recursal/Fanatic-Fandom huggingface dataset:
Data/Abilities/Attack Modifier

## Attack Modifier

### Description

Is a shell of CBehaviorAttackModifier, so that it can add an auto cast/manually cast shell to the orb.

### Explanation

The behavior Attack Modifier can handle the most case of the Orb abilities, but for some abilities like Searing Arrow of the Priestess of the Moon, the Orb spell still need a shell to turn its autocast on and off.

* Can set the Cost to the modifier, so that every time the Orb ability is casted, it cost resources or vitals.
* Has a level property so that it can be leveled up by a hero’s Learn abilities.

## Field Categories

### Attack Modifier Behavior

Attack Modifier behavior that links to this ability

### Auto Cast Filter

When the behavior should be called to use from the auto-cast, the target /or caster will be filtered by this.

### Auto Cast Validator

When the behavior should be called to use from the auto-cast, the target /or caster will be validated by this.

### Categories

Category designating the ability, that can be checked later by filters.

### Commands

Default setting for the ability button and it's requirement

### Cost

Cost for the ability. See more common abilities such as Target - Effect ability for more details.

### Data Collection

Identifies this ability to a data collection item.

### Default Button Card ID

(Unsure) Default ID that will be used on command card ?

### Flags

* **Auto-Cast:** Allows the auto-cast on this ability
* **Auto-Cast Off Owner Leave:** Auto-Cast turns off if the owning player is no longer active in the game.
* **Auto-Cast On:** Toggles the auto-cast to on whenever the unit using this ability is created.
* **Smart:** Enables the Smart Click
* **Attack Once:** Upon using the ability (clicking on a target like an effect-target ability), the caster will not continue attacking the target. This doesn't make a difference against enemies (since the caster keeps scaning the enemy continues attacking it), but will matter if casting on friendly units. For example, if you cast it on your own units, and you only wanted to trigger the attack modifier once, then this flag offers this possibility. This flag is pointless if the command flag "Ignore User" is enabled.

### Target Type

Specifies the type of target this ability is supposed to look for. Unsure how this can be else than unit.

### Veterancy Level Min

(Unsure) Minimum level of a veterancy behavior that must be true for this ability to work?
Data/User Types

## User Types

### Description

User Types are user defined data objects. The primary purpose is to serve as a database for map, allowing triggers to be simplified by simply referencing fields instead of hard coding static content into the map, such as character names, class names, skill tool tips for dialogs, and other associated data.

### Hints

Use this instead of creating arrays to hold static data, or hard coding data into triggers.

## Fields Description

#### ID

The unique ID of this field, used to identify what kind of field this is

#### Type

The type of data that can be stored in this field

#### Value Count

The number of values that can be stored in this field

#### Editor Column

Defines which column this field appears when viewing instances of this user type, primarily for organizational purposes

#### Modifiable

Determines if this field can be modified by triggers
Data/Validators/Location Pathable

## Location Pathable

### Description

Validates the allowed/forbidden terrain obstacle at location. These terrains can be identified individually.

### Exemple use

* Using an ability that collapses on the ground can look silly when casted in space, or in rivers. With this validator, you can choose to block those paths.
* Using Create Unit effects can be bothersome if the terrain is unpathable. Usually, with Placement checked in the effect it's ok, but using this validator can prevent unecessary creation in invalid locations.

## Field Categories

### Find

Determines if what is checked in the **Types** field is to be found/allowed or not at location. This can be use to invert the expected results, simply.

* Find Enable with a Ground checked means that it is allowed (true) at this normal ground location.
* Find Disabled with a Ground checked means that it is forbidden (false) at this normal ground location

### Types

Which terrain type is validated.

