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		<id>https://staredit.net/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Ihjel</id>
		<title>Staredit Network Wiki - User contributions [en]</title>
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		<updated>2026-04-20T14:05:07Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://staredit.net/wiki/index.php?title=Heroes&amp;diff=736</id>
		<title>Heroes</title>
		<link rel="alternate" type="text/html" href="https://staredit.net/wiki/index.php?title=Heroes&amp;diff=736"/>
				<updated>2024-11-02T09:47:00Z</updated>
		
		<summary type="html">&lt;p&gt;Ihjel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Heroes (information assumes heroes normally start with all upgrades, normal non-editable stats, costs 0 supply, has a white box, and normal portrait/sayings)&lt;br /&gt;
List is ordered by Tech Tree. Do Ctrl+F to find a unit name and corresponding heroes.&lt;br /&gt;
&lt;br /&gt;
==Zerg==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|width=&amp;quot;130pt&amp;quot;| Drone&lt;br /&gt;
|width=&amp;quot;130pt&amp;quot;| Doesn't exist&lt;br /&gt;
||&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Overlord || Yggdrasill || Gives 30 supply instead of 8. Rank is 15&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Zergling || Devouring One || Rank of 15&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Hydralisk || Hunter Killer || Can't Morph. Unique portrait. Rank of 19&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Lurker || Doesn't exist || &lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Queen || Matriarch || Rank of 15&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Scourge || Doesn't exist || &lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Mutalisk || Kukulza || Can't Morph. Rank of 15&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Guardian || Kukulza || Rank of 15&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Devourer || Doesn't exist || &lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Ultralisk || Torrasque || Rank of 15&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Defiler || Unclean one || Dimensions are 29x29 rather than 27x25. Rank is 15&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Doesn't exist || Infested Kerrigan || Uses a long attack animation, making her cooldown of 15 out of sync with other weapons with similar cooldowns. If her target disappears (moved, removed, killed) before the action flag during her attack animation, she will choose a new target in *don't know distance* 6 squares and attack it instead. Her actual attack rate is between units with cooldown 22 and 30. Uses Cloak, Psionic Storm, Ensnare, and Consume. Rank is 16&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Infested Terran || Doesn't exist || &lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Doesn't exist || Infested Duran || See in Terran section&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Terran==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|width=&amp;quot;130pt&amp;quot;| SCV&lt;br /&gt;
|width=&amp;quot;130pt&amp;quot;| Doesn't exist&lt;br /&gt;
||&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Marine || Jim Raynor || Unique Portrait and Soundset. Rank is &amp;quot;Marshall&amp;quot;, 17&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Firebat || Gui Montag || Dimensions are 23x28 rather than 23x22. Rank is &amp;quot;First Sergeant&amp;quot;, 12&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Ghost || Sarah Kerrigan || Unique Portrait, Soundset and Graphic. Range of 6 rather than 7. Cannot use [[Spells (Terran)#Nuclear Strike|Nuclear Strike]]. Rank is &amp;quot;Lieutenant&amp;quot;, 18&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Ghost || Samir Duran || Unique Portrait and Soundset. Range of 6 rather than 7. Cannot use [[Spells (Terran)#Nuclear Strike|Nuclear Strike]]. Rank is &amp;quot;Lieutenant&amp;quot;, 18&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Ghost || Infested Duran || Unique Portrait. Unique Soundset (Different from Samir Duran). Range of 6 rather than 7. Cannot use [[Spells (Terran)#Nuclear Strike|Nuclear Strike]]. Uses Zerg Carapace but Terran Infantry Weapons upgrade. Regenerates health. Has [[Spells (Zerg)#Consume|Consume]] ability. Counts as a Zerg unit; can't enter bunkers. Rank is 15&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Ghost || Alexei Stukov || Unique Portrait (but standard ghost soundset). Range of 6 rather than 7. Cannot use [[Spells (Terran)#Nuclear Strike|Nuclear Strike]]. Rank is &amp;quot;Admiral&amp;quot;, 22&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Medic || Doesn't exist || &lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Vulture || Jim Raynor || Unique Portrait and Soundset. Cooldown is 22 rather than 30. Rank is &amp;quot;Marshall&amp;quot;, 17&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Siege Tank || Edmund Duke || Unique Portrait and Soundset. Rank is &amp;quot;General&amp;quot;, 19&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Goliath || Alan Schezar || Ground Range is 5 instead of 6. Rank is &amp;quot;Sergeant Major&amp;quot;, 13&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Dropship || Doesn't exist || &lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Science Vessel || Magellan || Rank is &amp;quot;Commodore&amp;quot;, 15&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Valkyrie || Doesn't exist || &lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;	&lt;br /&gt;
| Battlecruiser || Norad II || Unique Portrait and Soundset. Rank is &amp;quot;General Duke&amp;quot;, 21&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Battlecruiser || Hyperion || Unique Portrait and Soundset. Cooldown is 22 rather than 30. Rank is &amp;quot;Captain Raynor&amp;quot;, 20&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Battlecruiser || Arcturus Mengsk || Unique Portrait. Uses Norad II's Soundset and weapon. Has &amp;quot;BLANK&amp;quot; wireframe. Can't use any spells. Rank is &amp;quot;General Duke&amp;quot;, 21. Can't be created&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Battlecruiser || Gerard Dugalle || Unique Portrait. Uses Norad II's Soundset and weapon. Rank is &amp;quot;Recruit&amp;quot;, 0. Can't be created&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Terran Civilian || Doesn't exist || Listed under Heroes in StarEdit but Hero-flag is uncheched; has no white border around wireframe. Rank is 0.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Protoss==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|width=&amp;quot;130pt&amp;quot;| Probe&lt;br /&gt;
|width=&amp;quot;130pt&amp;quot;| Doesn't exist&lt;br /&gt;
||&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Zealot || Fenix || Unique Portrait and Soundset. Rank of 13&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Dragoon || Fenix || Unique Portrait and Soundset. Cooldown is 22 rather than 30. Rank of 14&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| High Templar || Tassadar || Unique Portrait and Soundset. Has attack &amp;quot;Psi Assault&amp;quot;, Range 4, cooldown 22, normal. Can't use Archon Warp. Rank of 16&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| High Templar || Aldaris || Dimensions 24x28 rather than 24x24. Unique Portrait. No Soundset. Uses Tassadar's attack. Can't use any spells. Uses &amp;quot;BLANK&amp;quot; wireframe. Rank of 16&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Dark Templar || Dark Templar (Hero) || Slower than regular Dark Templar. Can't use Dark Archon Warp. Listed under Heroes in StarEdit but Hero-flag is uncheched; has no white border around wireframe. Rank is 12&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Dark Templar || Zeratul || Slower than regular Dark Templar. Can't use Dark Archon Warp. Cooldown 22 rather than 30. Rank of 15&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Dark Templar || Raszagal || (see Corsair)&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Archon || Tassadar/Zeratul || Rank is 17&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Dark Archon || Doesn't exist || &lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Shuttle || Doesn't exist || &lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Reaver || Warbringer || Doesn't go through cooldown like other units when exiting a transport. *test if recall is the same* Rank of 15&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Observer || Doesn't Exist || &lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Scout || Mojo || Rank of 12&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Scout || Artanis || Unique Portrait and Soundset. Rank of 12&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Corsair || Raszagal || Dimensions 49x37 rather than 36x32. Unique Portrait. (Uses standard corsair soundset). Has Dark Templar wireframe. Uses same attack as Corsair. Rank of 8. Can't be created.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Arbiter || Danimoth || Can't be forced to Recall using triggers. Rank of 12&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Carrier || Gantrithor || Unique Portrait and Soundset. Uses same interceptors as Carriers. Rank of 17&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:StarCraft]]&lt;br /&gt;
[[Category:Reference]]&lt;/div&gt;</summary>
		<author><name>Ihjel</name></author>	</entry>

	<entry>
		<id>https://staredit.net/wiki/index.php?title=Heroes&amp;diff=735</id>
		<title>Heroes</title>
		<link rel="alternate" type="text/html" href="https://staredit.net/wiki/index.php?title=Heroes&amp;diff=735"/>
				<updated>2024-11-01T21:39:32Z</updated>
		
		<summary type="html">&lt;p&gt;Ihjel: Various additions.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Heroes (information assumes heroes normally start with all upgrades, normal non-editable stats, costs 0 supply, has a white box, and normal portrait/sayings)&lt;br /&gt;
List is ordered by Tech Tree. Do Ctrl+F to find a unit name and corresponding heroes.&lt;br /&gt;
&lt;br /&gt;
==Zerg==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|width=&amp;quot;130pt&amp;quot;| Drone&lt;br /&gt;
|width=&amp;quot;130pt&amp;quot;| Doesn't exist&lt;br /&gt;
