recursal/Fanatic-Fandom huggingface dataset:
Elysium VR Wiki

Welcome to *Elysium VR* Wiki
the *Elysium VR* guide written and maintained by the players.
Please feel free to contribute by creating new articles or expanding existing ones.

About Elysium VR

Elysium VR is a multiplayer Roleplaying game designed for virtual reality. The player falls into a sandbox world (Saint-Graice islands), in which he or she will live, work and have fun. The everyday life is detailed, starting from the need for water and food, finishing with decoration of their apartment / house. You just have to comfortably settle in this world and go in search of adventure with your friends. Each player can have different jobs, ranging from a dangerous bandit from the hood, ending with the president of the island state of Saint-Graice islands. You are guaranteed to experience maximum immersion in the gameplay! After all, all this will happen in VR (and PC)!

Content

Locations

Characters

Items

Guides

* How to play guide for Elysium VR
* System requirements

Videos

Featured images

*Elysium VR* Links

Official page

Forum

Steam

Discord

Twitter

Patreon

Wiki

Help Wiki

General Help

Getting Started

Editing pages

New pages

Moving pages

Basic images

Links

Community

Register

How to help

To write a new article, just enter the article title in the box below or in the search box at the top of the page.

* **Adding content**
	+ If you are unsure of what to do or how to create a page, search for a few articles on the same topic and see what they look like. You can always view the source code in a wiki and learn from what others have done.
	+ An edit doesn't have to be massive; if you feel you don't want to create whole articles, then just fixing spelling errors and broken links is enough.

Main page sections: Top · Flex · Bottom. Changes for the main page can be proposed here.
Data/Validators/Location Crosses Cliff

## Location Crosses Cliff

### Description

Validates that **Location**, toward the **Other Location** is not seperated by the a cliff, river, or any terrain separation. This validator is also picky with corners. Contrary to the Location Crosses Chasm, this validator verifies cliffs as well (Charms are still verified though).

### Exemple Use

This validator is very interesting in giving more realistic results than the Location Comare Cliff Level.

Ex: Think of an ability comparable to Disruptor Purification Nova. Let's pretend that the target is seperated by a very thin river from the caster. Now the editor wishes the ability to be impossible to be casted on the target, since it will never land (the purifier orb cannot cross rivers). Now in this exemple, this validator is the perfect alternative, more than Location Compare Cliff which could permit on the same cliff level, but not verify if the target is seperated by a map landscape. In fact, if the target was separated by a cliff level, but there's an availlable ramp, this validator has a field that allows it or not.

### Hint

The map editor has a core file validator named "Target Not Across Cliff" (the name states pretty much what it does). Studying this validator is simply the easiest way to understand what this type of validator does.

## Field Categories

### Cross Ramp

As stated in the exemple, returns true if both target can access each others by a ramp. This would still require additional testing to verify the extent of how far any ramp can be verified.

### Find

Does the target HAS to be separated by a landscape? If yes, then this field has to be enabled. Otherwise, this means "must not find" both location splited by a landscape.

### Other Location

The other location that is compared to the **Location**.
AI

### Tutorials

Below is a listing of tutorials for the AI in the Galaxy editor. Unfortunately, the AI Editor only has one tutorial (is what this would say if the great map maker Imposter hadn't added his superb AI module tutorial!), the rest of the tutorials deal with the AI through triggers. For your benefit, video tutorials have been marked with a yellow camera icon (), and written tutorials have been marked with a green text icon (). If you find a tutorial that is outdated and no longer useful, please let us know. If you want to add a tutorial, be sure you include the appropriate icon as well as the name of the author who originally wrote the tutorial. These people put a lot of work into making this content, so let's give them credit for it. Go Here for more map editing tutorials.

 AI Editor - Attack Waves by Imposter

 Zergling Attack AI Part 1 by OneTwoSC

 Multithreading and AI by Thalassicus

 Team/Force Building in Galaxy Editor by Aizuu

 AI - Simple Behaviors by Ultimaswc3

 Custom Campaign AI by RedRevolution

 Repeating Attack Waves and more! by Bane
(broken link)
 Automatically Train Units by CustomStarcraft
(broken link)
 AI Module by Jake
(broken link)
 Making your own Skynet by DeltaCadimus

### Advanced

Artificial Intelligence

 Waves, Bullies and Campaign AI
(broken link)
 Construction, Difficulty, Filters, Requirements, Tactical, Towns, Transports, Utility and Waves
(broken link)
 Tactical AI Data (broken link)
Data/Validators/Unit Compare Rally Point Count

## Unit Compare Rally Point Count

### Description

Checks, according to the Rally ability, the current amount of Rally points that are set from the validated Unit.

## Field Categories

### Abiity Link

Name of the ability that is checked. Leaving this field empty will have any ability checked.

### Other Unit

(Unsure) Unit from which the the Rally Point count is evaluated from ?

### Point

The Point command index. This ressembles to abilities command index, but this time, only regarding Rally abilities.

* Note that taking any ability in this validator can complexify the indicator of this field, if the user has created a large pool of Rally abilities on the same unit with different display orders of the Point Command Index.

### Unit

Which unit the Rally Point Count is evaluated from.

