Items (Data Type)
Items
Description
When placed in the Stats - Item field of the Units data type allows the unit to be picked up by another unit with an Inventory ability. When in the inventory or container, the item may give abilities, behaviours and weapons to the carrying unit.
Hint
- Units inside the inventory can also interact with the carrying unit via periodic Buff on the item unit that uses a Search Area effect with 0 arc and 0 radius. This allows for validations that are not possible otherwise.
Ability (Items)
Ability
Description
When a unit with this is in the inventory or container of another unit, the holding unit can left click the item to use an ability. If no ability is specified the inventory slot vanishes.
Hint
- Seems to only be able to use Effect - Instant and Effect - Target effects when held directly by the Inventory ability.
- Using any other abilities makes the slot holding the item in the Inventory ability vanish
Fields Description
Ability
- The ability cast by the item when left clicked in the inventory
- Needs to have one for the item unit to show in the inventory
- Apparently needs to be an Effect - Instant or Effect - Target ability
Carry Behaviors
- Behaviours that are added to the unit holding the item unit with this item
- (Unsure) if there are limitations to what types of behaviour can be added/removed
Carry Weapons - Turret
- Turrets from the Turrets data type that are added to the unit holding the item unit with this item
Carry Weapons - Weapons
- Weapons from the Weapons data type that are added to the unit holding the item unit with this item
Class
- The string from the Item Classes data type used for determining which slots the item unit with this item can be placed in when in a container or inventory
Container
- The container from the Item Containers data type used when left clicking the item
- (Unsure) if possible to be used on this item type as it should conflict with using the abiliy which is a must have for the item to show in the inventory
Equip Behaviors
- Behaviors that are added to the unit, holding the item unit with this item, when in an item slot that has the Slot - Equip field enabled
- (Unsure) if there are limitations to what types of behaviour can be added/removed
Equip Weapons - Turret
- Turret from the Turrets data type that are added to the unit, holding the item unit with this item, when in an item slot that has the Slot - Equip field enabled
Equip Weapons - Weapon
- Weapons from the Weapons data type that are added to the unit, holding the item unit with this item, when in an item slot that has the Slot - Equip field enabled
Face
- The button from the Buttons data type used by the item when in an inventory
Flags
- Sets different properties for the item
- Can Drop allows the item to be moved in and dropped from containers and inventories
- Destroy When Depleted kills the item unit when all charges on the item are depleted
- Might not apply to this item type
- Drop On Death drops the item from the inventory or container when the holding unit dies
Level
- Level of item
Requirements
- Requirements from the Requirements data type that must be met by the holding unit to gain the benefits of this item
Generic (Items)
Generic
Description
When a unit with this is in the inventory or container of another unit, the holding unit can gain behaviours, weapons and turrets
Hint
- Unless you want your item to be castable, use this
- Standard item type for making equipment
Fields Description
Carry Behaviors
- Behaviours that are added to the unit holding the item unit with this item
- (Unsure) if there are limitations to what types of behaviour can be added/removed
Carry Weapons - Turret
- Turrets from the Turrets data type that are added to the unit holding the item unit with this item
Carry Weapons - Weapons
- Weapons from the Weapons data type that are added to the unit holding the item unit with this item
Class
- The string from the Item Classes data type used for determining which slots the item unit with this item can be placed in when in a container or inventory
Container
- The container from the Item Containers data type used when left clicking the item
Equip Behaviors
- Behaviors that are added to the unit, holding the item unit with this item, when in an item slot that has the Slot - Equip field enabled
- (Unsure) if there are limitations to what types of behaviour can be added/removed
Equip Weapons - Turret
- Turret from the Turrets data type that are added to the unit, holding the item unit with this item, when in an item slot that has the Slot - Equip field enabled
Equip Weapons - Weapon
- Weapons from the Weapons data type that are added to the unit, holding the item unit with this item, when in an item slot that has the Slot - Equip field enabled
Face
- The button from the Buttons data type used by the item when in an inventory
Flags
- Sets different properties for the item
- Can Drop allows the item to be moved in and dropped from containers and inventories
- Destroy When Depleted kills the item unit when all charges on the item are depleted
- Might not apply to this item type
- Drop On Death drops the item from the inventory or container when the holding unit dies
Level
- Level of item
Requirements
- Requirements from the Requirements data type that must be met by the holding unit to gain the benefits of this item
Instant (Items)
Instant
Description
When a unit with this is in the inventory or container of another unit, the holding unit can left click the item to use an effect instantly on itself.
