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		<id>https://wiki.staredit.net/w/index.php?title=Scenario.chk&amp;diff=620</id>
		<title>Scenario.chk</title>
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		<updated>2019-08-09T18:13:28Z</updated>

		<summary type="html">&lt;p&gt;Wormer: /* &amp;quot;TRIG&amp;quot; - Triggers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The CHK file is a very dense file found inside the SCM or SCX file (as &amp;quot;staredit\scenario.chk&amp;quot;), which is just a renamed MPQ archive.&lt;br /&gt;
&lt;br /&gt;
In this article, some shorthand will be used for datatypes:&lt;br /&gt;
* '''u8''' for an unsigned byte&lt;br /&gt;
* '''u16''' for an unsigned short (2-byte integer)&lt;br /&gt;
* '''u32''' for an unsigned int (4-byte integer)&lt;br /&gt;
* '''uT[''a'']''' for an array of datatype '''T''' (8, 16, 32) with '''''a''''' number of elements&lt;br /&gt;
* '''uT[''a''][''b'']''' for a two-dimensional array of datatype '''T''', where each element of '''T[''a'']''' will be an array of size '''''b'''''&lt;br /&gt;
&lt;br /&gt;
=Sections=&lt;br /&gt;
The CHK is split into several named chunks (hence the file extension, an abbreviation of ''CHunK'').&lt;br /&gt;
&lt;br /&gt;
Each section begins with an 8-byte header:&lt;br /&gt;
* '''u32''' Name - A 4-byte string uniquely identifying that chunk's purpose.&lt;br /&gt;
* '''u32''' Size - The size, in bytes, of the chunk (not including this header)&lt;br /&gt;
Followed by as many bytes as 'Size', in a format described below.&lt;br /&gt;
&lt;br /&gt;
Some things to keep in mind about the CHK section:&lt;br /&gt;
* Invalid sections can exist and will be ignored. While Size is unsigned, it can safely be a negative value to read a chunk earlier in the file. This allows for &amp;quot;section stacking&amp;quot;, allowing smaller sections to be placed inside of larger ones or duplicate triggers or units to take less space in the file.&lt;br /&gt;
* All sections will marked &amp;quot;Not required.&amp;quot; are never read by StarCraft and can safely be omitted. However they may or may not be read by StarEdit, and may cause the map to be unreadable in an editor.&lt;br /&gt;
* Note &amp;quot;Hybrid&amp;quot;, or &amp;quot;Enhanced&amp;quot;, maps were introduced in 1.04. They are supported both by Original StarCraft and Brood War and usually contain sections for both types (e.g., UPGS and UPGx, TECS and TECx), but both sections aren't necessarily read.&lt;br /&gt;
* Duplicate sections will overwrite previously defined section data, except where noted. Note this only applies to those section that pass the specified &amp;quot;validation&amp;quot; parameters, as any section that does not successfully validate will be ignored.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;TYPE&amp;quot; - Map Type==&lt;br /&gt;
''Not required.''&lt;br /&gt;
&lt;br /&gt;
This section specifies the type of scenario.&lt;br /&gt;
* '''u32''': Specifies the type of scenario:&lt;br /&gt;
** '''0x53574152''' or '''RAWS''' - 1.04 StarCraft and above (&amp;quot;hybrid&amp;quot;)&lt;br /&gt;
** '''0x42574152''' or '''RAWB''' - Brood War&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;VER &amp;quot; - Format Version==&lt;br /&gt;
''Required for all versions and all game types.''&amp;lt;br&amp;gt;&lt;br /&gt;
''Validation: Must be size of 2 bytes.''&lt;br /&gt;
&lt;br /&gt;
This section identifies the file format version.&lt;br /&gt;
* '''u16''': File format version:&lt;br /&gt;
** '''59''' - 1.00 Starcraft&lt;br /&gt;
** '''63''' - 1.04 Starcraft and above (&amp;quot;hybrid&amp;quot;)&lt;br /&gt;
** '''205''' - Brood War&lt;br /&gt;
This is the only version code section to actually be read by StarCraft (of TYPE, VER , IVER, and IVE2). Any other value is invalid in retail StarCraft and is usually a beta version.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;IVER&amp;quot; - Map Version==&lt;br /&gt;
''Not required.''&lt;br /&gt;
&lt;br /&gt;
This section &amp;quot;additionally identifies&amp;quot; the map version.&lt;br /&gt;
* '''u16''': &amp;quot;Additional file format version:&amp;quot;&lt;br /&gt;
** '''9''' - beta/obsolete versions&lt;br /&gt;
** '''10''' - current versions&lt;br /&gt;
Contrary to popular belief, it doesn't get &amp;quot;replaced&amp;quot; by IVE2 in hybrid/Brood War scenarios: both seem to be written by StarEdit but not read by StarCraft.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;IVE2&amp;quot; - Map Version==&lt;br /&gt;
''Not required.''&lt;br /&gt;
&lt;br /&gt;
This section &amp;quot;additionally identifies&amp;quot; the map version.&lt;br /&gt;
* '''u16''': &amp;quot;Additional file format version:&amp;quot;&lt;br /&gt;
** '''11''' - 1.04 StarCraft and above (&amp;quot;hybrid&amp;quot;) or Brood War.&lt;br /&gt;
This section does not &amp;quot;replace&amp;quot; IVER in hybrid/Brood War scenarios: both seem to be written by StarEdit but not read by StarCraft.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;VCOD&amp;quot; - Verification Code==&lt;br /&gt;
''Required for all versions and all game types.''&amp;lt;br&amp;gt;&lt;br /&gt;
''Validation: Must be equal to size of the VCOD data in the EXE resource. Must result in valid checksum.''&lt;br /&gt;
&lt;br /&gt;
This section has a verification code to make sure this is actually a CHK file.&lt;br /&gt;
&lt;br /&gt;
* '''u32[256]''': Seed values.&lt;br /&gt;
* '''u8[16]''': Operation codes to produce the resulting hash:&lt;br /&gt;
** '''00''' - XOR's the current hash with the total values of OWNR, SIDE * 256, FORC * 65536&lt;br /&gt;
** '''01''' - Adds to the current hash with the total values of OWNR, SIDE * 256, FORC * 65536&lt;br /&gt;
** '''02''' - Subtracts from the current hash with the total values of OWNR, SIDE * 256, FORC * 65536&lt;br /&gt;
** '''03''' - XOR's the current hash with the VCOD table at index OWNR, SIDE, FORC, and 0&lt;br /&gt;
** '''04''' - same as 0x03&lt;br /&gt;
** '''05''' - same as 0x03&lt;br /&gt;
** '''06''' - Complex function consisting of ORs and shifts&lt;br /&gt;
** '''07''' - Inverted version of 0x06, switching direction of all shifts&lt;br /&gt;
** '''08+''' - Do nothing&lt;br /&gt;
Opcodes and seeds do not have to match those in EXE resource, as long as the same value is produced.&amp;lt;br&amp;gt;&lt;br /&gt;
The only indexes in the seed table that are referenced are those that correspond individual values of [[#&amp;quot;OWNR&amp;quot; - StarCraft Player Types|OWNR]], [[#&amp;quot;SIDE&amp;quot; - Player Races|SIDE]], [[#&amp;quot;FORC&amp;quot; - Force Settings|FORC]] player assignments, and index 0.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;IOWN&amp;quot; - StarEdit Player Types==&lt;br /&gt;
''Not Required.''&lt;br /&gt;
&lt;br /&gt;
This section specifies the owner of each player.&lt;br /&gt;
* '''u8[12]''': One byte for each player, specifies the owner of the player:&lt;br /&gt;
** '''00''' - Inactive&lt;br /&gt;
** ''01'' - Computer (game)&lt;br /&gt;
** ''02'' - Occupied by Human Player&lt;br /&gt;
** '''03''' - Rescue Passive&lt;br /&gt;
** '''04''' - Unused&lt;br /&gt;
** '''05''' - Computer&lt;br /&gt;
** '''06''' - Human (Open Slot)&lt;br /&gt;
** '''07''' - Neutral&lt;br /&gt;
** ''08'' - Closed slot&lt;br /&gt;
This section is separate from OWNR as a staredit value. Staredit does not display &amp;quot;inactive&amp;quot; as a valid option. Italicized settings denote invalid map options, which may involve a buffer overflow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;OWNR&amp;quot; - StarCraft Player Types==&lt;br /&gt;
''Required for all versions and all game types.''&amp;lt;br&amp;gt;&lt;br /&gt;
''Validation: Must be size of 12 bytes.''&lt;br /&gt;
&lt;br /&gt;
This section designates the controller of a particular player. It is exactly the same as the &amp;quot;IOWN&amp;quot; section, except there is an additional value, 0x00 for Inactive.&lt;br /&gt;
* '''u8[12]''': One byte for each player, specifies the owner of the player:&lt;br /&gt;
** '''00''' - Inactive&lt;br /&gt;
** ''01'' - Computer (game)&lt;br /&gt;
** ''02'' - Occupied by Human Player&lt;br /&gt;
** '''03''' - Rescue Passive&lt;br /&gt;
** '''04''' - Unused&lt;br /&gt;
** '''05''' - Computer&lt;br /&gt;
** '''06''' - Human (Open Slot)&lt;br /&gt;
** '''07''' - Neutral&lt;br /&gt;
** ''08'' - Closed slot&lt;br /&gt;
Italicized settings denote invalid map options, which may involve a buffer overflow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;ERA &amp;quot; - Tileset==&lt;br /&gt;
''Required for all versions and all game types.''&amp;lt;br&amp;gt;&lt;br /&gt;
''Validation: Must be size of 2 bytes.''&lt;br /&gt;
&lt;br /&gt;
This section indicates the tileset of the scenario.&lt;br /&gt;
* '''u16''': Designates tileset:&lt;br /&gt;
** '''00''' - Badlands&lt;br /&gt;
** '''01''' - Space Platform&lt;br /&gt;
** '''02''' - Installation&lt;br /&gt;
** '''03''' - Ashworld&lt;br /&gt;
** '''04''' - Jungle&lt;br /&gt;
** '''05''' - Desert&lt;br /&gt;
** '''06''' - Arctic&lt;br /&gt;
** '''07''' - Twilight&lt;br /&gt;
StarCraft masks the tileset indicator's bit value, so bits after the third place (anything after the value &amp;quot;7&amp;quot;) are removed. Thus, 9 (1001 in binary) is interpreted as 1 (0001), 10 (1010) as 2 (0010), etc.&amp;lt;br&amp;gt;&lt;br /&gt;
Desert, Arctic, and Twilight are Brood War-only tilesets.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;DIM &amp;quot; - Map Dimensions==&lt;br /&gt;
''Required for all versions and all game types.''&amp;lt;br&amp;gt;&lt;br /&gt;
''Validation: Must be size of 4 bytes.''&lt;br /&gt;
&lt;br /&gt;
This section contains the dimensions of the map.&lt;br /&gt;
* '''u16''': Width of the map&lt;br /&gt;
* '''u16''': Height of the map&lt;br /&gt;
The Width/Height of the map is measured in the number of square 32x32p tiles.&amp;lt;br&amp;gt;&lt;br /&gt;
Standard Dimensions are 64, 96, 128, 192, and 256.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;SIDE&amp;quot; - Player Races==&lt;br /&gt;
''Required for all versions and all game types.''&amp;lt;br&amp;gt;&lt;br /&gt;
''Validation: Must be size of 12 bytes.''&lt;br /&gt;
&lt;br /&gt;
This section contains the species/race of each player.&lt;br /&gt;
* '''u8[12]''': 1 byte per player the species of that player:&lt;br /&gt;
** '''00''' - Zerg&lt;br /&gt;
** '''01''' - Terran&lt;br /&gt;
** '''02''' - Protoss&lt;br /&gt;
** ''03'' - Invalid (Independent)&lt;br /&gt;
** ''04'' - Invalid (Neutral)&lt;br /&gt;
** '''05''' - User Selectable&lt;br /&gt;
** '''06''' - Random (Forced; Acts as a selected race)&lt;br /&gt;
** ''07'' - Inactive&lt;br /&gt;
Italicized settings denote invalid map options. Note Players 9-11 are defaultly Inactive and Player 12 is defaultly Neutral.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;MTXM&amp;quot; - StarCraft Terrain==&lt;br /&gt;
''Required for all versions and all game types.''&amp;lt;br&amp;gt;&lt;br /&gt;
''Validation: Must be less than or equal to 131072 (0x20000) bytes (256 * 256 * 2).''&lt;br /&gt;
&lt;br /&gt;
Terrain section that contains a map of the level's appearance. StarEdit disregards this section and instead uses [[#&amp;quot;TILE&amp;quot; - StarEdit Terrain|TILE]]; it is only used in Starcraft.&lt;br /&gt;
* '''u16[map width * height]''': one integer for each tile.&lt;br /&gt;
Notes about MTXM:&lt;br /&gt;
* The Width/Height of the map is measured in the number of square 32x32p tiles.&lt;br /&gt;
* Tiles in this section are listed from left to right, top to bottom.&lt;br /&gt;
* The values for each integer are their respective &amp;quot;MegaTile&amp;quot; values in the scenario's tileset. If the size of this section is greater than width*height*2, the data following is ignored. If the size of this section is less, the resulting tiles that have not been defined will be null tiles.&lt;br /&gt;
* This section includes doodads as terrain; TILE, which is otherwise identical, doesn't. Out of the terrain sections (TILE, ISOM, and MTXM), SC only reads MTXM for the sake of not having to generate this data on-the-fly: it contains the exact representation of the level's appearance, including doodads. TILE, on the other hand, is directly tied via a tile lookup function to ISOM, and exists for the sake of not having to generate tiles from ISOM on-the-fly in StarEdit.&lt;br /&gt;
* If MTXM section is smaller than (map width*height), then the remaining tiles will be filled with null tiles or tiles specified by previous MTXM sections.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;PUNI&amp;quot; - Player Unit Restrictions==&lt;br /&gt;
''Required for all versions. Not required for Melee.''&amp;lt;br&amp;gt;&lt;br /&gt;
''Validation: Must be size of 5700 bytes.''&lt;br /&gt;
&lt;br /&gt;
This section contains player unit restrictions: it indicates whether the player can or cannot build a particular unit.&lt;br /&gt;
* '''u8[228][12]''': 1 byte for each unit in order of its unit id, then each player, for player availability:&lt;br /&gt;
** '''00''' - That unit is not available for production if the player has 'override defaults' on&lt;br /&gt;
** '''01''' - That unit is available for production if the player has 'override defaults' on&lt;br /&gt;
* '''u8[228]''': 1 byte for each unit in order of it's unit id, for global availability defaults (for all players):&lt;br /&gt;
** '''00''' - That unit is not available for production&lt;br /&gt;
** '''01''' - That unit is available for production&lt;br /&gt;
* '''u8[228][12]''': 1 byte for each unit in order of its unit id, then each player, indicating whether a player uses the global availability defaults.&lt;br /&gt;
** '''00''' - Player overrides defaults for this unit&lt;br /&gt;
** '''01''' - Player uses defaults for this unit&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;UPGR&amp;quot; - Upgrade Restrictions==&lt;br /&gt;
''Required for Vanilla and Hybrid (in Original mode). Not required for Melee.''&amp;lt;br&amp;gt;&lt;br /&gt;
