Difference between revisions of "Abilities"

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In addition to this wiki, you probably want to know [[Adding_Abilities_to_Units|how to add an ability to a unit]].
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Abilities are created using the [[Data Editor]] and each ability contains a set of [[orders]] that the unit can perform, if it has the ability. Abilities ''cannot'' be added to a unit later in-game. Because of this you need to add all abilities to the units that are supposed to have them, even those that are initially disabled, in the Data Editor. There is no limit to the total ability count for a unit, however.
  
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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, meaning it can't be changed via [[Triggers]] or any other method. The button selected as default will serve as name of the ability's command on the casting unit's [[command card]].
  
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For more information about adding abilities, see [[Adding Abilities to Units]].
  
==Arm Magazine==
 
  
==Attack==
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==[[Abilities/Arm_Magazine|Arm Magazine]]==
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Arm Magazine uses spawned units to attack the caster's target, like a Carrier or a Brood Lord. This also requires the caster unit to have a weapon that coincides with the ability, causing the spawned units to actively attack the caster's target.
  
==Augment==
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==[[Abilities/Attack|Attack]]==
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An ability of this type is necessary for a unit to be able to attack with weapons. It contains some settings, but usually you will just use the one instance of this ability (also named ''Attack'') that is already created.
  
==Battery==
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Any specific customization regarding the unit's attack parameters (i.e. damage, attack speed, etc.) is done via [[Weapons]].
  
==Beacon==
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==[[Abilities/Augment|Augment]]==
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An augment ability is used to modify use of ''another'' ability, by adding an extra [[effect]] prior to the ability being cast.
  
==[[Behavior]]==
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==[[Abilities/Battery|Battery]]==
[[Behavior|Behaviors]] allow you to augment the caster or target in some way. You can use them to increase armor, deal periodic damage, or even heal over time. Note that it is recommended to use an "[[Effect - Instant]]" ability combined with an "[[Apply Behavior]]" effect since the "Behavior" ability has shown instability in regards of the spell buttons.
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''Unknown''
  
==Build==
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==[[Abilities/Beacon|Beacon]]==
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''Unknown''
  
==Buildable==
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==[[Abilities/Behavior|Behavior]]==
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The behavior ability is used to toggle a [[behavior]] on and off, or simply add a permanent behavior to the casting unit. If the behavior change is timed (adding a buff for a moment), it is better to use '''Effect - Instant''' with [[Effects#Apply Behavior|Apply Behavior]] effect.
  
==Effect - Instant==
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==[[Abilities/Build|Build]]==
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. Some example abilities of this kind are: Marine - Stimpack and
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A build ability allows the building of other [[units]]. Unless the build time is 0, the build ability requires the built units to have the '''Buildable''' ability that defines how the unit behaves while being built. For normal structures, there is already one Buildable ability called "Build in Progress" that should work fine.
  
===See Also===
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==[[Abilities/Buildable|Buildable]]==
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Units created with the Build ability are required to have this ability.
  
*[[Creating Zealot Charge as an Instant Effect]] - A tutorial to recreate Charge for a zealot in Effect - Instant form.
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==[[Abilities/Effect_-_Instant|Effect - Instant]]==
*[[Creating an Instant Effect Ability]] - An in-depth tutorial recreating a stimpack-like ability for an Archon.
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{{TutorialsBox
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|contents=[[Creating Zealot Charge as an Instant Effect]]
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[[Creating an Instant Effect Ability]]}}
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Applies an [[Effect]] as soon as the ability is cast. The effect is instant, as it does not require the player to select a target (the caster is the target by default).
  
==Effect - Target==
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==[[Abilities/Effect_-_Target|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.
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{{TutorialsBox
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|contents=[[Creating a Missile Ability]]}}
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Applies an [[Effect]] on the target unit or point. These effects are different from Instant Effects because they require the player to specify the target or location for the effect to occur.
  
===See Also===
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==[[Abilities/Harvest|Harvest]]==
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This ability allows a unit to gather resources.
  
*[[Creating a Missile Ability]] - An in-depth tutorial for creating a missile spell.
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==[[Abilities/Interact|Interact]]==
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Interact is a type of [[ability]] that allows unit to be used by other players than the owner. Interact usually works on auto-cast, although it can be used as manually-cast ability. Casting this ability on a unit gives control of the ''casting'' unit to the target's unit controller (i.e. an item shop will cast this ability to grant control to the heroes standing nearby).
  