||&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Overlord || Yggdrasill || Gives 30 supply instead of 8. Rank is 15&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Zergling || Devouring One || Rank of 15&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Hydralisk || Hunter Killer || Can't Morph. Unique portrait. Rank of 19&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Lurker || Doesn't exist || &lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Queen || Matriarch || Rank of 15&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Scourge || Doesn't exist || &lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Mutalisk || Kukulza || Can't Morph. Rank of 15&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Guardian || Kukulza || Rank of 15&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Devourer || Doesn't exist || &lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Ultralisk || Torrasque || Rank of 15&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Defiler || Unclean one || Dimensions are 29x29 rather than 27x25. Rank is 15&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Doesn't exist || Infested Kerrigan || Uses a long attack animation, making her cooldown of 15 out of sync with other weapons with similar cooldowns. If her target disappears (moved, removed, killed) before the action flag during her attack animation, she will choose a new target in *don't know distance* 6 squares and attack it instead. Her actual attack rate is between units with cooldown 22 and 30. Uses Cloak, Psionic Storm, Ensnare, and Consume. Rank is 16&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Infested Terran || Doesn't exist || &lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Doesn't exist || Infested Duran || See in Terran section&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Terran==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|width=&amp;quot;130pt&amp;quot;| SCV&lt;br /&gt;
|width=&amp;quot;130pt&amp;quot;| Doesn't exist&lt;br /&gt;
||&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Marine || Jim Raynor || Unique Portrait and Soundset. Rank is &amp;quot;Marshall&amp;quot;, 17&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Firebat || Gui Montag || Dimensions are 23x28 rather than 23x22. Rank is &amp;quot;First Sergeant&amp;quot;, 12&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Ghost || Sarah Kerrigan || Unique Portrait, Soundset and Graphic. Range of 6 rather than 7. Cannot use [[Spells (Terran)#Nuclear Strike|Nuclear Strike]]. Rank is &amp;quot;Lieutenant&amp;quot;, 18&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Ghost || Samir Duran || Unique Portrait and Soundset. Range of 6 rather than 7. Cannot use [[Spells (Terran)#Nuclear Strike|Nuclear Strike]]. Rank is &amp;quot;Lieutenant&amp;quot;, 18&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Ghost || Infested Duran || Unique Portrait. Unique Soundset (Different from Samir Duran). Range of 6 rather than 7. Cannot use [[Spells (Terran)#Nuclear Strike|Nuclear Strike]]. Uses Zerg Carapace but Terran Infantry Weapons upgrade. Regenerates health. Has [[Spells (Zerg)#Consume|Consume]] ability. Counts as a Zerg unit; can't enter bunkers. Rank is 15&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Ghost || Alexei Stukov || Unique Portrait (but standard ghost soundset). Range of 6 rather than 7. Cannot use [[Spells (Terran)#Nuclear Strike|Nuclear Strike]]. Rank is &amp;quot;Admiral&amp;quot;, 22&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Medic || Doesn't exist || &lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Vulture || Jim Raynor || Unique Portrait and Soundset. Cooldown is 22 rather than 30. Rank is &amp;quot;Marshall&amp;quot;, 17&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Siege Tank || Edmund Duke || Unique Portrait and Soundset. Rank is &amp;quot;General&amp;quot;, 19&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Goliath || Alan Schezar || Ground Range is 5 instead of 6. Rank is &amp;quot;Sergeant Major&amp;quot;, 13&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Dropship || Doesn't exist || &lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Science Vessel || Magellan || Rank is &amp;quot;Commodore&amp;quot;, 15&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Valkyrie || Doesn't exist || &lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;	&lt;br /&gt;
| Battlecruiser || Norad II || Unique Portrait and Soundset. Rank is &amp;quot;General Duke&amp;quot;, 21&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Battlecruiser || Hyperion || Unique Portrait and Soundset. Cooldown is 22 rather than 30. Rank is &amp;quot;Captain Raynor&amp;quot;, 20&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Battlecruiser || Arcturus Mengsk || Unique Portrait. Uses Norad II's Soundset and weapon. Has &amp;quot;BLANK&amp;quot; wireframe. Can't use any spells. Rank is &amp;quot;General Duke&amp;quot;, 21. Can't be created&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Battlecruiser || Gerard Dugalle || Unique Portrait. Uses Norad II's Soundset and weapon. Rank is &amp;quot;Recruit&amp;quot;, 0. Can't be created&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Terran Civilian || Doesn't exist || Listed under Heroes in StarEdit but Hero-flag is uncheched; has no white border around wireframe. Rank is &amp;quot;Recruit&amp;quot;, 0.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Protoss==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|width=&amp;quot;130pt&amp;quot;| Probe&lt;br /&gt;
|width=&amp;quot;130pt&amp;quot;| Doesn't exist&lt;br /&gt;
||&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Zealot || Fenix || Unique Portrait and Soundset. Rank of 13&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Dragoon || Fenix || Unique Portrait and Soundset. Cooldown is 22 rather than 30. Rank of 14&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| High Templar || Tassadar || Unique Portrait and Soundset. Has attack &amp;quot;Psi Assault&amp;quot;, Range 4, cooldown 22, normal. Can't use Archon Warp. Rank of 16&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| High Templar || Aldaris || Dimensions 24x28 rather than 24x24. Unique Portrait. No Soundset. Uses Tassadar's attack. Can't use any spells. Uses &amp;quot;BLANK&amp;quot; wireframe. Rank of 16&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Dark Templar || Dark Templar (Hero) || Slower than regular Dark Templar. Can't use Dark Archon Warp. Listed under Heroes in StarEdit but Hero-flag is uncheched; has no white border around wireframe. Rank is 12&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Dark Templar || Zeratul || Slower than regular Dark Templar. Can't use Dark Archon Warp. Cooldown 22 rather than 30. Rank of 15&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Dark Templar || Raszagal || (see Corsair)&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Archon || Tassadar/Zeratul || Rank is 17&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Dark Archon || Doesn't exist || &lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Shuttle || Doesn't exist || &lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Reaver || Warbringer || Doesn't go through cooldown like other units when exiting a transport. *test if recall is the same* Rank of 15&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Observer || Doesn't Exist || &lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Scout || Mojo || Rank of 12&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Scout || Artanis || Unique Portrait and Soundset. Rank of 12&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Corsair || Raszagal || Dimensions 49x37 rather than 36x32. Unique Portrait. (Uses standard corsair soundset). Has Dark Templar wireframe. Uses same attack as Corsair. Rank of 8. Can't be created.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Arbiter || Danimoth || Can't be forced to Recall using triggers. Rank of 12&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Carrier || Gantrithor || Unique Portrait and Soundset. Uses same interceptors as Carriers. Rank of 17&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:StarCraft]]&lt;br /&gt;
[[Category:Reference]]&lt;/div&gt;</summary>
		<author><name>Ihjel</name></author>	</entry>

	<entry>
		<id>https://staredit.net/wiki/index.php?title=Quirks_and_nuances&amp;diff=734</id>
		<title>Quirks and nuances</title>
		<link rel="alternate" type="text/html" href="https://staredit.net/wiki/index.php?title=Quirks_and_nuances&amp;diff=734"/>
				<updated>2024-11-01T20:23:22Z</updated>
		
		<summary type="html">&lt;p&gt;Ihjel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When making maps for StarCraft, map makers often encounter a number of oddities and esoteric details that can lead to confusion. This document exists in an attempt to list these quirks and nuances.&lt;br /&gt;
&lt;br /&gt;
== Unit Quirks ==&lt;br /&gt;
These quirks affect types of [[units]], and specific units.&lt;br /&gt;
*'''[[Hallucination]]s''':&lt;br /&gt;
**Cannot be detected in [[trigger]] conditions.&lt;br /&gt;
**The Move Location trigger can still always move a location onto the leftmost specific unit even though the leftmost one is a hallucination.&lt;br /&gt;
**The Give Unit and Modify Unit Energy trigger actions do not affect Hallucinations.&lt;br /&gt;
*If the owner of a Hallucination shares [[vision]] with another player, that other player will still not see any (visual) indication that the units are Hallucinations. (They won't be tinted blue.)&lt;br /&gt;
*'''[[Map Revealer]]s''' cannot exist in a [[location]]. Though they can be created at a location, location-based trigger conditions (like [[Bring]]) and actions (like Remove Unit At Location) do not detect or affect Map Revealers.&lt;br /&gt;
*'''Zerg Broodlings''' created using Create Unit do not expire, unless they are later affected by a Modify Unit Hit Points action. Broodlings spawned using Create Unit With Properties ''do'' expire.&lt;br /&gt;
*Several '''[[Heroes|Hero units]]''' have unusual properties:&lt;br /&gt;
**All hero '''[[Terran Ghost|Ghosts]]''' have attack ranges of 6 instead of 7.&lt;br /&gt;
**'''[[Unclean One]]''' has a larger hitbox than normal [[Zerg Defilers|Defilers]].&lt;br /&gt;
**'''[[Aldaris]] and [[Tassadar]]''' share attacks, so changing the values for one will affect the other.&lt;br /&gt;
**'''[[Jim Raynor (Vulture)]]''' has a 50% faster attack rate.&lt;br /&gt;
&lt;br /&gt;
*[[Players#Computer players|Computer]]-controlled heroes will never stop following an enemy unit until they acquire another target or are forced to stop (using triggers). Computer-controlled heroes never cast [[spells]]. Computers never cast single-target offensive spells on hero units, but they do use defensive spells, like [[Defensive Matrix]], on their own heroes.&lt;br /&gt;
*[[Cocoon]]s, [[Nuclear Missile]]s, [[Zerg Egg]]s, and [[Zerg Lurker Egg]]s will not register as &amp;quot;[men]&amp;quot; or &amp;quot;[any unit]&amp;quot; in the Bring condition. The Nuclear Missile will register as a Nuclear Missile in conditions, the Zerg Egg will register as a Zerg Egg, and Cocoons will register as Cocoons, but the Lurker Egg will not register as a Lurker Egg.&lt;br /&gt;
*Pre-placed Zerg Eggs, Zerg Lurker Eggs, and Cocoons will never finish morphing and cannot be canceled.&lt;br /&gt;
*Extra units available in [[SCMDraft 2]] (any units not available in the original [[StarEdit]] Campaign Editor) cannot be created by triggers. This includes everything from extended heroes (like [[Raszagal]] and [[Arcturus Mengsk]]) to [[doodad]] units to extra [[powerups]], like [[Mineral Chunk]]s.(this can be changed through EUD Editor)&lt;br /&gt;