### Value

The numeric value representing the amount of rally points to be evaluated.
Black Cloak

*CREATED BY: thebomb602*

**Sometimes you just wanna be a cloaked shadow ;)**

Make sure to check it out on the official Forum of ElysiumVR: https://passport.elysium.today/brainstorming/materials/Cloak\_ZvxdvjoEWm4SBRz

And also on Sketchfab if you want to download it: https://sketchfab.com/3d-models/cloakblack-7c27a77d2c634b38abff555ce422919a

**Enjoy it and if you like it please give me a like at the Official Elyium Forum ;)**
Data/Actors/Site (Mover)

# Site (Mover)

## Description

Used to move other actors from their positions in a determined speed and acceleration.

* Take note that CActorUnit cannot have their model moved, as they hold onto their Unit bearings. If this is still what is wanted, consider hiding the unit for the time being and make a copy of it as a regular model actor, then unhide the unit and destroy the dummy moving actor.
* Used by moving texts (such as Automated Refineries in campaign).
Data/Effects/Release Magazine

## Release Magazine

### Description

Releases a unit from its parent Hangar (Arm Magazine ability). The freed unit is substracted from the related owner's Hangar and Requirement.

### Known Bug

A unit which was brought to the magazine from a Load Container effect cannot be affected by this effect. This is a bug.

### Exemple usage

* If a Carrier's Hangar has **8/8** interceptors, it can't build anymore of them, since a requirement is limiting the number of Interceptors *Completed at unit*. **Releasing** one interceptor will set the current Hangar's capacity completed at **7/8**. The released Interceptor also loses its owner's location leaving it where it stands (apart from its Wander behavior that makes it move on its own). This does not remove any unit flags such as uncommandable, so it's best using this effect in a more pertinent way.

* The Brood Lord's attack uses an Arm Magazine ability, which creates the **Broodling - (Escort)** unit. When this unit attacks/impacts, it uses (among the other effects) a **Release Magazine** effect which frees it from the Brood Lord's owning. This process could compare with a Kill-Remove effect joined to a Create Unit effect, in the matter of creating the Broodlings, althought the **Release Magazine** effect can be wisely used instead.
Data/Validators/Unit Mover

## Unit Mover

### Description

Works almost as accuratly as a Unit Compare Field validator, but only for movers. Unfortunatly, this validator can sometimes falsify the truth about a unit, since the mover does not tell if the unit is an Air or Ground unit. Use Unit Filters instead.

## Field Categories

### Find

Should be the mover value be found on the Unit ?

If yes, then Find should be enabled.

If not, then Find should be disabled.

### Other Unit

Probably validates another unit from the effect tree. In this case, both units should have to return true to have this validator work.
System requirements

*This article is a stub. You can help Elysium VR Wiki by expanding it.*

The following are the minimum and recommended **system requirements** for *Elysium VR*. While these requirements do not represent a guaranteed working configuration, meeting the minimum requirements should ensure at least a launch-able environment.

## Recommended requirements

* OS: Windows 7, 8, 10
* Processor: Intel Core i7
* Memory: 4000 MB RAM
* Graphics: GTX 970 or higher
* Network: Broadband Internet connection
* Storage: 15 GB available space

## Minimum requirements

* OS: Windows 7, 8, 10
* Processor: Intel Core i5 or higher
* Memory: 3000 MB RAM
* Graphics: GeForce GTX 960, R9 285 or higher
* Network: Broadband Internet connection
* Storage: 10 GB available space
Data/Accumulators/Vital Accumulator

### Example use:

* To make damage effect stronger based on caster's vitality. Think of a unit that hits harder when it is on the verge of dying.
* To make damage effect hit stronger based on enemy quantity vital missing. This is kinda of the opposite of damaging a unit based on current vital, which damage effects can offer.

### Bug

Using on target location seems to be bugged however, as it seems to falsely modify the amount based on the caster's vital as well (it modifies the number of the attack damage on the weapon UI for example, but remains unchanged on hit quantity).

### Further help

One easy way to understand how to use this accumulator, is to try on a high templar. Put a vital accumulator on it's weapon's damage effect, on the amount. Base the accumulator on it's energy, and use "1" as ratio. See how it's energy, currently replenishing modifies it's weapon's damage.

## Field Categories

### (None): Calculate Missing

Inverts the application rule in a form of a decrease. This means that the lowest pool of vital wins as making this accumulator grant its full value (best condition). For example, if a unit with 100% energy should normaly gain a +2 amount effect on its weapon's damage with an "Add" application rule, checking this field will start off with the +2 damage, but decreased by the quantity of energy cumulated, and gradually more as the energy pool regenerates up.

### (None): Clamp to Max Vital For Fractional Damage

(Unknown) Editor description: This causes the max vital being used by this accumulator to be clamped by the "Game:MaxVitalForFractionalDamage field.

### (None): Ratio

Numeric value that will be ruled the other fields. This is the imputed amount that modifies the modifiable value.

### (None): Vital Modifcation Type

Changes the way that the Ratio will operate with the vital.

**Per Unit:** Each point of vital, times the Ratio, gives the flat amount result. Example: If the caster has 188 on 200 current energy with a ratio of 1, the result will grant 188 in a "Add" application.

