Difference between revisions of "Abilities"
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− | + | Abilities are used for [[unit|units]]. Each ability contains a set of [[Order|orders]] that the unit can perform, if it has the ability. Abilities '''cannot''' be added later in-game, you need to add all abilties in editor, even those that are initially disabled (there is no limit on abiltity count for a unit, though). | |
+ | Each ability has a set of orders used to manipulate it (most ability types have only execute and cancel, but some, like Train, can have up to 20). In order for these commands to work, they need to have a ''Default [[button]]'' set (usually found in ''Commands+'' or ''Info+'' fields). This feature is purely editor-only, the button selected as default will only serve as name of the command, which is only visible while creating command card in editor. | ||
+ | In addition to this wiki, you probably want to know [[Adding_Abilities_to_Units|how to add an ability to a unit]]. | ||
==Arm Magazine== | ==Arm Magazine== | ||
==Attack== | ==Attack== | ||
− | + | An ability of this type is necessary for unit to be able to attack. It contains some setting, but usually you will just use the one instance of this ability (also named ''Attack'') that is already created. | |
+ | Any customizations regarding the unit's attack parameters (damage, speed) is done via [[Weapons]]. | ||
==Augment== | ==Augment== | ||
− | + | Augment ability is used to modify use of ''another'' ability, by adding an extra [[effect]]. | |
==Battery== | ==Battery== | ||
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==[[Behavior]]== | ==[[Behavior]]== | ||
− | [[ | + | Behavior ability is used to toggle a [[behavior]] on and off. If the behavior change is one-way, or timed (adding a buff for a moment), it is better to use Effect - Instant with [[Apply behavior]] effect. |
==Build== | ==Build== | ||
+ | Build ability allows building of other [[unit|units]]. If the build time is longer than instant, the built unit needs to have a Buildable ability. | ||
==Buildable== | ==Buildable== | ||
+ | Units created via Build ability need to have this ability. It contains some settings to the unit's behavior while beeing constructed. You won't propably need to create a new one, as there is already one, called ''Build in Progress'', that is commonly used by all buildings. | ||
==Effect - Instant== | ==Effect - Instant== | ||
− | Applies an [[Effect]] as soon as the ability is cast. The effect is instant, because it does not require the player to select a target. | + | Applies an [[Effect]] as soon as the ability is cast. The effect is instant, because it does not require the player to select a target. |
===See Also=== | ===See Also=== | ||
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==Interact== | ==Interact== | ||
− | + | Interact allows for other players to use this unit.(When the ability is ''used'' on a unit, it temporarily grants control of caster to the target's owner.) Typically it is used for item shops, or LoS revealer. | |
==Inventory== | ==Inventory== | ||
+ | Inventory ability allows the use of [[Item Container|item containers]]. | ||
==Learn== | ==Learn== | ||
+ | Learn ability adds a menu that allows selecting new abilities. It is commonly used to simulate WC3-style heroes, altough it can do much more. | ||
==Merge== | ==Merge== | ||
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==Morph Placement== | ==Morph Placement== | ||
+ | Same as Morph, except is is location-targeted (it is used to morph into stationary units, for example Terran building landing). | ||
==Move== | ==Move== | ||
+ | Move ability is required for the unit to be able to move. It has some settings, but usually you won't need to create a new Move ability, as there is one called ''Move'', that works for any new unit. | ||
==Pawn== | ==Pawn== | ||
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==Queue== | ==Queue== | ||
+ | Queve ability displays and manages unit training queue (without this ability, Train still works, but it doesn't show up and only one unit can be trained at once). | ||
==Rally== | ==Rally== | ||
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==Research== | ==Research== | ||
+ | Research is used to purchase [[Upgrade|upgrades]]. It is also the only way to manipulate upgrades through data editor. | ||
==Revive== | ==Revive== | ||
+ | Used to revive dead units, usually used for hero units. | ||
==Specialize== | ==Specialize== | ||
+ | Specialize works simillary to Learn, it allows units to buy certain upgrades for themselves, in form of effects. | ||
==Stop== | ==Stop== | ||
+ | Stop allows unit to use the general stop command, as well as some other basic commands (hold fire for example). Usually you won't have to create a new Stop ability, as there is already one, called ''Stop'', which will work for all units. | ||
==Train== | ==Train== | ||
+ | Train allows creation of other units. It is usually used together with Queue ability, that handles training queue. | ||
==Transport== | ==Transport== | ||
+ | Transport gives the unit cargo space to carry other units. | ||
==Warp Train== | ==Warp Train== |
Revision as of 19:40, 8 May 2011
Abilities are used for units. Each ability contains a set of orders that the unit can perform, if it has the ability. Abilities cannot be added later in-game, you need to add all abilties in editor, even those that are initially disabled (there is no limit on abiltity count for a unit, though).
