Actions
WarCraft III Replay action format description.
DISCLAIMER
All information in this document was solely obtained by looking at the replay file and guessing the meaning of each single field. All knowledge about the games mechanics is based on experience obtained by playing the game. Neither reverse engineering was used nor any copyrighted files modified. It is explicitly prohibited to use the information provided in this document for any illegal activities including hacking, cheating and pirating. Thank you Blizzard for your great games and a quite straight-forward WarCraft III replay file format ;-)
The use of the information provided in this document is free of charge as long as you follow the rules above. Furthermore you may copy it freely as long as the file is unchanged (please mail us about any error or addition - we like to keep things centralized). We would really appreciate it if you credit us in your project or drop us a line via mail - because we like to know if the work put into this document was anything worth after all ...
Table of Content
1.0 Introduction
1.1 Standardized APMs
2.0 Action ID's
3.0 AbilityFlags
4.0 ItemID's
4.1 Stringencoded ItemID's
4.2 Numeric ItemID's
5.0 ObjectID's
6.0 Click Coordinates
7.0 General notes
8.0 Notes on older Patches
9.0 Credits
10.0 Document revision history
=============================================================================== 1.0 Introduction
This document describes the format of the actions found in the TimeSlot blocks of the replay (see 'w3g_format.txt' section 5 for details):
0x1F - TimeSlot block (rarely also 0x1E) 1 word - number of bytes that follow 1 word - time increment (milliseconds) about 250 ms in battle.net about 100 ms in LAN and single player n-2 byte - CommandData block(s) (not present if n=2)
For every player which has executed an action during the last time slot there is at least one 'CommandData' block.
CommandData block: 1 byte - PlayerID 1 word - Action block length n byte - Action block(s) (may contain multiple actions !)
Action block: 1 byte - ActionID (see 2.0) n byte - action arguments (see 2.0)
Notes: o The number of 'Action blocks' can only be determined by parsing the actions up to the denoted Action block length. o The 'time increments' are only correct for replays played at fastest speed. o Accumulate all 'time increments' to get the time of current action(s).
TODO: analyse time increments of slow/normal speed
=============================================================================== 1.1 Standardized APMs
This section defines a standardized Actions-Per-Minute(APM) value. With it we hope to make APM values more comparable inbetween all current and future replay tools out there and coming. Please use it in your tool too :D
The main goal is an easy-to-implement algorithm. This way even simple replay tools should have no difficulties at all to calculate it.
Basic rules: o Only count in-game actions (no map-signals, no chat). o Every counted action increments the player action counter by one. o Do not filter out any player action. o APM = numbers of actions of a player / time this player played.
Accordingly all actions in section 2.0 are marked in the headline: [APM+] = Action is counted. [APM?] = Special, please read the notes on this action (0x16, 0x19). [APM-] = Action is not counted.
Additionally you have to pay attention to the pause/unpause actions in order to determine the played time correctly: Pause game (action 0x01): o Stop the time at the first occurence of this action (there might be multiple ones). o The pause action itself is not counted. o Do NOT stop counting the actions within a pause (but skip actions like map signals as usual). Resume game (action 0x02): o Resume counting the time at first occurence of this action (there might be multiple ones). o Do not count this action itself.
Due to this simple method there are the following inadequacies: o Cancelling a unit/building by pressing Escape key will be counted twice (Action 0x61 + Action 0x10 with unitid=0x08000D00). o Map signal are uncounted. They are no real in-game actions and can very easily abused to increase the APM value. o No 'tab' action are counted (since patch 1.14b). (Prior to patch 1.14b only the last action of a complete cycle through all subgroups was not counted.)
Keep in mind that for the APM value it is not important, which consequences within the game an action has. It is only significant how often it is used. If a player executes a specific action once every minute, it only results in a 1 APM difference at the end. Do you really need a APM precision better than say ±5 APMs ?
Note: o If you decide to develop your own APM system (e.g. by filtering some user actions) please do not call it APM. Call it TrueAPM, RealAPM, myAPM, UserAPM or something like that instead.
=============================================================================== 2.0 Action ID's
0x01 - Pause game [ 1 byte ] [APM-]
no additional data
Notes: o Due to lag there can be multiple pause or unpause actions, but they didn't stack. The first unpause will resume the game, no matter how many pause actions came before.
o There can be other actions between pause and resume action (e.g. map signal action, actions issued before game pausing but delayed by network latency)
o The length of the replay (found in replay header) is the effective play time excluding any pause
0x02 - Resume game [ 1 byte ] [APM-]
no additional data
Note: o See notes for Pause game action
0x03 - Set game speed in single player game (options menu) [ 2 byte ] [APM-]
1 byte - game speed: 0x00 - slow 0x01 - normal 0x02 - fast
Note: o Time increments (see 1.0) are only correct for fast speed.