**Per Unit Max Vital:** Only the maximum value of the vital is checked, times the Ratio, giving the flat amount result. Example, if the caster has 188 energy on 200, with a ratio of 1, the result will grant 200 in a "Add" application.

**Relative:** Default value. Defines the maximum that the current vitality can reach as the best condition, granting the calculated amount. Example, if the caster has 188 energy on 200, with a ratio of 1, the result will grant 1.88 in a "Add" application.

* Note that the result can be inverted by the **Calculate Missing** field, especially with the relative field. This means that reaching the full vital will instead nullify a relative type, since only having the emptiest value of the concerned vital grants the full value of the accumulator.
Single Bed 1

*CREATED BY: Thegamerboy553*

**Wanna take a quik nap or just hang out? Then (c) EKEA has the right bed for you ;)**

Make sure to check it out on the official Forum of ElysiumVR: https://passport.elysium.today/brainstorming/materials/Single\_bed\_\_dont\_judge\_\_5oh37LM6nLhbqxy

And also on Sketchfab if you want to download it: https://sketchfab.com/3d-models/elysium-single-bed-72f1a54112144d0b9841da74ce30f6a4

**Enjoy it and if you like it please give me a like at the Official Elyium Forum ;)**
Data/Actors/FieldTypes/AcceptedHostedPropTransfers

## Accepted Property Transfers (*AcceptedHostedPropTransfers*)

### Description

When this actor is in the **Hosting: Host - Subject** or **Hosting: Host For Props - Subject** field of *another actor*, this field determines what properties are able to be inherited from this actor

### Values

* **Model Scale:** Allows the transfer of *Model Scale* defined in the Models Tab to child actors(also called *Absolute Scale*)
* **Cast Shadows:** Allows the transfer of *Cast Shadows* state to child actors
* **Cloak Effect:** Allows the transfer of *Cloak Effect* to child actors
* **Creep Engulfment:** Allows the transfer of *Creep Engulfment* to child actors
* **Decal:** Allows the transfer *Decal Textures* to the child actor (provided they have materials that can accept)
* **Local Tint Color:** Allows the transfer of *Local Tint Color* to child actors
* **Model Materials:** Allows the transfer of *Model Materials* to child actors (Glazes)
* **Opacity:** Allows the transfer of *Opacity* to child actors
* **Scale:** Allows the transfer of *Actor Scale* to child actors
* **Team Color:** Allows the transfer of *Team Color* to child actors
* **Tint Color:** Allows the transfer of *Tint Color* to child actors
* **Visibility:** Allows the transfer of *Visibility* to child actors
* **Warp Group:** Allows the transfer of *Warp Groups* to child actors
Data/Validators/Unit Compare Order Count

## Unit Compare Order Count

### Description

Validates the number of orders that ordered at once. This includes any other currently being executed and the queued ones. As it ressembles to Unit Order Queue, this validator can as well validate if an order is absent at all from the tasks at hand, but will have more use for calculating how many of that order are given to the same unit.

## Field Cateogies

### Ability Command Index

The Ability's command value. Usually contains "Execute" (0) and "Cancel" (1). Other abilities like Move have a greater variety of commands.

### Ability Link

Which ability is validated here. If no ability is listed here, then the validator will consider any ability in queue. This is the reason why they use a validator named "Target has no orders" with a value of 0, as it is a generic method of using this validator for finding any unit to be "idle". However, if the value has a greater number than 0, any ability in execution/queued will have to match the numeric value.

### Unit

Which unit has its Order count validated.

### Value

The numeric value representing the number of orders to be validated.
Data/Accumulators/User Data

## User Data

### Description

Used to obtain the user data value in current effect tree. Only thing to be careful about is from what scope you are reading the value from Key. By default this is the **current** effect tree. This means that if you have an e.g. periodic behavior that calls user data effect, the accumulator will load only that "partial" value instead of total. As described below in Behavior Score, if we change it to our behavior, the total value will be loaded.

## Field Categories

### (None): Behavior Scope

This allows modders to specify a behavior on a given unit in the effect tree.

* As long as a behavior is specified, the effect/validator/accumulator will store/load user data from the given behavior instead of from the current effect tree.

### (None): Fallback Value

If in current effect tree a User Data effect with specified Key isn't found, use this value.

### (None): Key

From which User Data Key to read the value.
Data/Abilities/Warpable

### Description

Ability connected to the Warp Train Ability for enforcing unit placement and it's construction.

### Hints

* This ability is not just used by the unit when it is created, it is also used by the Warp Train ability for placement using **Ability: Power User Behavior**. It allows a Warp Train ability to warp units requiring different kinds of power restricting them to the respective power fields they can be placed in.
* Units that are Warping with this ability are flagged as under construction.
* A unit that is time scaled by a buff with **Unit: Modification - Timescale** will increase it's warp progress rate to finish time but not it's progress vital rate (unit will finish without full health). A better approach is to use a buff's **Behavior: Modification - Rate Multiplier Array** for **Progress**.

## Example Usage

### Warpable - Warpable Ability used by Warp Gate Units

The Warpable ability that the Zealot, Stalker, Sentry, High Templar, and Dark Templar use defines how they can be warped in under the power field of the Pylon's Pylon - Power Source behavior because of the Protoss - Warping In behavior applied by the Warpable ability. A relation of Power Source to Power User linked by the power link defined as "PowerSource".