* None: Concerns rivers/spaces (also their edge relative to the ground), ramps edges (borders) and Cliff Edges that skip more than 1 cliff level at the time (think of the places Reaper/Colossus cannot cross).
* Ground: Plain terrains, ramps walkable ground.
* Building: Structures
* Cliff: Edge of levels. Cliff edges that leads to only 1 level higher are accepted.
* Water Deep: ("Water" terrain to be tested) What's for sure, is that "Chasmes" are not considered as water.
* Water Shallow: ("Water" terrain to be tested) What's for sure, is that "Chasmes" are not considered as water.
Data/Validators/Unit Ability

## Unit Ability

### Description

Validates if a unit has an ability from the Abilities data type in the **Ability: Abilities - Ability** field of the Units data type

### Hint

* Still returns true even if the ability is disabled

## Example Usage

### Target Can Attack

Determines if the target unit has the attack ability or not

#### URL

As the Target Can Attack validator is in the campaign dependencies, 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 - Ability Class

* Determines the family of abilities from the Abilities data type that is validated for
* Set to the default of Unknown if a specific ability is required

### Validator - Ability Link

* Determines the specific ability from the Abilities data type that is validated for

### Validator - Failure Result

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

### Validator - Find

* Reverses the logic of the validator when disabled

### Validator - Unit - Effect

* Specific effect that the scope of which is to be used in combination with the **Validator - Unit - Value** field to determine the unit validated for the presence of the ability in the **Validator - Ability Link** field

### 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 Target - Launch Unit - Effect field
* Unit Origin: (Unknown)
* Unknown: (Unknown

## Related

* Abilities
* Behaviors
* Effects
* Validate Creation Effect
* Validate Player
* Validate Position
* Validate Unit
* Validate Unit Type
Data/Validators/Location Compare Cliff Level

# Location Compare Cliff Level

## Description

Validator to compare the cliff level of a unit/point to a fixed value or between 2 units/points.

## Fields

See Effect Targeting for targeting reference.

### Target - Location

The location that will be compared against the value or other location

### Target - Other Location

If this is set, the Value field is ignored and this location is compared against Target - Location

### Validator - Compare

What comparison to use between Target - Location and either Target - Other Location or Validator - Value

### Validator - Value

Value that is compared against the cliff level of the Target - Location. If Target - Other Location is set, this field is ignored.
Data/Attach Methods/Node Occupancy 2

## Node Occupancy 2

### Description

Validates the possibility to use the attachement point based on the used/unused state of the attachement point. Can combine with Filter attach method. The attachement point that is verified has to be specified from another attach method.

It is unclear if the reason having this attach method named as "2" was a copy made by mistake by the developpers or intentional to have a second stage of validating the attachement point.

### Exemple Use

Terran structures use this attach method to avoid flames spreading at attachement points that are already occupied by fire (since the Terran Building Fire spreads randomly on many damage attachement points).

## Field Categories

### Logic

* Prefer Any:(unsure) runs 1 test of having model presence of the specified/unspecified model on the attachement point, then accepts it if no other points returned.
* Prefer None:(unsure) runs 1 test of having no model presence of the specified/unspecified model on the attachement point, then accepts it if no other points returned.
* Require Any: strictly requires the presence of the specified/unspecified model on the attachement point.
* Require None: strictly forbides the presence of the specified/unspecified model on the attachement point.

### Targets

Simply the model data. Specify a model to be validated, or leave blank to have any model verified at the node (attachement point).
Data/Actors/EventData

# EventData

## Description

Used by Event Data Footprint and Event Data Sound requests

In the Model Data you can configure Events that will,

* **Event Data Footprint:** display actual footprints left by a unit's movement. The model specified here will be created to display the left or right footprints.

* **Event Data Sound:** play sounds at a specific point in an animation. The sound specified here will be played at that point in the animation.

## Field Descriptions

### Actor

Name:Event Footprint Actor | Event Sound Actor

#### Description

Actor Link to used to host the Model or Sound for this footprint event.

#### Description

When used for Event Data Footprint, specifies model link to use for the footprint event.

When used for Event Data Sound .specifies sound link to play for the sound event.
Data/Items/Target

* The Impact location on the effect itself is relevant.

### Basic: Effect Flags

* **Transient:** Prevents the effect use from disrupting the order queue of the holding unit

### Range

Maximum casting range for the effect. The holding unit will close in if clicking out of range.

