- Data\Selectable Type
- BehaviorComponent.Behavior Type
- Unit.MiniMapConfig.Mini Map Ui Type
- EffectOffset.Offset Type
- AreaSearchType.Area Search Type
- EffectSetWaypoints.Waypoints.Waypoints Type
- EffectEnumerateUnitList.Location Mode
- EffectModifyUnit.ModifyAbilityCooldown.Ability Name Type
- EffectModifyUnit.ModifyAbilityChargeCount.Ability Name Type
- EffectModifyUnit.Modify Unit Type
- EffectIssueAbility.Ability Reference
- EffectForce.Force Type
- EffectAttachUnit.AttachOffset.Offset Type
- EffectOrientation.Type
- EffectLocation.Offset Type
- EffectSimpleSpawn.Owner Player
- EffectApplySimpleMover.Type
- OrbitingMover.Orbit Speed Type
- MultiStageMover.MoverStage.Motion Type
- MultiStageMover.MotionOverlay.Overlay Type
Data\Selectable Type
BehaviorComponent.Behavior Type
Controls the AI behavior type of the unit. Most of the time this should be set to Generic Controllable Unit. It's generally recommended to not use Td Types unless you know what you're doing and are creating a similar tower defense game.
Do Nothing
The unit will have no AI behavior. This causes the unit to be unable to move, attack, or otherwise accept commands.
Generic Controllable Unit
The unit will use the basic AI behavior and accept commands. Generic controllable units with weapons will attempt to attack valid targets in range.
Leash Radius
Units will only chase auto-acquired targets within this radius. If the unit leaves this radius, it will be ordered to return to its original position (ie the origin of the leash radius). The unit will not be able to auto-acquire a new target until it reaches the leash reset radius. The position of the leash region only updates when a unit becomes idle.
Leash Reset Radius
Leashed units (ones that have abandoned their auto-acquired targets and are moving towards their original position) are allowed to acquire new targets within this radius. The leash reset region uses the same origin as the leash region (and updates with it). The purpose of using two regions is to prevent attackers from being able to kite defenders by jumping in and out of the leash radius; The leash reset radius should be significantly smaller than the leash radius to provide the defender a decent area to retreat to.
Force Rescan
Period
If set, the unit will be forced to reconsider its current weapon target each period. Otherwise weapons tend to stick to the current target until it becomes invalid or dies.
Wander
The unit will wander aimlessly. Useful for villagers or critters.
Change Location Period
Wander Radius
Td Types [Wild Sky]
//////////////////////////////////////// TD types
Behavior Type
EnumType: BehaviorComponent.BehaviorType
The unit will wait for this duration before wandering to a new location.
Unit Battle Data
MessageType: UnitBattleData
The unit will wander within this radius.
Unit.MiniMapConfig.Mini Map Ui Type
Determines whether the unit renders as a circle or sprite on the minimap.
Circle
Radius
The radius to use for the unit's minimap icon.
Sprite
Icon
The sprite name to use for the unit's minimap icon.
Size
The size to use for the unit's minimap icon.
EffectOffset.Offset Type
Explicit Offset
MessageType: ExplicitOffset
Offset base on forward/right/up coordinate.
Polar Offset
MessageType: PolarOffset
Offset base on polar coordinate.
AreaSearchType.Area Search Type
Circle
Radius
Sets the radius of the circle to search.
Radius Expressions
Any expressions here will be evaluated and added to the radius each time the search is executed.
Circle Sector
Outer Radius
Sets the outer radius of the circle sector to search.
Outer Radius Expressions
Any expressions here will be evaluated and added to the outer radius each time the search is executed.
Inner Radius
Sets the inner radius of the circle sector to search.
Inner Radius Expressions
Any expressions here will be evaluated and added to the inner radius each time the search is executed.
Angle
Sets the angle of the circle sector to search. Used to make a search occur in an arc.
Angle Expressions
Any expressions here will be evaluated and added to the angle each time the search is executed.
Rectangle
Rectangle Origin
Sets the origin point of the rectangle.
- CENTER: The rectangle search will be centered on the target position.
- EXTEND: The search will be offset so its starting edge will originate at the target position. Using this setting, the search will extend from its target position rather than be centered on it.
Width
Sets the width of the rectangle to search.
Width Expressions
Any expressions here will be evaluated and added to the width each time the search is executed.
Length
Sets the length of the rectangle to search.
Length Expressions
Any expressions here will be evaluated and added to the length each time the search is executed.
Children
The search will find the source unit's children.
EffectSetWaypoints.Waypoints.Waypoints Type
Waypoints Name
From Unit
Nearest Waypoint
Allowed Routes
Which routes will be searched, when set to NONE, all routes will be searched.
EffectEnumerateUnitList.Location Mode
Use Search Location
Run the search using the Search Effect location.
Use Target Location
Run successive searches at the previous target's location.
This is useful for creating chain lightning effects.
Step Delay
Creates a delay between each search.
EffectModifyUnit.ModifyAbilityCooldown.Ability Name Type
Determines if the ability is selected by name, tag, or family.
Ability Name
The name of the ability to modify cooldown for.
Ability Family
The ability family to modify cooldowns for.
Note that all abilities with this family on the target will have their cooldown reduced.
Ability Tag
The ability tags to modify cooldowns for.
Note that all abilities with this tag on the target will have their cooldown reduced.
EffectModifyUnit.ModifyAbilityChargeCount.Ability Name Type
Determines if the ability is selected by name, tag, or family.
Ability Name
The name of the ability to modify charge count for.