## Fields Description

### Ability - Alignment

* Whether the ability is recognized as Negative, Neutral or Positive.

### Ability - Cancelable

* Allows a command to cancel the warp(construction) and returning a refund to the Warp Train ability.

### Ability - Power User Behavior

* The Power User behavior that tells the Warp Train ability what kind of power field the unit can be warped in.
* If there is no Power User behavior then the unit can warp(construct) at any visible place without the need of a power source.
* Other non Power User behaviors can also be applied instead.

### Ability - SetID

* Link this ability to other abilities for when a unit is instructed to use one that it doesn't have.

### Ability - Vital Start Factor

* Determines how much shields, health, energy, the unit starts with when they begin warping.

## Related

* Warp Train
* Buildable
* Power User
* Power Source
Data/Actors/ActionOverride

Inherits from CActor<-CActorBase

* Has fields Damage Model, Impact Model, and Missile Model to set the overriding model links.

* When CActorAction is initialized, it will start the event, ActionInitModifier.

* CActorActionOverride can capture this event and create itself in the scope of the CActorAction. It can then use ActionOverrideApplyTo to apply itself to CActorActions.

* CActorAction will grab the data from CActorActionOverride and override its attack models.

* ActionInitModifier (Init Modifier) actor event does not have Editor GUI for selecting the Modifier Behavior, can only be edited in Raw or XML view

## Example Usage

Used by WarClassicSystem mod to create the orb attacks in SC2.
These work when specific orb items are picked up by heroes and a AttackModifier behavior gets given to the hero.
Warcraft 3 Orb override parent where ##id## is always the AttackModifier behavior id

```
<CActorActionOverride default="1" id="War3_OrbOverrider">
    <ImpactModel value="##id##@Missile"/>
    <MissileModel value="##id##@Missile"/>
    <On Terms="ActionInitModifier.##id##" Send="Create"/>
    <On Terms="ActionInitModifier.##id##" Send="RefSetFromMsg ::actor.Supporter ::Sender"/>
    <On Terms="ActionInitModifier.##id##" Send="ActionOverrideApplyTo ::actor.Supporter"/>
    <On Terms="SupporterDestruction" Send="Destroy"/>
    <Supporter Subject="::actor.Supporter"/>
</CActorActionOverride>

```

Simple usage example using a AttackModifier behavior

```
<CBehaviorAttackModifier id="HydraliskAttackOverride">
    <Chance value="1"/>
 </CBehaviorAttackModifier>

```

```
<CActorActionOverride id="HydraliskAttackOverride">
    <Supporter Subject="::actor.Supporter"/>
    <On Terms="ActionInitModifier.HydraliskAttackOverride" Send="Create"/>
    <On Terms="ActionInitModifier.HydraliskAttackOverride" Send="RefSetFromMsg ::actor.Supporter ::Sender"/>
    <On Terms="ActionInitModifier.HydraliskAttackOverride" Send="ActionOverrideApplyTo ::actor.Supporter"/>
    <On Terms="SupporterDestruction" Send="Destroy"/>
    <ImpactModel value="NydusBeastFireballImpact"/>
    <DamageModel value="NydusBeastFireballImpact"/>
    <MissileModel value="AshWormWeapon"/>
</CActorActionOverride>

```

## Related

* CActorBase
* CActorAction

1. ↑ Blizzard 5.0 patch notes [1]
Data/Validators/Unit Compare Speed

## Unit Compare Speed

### Description

Compares the current speed the unit is moving at to an integer using a logic function.

### Hint

If combined with a Unit Order Queue validator can determine when a unit is turning (0 speed and using Move)

* Has potential for cosmetic events via the Validate Unit term under actor events
* Ressembles to Unit Pathing but does not allow the intention of moving (ex: Stun). The speed is strictly verified.
* Is rather fussy about the unit's speed. For example, if the unit is attemping to accelerate and does not reach the speed in time, this validator may fail in cases where it is constantly validated (ex: a buff behavior with a remove validator). In those cases, we recommand to go with Unit Pathing instead.

## Example Usage

* A unit is moving.
* A unit is approching for casting.
* A unit's collision is setting it aside.
* A unit heading to a resource for gathering.

## Fields Description

### Validator - Compare

* Logic function that the value of the current speed of the unit and the Validator - Value are compared with
* Equal To
* Greater Than
* Greater Than Or Equal To
* Less Than
* Less Then Or Equal To: Not a typo, it really is spelled wrong
* Not Equal To

### Validator - Failure Result

* The alert from an unknown source that is played if the validator fails to return true

### Validator - Unit - Effect

* Specific effect, from a previous effect in the effect tree, that the scope of which is to be used in combination with the Validator - Unit - Value field to determine the unit validated

### Validator - Unit - Value

* Caster: Validates the casting unit
* Outer: Validates a unit that is not Target, Source, Caster, or Origin
* Source: Validates the most recent unit targeted or created by a previous effect in the effect tree
* Target: Validates the target unit unless specified otherwise by the Validator - Unit - Effect field
* Unit Origin: (Unknown)
* Unknown: (Unknown

### Validator - Value

* Integer against which the value of the current speed of the unit is compared with

## Related

* Units
* Abilities
* Behaviors
* Effects
* Validate Creation Effect
* Validate Player
* Validate Position
* Validate Unit
* Validate Unit Type
Data/Validators/Effect Tree User Data

## Effect Tree User Data

### Description

Traces a current on going User Data on going in the effect tree (traced by the Key name)

## Field Categories

### Behavior Scope

This allows modders to specify a behavior on a given unit in the effect tree.