0x04 - Increase game speed in single player game (Num+) [ 1 byte ] [APM-]
no additional data
Note: o Time increments (see 1.0) are only correct for fast speed.
0x05 - Decrease game speed in single player game (Num-) [ 1 byte ] [APM-]
no additional data
Note: o Time increments (see 1.0) are only correct for fast speed.
0x06 - Save game [ n bytes ] [APM-]
n bytes - savegame name (null terminated string)
0x07 - Save game finished [ 5 bytes ] [APM-]
1 dword - unknown (always 0x00000001 so far)
This action is supposed to signal that saving the game finished. It normally follows a 0x06 action.
0x10 - Unit/building ability (no additional parameters) [ 15 bytes ] [APM+]
1 word - AbilityFlags (see section 3) ('byte' for patch version < 1.13)
1 dword - ItemID (see section 4)
1 dword - unknownA (0xFFFFFFFF) (only present for patch version >= 1.07) 1 dword - unknownB (0xFFFFFFFF) (only present for patch version >= 1.07)
Note: o For pre v1.07 replays this record is only 6 bytes.
o For pre v1.13 replays AbilityFlags is a Byte and therefore the whole block 1 byte smaller.
0x11 - Unit/building ability [ 22 bytes ] [APM+] (with target position)
1 word - AbilityFlags (see section 3) ('byte' for patch version < 1.13)
1 dword - ItemID (see section 4)
1 dword - unknownA (0xFFFFFFFF) (only present for patch version >= 1.07) 1 dword - unknownB (0xFFFFFFFF) (only present for patch version >= 1.07)
1 dword - target location X 1 dword - target location Y
Note: o For pre v1.07 replays this record is only 14 bytes.
o For pre v1.13 replays AbilityFlags is a Byte and therefore the whole block 1 byte smaller.
0x12 - Unit/building ability [ 30 bytes ] [APM+] (with target position and target object ID)
1 word - AbilityFlags (see section 3) ('byte' for patch version < 1.13)
1 dword - ItemID (see section 4)
1 dword - unknownA (0xFFFFFFFF) (only present for patch version >= 1.07) 1 dword - unknownB (0xFFFFFFFF) (only present for patch version >= 1.07)
1 dword - target position X coordinate 1 dword - target position Y coordinate
1 dword - objectID1 1 dword - objectID2
objectID1 == objectID2 == FF FF FF FF for no object (e.g. rally on ground)
Note: o For pre v1.07 replays this record is only 22 bytes.
o For pre v1.13 replays AbilityFlags is a Byte and therefore the whole block 1 byte smaller.
0x13 - Give item to Unit / Drop item on ground [ 38 bytes ] [APM+] (with target position, object ID A and B)
1 word - AbilityFlags (see section 3) ('byte' for patch version < 1.13)
1 dword - ItemID (see section 4)
1 dword - unknownA (0xFFFFFFFF) (only present for patch version >= 1.07) 1 dword - unknownB (0xFFFFFFFF) (only present for patch version >= 1.07)
1 dword - target location X 1 dword - target location Y
1 dword - Target_objectID_1 1 dword - Target_objectID_2
1 dword - Item_objectID_1 1 dword - Item_objectID_2
Notes: o For pre v1.07 replays this record is only 30 bytes.
o For pre v1.13 replays AbilityFlags is a Byte and therefore the whole block 1 byte smaller.
o Target_objectID 1 and 2 is 0xFFFFFFFF for ground
Example: drop potion on ground: 13 40 21 00 0D 00 5B 10 58 C3 97 CE 1B 44 FF FF FF FF FF FF FF FF 11 2D 00 00 D3 96 00 00
0x14 - Unit/building ability [ 43 bytes ] [APM+] (with two target positions and two item ID's)
1 word - AbilityFlags (see section 3) ('byte' for patch version < 1.13)
1 dword - ItemID_A (see section 4)
1 dword - unknownA (0xFFFFFFFF) (only present for patch version >= 1.07) 1 dword - unknownB (0xFFFFFFFF) (only present for patch version >= 1.07)
1 dword - target location A_X 1 dword - target location A_Y
1 dword - ItemID_B (see section 4)
9 byte - unknown
1 dword - target location B_X 1 dword - target location B_Y
Notes: o For pre v1.07 replays this record is only 35 bytes.
o For pre v1.13 replays AbilityFlags is a Byte and therefore the whole block 1 byte smaller.
Examples:
(human townhall rightclick on tree (tree not direct accessible)) Felwood: 14 00 03000D00 000024C5 0000B844 72745443 40 00100100 000000FF 000024C5 0000B844 . . . . . . . .
