The Object Editor
The Object Editor allows customization of units, items, doodads, abilities and upgrades. These objects can then be placed in your map or exported and be used by the Campaign Editor or AI Editor. Each object can have up to 11 different classes of modifications. Below is a brief explanation for each object type, along with a few examples.
Abilities - Modify what abilities the unit has
and what ability is active when the unit comes into play. This can include any ability in
the abilities tab.
Art - Modify what the unit looks like.
Examples include the following: model, color, size, elevation, and icon
interface.
Combat - Modify how the unit behaves in
combat. Examples include the following: what the attack looks like, how often it can
attack, how much damage it does, what the attack sounds like, and what range
its attack has.
Editor - Modify how the unit is treated in the
editor. Examples include what editor menus this unit appears on, and whether
the unit will drop items when it dies
Movement - Modify how the unit moves. Examples
include the following: what priority the unit has in group formations, what
the unit's base speed is, how quickly
the unit turns,
and whether or not the unit flies.
Pathing - Modify the unit's pathing
properties. Examples include the unit's collision and the manner in which an AI will treat the unit.
Sound - Modify how the unit sounds. Examples
include the sounds the unit makes when it moves, dies, or is selected.
Stats - Modify the unit's stats. Examples
include the following:
how much the unit costs to build, how much food the unit costs and produces, how
quickly the unit
can be built, what type of unit it's classified as (mechanical, town hall),
the repair cost of the unit, how much health the unit has, and how much mana
the unit has.
Techtree - Modify where the unit is in the
techtree. Examples include what upgrades the unit uses and what the unit requires to be built.
Text - Modify the unit's text interface.
Examples include the following: the unit name, the unit's mouseover tooltips,
and the unit description.
Abilities - Modify what abilities the item
has. This can include any ability in the abilities tab.
Art - Modify what the item looks like. Examples include the following:
what color the item is, what
model the item uses when it's on the ground, and what the icon looks like when a
unit is holding the item.
Combat - Modify the material of an item to
affect how it responds to being attacked.
Stats - Modify the item's stats. Examples
include the following: what level the item is, whether it can be dropped or sold, how
many items of that type can be stocked in a shop, and how often the item will be
replenished in a shop.
Text - Modify the item's text interface.
Examples include the following: the item's name, the item's mouseover
tooltips, and the item's description.
Art - Modify what the destructible looks like.
Examples include the following: model, color, size, and elevation.
Combat - Modify the material of a destructible
to affect how it responds to being attacked.
Editor - Modify how the destructible is
treated in the editor. Examples of this include what editor menus the
destructible appears on, and where the destructible can can be placed.
Pathing - Modify the destructible's pathing.
An example of this is defining whether the destructible can have a unit walk
on it.
Sound - Modify the destructible's sound. Here
it can be determined what sound a destructible will make upon being
destroyed.
Stats - Modify the destructible's stats.
Examples of this include hit points, build time, and gold and lumber repair
cost.
Text - Modify the name of the destructible.
Art - Modify what the doodad looks like.
Examples include the following: model, color, size, and elevation.
Editor - Modify how the doodad is treated in
the editor. Examples include what editor menus the destructible appears on,
and where the doodad can be placed.
Pathing - Modify the doodad's pathing. An
example of this is defining whether the doodad can have a unit walk on it.
Sound - Modify the doodad's sound. Here it can
be determined what sound a doodad makes.
Text - Modify the name of the doodad.
Art - Modify what an ability looks like.
Examples include the following: what art the ability icon uses, where the icon is placed on a
unit's command card, what the ability's effect looks like, and where the
ability's effect model attaches to.
Data - Modify fields that are unique to a
particular ability. Examples of this include how much damage Dispel Magic
deals to summoned units, how much life Heal restores, and which unit is created from
Raise Dead.
Sound - Modify the sound created from an
ability. This includes the initial sound as well as any sound that continues
playing.
Stats - Modify the stats of an ability.
Examples of this include area of effect, cooldown, casting time, mana cost,
and what types of targets are allowed.
Techtree - Modify the techtree requirements of
an ability. This includes modifying what units and/or levels are required to
use an ability.
Text - Modify the ability's text interface.
Examples include the following: the ability's name, the ability's mouseover tooltips, the
ability's description, and the ability's hotkey assignments.
Art - Modify what an upgrade looks like. This
includes what icon art the upgrade uses and where the icon is placed on a unit's
command card.
Data - Modify fields that are unique to a
particular upgrade. Examples of this include: Iron Forged Swords' attack
bonus, Spiked Barricades' damage bonus, and Impaling Bolt's pierce effect.
Stats - Modify an upgrade's stats. Examples of
this include: gold and lumber cost of the upgrade, the number of levels this
upgrade has, and the amount of time it takes to research the upgrade.
Techtree - Modify the techtree requirements of
an upgrade. This includes modifying what units and/or levels are required to
research the upgrade.
Text - Modify the upgrade's text interface.
Examples include the following: the upgrade's name, the upgrade's mouseover
tooltips, and the upgrade's description.