''Validation: Must be size of 1748 bytes.''&amp;lt;br&amp;gt;&lt;br /&gt;
''In Brood War scenarios, this section is replaced by [[#&amp;quot;UPGx&amp;quot; - BW Upgrade Restrictions|&amp;quot;UPGx&amp;quot;]].''&lt;br /&gt;
&lt;br /&gt;
This section contains player upgrade restrictions: it indicates the starting/maximum levels at/to which a player can perform a particular upgrade.&lt;br /&gt;
* '''u8[46][12]''': 1 byte for the maximum level a player can upgrade to, in order of its upgrade id, then each player&lt;br /&gt;
* '''u8[46][12]''': 1 byte for the level of an upgrade a player starts off with, in order of its upgrade id, then each player&lt;br /&gt;
* '''u8[46]''': 1 byte for the global default maximum level of each upgrade, in order of its upgrade id.&lt;br /&gt;
* '''u8[46]''': 1 byte for the global default starting level of each upgrade, in order of its upgrade id.&lt;br /&gt;
* '''u8[46][12]''': 1 byte for each upgrade in order of its upgrade id, then each player, indicating whether a player uses the global upgrade defaults:&lt;br /&gt;
** '''00''' - Player does not use global upgrade defaults for this upgrade&lt;br /&gt;
** '''01''' - Player uses upgrade defaults for this upgrade&lt;br /&gt;
See [[#List of Upgrade IDs]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;PTEC&amp;quot; - Tech Restrictions==&lt;br /&gt;
''Required for Vanilla and Hybrid (in Original mode). Not required for Melee.''&amp;lt;br&amp;gt;&lt;br /&gt;
''Validation: Must be size of 912 bytes.''&amp;lt;br&amp;gt;&lt;br /&gt;
''In Brood War scenarios, this section is replaced by [[#&amp;quot;PTEx&amp;quot; - BW Tech Restrictions|&amp;quot;PTEx&amp;quot;]].''&lt;br /&gt;
&lt;br /&gt;
This section contains player technology availability restrictions: it indicates whether a player starts off with a particular technology or can research a particular technology.&lt;br /&gt;
* '''u8[24][12]''': 1 byte for each technology id, then each player, for player availability:&lt;br /&gt;
** '''00''' - Technology is not available for a player&lt;br /&gt;
** '''01''' - Technology is available for a player&lt;br /&gt;
* '''u8[24][12]''': 1 byte for each technology id, then each player, for &amp;quot;already researched&amp;quot; status:&lt;br /&gt;
** '''00''' - Technology is not already researched&lt;br /&gt;
** '''01''' - Technology is already researched&lt;br /&gt;
* '''u8[24]''': 1 byte for each technology for global availability defaults:&lt;br /&gt;
** '''00''' - Technology is not available by default&lt;br /&gt;
** '''01''' - Technology is available by default&lt;br /&gt;
* '''u8[24]''': 1 byte for each technology for global &amp;quot;already researched&amp;quot; defaults:&lt;br /&gt;
** '''00''' - Technology is not already researched by default&lt;br /&gt;
** '''01''' - Technology is already researched by default&lt;br /&gt;
* '''u8[24][12]''': 1 byte for each technology in order of its technology id, then each player, indicating whether a player uses the global defaults:&lt;br /&gt;
** '''00''' - Technology overrides defaults for player&lt;br /&gt;
** '''01''' - Technology uses default settings for player&lt;br /&gt;
See [[#List of Technology IDs]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;UNIT&amp;quot; - Placed Units==&lt;br /&gt;
''Required for all versions and all game types.''&amp;lt;br&amp;gt;&lt;br /&gt;
''Validation: Must be a multiple of 36 bytes.''&lt;br /&gt;
&lt;br /&gt;
This section contains all the pre-placed units on the map and their properties. Each unit on the map gets the following structure:&lt;br /&gt;
* '''u32''': The unit's class instance (sort of a &amp;quot;serial number&amp;quot;)&lt;br /&gt;
* U16''': X coordinate of unit&lt;br /&gt;
* U16''': Y coordinate of unit&lt;br /&gt;
* '''u16''': Unit ID&lt;br /&gt;
* '''u16''': Type of relation to another building (i.e. add-on, nydus link)&lt;br /&gt;
** '''Bit 9''' - Nydus Link&lt;br /&gt;
** '''Bit 10''' - Addon Link&lt;br /&gt;
* '''u16''': Flags of special properties which can be applied to the unit and are valid:&lt;br /&gt;
** '''Bit 0''' - Cloak is valid&lt;br /&gt;
** '''Bit 1''' - Burrow is valid&lt;br /&gt;
** '''Bit 2''' - In transit is valid&lt;br /&gt;
** '''Bit 3''' - Hallucinated is valid&lt;br /&gt;
** '''Bit 4''' - Invincible is valid&lt;br /&gt;
** '''Bit 5-15''' - Unused&lt;br /&gt;
* '''u16''': Out of the elements of the unit data, the properties which can be changed by the map maker:&lt;br /&gt;
** '''Bit 0''' - Owner player is valid (the unit is not a critter, start location, etc.; not a neutral unit)&lt;br /&gt;
** '''Bit 1''' - HP is valid&lt;br /&gt;
** '''Bit 2''' - Shields is valid&lt;br /&gt;
** '''Bit 3''' - Energy is valid (unit is a wraith, etc.)&lt;br /&gt;
** '''Bit 4''' - Resource amount is valid (unit is a mineral patch, vespene geyser, etc.)&lt;br /&gt;
** '''Bit 5''' - Amount in hangar is valid (unit is a reaver, carrier, etc.)&lt;br /&gt;
** '''Bit 6-15''' - Unused&lt;br /&gt;
* '''u8''': Player number of owner (0-based)&lt;br /&gt;
* '''u8''': Hit points % (1-100)&lt;br /&gt;
* '''u8''': Shield points % (1-100)&lt;br /&gt;
* '''u8''': Energy points % (1-100)&lt;br /&gt;
* '''u32''': Resource amount&lt;br /&gt;
* '''u16''': Number of units in hangar&lt;br /&gt;
* '''u16''': Unit state flags&lt;br /&gt;
** '''Bit 0''' - Unit is cloaked&lt;br /&gt;
** '''Bit 1''' - Unit is burrowed&lt;br /&gt;
** '''Bit 2''' - Building is in transit&lt;br /&gt;
** '''Bit 3''' - Unit is hallucinated&lt;br /&gt;
** '''Bit 4''' - Unit is invincible&lt;br /&gt;
** '''Bit 5-15''' - Unused&lt;br /&gt;
* '''u32''': Unused&lt;br /&gt;
* '''u32''': Class instance of the unit to which this unit is related to (i.e. via an add-on, nydus link, etc.). It is &amp;quot;0&amp;quot; if the unit is not linked to any other unit.&lt;br /&gt;
Notes about UNIT:&lt;br /&gt;
* The X/Y coordinates are the center of the sprite of the unit (in pixels).&lt;br /&gt;
* Please edit if you could confirm the bit values to be correct/if you know more bit values.&lt;br /&gt;
* Default values will apply if bit values are unchecked. Defaults: 100% HP, 100% SP, 100% EP, 0 resources, 0 hangar count.&lt;br /&gt;
* This section can be split. Additional UNIT sections will add more units.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;ISOM&amp;quot; - Isometric Terrain==&lt;br /&gt;
''Not Required.''&lt;br /&gt;
&lt;br /&gt;
This section is required to place isometric terrain on the map. It provides data about the nature of the isometrical &amp;quot;diamonds&amp;quot; (the editing mode of StarEdit).&lt;br /&gt;
* '''u16[ (width / 2 + 1) * (height + 1) * 4 ]''': 4 integers for each map rectangle tile (plus one extra tile to the right and bottom of the map), as per the RECT structure. Each rectangle border (left, top, right, bottom) is assigned an &amp;quot;ISOM value.&amp;quot; These form the &amp;quot;diamond&amp;quot; pattern of the map, and each rectangle thus gets two ISOM values associated with it. StarEdit somehow hashes these (the exact algorithm is unknown) and thus produces the tile index of the rectangle (which it stores in TILE for reasons of efficiency). The index of the rectangle's right tile is that of its left tile + 16.&lt;br /&gt;
This section is the only truly unknown section of the .chk format. If you're an ex-Blizzard employee or SI, please edit this section. If you have additional research, post on the forums about it and/or edit this section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;TILE&amp;quot; - StarEdit Terrain==&lt;br /&gt;
''Not Required.''&lt;br /&gt;
&lt;br /&gt;
This section will only be different from the [[#&amp;quot;MTXM&amp;quot; - StarCraft Terrain|MTXM]] section in tiles where doodads are present.&lt;br /&gt;
* '''u16[ map width * height ]''': 1 integer for each map tile. Moves horizontally across the map.&lt;br /&gt;
The values in TILE are normally directly generated from the ISOM section (see &amp;quot;'ISOM' section&amp;quot; above), and thus do not match that of MTXM on doodad tiles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;DD2 &amp;quot; - StarEdit Sprites (Doodads)==&lt;br /&gt;
''Not Required.''&lt;br /&gt;
&lt;br /&gt;
This section contains the doodad map of the level. There are several parts to doodads. The graphical portion is stored in the [[#&amp;quot;MTXM&amp;quot; - StarCraft Terrain|MTXM]] section. The second part of the doodad is stored in this section. This section is only used by the map editor.&lt;br /&gt;
&lt;br /&gt;
Each doodad in the map gets the following structure:&lt;br /&gt;
* '''u16''': Number of the doodad. Size of the doodad is dependent on this. Doodads are different for each tileset.&lt;br /&gt;
* '''u16''': X coordinate of the doodad unit&lt;br /&gt;
* '''u16''': Y coordinate of the doodad unit&lt;br /&gt;
* '''u8''': Player number that owns the doodad&lt;br /&gt;
* '''u8''': Enabled flag&lt;br /&gt;
** '''00''' - Doodad is enabled (trap can attack, door is closed, etc)&lt;br /&gt;
** '''01''' - Doodad is disabled&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;THG2&amp;quot; - StarCraft Sprites==&lt;br /&gt;
''Required for all versions and all game types.''&amp;lt;br&amp;gt;&lt;br /&gt;
''Validation: Must be a multiple of 10 bytes.''&lt;br /&gt;
&lt;br /&gt;
The map editor only writes to this section. Starcraft uses this section.&lt;br /&gt;
&lt;br /&gt;
Sprites, usually on doodads, get the following structure.&lt;br /&gt;
* '''u16''': Unit/Sprite number of the sprite&lt;br /&gt;
* '''u16''': X coordinate of the doodad unit&lt;br /&gt;
* '''u16''': Y coordinate of the doodad unit&lt;br /&gt;
* '''u8''': Player number that owns the doodad&lt;br /&gt;
* '''u8''': Unused&lt;br /&gt;
* '''u16''': Flags&lt;br /&gt;
** '''Bit 0-11''' - Unused&lt;br /&gt;
** '''Bit 12''' - Draw as sprite (Determines if it is a sprite or a unit sprite)&lt;br /&gt;
** '''Bit 13''' - Unused&lt;br /&gt;
** '''Bit 14''' - Unused&lt;br /&gt;
** '''Bit 15''' - Disabled (Only valid if Draw as sprite is unchecked, disables the unit)&lt;br /&gt;
This section can be split. Additional THG2 sections will add more sprites.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;MASK&amp;quot; - Fog of War Layer==&lt;br /&gt;
''Required for all versions. Not required for Melee.''&amp;lt;br&amp;gt;&lt;br /&gt;
''Validation: This section will always validate.''&lt;br /&gt;
&lt;br /&gt;
This section contains the data on fog of war for each player. This is whether at the start of the game that levels of black space that is available.&lt;br /&gt;
* '''u8[ map width * height ]''': One byte for each map tile. The bits indicate for each player the fog of war.&lt;br /&gt;
** '''Bit 0''' - Player 1's Fog of War. If on, the tile is covered with fog. if off, the tile is visible.&lt;br /&gt;
** '''Bit 1''' - Player 2's Fog of War. If on, the tile is covered with fog. if off, the tile is visible.&lt;br /&gt;
** '''Bit 2''' - Player 3's Fog of War. If on, the tile is covered with fog. if off, the tile is visible.&lt;br /&gt;
** '''Bit 3''' - Player 4's Fog of War. If on, the tile is covered with fog. if off, the tile is visible.&lt;br /&gt;
** '''Bit 4''' - Player 5's Fog of War. If on, the tile is covered with fog. if off, the tile is visible.&lt;br /&gt;
** '''Bit 5''' - Player 6's Fog of War. If on, the tile is covered with fog. if off, the tile is visible.&lt;br /&gt;
** '''Bit 6''' - Player 7's Fog of War. If on, the tile is covered with fog. if off, the tile is visible.&lt;br /&gt;
** '''Bit 7''' - Player 8's Fog of War. If on, the tile is covered with fog. if off, the tile is visible.&lt;br /&gt;
Any size greater than width*height will be ignored. Any size less will default missing tiles to 0xFF&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;STR &amp;quot; - String Data==&lt;br /&gt;
''Required for all versions and all game types.''&amp;lt;br&amp;gt;&lt;br /&gt;
''Validation: Must be at least 1 byte.''&lt;br /&gt;
&lt;br /&gt;
This section contains all the strings in the map.&lt;br /&gt;
* '''u16''': Number of strings in the section (Default''': 1024)&lt;br /&gt;
* '''u16[Number of strings]''': 1 integer for each string specifying the offset (the spot where the string starts in the section from the start of it).&lt;br /&gt;
* '''Strings''': After the offsets, this is where every string in the map goes, one after another. Each one is terminated by a null character.&lt;br /&gt;
This section can contain more or less then 1024 string offsests and will work in Starcraft.&amp;lt;br&amp;gt;&lt;br /&gt;
By default the first byte in '''Strings''' is a NUL character, and all unused offsets in the STR section point to this NUL character.&lt;br /&gt;
Note that STR sections can be stacked in a smiliar fashion as MTXM. The exact mechanisms of this are uncertain.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;UPRP&amp;quot; - CUWP Slots==&lt;br /&gt;
''Required for all versions. Not required for Melee.''&amp;lt;br&amp;gt;&lt;br /&gt;
''Validation: Must be size of 1280 bytes.''&lt;br /&gt;
&lt;br /&gt;
This section is used whenever the create units with properties trigger is used. Since a slot has to be assigned to the action, this is where each slot is designated.&lt;br /&gt;
&lt;br /&gt;
There are 64 of the following structures regardless of how many are used and it cannot exceed 64.&lt;br /&gt;
* '''u16''': Flag of which special properties can be applied to unit, and are valid.&lt;br /&gt;
** '''Bit 0''' - Cloak bit is valid&lt;br /&gt;
** '''Bit 1''' - Burrowed bit is valid&lt;br /&gt;
** '''Bit 2''' - In transit bit is valid&lt;br /&gt;
** '''Bit 3''' - Hallucinated bit is valid&lt;br /&gt;
** '''Bit 4''' - Invincible bit is valid&lt;br /&gt;
** '''Bit 5-15''' - Unknown/unused&lt;br /&gt;
* '''u16''': Which elements of the unit data are valid, which properties can be changed by the map maker.&lt;br /&gt;