Lordaeron Summer: 14 00 03000D00 0000D8C4 00005044 746C544C 40 00100100 000000FF 0000D8C4 00005044 . . . . . . . . . . . . P D t l T L @ . . . . . . . . . . . . . . P D
Village-Autumn: 14 00 03000D00 000070C4 00007044 77745446 40 00100100 000000FF 000070C4 00007044 . . . . . . . . p . . . p D w t T F @ . . . . . . . . . . p . . . p D
Dungeon: 14 00 03000D00 0000A0C3 00009844 68735444 40 00100100 000000FF 0000A0C3 00009844 . . . . . . . . . . . . . D h s T D @ . . . . . . . . . . . . . . . D
(rightclicks)[==] 14 00 03000D00 0000D845 000000C6 6C6F676E 08 00A05500 0000000F 0000D845 000000C6 . . . . . . . . . E . . . . l o g n . . . U . . . . . . . . E . . . .
14 00 03000D00 0000C0C4 00001BC6 77745442 40 00100100 000000FF 0000C0C4 00001BC6 . . . . . . . . . . . . . . w t T B @ . . . . . . . . . . . . . . . .
14 00 03000D00 00008845 0000BE45 746C544C 40 00100100 000000FF 00008845 0000BE45 . . . . . . . . . E . . . E t l T L @ . . . . . . . . . . . E . . . E
14 00 03000D00 00004AC5 0000C3C5 65746165 08 00905908 00000001 00004AC5 0000C3C5 . . . . . . . . J . . . . . e t a e . . . Y . . . . . . . J . . . . .
14 00 03000D00 000080C4 0000D845 6C6F6775 08 0090590A 00000001 000080C4 0000D845 . . . . . . . . . . . . . E l o g u . . . Y . . . . . . . . . . . . E
(attack)[!=] 14 18 0F000D00 BA387FC3 2C6F6FC5 746C544C 40 00100100 000000FF 0000A0C3 000074C5 . . . . . . . 8 . , o o . t l T L @ . . . . . . . . . . . . . . t .
(undead gold)[==] 14 04 6C6F6775 0000F044 00002C45 6C6F676E 08 00A05500 0000000F 0000F044 00002C45 . . l o g u . . . D . . , E l o g n . . . U . . . . . . . . D . . , E"
0x16 - Change Selection (Unit, Building, Area) [ 4+n*8 bytes ] [APM?]
1 byte - select mode: 0x01 - add to selection (select) 0x02 - remove from selection (deselect) 1 word - number (n) of units/buildings
block repeated n times: 1 dword - ObjectID1 1 dword - ObjectID2
(ObjectID1 == ObjectID2 for starting town hall and trees ?)
Note: o If one simply selects a new unit then this results in a single 'add to selection'-action (16 01) preceded by a 'remove from selection'-action (16 02) for the complete old selection.
APM-Note: o Every 'Change Selection' action (both 'select' and 'deselect') increases the APM counter by one [APM+], BUT: o Do not count a 'select' action that follows immediately after a 'deselect' action within the same CommandData block. This is reasonable because mostly all deselect actions in front of select actions are autogenerated by WarCraft and therefore the whole deselect/ select combo action needs to be counted as 1 action only. o Example pseudo algorithm:
0x17 - Assign Group Hotkey [ 4+n*8 bytes ] [APM+]
1 byte - group number (0-9) the group number is shifted by one: key '1' is group0, ... , key '9' is group8 and key '0' is group9 1 word - number (n) of items in selection
block repeated n times: 1 dword - ObjectID1 1 dword - ObjectID2
Note: o There is no extra 'add to group' action (Shift-[1..0]). Instead the whole new group is listed with an 'assign group hotkey' action.
0x18 - Select Group Hotkey [ 3 bytes ] [APM+]
1 byte - group number (0-9) the group number is shifted by one: key '1' is group0, ... , key '9' is group8 and key '0' is group9 1 byte - unknown (always 0x03)
Note: o There is no deselect action (0x16 02) issued for the previous selection.
0x19 - Select Subgroup (patch version >= 1.14b) [ 13 bytes ] [APM?]
1 dword - ItemID (see section 4) 1 dword - ObjectID1 (see section 5) 1 dword - ObjectID2
Notes: o Always following a 0x1A-Action (Pre subselection)
o The ItemID and the ObjectID represents the first unit in the newly selected subgroup. This can be used to associate ItemID's with ObjectID's for one unit!
o Nearly all 'Select Subgroup' actions are autogenerated.
TODO: o Find algorithm to detect real 'SelectSubgroup' actions (TAB-key pressed) for APM counting.
0x19 - Select Subgroup (patch version < 1.14b) [ 2 bytes ] [APM?]
1 byte - subgroup number (0-11, 0xFF)
Notes: o There is a special subgroup action: 0x19 0xFF It is an auto-generated action in the replay and might mean something like "update subgroups" (e.g. when a summoned unit disappears or peasant turns into militia etc.).
o Most 'select subgroup 0'-actions (0x19 00) are autogenerated too (e.g. if one selects a subgroup and then selects a completely different unit).
o Since patch 1.13 nearly all 'Select Subgroup' actions are autogenerated. Very often WarCraft seems to write a complete subgroup status to the replay. For every player there is an 'Update Subgroup' action (0x19 0xFF) followed immediately by a 'Select Subgroup' action where the subgroup number represents the current subgroup status. This status does not always correspond to the currently selected subgroup of this player. (TODO: why?)