==Harvest==
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==[[Abilities/Inventory|Inventory]]==
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The inventory ability allows the use of [[Item Containers]] in order for units to use or equip items.
  
==Interact==
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==[[Abilities/Learn|Learn]]==
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The learn ability allows a unit to learn other abilities in-game. It is commonly used to simulate WarCraft 3-style heroes, although it can do much more.
  
==Inventory==
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==[[Abilities/Merge|Merge]]==
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Allows two units to fuse together to create a new unit.
  
==Learn==
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==[[Abilities/Mergeable|Mergeable]]==
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An ability that must be on a [[unit]] for a [[Abilities/Merge|Merge Ability]] to function properly.
  
==Merge==
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==[[Abilities/Morph|Morph]]==
 
 
==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).
 
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==
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==[[Abilities/Morph_Placement|Morph Placement]]==
 
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Same as Morph, except it is location-targeted meaning it is used to morph into a stationary unit (i.e. a Terran building landing).
==Move==
 
  
==Pawn==
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==[[Abilities/Move|Move]]==
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An ability of this type is necessary for a unit to be able to move. It contains some settings, but usually you will just use the one instance of this ability (also named ''Move'') that is already created.
  
==Progress==
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==[[Abilities/Pawn|Pawn]]==
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This allows a player to sell [[Items|item units]] with the '''"Pawnable"''' flag to the unit that has this ability.
  
==Queue==
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==[[Abilities/Progress|Progress]]==
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''Unknown''
  
==Rally==
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==[[Abilities/Queue|Queue]]==
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A queue ability displays and manages a unit training queue. Without this ability, '''Train''' still works, but it doesn't show up and only one unit can be trained at a time.
  
==Redirect Instant==
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==[[Abilities/Rally|Rally]]==
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An ability of this type is necessary for a unit to be able to rally to a point. It contains some settings, but usually you will just use the one instance of this ability (also named ''Rally'') that is already created.
  
==Redirect Target==
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==[[Abilities/Redirect_Instant|Redirect Instant]]==
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An ability mostly used by bunkers and transports to redirect an ability from a unit inside the bunker/transport, and giving it to the bunker/transport (i.e. a stimpack).
  
==Research==
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==[[Abilities/Redirect_Target|Redirect Target]]==
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An ability mostly used by bunkers and transports to redirect an ability from a unit inside the bunker/transport, and giving it to the bunker/transport (i.e. an attack).
  
==Revive==
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==[[Abilities/Research|Research]]==
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Research is used to purchase [[Upgrades]]. It is also the only way to manipulate upgrades through the [[Data Editor]].
  
==Specialize==
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==[[Abilities/Revive|Revive]]==
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An ability used to revive dead units. Commonly used on a structure that is set up to revive hero units, similar to WarCraft 3.
  
==Stop==
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==[[Abilities/Specialize|Specialize]]==
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Specialize works similarly to Learn, as it allows units to buy certain upgrades for themselves in the form of [[effects]].
  
==Train==
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==[[Abilities/Stop|Stop]]==
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An ability of this type is necessary for a unit to be able to move, but also manages commands like "Hold Fire". It contains some settings, but usually you will just use the one instance of this ability ''(also named Stop)'' that is already created.
  
==Transport==
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==[[Abilities/Train|Train]]==
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Train allows the creation of other units. It is usually used together with the Queue ability, which handles the training queue. If the training unit has the Interact ability, the trained units ([[items]]) will be placed in interact-target's inventory.
  
==Warp Train==
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==[[Abilities/Transport|Transport]]==
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Transport gives the unit cargo space to carry other units.
  
==Warpable==
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==[[Abilities/Warp_Train|Warp Train]]==
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An ability for warping in units (i.e. the Protoss Warp Gate). Unless the warp time is meant to be instant, the Warpable Ability is required on any units you want to use this with.
  
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==[[Abilities/Warpable|Warpable]]==
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Units created with the Warp Train ability are required to have this ability.
  
  
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[[Category:Reference]]
 
[[Category:Reference]]
 
[[Category:Data Editor]]
 
[[Category:Data Editor]]
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[[Category:Catalogs]]

Latest revision as of 09:25, 26 March 2013

Abilities are created using the Data Editor and each ability contains a set of orders that the unit can perform, if it has the ability. Abilities cannot be added to a unit later in-game. Because of this you need to add all abilities to the units that are supposed to have them, even those that are initially disabled, in the Data Editor. There is no limit to the total ability count for a unit, however.

