============================================================================================================================
=========================================== The Protoss Mothership for SC I ================================================
======================================================= V.1.0 ==============================================================

#################################################### By Yawgmoth ###########################################################

1.- Introduction

These files are trying to be a copy of the almighty and overannounced SC II Protoss Mothership.


2.- Files

In the "Mothership" folder you'll find two folders: "Graphics" and "Iscript codes". This file is there, too.


2.1.- Graphics


The first folder contains, indeed, the graphics for the unit. There are seven files. I'll explain them one by one so you'll 
be able to distribute them easily.

blastcan.grp	=> Main graphic for the Ground Weapon for the ship.

dbl_exp.grp	=> EMP trail (underlay) for the Ground weapon for the ship (some distortion effect to the attack....)

eldFire.grp	=> Main graphic for the Air Weapon of the ship (you can use it as a spell due to its potential, too....)

npsSha2.grp	=> Underlay of the main unit. It has the Mothership's appearance.

small.grp	=> Explosion for the Ground Weapon (it's an Small Mind Control's copy, so you can only change the images.dat
		   entry and ignore this file)

TmeHealm.grp	=> Overlay used to emulate the awesome (and long) entrance of the ship in the SC II. It's a big Recall.
		   Looks a little bit square because I just magnified the Recall's GRP.

Uraj.grp	=> The main unit. It consists in the little blue platforms the Mothership has surrounding it.


2.2.- Iscript codes


The second folder has the Iscript entries for the graphics above. Of course, all data is optional and you can change it as
you please....

There are six .txt files that include the codes. I didn't merged everything in a single code because it would be difficult to
understand what piece of code is what, even if you take on count that I've labeled the codes with intuitive names.

Well, the codes are self-explanatory enough.


3.- Some tips to make the arranging of these complex scraps of unit, and general tips


- Some Flingy.dat Unused Entries:

106 Immobile Barracks
121 Independent Starport
205 Corrosive Acid Hit (for some reason....) 
188 Dark Templar (Unit) (actually it is used, but it's identical to the ID 46, Dark Templar (Hero). You only have to replace
			the "Graphics" data of the units.dat entry for the Dark Templar (Unit) and you'll get a free flingy)

There are others, but these four will do, as you need just three flingy.dat entries.

- There are a lot of Sprites.dat and Images.dat unused entries to make use of. The Corrosive Acid Hit is unused, too.

- The IsID I've used were unused (except the uraj and the blastcan....). There's plenty of unused IsID, in the 0-411 range.
  That's something good when you have a cramped script and there's not more space to write code. I've checked several times
  the whole code, and I've found lots of unused code (giving me at least 4KB to work with, and that's a nice lot to write 
  some full units or weird weapons behavior).


3.- Some common issues


- All the included data is optional and replaceable. You may modify it as you want, to make it according to your needs.

- I just didn't wanna make a mini mod for this because I don't like to force people to use the unit in the way I want. I
  preferred to give the whole raw work, and it's your job to make the unit's balance (or imbalance, as I did....hehe),
  because I'm not very good doing so.

- Use this as you want. It's a gift. If you want, you can thank me or mention me in your mods, or maps, or whatever you use
  this work, because of the time I've spent on this. This is valid for the future prototypes I'll release.

- I'm very glad to make something that other people will use.


4.- Credits and thanks

- To poiuy_qwert, to give me the simple (but unseen to me and extremely important) advice that helped to me to stop crashing
my head about how to make the perma-rotate effect to the Mothership.... thank you!

- To all the creators of the SC Modding programs, without them and with my null knowledge about programming this couldn't be
possible at all.

- To you, for using something I've made from my brainstorms....


5.- Contact

Any questions to yawgmoth.013@gmail.com, or PM me in the StarEdit Network Forum


=============================================== Graphic Updates Soon! ======================================================