*Units owned by [[Players#Extended players|extended players]] cannot attack, because those players do not have vision of their own units. [[Vulture Spider Mine]]s are exceptions, however, since they attack based on proximity rather than vision.&lt;br /&gt;
*A [[Terran Vulture]]'s Spider Mine count cannot be altered using the Modify Unit Hangar Count trigger action.&lt;br /&gt;
*Some units, such as the [[Protoss Zealot]] and [[Protoss Dark Templar]], have off-center collision boxes. Because of this, one must use smaller [[Locations#Inverted locations|inverted locations]] when working with these units.&lt;br /&gt;
*[[Dark Swarm]]s and [[Disruption Web]]s are owned by [[Players#Neutral|Neutral]], not by the player that cast them.&lt;br /&gt;
*When moving a powerup using triggers, ''StarCraft'' will not check for other ground units at the target location. This means that the powerup may be moved directly over a unit, causing [[stacking]]. Stacked units, however, will continually move in an attempt to find a clear spot.&lt;br /&gt;
*Units affected by spells that reveal them (such as [[Plague]] and [[Ensnare]]) will remain revealed even after [[burrow]]ing until the effects wear out. Ensnare and Plague will not reach burrowed units when cast, however.&lt;br /&gt;
*Pre-placed [[Set Doodad State|disabled]] [[Units#Unit sprites|unit sprites]] have no collision box. Other units can walk over them, but they cannot walk over other units. Disabled powerup unit sprites therefore do not displace units they are moved onto.&lt;br /&gt;
*[[Zerg Lurker]]s only attack while burrowed, and computer players will only burrow a Lurker when it is idle or automatically responding to the presence of enemy units. If the Order trigger action is used on a Lurker (regardless of whether the order is a Move, Attack, or Patrol order), the Lurker will un-burrow and move to the destination, ignoring any enemies it encounters on the way. It will not burrow again until it reaches its destination or has its orders removed by some other means. (This differs from other units' behaviors; other units will attack while moving or upon reaching their destination if Attack or Patrol orders are given.)&lt;br /&gt;
*[[Protoss Scarab|Scarabs]] can be detected with the Bring condition while they are inside of a [[Protoss Reaver|Reaver]], as can the [[Protoss Interceptor|Interceptors]] inside of [[Protoss Carrier|Carriers]]. Because of this, a location smaller than a Reaver that is centered on a Reaver can detect when the Reaver fires a Scarab. This knowledge is implemented in [[Direct Damage System]]s.&lt;br /&gt;
**Similarly, the units in a [[Terran Bunker]] can be detected by checking a location centered on the Bunker, a stored Nuclear Missile can be detected by checking a location on its [[Terran Nuclear Silo|Nuclear Silo]], and the units in a transport ([[Terran Dropship|Dropship]]/[[Protoss Shuttle|Shuttle]]/[[Zerg Overlord|Overlord]]) can be detected by checking an air-only location centered on the transport.&lt;br /&gt;
*Scarabs cannot be given to players using triggers. Giving a Reaver will give all of its active Scarabs, however.&lt;br /&gt;
*Terran Add-ons cannot be given normally. You must instead give the building they are attached to; the Add-on will also be given.&lt;br /&gt;
*Give units to other player who had those upgrades or abilities then re-give units to the original player, to make units gain those upgrades or abilities, such as, using it on Hydralisks then all your Hydralisks suddenly gain Lurker Aspect; Using it on Dark Archons then all your Dark Archons suddenly gain Maelstrom or Mind Control. Using it on a Hero Vulture Jim Raynor to let him gain Ion Thrusters. Other Heroes however had already had their own upgrades and special abilities.&lt;br /&gt;
*Powerups will not be detected as &amp;quot;[any unit]&amp;quot; in conditions; instead, you must check for the powerup directly. Powerups do count as &amp;quot;[any unit]&amp;quot; in actions, however.&lt;br /&gt;
*Incomplete buildings cannot be detected in any conditions that use the &amp;quot;at least&amp;quot; or &amp;quot;exactly&amp;quot; modifiers, but they can be counted using the &amp;quot;at most&amp;quot; modifier; unfortunately this is generally not very useful. Incomplete buildings will be considered for actions. Incomplete [[Zerg]] buildings morphing to higher forms, such as a [[Zerg Spire]] morphing into a [[Zerg Greater Spire|Greater Spire]], will be treated as the pre-morph building for all trigger conditions and actions.&lt;br /&gt;
*Unit doodads, such as wall and floor traps, cannot be moved using the Move Unit action. They can only be moved by an [[Protoss Arbiter|Arbiter]]'s [[Recall]] spell. Presumably, this is to prevent the &amp;quot;Move [any unit] at location&amp;quot; action from giving undesirable results in Installation maps created using StarEdit.&lt;br /&gt;
*Flag Beacons have a single-use &amp;quot;[[Place COP]]&amp;quot; action that will teleport the beacon to any buildable location on the map. Five minutes after the game starts, a [[flag]] will be created on top of the beacon and the &amp;quot;Place COP&amp;quot; action will be removed. If the flag is moved off the beacon by a worker and then dropped, it will return to its Flag Beacon (after 5 minutes?). This is an important consideration if you have a narrow area/maze in your map; if players have access to flag beacons they can grief other players by moving flags around the map and potentially creating immovable obstacles. Disabling doodad state on the flag beacon will cause the beacon to play the Terran power-down noise when selected by the user and remove the &amp;quot;Place COP&amp;quot; action, although the button for it will be briefly visible.&lt;br /&gt;
*Terran buildings that are created or pre-placed as &amp;quot;[[Lift Off|lifted]]&amp;quot; will move about a third faster than those than began their life on the ground. Once any building has been landed and lifted, it will have the regular building movement speed.&lt;br /&gt;
*CPU players have an additional aggression response to attacks from Protoss Interceptors; they will send all idle units in the general area (and it really is quite general) to counter-attack.&lt;br /&gt;
*[EUD Editor] Some units are '''Unselectable''' - Nuclear Missile, Scanner Sweep, Scarab, Dark Swarm, Disruption Web, Map Revealer, and Doors.&lt;br /&gt;
&lt;br /&gt;
==Powerup Quirks==&lt;br /&gt;
*In conditions, you must detect powerups using the specific unit, [Any Unit] and [Men] do not work.&lt;br /&gt;
*In actions, [Any Unit] does work, as well as the specific unit.&lt;br /&gt;
*For the Commands condition, powerups are registered as belonging to the naturally owning player, as expected.&lt;br /&gt;
*For the Bring condition, powerups are registered as belonging to the naturally owning player when they are on the ground.&lt;br /&gt;
*When a powerup is picked up by the worker of a player, Bring conditions will register the powerup as being owned by the worker's player, and not the natural powerup owner.&lt;br /&gt;
*The exception to this is the Flag powerup, which is always registered as being owned by the natural powerup owner.&lt;br /&gt;
*The &amp;quot;At most&amp;quot; modifier will not detect powerups being held by workers, registering them as 0 powerups.&lt;br /&gt;
*The &amp;quot;Exactly&amp;quot; and &amp;quot;At least&amp;quot; modifiers work as expected.&lt;br /&gt;
*Even when picked up by a worker, powerups continue to be registered as belonging to the naturally owning player in all actions.&lt;br /&gt;
*You cannot Give or Move powerups when they are held by a worker. Giving the holding worker does not transfer ownership of the held powerup (eg, it does not work the same as building add-ons).&lt;br /&gt;
*The only way to Give powerups is when they are lying on the ground.&lt;br /&gt;
*Powerups can be Removed or Killed while being held by worker but will not show any death explosion.&lt;br /&gt;
*When a worker holding a powerup dies, the powerup will be dropped at the place where the worker was, unless the area is unplaceable (eg on top of a beacon), in which case the powerup will be teleported back to the location it was originally created on the map (as distinct from where the worker picked it up from).&lt;br /&gt;
*Powerups can be Moved on top of any other regular ground unit (not other powerups), which will cause that unit to momentarily become stacked and attempt to find a new clear space of ground to occupy.&lt;br /&gt;
&lt;br /&gt;
== Trigger Quirks ==&lt;br /&gt;
These quirks affect triggers and general game mechanics.&lt;br /&gt;
*''StarCraft'' trigger actions affect units in order from left to right across a specified location. &amp;quot;Ties&amp;quot; are broken by whichever unit most recently occupied the tied x-coordinate. If none of the tied units have ever moved (such as ties between two pre-placed buildings), the unit with the greater index number (viewable in SCMDraft 2 unit properties window) is affected first.&lt;br /&gt;
*In conditions and actions, &amp;quot;Allies&amp;quot; applies only to players that the trigger owner has [[Allied Victory]] with. A player can only have Allied Victory with all or none of his allies. Setting a player to &amp;quot;Ally&amp;quot; will ally that player and turn Allied Victory off; setting a player to &amp;quot;Allied Victory&amp;quot; will ally that player and turn Allied Victory on for the trigger owner.&lt;br /&gt;
*Triggers run top to bottom from Player 1 to Player 8. Setting a trigger to run for a [[Force]] or All Players is the same as selecting all players in that force.&lt;br /&gt;
*When a player leaves the game, their units are given to Player 12 (Neutral). Any alliances that remaining players had with the departed player will remain intact toward those Player 12 units. Changing a player's alliance status with the departed player will likewise affect that player's alliance with those units.&lt;br /&gt;
*Center View acts as a [[Wait]] in single-player mode until the screen has fully centered on the target location. It also centers the mouse cursor, disbanding any selection rectangles in the process.&lt;br /&gt;
*When units die, there is one frame of animation where they are at 0 health and are designated to die. For that frame, they are technically still alive, they still have a collision box, they can still be detected with Bring (though not with Command), and they can even be given (but cannot be moved). They will have already added a death to their [[death counter]]. When you kill a unit with triggers, they are set to that zero-health &amp;quot;dead-but-not-dead&amp;quot; state. Since [[hyper triggers]] (on [[Game speed|Fastest]]) run every other frame, there is essentially a 50% chance that a unit killed by something other than a trigger will be in that state when the triggers run. The Kill Unit action isn't so much a Kill Unit action as it is a &amp;quot;sentence to death&amp;quot; action.&lt;br /&gt;