** '''Bit 0''' - Owner player is valid (unit is not neutral)&lt;br /&gt;
** '''Bit 1''' - HP is valid&lt;br /&gt;
** '''Bit 2''' - Shields is valid&lt;br /&gt;
** '''Bit 3''' - Energy is valid&lt;br /&gt;
** '''Bit 4''' - Resource amount is valid (unit is a resource)&lt;br /&gt;
** '''Bit 5''' - Amount in hanger is valid&lt;br /&gt;
** '''Bit 6''' - Unknown/unused&lt;br /&gt;
* '''u8''': Player number that owns unit. Will always be NULL in this section (0)&lt;br /&gt;
* '''u8''': Hit point % (1-100)&lt;br /&gt;
* '''u8''': Shield point % (1-100)&lt;br /&gt;
* '''u8''': Energy point % (1-100)&lt;br /&gt;
* '''u32''': Resource amount (for resources only)&lt;br /&gt;
* '''u16''': # of units in hangar&lt;br /&gt;
* '''u16''': Flags&lt;br /&gt;
** '''Bit 0''' - Unit is cloaked&lt;br /&gt;
** '''Bit 1''' - Unit is burrowed&lt;br /&gt;
** '''Bit 2''' - Building is in transit&lt;br /&gt;
** '''Bit 3''' - Unit is hallucinated&lt;br /&gt;
** '''Bit 4''' - Unit is invincible&lt;br /&gt;
** '''Bit 5-15''' - Unknown/unused&lt;br /&gt;
* '''u32''': Unknown/unused. Padding?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;UPUS&amp;quot; - CUWP Slots Used==&lt;br /&gt;
''Not Required.''&lt;br /&gt;
&lt;br /&gt;
This section goes along with the &amp;quot;UPRP&amp;quot; section. This section just indicates which of the 64 unit properties slot are used.&lt;br /&gt;
* '''u8[64]''': 1 byte for each trigger unit properties slot&lt;br /&gt;
** '''00''' - Properties slot is unused&lt;br /&gt;
** '''01''' - Properties slot is used&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;MRGN&amp;quot; - Locations==&lt;br /&gt;
''Required for all versions. Not required for Melee.''&amp;lt;br&amp;gt;&lt;br /&gt;
''Validation: 1280 bytes for retail, 5100 bytes for Hybrid and Broodwar.''&lt;br /&gt;
&lt;br /&gt;
This section contains all the locations that the map uses. In a vanilla map, this section contains 64 locations. In a Hybrid or Brood War map, this section will expand to contain 255 locations.&lt;br /&gt;
&lt;br /&gt;
Each location gets one of the following location entries. The 'Anywhere' location, is ALWAYS location 64.&lt;br /&gt;
* '''u32''': Left (X1) coordinate of location, in pixels (usually 32 pt grid aligned)&lt;br /&gt;
* '''u32''': Top (Y1) coordinate of location, in pixels&lt;br /&gt;
* '''u32''': Right (X2) coordinate of location, in pixels&lt;br /&gt;
* '''u32''': Bottom (Y2) coordinate of location, in pixels&lt;br /&gt;
* '''u16''': String number of the name of this location&lt;br /&gt;
* '''u16''': Location elevation flags. If an elevation is disabled in the location, it's bit will be on (1)&lt;br /&gt;
** '''Bit 0''' - Low elevation&lt;br /&gt;
** '''Bit 1''' - Medium elevation&lt;br /&gt;
** '''Bit 2''' - High elevation&lt;br /&gt;
** '''Bit 3''' - Low air&lt;br /&gt;
** '''Bit 4''' - Medium air&lt;br /&gt;
** '''Bit 5''' - High air&lt;br /&gt;
** '''Bit 6-15''' - Unused&lt;br /&gt;
Note that in typical locations Right is always larger than Left and Bottom is always larger than Top. However, you can reverse one or both of these for [[Inverted Locations]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;TRIG&amp;quot; - Triggers==&lt;br /&gt;
''Required for all versions. Not required for Melee.''&amp;lt;br&amp;gt;&lt;br /&gt;
''Validation: Must be a multiple of 2400 bytes.''&lt;br /&gt;
&lt;br /&gt;
This section contains all the triggers in the map. This along with [[#&amp;quot;MBRF&amp;quot; - Mission Briefings|MBRF]] is the most complicated section in the entire scenario.chk file. There is too much data packed into too little of a space. Refer to the appendix at the bottom of this page for more information.&lt;br /&gt;
For easy reference, since each trigger contains 2400 bytes, the amount of triggers can be gotten by taking the section length and dividing by 2400.&lt;br /&gt;
Every single trigger in the map will have the following format:&lt;br /&gt;
* 16 Conditions&amp;lt;br&amp;gt; Every trigger has 16 of the following format, even if only one condition is used. See the appendix for information on which items are used for what conditions.&lt;br /&gt;
** '''u32''': Location number for the condition (1 based -- 0 refers to No Location), if the condition byte is &amp;quot;Deaths&amp;quot; and the final two bytes are &amp;quot;SC&amp;quot; (0x53, 0x43), then this is the EUD bitmask&lt;br /&gt;
** '''u32''': [[#List of Players/Group IDs|Group]] that the condition applies to&lt;br /&gt;
** '''u32''': Qualified number (how many/resource amount)&lt;br /&gt;
** '''u16''': [[#Trigger Unit Types|Unit ID]] condition applies to&lt;br /&gt;
** '''u8''': [[#Numeric Comparisons|Numeric comparison]], [[#Switch States|switch state]]&lt;br /&gt;
** '''u8''': [[#Trigger Conditions List|Condition byte]]&lt;br /&gt;
** '''u8''': [[#Resource Types|Resource type]], [[#Score Types|score type]], Switch number (0-based)&lt;br /&gt;
** '''u8''': Flags&lt;br /&gt;
*** '''Bit 0''' - Unknown/unused&lt;br /&gt;
*** '''Bit 1''' - Enabled flag. If on, the trigger action/condition is disabled/ignored&lt;br /&gt;
*** '''Bit 2''' - Always display flag.&lt;br /&gt;
*** '''Bit 3''' - Unit properties is used. ('''Note:''' This is used in [[TRG|*.trg]] files)&lt;br /&gt;
*** '''Bit 4''' - Unit type is used. May not be necessary?&lt;br /&gt;
*** '''Bit 5''' - If on, the unit ID is used. Unnecessary.&lt;br /&gt;
*** '''Bit 6-7''' - Unknown/unused&lt;br /&gt;
** '''u16''': Used internally by starcraft (number of which condition to process next, and maybe more?), this is set to &amp;quot;SC&amp;quot; (0x53, 0x43) when using the bitmask for EUDs&lt;br /&gt;
* 64 Actions&amp;lt;br&amp;gt; Immediately following the 16 conditions, there are 64 actions. There will always be 64 of the following structure, even if some of them are unused.&lt;br /&gt;
** '''u32''': Location - source location in &amp;quot;Order&amp;quot; and &amp;quot;Move Unit&amp;quot;, dest location in &amp;quot;Move Location&amp;quot; (1 based -- 0 refers to No Location), if the action byte is &amp;quot;Set Deaths&amp;quot; and the final two bytes are &amp;quot;SC&amp;quot; (0x53, 0x43), then this is the EUD bitmask&lt;br /&gt;
** '''u32''': String number for trigger text (0 means no string)&lt;br /&gt;
** '''u32''': WAV string number (0 means no string)&lt;br /&gt;
** '''u32''': Seconds/milliseconds of time&lt;br /&gt;
** '''u32''': First (or only) [[#List of Players/Group IDs|Group/Player]] affected.&lt;br /&gt;
** '''u32''': Second group affected, secondary location (1-based), CUWP #, number, AI script (4-byte string), switch (0-based #)&lt;br /&gt;
** '''u16''': [[#Trigger Unit Types|Unit type]], [[#Score Types|score type]], [[#Resource Types|resource type]], [[#Alliance Statuses|alliance status]]&lt;br /&gt;
** '''u8''': [[#Trigger Actions List|Action byte]]&lt;br /&gt;
** '''u8''': Number of units (0 means All Units), [[#Action States|action state]], [[#Unit Orders|unit order]], [[#Number Modifiers|number modifier]]&lt;br /&gt;
** '''u8''': Flags&lt;br /&gt;
*** '''Bit 0''' - Ignore a wait/transmission once.&lt;br /&gt;
*** '''Bit 1''' - Enabled flag. If on, the trigger action/condition is disabled.&lt;br /&gt;
*** '''Bit 2''' - Always display flag.&lt;br /&gt;
*** '''Bit 3''' - Unit properties is used. Staredit uses this for *.trg files.&lt;br /&gt;
*** '''Bit 4''' - Unit type is used.&lt;br /&gt;
*** '''Bit 5''' - If on, the unit ID is used. Unnecessary.&lt;br /&gt;
*** '''Bit 6-7''' - Unknown/unused&lt;br /&gt;
** '''u24 (3 bytes)''': Used internally by starcraft (number of which action to process next, and maybe more?), the final to bytes are set to &amp;quot;SC&amp;quot; (0x53, 0x43) when using the bitmask for EUDs&lt;br /&gt;
* Player Execution&amp;lt;br&amp;gt; Following the 16 conditions and 64 actions, every trigger also has this structure&lt;br /&gt;
** '''u32''': execution flags&lt;br /&gt;
*** '''Bit 0''' - All conditions are met, executing actions, cleared on the next trigger loop.&lt;br /&gt;
*** '''Bit 1''' - Ignore the following actions: Defeat, Draw.&lt;br /&gt;
*** '''Bit 2''' - Preserve trigger. (Can replace Preserve Trigger action)&lt;br /&gt;
*** '''Bit 3''' - Ignore execution.&lt;br /&gt;
*** '''Bit 4''' - Ignore all of the following actions for this trigger until the next trigger loop: Wait, PauseGame, Transmission, PlayWAV, DisplayTextMessage, CenterView, MinimapPing, TalkingPortrait, and MuteUnitSpeech.&lt;br /&gt;
*** '''Bit 5''' - This trigger has paused the game, ignoring subsequent calls to Pause Game (Unpause Game clears this flag only in the same trigger), may automatically call unpause at the end of action execution?&lt;br /&gt;
*** '''Bit 6''' - Wait skipping disabled for this trigger, cleared on next trigger loop.&lt;br /&gt;
*** '''Bit 7-31''' - Unknown/unused&lt;br /&gt;
** '''u8[27]''': 1 byte for each player in the [[#List of Players/Group IDs]]&lt;br /&gt;
*** '''00''' - Trigger is not executed for player&lt;br /&gt;
*** '''01''' - Trigger is executed for player&lt;br /&gt;
** '''u8''': Used internally by starcraft, number of the currently processing action (and maybe more?)&lt;br /&gt;
This section can be split. Additional TRIG sections will add more triggers.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;MBRF&amp;quot; - Mission Briefings==&lt;br /&gt;
''Required for all versions. Not required for Melee.''&amp;lt;br&amp;gt;&lt;br /&gt;
''Validation: Must be a multiple of 2400 bytes.''&lt;br /&gt;
&lt;br /&gt;
This section contains all of the mission briefings shown by the players.&lt;br /&gt;
&lt;br /&gt;
See [[#&amp;quot;TRIG&amp;quot; - Triggers|&amp;quot;TRIG&amp;quot;]] section for format, as it is exactly the same except for the conditions. In this section the 16 conditions are still there, they are all null except for the very first condition, which only has a condition byte of 13. See [[#Mission Briefing Actions List]] for the action bytes for the mission briefing actions.&lt;br /&gt;
&lt;br /&gt;
This section can be split. Additional MBRF sections will add more briefing triggers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;SPRP&amp;quot; - Scenario Properties==&lt;br /&gt;
''Required for all versions and all game types.''&amp;lt;br&amp;gt;&lt;br /&gt;
''Validation: Must be size of 4 bytes.''&lt;br /&gt;
&lt;br /&gt;
* '''u16''': String number of the scenario name&lt;br /&gt;
* '''u16''': String number of the scenarios description.&lt;br /&gt;
A string index of 0 for the map name will default it to its file name. A string index of 0 description will default to a predefined string.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;FORC&amp;quot; - Force Settings==&lt;br /&gt;
''Required for all versions and all game types.''&amp;lt;br&amp;gt;&lt;br /&gt;
''Validation: Must be less than or equal to 20 bytes.''&lt;br /&gt;
&lt;br /&gt;
This section specifies the forces and the information about them.&lt;br /&gt;
* '''u8[8]''': 1 byte for each active player, specifying which of the 4 forces (0-based) that the player's on&lt;br /&gt;
* '''u16[4]''': 1 integer for each force, string number of the name of the force&lt;br /&gt;
* '''u8[4]''': 1 byte for each force specifying the properties:&lt;br /&gt;
** '''Bit 0''' - Random start location&lt;br /&gt;
** '''Bit 1''' - Allies&lt;br /&gt;
** '''Bit 2''' - Allied victory&lt;br /&gt;
** '''Bit 3''' - Shared vision&lt;br /&gt;
** '''Bit 4-7''' - Unused&lt;br /&gt;
Notes about FORC:&lt;br /&gt;
* If there is no string specified for a force name, it will default to a &amp;quot;Force #&amp;quot; string.&lt;br /&gt;
* If this section is less than 20 bytes, the remaining bytes are defaulted to 0.&lt;br /&gt;
* Players can be on a force greater than 4, however they will not appear in the game lobby.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;WAV &amp;quot; - WAV String Indexes==&lt;br /&gt;
''Not Required.''&lt;br /&gt;
&lt;br /&gt;
There are 512 wav entires regardless of how many are actually used.&lt;br /&gt;
* '''u32[512]''': 1 long for each WAV. Indicates a string index is used for a WAV path in the MPQ. If the entry is not used, it will be 0.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;UNIS&amp;quot; - Unit Settings==&lt;br /&gt;
''Required for Vanilla and Hybrid (in Original mode). Not required for Melee.''&amp;lt;br&amp;gt;&lt;br /&gt;
''Validation: Must be size of 4048 bytes.''&amp;lt;br&amp;gt;&lt;br /&gt;
''In Brood War scenarios, this section is replaced by [[#&amp;quot;UNIx&amp;quot; - BW Unit Settings|&amp;quot;UNIx&amp;quot;]].''&lt;br /&gt;
&lt;br /&gt;
This section contains the unit settings for the level:&lt;br /&gt;
* '''u8[228]''': 1 byte for each unit, in order of Unit ID&lt;br /&gt;
** '''00''' - Unit does not use default settings&lt;br /&gt;
** '''01''' - Unit does use default settings&lt;br /&gt;
* '''u32[228]''': Hit points for unit (Note the displayed value is this value / 256, with the low byte being a fractional HP value)&lt;br /&gt;
* '''u16[228]''': Shield points, in order of Unit ID&lt;br /&gt;
* '''u8[228]''': Armor points, in order of Unit ID&lt;br /&gt;
* '''u16[228]''': Build time (1/60 seconds), in order of Unit ID&lt;br /&gt;
* '''u16[228]''': Mineral cost, in order of Unit ID&lt;br /&gt;
* '''u16[228]''': Gas cost, in order of Unit ID&lt;br /&gt;
* '''u16[228]''': String number, in order of Unit ID&lt;br /&gt;
* '''u16[100]''': Base weapon damage the weapon does, in weapon ID order ([[#List of Unit Weapon IDs]])&lt;br /&gt;
* '''u16[100]''': Upgrade bonus weapon damage, in weapon ID order&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;UPGS&amp;quot; - Upgrade Settings==&lt;br /&gt;
''Required for Vanilla and Hybrid (in Original mode). Not required for Melee.''&amp;lt;br&amp;gt;&lt;br /&gt;
''Validation: Must be size of 598 bytes.''&amp;lt;br&amp;gt;&lt;br /&gt;