APM-Note: o Only count this action if 'subgroup number' is neither 0x00 nor 0xFF.
o Do not count a 'Select Subgroup' action that follows immediately after a 'Update Subgroup' action within the same CommandData block. (Adapt the example pseudo algorithm of action 0x16.)
0x1A - Pre Subselection [ 1 byte ] [APM-]
no additional data
Notes: o Mostly followed by a 0x19-Action (Select Subgroup) but not always
0x1B - Unknown [ 10 bytes ] [APM-] 0x1A for WarCraft III patch version <= 1.14b
1 byte - unknown (always 0x01 so far) 1 dword - unknown (ObjectID1?) 1 dword - unknown (ObjectID2?)
Notes: o Only in scenarios, maybe a trigger-related command
0x1C - Select Ground Item [ 10 bytes ] [APM+] 0x1B for WarCraft III patch version <= 1.14b
1 byte - unknown (flags? always 0x04 so far) 1 dword - ObjectID1 1 dword - ObjectID2
Notes: o Leftclick on an item laying on the ground (selecting it).
o This action is normally preceded by a deselect (0x16 02) and subgroup update (0x19 FF) action.
0x1D - Cancel hero revival [ 9 bytes ] [APM+] 0x1C for WarCraft III patch version <= 1.14b
1 dword - UnitID1 (always a hero) 1 dword - UnitID2 (always a hero)
Notes: o This action is only present in LAN/Multiplayer games.
o It is issued for every canceled hero revival - regardless which spot in the "build/revival queue" the hero had.
o It is not issued for canceling hero training. There you get the "usual" "61 10 40 08 00 0D 00 ..." action sequence.
o This action is normally preceded by a deselect (0x16 02) and subgroup update (0x19 FF) action.
0x1E - Remove unit from building queue [ 6 bytes ] [APM+] 0x1D for WarCraft III patch version <= 1.14b
1 byte - SlotNr (0 = unit currently build, 1 = first unit in queue, 2 = second unit in queue, ... 6 = last unit in queue) 1 dword - ItemID (StringID for the canceled unit)
0x21 - unknown [ 9 bytes ] [APM-]
1 dword - unknown [A] (0x000064F0 so far) 1 dword - unknown [B] (0x000064F0 so far)
Note: o Very very rare action block. o Found in replays with patch version 1.04 and 1.05.
0x20, 0x22-0x32 - Single Player Cheats [ * bytes ] [APM-]
Action | Size | Cheat | Description -------+--------+--------------------------+------------------------------- 0x20 | 1 Byte | TheDudeAbides | Fast cooldown 0x22 | 1 Byte | SomebodySetUpUsTheBomb | Instant defeat 0x23 | 1 Byte | WarpTen | Speeds construction 0x24 | 1 Byte | IocainePowder | Fast Death/Decay 0x25 | 1 Byte | PointBreak | Removes food limit 0x26 | 1 Byte | WhosYourDaddy | God mode 0x27 | 6 Byte | KeyserSoze [amount] | Gives you X Gold 0x28 | 6 Byte | LeafitToMe [amount] | Gives you X Lumber 0x29 | 1 Byte | ThereIsNoSpoon | Unlimited Mana 0x2A | 1 Byte | StrengthAndHonor | No defeat 0x2B | 1 Byte | itvexesme | Disable victory conditions 0x2C | 1 Byte | WhoIsJohnGalt | Enable research 0x2D | 6 Byte | GreedIsGood [amount] | Gives you X Gold and Lumber 0x2E | 5 Byte | DayLightSavings [time] | Set a time of day 0x2F | 1 Byte | ISeeDeadPeople | Remove fog of war 0x30 | 1 Byte | Synergy | Disable tech tree requirements 0x31 | 1 Byte | SharpAndShiny | Research upgrades 0x32 | 1 Byte | AllYourBaseAreBelongToUs | Instant victory | | | ? | | Motherland [race][level] | Campain level jump
Additional Parameter: o Action 0x27,0x28,0x2D: Adding Resources 1 byte - unknown (always 0xFF) 1 dword - (signed) amount of ressources
o Action 0x2E: Set time of day 1 float - time (IEEE single precision float, 4Bytes)
Notes: o Action 0x21 is not a cheat (see action above). o Cheat "TenthLevelTaurenChieftain" (changes background music) does not appear in replays.
