DEVOPROTECT
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Choose a map...
no map selected (.w3x, .w3m, .w3n)
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Full protection
recommended
Script only
Archive only
Custom
Shuffle object IDs
Custom IDs (h000, A00B...) become meaningless ones everywhere. The key (.tsv) is saved next to the output and stays with you.
Advanced
Previous key...
none: every ID is drawn anew
Clear
The key of this map's previous release: objects in both keep their IDs, so save codes keep working. A campaign takes the keys folder.
non-printable IDs
Obfuscate the script
Names, strings and rawcodes of the JASS or Lua script become unreadable; the map behaves the same.
Advanced
convert a JASS script to Lua first (the map then needs Warcraft III 1.31 or newer)
Remove editor-only files
What only the World Editor uses goes out: the map no longer opens there as a normal map.
Advanced
w3i counters
triggers (wtg+wct)
extra (w3c/w3s/imp)
unit placement (units.doo)
doodads (war3map.doo, only if the script creates every one)
Optimize size
Optimize options
recompress (best stream per sector)
re-optimize BLP textures (lossless)
store identical files once
lossy, only above the game's 512 MiB limit: half-size textures, mono 22 kHz sound
Final pack
Protect (sector 512)
None
Extras
Convert DDS textures to BLP (smaller, native)
Decoys and markers
Fake files and malformed-MPQ markers. The markers only apply to the sector-512 pack, and add no barrier of their own: MPQ Editor already refuses that archive.
decoy triggers (fake wtg+wct)
lying file list
decoy imports
fill the hash table with decoys (no new file can be added)
variant: header size
variant: sector high byte
variant: block table bit31
Protect
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