''In Brood War scenarios, this section is replaced by [[#&amp;quot;UPGx&amp;quot; - BW Upgrade Settings|&amp;quot;UPGx&amp;quot;]].''&lt;br /&gt;
&lt;br /&gt;
This section contains upgrade settings:&lt;br /&gt;
* '''u8[46]''': 1 byte per each upgrade, in order of upgrade id.&lt;br /&gt;
** '''00''' - Upgrade uses custom settings&lt;br /&gt;
** '''01''' - Upgrade uses default settings&lt;br /&gt;
* '''u16[46]''': 1 integer per upgrade, base mineral cost for each upgrade, in order of upgrade id.&lt;br /&gt;
* '''u16[46]''': 1 integer per upgrade, mineral cost factor for each upgrade, in order of upgrade id.&lt;br /&gt;
* '''u16[46]''': 1 integer per upgrade, base gas cost for each upgrade, in order of upgrade id.&lt;br /&gt;
* '''u16[46]''': 1 integer per upgrade, gas cost factor for each upgrade, in order of upgrade id.&lt;br /&gt;
* '''u16[46]''': 1 integer per upgrade, base time for each upgrade, in order of upgrade id.&lt;br /&gt;
* '''u16[46]''': 1 integer per upgrade, gas time factor for each upgrade, in order of upgrade id.&lt;br /&gt;
See [[#List of Upgrade IDs]] for upgrade ids.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;TECS&amp;quot; - Tech Settings==&lt;br /&gt;
''Required for Vanilla and Hybrid (in Original mode). Not required for Melee.''&amp;lt;br&amp;gt;&lt;br /&gt;
''Validation: Must be size of 216 bytes.''&amp;lt;br&amp;gt;&lt;br /&gt;
''In Brood War scenarios, this section is replaced by [[#&amp;quot;TECx&amp;quot; - BW Tech Settings|&amp;quot;TECx&amp;quot;]].''&lt;br /&gt;
&lt;br /&gt;
This section contains technology/special abilities settings:&lt;br /&gt;
* '''u8[24]''': 1 byte per each technology, specifies if the tech overrides the default settings. In order of technology id&lt;br /&gt;
** '''00''' - Technology uses custom settings&lt;br /&gt;
** '''01''' - Technology uses default settings&lt;br /&gt;
* '''u16[24]''': Mineral cost to develop technology. In order of technology id.&lt;br /&gt;
* '''u16[24]''': Gas cost to develop technology. In order of technology id.&lt;br /&gt;
* '''u16[24]''': Time required to develop technology. In order of technology id.&lt;br /&gt;
* '''u16[24]''': Energy cost to cast technology/special ability. In order of technology id.&lt;br /&gt;
See [[#List of Technology IDs]] for technology ids.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;SWNM&amp;quot; - Switch Names==&lt;br /&gt;
''Not Required.''&lt;br /&gt;
&lt;br /&gt;
This section contains the strings used for each switch. There are 256 switches, and can't be any more or any less.&lt;br /&gt;
* '''u32[256]''': One long for each switch, specifies the string number for the name of each switch. Unnamed switches will have an index of 0, and have a default switch name.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;COLR&amp;quot; - Player Colors==&lt;br /&gt;
''Required for Brood War only and all game types.''&amp;lt;br&amp;gt;&lt;br /&gt;
''Validation: Must be size of 8 bytes.''&lt;br /&gt;
&lt;br /&gt;
This section indicates what color each player is, but only has effect on Brood War.&lt;br /&gt;
* '''u8[8]''': 1 byte for each player, indicates the color of the player&lt;br /&gt;
** '''00''' - Red&lt;br /&gt;
** '''01''' - Blue&lt;br /&gt;
** '''02''' - Teal&lt;br /&gt;
** '''03''' - Purple&lt;br /&gt;
** '''04''' - Orange&lt;br /&gt;
** '''05''' - Brown&lt;br /&gt;
** '''06''' - White&lt;br /&gt;
** '''07''' - Yellow&lt;br /&gt;
** '''08''' - Green&lt;br /&gt;
** '''09''' - Pale yellow&lt;br /&gt;
** '''10''' - Tan&lt;br /&gt;
** '''11''' - Azure (Neutral color)&lt;br /&gt;
Other values can be used but may have different results depending on the tileset. Any color value above 11 is an overflow. As of patch 1.18.6 values above 11 result in default player color.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;PUPx&amp;quot; - BW Upgrade Restrictions==&lt;br /&gt;
''Required for Hybrid (in Expansion mode) and Brood War. Not required for Melee.''&amp;lt;br&amp;gt;&lt;br /&gt;
''Validation: Must be size of 2318 bytes.''&amp;lt;br&amp;gt;&lt;br /&gt;
''In Brood War scenarios this section replaces [[#&amp;quot;UPGR&amp;quot; - Upgrade Restrictions|&amp;quot;UPGR&amp;quot;]].''&lt;br /&gt;
&lt;br /&gt;
This section is identical to UPGR section except it uses the Brood War set of 61 upgrades instead of the original 46.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;PTEx&amp;quot; - BW Tech Restrictions==&lt;br /&gt;
''Required for Hybrid (in Expansion mode) and Brood War. Not required for Melee.''&amp;lt;br&amp;gt;&lt;br /&gt;
''Validation: Must be size of 1672 bytes.''&amp;lt;br&amp;gt;&lt;br /&gt;
''In Brood War scenarios this section replaces [[#&amp;quot;PTEC&amp;quot; - Tech Restrictions|&amp;quot;PTEC&amp;quot;]].''&lt;br /&gt;
&lt;br /&gt;
This section is identical to PTEC section except it uses the Brood War set of 44 technologies instead of the original 24.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;UNIx&amp;quot; - BW Unit Settings==&lt;br /&gt;
''Required for Hybrid (in Expansion mode) and Brood War. Not required for Melee.''&amp;lt;br&amp;gt;&lt;br /&gt;
''Validation: Must be size of 4168 bytes.''&amp;lt;br&amp;gt;&lt;br /&gt;
''In Brood War scenarios this section replaces [[#&amp;quot;UNIS&amp;quot; - Unit Settings|&amp;quot;UNIS&amp;quot;]].''&lt;br /&gt;
&lt;br /&gt;
This section is indentical to UNIS section except it uses the Brood War set of 130 weapons instead of the original 100.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;UPGx&amp;quot; - BW Upgrade Settings==&lt;br /&gt;
''Required for Hybrid (in Expansion mode) and Brood War. Not required for Melee.''&amp;lt;br&amp;gt;&lt;br /&gt;
''Validation: Must be size of 794 bytes.''&amp;lt;br&amp;gt;&lt;br /&gt;
''In Brood War scenarios this section replaces [[#&amp;quot;UPGS&amp;quot; - Upgrade Settings|&amp;quot;UPGS&amp;quot;]].''&lt;br /&gt;
&lt;br /&gt;
This section the same as UPGS except section except it uses the Brood War set of 61 upgrades instead of the original 46, and there is an unused byte after the first set:&lt;br /&gt;
* '''u8[61]''': 1 byte per each upgrade, in order of upgrade id.&lt;br /&gt;
** '''00''' - Upgrade uses custom settings&lt;br /&gt;
** '''01''' - Upgrade uses default settings&lt;br /&gt;
* '''u8''': Unused.&lt;br /&gt;
* '''u16[61]''': 1 integer per upgrade, base mineral cost for each upgrade, in order of upgrade id.&lt;br /&gt;
* '''u16[61]''': 1 integer per upgrade, mineral cost factor for each upgrade, in order of upgrade id.&lt;br /&gt;
* '''u16[61]''': 1 integer per upgrade, base gas cost for each upgrade, in order of upgrade id.&lt;br /&gt;
* '''u16[61]''': 1 integer per upgrade, gas cost factor for each upgrade, in order of upgrade id.&lt;br /&gt;
* '''u16[61]''': 1 integer per upgrade, base time for each upgrade, in order of upgrade id.&lt;br /&gt;
* '''u16[61]''': 1 integer per upgrade, gas time factor for each upgrade, in order of upgrade id.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;TECx&amp;quot; - BW Tech Settings==&lt;br /&gt;
''Required for Hybrid (in Expansion mode) and Brood War. Not required for Melee.''&amp;lt;br&amp;gt;&lt;br /&gt;
''Validation: Must be size of 396 bytes.''&amp;lt;br&amp;gt;&lt;br /&gt;
''In Brood War scenarios this section replaces [[#&amp;quot;TECS&amp;quot; - Tech Settings|&amp;quot;TECS&amp;quot;]].''&lt;br /&gt;
&lt;br /&gt;
This section is indentical to UNIS section except it uses the Brood War set of 44 technologies instead of the original 24.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Appendix=&lt;br /&gt;
A set of references and IDs that should help you easier in the trigger section and the technology/player ids, etc:&lt;br /&gt;
&lt;br /&gt;
==Trigger Conditions List==&lt;br /&gt;
* 0 = No Condition&lt;br /&gt;
* 1 = Countdown Timer(Comparison, QNumber)&lt;br /&gt;
* 2 = Command(Player, Comparison, TUnit, QNumber)&lt;br /&gt;
* 3 = Bring(Player, Comparison, TUnit, Loc, QNumber)&lt;br /&gt;
* 4 = Accumulate(Player, Comparison, QNumber, ResType)&lt;br /&gt;
* 5 = Kill(Player, Comparison, TUnit, QNumber)&lt;br /&gt;
* 6 = Command the Most(TUnit)&lt;br /&gt;
* 7 = Commands the Most At(TUnit, Loc)&lt;br /&gt;
* 8 = Most Kills(TUnit)&lt;br /&gt;
* 9 = Highest Score(Score)&lt;br /&gt;
* 10 = Most Resources(ResType)&lt;br /&gt;
* 11 = Switch(Switch)&lt;br /&gt;
* 12 = Elapsed Time(Comparison, QNumber)&lt;br /&gt;
* 13 = Data is a Mission Briefing. Conditions are N/A (Same as Never)&lt;br /&gt;
* 14 = Opponents(Player, Comparison, QNumber)&lt;br /&gt;
* 15 = Deaths(Player, Comparison, TUnit, QNumber)&lt;br /&gt;
* 16 = Command the Least(TUnit)&lt;br /&gt;
* 17 = Command the Least At(TUnit, Loc)&lt;br /&gt;
* 18 = Least Kills(TUnit)&lt;br /&gt;
* 19 = Lowest Score(Score)&lt;br /&gt;
* 20 = Least Resources(ResType)&lt;br /&gt;
* 21 = Score(Player, Comparison, Score, QNumber)&lt;br /&gt;
* 22 = Always (Same as No Condition)&lt;br /&gt;
* 23 = Never&lt;br /&gt;
&lt;br /&gt;
==Trigger Actions List==&lt;br /&gt;
* 0 = No Action&lt;br /&gt;
* 1 = Victory&lt;br /&gt;
* 2 = Defeat&lt;br /&gt;
* 3 = Preserve Trigger&lt;br /&gt;
* 4 = Wait(Time)&lt;br /&gt;
* 5 = Pause Game (Single player only)&lt;br /&gt;
* 6 = Unpause Game (Single player only)&lt;br /&gt;
* 7 = Transmission(Text, Unit, Loc, Time, Modifier, Wave, WavTime)&lt;br /&gt;
* 8 = Play WAV(Wav, WavTime)&lt;br /&gt;
* 9 = Display Text Message(Text)&lt;br /&gt;
* 10 = Center View(Loc)&lt;br /&gt;
* 11 = Create Unit with Properties(Player, Unit, Number, Loc, UnitProp)&lt;br /&gt;
* 12 = Set Mission Objectives(Text)&lt;br /&gt;
* 13 = Set Switch(Switch, SwAction)&lt;br /&gt;
* 14 = Set Countdown Timer(Time, Modifier)&lt;br /&gt;
* 15 = Run AI Script(AIScript)&lt;br /&gt;
* 16 = Run AI Script At Location(AIScript)&lt;br /&gt;
* 17 = Leader Board (Control) (Text, TUnit)&lt;br /&gt;
* 18 = Leader Board (Control At Location) (Text, TUnit, Loc)&lt;br /&gt;
* 19 = Leader Board (Resources) (Text, ResType)&lt;br /&gt;
* 20 = Leader Board (Kills) (Text, TUnit)&lt;br /&gt;
* 21 = Leader Board (Points) (Text, Score)&lt;br /&gt;
* 22 = Kill Unit (Player, TUnit)&lt;br /&gt;
* 23 = Kill Unit At Location(Player, TUnit, Number, Loc)&lt;br /&gt;
* 24 = Remove Unit(Player, TUnit)&lt;br /&gt;
* 25 = Remove Unit At Location(Player, TUnit, Number, Loc)&lt;br /&gt;
* 26 = Set Resources(Player, Number, Modifier, ResType)&lt;br /&gt;
* 27 = Set Score(Player, Number, Modifier, Score)&lt;br /&gt;
* 28 = Minimap Ping(Loc)&lt;br /&gt;
* 29 = Talking Portrait(Unit, Time)&lt;br /&gt;
* 30 = Mute Unit Speech&lt;br /&gt;
* 31 = Unmute Unit Speech&lt;br /&gt;
* 32 = Leaderboard Computer Players(State)&lt;br /&gt;
* 33 = Leaderboard Goal (Control) (Text, TUnit, Number)&lt;br /&gt;
* 34 = Leaderboard Goal (Control At Location) (Text, TUnit, Number, Loc)&lt;br /&gt;
* 35 = Leaderboard Goal (Resources) (Text, TUnit, Number, ResType)&lt;br /&gt;
* 36 = Leaderboard Goal (Kills) (Text, TUnit, Number)&lt;br /&gt;
* 37 = Leaderboard Goal (Points) (Text, Number, Score)&lt;br /&gt;
* 38 = Move Location(Player, TUnit, SLoc, DLoc)&lt;br /&gt;
* 39 = Move Unit(Player, TUnit, Number, SLoc, DLoc)&lt;br /&gt;
* 40 = Leaderboard (Greed) (Number)&lt;br /&gt;
* 41 = Set Next Scenario(Text) (Single player only)&lt;br /&gt;
* 42 = Set Doodad State(Player, TUnit, Loc, State)&lt;br /&gt;
* 43 = Set Invincibility(Player, TUnit, Loc, State)&lt;br /&gt;
* 44 = Create Unit(Player, Unit, Number, Loc)&lt;br /&gt;
* 45 = Set Deaths(Player, TUnit, Number, Modifier)&lt;br /&gt;
* 46 = Order(Player, TUnit, SLoc, DLoc, Order)&lt;br /&gt;
* 47 = Comment(Text)&lt;br /&gt;
* 48 = Give Units to Player(SPlayer, DPlayer, TUnit, Number, Loc)&lt;br /&gt;
* 49 = Modify Unit Hit Points(Player, TUnit, Number, ModAmount, Loc)&lt;br /&gt;
* 50 = Modify Unit Energy(Player, TUnit, Number, ModAmount, Loc)&lt;br /&gt;
* 51 = Modify Unit Shield Points(Player, TUnit, Number, ModAmount, Loc)&lt;br /&gt;
* 52 = Modify Unit Resource Amount(Player, Number, ModAmount, Loc)&lt;br /&gt;
* 53 = Modify Unit Hanger Count(Player, TUnit, Number, ModAmount, Loc)&lt;br /&gt;
* 54 = Pause Timer&lt;br /&gt;
* 55 = Unpause Timer&lt;br /&gt;
* 56 = Draw&lt;br /&gt;
* 57 = Set Alliance Status(Player, AllyStatus)&lt;br /&gt;
* 58 = Disable Debug Mode (Single player only)&lt;br /&gt;
* 59 = Enable Debug Mode (Single player only)&lt;br /&gt;
&lt;br /&gt;
==Mission Briefing Actions List==&lt;br /&gt;
* 0 - No Action&lt;br /&gt;
* 1 - Wait(Time)&lt;br /&gt;
* 2 - Play WAV(Wave, WavTime)&lt;br /&gt;
* 3 - Text Message(Text, Time)&lt;br /&gt;
* 4 - Mission Objectives(Text)&lt;br /&gt;
* 5 - Show Portrait(Unit, Slot)&lt;br /&gt;
* 6 - Hide Portrait(Slot)&lt;br /&gt;
* 7 - Display Speaking Portrait(Slot, Time)&lt;br /&gt;
* 8 - Transmission(Text, Slot, Time, Modifier, Wave, WavTime)&lt;br /&gt;
* 9 - Skip Tutorial Enabled&lt;br /&gt;
&lt;br /&gt;
==Switch States==&lt;br /&gt;
* 2 = Switch is set&lt;br /&gt;
* 3 = Switch is cleared&lt;br /&gt;
&lt;br /&gt;
==Numeric Comparisons==&lt;br /&gt;
* 0 = At least&lt;br /&gt;
* 1 = At most&lt;br /&gt;
* 10 = Exactly&lt;br /&gt;
&lt;br /&gt;
==Score Types==&lt;br /&gt;
* 0 = Total&lt;br /&gt;
* 1 = Units&lt;br /&gt;
* 2 = Buildings&lt;br /&gt;
* 3 = Units and Buildings&lt;br /&gt;
* 4 = Kills&lt;br /&gt;
* 5 = Razings&lt;br /&gt;
* 6 = Kills and Razings&lt;br /&gt;
* 7 = Custom&lt;br /&gt;
&lt;br /&gt;
==Resource Types==&lt;br /&gt;
* 0 = Ore&lt;br /&gt;
* 1 = Gas&lt;br /&gt;
* 2 = Ore and Gas&lt;br /&gt;
&lt;br /&gt;
==Alliance Statuses==&lt;br /&gt;
* 0 = Enemy&lt;br /&gt;
* 1 = Ally&lt;br /&gt;
* 2 = Allied Victory&lt;br /&gt;
&lt;br /&gt;
==Unit Orders==&lt;br /&gt;
* 0 = Move&lt;br /&gt;
* 1 = Patrol&lt;br /&gt;
* 2 = Attack&lt;br /&gt;
&lt;br /&gt;
==Action States==&lt;br /&gt;
* 4 = Enabled/Set switch&lt;br /&gt;
* 5  = Disabled/Clear switch&lt;br /&gt;
* 6 = Toggle/Toggle switch&lt;br /&gt;
* 11 = Randomize switch&lt;br /&gt;
&lt;br /&gt;
==Number Modifiers==&lt;br /&gt;
* 7 = Set to&lt;br /&gt;