0x50 - Change ally options [ 6 bytes ] [APM-]
1 byte - player slot number (0-11)(including computer AI players) 1 dword - flags bit 0-4 - set if allied with player (value 0x1F) bit 5 - set if vision shared with player (value 0x20) bit 6 - set if unit control is shared with player (value 0x40) bit 10 - set if "allied victory" is ticked (value 0x0400) (for patch version >= 1.07, see note)
Notes: o All other bits not listed above are unused (zero).
o The parameter to this action always reflects the current status of all options.
o There is a action for every player where at least one option was changed.
o Changing the "allied victory" option results in an action for every player in game (no matter if ally or non-ally).
o On patch version <= 1.06 the "allied victory" option was represented by bit 9 (value 0x0200).
o Shared unit control is linked to both shared vision and ally up. If either of them is unticked shared unit control is disabled too.
0x51 - Transfer resources [ 10 bytes ] [APM-]
1 byte - player slot number (0-11)(including computer AI players) 1 dword - Gold to transfer 1 dword - Lumber to transfer
Note: o Transfering resources to multiple players results in an action for every involved player.
0x60 - Map trigger chat command (?) [ n bytes ] [APM-]
1 dword - unknownA 1 dword - unknownB n bytes - null terminated string (chat command or trigger name)
Note: o unknownA == unknownB so far
0x61 - ESC pressed [ 1 byte ] [APM+]
no additional data
Notes: o This action often precedes cancel build/train actions.
o But it is also found seperately (e.g. when leaving the 'choose skill' subdialog of heros using ESC).
0x62 - Scenario Trigger [ 13 bytes ] [APM-]
1 dword - unknown [A] 1 dword - unknown [B] 1 dword - unknown (counter) (only present for patch version >= 1.07)
Notes: o A=B in all replays so far.
o Probably sync action for custom map timer triggers.
o The third dword counts upwards in TFT azure tower defense map games.
o The third dword was missing for replays with patch version <= 1.06
o For pre v1.07 replays this record is only 9 bytes.
0x66 - Enter choose hero skill submenu [ 1 byte ] [APM+] 0x65 for WarCraft III patch version <= 1.06
no additional data
Notes: o This action is issued if you select a hero and enter his 'choose skill' submenu. It does not matter wether one actually can choose a new skill (because of level up) or not.
0x67 - Enter choose building submenu [ 1 byte ] [APM+] 0x66 for WarCraft III patch version <= 1.06
no additional data
Notes: o This action is issued if you select a worker (peon, peasant, acolyte, wisp) and enter the build submenu to choose a building to create. It does not matter whether one really builds something.
o It is usually followed by a build action (0x11) or a ESC action (0x61).
0x68 - Minimap signal (ping) [ 13 bytes ] [APM-] 0x67 for WarCraft III patch version <= 1.06
1 dword - Location X 1 dword - Location Y 1 dword - unknown (00 00 A0 40)
0x69 - Continue Game (BlockB) [ 17 bytes ] [APM-] 0x68 for WarCraft III patch version <= 1.06
1 dword - unknown [C] 1 dword - unknown [D] 1 dword - unknown [A] 1 dword - unknown [B]
Notes: o This action is issued if the game winner chooses 'continue game' or if 'observer on defeat' is enabled and a loser chooses 'continue game'.
o Always combined with 0x6A action (see below).
0x6A - Continue Game (BlockA) [ 17 bytes ] [APM-] 0x69 for WarCraft III patch version <= 1.06
1 dword - unknown [A] 1 dword - unknown [B] 1 dword - unknown [C] 1 dword - unknown [D]
Notes: o This action is issued if the game winner chooses 'continue game' or if 'observer on defeat' is enabled and loser choose 'continue game'.
o Only present for replay saver, 'continue game' of other players results in normal 'leave game' action.
o Always followed by a 0x69 action (see above) with data [C][D][A][B].
o Parameters [A][B] look similar to those of 0x62 action.
0x75 - Unknown [ 2 bytes ] [APM-]
1 byte - unknown
Notes: o Only in scenarios, maybe a trigger-related command
=============================================================================== 3.0 AbilityFlags
Ability flags represent additional attributes of an action. E.g.: If bit 0 is set the action was queued (by pressing the shift key) and will only be executed after the previous action was finished.
Unfortunately Warcraft sets some of the bits automatically, even when the player didn't press a modifier button/key (e.g. subgroup command flag).
