Thus, I once again did the incredible and became the first who made such a powerful save/load system, completely on a good gui.
In fact, I am really interested in making such useful things, but it is useless if there is no response, besides, making a gui is quite unpleasant and requires a lot of attention and planning everything in advance.
As I already said, at one time I could not even dream that there would be someone who would make the gui functions I need on request or show how to implement my idea, but here and now I see that people do not value their capabilities, and therefore do not deserve them.
All I see every time is an eternal "pending", a like on a post from the same person who likes everyone on the site, and almost complete ignoring after any of my efforts.
And of course, it’s not that there’s no person for the position of moderator who should mark the project as approved, and it’s not about the like, but about the feeling that everything always goes according to the same scenario, and I’m just wasting my time.
 
Level 37
Joined
Aug 6, 2015
Messages
785
This seems to add a LOT of useful features for GUI users.

I just wish it were compatible with the default Warcraft 3 Reforged installation (without requiring any registry manipulations or downloading older 1.26/1.27 patches). Ideally, it would work like the TESH installation—download the standalone editor, link it to the original game folder, and enjoy all the features seamlessly from a user perspective.

If by any means you ever attempt such a crazy idea, i believe users like GrapesOfWath might even chip in with help.
He already added some new GUI functions for the editor.

Overall amazing job, especially keeping it alive and adding more to it after the OG devs abandoned it. :thumbs_up:
 
Level 1
Joined
Mar 14, 2024
Messages
1
I am using YDWE_1.32.5_En_0.6 (not YDWE PK). I really want to use the latest version of YDWE PK. Please support the functions of YDWE, BZAPI, and JAPI again.
The Warcraft version I am using is 1.28.5 along with JNLoader.
 
Level 10
Joined
Jan 26, 2019
Messages
90
I am using YDWE_1.32.5_En_0.6 (not YDWE PK). I really want to use the latest version of YDWE PK. Please support the functions of YDWE, BZAPI, and JAPI again.
Latest classic version of YDWE from me is: YDWE 1.32.15 En 1.1 it's here on hiveworkshop.
I don't recommend relying too much on "xgm" it's a site with a nasty community, that's why they still only have the old version, it's more important for them to ban me than to give users something useful.

Ofc i can return DZAPI and JAPI fucntions, but i will not add other removed old functions and YDWE systems.
GUI is a very fragile thing and in the best case you will have to delete/replace a lot before saving, and in the worst case the map will not open and you will have to delete everything unnecessary first.

Do you guys have some kind of new flash mob? This is not the first time in recent that I have heard that someone is making maps using YDWE and playing them through JNLoader.
As far as I understand, JNLoader supports not only Korean but also Chinese functions?
However, I still don't understand how and why you do this, how do you play with high ping on Korean servers? And how do you make a map for Koreans, do you use the Korean language?
 

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Level 10
Joined
Jan 26, 2019
Messages
90
I just wish it were compatible with the default Warcraft 3 Reforged installation (without requiring any registry manipulations or downloading older 1.26/1.27 patches). Ideally, it would work like the TESH installation—download the standalone editor, link it to the original game folder, and enjoy all the features seamlessly from a user perspective.
To do this, need specialists at a level at least close to the original authors.
For example, sumneko is the author of the most popular lua plugin for VS Code, which has 1.5 million installations.
Also, as far as I know, the new functions from reforged were based on DZAPI/JAPI.
You can probably imagine what kind of monsters these were in the world of wc3.

At the moment there is not even a reverse converter from Reforged to 1.26.
The fact that Blizzard changed the data type in Reforged is a big problem, I roughly understand how support can be made for example 1.28, because old versions of the game stored data in mpq archives and the principle was similar everywhere, but in the case of reforged I don’t know anything.

If by any means you ever attempt such a crazy idea, i believe users like@ GrapesOfWath might even chip in with help.
He already added some new GUI functions for the editor.
I am sure that this person will not help me in any way and most likely he does not even know/have not tested YDWE.
The fact that he is trying to do something specifically for the Reforged Editor suggests that he is a supporter of everything official from Blizzard, while YDWE is an brotherhood of resistance, it is underground and not pseudo elite society.
We are the best not because we have a budget and a document confirming our officiality, but because, unlike Blizzard, we first of all think about the players and do that mapmakers have as many opportunities as possible, even if they are gui users, I do. This is smooth criminal, baby.

Also, there are too many reasons to be based specifically on YDWE, people won’t understand it, they haven’t tried it, but personally I know it.
Even banal local timers and triggers give much more than even if this person adds all the gui functions to the Reforged Editor, and there are too many such advantages.
And don’t forget that YDWE, although a crutch, is quite flexible, here you can do almost anything, the only limitations are in the skills of the developers, while on the Reforged Editor you have to chew out each change piece by piece with great difficulty.

I recently checked a "new" rpg map "Aetheria", it turned out to be made in 1.26 and almost all in gui, however the author did not use YDWE, I didn't ask why, but it's just a fact, there is no reason for a person not to use YDWE for 1.26 because it is literally the best option, but he doesn’t use it, maybe he doesn’t even know that there is an alternative to jngp.
Nothing will change if people remain silent and ignore, if the good uncle continues to help newbies make crutches for default gui without recommending trying YDWE, nothing will change.
I understand that in the case of Reforged players there is a problem, after the Reforged Editor they will not be able to open the map in YDWE, so they can either do as they are used to or start from scratch.
But I'm not skilled enough to solve this problem alone.
I know that there are many talented people on hive, but they do not show interest and, at best, remain adherents of Reforged, but I simply cannot know and be able to do everything, and I don’t want to do something in vain, I'd rather go and play a useless anime game than try to convince users that they need YDWE and try to find development help among those who don't care.
There are only 2 options, either people will start to show interest and provide help, or the community will continue to suck, slowly dying without new mapmakers because the old ones leave sooner or later, and they leave more likely if the development is not enjoyable or is too uncomfortable.
 

Jumbo

Hosted Project GR
Level 19
Joined
Jun 22, 2007
Messages
1,327
Hi, does this editor remove doodad limit? This is the main thing for me, otherwise I cannot use it unfortunately. Gaia's has a huge amount of doodads and we've been stuck with ancient editors until now for that reason.
 
Level 10
Joined
Jan 26, 2019
Messages
90
Hi, does this editor remove doodad limit? This is the main thing for me, otherwise I cannot use it unfortunately. Gaia's has a huge amount of doodads and we've been stuck with ancient editors until now for that reason.
YDWE has limit remover.
123.png


Btw, if anyone needs it, here a partially translated version into Russian. Gui triggers still eng.
 

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Level 11
Joined
Mar 17, 2022
Messages
24
I thank you for sharing this editor that is very cool, this makes it much easier for Gui users to create spells and so on even without knowing Jass.
I have some doubts, please help me

  • Is it normal that when saving a map with YDWE 3 YDWE windows open? or is it just me?
  • Trying the test map ''Damage engine'' I could notice that the critical strike condition has no effect, is there any error there? or as it should go in the condition ''(Get Event Damage Type) not equal to Crit''
  • When reviewing new events I saw one that makes reference to the trackable, is there a Gui action that allows you to create a trackable? or should I create it as in Jass?

Sorry for my translated English
 
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