Fields Structure
DISCLAIMER: This section is constantly updated with new information earned from the catalogs. A huge part of pages of this section are generated by a SC2 Map from the debug window. Don't hesitate to rephrase texts on these pages if needed.
Documentation
This section contains documentation about the Fields Structure of all common classes used in the Data Editor. This documentation represents the backside of the Data Editor. It's only useful in several cases, as XML editing or manipulating Catalog functions in triggers.
Why ?
This listing is interesting when you want define a Catalog data. This can be interesting if you edit data with a XML Editor for example. This documentation can be also interesting when you use Catalog functions in Trigger Editor, or in the case of Data references in tooltips.
Useful in :
- Data References in text variables (<d ref="">).
- XML Edition of data
- Functions in "Catalog" Category (Trigger Editor)
How is it organized ?
The listing is organized as a Tree view. You can see parents and children for each kind of field. You can know easily the path for several fields and access to them.
In the case of a field is an array, a "[]" is shown in the right of the name of the field.
How this listing has been generated ?
The Trigger Editor allows you to know all of the Catalog fields used when the game is launched. A simple TestMap with a small trigger allows you to see the entire tree organization for each class and subclass.
How can I use information here ?
When you meet a field that is an array (with a "[]" in the right-side), you must define an index. This can be :
- An integer index (between 0 and n)
- A predefined name, as "Spell", "Ally", "Melee", etc.
When you meet a field with children attributes (with a "+" in the left-side), you must define which attribute you want to get. You must make a separation between the parent and the child by using the "." separator. Exemple: "GrandFather.Father.Child"
When the name of a field is "value" or "value[]", you can access to these values by using the parent ascessor. Exemple: CFixed has a value field. You can define value by set the CFixed field directly.
What is exactly the difference between types, structures, classes and enumerators ?
These are different variable type concepts.
- A Class (C) might be initialized with a constructor to exist. If this is the case, the XML constructor is displayed in the class subpage.
- A Structure (S) is only a organization of many fields to order the fields better.
- A Type (T) is ???
- Enumerators (E) are a list of predefined values. You can only set one of the predefined values for an enumerator. The list of predefined values is displayed in the class subpage.
See the TUTORIAL to use this documentation
Listing
Main Classes
Game
- CAbil
- CBehavior
- CEffect
- CFootprint
- CItem
- CLoot
- CMover
- CRequirement
- CTurret
- CUnit
- CUpgrade
- CValidator
- CWeapon
Art And Sound
Other classes
Links
- CAbilLink
- CWeaponLink
- CTurretLink
- CSoundLink
- CBehaviorLink
- CEffectLink
- CStringLink
- CMoverLink
- CValidatorLink
- CAlertLink
Others
- CFangleArc
- CFangle
- CTargetFilters
- CFixed
- CGameTime
- CGameSpeed
- CGameAcceleration
- CFlagArray<T>
- CFlags
- CAbilSetId
- CImagePath
Structures
- SModification
- SDamageKind
- SAttributeChange
- SDeathResponse
- SCost
- SCharge
- SCooldown
- SCardLayout
- SCardLayoutButton
- SUnitWeapon
- SAbilOrderDisplay
- SCostFactor
Enumerators
- EChargeLocation
- ECooldownLocation
- EBehaviorAlignment
- EAbilTechPlayer
- EAbilAlignment
- EAbilArmMagazineLaunch
Types
Others
- 4 comments
- 4 comments
- Reply
- #4
DrSuperEvil Jul 21, 2011 at 16:19 UTC - 0 likesStill say a bit more detail as to how you go about using them or at least a link to a good example like a tutorial.
Contribute to the wiki (Wiki button at top of page)
Considered easy altering of the unit textures?
http://forums.sc2mapster.com/resources/tutorials/20772-data-actor-events-message-texture-select-by-id/#p14
http://static.sc2mapster.com/content/attachments/15/252/Screenshot2011-04-17_09_16_21.jpg
- Reply
- #3
grenegg Jul 18, 2011 at 18:23 UTC - 0 likes@DrSuperEvil: Go
Don't you edit with XML? Whats the editor anyways?
Naw It is useful, but more for triggering and programs.
EDIT: Damn! I was beat.
@Doubotis: Go Thanks for this I might need a list like this for my next macro program thing.
Dear Mapsters,
I decided to develop more employable skills then mapmaking.
Good Luck mapsters I hope to return to mapping next summer!
Sincerely, GRENeggsNham
- Reply
- #2
Doubotis Jul 18, 2011 at 18:23 UTC - 0 likesUseful in :
The first interest is to know the access path of a field, useful for the 3 quoted cases
Btw, it's not about "Data Editor", but about "Data". No interest in the Data Editor in particular, but has an interest for all access to the game data in Data Editor, Trigger Editor and by using a XML Editor.
- Reply
- #1
DrSuperEvil Jul 18, 2011 at 17:41 UTC - 0 likesSo how exactly is this useful when actually editing data via the data editor?