The Flag item used to have BYTE size until patch 1.12. With patch 1.13 it was extended to a WORD. Flag value is composed of the following values
0x0001 - queue command (shift held down) 0x0002 - ? (apply to all units in subgroup ?) 0x0004 - ? (area effect ?) 0x0008 - group command (all units in current selection) 0x0010 - move group without formation (formation disabled) 0x0020 - ? 0x0040 - ctrl held down (subgroup command) sometimes automatically added (e.g. subgroup worker -> rightclick mine without ctrl)
new since patch 1.13 0x0100 - autocast on/off command
Examples: 0x42 - rightclick item in inventory 0x44 - use ability (revive hero, cast spell) 0x48 - ctrl group command (group peasants -> goldmine)
0x44 - detonate Wisp (area effect unit ability ?) 0x4C - use WON (area effect item ?) 0x00 - use ability (Stop, Hold, uproot, Mirrorimage etc.) 0x40 - Train unit / Research / Buy (resources changed?) (Orc burrow - combatpositions) 0x42 - use special ability (that changes unit stats ???) (heros: skill ability, HU townhall: call to arms) 0x44 - Summon (summon units and train heros)
TODO: further research, verification
=============================================================================== 4.0 ItemID's
There are two types of ItemID's - alphanumeric and stringencoded: o Both types are 4 Bytes long. o Stringencoded ID's contain four valid characters. o Alphanumeric ID's have always the format: ?? ?? 0D 00
=============================================================================== 4.1 Stringencoded ItemID's
Stringencoded ItemID's are used for: o Constructing a building o Upgrading a building (Tier2, Tier3, tower upgrades) o Training units/heros o Skilling hero abilities o Researching abilities/skills/spells o Researching upgrades o Buying items/merc./heros
Stringencoded ID's contain four valid characters, giving a representative name for the unit/hero/item/ability.
Blizzard used some kind of naming convention for some things: The lowbyte (little Endian style) of the string may mean: 'A' - Hero ability
For Hero abilities ('A') the next byte denotes the race (E=elf,H=human,O=orc,U=undead). For Research items ('R') the next byte denotes the race (e=elf,h=human,o=orc,u=undead).
Shop items and mercenaries don't fit into this naming sceme - e.g. some things start with a 'h'. But the hole string is always unequivocal.
A complete list of string encoded ID's used can be found in the file "war3.mpq/Scripts/common.ai" (units & buildings) and in the files "war3.mpq/Units/*Strings.txt" (units, abilities, upgrades, items) in your WarCraft directory.
Even more information (including gold cost etc.) about the String ID's can be found in the "war3.mpq/Units/*.slk" data files.
Following are some example ID's:
=============================================================================== 4.2 Numeric ItemID's
Numeric ItemID's are only used on EXECUTION of abilities/spells. (e.g. hero spells, unit spells, autocast on/off)
Alphanumeric IDs have always the format: ?? ?? 0D 00
Following is a list of alphanumeric ID's found so far:
(p1.07) 84 00 0D 00 - Berserk (Orc troll berserker) [10- ] 85 00 0D 00 - use ability: bloodlust (Orc Shaman) [12-44-ID-ClickX/Y-TargetID] 86 00 0D 00 - enable autocast bloodlust (Orc Shaman) [10-42-ID] 87 00 0D 00 - disable autocast bloodlust (Orc Shaman) [10-42-ID] 88 00 0D 00 - use ability: devour (Orc Kodo beast) [12-44-ID-ClickX/Y-TargetID] 89 00 0D 00 - use ability: sentry ward (Orc Witch Doctor) [11-44-ID-ClickX/Y] 8A 00 0D 00 - use ability: entangle (Orc Raider) [12-44-ID-ClickX/Y-TargetID]
(p1.07) 0E 01 0D 00 - use ability: Rain of Fire (Hero: Pit Lord) [11-44-ID-ClickX/Y] use ability: Chaos rain (Archimonde) [11-44-ID-ClickX/Y] use ability: Fire rain (daemonic statue) [11-44-ID-ClickX/Y]
(p1.07) 2E 01 0D 00 - use ability: reveal (HU Arcane Tower) [11-]
(<p1.07) EA 01 0D 00 - disable autocast frost armor (UD Lich) [10-42-ID] (added patch 1.03) (p1.07) EA 01 0D 00 - enable autocast frost armor (UD Lich) [10-42-ID] (p1.07) EB 01 0D 00 - disable autocast frost armor (UD Lich) [10- ]
all unitIDs below are introduced with patch 1.07:
(p1.15) AC 02 0D 00 - Cluster Rockets (Hero: Goblin Tinker) [11- ]
(p1.15) B0 02 0D 00 - Robo-Goblin (Hero: Goblin Tinker ultimate) [10- ] (p1.15) B1 02 0D 00 - Revert to Tinker (Hero: Goblin Tinker) [10- ] (p1.15) B2 02 0D 00 - Pocket Factory (Hero: Goblin Tinker) [11- ]
(p1.17) B6 02 0D 00 - Acid Bomb (Hero: Goblin Alchemist) [12- ] (p1.17) B7 02 0D 00 - Chemical Rage (Hero: Goblin Alchemist) [10- ] (p1.17) B8 02 0D 00 - Healing Spray (Hero: Goblin Alchemist) [11- ] (p1.17) B9 02 0D 00 - Transmute (Hero: Goblin Alchemist) [10- ]
(p1.17) BB 02 0D 00 - Summon Lava Spawn (Hero: Fire Lord) [10- ] (p1.17) BC 02 0D 00 - Soulburn (Hero: Fire Lord) [12- ] (p1.17) BD 02 0D 00 - Volcano (Hero: Fire Lord) [11- ] (p1.18) BE 02 0D 00 - Incinerate (Hero: Fire Lord) [10- ] (p1.18) BF 02 0D 00 - enable autocast: Incinerate (Hero: Fire Lord) [10- ] (p1.18) C0 02 0D 00 - disable autocast: Incinerate (Hero: Fire Lord) [10- ]
The following abilities are present in the world editor but cannot be used in the game (and therefore the ItemID remains unknown):
=============================================================================== 5.0 Object ID's
Every single object (units, heros, items, buildings, summons, even trees) in a replay gets a unique number, the ObjectID. It is used as a reference to this object in 'change selection' actions or for denoting target objects. Warcraft generates the number probably just-in-time and (more or less) upcounting.