* As long as a behavior is specified, the effect/validator/accumulator will store/load user data from the given behavior instead of from the current effect tree.

### Check Existence

Validates that User Data Key is to be found. Unchecked would mean validate that it's absent.

### Compare

Operator for the number of the value number.

### Key

Key name to identify the right User Data effect to identify.
Data/Actors/SiteOpsData

# SiteOpsData

## Description

Site ops are used to customize the position and rotation (bearings) that are inherited from the host. Each site operation is applied to the incoming bearings in the order that they are listed. For example, site ops can be used to attach an actor to the head of another actor by using the attach site op.

## Field Descriptions

#### Description

* This field is for applying all SOps that affect this actor
* Determines where it is attached, the offset, the rotation and alot more
* The order in the list is important with SOps being applied from top to bottom so an offset, offset and rotation is not the same as an offset, rotation and an offset
* For more details about SOps please look at the individual pages for each SOp

#### Description

Site Ops with the Hold Position flag set will determine an initial position and use that position for the rest of its lifetime rather than constantly recalculating it.

#### Description

Site Ops with the Hold Rotation flag set will determine an initial rotation and use that rotation for the rest of its lifetime rather than constantly recalculating it.
Data/Effect Targeting

# Target (Effects)

Effect targets are used to change the start or end location of an effect or effect tree.
Effect targets have 2 fields. The effect field is used to define an earlier point in an effect tree. The Target field is used to define what object should be used as the point of reference. For abilities, this controls what can/cannot be targeted.

### Need a screenshot of a effect target field (Target location, target offset, etc)

#### Effect Field

* Used to define an earlier point in the effect tree.

(Note: Applying an effect through a behavior creates a new branch of an effect tree, making the unit who has the applied behavior the new caster/source unit.)

#### Target: Caster

* The caster of the effect.
* Sub-Type: Caster Point, Caster Unit, Caster Unit/Point

#### Target: Source

* The source of the effect
* Sub-Type: Source Unit, Source Point, Source Unit/Point

#### Target: Target

* The target of the effect.
* Sub-Types: Target Unit, Target Point, and Target Unit/Point

#### Target: Origin

* The origin of the effect
* Sub-Types: Origin Unit, Origin Point, Origin Unit/Point

#### Target: Outer (Caster/Source/Target)

* Targets the outer unit of the respective unit target (Caster/Source/Target). The outer unit is the container unit of the target, which can either be a transport (Medivac, Bunker) or a magazine unit (Carrier). This only works in relation to Iterate Transport effect (Which targets the units in a transport) or Iterate Magazine effect (Which targets the ammo units stored in a unit with an Arm Magazine ability).

#### Target: Unknown

* Same as NULL, EMPTY, or "ANY". Doesn't validate any units or points.
Data/Attach Methods/Proximity

## Proximity

### Description

Seems to be a searching attach method, which associated with the Filter, finds the suitable model to attach to. This looks similar to actors that use Host Launch/Host Impact to dertermine which actor/location/effect should the model be connected at.

* In this case, we're looking to which location we're searching the Filters from.

### Exemple use

Maraudeur's Attack action actor uses it as an impacts attachement query. This probably means that it is required to give the impact event an help to search a point, as Filter method alone does not give that ability.

Mothership's Attach action actor uses it as a launch attachment query.

Container asset's (on all actors possessing this field) have this attach method as default. They use "Proximity Target All".

## Field Categories

### Location

The scoped location. Preferably a "unit/point" location in most cases.

### Maximum Distance

(Unsure) A maximum distance for searching?
Data/Effects/Iterate Inventory

# Iterate Inventory

## Description

Directly affect one or more items in the inventory of an holding unit.

### Hint

In here, we'll say that an Item has its unit. As a matter of fact, a Unit IS the Item. The reason of why this has to be specified, is that you don't especially see a difference on your Inventory's UI. What matters is what happens to the hidden unit representing that item. For more explanation, see the items section.

## Field Categories

### Effect: Check Outer

Requests that the search be performed against whatever unit contains the "Which Unit". This is useful if you have an effect attached to the Item in an inventory but you want to find other units in the same inventory and you can't easily get access to the inventory itself (which is first item's container or outer unit).

### Effect: Effect

Which effect should affect the "Unit" data of the item.

* Killing its unit also kills the linked item in the inventory.

### Effect: Max Count

How many items are to affected by the effect.

* When there are no validator in the following effect to specify which item to apply an effect to, the count will gather up items in the order they were picked up.
* 0 means all.

### Effect: Search Filters

Filter for the Unit of the Item.

* This may or may not be useful, as most items don't especially require any particular attribute other than being "an Item".