*You cannot give units to a &amp;quot;group&amp;quot;, such as Force 1, All Players, or Foes. However, units can be given from or created for groups.&lt;br /&gt;
*Deaths for extended players' units (and for Neutral units) can be read in conditions but cannot be altered with the Set Deaths action. They will accurately represent the deaths their units have amassed.&lt;br /&gt;
*Units cannot be created for Players 9-12. You must instead create the units for a normal player, and give the units to P9-12 as a separate action.&lt;br /&gt;
*Units given to Players 9-12 will retain the color of their previous owner, though they will use the P9-12 colors on the mini-map.&lt;br /&gt;
*If the player the units given to P9-12 belonged to is set as enemy, human-controlled units will automatically attack it.&lt;br /&gt;
*When a player who belongs to a group, like Force 1, is not present in the game, any units created via triggers for Force 1 or given to that player will still be owned by that phantom player. Unusually however, the &amp;quot;remove unit&amp;quot; action when applied to the player's group will *not* remove the phantom player's units; instead you must use specifically remove units for that individual player.&lt;br /&gt;
*When a Move Location action runs, if there are no applicable units for the moving location to center on, then the location will center in the center of the location that was supposed to contain these units. Because Map Revealers cannot be detected inside of locations, they are good units to use for centering one location on another.&lt;br /&gt;
*&amp;quot;Highest Score&amp;quot; applies to all players that have tied for the highest score (same for lowest).&lt;br /&gt;
*Using Move Unit to move a unit to an ''unplaceable'' location will cause the unit to halt its current action. unplaceable locations for ground units include impassable [[terrain]] and areas crowded with other ground units. Air units can be halted by moving them to a crowded location, such as a patch of lifted Terran buildings. The most fool-proof way is to create a location in the map editor, modify its coordinates so that it is positioned outside of the map, and then move units to it in-game. Units that are constantly moved to an unplaceable area (when hyper triggers are active) cannot be targeted (an attacker's hits won't land, except for splash damage, and the unit cannot be repaired) but will be able to shoot others. Scarabs moved to unplaceable locations will immediately detonate at their present location, a trick used in Direct Damage Systems.&lt;br /&gt;
*Giving a unit to another player and back to the original player will cancel any orders that that unit was carrying out. Players will also lose selection on the unit. Buildings under construction will be canceled and refunded, as will upgrades in progress.&lt;br /&gt;
*Ordering units to Move to a location through the Order action will result in them only attacking units that prohibit them from reaching their destination. Ordering them to Patrol will cause the applicable units to attack all enemy units along the way and carry out the patrolling back and forth as expected. Attack orders will retaliate to units that engage them but won't &amp;quot;start a fight&amp;quot; unless directly blocked, as in the case of the Move order.&lt;br /&gt;
*Moving a unit with the Move Unit action will cause it to enact its next waypoint order (orders given with the Shift key to be carried out sequentially) if it has one. Ordering a unit with the Order action will cancel all current and waypoint orders.&lt;br /&gt;
*Banning a player in the game lobby while their download is at the 99th percentile (and sometimes less) will still give them the map.&lt;br /&gt;
*Waits appear to be measured in real-time seconds, or a close approximant thereof. Changing game speed does not alter the amount of real-life time waited. (So, setting a 2000ms wait will always result in approximately 2 seconds worth of real-life time being waited, regardless of if you have game speed set to slowest or fastest. If on fastest, this would be about 3 seconds' worth of game time).&lt;br /&gt;
&lt;br /&gt;
==Map Editor Quirks (SCMDraft 2 unless otherwise noted)==&lt;br /&gt;
*Locations appear to be one pixel shorter on the bottom and right sides. This applies to inverted locations as well. For clarification, I do not mean the edges labeled &amp;quot;Bottom&amp;quot; and &amp;quot;Right&amp;quot;, but rather whichever bar is on the bottom and right; It could be &amp;quot;Top&amp;quot; and &amp;quot;Left&amp;quot; (if it were inverted).&lt;br /&gt;
*The '''AI script &amp;quot;Turn OFF/ON shared vision&amp;quot;''' is a little counter-intuitive as well. If, for example, Player 1 turns ON shared vision for Player 2, then they will gain vision of Player 2's units. Turning off shared vision of Player 2 will cause them to lose that vision. (In recent versions of SCMDraft 2, the AI script has been renamed &amp;quot;Turn ON/OFF Shared Vision of Player X for Current Player&amp;quot; to more accurately reflect this.)&lt;br /&gt;
*'''Neutral''' is Player 12. All Players refers to Players 1 through 12 (though Players 9 through 12 cannot run triggers). Neutral Players includes Players 9 through 11.&lt;br /&gt;
*In some versions, '''inverted locations''' shown on the map cannot be clicked on. To edit an inverted location once it is created, you must select it from the location list on the left and press enter.&lt;br /&gt;
*Certain '''Races''' in &amp;quot;Scenario =&amp;gt; Map Properties&amp;quot; have strange effects.&lt;br /&gt;
**'''User Select''' - creates a '''base and 4 workers''' of the selected races, even in Use Map Settings mode, unless the starting location is on unplaceable terrain, in which case weird things happen - units/buildings of that player disappear. To avoid that choose a preselected race or &amp;quot;Random&amp;quot; for each player&lt;br /&gt;
**'''Neutral''' and '''Human''' are displayed as &amp;quot;Unknown&amp;quot;,greyed out in lobby and '''crash the game'''&lt;br /&gt;
**'''Inactive''' cannot be chosen - dislpayed as &amp;quot;Select race&amp;quot;, greyed out in the lobby - and '''game cannot be started'''&lt;br /&gt;
*'''Text Encoding / Translsation''' - '''Stacraft Remastered supports utf-8''' and uses that format to store strings, but '''SCM Draft2(Beta 0.9.10) does not support utf-8'''. Instead, SCM Draft uses the local encoding language of your computer to display text. As a result, any non-english text must be converted before being entered into SCM Draft or copied from SCM Draft and it will not be displayed properly in SCM Draft. You can use Notepad++ to do that. The process is as follows:&lt;br /&gt;
** '''Insert foreign text into SCM Draft''': select utf-8 encoding =&amp;gt; type the text =&amp;gt; select the encoding language of your local computer(found in Start menu =&amp;gt; Control Panel =&amp;gt; Language =&amp;gt; Change date, time or number formats =&amp;gt; Administrative =&amp;gt; Language for Non-Unicode programs) =&amp;gt; copy the garbage text into SCM Draft. That should cause SCM Draft to save the proper utf-8 text and Starcraft displays it in-game properly, although SCM Draft itself cannot display it.&lt;br /&gt;
** '''Extract foreign text from SCM Draft''': Open Notepad++ =&amp;gt; Encoding =&amp;gt; choose your local encoding language(read above how to find it) =&amp;gt; then copy the (unreadable garbage) text from SCM Draft and paste the text into Notepad++ =&amp;gt; now in Encoding choose the encoding scheme that the language belongs to, for example EUC-KOR(949) for Korean or Cyrillic(1251) for Bulgarian/Russian(choosing utf-8 might also work for that last step).&lt;br /&gt;
[[Category:StarCraft]]&lt;br /&gt;
[[Category:Reference]]&lt;/div&gt;</summary>
		<author><name>Ihjel</name></author>	</entry>

	<entry>
		<id>https://staredit.net/wiki/index.php?title=Scenario.chk&amp;diff=599</id>
		<title>Scenario.chk</title>
		<link rel="alternate" type="text/html" href="https://staredit.net/wiki/index.php?title=Scenario.chk&amp;diff=599"/>
				<updated>2017-05-19T03:15:25Z</updated>
		
		<summary type="html">&lt;p&gt;Ihjel: /* &amp;quot;COLR&amp;quot; - Player Colors */ Change in 1.18.6&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;
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;
&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)&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?)&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''': 'Source' or only location (1 based -- 0 refers to No Location)&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, destination 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?)&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[28]''': 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;
This section can be split. Additional TRIG sections will add more triggers.&lt;br /&gt;
&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>Ihjel</name></author>	</entry>

	<entry>
		<id>https://staredit.net/wiki/index.php?title=Set_Doodad_State&amp;diff=598</id>
		<title>Set Doodad State</title>
		<link rel="alternate" type="text/html" href="https://staredit.net/wiki/index.php?title=Set_Doodad_State&amp;diff=598"/>
				<updated>2017-04-19T17:15:20Z</updated>
		
		<summary type="html">&lt;p&gt;Ihjel: /* Effects by unit */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Set Doodad State''' is a [[Triggers|trigger]] action in ''[[StarCraft]]''. It was originally intended for use with [[doodad]] [[units]]. When used on other units (via the use of a third-party [[map editor]]), it can cause a number of strange effects, though the two most common are the [[cloaking]] of non-cloakable units and game crashes.&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
Some doodads on the Installation tileset have [[Sprites#Unit sprites|unit sprites]] attached to them; these unit sprites function quite similarly to ordinary units. The units include doors and &amp;quot;trap&amp;quot; units that attack when hostiles approach. Set Doodad State was designed to allow mappers to manipulate and script the behaviors of these units.&lt;br /&gt;
&lt;br /&gt;
Set Doodad State lets a mapper ''enable'' or ''disable'' a unit. When door units are enabled, they close; disabling them causes them to open, and let other units pass. Trap units engage and enter their attack states when enabled; disabling them causes them to withdraw.&lt;br /&gt;
&lt;br /&gt;
When used on non-doodad units, however, the trigger action essentially causes the execution of non-existent game scripts. &amp;lt;!-- If I'm not mis-remembering a post made by Heinermann. - DJC --&amp;gt; Essentially, this is an example of [[Wikipedia:undefined behavior|undefined behavior]].&lt;br /&gt;