* 8 = Add&lt;br /&gt;
* 9 = Subtract&lt;br /&gt;
&lt;br /&gt;
==Trigger Unit Types==&lt;br /&gt;
* All normal units (0-227)&lt;br /&gt;
* 228 = None&lt;br /&gt;
* 229 = Any unit&lt;br /&gt;
* 230 = Men&lt;br /&gt;
* 231 = Buildings&lt;br /&gt;
* 232 = Factories&lt;br /&gt;
&lt;br /&gt;
==List of Players/Group IDs==&lt;br /&gt;
* 0 = Player 1&lt;br /&gt;
* 1 = Player 2&lt;br /&gt;
* 2 = Player 3&lt;br /&gt;
* 3 = Player 4&lt;br /&gt;
* 4 = Player 5&lt;br /&gt;
* 5 = Player 6&lt;br /&gt;
* 6 = Player 7&lt;br /&gt;
* 7 = Player 8&lt;br /&gt;
* 8 = Player 9&lt;br /&gt;
* 9 = Player 10&lt;br /&gt;
* 10 = Player 11&lt;br /&gt;
* 11 = Player 12&lt;br /&gt;
* 12 = None (Unused, One-entry Overflow in some cases)&lt;br /&gt;
* 13 = Current Player&lt;br /&gt;
* 14 = Foes&lt;br /&gt;
* 15 = Allies&lt;br /&gt;
* 16 = Neutral Players&lt;br /&gt;
* 17 = All Players&lt;br /&gt;
* 18 = Force 1&lt;br /&gt;
* 19 = Force 2&lt;br /&gt;
* 20 = Force 3&lt;br /&gt;
* 21 = Force 4&lt;br /&gt;
* 22 = Unused 1&lt;br /&gt;
* 23 = Unused 2&lt;br /&gt;
* 24 = Unused 3&lt;br /&gt;
* 25 = Unused 4&lt;br /&gt;
* 26 = Non Allied Victory Players&lt;br /&gt;
&lt;br /&gt;
==List of Technology IDs==&lt;br /&gt;
* 0 = Stim Packs&lt;br /&gt;
* 1 = Lockdown&lt;br /&gt;
* 2 = EMP Shockwave&lt;br /&gt;
* 3 = Spider Mines&lt;br /&gt;
* 4 = Scanner Sweep&lt;br /&gt;
* 5 = Siege Mode&lt;br /&gt;
* 6 = Defensive Matrix&lt;br /&gt;
* 7 = Irradiate&lt;br /&gt;
* 8 = Yamato Gun&lt;br /&gt;
* 9 = Cloaking Field&lt;br /&gt;
* 10 = Personnel Cloaking&lt;br /&gt;
* 11 = Burrowing&lt;br /&gt;
* 12 = Infestation&lt;br /&gt;
* 13 = Spawn Broodling&lt;br /&gt;
* 14 = Dark Swarm&lt;br /&gt;
* 15 = Plague&lt;br /&gt;
* 16 = Consume&lt;br /&gt;
* 17 = Ensnare&lt;br /&gt;
* 18 = Parasite&lt;br /&gt;
* 19 = Psionic Storm&lt;br /&gt;
* 20 = Hallucination&lt;br /&gt;
* 21 = Recall&lt;br /&gt;
* 22 = Stasis Field&lt;br /&gt;
* 23 = Archon Warp&lt;br /&gt;
* 24 = Restoration&lt;br /&gt;
* 25 = Disruption Web&lt;br /&gt;
* 26 = Unused 26&lt;br /&gt;
* 27 = Mind Control&lt;br /&gt;
* 28 = Dark Archon Meld&lt;br /&gt;
* 29 = Feedback&lt;br /&gt;
* 30 = Optical Flare&lt;br /&gt;
* 31 = Maelstorm&lt;br /&gt;
* 32 = Lurker Aspect&lt;br /&gt;
* 33 = Unused 33&lt;br /&gt;
* 34 = Healing&lt;br /&gt;
* 35 = Unused 35&lt;br /&gt;
* 36 = Unused 36&lt;br /&gt;
* 37 = Unused 37&lt;br /&gt;
* 38 = Unused 38&lt;br /&gt;
* 39 = Unused 39&lt;br /&gt;
* 40 = Unused 40&lt;br /&gt;
* 41 = Unused 41&lt;br /&gt;
* 42 = Unused 42&lt;br /&gt;
* 43 = Unused 43&lt;br /&gt;
&lt;br /&gt;
==List of Upgrade IDs==&lt;br /&gt;
* 0 = Terran Infantry Armor&lt;br /&gt;
* 1 = Terran Vehicle Plating&lt;br /&gt;
* 2 = Terran Ship Plating&lt;br /&gt;
* 3 = Zerg Carapace&lt;br /&gt;
* 4 = Zerg Flyer Caparace&lt;br /&gt;
* 5 = Protoss Armor&lt;br /&gt;
* 6 = Protoss Plating&lt;br /&gt;
* 7 = Terran Infantry Weapons&lt;br /&gt;
* 8 = Terran Vehicle Weapons&lt;br /&gt;
* 9 = Terran Ship Weapons&lt;br /&gt;
* 10 = Zerg Melee Attacks&lt;br /&gt;
* 11 = Zerg Missile Attacks&lt;br /&gt;
* 12 = Zerg Flyer Attacks&lt;br /&gt;
* 13 = Protoss Ground Weapons&lt;br /&gt;
* 14 = Protoss Air Weapons&lt;br /&gt;
* 15 = Protoss Plasma Shields&lt;br /&gt;
* 16 = U-238 Shells&lt;br /&gt;
* 17 = Ion Thrusters&lt;br /&gt;
* 18 = Burst Lasers (Unused)&lt;br /&gt;
* 19 = Titan Reactor (SV +50)&lt;br /&gt;
* 20 = Ocular Implants&lt;br /&gt;
* 21 = Moebius Reactor (Ghost +50)&lt;br /&gt;
* 22 = Apollo Reactor (Wraith +50)&lt;br /&gt;
* 23 = Colossus Reactor (BC +50)&lt;br /&gt;
* 24 = Ventral Sacs&lt;br /&gt;
* 25 = Antennae&lt;br /&gt;
* 26 = Pneumatized Carapace&lt;br /&gt;
* 27 = Metabolic Boost&lt;br /&gt;
* 28 = Adrenal Glands&lt;br /&gt;
* 29 = Muscular Augments&lt;br /&gt;
* 30 = Grooved Spines&lt;br /&gt;
* 31 = Gamete Meiosis (Queen +50)&lt;br /&gt;
* 32 = Metasynaptic Node (Defiler +50)&lt;br /&gt;
* 33 = Singularity Charge&lt;br /&gt;
* 34 = Leg Enhancements&lt;br /&gt;
* 35 = Scarab Damage &lt;br /&gt;
* 36 = Reaver Capacity &lt;br /&gt;
* 37 = Gravitic Drive&lt;br /&gt;
* 38 = Sensor Array&lt;br /&gt;
* 39 = Gravitic Boosters&lt;br /&gt;
* 40 = Khaydarin Amulet (HT +50)&lt;br /&gt;
* 41 = Apial Sensors&lt;br /&gt;
* 42 = Gravitic Thrusters&lt;br /&gt;
* 43 = Carrier Capacity&lt;br /&gt;
* 44 = Khaydarin Core (Arbiter +50)&lt;br /&gt;
* 45 = Unknown Upgrade45&lt;br /&gt;
* 46 = Unknown Upgrade46&lt;br /&gt;
* 47 = Argus Jewel (Corsair +50)&lt;br /&gt;
* 48 = Unknown Upgrade48&lt;br /&gt;
* 49 = Argus Talisman (DA +50)&lt;br /&gt;
* 50 = Unknown Upgrade50&lt;br /&gt;
* 51 = Caduceus Reactor (Medic +50)&lt;br /&gt;
* 52 = Chitinous Plating&lt;br /&gt;
* 53 = Anabolic Synthesis&lt;br /&gt;
* 54 = Charon Booster&lt;br /&gt;
* 55 = Unknown Upgrade55&lt;br /&gt;
* 56 = Unknown Upgrade56&lt;br /&gt;
* 57 = Unknown Upgrade57&lt;br /&gt;
* 58 = Unknown Upgrade58&lt;br /&gt;
* 59 = Unknown Upgrade59&lt;br /&gt;
* 60 = Unknown Upgrade60&lt;br /&gt;
&lt;br /&gt;
==List of Unit Weapon IDs==&lt;br /&gt;
* 0 = Gauss Rifle (Normal)&lt;br /&gt;
* 1 = Gauss Rifle (Jim Raynor-Marine)&lt;br /&gt;
* 2 = C-10 Concussion Rifle (Normal)&lt;br /&gt;
* 3 = C-10 Concussion Rifle (Sarah Kerrigan)&lt;br /&gt;
* 4 = Fragmentation Grenade (Normal)&lt;br /&gt;
* 5 = Fragmentation Grenade (Jim Raynor-Vulture)&lt;br /&gt;
* 6 = Spider Mines&lt;br /&gt;
* 7 = Twin Autocannons (Normal)&lt;br /&gt;
* 8 = Hellfire Missile Pack (Normal)&lt;br /&gt;
* 9 = Twin Autocannons (Alan Schezar)&lt;br /&gt;
* 10 = Hellfire Missile Pack (Alan Schezar)&lt;br /&gt;
* 11 = Arclite Cannon (Normal)&lt;br /&gt;
* 12 = Arclite Cannon (Edmund Duke)&lt;br /&gt;
* 13 = Fusion Cutter&lt;br /&gt;
* 14 = Fusion Cutter (Harvest)&lt;br /&gt;
* 15 = Gemini Missiles (Normal)&lt;br /&gt;
* 16 = Burst Lasers (Normal)&lt;br /&gt;
* 17 = Gemini Missiles (Tom Kazansky)&lt;br /&gt;
* 18 = Burst Lasers (Tom Kazansky)&lt;br /&gt;
* 19 = ATS Laser Battery (Normal)&lt;br /&gt;
* 20 = ATA Laser Battery (Normal)&lt;br /&gt;
* 21 = ATS Laser Battery (Norad II+Mengsk+DuGalle)&lt;br /&gt;
* 22 = ATA Laser Battery (Norad II+Mengsk+DuGalle)&lt;br /&gt;
* 23 = ATS Laser Battery (Hyperion)&lt;br /&gt;
* 24 = ATA Laser Battery (Hyperion)&lt;br /&gt;
* 25 = Flame Thrower (Normal)&lt;br /&gt;
* 26 = Flame Thrower (Gui Montag)&lt;br /&gt;
* 27 = Arclite Shock Cannon (Normal)&lt;br /&gt;
* 28 = Arclite Shock Cannon (Edmund Duke)&lt;br /&gt;
* 29 = Longbolt Missiles&lt;br /&gt;
* 30 = Yamato Gun&lt;br /&gt;
* 31 = Nuclear Missile&lt;br /&gt;
* 32 = Lockdown&lt;br /&gt;
* 33 = EMP Shockwave&lt;br /&gt;
* 34 = Irradiate&lt;br /&gt;
* 35 = Claws (Normal)&lt;br /&gt;
* 36 = Claws (Devouring One)&lt;br /&gt;
* 37 = Claws (Infested Kerrigan)&lt;br /&gt;
* 38 = Needle Spines (Normal)&lt;br /&gt;
* 39 = Needle Spines (Hunter Killer)&lt;br /&gt;
* 40 = Kaiser Blades (Normal)&lt;br /&gt;
* 41 = Kaiser Blades (Torrasque)&lt;br /&gt;
* 42 = Toxic Spores (Broodling)&lt;br /&gt;
* 43 = Spines&lt;br /&gt;
* 44 = Spines (Harvest)&lt;br /&gt;
* 45 = Acid Spray (Unused)&lt;br /&gt;
* 46 = Acid Spore (Normal)&lt;br /&gt;
* 47 = Acid Spore (Kukulza-Guardian)&lt;br /&gt;
* 48 = Glave Wurm (Normal)&lt;br /&gt;
* 49 = Glave Wurm (Kukulza-Mutalisk)&lt;br /&gt;
* 50 = Venom (Unused-Defiler)&lt;br /&gt;
* 51 = Venom (Unused-Defiler Hero)&lt;br /&gt;
* 52 = Seeker Spores&lt;br /&gt;
* 53 = Subterranean Tentacle&lt;br /&gt;
* 54 = Suicide (Infested Terran)&lt;br /&gt;
* 55 = Suicide (Scourge)&lt;br /&gt;
* 56 = Parasite&lt;br /&gt;
* 57 = Spawn Broodlings&lt;br /&gt;
* 58 = Ensnare&lt;br /&gt;
* 59 = Dark Swarm&lt;br /&gt;
* 60 = Plague&lt;br /&gt;
* 61 = Consume&lt;br /&gt;
* 62 = Particle Beam&lt;br /&gt;
* 63 = Particle Beam (Harvest)&lt;br /&gt;
* 64 = Psi Blades (Normal)&lt;br /&gt;
* 65 = Psi Blades (Fenix-Zealot)&lt;br /&gt;
* 66 = Phase Disruptor (Normal)&lt;br /&gt;
* 67 = Phase Disruptor (Fenix-Dragoon)&lt;br /&gt;
* 68 = Psi Assault (Normal-Unused)&lt;br /&gt;
* 69 = Psi Assault (Tassadar+Aldaris)&lt;br /&gt;
* 70 = Psionic Shockwave (Normal)&lt;br /&gt;
* 71 = Psionic Shockwave (Tassadar/Zeratul Archon)&lt;br /&gt;
* 72 = Unknown72&lt;br /&gt;
* 73 = Dual Photon Blasters (Normal)&lt;br /&gt;
* 74 = Anti-matter Missiles (Normal)&lt;br /&gt;
* 75 = Dual Photon Blasters (Mojo)&lt;br /&gt;
* 76 = Anit-matter Missiles (Mojo)&lt;br /&gt;
* 77 = Phase Disruptor Cannon (Normal)&lt;br /&gt;
* 78 = Phase Disruptor Cannon (Danimoth)&lt;br /&gt;
* 79 = Pulse Cannon&lt;br /&gt;
* 80 = STS Photon Cannon&lt;br /&gt;
* 81 = STA Photon Cannon&lt;br /&gt;
* 82 = Scarab&lt;br /&gt;
* 83 = Stasis Field&lt;br /&gt;
* 84 = Psi Storm&lt;br /&gt;
* 85 = Warp Blades (Zeratul)&lt;br /&gt;
* 86 = Warp Blades (Dark Templar Hero)&lt;br /&gt;
* 87 = Missiles (Unused)&lt;br /&gt;
* 88 = Laser Battery1 (Unused)&lt;br /&gt;
* 89 = Tormentor Missiles (Unused)&lt;br /&gt;
* 90 = Bombs (Unused)&lt;br /&gt;
* 91 = Raider Gun (Unused)&lt;br /&gt;
* 92 = Laser Battery2 (Unused)&lt;br /&gt;
* 93 = Laser Battery3 (Unused)&lt;br /&gt;
* 94 = Dual Photon Blasters (Unused)&lt;br /&gt;
* 95 = Flechette Grenade (Unused)&lt;br /&gt;
* 96 = Twin Autocannons (Floor Trap)&lt;br /&gt;
* 97 = Hellfire Missile Pack (Wall Trap)&lt;br /&gt;
* 98 = Flame Thrower (Wall Trap)&lt;br /&gt;
* 99 = Hellfire Missile Pack (Floor Trap)&lt;br /&gt;
* 100 = Neutron Flare&lt;br /&gt;
* 101 = Disruption Web&lt;br /&gt;
* 102 = Restoration&lt;br /&gt;
* 103 = Halo Rockets&lt;br /&gt;
* 104 = Corrosive Acid&lt;br /&gt;
* 105 = Mind Control&lt;br /&gt;
* 106 = Feedback&lt;br /&gt;
* 107 = Optical Flare&lt;br /&gt;
* 108 = Maelstrom&lt;br /&gt;
* 109 = Subterranean Spines&lt;br /&gt;
* 110 = Gauss Rifle0 (Unused)&lt;br /&gt;
* 111 = Warp Blades (Normal)&lt;br /&gt;
* 112 = C-10 Concussion Rifle (Samir Duran)&lt;br /&gt;
* 113 = C-10 Concussion Rifle (Infested Duran)&lt;br /&gt;
* 114 = Dual Photon Blasters (Artanis)&lt;br /&gt;
* 115 = Anti-matter Missiles (Artanis)&lt;br /&gt;
* 116 = C-10 Concussion Rifle (Alexei Stukov)&lt;br /&gt;
* 117 = Gauss Rifle1 (Unused)&lt;br /&gt;
* 118 = Gauss Rifle2 (Unused)&lt;br /&gt;
* 119 = Gauss Rifle3 (Unused)&lt;br /&gt;
* 120 = Gauss Rifle4 (Unused)&lt;br /&gt;
* 121 = Gauss Rifle5 (Unused)&lt;br /&gt;
* 122 = Gauss Rifle6 (Unused)&lt;br /&gt;
* 123 = Gauss Rifle7 (Unused)&lt;br /&gt;
* 124 = Gauss Rifle8 (Unused)&lt;br /&gt;
* 125 = Gauss Rifle9 (Unused)&lt;br /&gt;
* 126 = Gauss Rifle10 (Unused)&lt;br /&gt;
* 127 = Gauss Rifle11 (Unused)&lt;br /&gt;
* 128 = Gauss Rifle12 (Unused)&lt;br /&gt;
* 129 = Gauss Rifle13 (Unused)&lt;br /&gt;
* 130 = None&lt;br /&gt;
&lt;br /&gt;
==Complete Modifier List==&lt;br /&gt;
* 0 = Condition: &amp;gt;= (greater than or equal to)&lt;br /&gt;
* 1 = Condition: &amp;lt;= (less than or equal to)&lt;br /&gt;
* 2 = Condition: == TRUE (Is True)&lt;br /&gt;
* 3 = Condition: == FALSE (Is False)&lt;br /&gt;
* 4 = Action: = TRUE (Set to True)&lt;br /&gt;
* 5 = Action: = FALSE (Set to False)&lt;br /&gt;
* 6 = Action: NOT (toggle)&lt;br /&gt;
* 7 = Action: = (Set to)&lt;br /&gt;
* 8 = Action: += (Add)&lt;br /&gt;
* 9 = Action: -= (Subtract)&lt;br /&gt;
* 10 = Condition: == (Exactly)&lt;br /&gt;
* 11 = Action: Randomize&lt;br /&gt;
&lt;br /&gt;
[[Category:StarCraft]]&lt;br /&gt;
[[Category:Reference]]&lt;/div&gt;</summary>
		<author><name>Wormer</name></author>
	</entry>
	<entry>
		<id>https://wiki.staredit.net/w/index.php?title=Virtual_hit_points&amp;diff=169</id>
		<title>Virtual hit points</title>
		<link rel="alternate" type="text/html" href="https://wiki.staredit.net/w/index.php?title=Virtual_hit_points&amp;diff=169"/>
		<updated>2011-10-12T14:06:08Z</updated>

		<summary type="html">&lt;p&gt;Wormer: Categorized&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Virtual Hit Points''' (or vHP for short) is a popular mapping technique used to replace StarCraft's standard unit HP system. VHP is easier to manipulate, as you can add, subtract, and even multiply and divide vHP with ease using both [[Binary Countoffs]] and [[Death Counters]]. There are three commonly used methods of vHP: Counter vHP, Burrowed Unit vHP, and Multiple Life vHP.&lt;br /&gt;
&lt;br /&gt;
One of the cons of using vHP is the fact that you cannot always detect perfectly the amount of damage dealt by an enemy since the burrowed unit has a certain amount of life. For example, how could we differentiate an enemy attacking of 100 and a boss attacking of 10 000 if the vHP have 1 hp? A solution to this would be to have physically separated areas (so you must move the unit via trigger from on to another) and to have a computer player for each amount of damage that could be dealt into that area.&lt;br /&gt;
Like that, you can detect which computer has over 0 kill score to know if it has killed a vHP and be able to deal the right amount of damage (don't forget to set back its kill score to 0).&lt;br /&gt;
&lt;br /&gt;
==Theory==&lt;br /&gt;
&lt;br /&gt;
Virtual Health Points at its most basic level is just keeping the health of a unit stored somewhere other than it's physical health (almost invariably in a death counter, and why not? it allows the most freedom). Every vHP system must provide a solution to specific problems.&lt;br /&gt;
&lt;br /&gt;
===How damage is taken and tallied===&lt;br /&gt;
&lt;br /&gt;
The answer to this is about control. The methods are never very different:&lt;br /&gt;
&lt;br /&gt;
*Each instance of damage taken is shown/limited/done in the killing of a unit (whether it be the actual unit dying and being replaced, a zergling to kill beneath, or an observer above to kill). The detriment is the level of identification that can be drawn from kill methods, namely, the best that can really be done is the damage done can be attributed to the player that did it, rather than a specific unit. The real dilemma is what you make that player mean (IE a unique hero, an enemy unit type, an level of unit difficulty). &lt;br /&gt;
&lt;br /&gt;
