Difference between revisions of "Abilities"

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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.
 
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.
  
==[[Abilities/Attack|Attack==
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==[[Abilities/Attack|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.
 
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]].
 
Any specific customization regarding the unit's attack parameters (i.e. damage, attack speed, etc.) is done via [[Weapons]].
  
==Augment==
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==[[Abilities/Augment|Augment]]==
Augment ability is used to modify use of ''another'' ability, by adding an extra [[effect]].
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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.
  
==Battery==
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==[[Abilities/Battery|Battery]]==
 +
''Unknown''
  
==Beacon==
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==[[Abilities/Beacon|Beacon]]==
 +
''Unknown''
  
==[[Behavior]]==
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==[[Abilities/Behavior|Behavior]]==
Behavior ability is used to toggle a [[behaviors]] 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 [[Effects#Apply behavior|Apply Behavior]] effect.
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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.
  
==[[Train, Build, Research abilities|Build]]==
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==[[Abilities/Build|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.
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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.
  
==[[Train, Build, Research abilities|Buildable]]==
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==[[Abilities/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.
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Units created with the Build ability are required to have this ability.
  
==Effect - Instant=={{TutorialsBox
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==[[Abilities/Effect_-_Instant|Effect - Instant]]==
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{{TutorialsBox
 
|contents=[[Creating Zealot Charge as an Instant Effect]]
 
|contents=[[Creating Zealot Charge as an Instant Effect]]
[[Creating an Instant Effect Ability]]}}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).
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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]]==
 
{{TutorialsBox
 
{{TutorialsBox
|contents=[[Creating a Missile Ability]]}}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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|contents=[[Creating a Missile Ability]]}}
 +
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==
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==[[Abilities/Harvest|Harvest]]==
 +
This ability allows a unit to gather resources.
  
==[[Interact]]==
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==[[Abilities/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.
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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).
  
==Inventory==
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==[[Abilities/Inventory|Inventory]]==
Inventory ability allows the use of [[item containers]].
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The inventory ability allows the use of [[Item Containers]] in order for units to use or equip items.
  
==[[Train, Build, Research abilities|Learn]]==
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==[[Abilities/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.
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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.
  
==Merge==
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==[[Abilities/Merge|Merge]]==
 +
Allows two units to fuse together to create a new unit.
  
==Mergeable==
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==[[Abilities/Mergeable|Mergeable]]==
 +
An ability that must be on a [[unit]] for a [[Abilities/Merge|Merge Ability]] to function properly.
  
==Morph==
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==[[Abilities/Morph|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]]==
Same as Morph, except is is location-targeted (it is used to morph into stationary units, for example Terran building landing).  
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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==
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==[[Abilities/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.
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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.
  
==Pawn==
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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.
  
==Progress==
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==[[Abilities/Progress|Progress]]==
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''Unknown''
  
==[[Train, Build, Research abilities|Queue]]==
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==[[Abilities/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).
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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.
  
==Rally==
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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 Instant==
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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).
  
==Redirect Target==
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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).
  
==[[Train, Build, Research abilities|Research]]==
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==[[Abilities/Research|Research]]==
Research is used to purchase [[upgrades]]. It is also the only way to manipulate upgrades through data editor.
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Research is used to purchase [[Upgrades]]. It is also the only way to manipulate upgrades through the [[Data Editor]].
  
==Revive==
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==[[Abilities/Revive|Revive]]==
Used to revive dead units, usually used for hero units.  
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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.
  
==[[Train, Build, Research abilities|Specialize]]==
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==[[Abilities/Specialize|Specialize]]==
Specialize works simillary to Learn, it allows units to buy certain upgrades for themselves, in form of effects.
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Specialize works similarly to Learn, as it allows units to buy certain upgrades for themselves in the form of [[effects]].
  
==Stop==
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==[[Abilities/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.
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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.
  
==[[Train, Build, Research abilities|Train]]==
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==[[Abilities/Train|Train]]==
Train allows creation of other units. It is usually used together with Queue ability, that handles training queue.
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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.
  
==Transport==
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==[[Abilities/Transport|Transport]]==
 
Transport gives the unit cargo space to carry other units.
 
Transport gives the unit cargo space to carry other units.
  
==[[Train, Build, Research abilities|Warp Train]]==
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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.
==[[Train, Build, Research abilities|Warpable]]==
 
  
 +
==[[Abilities/Warpable|Warpable]]==
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Units created with the Warp Train ability are required to have this ability.
  
  

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.