&lt;br /&gt;
== Effects by unit ==&lt;br /&gt;
The following units labeled &amp;quot;cloaks&amp;quot; will almost always cloak when disabled, though some may experience other quirks.&lt;br /&gt;
&lt;br /&gt;
Note that buildings must be [[Vision#Detection|detected]] or otherwise seen by a player before cloaking (and then they only appear cloaked to that player and anyone that shares [[vision]] of them). [[Protoss]] buildings must also either be powered by a [[Protoss Pylon]] or enabled (before being disabled). [[Terran]] add-ons must be attached to their host building to cloak. All cloaked buildings will be visible in the light [[fog of war]] that covers areas that a player has explored but doesn't have vision of.&lt;br /&gt;
&lt;br /&gt;
Certain overlays (such as on beacons, powered shield batteries, or building fire) will still be visible when the unit is cloaked. This is useful for creating certain effects like burning trees or lights.&lt;br /&gt;
&lt;br /&gt;
Some units cannot be placed on a map for various reasons (or do not appear during gameplay), and hence cannot be tested. These units are marked as &amp;quot;Unknown/unused&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Disabled powerups can not be picked up.&lt;br /&gt;
{|  class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;100%&amp;quot; style = &amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Name&lt;br /&gt;
!UnitID&lt;br /&gt;
!Type&lt;br /&gt;
!Effect&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
||[[Terran Marine]]||0||Unit||Cloaks ||Cloaks with animation &lt;br /&gt;
|-&lt;br /&gt;
||[[Terran Ghost]]||1||Unit||Cloaks ||Cloaks with animation &lt;br /&gt;
|-&lt;br /&gt;
||[[Terran Vulture]]||2||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Terran Goliath]]||3||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Goliath Turret]]||4||Crash||Unknown/unused&lt;br /&gt;
|-&lt;br /&gt;
||[[Terran Siege Tank (Tank Mode)]]||5||Unit||Cloaks ||Cloaks with animation &lt;br /&gt;
|-&lt;br /&gt;
||[[Tank Turret (Tank Mode)]]||6||Crash||Unknown/unused &lt;br /&gt;
|-&lt;br /&gt;
||[[Terran SCV]]||7||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Terran Wraith]]||8||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Terran Science Vessel]]||9||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Gui Montang (Firebat)]]||10||Unit||Cloaks&lt;br /&gt;
|-&lt;br /&gt;
||[[Terran Dropship]]||11||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Terran Battlecruiser]]||12||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Vulture Spider Mine]]||13||Unit||No effect &lt;br /&gt;
|-&lt;br /&gt;
||[[Nuclear Missile]]||14||Unit||Cloaks &lt;br /&gt;
|-&lt;br /&gt;
||[[Terran Civilian]]||15||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Sarah Kerrigan (Ghost)]]||16||Unit||Cloaks&lt;br /&gt;
|-&lt;br /&gt;
||[[Alan Schezar (Goliath)]]||17||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Alan Turret]]||18||Crash||Unknown/unused &lt;br /&gt;
|-&lt;br /&gt;
||[[Jim Raynor (Vulture)]]||19||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Jim Raynor (Marine)]]||20||Unit||Cloaks ||Cloaks with animation &lt;br /&gt;
|-&lt;br /&gt;
||[[Tom Kazansky (Wraith)]]||21||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Magellan (Science Vessel)]]||22||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Edmund Duke (Siege Tank)]]||23||Unit||Cloaks ||Cloaks with animation&lt;br /&gt;
|-&lt;br /&gt;
||[[Duke Turret]]||24||Crash||Unknown/unused &lt;br /&gt;
|-&lt;br /&gt;
||[[Edmund Duke (Siege Mode)]]||25||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Duke Turret]]||26||Crash||Unknown/unused &lt;br /&gt;
|-&lt;br /&gt;
||[[Arcturus Mengsk (Battlecruiser)]]||27||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Hyperion (Battlecruiser)]]||28||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Norad II (Battlecruiser)]]||29||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Terran Siege Tank (Siege Mode)]]||30||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Tank Turret (Siege Mode)]]||31||Crash||Unknown/unused&lt;br /&gt;
|-&lt;br /&gt;
||[[Terran Firebat]]||32||Unit||Cloaks &lt;br /&gt;
|-&lt;br /&gt;
||[[Scanner Sweep]]||33||Spell||No effect &lt;br /&gt;
|-&lt;br /&gt;
||[[Terran Medic]]||34||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Zerg Larva]]||35||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Zerg Egg]]||36||Unit||Disappears||Unstable&lt;br /&gt;
|-&lt;br /&gt;
||[[Zerg Zergling]]||37||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Zerg Hydralisk]]||38||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Zerg Ultralisk]]||39||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Zerg Broodling]]||40||Unit||Disappears with animation||Unstable&lt;br /&gt;
|-&lt;br /&gt;
||[[Zerg Drone]]||41||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Zerg Overlord]]||42||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Zerg Mutalisk]]||43||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Zerg Guardian]]||44||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Zerg Queen]]||45||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Zerg Defiler]]||46||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Zerg Scourge]]||47||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Torrarsque (Ultralisk)]]||48||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Matriarch (Queen)]]||49||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Infested Terran]]||50||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Infested Kerrigan]]||51||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Unclean One (Defiler)]]||52||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Hunter Killer (Hydralisk)]]||53||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Devouring One (Zergling)]]||54||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Kukulza (Mutalisk)]]||55||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Kukulza (Guardian)]]||56||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Yggdrasill (Overlord)]]||57||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Terran Valkyrie]]||58||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Cocoon]]||59||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Protoss Corsair]]||60||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Protoss Dark Templar]]||61||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Zerg Devourer]]||62||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Protoss Dark Archon]]||63||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Protoss Probe]]||64||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Protoss Zealot]]||65||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Protoss Dragoon]]||66||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Protoss High Templar]]||67||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Protoss Archon]]||68||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Protoss Shuttle]]||69||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Protoss Scout]]||70||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Protoss Arbiter]]||71||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Protoss Carrier]]||72||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Protoss Interceptor]]||73||Unit||Cloaks&lt;br /&gt;
|-&lt;br /&gt;
||[[Dark Templar (Hero)]]||74||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Zeratul (Dark Templar)]]||75||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Tassadar/Zeratul (Archon)]]||76||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Fenix (Zealot)]]||77||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Fenix (Dragoon)]]||78||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Tassadar (Templar)]]||79||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Mojo (Scout)]]||80||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Warbringer (Reaver)]]||81||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Gantrithor (Carrier)]]||82||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Protoss Reaver]]||83||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Protoss Observer]]||84||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Protoss Scarab]]||85||Unit||Cloaks ||Cloaks with animation&lt;br /&gt;
|-&lt;br /&gt;
||[[Danimoth (Arbiter)]]||86||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Aldaris (Templar)]]||87||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Artanis (Scout)]]||88||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Rhynadon (Badlands Critter)]]||89||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Bengalaas (Jungle Critter)]]||90||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Unused - Was Cargo Ship]]||91||Special||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Unused - Was Mercenary Gunship]]||92||Special||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Scantid (Desert Critter)]]||93||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Kakaru (Twilight Critter)]]||94||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Ragnasaur (Ashworld Critter)]]||95||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Ursadon (Ice World Critter)]]||96||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Lurker Egg]]||97||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Raszagal (Corsair)]]||98||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Samir Duran (Ghost)]]||99||Unit||Cloaks ||Cloaks with animation &lt;br /&gt;
|-&lt;br /&gt;
||[[Alexei Stukov (Ghost)]]||100||Unit||Cloaks ||Cloaks with animation &lt;br /&gt;
|-&lt;br /&gt;
||[[Map Revealer]]||101||Special||Unknown/unused&lt;br /&gt;
|-&lt;br /&gt;
||[[Gerard DuGalle (Battlecruiser)]]||102||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Zerg Lurker]]||103||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Infested Duran]]||104||Unit||Cloaks ||Cloaks with animation &lt;br /&gt;
|-&lt;br /&gt;
||[[Disruption Web]]||105||Spell||No effect &lt;br /&gt;
|-&lt;br /&gt;
||[[Terran Command Center]]||106||Building||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Terran Comsat Station]]||107||Building||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Terran Nuclear Silo]]||108||Building||Cloaks&lt;br /&gt;
|-&lt;br /&gt;
||[[Terran Supply Depot]]||109||Building||Cloaks&lt;br /&gt;
|-&lt;br /&gt;
||[[Terran Refinery]]||110||Building||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Terran Barracks]]||111||Building||Cloaks&lt;br /&gt;
|-&lt;br /&gt;
||[[Terran Academy]]||112||Building||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Terran Factory]]||113||Building||Cloaks&lt;br /&gt;
|-&lt;br /&gt;
||[[Terran Starport]]||114||Building||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Terran Control Tower]]||115||Building||Cloaks&lt;br /&gt;
|-&lt;br /&gt;
||[[Terran Science Facility]]||116||Building||Crashes||Disappears&lt;br /&gt;
|-&lt;br /&gt;
