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Attribute[ | ]

(Editor Screenshot) needs pic of any unit with attributes

Description[ | ]

Points added by other behaviours which modify the unit. Function wise is very similar to the Buff behaviour except the icons appear to the right of the UI: Wireframe - Image of the Unit actor and it displays how many stacks are present on the unit.

Hint[ | ]

  • Attribute points cannot be added directly by an Apply Behavior effect, unless using the effect's flags. Check each one of them (except duration), and you can fill up 1 attribute sheet per effect.
  • Only 4-5 attributes can be visible in the unaltered UI at one time

Patch 5.0 Update[ | ]

Attribute behaviors on CHeroUnit now have two different point values: Base and Bonus.

  • The starting and leveling attribute points of a hero (configured in the AttributePointsInfoArray) will count as the Base value while other point changes such as behavior bonuses will be counted in the Bonus value.
  • In the unit info panel, base attribute points will be displayed as a white number while bonus attribute points will be displayed as a (+X) green number.
  • The bonuses added by Base attributes points are no longer displayed as (+X) green numbers. Instead, they will be added to the base attack damage/armor/weapon speed fields.
  • Attributes added by buffs or items will still be displayed as (+X) green numbers.

Example Usage[ | ]

Example Name 1[ | ]

(Description from a global overview, tell us the relationship of combined data objects to this object)

URL[ | ]

(URL to the real example, because we could use 1 example for 5 different objects)

Example Name 2[ | ]

(Description from a global overview, tell us the relationship of combined data objects to this object)

URL[ | ]

(URL to the real example, because we could use 1 example for 5 different objects)

Fields Description[ | ]

Ability - Modification - Abilities Disabled[ | ]

  • Disables using specific abilities when the attribute is present (no known cap)

Ability - Modification - Abilities Enabled[ | ]

  • Enables specific previously disabled abilities
  • Not all that useful unless you want to renable only a few abilities at a time without using validators or requirements

Ability - Modification - Ability Classes Disabled[ | ]

  • Disables all abilities of a certain class eg. Arm Magazine or Effect - Target
  • For a list of classes and what they do, please refer to the Ability section of the wiki

Ability - Modification - Ability Classes Enabled[ | ]

  • Enables all previously disabled abilities of a certain class eg. Arm Magazine or Effect - Target
  • As abilities can already be easily regulated with requirements, I fail to see much use for this field

Behavior - Alignment[ | ]

  • Determines if the attribute texture appears green (Positive), white (Neutral) or red (Negative)

Behavior - Categories[ | ]

  • Permanent
  • Restorable
  • Temporary
  • These are Filters, used kind of like Unit Attributes. Used by Behavior - Modification - Behavior Categories Disabled/Enabled.

Behavior - Modification - Attribute Changes - Attribute[ | ]

  • What attribute points the attribute adds
  • As you already have to add attributes via other behaviours this field is pretty pointless unless you really want an attribute adding attributes
  • Can cause game crashing loops

Behavior - Modification - Attribute Changes - Points[ | ]

  • How many points for each attribute are added to each attribute
  • Can cause game crashing loops

Behavior - Modification - Behavior Categories Disabled[ | ]

  • Disables certain behavior categories

Behavior - Modification - Behavior Categories Enabled[ | ]

  • Enables previously disabled behavior categories

Behavior - Modification - Behavior Classes Disabled[ | ]

  • Disables certain behavior classes
  • Disabling attribute causes the behavior to strobe on and off very fast as it temporarily disables itself

Behavior - Modification - Behavior Classes Enabled[ | ]

  • Enables previously disabled behavior classes

Behavior - Modification - Behaviors Disabled[ | ]

  • Disables specific behaviors

Behavior - Modification - Behaviors Enabled[ | ]

  • Enables previously disabled behaviors

Behavior - Modification - Modify Flags[ | ]

  • Detected makes the unit targetable despite having cloaking active
  • Disable Abilities prevents the unit with the attribute from using any abilities
  • Enable Attack (Unknown)
  • Enable Move (Unknown)
  • Hide Change UI (Unknown)
  • Modify Movement (Unknown)
  • Reveal reveals the unit to all players through the fog of war
  • Share Vision gives all players the units Line of Sight
  • Supress Movement stops the unit moving
  • Supress Turning stops the unit from turning
  • Warpable allows model deformation by physics effects eg. the Mothership - Vortex Event Horizon of the Mothership - Vortex ability