Ability Family
The ability family to modify charge count for.
Ability Tag
The ability tags to modify charge count for.
EffectModifyUnit.Modify Unit Type
Which unit property to modify.
Modify Mana
Modifies a unit's mana.
Modify Type
EnumType: EffectModifyUnit.ModifyType
Determine the modify type
Value Type
EnumType: ValueType
Whether to modify mana as percentage or explicit value.
Amount
The amount of mana to modify.
Expressions
Modify Shield
Modifies a unit's shields.
Modify Type
EnumType: EffectModifyUnit.ModifyType
Determine the modify type
Value Type
EnumType: ValueType
Whether to modify shields as percentage or explicit value.
Amount
The amount of shields to modify.
Expressions
Modify Ability Cooldown
Modifies an ability's current cooldown.
Ability Name Type
SelectableType: EffectModifyUnit.ModifyAbilityCooldown.Ability Name Type
Determines if the ability is selected by name, tag, or family.
Modify Type
EnumType: EffectModifyUnit.ModifyType
Determine the modify type
Value Type
EnumType: ValueType
Whether to modify cooldown by a percentage or explicit value (in seconds).
Amount
The duration to modify cooldown by.
Modify Ability Charge Count
Modifies an ability's charge count.
Ability Name Type
SelectableType: EffectModifyUnit.ModifyAbilityChargeCount.Ability Name Type
Determines if the ability is selected by name, tag, or family.
Modify Type
EnumType: EffectModifyUnit.ModifyType
Determine the modify type
Amount
The amount to modify charge count by.
Clamp
When checked, clamp charge count between 0 and max charge count.
EffectIssueAbility.Ability Reference
Determines whether ability is referenced by name or tag.
Ability Name
Select the ability to be cast by name.
Ability Tag
Select the first ability with the matching tag on the unit to cast.
EffectForce.Force Type
Direction
A force pointing towards the same direction.
Direction Offset
Offset in degrees added (clockwise) to the effect facing to determine the force's direction.
Center
A force pointing towards the effect center.
Direction Offset
Offset in degrees added (clockwise) to the force's direction.
EffectAttachUnit.AttachOffset.Offset Type
Explicit Offset
MessageType: ExplicitOffset
Offset is based on forward/right/up directions.
Polar Offset
MessageType: PolarOffset
Offset is based on angle and distance.
Use Offset When Effect Impact
Offset is based on the angle and distance between parent and child unit.
EffectOrientation.Type
Unit Orientation
Offset Orientation
Offset Start
Used in combination with Offset End to determine the facing of this effect. If start & end is at the same point, facing of the source unit is used as a fallback and if source is not an unit, facing of the caster unit is used.
Offset End
Used in combination with Offset Start to determine the facing of this effect. If start & end is at the same point, facing of the source unit is used as a fallback and if source is not an unit, facing of the caster unit is used.
EffectLocation.Offset Type
Linear
Offset Absolute
MessageType: Double3
Position offset in world coordinate
Orientation For Offset Relative
MessageType: EffectOrientation
Orientation for relative position offset
Offset Relative
MessageType: Double3
Relative position offset
Polar
MessageType: PolarOffset
EffectSimpleSpawn.Owner Player
Unit Owner
Player Id
EffectApplySimpleMover.Type
Target Unit
The mover will move towards a target unit
Which Unit
Move towards which unit
Initial Speed
Acceleration Magnitude
Delay Seconds
When the mover become active after the effect applied
Duration Seconds
When the mover become inactive after the effect applied
Target Direction
The mover will move in one direction, determined by the angle between the source and target at launch
Initial Speed
Acceleration Magnitude
Delay Seconds
When the mover become active after the effect applied
Duration Seconds
When the mover become inactive after the effect applied
Uniform Acceleration
The mover will move with a constant acceleration
Initial Velocity
MessageType: Double3
Acceleration
MessageType: Double3
Delay Seconds
Duration Seconds
Spiral
Start Radius
End Radius
Start Angle In Degree
Angular Speed In Degree
Delay Seconds
Duration Seconds
Target Location
The mover will move towards a target location
Target Location
MessageType: Double3
Move towards target location
Initial Speed
Acceleration Magnitude
Delay Seconds
When the mover become active after the effect applied
Duration Seconds
When the mover become inactive after the effect applied
OrbitingMover.Orbit Speed Type
Determines whether the orbit speed is controlled by a flat speed or degrees per second.
Speed
When set, the missile unit's orbit speed, in terrain grid-units-per-second.
Degree Per Second
When set, the missile unit's orbit speed, in degrees-per-second.
MultiStageMover.MoverStage.Motion Type
Guidance
MessageType: GuidanceMover
Moves the missile unit linearly towards the target with tracking (like a guided missile).
Ballistic
MessageType: BallisticMover
Moves the missile unit in a parabolic arc (like a thrown grenade).
Throw
MessageType: ThrowMover
Moves the missile unit in a fixed direction. Unlike other movers, this mover doesn't move towards the target and will move indefinitely unless some other means of hit detection are used (such as the arrive_on_search_hit flag), or replaced by another mover (either by another launch missile effect, or when used in a multi-stage mover).
MultiStageMover.MotionOverlay.Overlay Type
Sine Wave
Moves in a sine wave pattern.
Wave Length
MessageType: ValueWithRangeAndExpression
The distance between consecutive wave patterns.
Orbiting
Moves with a circular motion centered around the mover's position without this overlay applied.
Degree Per Second
MessageType: ValueWithRangeAndExpression
Circular speed in degrees per second.