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Time to change some data! The first bits of data we're going to modify will be simple, single-value fields, just to get our feet wet. We're going to change Jim Raynor (Commando)'s name, health, armor, and energy.
The Units tab will appear in the same group of tabs as the "+" tab that we used to open the Units catalog. Any catalogs that you open up will add tabs.
You may notice that our Unit object changed colors in the editor from blue to green. This is because this unit contains data specific to the map we're working on right now. The basic color scheme is:
Next, we are going to change Raynor's health. We'll need to modify 2 field values: Life Maximum and Life Starting Amount. We changed both values to 650.
Armor values are listed under the Life Armor field. We changed Raynor's armor to 3. We also changed Life Armor Name to "The People's Armor."
Last, we are going to change Raynor's health. We'll need to modify 2 field values like we did for Raynor's health: "Energy Maximum" and "Energy Starting Amount." We're going to change his abilities so that he uses abilities that cost no energy, so we set both values to 0.
Now that we've changed some unit data, let's save our work and run the map to see our changes. Upon starting the game and selecting our modified unit, we should see that he has a new name, health, armor, armor name, and that he no longer has energy:
We're going to pretend that Raynor doesn't have a special gun that is more powerful than other Marines; he just takes more time to line up his shots and hit his targets where it hurts. To make it seem like that is happening, we're going to change the firing rate of Raynor's weapon so that it is slower than normal, and then increase the damage that the weapon does.
Units' attack information isn't stored in the unit data directly. Sometimes, we want a unit to have more than one attack, like the Hydralisk or Roach, which have both melee and ranged attacks.
So, to change the firing rate of the weapon, we need to select Raynor's weapon in the Weapons catalog. We can either select the catalog from the "+" tab like we did before to show the Weapons catalog and then find Raynor's weapon in the list (called Raynor - Gauss Rifle (Horner05S)), or we can use the Explorer section to find Raynor's weapon:
With the weapon selected, find the Period field and change its value to 1.92, which is roughly twice as slow as it is normally. We also changed the weapon's name from Gauss Rifle to The People's Gun.
Data for weapons is stored in two different locations. Information about how the weapon is used is stored in the weapon data itself. Information about what the weapons does when fired/used by the unit is stored in the Effects Catalog.
Effects are the movers and shakers in data. Whenever something acts on something else, it does so through effects. Abilities, Behaviors, and Weapons can all trigger effects. The Psi Storm ability triggers a set of Psi Storm effects. The Mothership Cloak behavior periodically triggers an effect that searches for units to cloak. Weapons also trigger effects when they are fired.
We won't go into too much detail about how effects work in this tutorial. It is a very versatile system, but as such, there is a lot to explain.
Let's save our work and run the map again to see our changes. Raynor should be able to attack less frequently, but deal more damage per hit: