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Data Editor Fields: Abilities

Level 11
Joined
Aug 16, 2007
Messages
847
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)Various/B][r]
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.​
[r]
Cost +[c](None)[c]Integer Table[r]
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.​
[r]
Cursor Effect[c](None)[c]Object Table[r]
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.​
[r]
[c][c] [r]
Default Error[c](None)[c]Text[r]
Unknown​
[r]
Editor Comment[c](None)[c]Text Box[r]
Comments left by the map editor on this unit.​
[r]
Editor Description[c](None)[c]Text Box[r]
This text will appear as the unit's tooltip in the editor.​
[r]
Activity[c](None)[c]Text[r]
Unknown​
[r]
Editor Prefix[c](None)[c]Text[r]
This text will be displayed before the core unit's name in the editor.​
[r]
Editor Suffix[c](None)[c]Text[r]
This text will be displayed afterthe core unit's name in the editor.​
[r]
Unknown​
[r]
Effect[c](None)[c]Effect Table[r]
You can use this field to associate Effects with the ability.​
[r]
Error Alert[c](None)[c]Error[r]
Unknown​
[r]
Finish Time[c](None)[c]Real Table ‹0.0 .. xx›[r]
Unknown​
[r]
Flags[c](None)[c]Checklist[r]
  • 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
[c]
[c]Needs Confirmation[r]
Follow Range[c](None)[c]Real ‹0.0 .. 500.0›[r]
Unknown​
[r]
Leash[c](None)[c]Unknown[r]
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.​
[r]
Level Button - Image[c](None)[c]Texture Table[r]
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.​
[c]
[c]Needs Confirmation[r]
Level Button - Name[c](None)[c]Text Table[r]
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.​
[c]
[c]Needs Confirmation[r]
Level Button - Tool Tip[c](None)[c]Text Table[r]
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.​
[c]
[c]Needs Confirmation[r]
Marker +[c](None)[c]Various[r]
Unknown. Requires extensive explanation.​
[r]
Markers Used[c](None)[c]Checklist[r]
Unknown​
[r]
Name[c](None)[c]Checklist[r]
The core abilitiy's name.​
[r]
Orders[c](None)[c]Various[r]
Allows you to customize the appearance of the way point lines that appear when you queue orders. Requires further explanation.​
[r]
Place Unit[c](None)[c]Unit[r]
Unknown​
[r]
Placeholder Unit[c](None)[c]Unit[r]
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.​
[r]
Prepare Time[c](None)[c]Real Table ‹0.0 .. xx›[r]
The duration of the prepare stage of the ability. This takes place in between the cast and approach stages.​
[r]
Produced Unit[c](None)[c]Unit Table[r]
Unknown​
[r]
Progress Button[c](None)[c]Icon Table[r]
An array of buttons that are displayed at each stage of the ability.​
[r]
Race[c](None)[c]Drop Down Menu[r]
For organizational purposes, this classifies the ability as None, Neutral, Protoss, Terran, or Zerg.​
[r]
Range[c](None)[c]Real ‹0.0 .. 500.0›[r]
The distance at which the core ability can be cast.​
[r]
Range Extra[c](None)[c]Real ‹0.0 .. 100.0›[r]
The distance the target unit can move away from the initial target position before the casting is cancelled.​
[r]
Refund Fraction[c](None)[c]Integer Tables ‹xx .. xx›[r]
The fraction of the original cost that is returned if the ability is cancelled.​
[r]
Set ID[c](None)[c]Text[r]
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.​
[r]
Show Progress[c](None)[c]Checklist[r]
Unknown​
[r]
Smart Validators[c](None)[c]Checklist Table[r]
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.​
[r]
Target Filters[c](None)[c]Expanded Boolean Table[r]
Unknown. Requires Extensive Explanation.​
[r]
Target Message[c](None)[c]Text[r]
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".​
[r]
Target Sorts +[c](None)[c]Unknown[r]
Determines how the ability prioritizes potential targets. Requires further explanation.​
[r]
Tech Alias[c](None)[c]Text[r]
When this ability is set as a requirement, this text is displayed instead of the ability's name.​
[c]
[c]Needs Confirmation[r]
Tech Player[c](None)[c]Drop Down Menu[r]
Unknown​
  • Owner: Effects Unknown
  • Upkeep: Effects Unknown
[r]
Tooltip Priority[c](None)[c]Integer ‹xx .. xx›[r]
Unknown​
[r]
Uninterruptible[c](None)[c]Checklist[r]
At the selected stages, the core ability is uninterruptible.​
[r]
Validate[c](None)[c]Checlist[r]
Unknown​
[r]
[c][c] [r]
[c]_______[c]___________________[r]



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:
Level 9
Joined
Nov 4, 2007
Messages
931
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.
 
Level 2
Joined
Apr 9, 2009
Messages
17
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.
 
Level 11
Joined
Aug 16, 2007
Messages
847
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. :)
 
Level 11
Joined
Aug 1, 2009
Messages
963
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.
 
Level 11
Joined
Aug 16, 2007
Messages
847
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.
 
Level 11
Joined
Aug 16, 2007
Messages
847
@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.
 
Level 22
Joined
Feb 4, 2005
Messages
3,971
Yes I figured, yamato has for example preparation of 3 seconds which by my calculations with stop watch is exactly 2 seconds but SC2 time is faster than real time thus 3 seconds Preparation is 2 seconds real time. This is channeling duration yes, or casting time, Thx for confirmation
 
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