||[[Terran Covert Ops]]||117||Building||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Terran Physics Lab]]||118||Building||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Unused - Was Starbase?]]||119||Crash||Unknown/unused&lt;br /&gt;
|-&lt;br /&gt;
||[[Terran Machine Shop]]||120||Building||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Unused - Was Repair Bay?]]||121||Crash||Unknown/unused &lt;br /&gt;
|-&lt;br /&gt;
||[[Terran Engineering Bay]]||122||Building||Cloaks&lt;br /&gt;
|-&lt;br /&gt;
||[[Terran Armory]]||123||Building||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Terran Missile Turret]]||124||Building||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Terran Bunker]]||125||Building||Cloaks&lt;br /&gt;
|-&lt;br /&gt;
||[[Norad II (Crashed Battlecruiser)]]||126||Building||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Ion Cannon]]||127||Building||Cloaks||Base unit has no shadow&lt;br /&gt;
|-&lt;br /&gt;
||[[Uraj Crystal]]||128||Powerup||Cloaks&lt;br /&gt;
|-&lt;br /&gt;
||[[Khalis Crystal]]||129||Powerup||Cloaks&lt;br /&gt;
|-&lt;br /&gt;
||[[Infested Command Center]]||130||Building||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Zerg Hatchery]]||131||Building||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Zerg Lair]]||132||Building||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Zerg Hive]]||133||Building||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Zerg Nydus Canal]]||134||Building||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Zerg Hydralisk Den]]||135||Building||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Zerg Defiler Mound]]||136||Building||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Zerg Greater Spire]]||137||Building||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Zerg Queen's Nest]]||138||Building||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Zerg Evolution Chamber]]||139||Building||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Zerg Ultralisk Cavern]]||140||Building||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Zerg Spire]]||141||Building||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Zerg Spawning Pool]]||142||Building||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Zerg Creep Colony]]||143||Building||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Zerg Spore Colony]]||144||Building||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Unused Zerg Building]]||145||Crash||Unknown/unused&lt;br /&gt;
|-&lt;br /&gt;
||[[Zerg Sunken Colony]]||146||Building||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Zerg Overmind (With Shell)]]||147||Building||Cloaks||Base unit has no shadow&lt;br /&gt;
|-&lt;br /&gt;
||[[Zerg Overmind]]||148||Building||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Zerg Extractor]]||149||Building||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Mature Chrysalis]]||150||Building||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Zerg Cerebrate]]||151||Building||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Zerg Cerebrate Daggoth]]||152||Building||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Unused Zerg Building 5]]||153||Crash||Unknown/unused &lt;br /&gt;
|-&lt;br /&gt;
||[[Protoss Nexus]]||154||Building||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Protoss Robotics Facility]]||155||Building||Cloaks&lt;br /&gt;
|-&lt;br /&gt;
||[[Protoss Pylon]]||156||Building||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Protoss Assimilator]]||157||Building||Cloaks&lt;br /&gt;
|-&lt;br /&gt;
||[[Unused Protoss Building]]||158||Crash||Unknown/unused &lt;br /&gt;
|-&lt;br /&gt;
||[[Protoss Observatory]]||159||Building||Cloaks&lt;br /&gt;
|-&lt;br /&gt;
||[[Protoss Gateway]]||160||Building||Cloaks&lt;br /&gt;
|-&lt;br /&gt;
||[[Unused Protoss Building]]||161||Crash||Unknown/unused &lt;br /&gt;
|-&lt;br /&gt;
||[[Protoss Photon Cannon]]||162||Building||Cloaks&lt;br /&gt;
|-&lt;br /&gt;
||[[Protoss Citadel of Adun]]||163||Building||Cloaks&lt;br /&gt;
|-&lt;br /&gt;
||[[Protoss Cybernetics Core]]||164||Building||Cloaks&lt;br /&gt;
|-&lt;br /&gt;
||[[Protoss Templar Archives]]||165||Building||Cloaks&lt;br /&gt;
|-&lt;br /&gt;
||[[Protoss Forge]]||166||Building||Cloaks&lt;br /&gt;
|-&lt;br /&gt;
||[[Protoss Stargate]]||167||Building||Cloaks||Overlay visible (when powered)&lt;br /&gt;
|-&lt;br /&gt;
||[[Stasis Cell/Prison]]||168||Building||Cloaks&lt;br /&gt;
|-&lt;br /&gt;
||[[Protoss Fleet Beacon]]||169||Building||Cloaks&lt;br /&gt;
|-&lt;br /&gt;
||[[Protoss Arbiter Tribunal]]||170||Building||Cloaks&lt;br /&gt;
|-&lt;br /&gt;
||[[Protoss Robotics Support Bay]]||171||Building||Cloaks&lt;br /&gt;
|-&lt;br /&gt;
||[[Protoss Shield Battery]]||172||Building||Cloaks||Overlay visible (when powered)&lt;br /&gt;
|-&lt;br /&gt;
||[[Khaydarin Crystal Formation]]||173||Building||Cloaks &lt;br /&gt;
|-&lt;br /&gt;
||[[Protoss Temple]]||174||Building||Cloaks&lt;br /&gt;
|-&lt;br /&gt;
||[[Xel'Naga Temple]]||175||Building||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Mineral Field (Type 1)]]||176||Building||Crashes||Crashes with animation&lt;br /&gt;
|-&lt;br /&gt;
||[[Mineral Field (Type 2)]]||177||Building||Crashes||Crashes with animation&lt;br /&gt;
|-&lt;br /&gt;
||[[Mineral Field (Type 3)]]||178||Building||Crashes||Crashes with animation&lt;br /&gt;
|-&lt;br /&gt;
||[[Cave]]||179||Crash||Unknown/unused &lt;br /&gt;
|-&lt;br /&gt;
||[[Cave-in]]||180||Crash||Unknown/unused &lt;br /&gt;
|-&lt;br /&gt;
||[[Cantina]]||181||Crash||Unknown/unused&lt;br /&gt;
|-&lt;br /&gt;
||[[Mining Platform]]||182||Crash||Unknown/unused &lt;br /&gt;
|-&lt;br /&gt;
||[[Independant Command Center]]||183||Crash||Unknown/unused &lt;br /&gt;
|-&lt;br /&gt;
||[[Independant Starport]]||184||Special||Unknown/unused&lt;br /&gt;
|-&lt;br /&gt;
||[[Jump Gate]]||185||Crash||Unknown/unused &lt;br /&gt;
|-&lt;br /&gt;
||[[Ruins]]||186||Crash||Unknown/unused &lt;br /&gt;
|-&lt;br /&gt;
||[[Kyadarin Crystal Formation]]||187||Crash||Unknown/unused&lt;br /&gt;
|-&lt;br /&gt;
||[[Vespene Geyser]]||188||Building||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Warp Gate]]||189||Building||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[PSI Disruptor]]||190||Building||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Zerg Marker]]||191||Crash||Unknown/unused &lt;br /&gt;
|-&lt;br /&gt;
||[[Terran Marker]]||192||Crash||Unknown/unused &lt;br /&gt;
|-&lt;br /&gt;
||[[Protoss Marker]]||193||Crash||Unknown/unused&lt;br /&gt;
|-&lt;br /&gt;
||[[Zerg Beacon]]||194||Building||Cloaks||Overlay visible&lt;br /&gt;
|-&lt;br /&gt;
||[[Terran Beacon]]||195||Building||Cloaks||Overlay visible&lt;br /&gt;
|-&lt;br /&gt;
||[[Protoss Beacon]]||196||Building||Cloaks||Overlay visible&lt;br /&gt;
|-&lt;br /&gt;
||[[Zerg Flag Beacon]]||197||Building||Cloaks||Overlay visible&lt;br /&gt;
|-&lt;br /&gt;
||[[Terran Flag Beacon]]||198||Building||Cloaks||Overlay visible&lt;br /&gt;
|-&lt;br /&gt;
||[[Protoss Flag Beacon]]||199||Building||Cloaks||Overlay visible&lt;br /&gt;
|-&lt;br /&gt;
||[[Power Generator]]||200||Building||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Overmind Cocoon]]||201||Building||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Dark Swarm]]||202||Spell||No effect &lt;br /&gt;
|-&lt;br /&gt;
||[[Floor Missile Trap]]||203||Doodad||Doodad unit; disengages &lt;br /&gt;
|-&lt;br /&gt;
||[[Floor Hatch]]||204||Doodad||Doodad unit; disengages and cloaks&lt;br /&gt;
|-&lt;br /&gt;
||[[Left Upper Level Door]]||205||Doodad||Doodad unit; disengages&lt;br /&gt;
|-&lt;br /&gt;
||[[Right Upper Level Door]]||206||Doodad||Doodad unit; disengages &lt;br /&gt;
|-&lt;br /&gt;
||[[Left Pit Door]]||207||Doodad||Doodad unit; disengages &lt;br /&gt;
|-&lt;br /&gt;
||[[Right Pit Door]]||208||Doodad||Doodad unit; disengages&lt;br /&gt;
|-&lt;br /&gt;
||[[Floor Gun Trap]]||209||Doodad||Doodad unit; disengages &lt;br /&gt;
|-&lt;br /&gt;
||[[Left Wall Missile Trap]]||210||Doodad||Doodad unit; disengages &lt;br /&gt;
|-&lt;br /&gt;
||[[Left Wall Flame Trap]]||211||Doodad||Doodad unit; disengages&lt;br /&gt;
|-&lt;br /&gt;
||[[Right Wall Missile Trap]]||212||Doodad||Doodad unit; disengages &lt;br /&gt;
|-&lt;br /&gt;
||[[Right Wall Flame Trap]]||213||Doodad||Doodad unit; disengages &lt;br /&gt;
|-&lt;br /&gt;
||[[Start Location]]||214||Special||Cloaks|| &lt;br /&gt;
|-&lt;br /&gt;
||[[Flag]]||215||Powerup||No effect&lt;br /&gt;
|-&lt;br /&gt;
||[[Young Chrysalis]]||216||Powerup||Cloaks&lt;br /&gt;
|-&lt;br /&gt;
||[[Psi Emitter]]||217||Powerup||Cloaks&lt;br /&gt;
|-&lt;br /&gt;
||[[Data Disc]]||218||Powerup||Cloaks&lt;br /&gt;
|-&lt;br /&gt;
||[[Khaydarin Crystal]]||219||Powerup||Cloaks&lt;br /&gt;
|-&lt;br /&gt;
||[[Mineral Cluster Type 1]]||220||Powerup||Cloaks&lt;br /&gt;
|-&lt;br /&gt;
||[[Mineral Cluster Type 2]]||221||Powerup||Cloaks&lt;br /&gt;
|-&lt;br /&gt;
||[[Protoss Vespene Gas Orb Type 1]]||222||Powerup||Cloaks&lt;br /&gt;
|-&lt;br /&gt;
||[[Protoss Vespene Gas Orb Type 2]]||223||Powerup||Cloaks&lt;br /&gt;
|-&lt;br /&gt;
||[[Zerg Vespene Gas Sac Type 1]]||224||Powerup||Cloaks&lt;br /&gt;
|-&lt;br /&gt;
||[[Zerg Vespene Gas Sac Type 2]]||225||Powerup||Cloaks&lt;br /&gt;
|-&lt;br /&gt;
||[[Terran Vespene Gas Tank Type 1]]||226||Powerup||Cloaks&lt;br /&gt;
|-&lt;br /&gt;
||[[Terran Vespene Gas Tank Type 2]]||227||Powerup||Cloaks&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:StarCraft]]&lt;br /&gt;
[[Category:Reference]]&lt;/div&gt;</summary>
		<author><name>Ihjel</name></author>	</entry>

	<entry>
		<id>https://staredit.net/wiki/index.php?title=Set_Doodad_State&amp;diff=597</id>
		<title>Set Doodad State</title>
		<link rel="alternate" type="text/html" href="https://staredit.net/wiki/index.php?title=Set_Doodad_State&amp;diff=597"/>
				<updated>2017-04-19T15:19:25Z</updated>
		
		<summary type="html">&lt;p&gt;Ihjel: /* Effects by unit */ Disabled Sarah Kerrigan doesn't dance&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Set Doodad State''' is a [[Triggers|trigger]] action in ''[[StarCraft]]''. It was originally intended for use with [[doodad]] [[units]]. When used on other units (via the use of a third-party [[map editor]]), it can cause a number of strange effects, though the two most common are the [[cloaking]] of non-cloakable units and game crashes.&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
Some doodads on the Installation tileset have [[Sprites#Unit sprites|unit sprites]] attached to them; these unit sprites function quite similarly to ordinary units. The units include doors and &amp;quot;trap&amp;quot; units that attack when hostiles approach. Set Doodad State was designed to allow mappers to manipulate and script the behaviors of these units.&lt;br /&gt;
&lt;br /&gt;
Set Doodad State lets a mapper ''enable'' or ''disable'' a unit. When door units are enabled, they close; disabling them causes them to open, and let other units pass. Trap units engage and enter their attack states when enabled; disabling them causes them to withdraw.&lt;br /&gt;
&lt;br /&gt;