Hint
- Identical to an Ability type item with an Effect - Instant ability
- (Unsure) if not having an effect makes the item vanish
Fields Description
Carry Behaviors
- Behaviours that are added to the unit holding the item unit with this item
- (Unsure) if there are limitations to what types of behaviour can be added/removed
Carry Weapons - Turret
- Turrets from the Turrets data type that are added to the unit holding the item unit with this item
Carry Weapons - Weapons
- Weapons from the Weapons data type that are added to the unit holding the item unit with this item
Class
- The string from the Item Classes data type used for determining which slots the item unit with this item can be placed in when in a container or inventory
Container
- The container from the Item Containers data type used when left clicking the item
- (Unsure) if possible to be used on this item type as it should conflict with using the effect
Effect
- The effect from the Effects data type used on the caster by left clicking the item when in the inventory of a carrying unit
Effect Cost - Charge - Count (Max)
- Max number of charges the item can hold.
Effect Cost - Charge - Count (Start)
- Starting amount of charges the item starts with.
Effect Cost - Charge - Count (Use)
- Amount of charges is used with each use of the effect.
Effect Cost - Charge - Hide Count
- Hide the amount of charges count in the UI.
Effect Cost - Charge - Link
- String that allows several items to share the same pool of charges
Effect Cost - Charge - Location
- Determines the sharing of the charges
- Ability means that the charge sharing is only limited to this ability
- Behavior (Unknown)
- Global means that the charges are shared between all players so that an ability could only be used a limited number in total by all players
- Player that the charges are shared between all units of that player
- Unit means each unit has it's own charge pool
Effect Cost - Charge - Time Start
- The time taken to regenerate a charge
- Might have changed with last patch
Effect Cost - Charge - Time Use
- The time increment to the Effect Cost - Charge - Time Start each time the ability is used
- Might have changed with last patch
Effect Cost - Cooldown - Link
- Allows several items to share a common cooldown
Effect Cost - Cooldown - Location
- Determines the extent of the sharing of the cooldown
- Ability means that the cooldown sharing is only limited to this ability
- Behavior (Unknown)
- Global means that the cooldown is shared between all players so that an ability
- Player that the cooldown is shared between all units of that player
- Unit means each unit has it's own cooldown
Effect - Cost - Cooldown - Time Start
- Cooldown when the unit is created before it can first use the effect
Effect Cost - Cooldown - Time Use
- How long the cooldown is between uses of the effect
Effect Cost - Cost Display
- If the effect costs resources or vitals to use, this field determines which ones are shown
Effect Cost - Technology Resource Cost
- Cost of using the effect in technology resources (minerals, vespene, terrazine and custom).
Effect Cost - Vital Fraction
- Cost of using the effect in percentage of life, shield and/or energy.
Effect Cost - Vitals
- Cost of using the effect in life, shield and/or energy
Effect Flags
- Flags for using the effect
- Transient prevents the effect use from disrupting the order queue of the holding unit
Equip Behaviors
- Behaviors that are added to the unit, holding the item unit with this item, when in an item slot that has the Slot - Equip field enabled
- (Unsure) if there are limitations to what types of behaviour can be added/removed
Equip Weapons - Turret
- Turret from the Turrets data type that are added to the unit, holding the item unit with this item, when in an item slot that has the Slot - Equip field enabled
Equip Weapons - Weapon
- Weapons from the Weapons data type that are added to the unit, holding the item unit with this item, when in an item slot that has the Slot - Equip field enabled
Face
- The button from the Buttons data type used by the item when in an inventory
Flags
- Sets different properties for the item
- Can Drop allows the item to be moved in and dropped from containers and inventories
- Destroy When Depleted kills the item unit when all charges on the item are depleted
- Drop On Death drops the item from the inventory or container when the holding unit dies
Level
- Level of item
Range
- Maximum range the effect can be cast at
- (Unsure) If applicable to this item type
Refund Fraction - Charge
- If the effect is canceled this determines what fraction of the Effect Cost - Charge - Count (Use) is refunded
- Not sure how though
Refund Fraction - Cooldown
- If the effect is canceled this field determines what fraction of the cooldown is deducted from the cooldown
- Not sure how though
Refund Fraction - Resource
- How much is refunded in resources if the effect is canceled
- Not sure how though
Refund Fraction - Vital Fraction
- How much is refunded in percentage of vitals if the effect is canceled
- Not sure how though
Refund Fraction - Vitals
- How much is refunded in vitals if the effect is canceled
- Not sure how though
Requirements
- Requirements from the Requirements data type that must be met by the holding unit to gain the benefits of this item
Target Filters
- Filters that determine which unit attributes the item effect can target
- (Unsure) if applicable to this item type
Target (Items)
Target
Description
When a unit with this is in the inventory or container of another unit, the holding unit can left click the item to use an effect on a selected target.
