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Data Editor Lodges lessons on the most complex feature of StarCraft II modding: the Data Editor.

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Old 04-26-2010, 04:49 AM   #1 (permalink)
Registered User Ardnived
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Data Editor Fields: Abilities

Data Editor Fields: Abilities

Abilities
"Actions that can be performed by units."

Information
This is the one in a series of tutorials about the fields for the different objects that can be created in the Data Editor.

These fields are based on what is available for Battlecruiser - Yamato Gun, this is one of the dozen or so abilities that have the most fields.

I have put in what I suspect the fields might do, however many are simply a guess. I hope people will post corrections, and share what they know so we may all benefit.
If you have further information to expand on a section, that would be great too.


Other Sections
Legend

Core Ability:The ability you are currently editing.
Core Unit:The unit that is using the core ability.







Field Name
Category
Accepted Values
Acquire Attackers(None)Boolean
When enabled the ability will automatically acquire targets and activate.
Needs Confirmation
Activity(None)Text
Unknown
AI Notify Effect(None)Text
Unknown
Alert Array(None)Unknown Table
Alerts occur when the core abilitiy is performed in a such a way that it meets the conditions of the corresponding table entry. The alert appears in the form of a notification in the top left area of the screen, such as when a unit has been trained, or a Nuclear launch has been detected. You can make notifications for any ability you want.
There are 5 different entries in the table, each can have a different alert assigned to them.
  • Approach: The alert is activated when the core unit begins moving into position to cast the ability. This usually means moving into range.
  • Cast: The alert is activated when the core ability is cast.
  • Channel: The alert is activated when the core unit begins channeling the core unit.
  • Finish: The alert is activated when the effects of the core ability are concluded.
  • Prepare: The alert is activated when the core unit is preparing the cast the core ability. Such as when ghosts prepare for the nuke to strike.
Needs Confirmation
Arc(None)Real ‹0.0 .. 360.0›
The angle at which the ability's missile is launched.
Needs Confirmation
Arc Slop(None)Real ‹0.0 .. 360.0›
Unkown
Auto Cast Acquire Level(None)Drop Down Menu
Behaviour for the core ability acquiring enemy targets.
  • Defensive: The core ability will only acquire targets that attack the core unit.
  • None: The core ability will not acquire enemy targets.
  • Offensive: The core ability will acquire any enemy target that comes within the core unit's line of sight.
  • Passive: Effects Unknown
Needs Confirmation
Call Down Effect(None)Effect
Unknown
Cancelable(None)Checklist
This determines at what points the casting of the core ability can be canceled
  • Approach: The core ability can be canceled as the core unit is moving in position to begin casting.
  • Cast: The core ability can be canceled while it is being cast.
  • Channel: The core ability can be canceled while it is being channeled.
  • Finish: The core ability can be canceled when it finished casting.
  • Prepare: The core ability can be canceled as it is cooling down.
Needs Confirmation
Commands +(None)[B]Various/B]
This field is used for abilities that have suborders, such as Build Commmands, or Move Commands. For example, TerranBuild has an array of command entries (With indexes such as Build1 > Command Center, or Build2 > Barracks) that refer to each building and such.
Clarification needed.
Cost +(None)Integer Table
You can use this field to enable and disable different resource (Minerals/Vespene/Terrazine/Custom) or stat costs (Life/Energy/Shields) for the ability. Stat costs are, of course, temporary.
Cursor Effect(None)Object Table
This field is used to change the model of the players cursor when choosing a target for the ability, such as the giant disk for nukes or sensor scans.
Default Error(None)Text
Unknown
Editor Comment(None)Text Box
Comments left by the map editor on this unit.
Editor Description(None)Text Box
This text will appear as the unit's tooltip in the editor.
Activity(None)Text
Unknown
Editor Prefix(None)Text
This text will be displayed before the core unit's name in the editor.
Editor Suffix(None)Text
This text will be displayed afterthe core unit's name in the editor.
Unknown
Effect(None)Effect Table
You can use this field to associate Effects with the ability.
Error Alert(None)Error
Unknown
Finish Time(None)Real Table ‹0.0 .. xx›
Unknown
Flags(None)Checklist
  • Abort On Alliance Change: Presumably, if the nature of the alliance status between the owner of the core unit, and the owner of the target unit changes, the casting will be cancelled.
