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SC2Mapster Wiki/Understand the Meta Concept of Data Editor (A Good Starting Point)
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SC2Mapster Wiki/Understand the Meta Concept of Data Editor (A Good Starting Point)
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=Intractables= ==Data Tree Initiators== ===Units=== Units are what you interact with in the game. Units can be preplaced or created using abilities, effects and triggers. They are capable of using abilities, behaviours and weapons which act as the start of data trees. Unless the unit is created by a few specific abilities, it is known as the caster for any data trees it uses. ====Abilities==== Abilities are data tree initiators that use effects, apply behaviours, create units or cause the unit with the ability to interact with other units. Although some abilities are passive the majority are active and can be linked to a button in the command card where players can order them to be used (the '''Smart Command''' flag can allow use to be linked to mouse clicks). The unit needs to have the ability under the '''Ability: Abilities - Ability''' field in order to use it even if the ability is not linked to the command card. Ability use can be forced to be initiated by the '''Issue Order''' effect type but the caster of the ability effect tree is still known as the unit who used the ability and not the caster of the '''Issue Order''' effect, it can also use active abilities not linked to the command card. All units created by abilities are independent entities and known as their own casters that are in no way linked to the creating unit (with the excetion of the '''Arm Magazine''' ability). Abilities start data trees by using effects or applying behaviours and the majority of abilities have a field for their application. Details as to what each ability type does and what fields it has can be found under [[Data/Abilities|Abilities]]. ====Behaviors==== Behaviors are data tree initiators that use effects, apply weapons and turrets, modify units, behavior and ability use, modify UI, change ownership, link vitals of units, generate creep, enable jumping, give resources capacity, reveal parts of the map and force units to wander around. The unit needs to have the behavior under the '''Behavior: Behaviors - Behavior''' field or to have it applied by a '''Behavior''' type ability for the unit to be known as the caster. Effects used by weapons added through behaviors are not known as part of the effect tree. How behaviors initiate effect trees is through effects used when applied, refreshed, removed, periodically once applied or when the behavior expires. Behaviors are mostly used when passive, effect over time or buff/debuffs are needed. Details as to what each behavior type does and what fields it has can be found under [[Data/Behaviors|Behaviors]]. ====Weapons==== Weapons use effects to initiate data trees and require the '''Attack''' ability to be used. The unit firing the weapon is known as the caster. There are two kinds of weapon, legacy which makes the unit stand still and shoot and strafe which forces the unit to continue moving forward making it have to make multiple passes over a target. Weapons do not always have to target the attack target. ===Triggers=== Triggers can apply effects and behaviors to targets/points. The casters for effects are known as the point the effect is applied at while for behaviors it is the unit. ==Linking Data Tree Branches== Once initiated ==Data Tree Terminal Effectors== ==Referencing Data Tree Ancestors== [[Data/Effect Targeting|Effect Targeting]] ==Restrictions, Logic, Validators and Requirements== ==The Sounds and Visuals (Eye Candy)== ==Moving Units and Missiles==
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