Hint
- Identical to an Ability type item with an Effect - Target ability
- (Unsure) if not having an effect makes the item vanish
Fields Description
Carry Behaviors
- Behaviours that are added to the unit holding the item unit with this item
- (Unsure) if there are limitations to what types of behaviour can be added/removed
Carry Weapons - Turret
- Turrets from the Turrets data type that are added to the unit holding the item unit with this item
Carry Weapons - Weapons
- Weapons from the Weapons data type that are added to the unit holding the item unit with this item
Class
- The string from the Item Classes data type used for determining which slots the item unit with this item can be placed in when in a container or inventory
Container
- The container from the Item Containers data type used when left clicking the item
- (Unsure) if possible to be used on this item type as it should conflict with using the effect
Effect
- The effect from the Effects data type used on the designated target by left clicking the item when in the inventory of a carrying unit
Effect Cost - Charge - Count (Max)
- Max number of charges the item can hold.
Effect Cost - Charge - Count (Start)
- Starting amount of charges the item starts with.
Effect Cost - Charge - Count (Use)
- Amount of charges is used with each use of the effect.
Effect Cost - Charge - Hide Count
- Hide the amount of charges count in the UI.
Effect Cost - Charge - Link
- String that allows several items to share the same pool of charges
Effect Cost - Charge - Location
- Determines the sharing of the charges
- Ability means that the charge sharing is only limited to this ability
- Behavior (Unknown)
- Global means that the charges are shared between all players so that an ability could only be used a limited number in total by all players
- Player that the charges are shared between all units of that player
- Unit means each unit has it's own charge pool
Effect Cost - Charge - Time Start
- The time taken to regenerate a charge
- Might have changed with last patch
Effect Cost - Charge - Time Use
- The time increment to the Effect Cost - Charge - Time Start each time the ability is used
- Might have changed with last patch
Effect Cost - Cooldown - Link
- Allows several items to share a common cooldown
Effect Cost - Cooldown - Location
- Determines the extent of the sharing of the cooldown
- Ability means that the cooldown sharing is only limited to this ability
- Behavior (Unknown)
- Global means that the cooldown is shared between all players so that an ability
- Player that the cooldown is shared between all units of that player
- Unit means each unit has it's own cooldown
Effect - Cost - Cooldown - Time Start
- Cooldown when the unit is created before it can first use the effect
Effect Cost - Cooldown - Time Use
- How long the cooldown is between uses of the effect
Effect Cost - Cost Display
- If the effect costs resources or vitals to use, this field determines which ones are shown
Effect Cost - Technology Resource Cost
- Cost of using the effect in technology resources (minerals, vespene, terrazine and custom).
Effect Cost - Vital Fraction
- Cost of using the effect in percentage of life, shield and/or energy.
Effect Cost - Vitals
- Cost of using the effect in life, shield and/or energy
Effect Flags
- Flags for using the effect
- Transient prevents the effect use from disrupting the order queue of the holding unit
Equip Behaviors
- Behaviors that are added to the unit, holding the item unit with this item, when in an item slot that has the Slot - Equip field enabled
- (Unsure) if there are limitations to what types of behaviour can be added/removed
Equip Weapons - Turret
- Turret from the Turrets data type that are added to the unit, holding the item unit with this item, when in an item slot that has the Slot - Equip field enabled
Equip Weapons - Weapon
- Weapons from the Weapons data type that are added to the unit, holding the item unit with this item, when in an item slot that has the Slot - Equip field enabled
Face
- The button from the Buttons data type used by the item when in an inventory
Flags
- Sets different properties for the item
- Can Drop allows the item to be moved in and dropped from containers and inventories
- Destroy When Depleted kills the item unit when all charges on the item are depleted
- Drop On Death drops the item from the inventory or container when the holding unit dies
Level
- Level of item
Range
- Maximum range the effect can be cast at
Refund Fraction - Charge
- If the effect is canceled this determines what fraction of the Effect Cost - Charge - Count (Use) is refunded
- Not sure how though
Refund Fraction - Cooldown
- If the effect is canceled this field determines what fraction of the cooldown is deducted from the cooldown
- Not sure how though
Refund Fraction - Resource
- How much is refunded in resources if the effect is canceled
- Not sure how though
Refund Fraction - Vital Fraction
- How much is refunded in percentage of vitals if the effect is canceled
- Not sure how though
Refund Fraction - Vitals
- How much is refunded in vitals if the effect is canceled
- Not sure how though
Requirements
- Requirements from the Requirements data type that must be met by the holding unit to gain the benefits of this item
Target Filters
- Filters that determine which unit attributes the item effect can target
Related
Related
needs links to behaviors (data type) Effects (data type), Item Classes (data type), item containers (data type), weapons (data type), turrets (data type), requirements (data type), buttons (data type), Effect - Instant (ability), Effect - Target (ability) inventory (ability
Data Types
Abilities
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- #1
DrSuperEvil Jan 12, 2012 at 23:45 UTC - 0 likesDoing a major overhaul as alot of stuff is lacking
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