*Damage is manifest in the detecting the effects of a unit spell (IE EMP, Plague, Lockdown, Psi storm, Ensnare, Dark swarm, Disruption web etc). The problem with this methods is that none of them can be attributed to a player. The best that can be known about spell detection is where it is/happened spatially and when it was/is within time. Of course, we can use either of these to ascribe it to a specific player or unit by making it so that only a specific player or unit could've produced the spell within a certain geometric area or within a specific time. However, separating the playing field for each player or unit can ruin the gameplay and forcing the units or players to take turns (to delineate through time) can be even less desirable. Elementa is an excellent example of a map that used spatial separation to attribute the spell to the appropriate player. While normally this physical separation wouldn't make for great gameplay- near perfect mirrored simulation combining the players' physical realms closed the gap.&lt;br /&gt;
&lt;br /&gt;
*Ultimate handling, where all damage done is in triggers and trigger prompted events (even if prompted by player events). For instance, in my Time Down arena map, the only method of damaging a player was through spells which decided which players' unit was in the location and did the appropriate amount of damaging. The problem with this method is that you completely sacrifice normal Starcraft fight mechanics. Sometimes this isn't a problem, since normal fight mechanics were never the goal. Every system that uses this must chose how these events play out (how the triggered attacks work) and how they are prompted and directed for the player. The possibilities are infinite. What makes this method any good is how both of these aspects play out. In the example of Elementa, the events were in the form of projectiles represented by explosions, and the trigger method was Dark Swarming (and unit build selection). In another example, the event is instant damage and an explosion and the trigger is cooldown and randomization. Using this method, unfortunately, is why I dislike Time Down. Units can run around and cast spells, but the complete lack of physical attacking made the gameplay feel hollow.&lt;br /&gt;
&lt;br /&gt;
===How virtual health is delineated to the appropriate unit===&lt;br /&gt;
&lt;br /&gt;
The solution to this second question is about making units unique:&lt;br /&gt;
&lt;br /&gt;
*By player (as is done where players have one hero unit).&lt;br /&gt;
&lt;br /&gt;
*By unique unit (as is done where only one player can have a certain unit (IE Temple Siege) or many boss fights).&lt;br /&gt;
&lt;br /&gt;
*By spatial position (as is attempted by location following, and similar methods, where the idea is that only a specific unit could possibly be in the location).&lt;br /&gt;
&lt;br /&gt;
*By any combination of the above (IE Each player has only one of each kind of unit type in each region of the map)&lt;br /&gt;
&lt;br /&gt;
The dilemma with all of these is how many uniques there are within each dimension. In the first there can only be 1 unit per player, in the second there can only be (number of unique units that exist), in the third there can only be units that can't outrun a tracking location. &lt;br /&gt;
The other dilemma is what you're willing to let be unique (and accordingly rare). For instance, the third method attempts to let units be as plentiful as you have locations for (the problem is which units you can use).&lt;br /&gt;
&lt;br /&gt;
==Counter vHP==&lt;br /&gt;
&lt;br /&gt;
Counter vHP is a method where variable counters are used to represent a unit or group of units' vHP as a purely numeric variable. They can range from custom score counters to death counters and can be displayed by modifying the amount of HP the affected unit has, by showing the numeric values in the mineral/gas/scoreboard, or even by creating Minimap Graphics that display numbers. Counter vHP is also often used in conjunction with Burrowed Unit vHP. Unlike the other methods of vHP, Counter vHP disallows the use of enemy units' weapons from directly affecting the attacked unit's vHP without a secondary source (such as a burrowed unit).&lt;br /&gt;
&lt;br /&gt;
Common uses for Counter vHP would include the amount of oxygen a unit has underwater and the amount of &amp;quot;mana life&amp;quot; a summoned unit has. Counter vHP works very well in conjuntion with force or triggers affecting mutliple players, because minerals and death counters can be streamlined to affect &amp;quot;current player.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A good way of doing minimap graphics is to have multiple death counters (1 for each digit) and create a system to carry over numbers in 10s, 100s etc. For each number on the death counter (0-9) have a trigger that gives the correct units to the correct player in this fashion. Have a setup of units resembling a digital clock and locations for each of the seven glowing areas. To make them glow you can use a controlling player with a lighter colour.&lt;br /&gt;
&lt;br /&gt;
==Burrowed unit vHP==&lt;br /&gt;
&lt;br /&gt;
Burrowed unit vHP is a vHP method where burrowed units (and sometimes flying units, despite the name) such as a Zergling or Spider Mine is used as a physical counter to represent a unit or group of units' current vHP. Unlike Counter vHP, Burrowed Unit vHP allows the use of unit weapons to directly influence the vHP of a target. Burrowed unit HP does not function to high standards, as moving the burrowed units causes the player on top to be slowed and have choppy movement. Air units cause the same effect, as well as blurring the unit. If burrowed units are used in conjuntion with an air unit player, advanced triggering and hypertriggers can be used so that the air unit is unable to go in to impassable terrain, because the burrowed units will be unable to move under the air unit. A simple detect and move back trigger can be used to make walls impassable. This is the only way of using burrowed unit vHP that does not cause movement problems.&lt;br /&gt;
&lt;br /&gt;
==Multiple life vHP==&lt;br /&gt;
&lt;br /&gt;
Multiple life vHP is a simpler method of vHP in which a &amp;quot;life counter&amp;quot; represents the amount of vHP a unit has and loses vHP (as well as respawning) when the unit dies. Most bound maps and some types of RPGs use this method of vHP. It is a good strategy to place the units in a &amp;quot;bar&amp;quot; and eliminate them one by one. Once again advanced triggers may be used to have the buildings/units regenerate. If every building is in one big location, then a move or destroy or give trigger will affect the leftmost one, meaning that to go from right to left a location must be moved on to the leftmost unit.&lt;br /&gt;
&lt;br /&gt;
==Virtual armor==&lt;br /&gt;
&lt;br /&gt;
Virtual Armor (vArmor for short) is a vHP subsystem where damage from vHP is reduced or eliminated. VArmor is commonly used in RPG maps that use vHP due to the ability to completely control the damage I/O via triggers, which is more effective than StarCraft's built-in armor system. As long as you have an armor variable, use of death counters or unit counters can be employed to calculate damages.&lt;br /&gt;
&lt;br /&gt;
Another method would be to have the burrowed units under the hero being able to have up to 100 hp and like that, when creating a new burrowed unit under the hero, you can set its life by % thus giving him some kind of armor. Of course, you would have to constantly set its life to that count so it does not clear the armor's effects and/or make it stronger.&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials]]&lt;/div&gt;</summary>
		<author><name>Wormer</name></author>
	</entry>
	<entry>
		<id>https://wiki.staredit.net/w/index.php?title=Protoss_Nexus&amp;diff=269</id>
		<title>Protoss Nexus</title>
		<link rel="alternate" type="text/html" href="https://wiki.staredit.net/w/index.php?title=Protoss_Nexus&amp;diff=269"/>
		<updated>2011-10-12T10:00:49Z</updated>

		<summary type="html">&lt;p&gt;Wormer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{StarCraft Unit Infobox&lt;br /&gt;
|type=Building&lt;br /&gt;
|category=[factories]&lt;br /&gt;
|race=Protoss&lt;br /&gt;
|role=Accepts resources, grants supply, produces units&lt;br /&gt;
|hp=750&lt;br /&gt;
|shields=750&lt;br /&gt;
|minerals=400&lt;br /&gt;
|supply=Provides 9&lt;br /&gt;
|build_time=1800 frames - 75 second - 120 editor time&lt;br /&gt;
|armor=1&lt;br /&gt;
|produces_units=[[Protoss Probe|Probes]]}}&lt;br /&gt;
'''Protoss Nexus''' are [[Protoss]] resource-gathering buildings in ''[[StarCraft]]''. Their ability to process mined minerals makes them highly important; in [[melee]] games, Protoss players always start with a Nexus.&lt;br /&gt;
&lt;br /&gt;
[[Category:StarCraft]]&lt;/div&gt;</summary>
		<author><name>Wormer</name></author>
	</entry>
	<entry>
		<id>https://wiki.staredit.net/w/index.php?title=Template:StarCraft_Unit_Infobox&amp;diff=339</id>
		<title>Template:StarCraft Unit Infobox</title>
		<link rel="alternate" type="text/html" href="https://wiki.staredit.net/w/index.php?title=Template:StarCraft_Unit_Infobox&amp;diff=339"/>
		<updated>2011-10-12T09:40:41Z</updated>

		<summary type="html">&lt;p&gt;Wormer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;sc1-unit-infobox&amp;quot; style=&amp;quot;float:right;width:300px;margin-left:1em;margin-bottom:1em;border:1px solid #000;background:#CCC&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;sc1-unit-infobox-header&amp;quot; style=&amp;quot;padding:.5em;border-bottom:1px solid #000;font-size:1.5em;font-weight:bold;text-align:center&amp;quot;&amp;gt;{{PAGENAME}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;sc1-unit-infobox-image&amp;quot; style=&amp;quot;background:#FFF;text-align:center&amp;quot;&amp;gt;{{#if:{{{image|}}}| [[{{#ifexist:{{{image}}}|{{{image}}}|File:Unit picture needed.png}}]] |[[File:Unit picture needed.png]]}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;sc1-unit-infobox-section-header&amp;quot; style=&amp;quot;padding:2px;border-top:1px solid #000;border-bottom:1px solid #888;font-weight:bold;text-align:center&amp;quot;&amp;gt;{{{type|Unit}}} {{{category|}}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{#if:{{{race|}}}|&amp;lt;div class=&amp;quot;sc1-unit-infobox-field&amp;quot; style=&amp;quot;display:inline-block;width:116px;padding:2px;font-weight:bold&amp;quot;&amp;gt;Race:&amp;lt;/div&amp;gt;&amp;lt;div class=&amp;quot;sc1-unit-infobox-value&amp;quot; style=&amp;quot;display:inline-block;width:176px;padding:2px;background:#AAA&amp;quot;&amp;gt;{{{race}}}&amp;lt;/div&amp;gt;|}}{{#if:{{{role|}}}|&amp;lt;div class=&amp;quot;sc1-unit-infobox-field&amp;quot; style=&amp;quot;float:left;width:116px;padding:2px;font-weight:bold&amp;quot;&amp;gt;Role:&amp;lt;/div&amp;gt;&amp;lt;div class=&amp;quot;sc1-unit-infobox-value&amp;quot; style=&amp;quot;width:176px;padding:2px;margin-left:120px;background:#AAA&amp;quot;&amp;gt;{{{role}}}&amp;lt;/div&amp;gt;|}}&amp;lt;div class=&amp;quot;sc1-unit-infobox-section-header&amp;quot; style=&amp;quot;padding:2px;border-top:1px solid #000;border-bottom:1px solid #888;background:#DDD;font-weight:bold;text-align:center&amp;quot;&amp;gt;Properties&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;sc1-unit-infobox-field&amp;quot; style=&amp;quot;display:inline-block;width:116px;padding:2px;font-weight:bold&amp;quot;&amp;gt;Hit points:&amp;lt;/div&amp;gt;&amp;lt;div class=&amp;quot;sc1-unit-infobox-value&amp;quot; style=&amp;quot;display:inline-block;width:176px;padding:2px;background:#AAA&amp;quot;&amp;gt;{{{hp|Unknown / To Be Added}}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{#if:{{{shields|}}}|&amp;lt;div class=&amp;quot;sc1-unit-infobox-field&amp;quot; style=&amp;quot;float:left;width:116px;padding:2px;font-weight:bold&amp;quot;&amp;gt;Shield points:&amp;lt;/div&amp;gt;&amp;lt;div class=&amp;quot;sc1-unit-infobox-value&amp;quot; style=&amp;quot;width:176px;padding:2px;margin-left:120px;background:#AAA&amp;quot;&amp;gt;{{{shields}}}&amp;lt;/div&amp;gt;|}}&lt;br /&gt;
{{#if:{{{energy|}}}|&amp;lt;div class=&amp;quot;sc1-unit-infobox-field&amp;quot; style=&amp;quot;float:left;width:116px;padding:2px;font-weight:bold&amp;quot;&amp;gt;Energy points:&amp;lt;/div&amp;gt;&amp;lt;div class=&amp;quot;sc1-unit-infobox-value&amp;quot; style=&amp;quot;width:176px;padding:2px;margin-left:120px;background:#AAA&amp;quot;&amp;gt;{{{energy}}} [[File:StarCraft - Energy Icon.png]]&amp;lt;/div&amp;gt;|}}&amp;lt;div class=&amp;quot;sc1-unit-infobox-section-header&amp;quot; style=&amp;quot;padding:2px;border-top:1px solid #000;border-bottom:1px solid #888;background:#DDD;font-weight:bold;text-align:center&amp;quot;&amp;gt;Production&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;sc1-unit-infobox-field&amp;quot; style=&amp;quot;display:inline-block;width:116px;padding:2px;font-weight:bold&amp;quot;&amp;gt;Minerals:&amp;lt;/div&amp;gt;&amp;lt;div class=&amp;quot;sc1-unit-infobox-value&amp;quot; style=&amp;quot;display:inline-block;width:176px;padding:2px;background:#AAA&amp;quot;&amp;gt;{{{minerals|0}}} [[File:StarCraft - Minerals Icon.png]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;sc1-unit-infobox-field&amp;quot; style=&amp;quot;display:inline-block;width:116px;padding:2px;font-weight:bold&amp;quot;&amp;gt;Vespene gas:&amp;lt;/div&amp;gt;&amp;lt;div class=&amp;quot;sc1-unit-infobox-value&amp;quot; style=&amp;quot;display:inline-block;width:176px;padding:2px;background:#AAA&amp;quot;&amp;gt;{{{gas|0}}} [[File:StarCraft - {{{race|Terran}}} Gas Icon.png]]&amp;lt;/div&amp;gt;&lt;br /&gt;
{{#if:{{{supply|}}}|&amp;lt;div class=&amp;quot;sc1-unit-infobox-field&amp;quot; style=&amp;quot;float:left;width:116px;padding:2px;font-weight:bold&amp;quot;&amp;gt;Supply:&amp;lt;/div&amp;gt;&amp;lt;div class=&amp;quot;sc1-unit-infobox-value&amp;quot; style=&amp;quot;width:176px;padding:2px;margin-left:120px;background:#AAA&amp;quot;&amp;gt;{{{supply}}} [[File:StarCraft - {{{race}}} Supply Icon.png]]&amp;lt;/div&amp;gt;|}}&lt;br /&gt;