One ObjectID consists of two doubleword numbers. Sometimes these numbers are equal (probably for all objects that exist at the start of the game).
Notes: o ObjectIDs are still an unsolved problem in replays. (And will maybe never be solved in a usable way. Maybe the new action 0x1A introduced with patch 1.14b can be used to get some usable information out of the ObjectID's.)
Differenz der ObjectID1 der Startarbeiter: Peasant: 0x16 Peon: 0x16 Wisp: 0x16 Aco: 0x19
Differenz ObjectID2 - ObjectID1
Team:Differenz
Replay: | m100 | m107 | m106
Player Slot 1 - NE | | | 0:0x03 UD | 0:0x06 | | HU | | 0:0x00 | O | | |
Player Slot 2 - NE | 1:0x09 | 1:0x03 | UD | | | HU | | | O | | | 1:0x03
Player Slot 3 - NE | 0:0x0C | 0:0x06 | UD | | | 0:0x09 HU | | | O | | |
Player Slot 4 - NE | | | UD | 1:0x12 | 1:0x0C | HU | | | O | | | 1:0x09
=============================================================================== 6.0 Click Coordinates
Click coordinates are standard IEEE single precision floats (4 bytes) corresponding to the coordinates in World Editor.
Notes: o The center of the map has the coordinates (0,0). //FIXME: its rather the center of map coordinate range
o The range of the coordinates depends on the size of the map and the equivalent settings in the World Editor.
o Maximum range is -16384.000 to 16384.000 (256x256 maps).
o Buildings can only be placed on a discrete grid. The grid step size is 64.00 Units per grid line.
=============================================================================== 7.0 General notes
o Patch 1.07 represents the retail version of the expansion pack 'The Frozen Throne' (TFT). It was immediatlely followed by a patch 1.10 that brought both TFT and ROC to the same patch level. Actually both game versions seem to use the improved TFT game engine.
o There are only user inputs in a replay. There are no computer actions, no 'training complete' data, no results of fights, no information about death of units, etc..
o Most actions in the replay are right-click actions. The true actions they are translated to by the game remain hidden.
o There are no special actions for build, skill, train etc. There are only five basic actions for this task (0x10 - 0x14) that differ in the number of arguments provided. The true nature of the action is only detectable by the provided ItemID.
o Build actions that failed due to unsufficient resources are not saved in the replay !
o There is no difference regarding action codes between a train action for a single building and a train action for two or more buildings. One cannot determine whether a unit is build in all of the selected buildings or only in one. It depends on resources and food supply but is not denoted in the replay.
o There are no notifications in the replay, if a player overrides a command before it was executed (e.g. by giving the unit a new order while it is on the way to execute an ability at a distant location/target). Therefore for all actions 0x11-0x14 one cannot be sure whether the assigned action was really executed.
o Changing map colors (friend/foe) is not recorded in replay.
o Selecting already selected units gives no additional actions in the replay!
o Day/night changes are not denoted in the replay data.
o Any field of view changes (e.g. click on minimap, 'space', 'ctrl-c') are not saved in the replay.
o In replays of patch version <= 1.06 only chat messages that activate map triggers are saved (action 0x60).
=============================================================================== 8.0 Notes on older Patches
Pre Patch 1.14b: o Action 0x19 was used instead of action 0x1A. o Action 0x1B - 0x1E were shifted down by one (0x1A - 0x1D).
Pre patch 1.13: o AbilityFlag (action 0x10-0x14) was only a byte, instead of a word. o Actions 0x10 - 0x14 were 1 byte shorter.
Pre patch 1.07: o Chat text messages were not saved o Actions 0x10 - 0x14 were 8 bytes shorter. o Actions 0x62 used to be 4 bytes shorter. o There was one action missing between 0x63 and 0x65 (the specific action is still unknown). So all following actions were shifted by one.