Behavior - Modification - Queue Count[ | ]

  • Increases the number of units that can be trained/upgrades researched at one time

Behavior - Modification - Queue Size[ | ]

  • Increases the max number of units to train/upgrades to research that can be queued at once

Behavior - Modification - Rate Multiplier Array[ | ]

  • Morph (Unsure) adjusts the speed at which the unit morphs (Read that the Mutant Larvae in beta used to use this to morph faster before they were removed)
  • Progress increases the rate of Buildable and Warpable to increase constructing and warping rates.(This effect is increased by unit time scale regardless of this attribute's time scale source).
  • Queueable increases the speed at which queued stuff is finished
  • Spawn (Unknown) increases the rate of the spawn behavior / Arm magazine ability?

Behavior - Modification - State Flags[ | ]

  • Benign means that the unit is not automatically targeted by weapons
  • Bury makes the unit become untargetable by enemies without a detector (not sure if creates the burried footprint)
  • Cloak makes the unit become untargetable by enemies without a detector and creates the blueish cloaking visual
  • Detector (Unknown) makes the line of sight of the unit detect cloaked/buried?
  • Generate Threat (Unknown) used by AI for priority evaluation?
  • Hallucination sets the unit status to hallucination which is used by the Effect - Kill Hallucination field
  • Invulnerable sets the unit to invulnerable which is used by search filters to exclude most things targeting the unit
  • No Draw (Unknown)
  • Passive (Unknown) Prevents weapon aquire?
  • Radar (Unknown) Makes unit Line of Sight a radar?
  • Stasis (Unknown) Sets timescale to 0?
  • Suppress Attack disables the ability to attack given by the Attack ability
  • Suppress Build On (Unknown) stops construction of buildings in progress?
  • Suppress Cloak disables the cloaking of the unit making them targetable and removing the cloaking visual
  • Suppress Collision reduces the collision radius of the unit to 0 allowing it to pass through other objects with collision
  • Suppress Combat (Unknown)
  • Supress Detection prevents the buried/cloaked unit being detected
  • Suppress Drop Off (Unknown) prevents a unit with cargo from unloading?
  • Suppress Energy stops the caster using anything that costs the energy vital
  • Suppress Energy Regeneration prevents energy from generating/degenerating
  • Suppress Fidgeting stops the UI - Fidget+ stuff under unit from occuring
  • Suppress Food Made negates any food the unit might supply
  • Suppress Food Used negates any food the unit might use
  • Suppress Invulnerability makes the unit vulnerable (removes the Invulnerable filter)
  • Suppress Life stops the caster using anything that costs the life vital
  • Suppress Life Regenaration stops hit points from being regenerated/lost
  • Suppress Passenger stops any effects/abilities made by the passenger like bunker held units attacking
  • Suppress Radar disables the unit's radar
  • Suppress Shield Regeneration stops shields regenerating/degenerating
  • Suppress Shields stops the caster using anything that costs the shield vital
  • Suppress Threat (Unknown) supresses threat used in AI target evaluation?
  • Uncommandable makes the unit unable to respond to orders given
  • Unselectable makes the unit unable to be clicked or selected
  • Untargetable makes the unit unable to be the target of attacks and abilities

Behavior - Requirements[ | ]

  • The requirements that need to be met to enable the behavior

Combat - Modification - Attack Speed Multiplier[ | ]

  • Alters the period of the weapons by a percent
  • Formula is 1/1+(1n^x) where n is the value of the multiplier and x is the number of stacks
  • The effect of stacking is multiplicatory
  • Maximum attack speed increase cap is set by the Attack ability of the unit

Combat - Modification - Damage Dealt (Scaled)[ | ]

  • Amount of damage added onto each kind of damage that is affected by Damage Dealt Fraction
  • Stacking is purely additive so 2 stacks of 10 with a Damage Dealt Fraction of 2 with give (damage +20) x 2 +20 added damage

Combat - Modification - Damage Dealt (Unscaled)[ | ]

  • Flat amount of damage added onto each kind of damage irrespective of Damage Dealt Fraction
  • Stacking is additive

Combat - Modification - Damage Dealt Fraction[ | ]

  • Percent of damage added/subtracted to each damage kind eg. Damage - Quad adds +4x damage to all damage kinds
  • Stacking is additive

Combat - Modification - Damage Dealt Maximum[ | ]