### Target Filters

* Filters that determine which unit attributes the item effect can target.
Data/Behaviors/Power Source

(Editor Screenshot Needed)

### Hints

* Units with a **Power Source** behavior provide power to units within Stats - Radius that have a Power User behavior that share the same Behavior - Power Link
* Units without the Power User behaviour are still known as powered as far as validators are concerned
* The display graphic for a power field from a pylon or warp prism is caused by a Power actor that creates Splat actors depending on the Power Source behavior and it's Stats - Radius.
* Overlapping fields of Power Source behaviours are not additive as far as power levels are concerned unless the **Level From Source Count** flag is enabled on the user and the highest power level always overrides any others of the same link
* Overlapping fields of Power Source behaviours do increase the stack count of units with the Power User behaviour
* Units with a Warpable ability enforce a Power User Behavior for warping placement and construction.

## Example Usage

### Protoss Power

The Protoss use of the Pylon and Warp Prism for powering buildings and warping units and buildings is an example of Power Source Behavior for the requirement of at least 1 power level.

## Fields Description

### Behavior - Alignment

* Whether the behavior is seen as Negative, Neutral or Positive. Which will reflect if the buff is shown, red, ui color, or green.

### Behavior - Categories

* Puts this Behavior in a category for disabling and enabling.
* Permanent: Behavior will be categorized as Permanent.
* Restorable: Behavior will be categorized as Restorable.
* Temporary: Behavior will be categorized as Temporary.

### Behavior - Power Link

* String used for specifying a unique power type linking respective Power Sources and Power Users.

### Stats - Flags

* Flags for the Behavior(currently only 1 option for Hidden).
* Hidden: Whether or not the behavior icon is displayed on the left side of the Info Panel when the unit with the behavior is selected.

### Stats - Power Level

* The power level this power source gives

### UI - Icon

* The icon for behavior shown on the info panel for units selected with this behavior active.

### UI - Tooltip

* The tooltip for this behavior when hovering over the icon on the info panel.

## Related

* Power User
* Warpable
* Location Power
* Unit Compare Power Source Level
* Unit Compare Power Levels
Lipstick

*CREATED BY: ultimate president*

**Every Girl in Elysium needs this fancy Lipstick ;)**

Make sure to check it out on the official Forum of ElysiumVR: https://passport.elysium.today/brainstorming/materials/Lipstick\_FNrt3uiZMguPbsx

And also on Sketchfab if you want to download it: https://sketchfab.com/models/86e91ec5f8bb454dab567bbfe6a58b93

**Enjoy it and if you like it please give me a like at the Official Elyium Forum ;)**
Data/Validators/Unit Compare Abil Stage

## Unit Compare Abil Stage

### Description

Allows users to validate a CAbilEffect’s ability stage (Effect - Target or Effect - Instant).

* The editor currently has no core file of it.
* If the Ability field is set to None, it will validate the ability stage of whatever ability it is current casting. This means that users can now check whether a unit is channeling with the ability it is casting.

## Field Categories

### (None) - Ability Stage

Which stage this validator is looking from, as a relative scope. Keep in mind that all the stages are always in the same order:

(Known order)

1. Approach
2. Prepare
3. Cast
4. Channel
5. Finish

As for "Bail" and "Wait", further testing would proove worthy to find out where they are in this list. They seem to be after the channel phase, as far tested.

### Validator - Compare

Operator of the Ability Stage. Indicates if the stage is currently before, current or after the specified ability stage. (Ex: Equal to Approach would mean that the validator returns true only if the ability is currently in approach stage. Else than that, it returns false).

* As it seems, only "Equal" and "Not Equal to" work (also the ones with "or equal"). Any Greater Than, Less Than will be considered as "Not Equal to". This might be a bugged, you can't trace a stage that's before (or after) the others, yet.
* A second important rule is that if the "Not Equal too" is validated, it is important that the ability is currently being casted. Not casting the ability will return this validator false.

### Validator - Other Unit

Compares the ability stage of the **Unit** to another unit, to see if both are equal, or if one is past/late from the other one.