Each ability has a set of orders used to manipulate it (most ability types have only execute and cancel, but some, like Train, can have up to 20). In order for these commands to work, they need to have a Default button set (usually found in Commands+ or Info+ fields). This feature is purely editor-only, the button selected as default will only serve as name of the command, which is only visible while creating command card in editor.
In addition to this wiki, you probably want to know how to add an ability to a unit.
Arm Magazine
Attack
An ability of this type is necessary for unit to be able to attack. It contains some setting, but usually you will just use the one instance of this ability (also named Attack) that is already created. Any customizations regarding the unit's attack parameters (damage, speed) is done via Weapons.
Augment
Augment ability is used to modify use of another ability, by adding an extra effect.
Battery
Beacon
Behavior
Behavior ability is used to toggle a behavior on and off. If the behavior change is one-way, or timed (adding a buff for a moment), it is better to use Effect - Instant with Apply behavior effect.
Build
Build ability allows building of other units. If the build time is longer than instant, the built unit needs to have a Buildable ability.
Buildable
Units created via Build ability need to have this ability. It contains some settings to the unit's behavior while beeing constructed. You won't propably need to create a new one, as there is already one, called Build in Progress, that is commonly used by all buildings.
Effect - Instant
Applies an Effect as soon as the ability is cast. The effect is instant, because it does not require the player to select a target.
See Also
- Creating Zealot Charge as an Instant Effect - A tutorial to recreate Charge for a zealot in Effect - Instant form.
- Creating an Instant Effect Ability - An in-depth tutorial recreating a stimpack-like ability for an Archon.
Effect - Target
Applies an Effect on the target unit or point location. These effects are different to Instant Effects because they require the player to specify the target or location for the effect to occur.
See Also
- Creating a Missile Ability - An in-depth tutorial for creating a missile spell.
Harvest
Interact
Interact allows for other players to use this unit.(When the ability is used on a unit, it temporarily grants control of caster to the target's owner.) Typically it is used for item shops, or LoS revealer.
Inventory
Inventory ability allows the use of item containers.
Learn
Learn ability adds a menu that allows selecting new abilities. It is commonly used to simulate WC3-style heroes, altough it can do much more.
Merge
Mergeable
Morph
Allows a unit to turn into another unit. You are able to set certain time paramaters to help facilitate the change (i.e. adding time to the duration of the morph), but aside from a basic size (morphing from a smaller to larger unit, or vice versa) or height change (morphing from a ground to air unit, or vice versa) you can't automatically animate a morph without an animated model to go with it (i.e. the morph from a Fighter Viking to Assault Viking).
Morph Placement
Same as Morph, except is is location-targeted (it is used to morph into stationary units, for example Terran building landing).
Move
Move ability is required for the unit to be able to move. It has some settings, but usually you won't need to create a new Move ability, as there is one called Move, that works for any new unit.
Pawn
Progress
Queue
Queve ability displays and manages unit training queue (without this ability, Train still works, but it doesn't show up and only one unit can be trained at once).
Rally
Redirect Instant
Redirect Target
Research
Research is used to purchase upgrades. It is also the only way to manipulate upgrades through data editor.
Revive
Used to revive dead units, usually used for hero units.
Specialize
Specialize works simillary to Learn, it allows units to buy certain upgrades for themselves, in form of effects.
Stop
Stop allows unit to use the general stop command, as well as some other basic commands (hold fire for example). Usually you won't have to create a new Stop ability, as there is already one, called Stop, which will work for all units.
Train
Train allows creation of other units. It is usually used together with Queue ability, that handles training queue.
Transport
Transport gives the unit cargo space to carry other units.