Data Editor: Basic Unit Editing Tutorial

Andrewgosu

The Silent Pandaren Helper
Reaction score
716


This is currently work-in-progress, but I posted it anyway to get feedback on what do add more.

Currently planning to add:
- how to add upgrades to units
- how to change the buildings built options

INTRODUCTION:

The aim of this tutorial is quite simple and straight-forward: to list some common data fields and explanations behind them to make editing units easier as there are a lot of fields to browse through.

BASIC UNIT EDITING:

2.jpg


When you are viewing a unit, right-click on its name and select "Modify Link" to:

- Change the unit's name
- Change the unit's race
- Change the object's type (is the object a regular unit, a hero, a structure etc.)

Here are some of the most vital unit stat fields and explanations behind them, to make editing units easier. There are a lot of self-explanatory fields plus many more, that I've totally left unmentioned, because there is rarely a need to change them.

(UNIT)
- (none) Attributes – the unit attributes (e.g is the unit considered a light, biological etc. unit)
- (none) Description – the unit's tooltip text
- (none) Kill Resource – the bounty awarded for killing the unit
- (none) Life Regeneration Delay – the time it takes for the unit's HP to start regenerating after getting hit
- (none) Shield Regeneration Delay – the same as the previous option, only regarding the shields
- (none) Weapons – the weapon(s) the unit uses
- Combat - Life Armor – the starting amount of armour the unit has
- Movement - Speed – the unit's maximum movement speed
- Stats – Cargo Size – the number of slots the unit takes when inside a transport
- Stats – Energy Maximum – the amount of energy the unit can have
- Stats – Energy Regeneration Rate – self-explanatory
- Stats – Energy Starting Amount – self-explanatory
- Stats – Flags – Different flags the unit can have (e.g is the unit considered a hero unit, is the unit cloaked by default etc.)
- Stats – Life Maximum – the amount of hit points for the unit
- Stats – Life Regeneration Rate – self-explanatory
- Stats – Life Starting Amount – self-explanatory
- Stats – Shield Armor – the starting amount of armour for the unit's shields
- Stats – Shield Maximum – the amount of plasma shield for the unit
- Stats – Shield Regeneration Rate – self-explanatory
- Stats – Shield Starting Amount – self-explanatory
- Stats – Supplies – the amount of food the unit occupies
ACTORS
When you want to change the unit's model, make sure you change all of the following four fields to correspond with the change:

- Model – the model of the unit
- Model (build) – the model displayed when the unit is being constructed
- Model (portait) – the unit's portrait model (1)
- Wireframe Layer – the unit's wireframe picture (2)

- Scaling – the size of the unit (x, y, z)
- Shield Layer – the wireframe picture for the shield of the unit
- Sounds – the unit's soundset
- Group Icon Layer – the unit's group icon (seen, when grouped with multiple units)
- Unit Icon – the icon displayed in the group bar (3)

1.jpg

EFFECTS
Units usually have multiple effects under this tab, but the one you are interested in looks something like this:

- (unit name) – (Weapon name) (Damage)

- (none) Amount – the amount of damage the weapon does
- (none) Area – AoE settings, if you want your damage to be splash damage
- (none) Armor Reduction – the amount of damage 1 point of armor takes, when the target receives damage
- (none) Attribute Bonus – the amount of bonus damage the attack does to different kind of units (biological, mechanical etc.)
- (none) Kind – the type of the attack (e.g ranged, melee)

If you change the type of the weapon, make sure the change its range to suit your needs, too (check below).
WEAPONS
- (unit name) – (Weapon name)

- (none) Cost – the cost for firing the weapon once (can be anything from resources to life&energy)
- (none) Effect – the projectile (weapon) art effect
- (none) Period – the weapons cooldown, the pause period between shots
- (none) Range – the range of the weapon
- (none) Target Filters – the targets the weapon is allowed to fire at
 

Renendaru

(Evol)ution is nothing without love.
Reaction score
309
Really nice tutorial, will help people who haven't had the time to experiment with unit editing as of yet. o.o
 

Failenx

TH.net Regular
Reaction score
7
This is great so far, it helped me out that's for sure. The only thing I suggest for you to add is a small introductory to Actors in that section.

So far, it's going great, keep going.
 

jleips2600

New Member
Reaction score
4
Very nice. Going through the effort of adding pictures helps so much. Well done sir.
+1 on the sticked also.
 

Dan

The New Helper.Net gives me great Anxiety... o.O;;
Reaction score
159
Useful! (+rep) but most of the fields you chose are fairly self explanatory. I'll give you another +rep when you can answer some of the more cryptic fields in the other categories such as weapons, behaviors, etc. like:

"Marker"
"Range slop"
"Acquire target sorts"

etc. In fact, if anyone could start defining some of these more advanced fields I would be ecstatic. It's hard to test all of them out.
 

Narks

Vastly intelligent whale-like being from the stars
Reaction score
90
very useful - some more information on how the different object types tie together would be great, though
 

Andrewgosu

The Silent Pandaren Helper
Reaction score
716
Sorry for the long wait replying, I have been awfully busy (a part of the reason why the tutorial is work-in-progress).

Thanks for the feedback so far.
 

BANANAMAN

Resident Star Battle Expert.
Reaction score
150
Units usually have multiple effects under this tab, but the one you are interested in looks something like this:

- (unit name) – (Weapon name) (Damage)

- (none) Amount – the amount of damage the weapon does
- (none) Area – AoE settings, if you want your damage to be splash damage
- (none) Armor Reduction – the amount of damage 1 point of armor takes, when the target receives damage
- (none) Attribute Bonus – the amount of bonus damage the attack does to different kind of units (biological, mechanical etc.)
- (none) Kind – the type of the attack (e.g ranged, melee)

If you change the type of the weapon, make sure the change its range to suit your needs, too (check below).

Other Effects are:
Apply Buff (Ability related.Self explanatory)
Apply Behavior (Related to Weapons and Abilities.Unit Animation when casting or attacking)
Create Persistent (Weapons and Abilities.Unit Animation when channeling or attacking continuously)
Set (Ability and or possibly Weapon related)
Launch Missile (Weapon Related)
 
Reaction score
54
I'll give you another +rep when you can answer some of the more cryptic fields in the other categories such as weapons, behaviors, etc. like:

My take:

"Marker": Used to link together with actors/effects. You specify if you want or not implicit derivation to take place according to ID's, Names...
"Range slop": How much a target can move after a weapon is fired before it is considered out of range.
"Acquire target sorts": Criteria to use when selecting which target to attack via an ability that acquires targets. (Like Attack-Move, or a custom defined ability)
 
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