You can use any program that can open ".csv" files, or any text editor. This means you can open ".csv" files with Excel, Notepad, OpenOffice, etc.
The trick is that if you use a text editor, each column will be separated by a comma and each row will be separated by a new line.
The reason I did things this way is to allow users to fill out spreadsheets using a file type that they can open in a generic text editor.
Here's an example csv file, and what it looks like if you open it in excel:
Now, here's how the same file looks, when opened in a basic text editor, like Notepad:
Sorry that intelligencePerLevel is kind of cut-off... As you can see, it's still possible to edit csv files in text editors, but it's not as easy.
I am yet to use this tool but I think it's a great step towards 'fixing' the Galaxy Editor - as many people attribute it with being too difficult or confusing.
If I knew how, I would create a 3rd party tool that acts as a VisualBasic 'wizard' of sorts. The shortest 'pipeline' I have managed to figure out in Data Editing is by creating new objects, based off similar existing objects, repeating and relinking, then modifying all statistics and fields with a final (and lengthy) debugging period.
Imagine if we could open a standalone .exe file and create
a Unit, Actor, Weapon>Persistent>Launch Missile>Set>Damage>Apply Behaviour>Behaviour
or
a Button>Ability>Effect - Target>Search Area>Set>Validator>Damage>Apply Behaviour>Remove Behaviour
or even
a Mover>Projectile Unit>Actor>Action Actor>Weapon>Create Persistent>Launch Missile
Or any other iteration of the above object-trees... The standalone exe would enable us to alter all 'relevant' fields, and automatically link and assign IDs to objects we create. Vastly simplifying the current data creation process, at maybe a slight cost in complexity we are able to achieve.
Anyway /rant over :) I'll look into using this tool tomorrow.
I just posted a new version, which includes a hero ability template. You have to use it on a hero that was created using the HeroTemplate. This hero ability template should give you an idea how to create your own hero ability templates. It's a hero ability that gives the hero a speed boost for a few seconds. It's similar to Stimpack, but it does not damage the hero. Here's an explanation of the variables:
id: name of the ability
heroId: name of the hero that the ability gets added to
numLevels: how many levels the ability should have
requiredHeroLevel: at what level the hero can learn the ability
heroLevelsBetweenAbilLevels: how often the hero can learn a new level of the ability. "1" means the hero can learn a new level of the ability, every time the hero gains a level.
boostPerLevel: what fraction of the hero's original speed the hero should be added on each level of the ability. ".25" would mean the hero has 1.25x speed on level 1, 1.5x speed on level 2, etc.
abilityIndex: how many abilities will the hero have, after this ability is added? This is used to position the ability on the bottom row of the hero's command card.
@Nardival: Go
You have some great ideas, many of which I am already working on. :)
Can someone tell me if I understand this. If I make one hero with all the fancy abilities and stuff and copy his xml I should be able to make other fancy heroes with this program but much faster? Does that mean people could make xml for hero templates making life easier for everyone? If not please help me understand how this works.
So how come every time I download it there's no .exe file. It'd be nice if the README file explained more thoroughly how to use the program. This is really frustrating me so I'm just gonna stop for now and do it the old fashioned way. Looks promising though, kudos.
@Keyeszx: Go
I think you understood the basic idea. Once someone makes a fancy hero/item/ability, he can make it into a Template. You can then use this fancy-ass Template to easily create your own heroes/items/abilities that similar to the original, without needing to know how the original hero/item/ability was made.
@REDlandry: Go
WHOOPS. I totally forgot to put the .exe in the ZIP archive.... my bad. I just posted a new ZIP archive with the executable. It should be approved soon.
I will try to include better documentation in the README for the next version. For now, please refer to the project page and the two videos to see how to use the program. I plan on making a user-friendly version of this program very soon, so that you guys won't have as much trouble getting started.
i can't figure out how to use this... what kind of exp do you need to get this to work? sorry if im sounding stupid but i can't get it the custom items to work (maybe because i dont know how to use it but until i can figure that out i will use other method...) its just so hard... non video tutorials help more than video tutorials... for me anyways...
Oops. Just uploaded a new version and actually made sure it contains the executable now. Sorry about that. It should be approved soon.
The error means that my program could not find the path that you entered. Please make sure you copy/pasted it correctly. If you still can't get it to find your map, try copying your map into the Maps folder, and using the name of your map as the MapPath parameter. Sorry about that. This kind of problem should become less common once I release the GUI version.
Thx a ton. You name will be in big letters on my loading screen.
Edit: Nvm, another problem has arisen. I made my own hero template and named it HeroesTemplate.
Can you send me the "csv" file you used to create that custom item? If you are modifying the csv in a regular text editor, you need to make sure to put a comma between each variable name. All variables names should be on the first line. You also need to separate each variable value with a comma. Look at post 7 for more info.
Please use this thread to discuss the Starcraft 2 Data Manager tool.
Possible topics include:
@MaskedPoptart: Go
Hows the progress going for ability creation? Nothing necessary fancy :)
So wait I'm trying to understand this. You have to create a file with excel to use this? Why not something simple like a .txt file?