&amp;lt;div class=&amp;quot;sc1-unit-infobox-field&amp;quot; style=&amp;quot;float:left;width:116px;padding:2px;font-weight:bold&amp;quot;&amp;gt;Build time:&amp;lt;/div&amp;gt;&amp;lt;div class=&amp;quot;sc1-unit-infobox-value&amp;quot; style=&amp;quot;width:176px;padding:2px;margin-left:120px;background:#AAA&amp;quot;&amp;gt;{{{build_time|0}}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;sc1-unit-infobox-section-header&amp;quot; style=&amp;quot;padding:2px;border-top:1px solid #000;border-bottom:1px solid #888;background:#DDD;font-weight:bold;text-align:center&amp;quot;&amp;gt;Combat&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;sc1-unit-infobox-field&amp;quot; style=&amp;quot;display:inline-block;width:116px;padding:2px;font-weight:bold&amp;quot;&amp;gt;Armor:&amp;lt;/div&amp;gt;&amp;lt;div class=&amp;quot;sc1-unit-infobox-value&amp;quot; style=&amp;quot;display:inline-block;width:176px;padding:2px;background:#AAA&amp;quot;&amp;gt;{{{armor|0}}}&amp;lt;/div&amp;gt;{{#if:{{{damage|}}}|&amp;lt;div class=&amp;quot;sc1-unit-infobox-field&amp;quot; style=&amp;quot;float:left;width:116px;padding:2px;font-weight:bold&amp;quot;&amp;gt;Damage:&amp;lt;/div&amp;gt;&amp;lt;div class=&amp;quot;sc1-unit-infobox-value&amp;quot; style=&amp;quot;width:176px;padding:2px;margin-left:120px;background:#AAA&amp;quot;&amp;gt;{{{damage}}}&amp;lt;/div&amp;gt;|}}&lt;br /&gt;
{{#if:{{{add_ons|}}}{{{produces_units|}}}{{{morphs_into|}}}|&amp;lt;div class=&amp;quot;sc1-unit-infobox-section-header&amp;quot; style=&amp;quot;padding:2px;border-top:1px solid #000;border-bottom:1px solid #888;background:#DDD;font-weight:bold;text-align:center&amp;quot;&amp;gt;Function&amp;lt;/div&amp;gt;|}}{{#if:{{{add_ons|}}}|&amp;lt;div class=&amp;quot;sc1-unit-infobox-field&amp;quot; style=&amp;quot;float:left;width:116px;padding:2px;font-weight:bold&amp;quot;&amp;gt;Add-ons:&amp;lt;/div&amp;gt;&amp;lt;div class=&amp;quot;sc1-unit-infobox-value&amp;quot; style=&amp;quot;width:176px;padding:2px;margin-left:120px;background:#AAA&amp;quot;&amp;gt;{{{add_ons}}}&amp;lt;/div&amp;gt;|}}{{#if:{{{produces_units|}}}|&amp;lt;div class=&amp;quot;sc1-unit-infobox-field&amp;quot; style=&amp;quot;float:left;width:116px;padding:2px;font-weight:bold&amp;quot;&amp;gt;Produces:&amp;lt;/div&amp;gt;&amp;lt;div class=&amp;quot;sc1-unit-infobox-value&amp;quot; style=&amp;quot;width:176px;padding:2px;margin-left:120px;background:#AAA&amp;quot;&amp;gt;{{{produces_units}}}&amp;lt;/div&amp;gt;|}}{{#if:{{{morphs_into|}}}|&amp;lt;div class=&amp;quot;sc1-unit-infobox-field&amp;quot; style=&amp;quot;float:left;width:116px;padding:2px;font-weight:bold&amp;quot;&amp;gt;Morphs into:&amp;lt;/div&amp;gt;&amp;lt;div class=&amp;quot;sc1-unit-infobox-value&amp;quot; style=&amp;quot;width:176px;padding:2px;margin-left:120px;background:#AAA&amp;quot;&amp;gt;{{{morphs_into}}}&amp;lt;/div&amp;gt;|}}&lt;br /&gt;
&amp;lt;div class=&amp;quot;sc1-unit-infobox-footer&amp;quot; style=&amp;quot;padding:2px 0;border-top:1px solid #888;font-size:.8125em;line-height:1.25em;text-align:center&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;[&amp;lt;/nowiki&amp;gt;[[Template:StarCraft Unit Infobox|this template]]&amp;lt;nowiki&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;includeonly&amp;gt;[[Category:Units]]{{#if:{{{race|}}}|[[Category:{{{race}}}]]|}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
This template is to be used for StarCraft units. Among other things, this infobox automatically places units in [[:Category:Units]] and in one of the following racial categories [[:Category:Terran]], [[:Category:Protoss]], [[:Category:Zerg]], [[:Category:Neutral]] when race is specified.&lt;br /&gt;
&lt;br /&gt;
== Parameters ==&lt;br /&gt;
;image:Location for an image. Includes &amp;lt;code&amp;gt;File:&amp;lt;/code&amp;gt; namespace. E.x. &amp;lt;code&amp;gt;File:Terran Command Center.png&amp;lt;/code&amp;gt;. If none is specified or if the specified image does not exist, [[:File:Unit picture needed.png]] is used.&lt;br /&gt;
;type:Type of the unit. Use the most specific of these:&lt;br /&gt;
:*Building&lt;br /&gt;
:*Doodad unit&lt;br /&gt;
:*Powerup&lt;br /&gt;
:*Resource&lt;br /&gt;
:*Unused unit&lt;br /&gt;
:*Unused unit (crashes)&lt;br /&gt;
:*Unit&lt;br /&gt;
;category:Category of the unit, in terms of ''StarCraft'' triggers. Use the most specific of these, or leave it blank if none apply (e.x. [[Zerg Lurker Egg]]):&lt;br /&gt;
:*[buildings]&lt;br /&gt;
:*[factories]&lt;br /&gt;
:*[men]&lt;br /&gt;
:*[any unit]&lt;br /&gt;
;race:The race of the unit. Terran, Protoss, Zerg, ''or Neutral''.&lt;br /&gt;
;role:The role of the unit. Choose any combination of the following, or leave it blank if none apply:&lt;br /&gt;
:*Add-on&lt;br /&gt;
:*accepts resources&lt;br /&gt;
:*grants supply&lt;br /&gt;
:*holds/transports units&lt;br /&gt;
:*produces units&lt;br /&gt;
:*provides upgrades&lt;br /&gt;
:*provides resources&lt;br /&gt;
:*worker unit&lt;br /&gt;
;hp:The unit's default max HP. Defaults to &amp;quot;Unknown / To Be Added&amp;quot;.&lt;br /&gt;
;shields:The unit's default shield points. Leave blank if the unit does not have shields.&lt;br /&gt;
;energy:The unit's default energy points. Leave blank if the unit does not use energy.&lt;br /&gt;
;minerals:The unit's default cost in minerals. Default value is 0.&lt;br /&gt;
;gas:The unit's default cost in vespene gas. Default value is 0.&lt;br /&gt;
;supply:Supply given or consumed by the unit. Should look like &amp;quot;2&amp;quot; (consumes 2) or &amp;quot;Provides 2&amp;quot;. A race-specific supply icon is automatically appended. Leave blank for units that do not give or consume supply.&lt;br /&gt;
;build_time:The unit's default build time as it appears in a map editor. Default value is 0.&lt;br /&gt;
;armor:The unit's default un-upgraded armor. Default value is 0.&lt;br /&gt;
;damage:The unit's default un-upgraded weapon damage. Leave blank if the unit does not have a weapon.&lt;br /&gt;
;add_ons:An optional comma-and-space-separated list of Terran Add-ons that this building can construct. Each item should be a link to its respective page. Leave blank if this building cannot construct add-ons of any type.&lt;br /&gt;
:Example: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;[[Terran Comsat Station|Comsat Station]], [[Terran Nuclear Silo|Nuclear Silo]]&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
;produces_units:An optional comma-and-space-separated list of units that this unit produces. Leave blank if this unit cannot create ''any'' other units. This includes Nydus Canals constructing other Nydus Canals (as exit points). This does ''not'' include spell units (such as [[Disruption Web]]). Omit the race prefix in the link text.&lt;br /&gt;
:Example: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;[[Terran Firebat|Firebat]], [[Terran Ghost|Ghost]], [[Terran Marine|Marine]], [[Terran Medic|Medic]]&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
;morphs_into:An optional comma-and-space-separated list of units that this unit can morph into. Leave blank if this unit cannot change into another unit. This includes Terran Siege Tanks changing state and Zerg buildings morphing. This does ''not'' include [[Cocoon]], [[Zerg Egg]], [[Zerg Lurker Egg]], the transformation of a [[Vespene Geyser]] into gas-mining structures, or the transformation of a [[Terran Command Center]] into an [[Infested Command Center]].&lt;br /&gt;
:Example: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;[[Zerg Devourer|Devourer]], [[Zerg Guardian|Guardian]]&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Todo ==&lt;br /&gt;
*Add a way to specify and display unit portraits.&lt;br /&gt;
**Perhaps display a unit image and portrait side-by-side if space allows?&lt;br /&gt;
*Add field(s) for weapons?&lt;br /&gt;
**Politely borrow the display/notation used on the StarCraft Wiki? [http://starcraft.wikia.com/wiki/Ghost_%28StarCraft%29 Example.]&lt;br /&gt;
*Add a field for pixel size?&lt;br /&gt;
**Add an optional field for off-center hitboxes? (Displays as: &amp;quot;Size: 12x12 (off-center hitbox)&amp;quot;)&lt;br /&gt;
*Add a field for tile size? (Buildings)&lt;br /&gt;
*Add a &amp;quot;Produced by:&amp;quot; field for units?&lt;br /&gt;
**Add a &amp;quot;Requires:&amp;quot; field?&lt;br /&gt;
**Add a &amp;quot;Hotkey:&amp;quot; field?&lt;br /&gt;
*Add field for spell/ability list?&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Wormer</name></author>
	</entry>
	<entry>
		<id>https://wiki.staredit.net/w/index.php?title=Nuclear_Missile&amp;diff=291</id>
		<title>Nuclear Missile</title>
		<link rel="alternate" type="text/html" href="https://wiki.staredit.net/w/index.php?title=Nuclear_Missile&amp;diff=291"/>
		<updated>2011-10-12T09:23:43Z</updated>

		<summary type="html">&lt;p&gt;Wormer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{StarCraft Unit Infobox&lt;br /&gt;
|image=File:Nuclear Missile.png&lt;br /&gt;
|type=Unit&lt;br /&gt;
|race=Terran&lt;br /&gt;
|hp=100 [invulnerable]&lt;br /&gt;
|minerals=200&lt;br /&gt;
|gas=200&lt;br /&gt;
|supply=8&lt;br /&gt;
|build_time=1500 frames - 62.5 seconds - 100 editor time&lt;br /&gt;
|armor=1}}&lt;br /&gt;
'''Nuclear Missiles''' are the [[Terran]]s' most dangerous weapon in ''[[StarCraft]]''. Nuclear Missiles are constructed at [[Terran Nuclear Silo|Nuclear Silos]], and launched by [[Terran Ghost|Ghosts]]. They do a huge amount of damage to a large area.&lt;br /&gt;
&lt;br /&gt;
Nuclear Missile damage is calculated individually for each [[unit]] in the missile's blast radius. Large units lose either 500/250/125 [[hit points]], or two thirds/one third/one sixth of their maximum HP depending on their distance to the center of the explosion -- whichever is greater. Missile damage is explosive, so the damage inflicted on small units is halved, and medium-sized units take only 75% damage.&lt;br /&gt;
&lt;br /&gt;
== Unit quirks ==&lt;br /&gt;
*Nuclear Missiles do not register as &amp;quot;[men]&amp;quot; or &amp;quot;[any unit]&amp;quot; in [[trigger]] conditions. They can be detected if the condition specifically checks for &amp;quot;Nuclear Missile&amp;quot;, though.&lt;br /&gt;
*Prior to being launched, Nuclear Missiles exist inside of their Nuclear Silos, and can be detected there using the Bring condition. This makes it possible to check if a specific Silo is armed.&lt;br /&gt;
&lt;br /&gt;
== Techniques ==&lt;br /&gt;
=== Tracking a Nuclear Missile launch ===&lt;br /&gt;
It is possible to track the individual stages of a Nuclear Missile launch using the Bring condition and [[death counters]]. However, multiple concurrent launches by the same [[player]] cannot be tracked, and &amp;quot;lost&amp;quot; nukes (launches that have been canceled, or prevented by killing the Ghost) cannot be accounted for.&lt;br /&gt;
&lt;br /&gt;
Reserve a death counter for this method; for the purposes of our example, [[Alan Turret]] will be used. For simplicity's sake, the triggers below assume that we are only tracking Player 1 nukes, that Player 1 has only one Nuclear Silo, and that we have a [[location]] (&amp;quot;NUKE SILO&amp;quot;) centered on that Silo.&lt;br /&gt;
&lt;br /&gt;
{{StarCraft Trigger&lt;br /&gt;
|description=Detecting Nuclear Missile construction&lt;br /&gt;
|players=&lt;br /&gt;
*Player 1&lt;br /&gt;
|conditions=&lt;br /&gt;
*Player 1 has suffered exactly 0 deaths of Alan Turret.&lt;br /&gt;
*Player 1 brings at least 1 Nuclear Missile to NUKE SILO.&lt;br /&gt;
|actions=&lt;br /&gt;
*Modify death counts for Player 1: set to 1 for Alan Turret.&lt;br /&gt;
*Preserve trigger.&lt;br /&gt;
}}&lt;br /&gt;
{{StarCraft Trigger&lt;br /&gt;
|description=Detecting Nuclear Missile launch&lt;br /&gt;
|players=&lt;br /&gt;
*Player 1&lt;br /&gt;
|conditions=&lt;br /&gt;
*Player 1 has suffered exactly 1 deaths of Alan Turret.&lt;br /&gt;
*Player 1 brings at least 1 Nuclear Missile to Anywhere.&lt;br /&gt;
*Player 1 brings exactly 0 Nuclear Missile to NUKE SILO.&lt;br /&gt;
|actions=&lt;br /&gt;
*Modify death counts for Player 1: set to 2 for Alan Turret.&lt;br /&gt;
*Preserve trigger.&lt;br /&gt;
}}&lt;br /&gt;
{{StarCraft Trigger&lt;br /&gt;
|description=Detecting Nuclear Missile going off-screen&lt;br /&gt;
|players=&lt;br /&gt;
*Player 1&lt;br /&gt;
|conditions=&lt;br /&gt;
*Player 1 has suffered exactly 2 deaths of Alan Turret.&lt;br /&gt;
*Player 1 brings exactly 0 Nuclear Missile to Anywhere.&lt;br /&gt;
|actions=&lt;br /&gt;
*Modify death counts for Player 1: set to 3 for Alan Turret.&lt;br /&gt;
*Preserve trigger.&lt;br /&gt;
}}&lt;br /&gt;
{{StarCraft Trigger&lt;br /&gt;
|description=Detecting Nuclear Missile coming back on-screen&lt;br /&gt;
|players=&lt;br /&gt;
*Player 1&lt;br /&gt;
|conditions=&lt;br /&gt;
*Player 1 has suffered exactly 3 deaths of Alan Turret.&lt;br /&gt;
*Player 1 brings at least 1 Nuclear Missile to Anywhere.&lt;br /&gt;
|actions=&lt;br /&gt;
*Modify death counts for Player 1: set to 4 for Alan Turret.&lt;br /&gt;
*Preserve trigger.&lt;br /&gt;
}}&lt;br /&gt;
{{StarCraft Trigger&lt;br /&gt;
|description=Detecting Nuclear Missile detonation&lt;br /&gt;
|players=&lt;br /&gt;
*Player 1&lt;br /&gt;
|conditions=&lt;br /&gt;
*Player 1 has suffered exactly 4 deaths of Alan Turret.&lt;br /&gt;
*Player 1 brings exactly 0 Nuclear Missile to Anywhere.&lt;br /&gt;
|actions=&lt;br /&gt;
*Modify death counts for Player 1: set to 5 for Alan Turret.&lt;br /&gt;
*Preserve trigger.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Automatically training and launching a Nuclear Missile ===&lt;br /&gt;
