Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: [EUD] Maximum Mana Limitation
[EUD] Maximum Mana Limitation
May 12 2020, 2:40 am
By: MMMOE  

May 12 2020, 2:40 am MMMOE Post #1



Hey guys, a EUD question I just faced:

so we all know in SC world, usually unit has a maximum mana limitation of 250.

I wonder how could I modify this limitation?

(1) globally modify this, thus most of units will be affected.
(2) change single unit's limitation.

Thanks! Enjoy your day :)



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May 13 2020, 1:15 am Ultraviolet Post #2

We do a little trolling

I don't know of any way to increase the maximum energy (doesn't necessarily mean it doesn't exist, just that if it does I'm not aware of it). One thing you could do to increase energy regeneration rate for specific units is use EUD Editor 2's advanced trigger editor to cycle through a player's units and when that unit is the type you want to have increased regeneration, add a certain amount of energy per cycle. Having increased regeneration could give that unit the feel of having a greater energy pool. You might even be able to push energy above the natural limit of 250 this way, I'm not sure. I know that health can be pushed above its natural limit in this way, but health and energy may not behave in the same way here.

Here's a sample trigger for a Nazi Zombies SC conversion I was making but abandoned:



In this case, HP is stored in a way where 256 units = 1HP, so if the player had not purchased Juggernog, their Jim Raynor's HP would regenerate up to a maximum of 50 at a rate of 0.832HP (213/256) per trigger cycle or ~10HP per second. If Juggernog was purchased Raynor's HP would regenerate at the same rate, but up to a maximum of 125.



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May 15 2020, 2:08 am MMMOE Post #3



Yeah, I am using http://farty1billion.dyndns.org/EUDDB/?pg=entry&id=683this address, tried but didn't work.

We can modify the energy, but usually under 250. I changed once above 250, and weird bug is that my unit lost skill icons :sorry: :sorry:



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[07:00 pm]
Symmetry -- poo poo papa
[02:46 pm]
lil-Inferno -- pee pee child
[2026-6-27. : 6:10 pm]
Ultraviolet -- sweet summer child
[2026-6-26. : 10:31 am]
NudeRaider -- blessed innocent soul knows nothing of the strife we had before EUDs were discovered :teehee:
[2026-6-23. : 3:29 am]
DarkenedFantasies -- Probably just didn't care. For example, at some point before release, they've updated the graphics of some of the Protoss buildings (Forge, CyberCore, Citadel, Observatory, Arbiter Tribunal), but instead of properly re-rendering them with edited 3D models, they did crappy copy-paste jobs on the rendered graphics.
[2026-6-22. : 8:35 pm]
Ultraviolet -- :wob:
[2026-6-21. : 11:38 pm]
Symmetry -- :wob:
[2026-6-21. : 4:56 am]
Ultraviolet -- I suppose we'll likely never know, but my guess would be that they already saw it operating successfully and there was no monetary incentive to finish the original work. And the dev cycle in old school Blizzard was so hectic, it's possible it just got forgotten about after the original game got released. Plus there's an element of existing MPQ files that were packaged with the original discs becoming outdated if they updated it. And it's not like they remade the original MPQs, they just made new ones for BW specifically
[2026-6-21. : 4:26 am]
Oh_Man -- so that makes me think maybe the theory they are unfinished is not true and its a deliberate design decision, coz why not finish them wen ur making brood war?
[2026-6-21. : 4:25 am]
Oh_Man -- the thing is thos buildings are from classic. that means they went ahead and made brood war without ever finishing the 'unfinished' buildings
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