Sooda
Diversity enchants
- Reaction score
- 318
Object Editor- Ability Tab:
Human unit & Hero data fields explanations
Preview:
1. Human Abilities
Human unit & Hero data fields explanations
Preview:
1. Human Abilities
Introduction to Ability Editor main thread (Opens in new window.)
1. Human Abilities
1.1 Human Unit Abilities
1.2 Human Hero Abilities
1.1 Human Unit Abilities
"Amls"
Aerial Shackles
"DataA1"
"Data - Damage Per Second" deals each second damage to unit until ability ends.
"HeroDur1"
"Stats- Duration Hero" when Aerial Shackles is used on hero-type unit this duration is used.
"Dur1"
"Stats- Duration- Normal" when Aerial Shackles is used on non-hero-type unit this duration is used.
"Aroc"
Barrage
"DataA1"
"Data - Damage Per Target" damage dealed to each target separately.
"DataC1"
"Data - Maximum Number of Targets" determines how many targets can be aquired from "Stats - Area of Effect" ("Area1").
"DataB1"
"Data - Maximum Total Damage" determines maximum damage what can be dealed to one target (Not confirmed).
"Amic"
Call To Arms (Town Hall)
NOTE: Info N/ A.
"Amil"
Call To Arms (Peasant)
NOTE: Building Keep uses ability "Call To Arms (Town Hall)" to turn Peasants into Militia with ability "Call To Arms (Peasant).
"DataB1"
"Data - Alternate Form Unit" when unit with "Call To Arms (Peasant) reaches into "Stats - Cast Range ("Rng1")" of ability "Call To Arms (Town Hall)" it will turn into alternate form (By default it is Militia.).
"DataA1"
"Data - Normal Form Unit" turns unit after "Stats - Duration - Normal ("Dur1")" end back to normal unit form (By default it is Peasant.).
"Sch4"
Cargo Hold (Tank)
"DataA1"
"Data - Cargo Capacity" determines how many units can be carried by owner of "Cargo Hold (Tank)" ability.
NOTE: When this ability is used with (any) "Load (Goblin Zeppelin) ["Aloa"]" and "Unload (Air Transport) ["Adro"]", owner of "Cargo Hold (Tank)" keeps its attack while transporting units.
WARNING: Do not set (any) "Data - Cargo Capacity" higher than World Editor default (What is 8.).
"Srtt"
Chaos
"UnitID1"
"Data - New Unit Type" changes unit instantly when "Techtree - Requirements ("Requires")" is/ are met. Don' t forget to set "Techtree - Check Dependencies ("checkDep")" true or false. Unit who will be changed needs to have ability "Chaos".
WARNING: This ability when converted to hero ability dosn' t work correctly because it will never go beyond level 1 when learned.
"Aclf"
Cloud
"DataD1"
"Data - Attack Speed Modifier" it should modify attack speed of units in "Stats - Area of Effect ("Area1")".
"DataA1"
"Data - Attacks Prevented" disables attack index (Or both 1 & 2.) for units in "Stats - Area of Effect ("Area1")".
"DataB1"
"Data - Chance To Miss (%)" gives units in "Stats - Area of Effect ("Area1")" chance to miss on an attack.
"DataC1"
"Data - Movement Speed Modifier" it should modify move speed of units in "Stats - Area of Effect ("Area1")".
"Acmg"
Control Magic
"DataC1"
"Data - Charge for Current Life" this field is "hardcoded" and changing it dosn' t affect ability in-game.
"DataB1"
"Data - Mana per Summoned Hitpoint" determines HP to MP conversion percentage ( 1.00 means 100 % and 0.01 is 1 %.).
"DataA1"
"Data - Maximum Creep Level" determines max level of summoned unit what can be controlled. EXample: When "Maximum Creep Level" is set to 5 you can control level 5 unit but not level 6 anymore.
"Adef"
Defend
"DataD1"
"Data - Attack Speed Factor" should modify attack speed when ability is activated.
"DataF1"
"Data - Chance to Deflect" chance to send back incoming attack ( 100 means 100 % and 1 is 1 %.).