  • Sets the cap for the maximum damage the unit can do in a single damage event

Combat - Modification - Damage Dealt Minimum[ | ]

  • Sets the cap for the minimum damage the unit can do in a single damage event
  • Good for armor ignoring stuff

Combat - Modification - Death Response - Chance[ | ]

  • Chance for the death response to trigger when the unit dies eg. Exploding Barrel (Large) Explosion
  • Useful if you want the chance to increase with increased attribute stacks

Combat - Modification - Death Response - Cost +[ | ]

  • Standard cost fields associated with the death response

Combat - Modification - Death Response - Effect[ | ]

  • Effect cast when the unit with the attribute is killed

Combat - Modification - Death Response - Relationship[ | ]

  • Diplomatic relationship of killer required to trigger the death response

Combat - Modification - Death Response - Type[ | ]

  • Determines what types of death triggers the death response
  • The type of death caused by each damage effect can be set under the Effect - Death field of the Damage effect

Combat - Modification - Vital Gained from Damage Taken - Damage Kind[ | ]

  • Amount of vitals the unit receives when it takes damage from each kind of damage
  • Can be used to reduce the damage taken by certain damage kinds

Combat - Modification - Vital Leeched from Damage Dealt - Damage Kind[ | ]

  • Amount of vitals gained per damage event based on damage kind
  • Unable to do % so more of a supplement to a vital than a significant contributor

Cost - Cost +[ | ]

  • Standard cost fields associated with applying/using the behavior
  • Apparently are not functional

Movement - Modification - Acceleration Bonus[ | ]

  • Flat value added to the acceleration
  • (Unknown how stacking affects it)

Movement - Modification - Acceleration Multiplier[ | ]

  • % Of the base acceleration speed
  • (Unknown how stacking affects it)

Movement - Modification - Deceleration Bonus[ | ]

  • Flat value added to the deceleration
  • (Unknown how stacking affects it)

Movement - Modification - Deceleration Multiplier[ | ]

  • % Of the base deceleration speed
  • (Unknown how stacking affects it)

Movement - Modification - Movement Speed Bonus[ | ]

  • Value added/subtracted from the movement speed of the unit
  • Stacking is additive

Movement - Modification - Movement Speed Maximum[ | ]

  • (Unknown) probably has to do with the value in movers

Movement - Modification - Movement Speed Minimum[ | ]

  • (Unknown) probably has to do with the value in movers
  • Used by Mothership - Vortex

Movement - Modification - Movement Speed Multiplier[ | ]

  • % Speed value of the base movement speed
  • (Unknown how stacking affects it)

Movement - Modification - Plane Delta[ | ]

  • (Unknown)
  • Used by Pheonix - Anti Gravity Height and Hercules - Rescue Pods (Unnamed)

Movement - Modification - Snare Multiplier[ | ]

  • (Unknown)

Resource - Modification - Resource Harvest Amount Bonus[ | ]

  • The flat increment to the amount harvested per interval spent gathering

Resource - Modification - Resource Harvest Amount Multiplier[ | ]

  • The % increment to the amount harvested per interval spent gathering
  • (Unknown how stacking affects it)

Resource - Modification - Resource Harvest Time Bonus[ | ]

  • The increment/decrement spent per gathering interval

Resource - Modification - Resource Harvest Time Multiplier[ | ]

  • The % increment/decrement spent per gathering interval
  • (Unknown how stacking affects it)

Stats - Flags[ | ]

  • Hidden determines if the attribute icon is hidden or visible in the UI

Stats - Max Points[ | ]

  • Determines the maximum number of times the attribute can stack

Stats - Min Points[ | ]

  • Determines the number of stacks the attribute starts with when not modified

Tech Tree - Tech Alias[ | ]

  • (Unknown)

UI - Icon[ | ]

  • Texture used for the attribute visual

UI - Tooltip[ | ]

  • The text displayed if the mouse cursor is moved over the attribute icon ingame

UI - Tooltip Priority[ | ]

  • (Unknown)

Unit - Modification - Detect[ | ]

  • Radius at which the unit with the attribute can detect cloaked/buried units

Unit - Modification - Detect Filters[ | ]

  • Filters for determining valid targets that can be detected

Unit - Modification - Detection Arc[ | ]

  • The angle centered in front of the unit that determines the field of detection
  • A 90 degree angle would be 45 degrees to either side

Unit - Modification - Detection Bonus[ | ]

  • Amount added onto the unit's existing detection radius

Unit - Modification - Height[ | ]

  • The height to which the unit is lifted/lowered

Unit - Modification - Height Time[ | ]

  • The times taken for the unit to reach the set height and return to the default height

Unit - Modification - Kill Bonus[ | ]

  • (Unknown) bonus given to veterancy exp on kill?

