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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.
  • 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
  • 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.
  • 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
  • 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

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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Table of contents

  1. 1 Items (Data Type)
    1. 1.1 Items
      1. 1.1.1 Description
      2. 1.1.2 Hint
  2. 2 Ability (Items)
    1. 2.1 Ability
      1. 2.1.1 Description
      2. 2.1.2 Hint
    2. 2.2 Fields Description
      1. 2.2.1 Ability
      2. 2.2.2 Carry Behaviors
      3. 2.2.3 Carry Weapons - Turret
      4. 2.2.4 Carry Weapons - Weapons
      5. 2.2.5 Class
      6. 2.2.6 Container
      7. 2.2.7 Equip Behaviors
      8. 2.2.8 Equip Weapons - Turret
      9. 2.2.9 Equip Weapons - Weapon
      10. 2.2.10 Face
      11. 2.2.11 Flags
      12. 2.2.12 Level
      13. 2.2.13 Requirements
  3. 3 Generic (Items)
    1. 3.1 Generic
      1. 3.1.1 Description
      2. 3.1.2 Hint
    2. 3.2 Fields Description
      1. 3.2.1 Carry Behaviors
      2. 3.2.2 Carry Weapons - Turret
      3. 3.2.3 Carry Weapons - Weapons
      4. 3.2.4 Class
      5. 3.2.5 Container
      6. 3.2.6 Equip Behaviors
      7. 3.2.7 Equip Weapons - Turret
      8. 3.2.8 Equip Weapons - Weapon
      9. 3.2.9 Face
      10. 3.2.10 Flags
      11. 3.2.11 Level
      12. 3.2.12 Requirements
  4. 4 Instant (Items)
    1. 4.1 Instant
      1. 4.1.1 Description
      2. 4.1.2 Hint
    2. 4.2 Fields Description
      1. 4.2.1 Carry Behaviors
      2. 4.2.2 Carry Weapons - Turret
      3. 4.2.3 Carry Weapons - Weapons
      4. 4.2.4 Class
      5. 4.2.5 Container
      6. 4.2.6 Effect
      7. 4.2.7 Effect Cost - Charge - Count (Max)
      8. 4.2.8 Effect Cost - Charge - Count (Start)
      9. 4.2.9 Effect Cost - Charge - Count (Use)
      10. 4.2.10 Effect Cost - Charge - Hide Count
      11. 4.2.11 Effect Cost - Charge - Link
      12. 4.2.12 Effect Cost - Charge - Location
      13. 4.2.13 Effect Cost - Charge - Time Start
      14. 4.2.14 Effect Cost - Charge - Time Use
      15. 4.2.15 Effect Cost - Cooldown - Link
      16. 4.2.16 Effect Cost - Cooldown - Location
      17. 4.2.17 Effect - Cost - Cooldown - Time Start
      18. 4.2.18 Effect Cost - Cooldown - Time Use
      19. 4.2.19 Effect Cost - Cost Display
      20. 4.2.20 Effect Cost - Technology Resource Cost
      21. 4.2.21 Effect Cost - Vital Fraction
      22. 4.2.22 Effect Cost - Vitals
      23. 4.2.23 Effect Flags
      24. 4.2.24 Equip Behaviors
      25. 4.2.25 Equip Weapons - Turret
      26. 4.2.26 Equip Weapons - Weapon
      27. 4.2.27 Face
      28. 4.2.28 Flags
      29. 4.2.29 Level
      30. 4.2.30 Range
      31. 4.2.31 Refund Fraction - Charge
      32. 4.2.32 Refund Fraction - Cooldown
      33. 4.2.33 Refund Fraction - Resource
      34. 4.2.34 Refund Fraction - Vital Fraction
      35. 4.2.35 Refund Fraction - Vitals
      36. 4.2.36 Requirements
      37. 4.2.37 Target Filters
  5. 5 Target (Items)
    1. 5.1 Target
      1. 5.1.1 Description
      2. 5.1.2 Hint
    2. 5.2 Fields Description
      1. 5.2.1 Carry Behaviors
      2. 5.2.2 Carry Weapons - Turret
      3. 5.2.3 Carry Weapons - Weapons
      4. 5.2.4 Class
      5. 5.2.5 Container
      6. 5.2.6 Effect
      7. 5.2.7 Effect Cost - Charge - Count (Max)
      8. 5.2.8 Effect Cost - Charge - Count (Start)
      9. 5.2.9 Effect Cost - Charge - Count (Use)
      10. 5.2.10 Effect Cost - Charge - Hide Count
      11. 5.2.11 Effect Cost - Charge - Link
      12. 5.2.12 Effect Cost - Charge - Location
      13. 5.2.13 Effect Cost - Charge - Time Start
      14. 5.2.14 Effect Cost - Charge - Time Use
      15. 5.2.15 Effect Cost - Cooldown - Link
      16. 5.2.16 Effect Cost - Cooldown - Location
      17. 5.2.17 Effect - Cost - Cooldown - Time Start
      18. 5.2.18 Effect Cost - Cooldown - Time Use
      19. 5.2.19 Effect Cost - Cost Display
      20. 5.2.20 Effect Cost - Technology Resource Cost
      21. 5.2.21 Effect Cost - Vital Fraction
      22. 5.2.22 Effect Cost - Vitals
      23. 5.2.23 Effect Flags
      24. 5.2.24 Equip Behaviors
      25. 5.2.25 Equip Weapons - Turret
      26. 5.2.26 Equip Weapons - Weapon
      27. 5.2.27 Face
      28. 5.2.28 Flags
      29. 5.2.29 Level
      30. 5.2.30 Range
      31. 5.2.31 Refund Fraction - Charge
      32. 5.2.32 Refund Fraction - Cooldown
      33. 5.2.33 Refund Fraction - Resource
      34. 5.2.34 Refund Fraction - Vital Fraction
      35. 5.2.35 Refund Fraction - Vitals
      36. 5.2.36 Requirements
      37. 5.2.37 Target Filters
  6. 6 Related
    1. 6.1 Related
      1. 6.1.1 Data Types
      2. 6.1.2 Abilities

Facts

Date created
Jan 09, 2011
Last updated
Jan 15, 2012