### Effect: Which Unit

The item's holding unit. When you iterate "that" unit, you affect "its" inventory.

* See effects for more info.

### Effect: Validators

Explained in. effects,

After testing, it seems that this validator can as much check for the holding unit than the Item itself. You can use Unit Type to affect particular Item's unit.

## Related

Items

Units

Unit Inventory Contains Item

Unit Inventory Is Full
Data/Actors/Bearings

#### Description

Controls whether this actor can be interacted with using the cursor and whether it can be found by other actors performing an area search

#### Description

If this field is set, this host will be used to inherit Hosted Properties while the normal host is still used to inherit position and rotation.

#### ActorRequest

* Actor
* Fail If No Host
* Scope
* Effect
* Reach Across Effect Trees

#### Notes

* If no actor is specified it defaults to getting props from Host instead
* Actor referred to by the '::HostForProps' system reference for Events and Actor Requests

#### Description

* Actors can inherit their position, rotation, and other properties like visibility from their host based on how the hosted properties are configured. Typically you can think of hosts like an object's parent in a hierarchy of objects.
* The actor, alias or reference that this actor is hosted on

#### ActorRequest

* Actor
* Fail If No Host
* Scope
* Effect
* Reach Across Effect Trees

#### Notes

* Can use aliases like \_Unit or \_Selectable for undefined hosting eg. buffs
* Actor referred to by the '::Host' system reference for Events and Actor Requests

#### Description

The host site ops are used to customize the position and rotation (bearings) that are inherited from the host. Each site operation is applied to the incoming bearings in the order that they are listed. For example, site ops can be used to attach an actor to the head of another actor by using the attach site op.

#### SiteOpsData

* Hold Position
* Hold Rotation
* Operations

#### Description

Controls whether the position and rotation for this actor are inherited from the scope or from the host. If the actor has no host, it will automatically follow the scope unless scope tracking is forced off. The scope position depends on the context of the actor but is typically based on a unit's synchronous position, the position of the cursor, or where the actor was initially created.

#### ScopeBearingsTracking

* **Automatic By Situation:**
> Causes actors to determine whether they track their parent scope based on context. For instance, by default, actors in a unit's scope or a doodad's scope in the editor automatically track the bearings of their parent scope. (This is so they automatically follow their owning scope if no other data is added, since this is frequently the preferred behavior.)
>
>
* **Force On:** Force an actor to track the bearings of its parent scope, if it is not configured otherwise (for example by hosting or using Site Ops).
* **Force Off:** Force an actor to NOT track the bearings of its parent scope, unless configured otherwise, perhaps via a Site Op.

#### Description

* Clamps the Max Scale of the actor to this value. Preventing any *SetScale* actor messages increasing above it.
* If the initial value is smaller than the initial Scale it will not clamp until it receives *SetScale* message
* Defaults to 0.0

## Relations

* CActorBatch
* CActorCamera
* CActorCutscene
* CActorFoliageFXSpawner
* CActorModel
* CActorQuad
* CActorRange
* CActorRegion
* CActorSite
* CActorSound
* CActorSplat
* CActorSquib
* CActorTerrainDeformer
* CActorText
Data/Loot/Set

## Set

### Description

Combines children Loot entries together, defines their chance of occurring and the range in the amount of loot a killed unit will drop

### Hints

* Usually the type of loot added to the **Unit: Loot** field of Units
* A random number of **Basic: Children - Loot** entries will be used between the maximum and minimum. This adds up with the Chance in the following way:
	+ Let's say you have [Minimum 0 / maximum 10], with 100% chance, You killed the unit and only 3 items dropped. This means that for 3 times, the item drop occurance was accepted with a 100% chance. If you had instead 33% chance, perhaps only 1 item would have dropped. In that sense, the chance only designates the odds of the item to be dropped when it has been chosen by hasard. Otherly put, multiple entries in the **Children** field doesn't augments the odds of one item over the others to be chosen by luck, it only modifies its chance to come out when called out. This could explain why the dying unit drops nothing.

## Fields Definition

### **Basic: Children**

#### Chance

The chance for a specific **Basic: Children - Loot** entry to occur.

* Range from 0 - 100 percent

#### Loot

Array of Loot entries to be used on unit death.

### Basic: Maximum Count

Defines the maximum number of loot entries to use per unit death.

* Unlike set effects, this field absolutely requires an entry greater than 0 to work.

### Basic: Minimum Count

Defines the minimum number of loot entries to use per unit death.

## Related

* Loot
* Units
Data/Validators/Unit Compare Ability Skill Point

## Unit Compare Ability Skill Point

### Description

Check a unit's spent skill points, unspent skill points, extra skill points, or total skill points.

## Field Categories

### Count Type

The method for counting the points (self-explanatory)

* Current
* Extra
* Total
* Used

### Other Unit

Which unit it can be compared to. Left to none, only the **Unit** will be taken into account for calculating an amount.

### Value

Numeric value of the number of skill points
Data/Effects/Switch

* As it might do the same than Set effects does, the advantage of using this effect is to allow different parent effects to use its same child effects without conflicting any validators that would be on those child effect. They in fact get validated from the Switch itself before hand.
* It is known that any case effect from which the child effect's own validator returns false will still allow the next case to be called used (if allowed), and this, even if the Switch has no validator inserted for the said case.