  • Allow Movement: Allow the unit to move while casting.
  • Auto Cast: The core ability can be set to auto cast. When active, the core unit will automatically acquire targets and use the core ability on them.
  • Auto Cast On: By default, auto cast is active.
  • Auto Build: The core ability can be set to auto build. When active, the core unit will automatically create ammo to replace any lost ammo. (eg. Interceptors)
  • Auto Build On: By default, auto build is active.
  • Best Unit: Effects Unknown
  • Chase: If the target unit moves out of range, the core unit will move to make up the distance.
  • External: The ammo (eg. Interceptors), will flank the core unit at all times. This is the case with Broodlords.
  • No Deceleration: Effects Unknown
  • Passenger Acquired External: Effects Unknown
  • Passenger Acquired Passenger: Effects Unknown
  • Passenger Acquired Transport: Effects Unknown
  • Re-executable: Effects Unknown
  • Require Target Vision: Effects Unknown
  • Smart: Effects Unknown
  • Transient: Effects Unknown
  • Transport Acquired Passengers: Effects Unknown
Needs Confirmation
Follow Range(None)Real ‹0.0 .. 500.0›
Unknown
Leash(None)Unknown
Maximum range ammo can move from host. For the carrier this determines how far from the carrier the interceptors can be, before their have to return to the carrier.
Level Button - Image(None)Texture Table
This field, used in conjunction with the next two, allows you to define the button and text displayed for each level of the ability. This field is used to define the button image. Each item in the table is a level, from top down, and corresponding to the items in the following two fields. No melee abilities have multiple levels.
Needs Confirmation
Level Button - Name(None)Text Table
This field allows you to define the name displayed for each level of the ability. Each item in the table is a level, from top down, and corresponding to the items in the other two fields. No melee abilities have multiple levels.
Needs Confirmation
Level Button - Tool Tip(None)Text Table
This field allows you to define the description displayed for each level of the ability. Each item in the table is a level, from top down, and corresponding to the items in the other two fields. No melee abilities have multiple levels.
Needs Confirmation
Marker +(None)Various
Unknown. Requires extensive explanation.
Markers Used(None)Checklist
Unknown
Name(None)Checklist
The core abilitiy's name.
Orders(None)Various
Allows you to customize the appearance of the way point lines that appear when you queue orders. Requires further explanation.
Place Unit(None)Unit
Unknown
Placeholder Unit(None)Unit
This is the unit that will appear when placing a unit. This is used for build abilities, such as the green outline you see when placing a terran building.
Prepare Time(None)Real Table ‹0.0 .. xx›
The duration of the prepare stage of the ability. This takes place in between the cast and approach stages.
Produced Unit(None)Unit Table
Unknown
Progress Button(None)Icon Table
An array of buttons that are displayed at each stage of the ability.
Race(None)Drop Down Menu
For organizational purposes, this classifies the ability as None, Neutral, Protoss, Terran, or Zerg.
Range(None)Real ‹0.0 .. 500.0›
The distance at which the core ability can be cast.
Range Extra(None)Real ‹0.0 .. 100.0›
The distance the target unit can move away from the initial target position before the casting is cancelled.
Refund Fraction(None)Integer Tables ‹xx .. xx›
The fraction of the original cost that is returned if the ability is cancelled.
Set ID(None)Text
This field is used to link abilities to each other. For example, if a unit has ability A, but not ability B, and both abilities have the same ID string, then if the unit is issued and order to execute ability B, it will execute ability A.
Show Progress(None)Checklist
Unknown
Smart Validators(None)Checklist Table
Validators prevent (or allow) an ability to be cast only under certain restrictions. Like for example that Stim Pack can't be casted when Life is below 10, or that you cant autocast Heal on units with full life.
Target Filters(None)Expanded Boolean Table
Unknown. Requires Extensive Explanation.
Target Message(None)Text
This is the message that is displayed to the owner of the core unit, when they are choosing a target for the ability. By default this is usually "Select a Target".
Target Sorts +(None)Unknown
Determines how the ability prioritizes potential targets. Requires further explanation.
Tech Alias(None)Text
When this ability is set as a requirement, this text is displayed instead of the ability's name.
Needs Confirmation
Tech Player(None)Drop Down Menu
Unknown
  • Owner: Effects Unknown
  • Upkeep: Effects Unknown
Tooltip Priority(None)Integer ‹xx .. xx›
Unknown
Uninterruptible(None)Checklist
At the selected stages, the core ability is uninterruptible.
Validate(None)Checlist
Unknown
__________________________