"DataB1"
"Data - Damage Dealt (%)" increases the attack damage of the unit when in defend mode ( 1.00 means 100 % and 0.01 is 1 %.). Credits for that to cryowraith.
"DataA1"
"Data Damage Taken (%)" damage what is taken in percentage if incoming attack wasn' t "deflected" ( 1.00 means 100 %, full damage and 0.01 is 1 %.).
"DataG1"
"Data - Deflect Damage Taken (Piercing)" when incoming attack was "deflected" unit still takes damage in percentage of attack (1.00 means 100 %, full damage taken and 0.00 is 0 %, means no damage taken.).
"DataH1"
"Data Deflect Damage Taken (Spells)" when unit "deflects" incoming ability damage what is categorised as spell (1.00 means 100 % and 0.01 is 1 %.).
Example: Orc unit ability "Ensnare" isn' t spell instead of it is ability.
"DataE1"
"Data - Magic Damage Reduction" when ability is activated it can reduce magic attacks (1.00 means 100 %, full damage taken and 0.01 is 1 %.)
"DataC1"
"Data - Movement Speed Factor" modifies unit' s move speed negativly (slows) when ability is activated.
HINT: Try using negative values instead of positive.
"Adis"
Dispel Magic
"DataA1"
"Data - Mana Loss" should remove ammount of mana from units in "Stats - Area of Effect ("Area1")".
"DataB1"
"Data - Summoned Unit Damage" damage dealed to summoned units in "Stats - Area of Effect ("Area1")".
"Afbt"
Feedback (Arcane Tower)
"DataD1"
"Data - Damage Ratio - Heroes (%)" should calculate damage in percentage dealed from "Data - Max Mana Drained Heroes/ Units ("DataC1"/ "DataA1")" (1.00 measn 100 %, full conversion [1 MP: 1 HP].).
"DataB1"
"Data - Damage Ratio - Units (%)" same as "Data- Damage Ratio - Heroes (%)" only used when attacking non-hero units.
"DataC1"
"Data - Max Mana Drained - Heroes" mana taken from hero with each attack. That mana turns into damage.
"DataA1"
"Data - Max Mana Drained - Units" mana taken from non-hero unit with each attack. That mana turns into damage.
"DataE1"
"Data Summoned Damage" damage dealed additionaly to summoned units when attacking with this ability.
"Afbk"
Feedback (Spell Breaker)
NOTE: Fields are same for Feedback (Arcane Tower).
"Aflk"
Flak Cannons
"DataC1"
"Data - Full Damage Amount" damage dealed to target.
"DataD1"
"Data - Medium Damage Amount" damage dealed in "Data - Medium Damage Radius ("DataA1")"
"DataA1"
"Data - Medium Damage Radius" radius where is done "Data - Medium Damage Amount ("DataD1")"
"DataE1"
"Data - Small Damage Amount" damage dealed in "Data - Small Damage Radius ("DataB1")"
"DataB1"
"Data - Small Damage Radius" radius where is done "Data - Small Damage Amount ("DataE1")"
"Afla"
Flare
"DataA1"
"Data - Detection Type" determines what units are revealed (Only invisible/ burrowed or both.).
"DataB1"
Data - Effect Delay" time what needs to be waited before Flare is fired (Ability activated.).
"DataC1"
"Data - Flare Count" By default it is 0 (infinite) when set to higher than 0 after all charges are used up ability will be removed from unit permanently.
NOTE: When in "Data - Flare Count" negative numbers are used, unit starts to gain Flare charges, only in negative way. Unsure how stable it is.
"Agyb"
Flying Machine Bombs
NOTE: Data fields N/ A.
"Afsh"
Fragmentation Shards
NOTE: Fields are same for Flak Cannons, only it does additional damage against Unarmored and Medium armored units.
"Ahea"
Heal
"DataA1"
"Data - Hit Points Gained" hit points gained per second.
"Ainf"
Inner Fire
"DataC1"
"Data - Autocast range" auto acquisition range for this ability.
"DataA1"
"Data - Damage Increase (%)" it modifies damage in percentage for
targeted unit (1.00 means 100 % and 0.01 is 1 %).