## Example usage

### Changeling - Disguise (Switch Based On Unit Target Type

Switch used by a Search Area effect of the Changeling to determine which unit to morph into based on the race of the target unit player and what upgrades they have

#### URL

As the Changeling is already in the default game, no URL is needed

## Fields Description

### AI - AI Notify Flags

* Involved in AI use for estimating collateral damage
* Only seem to be used by banelings and nukes
* Help Friend means the splash of this effect is known to helps friends
* Hurt Enemy means the splash is known to hurts enemies
* Hurt Friend means the splash is known to cause friendly fire
* Workers Only (Unknown)

### Effect - Cases - Effect

* The effect that is used if the validator is successful.

### Effect - Cases - Fall Through

* If Fall Through is disabled, a successful case ends the switch. If it is enabled (and the case was successful), the switch will still continue testing the next case.
* An effect, that has no validator but that doesn't match up/ work will be considered as failed and does not need the Case Fall Through. Ex: if a unit has a buff behavior that launches a periodic Switch effect, and the case is an Issue Order that doesn't match up with the caster unit, they will be considred as failed. However, if the case effect is a Set that leads to an issue order that doesn't match up, it will still be considered as successful, because while the Issue Order did fail, the Set effect still went through (and that until this Set would have a validator that blocks it, then it's considred failed). A Search Area effect that has the "Minimum" set to 1 unit, which causes it not to work if no unit matches the search filters causes the case to fail.

### Effect - Cases - Validator

The validator testing whether or not the effect can be used.

### Effect - Default

* The default effect that is used if no other effect could be found (or Fall Through was enabled on all succeeding cases).

### Effect - Validators

* The validators that if return false disable the effect

## Related

* Effects
* Validators
Cinematics

Define cinematics with limited actions, eliminate random error. It is similar to Trigger Editor.

#### Limitations:

* You can not attack other units.
* You can only play the animation for attack, or death.
* The Animation will be played when ever u want.
* The unit will not die before the action.
* Unit can't die, but you can move a unit immediately to another point after the death animation.
Data/Abilities/Revive

## Revive

### Description

Ability used by Heroes to be revivable from a source. This ability makes sense in a way that the stats of the unit will remain, it will not be reseted like when it's produced anew

## Field Categories

### Stats: Flags

* Best Unit: Will be used by the best placed/suited unit
* Transient: Can be used while moving
* Use Unit Order Queue: Stops all other actions when using this ability
* Wait For Supplies: Enables or not this ability in queue if the supply requirement is not met.
* Override Alert Icon: When a player revives a hero with a CAbilRevive ability with Override Alert Icon on, the ability will set the Alert Icon to the CAbilRevive’s icon instead of the hero unit’s icon.
Public Transport / Public service

In This category you can find all of the officially confirmed public transportation vehicles, if you wannna know more of each vehicle select it from the list down there ↴

# Public Transport

B

**Bus**

T

**Taxi**

# Public Service

A

**Ambulance**

F

**Fire Truck**

M

**Military Bike**

**Military Hummer**

**Military Tank**

P

**Police Car 1**

**Police Car 2**

**Police Helicopter**

R

**Rescue Helicopter**

S

**School Bus**

**SWAT Van**

W

**Waste Disposal Service**
Data/Validators/Unit AI

Unit AI

### Description

* This validator type is used to compare if the unit has a certain flag enabled. This flag is mostly verified by Function validators for Tactical AI Data orders.

## Fields Description

### Validator - Failure Result

* This is the message that will be displayed if Nothing is targeted by the validator.

### Validator - Find

* Enabled if the flag HAS to be true (can be seen as "must find it as true").

### Validator - Flag

* Campaign Currently in a campaign map.
* Flag To Suicide: (Unknown)
* Force To Move: (Unknown)
* Force To Burrow: (Unknown)
* Script Controlled: (Unknown)
* Suggest Burrow: (Unknown)
* Suggest To Unburrow: (Unknown)
* Wants To Move: (Unknown)

### Validator - Result - Failure

* The error message that will display when the validator fails to either return true or false.

### Validator - Unit - Effect

* This is which effect is going to be compared on the targeted unit. *(None)* means any effect.

### Validator - Unit - Value

* This is the unit that is targeted by the validator.
* Caster is unit that uses the ability on the targeted unit
* Outer (Unknown)
* Source: returns to the last unit that was affected by a behavior or the caster.
* Target: the target unit.
* Unit Origin is unit that originally used the ability.
* None: Ignore the unit value.

## Related

* Abilities
* Behaviors
* Effects
* Validate Creation Effect
* Validate Player
* Validate Position
* Validate Unit
* Validate Unit Type
Data/Accumulators/Behavior

## Behavior

### Description

As the name states, this accumulator validates the behavior located at the indicated unit source location, modifying values with it.

* There is no numeric field to be used as a constant, beside the **Type** field which is used for that purpose. It is however, always possible to combine with an arithmetic kind of accumulator to make a more personalized value.
* It appears to be mainly suited for Buff behaviors.