When used on non-doodad units, however, the trigger action essentially causes the execution of non-existent game scripts. &amp;lt;!-- If I'm not mis-remembering a post made by Heinermann. - DJC --&amp;gt; Essentially, this is an example of [[Wikipedia:undefined behavior|undefined behavior]].&lt;br /&gt;
&lt;br /&gt;
== Effects by unit ==&lt;br /&gt;
The following units labeled &amp;quot;cloaks&amp;quot; will almost always cloak when disabled, though some may experience other quirks.&lt;br /&gt;
&lt;br /&gt;
Note that buildings must be [[Vision#Detection|detected]] or otherwise seen by a player before cloaking (and then they only appear cloaked to that player and anyone that shares [[vision]] of them). [[Protoss]] buildings must also either be powered by a [[Protoss Pylon]] or enabled (before being disabled). [[Terran]] add-ons must be attached to their host building to cloak. All cloaked buildings will be visible in the light [[fog of war]] that covers areas that a player has explored but doesn't have vision of.&lt;br /&gt;
&lt;br /&gt;
Certain overlays (such as on beacons, powered shield batteries, or building fire) will still be visible when the unit is cloaked. This is useful for creating certain effects like burning trees or lights.&lt;br /&gt;
&lt;br /&gt;
Some units cannot be placed on a map for various reasons (or do not appear during gameplay), and hence cannot be tested. These units are marked as &amp;quot;Unknown/unused&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Disabled powerups can not be picked up.&lt;br /&gt;
{|  class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;100%&amp;quot; style = &amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Name&lt;br /&gt;
!UnitID&lt;br /&gt;
!Type&lt;br /&gt;
!Effect&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
||[[Terran Marine]]||0||Unit||Cloaks ||Cloaks with animation &lt;br /&gt;
|-&lt;br /&gt;
||[[Terran Ghost]]||1||Unit||Cloaks ||Cloaks with animation &lt;br /&gt;
|-&lt;br /&gt;
||[[Terran Vulture]]||2||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Terran Goliath]]||3||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Goliath Turret]]||4||Crash||Unknown/unused&lt;br /&gt;
|-&lt;br /&gt;
||[[Terran Siege Tank (Tank Mode)]]||5||Unit||Cloaks ||Cloaks with animation &lt;br /&gt;
|-&lt;br /&gt;
||[[Tank Turret (Tank Mode)]]||6||Crash||Unknown/unused &lt;br /&gt;
|-&lt;br /&gt;
||[[Terran SCV]]||7||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Terran Wraith]]||8||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Terran Science Vessel]]||9||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Gui Montang (Firebat)]]||10||Unit||Cloaks&lt;br /&gt;
|-&lt;br /&gt;
||[[Terran Dropship]]||11||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Terran Battlecruiser]]||12||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Vulture Spider Mine]]||13||Unit||No effect &lt;br /&gt;
|-&lt;br /&gt;
||[[Nuclear Missile]]||14||Unit||Cloaks &lt;br /&gt;
|-&lt;br /&gt;
||[[Terran Civilian]]||15||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Sarah Kerrigan (Ghost)]]||16||Unit||Cloaks&lt;br /&gt;
|-&lt;br /&gt;
||[[Alan Schezar (Goliath)]]||17||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Alan Turret]]||18||Crash||Unknown/unused &lt;br /&gt;
|-&lt;br /&gt;
||[[Jim Raynor (Vulture)]]||19||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Jim Raynor (Marine)]]||20||Unit||Cloaks ||Cloaks with animation &lt;br /&gt;
|-&lt;br /&gt;
||[[Tom Kazansky (Wraith)]]||21||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Magellan (Science Vessel)]]||22||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Edmund Duke (Siege Tank)]]||23||Unit||Cloaks ||Cloaks with animation&lt;br /&gt;
|-&lt;br /&gt;
||[[Duke Turret]]||24||Crash||Unknown/unused &lt;br /&gt;
|-&lt;br /&gt;
||[[Edmund Duke (Siege Mode)]]||25||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Duke Turret]]||26||Crash||Unknown/unused &lt;br /&gt;
|-&lt;br /&gt;
||[[Arcturus Mengsk (Battlecruiser)]]||27||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Hyperion (Battlecruiser)]]||28||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Norad II (Battlecruiser)]]||29||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Terran Siege Tank (Siege Mode)]]||30||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Tank Turret (Siege Mode)]]||31||Crash||Unknown/unused&lt;br /&gt;
|-&lt;br /&gt;
||[[Terran Firebat]]||32||Unit||Cloaks &lt;br /&gt;
|-&lt;br /&gt;
||[[Scanner Sweep]]||33||Spell||No effect &lt;br /&gt;
|-&lt;br /&gt;
||[[Terran Medic]]||34||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Zerg Larva]]||35||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Zerg Egg]]||36||Unit||Disappears||Unstable&lt;br /&gt;
|-&lt;br /&gt;
||[[Zerg Zergling]]||37||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Zerg Hydralisk]]||38||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Zerg Ultralisk]]||39||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Zerg Broodling]]||40||Unit||Disappears with animation||Unstable&lt;br /&gt;
|-&lt;br /&gt;
||[[Zerg Drone]]||41||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Zerg Overlord]]||42||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Zerg Mutalisk]]||43||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Zerg Guardian]]||44||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Zerg Queen]]||45||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Zerg Defiler]]||46||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Zerg Scourge]]||47||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Torrarsque (Ultralisk)]]||48||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Matriarch (Queen)]]||49||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Infested Terran]]||50||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Infested Kerrigan]]||51||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Unclean One (Defiler)]]||52||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Hunter Killer (Hydralisk)]]||53||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Devouring One (Zergling)]]||54||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Kukulza (Mutalisk)]]||55||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Kukulza (Guardian)]]||56||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Yggdrasill (Overlord)]]||57||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Terran Valkyrie]]||58||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Cocoon]]||59||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Protoss Corsair]]||60||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Protoss Dark Templar]]||61||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Zerg Devourer]]||62||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Protoss Dark Archon]]||63||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Protoss Probe]]||64||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Protoss Zealot]]||65||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Protoss Dragoon]]||66||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Protoss High Templar]]||67||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Protoss Archon]]||68||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Protoss Shuttle]]||69||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Protoss Scout]]||70||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Protoss Arbiter]]||71||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Protoss Carrier]]||72||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Protoss Interceptor]]||73||Unit||Cloaks&lt;br /&gt;
|-&lt;br /&gt;
||[[Dark Templar (Hero)]]||74||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Zeratul (Dark Templar)]]||75||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Tassadar/Zeratul (Archon)]]||76||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Fenix (Zealot)]]||77||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Fenix (Dragoon)]]||78||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Tassadar (Templar)]]||79||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Mojo (Scout)]]||80||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Warbringer (Reaver)]]||81||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Gantrithor (Carrier)]]||82||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Protoss Reaver]]||83||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Protoss Observer]]||84||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Protoss Scarab]]||85||Unit||Cloaks ||Cloaks with animation&lt;br /&gt;
|-&lt;br /&gt;
||[[Danimoth (Arbiter)]]||86||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Aldaris (Templar)]]||87||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Artanis (Scout)]]||88||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Rhynadon (Badlands Critter)]]||89||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Bengalaas (Jungle Critter)]]||90||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Unused - Was Cargo Ship]]||91||Special||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Unused - Was Mercenary Gunship]]||92||Special||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Scantid (Desert Critter)]]||93||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Kakaru (Twilight Critter)]]||94||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Ragnasaur (Ashworld Critter)]]||95||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Ursadon (Ice World Critter)]]||96||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Lurker Egg]]||97||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Raszagal (Corsair)]]||98||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Samir Duran (Ghost)]]||99||Unit||Cloaks ||Cloaks with animation &lt;br /&gt;
|-&lt;br /&gt;
||[[Alexei Stukov (Ghost)]]||100||Unit||Cloaks ||Cloaks with animation &lt;br /&gt;
|-&lt;br /&gt;
||[[Map Revealer]]||101||Special||Unknown/unused&lt;br /&gt;
|-&lt;br /&gt;
||[[Gerard DuGalle (Battlecruiser)]]||102||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Zerg Lurker]]||103||Unit||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Infested Duran]]||104||Unit||Cloaks ||Cloaks with animation &lt;br /&gt;
|-&lt;br /&gt;
||[[Disruption Web]]||105||Spell||No effect &lt;br /&gt;
|-&lt;br /&gt;
||[[Terran Command Center]]||106||Building||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Terran Comsat Station]]||107||Building||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Terran Nuclear Silo]]||108||Building||Cloaks&lt;br /&gt;
|-&lt;br /&gt;
||[[Terran Supply Depot]]||109||Building||Cloaks&lt;br /&gt;
|-&lt;br /&gt;
||[[Terran Refinery]]||110||Building||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Terran Barracks]]||111||Building||Cloaks&lt;br /&gt;
|-&lt;br /&gt;
||[[Terran Academy]]||112||Building||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Terran Factory]]||113||Building||Cloaks&lt;br /&gt;
|-&lt;br /&gt;