"DataB1"
"Data - Defense Increase" it modifies armor for targeted unit.
"DataD1"
"Data - Life Regen Rate" unit will gain hit point(s) per second (Is not percentage.).
Example: If "Data - Life Regen Rate" is set to 7 then unit will gain 7 HP per second.
"Aivs"
Invisibility
"DataA1"
"Data - Transition Time (seconds)" By default it' s 0.00 (Instant).
"Amdf"
Magic Defense
NOTE: Fileds are same for Defend.
"Adts"
Magic Sentry (Human Towers)
"DataA1"
"Detection Type" determines what units are revealed (Only invisible/ burrowed or both.).
"Apxf"
Phoenix Fire
"DataB1"
"Data - Damage Per Second" damage dealed per second until "Stats Duration Hero/ Normal ("HeroDur1/ Dur1")" expires.
"DataA1"
"Data - Initial Damage" damage dealed once when it hits target.
"Aphx"
Phoenix Morphing (Egg Related)
"UnitID1"
"Data - Alternate Form Unit" when unit with ability "Phoenix Morphing (Egg Related)" dies it form into alternate unit. When alternate unit is killed unit dies permanently.
"DataC1"
"Data - Altitude Adjustment Duration" when unit form into alternate unit it is time in seconds when from old unit' s "Movement - Height" new unit
is raised to its "Movement - Height".
HINT: Examine how ability "Phoenix Morphing (Egg Related)" raises Phoenix into air from Phoenix Egg' s old flying height.
"DataD1"
"Data - Landing Delay Time" when unit form into normal unit it is time in
seconds when from old unit' s "Movement - Height" new unit is lowered to
its "Movement - Height".
"DataB1"
"Data - Morphing Flags" determines rules how morphing evolves.
"DataA1"
"Data - Normal Form Unit" determines unit who can form to alternate unit when dies.
WARNING: You can only morph heroes to heroes and units to units. Morphing unit to hero or vice versa causes errors and bugs.
"Aply"
Polymorph
"DataA1"
"Data - Maximum Creep Level" determines max level of summoned unit what can be controlled.
Example: When "Maximum Creep Level" is set to 5 you can control level 5 unit but not level 6 anymore.
"DataC1"
"Data - Morph Units - Air" it will form air units into special unit under
Neutral Passive> Melee> Units> Special> Flying Sheep.
"DataD1"
"Data - Morph Units - Amphibious" it will form amphibious units into special unit under Neutral Passive> Melee> Units> Special> Sheep (Amphibious).
"DataB1"
"Data - Morph Units - Ground" it will form amphibious units into special
unit under Neutral Passive> Melee> Units> Sheep.
"DataE1"
"Data - Morph Units - Water" it will form floating units into special unit under Neutral Passive> Melee> Units> Special> Sheep (Waterborne).
"Ahrp"
Repair (Human)
"DataE1"
"Data - Naval Range Bonus" when repairing floating unit, worker gains 75 bonus range.
"DataC1"
"Data - Powerbuild Cost" when many workers build/ repair same unit it determines additional cost.
"DataD1"
"Data - Powerbuild Rate" when many workers build/ repair same unit it
speeds up progress.
"DataA1"
"Data - Repair Cost Ratio" determines global cost of repair for repaired unit (It is calculated from repaired building cost.).
"DataB1"
"Data - Repair Time Ratio" determines time how fast worker can repair
damaged unit (Repair time is calculated from unit' s construction time.).
"AHta"
Reveal
"DataA1"
"Data - Detection Radius" determines what units are revealed (Only invisible/ burrowed or both.).
"Aslo"
Slow
"DataC1"
"Data - Always Autocast" unknown
"DataB1"
"Data - Attack Speed Factor" modifies targeted unit' s attack speed ( 1.00 means 100 % and 0.01 is 1 %.).
"DataA1"
"Data - Movement Speed Factor" modifies targeted unit' s move speed (1.00 means 100 % and 0.01 is 1 %.).
"Asps"
Spell Steal
"priority"
"Stats - Priority for Spell Steal" this field is used when buff is choosen to be stealed (Higher value is mostly stealed before.).