### Example use

For a **Type** "Stack Count", one could use this accumulator to increase the value of an exploding effect that will occur when this behavior expires. This explosion can have its damage amount increased by this accumulator (don't forget that a stacked behavior also provides its own multiplicated value according to the number of stacks).

## Field Categories

### (None): Behavior

Which behavior is the reference of modification of this accumulator.

### (None): Type

The field/stats that are verified on the said behavior:

* **Damage Modify Limit:** The actual limit of modifying damage from the "damage response field".
* **Damage Modify Remaining:** The remaining amount of damage that has no been modified from the "damage response field".
* **Duration Fraction:** The remaining duration fraction.
* **Duration Remaining:** The remaining duration, live.
* **Duration Total:** The default duration value
* **Stack Count:**The "Maximum Stack Count" field. Take note that in some fields, using this field in an additive way, provides an exponential increase, while it has other clear constant beside the stack field's value. For example, a damage effect deals 0 damage. Now, with an accumulator, make it "Additive" of a behavior, based on its Stack Count. Let's count: 1 stack will add 1 damage. 2 stacks will add 3 damage, 3 stacks will add 6 damage, 4 stacks will add 10 damage. See what's going on here: The first stack did add its 1 damage, but then, the second adds this same 1 damage, but +2 which = 3. Then the 3rd stack adds 3 damage to this previous 3 damage which equals 6, etc etc. The pattern went +1, +2, +3, +4 , gradually, and stackable on the total amount. This isn't true in other situations: if using the stack count on a behavior's own duration, they will correctly base themselves on the actual amount of stacks.
Data/Actors/ModelAspectSet

# Model Aspect Set

## Description

Configures model aspects for the CActorModel. Model aspects cause different models to appear to different players, depending on the rules in the aspect set

## Field Descriptions

#### Description

A list of rules that govern how aspects apply to the CActorModel, when it is set with a trigger model. Rules are evaluated from highest index to lowest index. The first rule to succeed wins.

#### ModelAspect

* During
* Label Expression
* Model
* Model Owner Has Player id
* Model Owner Has Team Id
* Model Owner Label Expression
* Model Owner Type
* Name
* Observed Player Has Player Id
* Observed Player Has Team Id
* Observed Player Type
* Observing Point Of View
* Person
* Regards As
* Test

#### Description

If specified, indicates that the aspects in this set apply when the specified model is directly set, either via the ModelSwap message or the Model field in the CActorModel's ActorData.xml entry. When empty, means that the aspects in the set apply whenever any model not specified by another TriggerModel field is directly set or swapped into the CActorModel.
Data/Validators/Unit Compare Mover Phase

## Unit Compare Mover Phase

### Description

A validator that compares the index of the phase the mover a unit is currently in.

### Hint

* Works well for disabling buffs on missiles so they only exhibit a certain periodic effect during a specific motion phase
* Can be used to trigger missiles being launched from other missiles based on distance and height relative to the target
* Also able to be used to limit the phases missiles can be nullified in

## Example Usage

### Hunter Seeker - Not In Last Motion Phase

An unused validator for the **Raven - Seeker Missile** ability which returns false if the mover is in the fourth motion phase. Apparently was replaced in the actors for the missile by the [[Data/Actors/Events/Terms/Motion Phase|Motion Phase term.

#### URL

As the Hunter Seeker - Not In Last Motion Phase validator is already in the game no URL is needed

### Example Name 2

(Description from a global overview, tell us the relationship of combined data objects to this object)

#### URL

(URL to the real example, because we could use 1 example for 5 different objects)

## Fields Description

### Validator - Compare

* The comparison logic the Validator - Value is compared against to determine if the validator returns true
* Equal To
* Greater Than
* Greater Than Or Equal To
* Less Than
* Less Than Or Equal To
* Not Equal To

### Validator - Failure Result

* The alert played from the Alerts data type if the validator returns false

### Validator - Other Unit - Value

* Caster (Unknown)
* Outer (Unknown)
* Source (Unknown)
* Target (Unknown)
* Unit Origin (Unknown)
* Unknown (Unknown)

### Validator - Result - Failure

* The alert played from the Alerts data type if the validator returns neither true or false

### Validator - Unit - Value

* The unit compared
* Caster compares the mover of the unit initially casting the effect tree/behaviour
* Outer (Unknown)
* Source compares the mover of the unit directly casting the effect/behaviour
* Target compares the mover of the target unit
* Unit Origin (Unknown)
* Unknown (Unknown)

### Validator - Value

* The index value of the mover phase
* 0 is the first mover phase
* 1 is the second mover phase etc.

## Related

* Buff
* Movers
* Abilities
* Behaviors
* Effects
* Validate Creation Effect
* Validate Player
* Validate Position
* Validate Unit
* Validate Unit Type
Snus Can

*CREATED BY: juigi22*

**You wanna snooze your nose away, then just do it ;)**

Make sure to check it out on the official Forum of ElysiumVR: https://passport.elysium.today/brainstorming/materials/snus\_can\_hsuBMqKqbK9QFaY

And also on Sketchfab if you want to download it: https://sketchfab.com/3d-models/snus-can-f7916ef87cfb47399a9353233869bdde

**Enjoy it and if you like it please give me a like at the Official Elyium Forum ;)**