Pre patch 1.03: o (TODO)
Frozen Throne Beta Replays: o (not investigated)
=============================================================================== 9.0 Credits
We like to thank the following people for their help on decoding the W3G action format (in alphabetical order):
o Jca for
inspiration by publishing w3chart and bwchart
o Julas for
help on changes in patch 1.13, 1.17
hint on correct interpretation of 0x19/0x1a select subgroup command
many other hints and comments
o JemHadar for
info on changed size of Abilityflags in 1.13
o Kliegs for
hosting a CVS for replay format related documents
o LeoLeal for
investigations on patches 1.17
o Mike for
finding the meaning of action 0x1C
finding upshifted actions 0x1B-0x1E in patch 1.14b
documenting new action 0x1A in patch 1.14b
o Pr1v for
documenting actions 0x1A and 0x75
o ShadowFlare for
WinMPQ
hosting the developer forum
o Soar
hint on additional dword in action 0x62
hint on correct interpretation of 0x19/0x1a select subgroup command
o Ziutek for
Total Commander MPQ plugin
We like to thank the following people for their help on working out the APM standard (in alphabetical order again):
o kackn00b o LeoLeal o Mike o MrO o Pr1v o Soar
If we forgot to mention someone here, please let us know. We are only human too :D
=============================================================================== 10.0 Document revision history
o general notes
information added
information changed
version 1.01 (2006-03-25)
2006-03-25: - updated urls in file header
version 1.00 (2005-04-30)
2005-04-30: o finally tagged this an 1.xx version (yeah!) 2005-04-30: - updated credits (did we forget someone?) 2005-04-26: - did some additions and fixes on the new heros (numeric IDs) (thx LeoLeal, Julas) 2005-04-26: + added numeric IDs for autocast Incinerate (patch 1.18) 2005-04-26: - huge fix on 0x19/0x1a select subgroup command (thanks to Soar and Julas once again)
version 0.98 (2004-10-02) (internal)
2004-10-02: + added new heros introduced with patch 1.17 (thx Soar) 2004-04-20: + added 'Goblin Tinker' abilities
version 0.97 (2004-01-18)
2004-01-28: - some minor additions and corrections. 2004-01-17: + added notes on patch 1.14b in section 8 2004-01-17: - changed action 0x1B-0x1E for patch 1.14b 2004-01-17: + added new action 0x1A (SelectSubgroup) for patch 1.14b
version 0.96 (2004-01-02)
2004-01-02: o release candidate 5 2004-01-01: - changed APM algorithm for action 0x19 (SelectSubgroup) 2004-01-01: + added patch 1.13 related note in action 0x19 (SelectSubgroup) 2003-12-27: + added actions 0x1A and 0x75 2003-12-25: + added notes on patch 1.13 in section 8 2003-12-20: + added some more credits 2003-12-18: + added more information on changed AbilityFlags value. 2003-12-18: + added new (1.13) action 0x1C 2003-12-17: - changed Abilityflags from 'byte' to 'word' for patch 1.13+ 2003-12-15: - fixed developer forum URL in header
version 0.95 (2003-12-14)
2003-12-14: o release candidate 4 2003-12-14: - various minor tweaks 2003-12-06: - replaced term 'command' with term 'action' in many places. 2003-12-06: - more differentiated use of the term 'select' in various places. 2003-12-06: - renamed action 0x16 from 'Select' to 'Change Selection'. 2003-12-06: - fixed various minor typos and grammar mistakes. 2003-12-05: - changed APM algorithm for action 0x16
version 0.94 (2003-12-02)
2003-12-02: o release candidate 3 2003-12-02: - killed a lot of trailing spaces 2003-11-11: - fixed typos and grammar at various places 2003-10-30: + added section and notes about standardized APM 2003-09-27: - changed note on Pause action 2003-09-27: - changed note on ContinueGame action
version 0.93 (2003-09-20)
o release candidate 2 o various layout improvements
added coordinate information
added ObjectID information
added ItemID for 'abort divine shield'
added ItemID for manual use of 'Spell Steal'
added ItemID for 'reveal (Human arcane tower)'
added continue game block description
fixed parameter of action 0x3E (cheat 'daylightsavings')
fixed some errors in description of action 0x50 (ally options)
changed section 1 - Introduction
changed section 5 - ItemID
various minor fixes and updates
version 0.92 (2003-07-22)
o release candidate 1
added actions for single player cheats
added data dword for action 0x62 (thx Soar)
added some additional notes to disclaimer
added many/most TFT unitIDs
fixed typo with size of action 0x11
fixed size of action 0x62 (changed in 1.07)
renamed mostly all 'patch 1.10' to 'patch 1.07', because first TFT release was 1.07 and the replays had the same structure as in 1.10 o some minor layout changes
version 0.91 (2003-07-14)
o fixed size bug of action 0x11 (thx to A. Chaschev)
version 0.90 (2003-06-29)
o internal beta for release version
=============================================================================== Test this !
Following are some internal notes for further research (partly german - sorry).
more menu options
'CTRL' key option in game options menu
0x14 command - double rightclick ?
AbilityFlags weiter untersuchen
Add this:
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