What is so hard about copypasting XML in XML view compared to this?
@adovid: Go
Nowhere it says it requires excel. Unless i misread something.
ANd this more of a tool for comple data that could be far more easily manageable with autfill among other stuff. In particualr complex calculations.
Go play Antioch Chronicles Remastered!
Also, coming soon, Antioch Episode 3: Thoughts in Chaos!
Dont like mapster's ugly white? Try Mapster's Classic Skin!
@Alevice: Go
it requires excel
can you use something that can open and close excel files?
@Alevice: Go @illidans911: Go @jaxter184: Go
You can use any program that can open ".csv" files, or any text editor. This means you can open ".csv" files with Excel, Notepad, OpenOffice, etc. The trick is that if you use a text editor, each column will be separated by a comma and each row will be separated by a new line. The reason I did things this way is to allow users to fill out spreadsheets using a file type that they can open in a generic text editor.
Here's an example csv file, and what it looks like if you open it in excel: Now, here's how the same file looks, when opened in a basic text editor, like Notepad:
Sorry that intelligencePerLevel is kind of cut-off... As you can see, it's still possible to edit csv files in text editors, but it's not as easy.
i use OpenOffice's spreadsheet to open scv files
e/ u said that.. lol... openoffice is your best bet
I am yet to use this tool but I think it's a great step towards 'fixing' the Galaxy Editor - as many people attribute it with being too difficult or confusing.
If I knew how, I would create a 3rd party tool that acts as a VisualBasic 'wizard' of sorts. The shortest 'pipeline' I have managed to figure out in Data Editing is by creating new objects, based off similar existing objects, repeating and relinking, then modifying all statistics and fields with a final (and lengthy) debugging period.
Imagine if we could open a standalone .exe file and create
a Unit, Actor, Weapon>Persistent>Launch Missile>Set>Damage>Apply Behaviour>Behaviour
or
a Button>Ability>Effect - Target>Search Area>Set>Validator>Damage>Apply Behaviour>Remove Behaviour
or even
a Mover>Projectile Unit>Actor>Action Actor>Weapon>Create Persistent>Launch Missile
Or any other iteration of the above object-trees... The standalone exe would enable us to alter all 'relevant' fields, and automatically link and assign IDs to objects we create. Vastly simplifying the current data creation process, at maybe a slight cost in complexity we are able to achieve.
Anyway /rant over :) I'll look into using this tool tomorrow.
@Fullachain: Go
I just posted a new version, which includes a hero ability template. You have to use it on a hero that was created using the HeroTemplate. This hero ability template should give you an idea how to create your own hero ability templates. It's a hero ability that gives the hero a speed boost for a few seconds. It's similar to Stimpack, but it does not damage the hero. Here's an explanation of the variables:
@Nardival: Go You have some great ideas, many of which I am already working on. :)
@MaskedPoptart: Go
Glad to hear it. I'm noob with xml and galaxy script but a fast learner... give me a shout if you need help with anything!
Can someone tell me if I understand this. If I make one hero with all the fancy abilities and stuff and copy his xml I should be able to make other fancy heroes with this program but much faster? Does that mean people could make xml for hero templates making life easier for everyone? If not please help me understand how this works.
So how come every time I download it there's no .exe file. It'd be nice if the README file explained more thoroughly how to use the program. This is really frustrating me so I'm just gonna stop for now and do it the old fashioned way. Looks promising though, kudos.
@Keyeszx: Go I think you understood the basic idea. Once someone makes a fancy hero/item/ability, he can make it into a Template. You can then use this fancy-ass Template to easily create your own heroes/items/abilities that similar to the original, without needing to know how the original hero/item/ability was made.
@REDlandry: Go WHOOPS. I totally forgot to put the .exe in the ZIP archive.... my bad. I just posted a new ZIP archive with the executable. It should be approved soon. I will try to include better documentation in the README for the next version. For now, please refer to the project page and the two videos to see how to use the program. I plan on making a user-friendly version of this program very soon, so that you guys won't have as much trouble getting started.
@MaskedPoptart: Go
i can't figure out how to use this... what kind of exp do you need to get this to work? sorry if im sounding stupid but i can't get it the custom items to work (maybe because i dont know how to use it but until i can figure that out i will use other method...) its just so hard... non video tutorials help more than video tutorials... for me anyways...
@jaxter184: Go
Oops. Just uploaded a new version and actually made sure it contains the executable now. Sorry about that. It should be approved soon.
The error means that my program could not find the path that you entered. Please make sure you copy/pasted it correctly. If you still can't get it to find your map, try copying your map into the Maps folder, and using the name of your map as the MapPath parameter. Sorry about that. This kind of problem should become less common once I release the GUI version.
Can you send me the "csv" file you used to create that custom item? If you are modifying the csv in a regular text editor, you need to make sure to put a comma between each variable name. All variables names should be on the first line. You also need to separate each variable value with a comma. Look at post 7 for more info.
I just sent in my laptop for repairs, but I'll send the file asap. Also, I used OpenOffice Spreadsheets.
EDIT: Bad news... My laptop came back from the shop, but they had to wipe my drives. I'll try to get a new error report to you soon.