### Validator - Unit

Which unit location has its ability stage validated.
Official Weapons

In this section you can find all of the officially confirmed weapons in ElysiumVR

On the picture you can see a quick overview of all weapons

If you wanna know more of each specific weapon please select it from the list down there ↴

# B

**Barett M82**

**Baseball Bat**

# D

**Desert Eagle**

**Double Barrell Shotgun**

**Dragunov SVD**

# F

**FAMAS**

**Flare Gun**

**FN P90**

**FN SCAR-L**

**Franchi SPAS-12**

# H

**HK G36C**

**HK G36K**

**HK MP7**

# M

**M14 EBR**

**M249 SAW**

**Machete**

**MGL MK1**

# R

**Riot Shield**

**RPG-7**

# S

**S&W Bodyguard 38**

**Steyr SSG 08**

**Sticky Bombs**

*(Source: ElysiumVR Youtube Channel, ElysiumVR Website, ElsiumVR Discord, Developers)*
Data/Effects/Iterate Transport

## Example Usage

### Hive Mind Emulator - Mind Control Kill Cargo

Destroys the cargo of converted zerg transports when there is a change of ownership

#### URL

As the Hive Mind Emulator and it's ability are already in the editor, 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

### AI - AI Notify Flags

* Help Friend (Unknown)
* Hurt Enemy (Unknown)
* Hurt Friend (Unknown)
* Workers Only (Unknown)

### Effect - Alert

* The alert from the Alerts data tyoe that is displayed if the effect fails to find a valid target

### Effect - Chance

* The % chance for the effect to occur
* 1 is 100%

### Effect - Effect

* The effect that is meant to occur on the units inside the container of a Transport ability
* Either is defective or only works for certain effects

### Effect - Response Flags

* Determines the response of enemy units when hit by this effect depending on their settings of the Behavior - Response field under the Units data type
* Acquire
* Flee

### Effect - Validators

* Validators from the Validators data type that must return true for the effect to occur

### Target - Marker Count

* The number of markers added by this effect

### Target - Marker Link

* The ID string allowing several effects to share the same pool of markers

### Unit - Unit - Effect

* The effect of which the scope is used as a frame of reference for the Unit - Unit - Value to determine the target unit

### Unit - Unit - Value

* Caster impacts the unit that originally initiates the effect tree
* Outer impacts any unit that is not the target, caster or source, in this case it defaults to the unit with the transport ability
* Source impacts the last unit affected by the effect tree
* Target impacts at the target of the effect tree
* Unit Origin (Unknown)
* Unknown (Unknown)
Data/Item Classes

## Item Classes

### Description

A string used for classification of items from the Items data type with regards to compatability with slots of Inventory abilities and Item Containers

* In other words, this is a home made filter name for Inventory Slots. How do you define that this inventory slot is for helmets only, for gloves or for boots? This is how.
* ONLY consists of string names and doesn't modify any other data. Once created, it is already incorporated in the list of possible classes names.

### Hints

* Adds a touch of class to inventory systems
* The Item must have this string in its **Basic: Class** field in order to be placed in a slot that requires it.

## Fields Description

### Name

The string used which the item class is known as.

## Related

* Items
* Item Containers
* Inventory
Data/Items/Generic

## Generic

### Description

When a unit with this is in the inventory or container of another unit, the holding unit can gain behaviours, weapons and turrets

### Hint

* Unless you want your item to be castable, use this.
* Standard item type for making equipment
* Used for "Bags" type of items.

## Related

* Abilities
* Behaviors
* Buttons
* Item Classes
* Item Containers
* Requirements
* Units
* Inventory
Data/Validators/Location Creep

## Example Usage

### On Creep

Validator used by the On Creep buff which is counted by the On Creep and Not On Creep requirements

#### URL

As the On Creep validator is already in the game no URL is needed

## Fields Description

### Validator - Find

* If enabled then creep must be at the location for the validator to return true
* If disabled then creep must not be at the location for the validator to return true

### Target - Location

#### Effect

* This is which effect is going to be compared. *(None)* means any effect.