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, meaning it can't be changed via Triggers or any other method. The button selected as default will serve as name of the ability's command on the casting unit's command card.

For more information about adding abilities, see Adding Abilities to Units.


Arm Magazine

Arm Magazine uses spawned units to attack the caster's target, like a Carrier or a Brood Lord. This also requires the caster unit to have a weapon that coincides with the ability, causing the spawned units to actively attack the caster's target.

Attack

An ability of this type is necessary for a unit to be able to attack with weapons. It contains some settings, but usually you will just use the one instance of this ability (also named Attack) that is already created.

Any specific customization regarding the unit's attack parameters (i.e. damage, attack speed, etc.) is done via Weapons.

Augment

An augment ability is used to modify use of another ability, by adding an extra effect prior to the ability being cast.

Battery

Unknown

Beacon

Unknown

Behavior

The behavior ability is used to toggle a behavior on and off, or simply add a permanent behavior to the casting unit. If the behavior change is timed (adding a buff for a moment), it is better to use Effect - Instant with Apply Behavior effect.

Build

A build ability allows the building of other units. Unless the build time is 0, the build ability requires the built units to have the Buildable ability that defines how the unit behaves while being built. For normal structures, there is already one Buildable ability called "Build in Progress" that should work fine.

Buildable

Units created with the Build ability are required to have this ability.

Effect - Instant


Applies an Effect as soon as the ability is cast. The effect is instant, as it does not require the player to select a target (the caster is the target by default).

Effect - Target


Applies an Effect on the target unit or point. These effects are different from Instant Effects because they require the player to specify the target or location for the effect to occur.

Harvest

This ability allows a unit to gather resources.

Interact

Interact is a type of ability that allows unit to be used by other players than the owner. Interact usually works on auto-cast, although it can be used as manually-cast ability. Casting this ability on a unit gives control of the casting unit to the target's unit controller (i.e. an item shop will cast this ability to grant control to the heroes standing nearby).

Inventory

The inventory ability allows the use of Item Containers in order for units to use or equip items.

Learn

The learn ability allows a unit to learn other abilities in-game. It is commonly used to simulate WarCraft 3-style heroes, although it can do much more.

Merge

Allows two units to fuse together to create a new unit.

Mergeable

An ability that must be on a unit for a Merge Ability to function properly.

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 it is location-targeted meaning it is used to morph into a stationary unit (i.e. a Terran building landing).

Move

An ability of this type is necessary for a unit to be able to move. It contains some settings, but usually you will just use the one instance of this ability (also named Move) that is already created.

Pawn

This allows a player to sell item units with the "Pawnable" flag to the unit that has this ability.

Progress

Unknown

Queue

A queue ability displays and manages a unit training queue. Without this ability, Train still works, but it doesn't show up and only one unit can be trained at a time.

Rally

An ability of this type is necessary for a unit to be able to rally to a point. It contains some settings, but usually you will just use the one instance of this ability (also named Rally) that is already created.

Redirect Instant

An ability mostly used by bunkers and transports to redirect an ability from a unit inside the bunker/transport, and giving it to the bunker/transport (i.e. a stimpack).

Redirect Target

An ability mostly used by bunkers and transports to redirect an ability from a unit inside the bunker/transport, and giving it to the bunker/transport (i.e. an attack).

Research

Research is used to purchase Upgrades. It is also the only way to manipulate upgrades through the Data Editor.

Revive

An ability used to revive dead units. Commonly used on a structure that is set up to revive hero units, similar to WarCraft 3.

Specialize

Specialize works similarly to Learn, as it allows units to buy certain upgrades for themselves in the form of effects.

Stop

An ability of this type is necessary for a unit to be able to move, but also manages commands like "Hold Fire". It contains some settings, but usually you will just use the one instance of this ability (also named Stop) that is already created.

Train

Train allows the creation of other units. It is usually used together with the Queue ability, which handles the training queue. If the training unit has the Interact ability, the trained units (items) will be placed in interact-target's inventory.

Transport

Transport gives the unit cargo space to carry other units.

Warp Train

An ability for warping in units (i.e. the Protoss Warp Gate). Unless the warp time is meant to be instant, the Warpable Ability is required on any units you want to use this with.

Warpable

Units created with the Warp Train ability are required to have this ability.