SelectableType - funovus/editor-wiki GitHub Wiki
Table of Contents
- [Data\Selectable Type](#dataselectable-type)
- [BehaviorComponent.Behavior Type](#behaviorcomponentbehavior-type)
* [Do Nothing](#do-nothing)
* [Generic Controllable Unit](#generic-controllable-unit)
* [Wander](#wander)
* [Td Types [Wild Sky]](#td-types-wild-sky)
- [Unit.MiniMapConfig.Mini Map Ui Type](#unitminimapconfigmini-map-ui-type)
* [Circle](#circle)
* [Sprite](#sprite)
- [AreaSearchType.Area Search Type](#areasearchtypearea-search-type)
* [Circle](#circle)
* [Circle Sector](#circle-sector)
* [Rectangle](#rectangle)
* [Children](#children)
- [EffectSetWaypoints.Waypoints.Waypoints Type](#effectsetwaypointswaypointswaypoints-type)
* [Waypoints Name](#waypoints-name)
* [From Unit](#from-unit)
* [Nearest Waypoint](#nearest-waypoint)
- [EffectEnumerateUnitList.Location Mode](#effectenumerateunitlistlocation-mode)
* [Use Search Location](#use-search-location)
* [Use Target Location](#use-target-location)
- [EffectModifyUnit.ModifyAbilityCooldown.Ability Name Type](#effectmodifyunitmodifyabilitycooldownability-name-type)
* [Ability Name](#ability-name)
* [Ability Family](#ability-family)
* [Ability Tag](#ability-tag)
- [EffectModifyUnit.ModifyAbilityChargeCount.Ability Name Type](#effectmodifyunitmodifyabilitychargecountability-name-type)
* [Ability Name](#ability-name)
* [Ability Family](#ability-family)
* [Ability Tag](#ability-tag)
- [EffectModifyUnit.Modify Unit Type](#effectmodifyunitmodify-unit-type)
* [Modify Mana](#modify-mana)
* [Modify Shield](#modify-shield)
* [Modify Ability Cooldown](#modify-ability-cooldown)
* [Modify Ability Charge Count](#modify-ability-charge-count)
- [EffectIssueAbility.Ability Reference](#effectissueabilityability-reference)
* [Ability Name](#ability-name)
* [Ability Tag](#ability-tag)
- [EffectForce.Force Type](#effectforceforce-type)
* [Direction](#direction)
* [Center](#center)
- [OrbitingMover.Orbit Speed Type](#orbitingmoverorbit-speed-type)
* [Speed](#speed)
* [Degree Per Second](#degree-per-second)
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Data\Selectable Type {dataSelectable-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.
The unit will have no AI behavior. This causes the unit to be unable to move, attack, or otherwise accept commands.
The unit will use the basic AI behavior and accept commands. Generic controllable units with weapons will attempt to attack valid targets in range.
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.
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.
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.
The unit will wander aimlessly. Useful for villagers or critters.
//////////////////////////////////////// TD types
EnumType: BehaviorComponent.BehaviorType
The unit will wait for this duration before wandering to a new location.
MessageType: UnitBattleData
The unit will wander within this radius.
Determines whether the unit renders as a circle or sprite on the minimap.
The radius to use for the unit's minimap icon.
The sprite name to use for the unit's minimap icon.
The size to use for the unit's minimap icon.
Sets the radius of the circle to search.
Any expressions here will be evaluated and added to the radius each time the search is executed.
Sets the outer radius of the circle sector to search.
Any expressions here will be evaluated and added to the outer radius each time the search is executed.
Sets the inner radius of the circle sector to search.
Any expressions here will be evaluated and added to the inner radius each time the search is executed.
Sets the angle of the circle sector to search. Used to make a search occur in an arc.
Any expressions here will be evaluated and added to the angle each time the search is executed.
Sets the width of the rectangle to search.
Any expressions here will be evaluated and added to the width each time the search is executed.
Sets the length of the rectangle to search.
Any expressions here will be evaluated and added to the length each time the search is executed.
The search will find the source unit's children.
Which routes will be searched, when set to NONE, all routes will be searched.
Run the search using the Search Effect location.
Run successive searches at the previous target's location.
This is useful for creating chain lightning effects.
Creates a delay between each search.
EffectModifyUnit.ModifyAbilityCooldown.Ability Name Type {EffectModifyUnitModifyAbilityCooldownAbility-Name-Type}
Determines if the ability is selected by name, tag, or family.
The name of the ability to modify cooldown for.
The ability family to modify cooldowns for.
Note that all abilities with this family on the target will have their cooldown reduced.
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 {EffectModifyUnitModifyAbilityChargeCountAbility-Name-Type}
Determines if the ability is selected by name, tag, or family.
The name of the ability to modify charge count for.
The ability family to modify charge count for.
The ability tags to modify charge count for.
Which unit property to modify.
Modifies a unit's mana.
EnumType: EffectModifyUnit.ModifyType
Determine the modify type
EnumType: ValueType
Whether to modify mana as percentage or explicit value.
The amount of mana to modify.
Modifies a unit's shields.
EnumType: EffectModifyUnit.ModifyType
Determine the modify type
EnumType: ValueType
Whether to modify shields as percentage or explicit value.
The amount of shields to modify.
Modifies an ability's current cooldown.
SelectableType: EffectModifyUnit.ModifyAbilityCooldown.Ability Name Type
Determines if the ability is selected by name, tag, or family.
EnumType: EffectModifyUnit.ModifyType
Determine the modify type
EnumType: ValueType
Whether to modify cooldown by a percentage or explicit value (in seconds).
The duration to modify cooldown by.
Modifies an ability's charge count.
SelectableType: EffectModifyUnit.ModifyAbilityChargeCount.Ability Name Type
Determines if the ability is selected by name, tag, or family.
EnumType: EffectModifyUnit.ModifyType
Determine the modify type
The amount to modify charge count by.
When checked, clamp charge count between 0 and max charge count.
Determines whether ability is referenced by name or tag.
Select the ability to be cast by name.
Select the first ability with the matching tag on the unit to cast.
A force pointing towards the same direction.
Offset in degrees added (clockwise) to the effect facing to determine the force's direction.
A force pointing towards the effect center.
Offset in degrees added (clockwise) to the force's direction.
Determines whether the orbit speed is controlled by a flat speed or degrees per second.
When set, the missile unit's orbit speed, in terrain grid-units-per-second.
When set, the missile unit's orbit speed, in degrees-per-second.