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Modify Player[ | ]

(Editor Screenshot) needs pic of mineral pallet

Description[ | ]

Modifies property values from a player. Has a great potential for modifying unit data, upgrades (can even remove or add them). The effect field works exactly like upgrades, but with no level limitation. Can, to a certain extent, replace triggers for modifying the target players. From this point of view, you could think that this effect offers the possiblity to affect any target of an ability on demand.

Hint[ | ]

  • Useful in combination with periodic buffs to create resource generators

Bug[ | ]

  • Perhaps a lack of content, the modify player cannot modify certain things due to some missing features. For example, the upgrade data can change 2 weapon flags at the time, while this effect can't (disable/hidden flags in weapon option). This happens because the upgrade data uses the Affected Unit Array field to help the game link the modifications to the unit.

Example Usage[ | ]

PickupMinerals100 (Unnamed)[ | ]

When a valid unit approaches one of the several +100 mineral items an autocast but low range Effect - Target ability is applied to the approaching unit that uses a set which gives the owner of the approaching unit +100 to minerals and after a small delay caused by a Create Persistent effect destroys the mineral item.

URL[ | ]

As the PickupMinerals100 (Unnamed) ability and the effect of identical name is already in the campaign dependencies, no URL is needed.

Abilities that drains resources[ | ]

Any ability that takes resource to the enemy, and gives to the caster could be considered as a "drain" if each effects validates that the victim has enough resource left to be drained. Use a Player Compare Resource validator to validate.

Fields Description[ | ]

Effect - Cost[ | ]

Modifies the Cost of an ability, globally for all units of the player (even further ones not created yet).

  • Effect Field can probably do the same thing. This Cost field would be a shortcut.
  • Contrary to Modify Unit effect, this field scopes on the whole player, and not an Impact Unit (single target).
  • See Cost field in effects to know more about cost fields.

Effect - Effect[ | ]

Does exactly what upgrades do, but with no limitation (no level cap). Can modify any upgradable fields.

  • Still susceptible to a maximum amount of entries (around 150/+ ?), which puting more will result in an instable result, and bug (some effects may not run at all).

Effect - Player - Effect[ | ]

The effect whose scope is used in combination with the Effect - Player - Value to determine the player which has the property modification applied

  • As the way the editor is made, this field is not sufficient on its own to put the effect as the parent effect of an Effect-Target ability. It requires parent effect location (sometimes just a Set as a dummy parent effect).

Effect - Player - Value[ | ]

The effect whose scope is used in combination with the Effect - Player - Value to determine the player which has the property modification applied

  • As the way the editor is made, this field is not sufficient on its own to put the effect as the parent effect of an Effect-Target ability. It requires parent effect location (sometimes just a Set as a dummy parent effect).
  • See effects for more info on locations.

Effect - Resources[ | ]

The amount of technology resources modified. Set positive to add X quantity, negative to remove X quantity.

Effect - Resources Collected[ | ]

As far as tested, this field never worked in any trials.

Upgrades[ | ]

  • Manually ddds or removes existing upgrades to the target player. This effect is perhaps the only feature (beside triggers) that can remove an upgrade. This can interact with Actors in which the event Upgrade "Remove" does not occur often.

Related[ | ]

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