Unit - Modification - Life Armor Bonus[ | ]

  • Amount the life vital armor is adjusted

Unit - Modification - Life Armor Multiplier[ | ]

  • Amount the life vital armor is multiplied by
  • (Unknown how stacking affects it)

Unit - Modification - Lost Bonus[ | ]

  • (Unknown) bonus to score when unit dies?

Unit - Modification - Radar[ | ]

  • Radius for the radar detection (highlighting units that are not in the line of sight)

Unit - Modification - Radar Arc[ | ]

  • The angle centered in front of the unit that determines the field of the radar
  • A 90 degree angle would be 45 degrees to either side

Unit - Modification - Radar Filters[ | ]

  • Filters determining which units appear on the radar

Unit - Modification - Shield Armor Bonus[ | ]

  • Amount the shield vital armor is adjusted

Unit - Modification - Shield Armor Multiplier[ | ]

  • Amount the shield vital armor is multiplied by
  • (Unknown how stacking affects it)

Unit - Modification - Sight Bonus[ | ]

  • Bonus given to the unit's line of sight
  • Apparently cannot exceed 16 total sight radius

Unit - Modification - Sight Maximum[ | ]

  • (Unknown)

Unit - Modification - Sight Minimum[ | ]

  • (Unknown)

Unit - Modification - Sounds[ | ]

  • Sounds that replace the ones set under Actors

Unit - Modification - Supplies[ | ]

  • Supplies added ot taken adjustment
  • Field of interest for making certain units free supply wise

Unit - Modification - Time Scale[ | ]

  • Time scale % adjustment to the unit's timescale relative to Stats - Time Scale Source - Value
  • Stacking is multiplicatory
  • Affects cooldowns, movement speed, animations, periods, durations of buffs (if buff timescale is based on the unit it's applied to), basically affects the speed of everything on the unit.
  • Cannot be set to 0 (0.01 Minimum) which equivalently freezes the unit making it good for effects like that where you don't want the unit animating
  • Known bug as of patch 1.3 If a behaviour that modifies unit time scale is removed before expiring the animation timescale will not be reset.
  • Known issue as of patch 1.3, unit's under building or warping will finish sooner but their vital progress rate will not increase(unit will not finish with full health).

Unit - Modification - Vital Max Bonus[ | ]

  • Adds a fixed amount onto the max of the vital (adding that amount to the current vital as a once off as well)

Unit - Modification - Vital Maximum Fraction[ | ]

  • Adds an amount to the unit's vital based on a % of the unit's vital
  • Field of preference for units that gain vitals with kills/levels
  • (Unknown how stacking affects it)

Unit - Modification - Vital Regeneration Bonus[ | ]

  • Amount of vital regen adjusted
  • Dependent on the unit's regeneration delay
  • Used to give the attribute a constant vital drain eg. Ghost - Cloak

Weapon - Modification - Turret Disable[ | ]

  • Disables a turret of the unit

Weapon - Modification - Turret Enable[ | ]

  • Enables a previously disabled turret of the unit

Weapon - Modification - Weapon Minimum Range[ | ]

  • Adjusts the minimum range of the unit's weapon eg. could be used to make siege tanks have no minimum range

Weapon - Modification - Weapon Range[ | ]

  • Adjusts the range of the unit's weapons/abilities eg. bunkers giving +1 range to loaded units

Weapon - Modification - Weapon Scan Bonus[ | ]

  • Adjusts how fast the weapon scope can track a target

Weapon - Modification - Weapons - Turret[ | ]

  • Turrets given to the unit

Weapon - Modification - Weapons - Weapon[ | ]

  • Weapons given to the unit
  • Used by the A.R.E.S. Warbot in the campaign to give it a choice of 3 different weapons

Weapon - Modification - Weapons Disabled[ | ]

  • Disables a current weapon

Weapon - Modification - Weapons Enabled[ | ]

  • Enables a previously disabled weapon
  • Weapons can automatically be set to disabled using the Weapon - Options field under Weapons

Related[ | ]

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