||[[Terran Starport]]||114||Building||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Terran Control Tower]]||115||Building||Cloaks&lt;br /&gt;
|-&lt;br /&gt;
||[[Terran Science Facility]]||116||Building||Crashes||Disappears&lt;br /&gt;
|-&lt;br /&gt;
||[[Terran Covert Ops]]||117||Building||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Terran Physics Lab]]||118||Building||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Unused - Was Starbase?]]||119||Crash||Unknown/unused&lt;br /&gt;
|-&lt;br /&gt;
||[[Terran Machine Shop]]||120||Building||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Unused - Was Repair Bay?]]||121||Crash||Unknown/unused &lt;br /&gt;
|-&lt;br /&gt;
||[[Terran Engineering Bay]]||122||Building||Cloaks&lt;br /&gt;
|-&lt;br /&gt;
||[[Terran Armory]]||123||Building||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Terran Missile Turret]]||124||Building||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Terran Bunker]]||125||Building||Cloaks&lt;br /&gt;
|-&lt;br /&gt;
||[[Norad II (Crashed Battlecruiser)]]||126||Building||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Ion Cannon]]||127||Building||Cloaks||Base unit has no shadow&lt;br /&gt;
|-&lt;br /&gt;
||[[Uraj Crystal]]||128||Powerup||Cloaks&lt;br /&gt;
|-&lt;br /&gt;
||[[Khalis Crystal]]||129||Powerup||Cloaks&lt;br /&gt;
|-&lt;br /&gt;
||[[Infested Command Center]]||130||Building||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Zerg Hatchery]]||131||Building||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Zerg Lair]]||132||Building||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Zerg Hive]]||133||Building||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Zerg Nydus Canal]]||134||Building||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Zerg Hydralisk Den]]||135||Building||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Zerg Defiler Mound]]||136||Building||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Zerg Greater Spire]]||137||Building||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Zerg Queen's Nest]]||138||Building||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Zerg Evolution Chamber]]||139||Building||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Zerg Ultralisk Cavern]]||140||Building||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Zerg Spire]]||141||Building||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Zerg Spawning Pool]]||142||Building||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Zerg Creep Colony]]||143||Building||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Zerg Spore Colony]]||144||Building||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Unused Zerg Building]]||145||Crash||Unknown/unused&lt;br /&gt;
|-&lt;br /&gt;
||[[Zerg Sunken Colony]]||146||Building||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Zerg Overmind (With Shell)]]||147||Building||Cloaks||Base unit has no shadow&lt;br /&gt;
|-&lt;br /&gt;
||[[Zerg Overmind]]||148||Building||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Zerg Extractor]]||149||Building||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Mature Chrysalis]]||150||Building||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Zerg Cerebrate]]||151||Building||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Zerg Cerebrate Daggoth]]||152||Building||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Unused Zerg Building 5]]||153||Crash||Unknown/unused &lt;br /&gt;
|-&lt;br /&gt;
||[[Protoss Nexus]]||154||Building||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Protoss Robotics Facility]]||155||Building||Cloaks&lt;br /&gt;
|-&lt;br /&gt;
||[[Protoss Pylon]]||156||Building||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Protoss Assimilator]]||157||Building||Cloaks&lt;br /&gt;
|-&lt;br /&gt;
||[[Unused Protoss Building]]||158||Crash||Unknown/unused &lt;br /&gt;
|-&lt;br /&gt;
||[[Protoss Observatory]]||159||Building||Cloaks&lt;br /&gt;
|-&lt;br /&gt;
||[[Protoss Gateway]]||160||Building||Cloaks&lt;br /&gt;
|-&lt;br /&gt;
||[[Unused Protoss Building]]||161||Crash||Unknown/unused &lt;br /&gt;
|-&lt;br /&gt;
||[[Protoss Photon Cannon]]||162||Building||Cloaks&lt;br /&gt;
|-&lt;br /&gt;
||[[Protoss Citadel of Adun]]||163||Building||Cloaks&lt;br /&gt;
|-&lt;br /&gt;
||[[Protoss Cybernetics Core]]||164||Building||Cloaks&lt;br /&gt;
|-&lt;br /&gt;
||[[Protoss Templar Archives]]||165||Building||Cloaks&lt;br /&gt;
|-&lt;br /&gt;
||[[Protoss Forge]]||166||Building||Cloaks&lt;br /&gt;
|-&lt;br /&gt;
||[[Protoss Stargate]]||167||Building||Cloaks||Overlay visible (when powered)&lt;br /&gt;
|-&lt;br /&gt;
||[[Stasis Cell/Prison]]||168||Building||Cloaks&lt;br /&gt;
|-&lt;br /&gt;
||[[Protoss Fleet Beacon]]||169||Building||Cloaks&lt;br /&gt;
|-&lt;br /&gt;
||[[Protoss Arbiter Tribunal]]||170||Building||Cloaks&lt;br /&gt;
|-&lt;br /&gt;
||[[Protoss Robotics Support Bay]]||171||Building||Cloaks&lt;br /&gt;
|-&lt;br /&gt;
||[[Protoss Shield Battery]]||172||Building||Cloaks||Overlay visible (when powered)&lt;br /&gt;
|-&lt;br /&gt;
||[[Khaydarin Crystal Formation]]||173||Building||Cloaks &lt;br /&gt;
|-&lt;br /&gt;
||[[Protoss Temple]]||174||Building||Cloaks&lt;br /&gt;
|-&lt;br /&gt;
||[[Xel'Naga Temple]]||175||Building||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Mineral Field (Type 1)]]||176||Building||Crashes||Crashes with animation&lt;br /&gt;
|-&lt;br /&gt;
||[[Mineral Field (Type 2)]]||177||Building||Crashes||Crashes with animation&lt;br /&gt;
|-&lt;br /&gt;
||[[Mineral Field (Type 3)]]||178||Building||Crashes||Crashes with animation&lt;br /&gt;
|-&lt;br /&gt;
||[[Cave]]||179||Crash||Unknown/unused &lt;br /&gt;
|-&lt;br /&gt;
||[[Cave-in]]||180||Crash||Unknown/unused &lt;br /&gt;
|-&lt;br /&gt;
||[[Cantina]]||181||Crash||Unknown/unused&lt;br /&gt;
|-&lt;br /&gt;
||[[Mining Platform]]||182||Crash||Unknown/unused &lt;br /&gt;
|-&lt;br /&gt;
||[[Independant Command Center]]||183||Crash||Unknown/unused &lt;br /&gt;
|-&lt;br /&gt;
||[[Independant Starport]]||184||Special||Unknown/unused&lt;br /&gt;
|-&lt;br /&gt;
||[[Jump Gate]]||185||Crash||Unknown/unused &lt;br /&gt;
|-&lt;br /&gt;
||[[Ruins]]||186||Crash||Unknown/unused &lt;br /&gt;
|-&lt;br /&gt;
||[[Kyadarin Crystal Formation]]||187||Crash||Unknown/unused&lt;br /&gt;
|-&lt;br /&gt;
||[[Vespene Geyser]]||188||Building||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Warp Gate]]||189||Building||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[PSI Disruptor]]||190||Building||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Zerg Marker]]||191||Crash||Unknown/unused &lt;br /&gt;
|-&lt;br /&gt;
||[[Terran Marker]]||192||Crash||Unknown/unused &lt;br /&gt;
|-&lt;br /&gt;
||[[Protoss Marker]]||193||Crash||Unknown/unused&lt;br /&gt;
|-&lt;br /&gt;
||[[Zerg Beacon]]||194||Building||Cloaks||Overlay visible&lt;br /&gt;
|-&lt;br /&gt;
||[[Terran Beacon]]||195||Building||Cloaks||Overlay visible&lt;br /&gt;
|-&lt;br /&gt;
||[[Protoss Beacon]]||196||Building||Cloaks||Overlay visible&lt;br /&gt;
|-&lt;br /&gt;
||[[Zerg Flag Beacon]]||197||Building||Cloaks||Overlay visible&lt;br /&gt;
|-&lt;br /&gt;
||[[Terran Flag Beacon]]||198||Building||Cloaks||Overlay visible&lt;br /&gt;
|-&lt;br /&gt;
||[[Protoss Flag Beacon]]||199||Building||Cloaks||Overlay visible&lt;br /&gt;
|-&lt;br /&gt;
||[[Power Generator]]||200||Building||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Overmind Cocoon]]||201||Building||Crashes&lt;br /&gt;
|-&lt;br /&gt;
||[[Dark Swarm]]||202||Spell||No effect &lt;br /&gt;
|-&lt;br /&gt;
||[[Floor Missile Trap]]||203||Doodad||Doodad unit; disengages &lt;br /&gt;
|-&lt;br /&gt;
||[[Floor Hatch]]||204||Doodad||Doodad unit; disengages and cloaks&lt;br /&gt;
|-&lt;br /&gt;
||[[Left Upper Level Door]]||205||Doodad||Doodad unit; disengages&lt;br /&gt;
|-&lt;br /&gt;
||[[Right Upper Level Door]]||206||Doodad||Doodad unit; disengages &lt;br /&gt;
|-&lt;br /&gt;
||[[Left Pit Door]]||207||Doodad||Doodad unit; disengages &lt;br /&gt;
|-&lt;br /&gt;
||[[Right Pit Door]]||208||Doodad||Doodad unit; disengages&lt;br /&gt;
|-&lt;br /&gt;
||[[Floor Gun Trap]]||209||Doodad||Doodad unit; disengages &lt;br /&gt;
|-&lt;br /&gt;
||[[Left Wall Missile Trap]]||210||Doodad||Doodad unit; disengages &lt;br /&gt;
|-&lt;br /&gt;
||[[Left Wall Flame Trap]]||211||Doodad||Doodad unit; disengages&lt;br /&gt;
|-&lt;br /&gt;
||[[Right Wall Missile Trap]]||212||Doodad||Doodad unit; disengages &lt;br /&gt;
|-&lt;br /&gt;
||[[Right Wall Flame Trap]]||213||Doodad||Doodad unit; disengages &lt;br /&gt;
|-&lt;br /&gt;
||[[Start Location]]||214||Special||Unknown/unused &lt;br /&gt;
|-&lt;br /&gt;
||[[Flag]]||215||Powerup||No effect&lt;br /&gt;
|-&lt;br /&gt;
||[[Young Chrysalis]]||216||Powerup||Cloaks&lt;br /&gt;
|-&lt;br /&gt;
||[[Psi Emitter]]||217||Powerup||Cloaks&lt;br /&gt;
|-&lt;br /&gt;
||[[Data Disc]]||218||Powerup||Cloaks&lt;br /&gt;
|-&lt;br /&gt;
||[[Khaydarin Crystal]]||219||Powerup||Cloaks&lt;br /&gt;
|-&lt;br /&gt;
||[[Mineral Cluster Type 1]]||220||Powerup||Cloaks&lt;br /&gt;
|-&lt;br /&gt;
||[[Mineral Cluster Type 2]]||221||Powerup||Cloaks&lt;br /&gt;
|-&lt;br /&gt;
||[[Protoss Vespene Gas Orb Type 1]]||222||Powerup||Cloaks&lt;br /&gt;
|-&lt;br /&gt;
||[[Protoss Vespene Gas Orb Type 2]]||223||Powerup||Cloaks&lt;br /&gt;
|-&lt;br /&gt;
||[[Zerg Vespene Gas Sac Type 1]]||224||Powerup||Cloaks&lt;br /&gt;
|-&lt;br /&gt;
||[[Zerg Vespene Gas Sac Type 2]]||225||Powerup||Cloaks&lt;br /&gt;
|-&lt;br /&gt;
||[[Terran Vespene Gas Tank Type 1]]||226||Powerup||Cloaks&lt;br /&gt;
|-&lt;br /&gt;
||[[Terran Vespene Gas Tank Type 2]]||227||Powerup||Cloaks&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:StarCraft]]&lt;br /&gt;
[[Category:Reference]]&lt;/div&gt;</summary>
		<author><name>Ihjel</name></author>	</entry>

	<entry>
		<id>https://staredit.net/wiki/index.php?title=Scenario.chk&amp;diff=596</id>
		<title>Scenario.chk</title>
		<link rel="alternate" type="text/html" href="https://staredit.net/wiki/index.php?title=Scenario.chk&amp;diff=596"/>
				<updated>2017-04-14T11:08:04Z</updated>
		
		<summary type="html">&lt;p&gt;Ihjel: /* &amp;quot;UNIS&amp;quot; - Unit Settings */&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;
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;
&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)&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?)&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''': 'Source' or only location (1 based -- 0 refers to No Location)&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, destination 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?)&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[28]''': 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;
This section can be split. Additional TRIG sections will add more triggers.&lt;br /&gt;
&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.&lt;br /&gt;
&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>Ihjel</name></author>	</entry>

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