"Asph"
Sphere
NOTE: Data fields N/ A.
"Asth"
Storm Hammers
NOTE: Data fields N/ A.
"Agyv"
True Sight (Flying Machine)
"DataA1"
"Data - Detection Type" determines what units are revealed (Only invisible/ burrowed or both.).
1.2 Human Hero Abilities
"AHav"
Avatar
"DataC1"
"Data - Damage Bonus" gives bonus damage to unit when ability is used.
"DataA1"
"Data - Defence Bonus" gives bonus armor to unit when ability is used.
"DataB1"
"Data - Hit Point Bonus" gives bonus hit points to unit when ability is used.
"DataD1"
"Data - Magic Damage Reduction" reduces magic attacks against this unit while ability is active (1.00 means 100 % and 0.01 is 1 %.).
NOTE: This ability gives additionaly Magic Immunity.
"AHbn"
Banish
"DataB1"
"Data - Attack Speed Reduction (%)" reduces unit' s attack speed by % (1.00 means 100 % and 0.01 is 1 %.).
"DataA1"
"Data - Movement Speed Reduction (%)" reduces unit' s movespeed by % (1.00 means 100 % and 0.01 is 1 %.).
NOTE: This ability disables unit' s attack indexes what makes "Data - Attack Speed Reduction (%)" useless.
"AHbh"
Bash
"DataA1"
"Data - Chance to Bash" gives on each attack chance to bash (100 is 100 % and 1 is 1 %.).
"DataD1"
"Data - Chance to Miss" unknown.
NOTE: This field dosn' t affect any other field what so ever.
"DataC1"
"Data - Damage Bonus" deals additional bonus damage when unit scores bash hit.
"DataB1"
"Data - Damage Multiplier" adds damage multiplier without bash damage.
EXAMPLE: When unit' s damage is 50-50 and chance to bash 100 % dealing bonus 25 damage, multipling this with 2.00 deals 100 unit ' s damage and adds 25 bonus damage from bash ( Bash damage isn' t part of critical damage.).
"DataE1"
"Data - Never Miss" when false should use data from Gameplay Constants "Combat - Chance to Miss (moving or high ground) ["ChanceToMiss"]" (1.00 is 100 % and 0.01 is 1 %.).
"AHbz"
Blizzard
"DataD1"
"Data - Building Reduction" buildings take reduced damage (1.00 means 100 % and 0.01 is 1 %.).
"DataB1"
"Data - Damage" damage what deals one ice shard.
"DataE1"
"Data - Damage Per Second" duration damage what is done after initial damage. This damage lasts until "Stats - Duration - Hero/ Normal ("HeroDur1/ Dur")".
NOTE: This duration damage should not stack with different waves.
"DataF1"
"Data - Maximum Damage per Wave" maximum damage what can be dealed to one unit per wave.
"DataC1"
"Data - Number of Shards" number of shards in one wave.
"DataA1"
"Data - Number of Waves" number of waves.
"AHab"
Brilliance Aura
"DataA1"
"Data - Mana Regeneration Increase" adds mana regeneration rate to units in "Stats - Area of Effect ("Area1")".
"DataB1"
"Data - Percent Bonus" default rate can be changed to percent (1.00 is 100 % and 0.01 is 1 %.).
"AHad"
Devotion Aura
"DataA1"
"Data - Armor Bonus" adds bonus armor to units in "Stats - Area of Effect ("Area1")".
"DataB1"
"Data - Percent Bonus" default rate can be changed to percent (1.00 is 100 % and 0.01 is 1 %.).
"AHds"
Divine Shield
"DataA1"
"Data - Can Deactivate" when true allows unit to deactivate ability while on.
NOTE: You can change it from Gameplay Constants "Gameplay - Can Deactivate Divine Shield ("CanDeactivateDivineShield")".
"AHfs"
Flame Strike
"DataE1"
"Data - Building Reduction" buildings take reduced damage (1.00 means 100 % and 0.01 is 1 %.).
"DataA1"
"Data - Full Damage Dealed" this damage is dealed before duration damage and is considered initial damage. It works with "Data - Full Damage Interval ("DataB1")".