Start by giving the desired computer player a [[Terran Command Center|Command Center]] with an attached Nuclear Silo, and centering a location (we'll call it &amp;quot;NUKE SILO&amp;quot;) on that Silo. Now, run the [[AI script]] &amp;quot;Broodwar Teran 2 - Town B&amp;quot; at NUKE SILO. (Remember that this is a [[campaign]] AI script. It may have other actions tied to it, such as creating Ghosts.)&lt;br /&gt;
&lt;br /&gt;
You can detect the missile's completion by detecting when the computer player brings at least 1 Nuclear Missile to NUKE SILO. If you so desire, you can then give the Command Center to another player; however, the Nuclear Missile inside the silo will remain under the ownership of the computer that ran the AI script. You can remedy this by explicitly specifying the Nuclear Missile in a Give Unit action. (Note that missiles acquired in this manner do not automatically play the &amp;quot;Nuclear missile ready&amp;quot; sound clip.)&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can have a computer launch it using the &amp;quot;AI Nuke Here&amp;quot; script, if the computer has a Ghost ready.&lt;br /&gt;
&lt;br /&gt;
This appears to be the only way to automatically train and launch Nuclear Missiles; the Modify Unit Hangar Count does not work on Nuclear Silos, and using Create Unit to produce a Nuclear Missile does not allow it to be launched.&lt;br /&gt;
&lt;br /&gt;
[[Category:Terran]]&lt;br /&gt;
[[Category:StarCraft]]&lt;/div&gt;</summary>
		<author><name>Wormer</name></author>
	</entry>
	<entry>
		<id>https://wiki.staredit.net/w/index.php?title=Protoss_Cybernetics_Core&amp;diff=311</id>
		<title>Protoss Cybernetics Core</title>
		<link rel="alternate" type="text/html" href="https://wiki.staredit.net/w/index.php?title=Protoss_Cybernetics_Core&amp;diff=311"/>
		<updated>2011-10-12T09:23:26Z</updated>

		<summary type="html">&lt;p&gt;Wormer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{StarCraft Unit Infobox&lt;br /&gt;
|type=Building&lt;br /&gt;
|image=File:CyberCore.png&lt;br /&gt;
|category=[buildings]&lt;br /&gt;
|race=Protoss&lt;br /&gt;
|hp=500&lt;br /&gt;
|shield=500&lt;br /&gt;
|minerals=200&lt;br /&gt;
|build_time=60&lt;br /&gt;
|armor=1}}&lt;br /&gt;
== Cybernetics Core ==&lt;br /&gt;
The Cybernetics Core is a [[Protoss]] building only available once the current player has built a [[Protoss Gateway]]. Once built, the current player has the ability to build [[Protoss Stargate]], [[Protoss Citadel of Adun]], and [[Robotics facility]]. The Cybernetics Core allows you to upgrade Protoss air units' attack and defence and also allows you to upgrade [[Protoss Dragoon|Protoss Dragoons']] range attacks.&lt;br /&gt;
&lt;br /&gt;
[[Category:Protoss]]&lt;br /&gt;
[[Category:StarCraft]]&lt;/div&gt;</summary>
		<author><name>Wormer</name></author>
	</entry>
	<entry>
		<id>https://wiki.staredit.net/w/index.php?title=Template:Stub&amp;diff=331</id>
		<title>Template:Stub</title>
		<link rel="alternate" type="text/html" href="https://wiki.staredit.net/w/index.php?title=Template:Stub&amp;diff=331"/>
		<updated>2011-10-12T06:08:51Z</updated>

		<summary type="html">&lt;p&gt;Wormer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:''This {{{1|page}}} is a stub. You can help out by [{{fullurl:{{PAGENAME}}|action=edit}} adding more information].''&amp;lt;includeonly&amp;gt;[[Category:Stubs]]&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
Takes an optional parameter to replace the word &amp;quot;page&amp;quot;. I wish there was a way to remove that damned external link indicator, but there isn't. (Not a skinnable way, anyway.)&lt;br /&gt;
&lt;br /&gt;
This template automatically adds an article to [[:Category:Stubs]].&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Wormer</name></author>
	</entry>
	<entry>
		<id>https://wiki.staredit.net/w/index.php?title=Terran_Firebat&amp;diff=315</id>
		<title>Terran Firebat</title>
		<link rel="alternate" type="text/html" href="https://wiki.staredit.net/w/index.php?title=Terran_Firebat&amp;diff=315"/>
		<updated>2011-10-11T21:27:34Z</updated>

		<summary type="html">&lt;p&gt;Wormer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{StarCraft Unit Infobox&lt;br /&gt;
|type=Unit&lt;br /&gt;
|image=File:Firebat.png&lt;br /&gt;
|category=[men]&lt;br /&gt;
|race=Terran&lt;br /&gt;
|hp=50&lt;br /&gt;
|minerals=50&lt;br /&gt;
|build_time=24&lt;br /&gt;
|supply=1&lt;br /&gt;
|damage=16&lt;br /&gt;
|armor=1}}&lt;br /&gt;
== Terran Firebat ==&lt;br /&gt;
The Terran Firebat is an infantry ground unit built by the [[Terran Barrack|Terran Barracks]]. It could only be built if the current player has built a [[Terran Academy]]. Terran Firebats are often used with [[Terran Marine|Terran Marines]] and [[Terran Medic|Terran Medics]]. Terran Firebats deal splash damage and has the ability to [[Stim]] and researched by the [[Terran Academy]].&lt;br /&gt;
&lt;br /&gt;
[[Category:StarCraft]]&lt;/div&gt;</summary>
		<author><name>Wormer</name></author>
	</entry>
	<entry>
		<id>https://wiki.staredit.net/w/index.php?title=Terran_Marker&amp;diff=313</id>
		<title>Terran Marker</title>
		<link rel="alternate" type="text/html" href="https://wiki.staredit.net/w/index.php?title=Terran_Marker&amp;diff=313"/>
		<updated>2011-10-11T21:27:21Z</updated>

		<summary type="html">&lt;p&gt;Wormer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{StarCraft Unit Infobox&lt;br /&gt;
|image=File:Tmarker.png&lt;br /&gt;
|type=Unused unit (crashes)&lt;br /&gt;
|category=[any unit]&lt;br /&gt;
|race=Terran}}&lt;br /&gt;
== Terran Marker ==&lt;br /&gt;
The only thing that's known about the Terran Marker is that it crashes Starcraft and it looks like a [[Terran Beacon]] in Starcraft 1 beta.&lt;br /&gt;
&lt;br /&gt;
[[Category:StarCraft]]&lt;/div&gt;</summary>
		<author><name>Wormer</name></author>
	</entry>
	<entry>
		<id>https://wiki.staredit.net/w/index.php?title=Ordering_and_using_interceptors_and_scarabs&amp;diff=165</id>
		<title>Ordering and using interceptors and scarabs</title>
		<link rel="alternate" type="text/html" href="https://wiki.staredit.net/w/index.php?title=Ordering_and_using_interceptors_and_scarabs&amp;diff=165"/>
		<updated>2011-10-11T20:49:30Z</updated>

		<summary type="html">&lt;p&gt;Wormer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Protoss Interceptor]]s and [[Protoss Scarab]]s are ''subunits'', or [[units]] that are built by and stored in other non-building units. Subunits must use different AI because they function in a vastly different manner from other offensive units. These AIs can be manipulated with [[triggers]] to send these units to a location, make them &amp;quot;spray&amp;quot; outwards, or even [[Direct Damage System|manipulate the HP of other units]].&lt;br /&gt;
&lt;br /&gt;
== Ordering Interceptors and Scarabs ==&lt;br /&gt;
Normally, when Interceptors move out of their host [[Protoss Carrier|Carrier]]'s range, they quickly turn around and head back. However, this behavior can be circumvented and ''computer-controlled'' Interceptors can be ordered to a location using triggered [[AI scripts]]. This trick is used in maps like [[Particles Arena]]; here are the triggers.&lt;br /&gt;
&lt;br /&gt;
Start by pre-placing ''computer-controlled'' Carriers or Reavers in an enclosure. Place an enemy unit in the enclosure with them. The enemy's presence will prompt the computer to create subunits, which you can capture and control. Wrap the entire enclosure in a [[Location]]; we will call this location &amp;quot;Spawn&amp;quot;. Set up triggers to ally the computer with any other players that may approach the controlled subunits; if you do not, then the subunits will ignore your trigger-based commands and automatically attack the other players.&lt;br /&gt;
&lt;br /&gt;
This optional trigger moves the subunits to an enclosed area (marked by a Location called &amp;quot;Storage&amp;quot;) and stops them from moving around. This keeps the Interceptors from flying around while attacking, and keeps the Scarabs from exploding on their targets.&lt;br /&gt;
{{StarCraft Trigger&lt;br /&gt;
|description=Moving the Interceptors or Scarabs to a storage area.&lt;br /&gt;
|players=&lt;br /&gt;
*Computer Player(s) ''(i.e. Player 7, Player 8)''&lt;br /&gt;
|conditions=&lt;br /&gt;
*Current Player brings at least 1 ''[Protoss Interceptor or Protoss Scarab]'' to Spawn&lt;br /&gt;
|actions=&lt;br /&gt;
*Move all ''[Protoss Interceptor or Protoss Scarab]'' from Spawn to Storage for Current Player&lt;br /&gt;
*Run AI script Set Generic Command Target at Storage&lt;br /&gt;
*Run AI script Make These Units Patrol to Storage&lt;br /&gt;
*Preserve trigger.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This next trigger will order the subunits around. The trigger moves the subunits to their starting position (marked by a Location called Start) and orders them to move to the target area (marked by a Location called End).&lt;br /&gt;
&lt;br /&gt;
{{StarCraft Trigger&lt;br /&gt;
|description=Moving the Interceptors or Scarabs to an area and ordering them to move to another.&lt;br /&gt;
|players=&lt;br /&gt;
*Computer Player(s) ''(i.e. Player 7, Player 8)''&lt;br /&gt;
|conditions=&lt;br /&gt;
*''[Whenever you want to order the subunit.]''&lt;br /&gt;
|actions=&lt;br /&gt;
*Move 1 ''[Protoss Interceptor or Protoss Scarab]'' from Storage to Start for Current Player&lt;br /&gt;
*Run AI script Set Generic Command Target at Start&lt;br /&gt;
*Run AI script Make These Units Patrol to End&lt;br /&gt;
*Preserve trigger.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Remember that the endogenous attack AI script will override these triggers. You can take advantage of this by sending Scarabs into the direction of vulnerable enemies. The Scarabs will ignore their player's AI script, and attack the nearby enemies. This cannot be exploited with Interceptors; they will just fly back to their host Carrier if it is out of range.&lt;br /&gt;
&lt;br /&gt;
== Spraying effects ==&lt;br /&gt;
[[File:Picture1.png|thumb|right|Spraying effect of Interceptors from a bomb in Shrapnel Bombers.]]&lt;br /&gt;
Maps such as [[Shrapnel Bombers]] and [[Shrapnel Wars]] produce a &amp;quot;spraying effect&amp;quot;, where interceptors are seen to diverge randomly outwards. Use the same setup from the last section to spawn (and, optionally, store) subunits, and use this trigger to control their movement. &amp;quot;Start&amp;quot; is the location they should scatter outward from.&lt;br /&gt;
&lt;br /&gt;
{{StarCraft Trigger&lt;br /&gt;
|description=Subunit spray.&lt;br /&gt;
|players=&lt;br /&gt;
*Computer Player(s) ''(i.e. Player 7, Player 8)''&lt;br /&gt;
|conditions=&lt;br /&gt;
*''[Whenever you want to scatter the subunits.]''&lt;br /&gt;
|actions=&lt;br /&gt;
*Move 15 ''[Protoss Interceptor or Protoss Scarab]'' from ''Spawn or Storage'' to Start for Current Player&lt;br /&gt;
*Run AI script Junk Yard Dog at Start.&lt;br /&gt;
*Preserve trigger.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Junk Yard Dog ordinarily causes a player's movements to wander randomly. Interceptors, however, move so fast that if enough of them are used, they will move outward in a random fashion.&lt;br /&gt;
&lt;br /&gt;
As with before, the endogenous AI used by the subunits can be exploited to make the subunits attack nearby enemies. You can also exploit an Interceptor's endogenous AI; simply move its host Carrier out of range and in the direction you wish to send the Interceptor. This mainly requires tedious triggering, as many locations are required if you wish to move your interceptors in different directions.&lt;br /&gt;
&lt;br /&gt;
== Direct Damage System ==&lt;br /&gt;
{{main|Direct Damage System}}&lt;br /&gt;
It is possible to forcibly detonate a Protoss Scarab at any arbitrary location. Scarabs explode when a Move Unit action attempts to move them to unwalkable [[terrain]]. These detonations deal splash damage to the Scarab's enemies; it effectively allows mappers to damage a unit without already knowing its health.&lt;br /&gt;
&lt;br /&gt;
=== Triggers ===&lt;br /&gt;
&lt;br /&gt;
Assuming you have a location centered on an enemy called &amp;quot;Enemy&amp;quot;, and the enemy under the location &amp;quot;arena&amp;quot;.&lt;br /&gt;
{{StarCraft Trigger&lt;br /&gt;
|description=Trigger #1. Moving the Scarab to the unplaceable terrain&lt;br /&gt;
|players=&lt;br /&gt;
*''???''&lt;br /&gt;
|conditions=&lt;br /&gt;
*Current Player brings at least 1 Scarab to [location: arena]&lt;br /&gt;
|actions=&lt;br /&gt;
*Move all Scarabs from [location: arena] to [location: Unplaceable terran]&lt;br /&gt;
*Preserve Trigger&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{StarCraft Trigger&lt;br /&gt;
|description=Trigger #2. Moving the Scarab to the unit in which you want to damage&lt;br /&gt;
|players=&lt;br /&gt;
*''???''&lt;br /&gt;
|conditions=&lt;br /&gt;
*''When you are damaging the enemy''&lt;br /&gt;
|actions=&lt;br /&gt;
*Move all Scarabs from [location: Storage] to [location: Enemy]&lt;br /&gt;
*Preserve Trigger&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
The trigger order here is important. For some reason, exploding the Scarab by moving it to an unwalkable area only works after one trigger cycle. Therefore, the trigger that moves it to an unwalkable area has to be positioned before the trigger which moves the Scarab next to the enemy.&lt;br /&gt;
Because the Scarab is caused to explode, one can use human players! You can also allow Scarab damage to be upgraded, making the spell do more damage.&lt;br /&gt;
&lt;br /&gt;
This system is first described here: [http://www.staredit.net/topic/8240/0/ Direct damage system thread]. &lt;br /&gt;
&lt;br /&gt;
A test map by JaFF is also available: [http://www.staredit.net/topic/8240/2/#170456 Test map of new DDS]&lt;br /&gt;
&lt;br /&gt;
[[Category:StarCraft]]&lt;br /&gt;
[[Category:Tutorials]]&lt;/div&gt;</summary>
		<author><name>Wormer</name></author>
	</entry>
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