Field Name
Category
Accepted Values
AlignmentCombatDrop Down Menu
Unknown
  • Positive: Effects Unknown
  • Neutral: Effects Unknown
  • Negative: Effects Unknown
Auto Cast FlitersCombatChecklist
The numerous items in this checklist allow you to control the targets of an auto cast ability.
Auto Cast RangeCombatInteger ‹0 .. 500›
If a unit is within this maximum distance from the core unit, then the core unit will be able to target that unit with this ability. This is only relevant if the core ability is an auto cast ability.
Auto Cast ValidatorsCombatBoolean Table
Validators prevent (or allow) an ability to be auto cast only under certain restrictions. Like for exmaple that Stim Pack can't be casted when Life is below 10, or that you cant autocast Heal on units with full life.
__________________________

Field Name
Category
Accepted Values
Editor CategoriesEditorDrop Down Menu
This is simply for organizational purposes, for abilities, you can only set race. This organizes the ability within the editor.
__________________________

Field Name
Category
Accepted Values
Cast Finish TimeStatsReal Table ‹0.0 .. xx›
Unknown
Cast Start TimeStatsReal Table ‹0.0 .. xx›
Unknown
__________________________


Credit for Providing Information
  • Darkness-4ever
  • Alevice
  • Aenigma


Last edited by Ardnived; 08-01-2010 at 05:13 AM.
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Old 04-26-2010, 06:37 AM   #2 (permalink)
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The cursor effect is the change in the pointer, for instance when you use a commander that requires a target or a point to be used, the green arrow cursor that is normally present changes appropriately, this is great for people who don't want the same pointer to appear for every single ability, but gives each ability an even more unique aspect to it in even the tiniest details.
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Old 04-27-2010, 06:11 AM   #3 (permalink)
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Hmm, makes sense, I will change it, thanks. :)

however, I am unsure what the input value is, I put object, but that doesn't seem to make sense, model would probably work better, but I don't think thats what it is.
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Old 04-29-2010, 05:29 PM   #4 (permalink)
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Do you have any idea where we could change the Hotkey for an ability? I've been searching for it and it would be great to know :). Thanks!
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Old 04-29-2010, 10:33 PM   #5 (permalink)
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Well I haven't added all the ability fields yet, but I would guess that it would have no relation to the actual ability.

I would think it would be relative to the button, which can be edited in the Command Card field, and possibly other areas that I have yet to explore.
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Old 04-29-2010, 11:15 PM   #6 (permalink)
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Commands+ refer to certain abilities thatb have "suborders", much like Build commmands, move Commands etc. For example, TerranBuild has an array of Command entries (with indexes such as Build1->Command Center, Build2->Barracks, etc) that refer to each building and such. For abilities like more, there is Move, Patrol, etc.

Alerts occur when the abilitiy is performed correctly in the form of a notification in the top left, like when a marine has been trained, a Nuclear launch has been detected, and such. You can make notifications for any ability you want (like Psi Strom performed succesfully). It is bound to Alert objects.

Validators prevent (or allow) an ability to be catsed under certain restrictions. Like for exmaple that Stim Pack can't be casted when Helath is lower than 10, that you cant autocast Heal on units with full health, etc.
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Old 04-30-2010, 01:52 AM   #7 (permalink)
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Makes sense. Thanks a lot for the information. :D

I put in what I guess the different activators for alerts might do, but I also put in a "Needs Confirmation" notice for that.

+rep


EDIT:
Finally found the time to add the rest of the fields. :)

I will do Effects next because PaulDoe/GenericUsername asked for it. :)
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Old 04-30-2010, 03:59 AM   #8 (permalink)
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Quote:
Originally Posted by mjllonir View Post
Do you have any idea where we could change the Hotkey for an ability? I've been searching for it and it would be great to know :). Thanks!
Buttons tab in data editor.

Also, just fyi, there are a lot more things/fields for abilities than this. If you right click and click Add Object you will notice there are a ton of different "templates" of abilities. Most of them have similar fields, but some slight yet important differences.
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Old 04-30-2010, 05:45 AM   #9 (permalink)
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Hmm, okay for the moment I don't really feel like hunting through the ability editor for the different types and adding them in.

If someone provides me with a list of some or all of them I will add, but otherwise I will be moving on for now and coming back later.
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Old 04-30-2010, 05:58 PM   #10 (permalink)
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If this one is for abilities, what's the other for?
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Old 04-30-2010, 11:07 PM   #11 (permalink)
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Units

EDIT: Tbh, they should actually call the units tab like Ingame Objects or something, because it also encompasses things like items, doodads, etc.
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Old 05-01-2010, 07:58 PM   #12 (permalink)
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@Pyrtie, if you actually read the other topic you will see that it repeatedly says Units :P
Yes I know about the name I made a post in the topic asking a mod to change the name, but no one has yet. :|


@mrzwach, Probably the wrong place for you to post that...
Oh really? I've been trying to figure out where you edit doodads for a while.
But in any case the Tab is called Units, these tutorials are about the fields that are available in each tab. SC2 includes all those things in Units, so i do too.


EDIT:
I have added Effect Data Fields to the series. Behaviours are next.
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Old 05-30-2010, 03:11 AM   #13 (permalink)
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Even if this isn't fully finished, it is a very nice introduction to the fields of the data editor.

~Approved. Feel free to update to make any changes if you feel you need to.
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Old 06-02-2010, 06:30 PM   #14 (permalink)
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It is not the cooldown time, it is like what casting time was in Wc3

For example you would have to check, but I think it is the time where the Yamato Cannon charges.
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Old 10-24-2010, 05:42 PM   #15 (permalink)
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i believe 'show progress' would be like when the zerg base is hatching more larvae and 'require target vision' might be that the target must not be in fog of war...
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