NOTE: This is odd ability with default values it deals 6 times initial damage and duration damage at level 1. Test subject was Peasant with 100 HP, unarmored. Duration was default for units (9 seconds).
"DataB1"
"Data - Full Damage Interval" waits time in seconds before doing again initial damage.
"DataC1"
"Data - Half Damage Dealt" this damage is dealed after initial damage and is considered duration damage. It works with "Data - Half Damage Interval ("DataD1")".
"DataD1"
"Data - Half Damage Interval" waits time in seconds before doing again duration damage.
"DataF1"
"Data - Maximum Damage" maximum damage dealed to one unit.
NOTE: This ability uses somekind of build in time limits for initial damage it is 2.97 seconds after that duration damage starts. Full initial damage what you want to do should always be done in that period. This ability data is too wierd to describe.
"AHhb"
Holy Light
"DataA1"
"Data - Ammount Healed/Damaged" determines HP value what is being healed for living units and damage what is being done to undead units.
"AHmt"
Mass Teleport
"DataB1"
"Data - Casting Delay" time in seconds after hero with units are being teleported away (Caster stays all the time invurnable.).
"DataA1"
"Data - Number of Units Teleported" number of units teleported.
"DataC1"
"Data - Use Teleport Clustering" if true units will be appear near caster after teleportation.
NOTE: You can change it from Gameplay Constants "Gameplay - Mass Teleport Clustering ("MassTeleportCluster")".
"AHpx"
Phoenix
"DataA1"
"Data - Summoned Unit Count" determines how many units are being summoned.
"UnitID1"
"Data - Summoned Unit Type" determines unit type what will be summoned.
"AHre"
Resurrection
"DataA1"
"Data - Number of Corpses Raised" determines how many dead units will be resurrected.
"DataB1"
"Data - Raised Units Are Invurnable" if true resurrected units will be invurnable.
"AHdr"
Siphon Mana
"DataG1"
"Data - Bonus Life Decay" determines how fast (in seconds) will "pushed health over limit" go back to normal.
"DataF1"
"Data - Bonus Life Factor" ratio in which unit gets drained HP ( 1 means for 1 drained HP point caster gets back 1 HP point.).
"DataI1"
"Data - Bonus Mana Decay" determines how fast (in seconds) will "pushed mana over limit" go back to normal.
"DataH1"
"Data - Bonus Mana Factor" ratio in which unit gets drained MP ( 1 means for 1 drained MP point caster gets back 1 HP point.).
"DataC1"
"Data - Drain Interval (seconds)" determines periodic time after HP/ MP is drained.
"DataA1"
"Data - Hit Points Drained" determines how many HP is drained after "Data - Drain Interval (seconds) ["DataC1"]".
"DataD1"
"Data - Life Transferred Per Second" HP what is transferred to unit.
"DataB1"
"Data - Mana Points Drained" determines how many MP is drained after "Data - Drain Interval (seconds) ["DataC1"]".
"DataE1"
"Data - Mana Transferred Per Second" MP what is transferred to unit.
NOTE: All Siphon Mana type abilities are in some fields "hard coded".
"AHtb"
Storm Bolt
"DataA1"
"Data - Damage" determines damage dealed to unit when missile hits it.
"AHwe"
Summon Water Elemental
"DataA1"
"Data - Summoned Unit Count" determines how many units are being summoned.
"UnitID1"
"Data - Summoned Unit Type" determines unit type what will be summoned.
"AHtc"
Thunder Clap
"DataA1"
"Data - AOE Damage" damage done to all units in "Stats - Area of Effect ("Area1")".
"DataD1"
"Data - Attack Speed Reduction (%)" modifies unit' s attack speed who got hit by Thunder Clap ( 1.00 means 100 % and 0.01 is 1 %.).
"DataC1"
"Data - Move Speed Reduction (%)" modifies unit' s move speed who got hit by Thunder Clap ( 1.00 means 100 % and 0.01 is 1 %.).
"DataB1"
"Data - Specific Target Damage" deals damage to target of ability being cast.
NOTE: Thunder Clap is never been a targetable ability and can' t be modified to be so "Data - Specific Target Damage" is useless field.