#### Value

This is at which point or unit the effect or behavior is compared.

* Caster Point is the point of the casting unit of the behaviour or effect
* Caster Unit is the casting unit of the behaviour or effect
* Caster Unit/Point can be either the point or unit of the caster of the behaviour or effect
* Origin Point (Unknown)
* Origin Unit (Unknown)
* Origin Unit Or Point (Unknown)
* Outer Point (Unknown)
* Outer Unit (Unknown)
* Outer Unit/Point (Unknown)
* Source Point is the point of the effect or unit directly casting the effect or behaviour which may not be the caster point
* Source Unit is the unit casting the effect or behaviour which may not be the caster unit
* Source Unit/Point is the point or unit casting the effect or behaviour which may not be the caster unit
* Target Point is the point which is being targeted by the behaviour or effect
* Target Unit is the unit being targeted by the behaviour or effect
* Target Unit/Point is the point or unit being targeted by the behaviour or effect
* Unknown (Unknown)

### Radius Bonus

Extra range away from creep that is allowed or forbiden (**Find** field toggle).

Example with find enabled: Radius 2 = This validator returns true if the creep is within 2 radius from location.

Example with find disabled: Radius 2 = This validator returns true if the creep is not within 2 radius form location.

### Validator - Result - Failure

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

## Related

* Abilities
* Behaviors
* Effects
* Validate Creation Effect
* Validate Player
* Validate Position
* Validate Unit
* Validate Unit Type
Rescue Helicopter

The Rescue Helicopter is a vehicle witch transports patients in Elysium to their treatment in the Hospital just like the Ambulance, but the Helicopter is more practical when there is much traffic on the streets and the Ambulance isn't going forward, it can fly straight with no stop to the hospital. This Helicopter is a different variant of the Bliss 412.
Double Bed 1

*CREATED BY: Thegamerboy553*

**Wanna take a quik nap or just hang out with your ingame girlfriend? 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/Bed\_\_dont\_judge\_\_pJAQ8BnXr3upocj

And also on Sketchfab if you want to download it: https://sketchfab.com/3d-models/1st-low-polly-bed-9eefcf9a6fed458990b59f63a2870d9e

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

## Wander

### Description

Makes units with the behavior move around randomly within the leash area and auto attack targets they encounter if they can.

### Hint

* Combines well with the Spawn behavior or Arm Magazine ability

## Example Usage

### Zerg - Larva wander

Used by the larvae to make them crawl about infront of the Hatchery/Lair/Hive

## Fields Description

### Stats - Delay

* Time between finishing moving and starting to move again
* Set to 0 for constant movement

### Stats - Leash

* Does the unit have a leash or not (how far from its creation point can it wander)
* Disable if you want the unit to wander the entire map

### Stats - Range

* How far the unit moves in a random direction between delays
Rocketboard

*CREATED BY: thebomb602*

**Wanna have fun ? Then you definitely give the Rocketboard a try and ride away ;)**

Make sure to check it out on the official Forum of ElysiumVR: https://passport.elysium.today/brainstorming/materials/Rocketboard\_fcg6BHBb796dTPk

And also on Sketchfab if you want to download it: https://sketchfab.com/3d-models/rocketboard-v1-c36432162d994087bad4c912c1eae396

**Enjoy it and if you like it please give me a like at the Official Elyium Forum ;)**
Monitor 21.5''

*CREATED BY: Thegamerboy553*

**If you have a PC, you'll need also a Monitor, it's as simple as it sounds ;)**

Make sure to check it out on the official Forum of ElysiumVR: https://passport.elysium.today/brainstorming/materials/21\_5\_inch\_moniter\_msY4euuATSjtTAy

And also on Sketchfab if you want to download it: https://sketchfab.com/3d-models/1st-moniter-977807220ccf4cc59447eaee21fd74fb

**Enjoy it and if you like it please give me a like at the Official Elyium Forum ;)**
Data/Validators/Unit Compare Resource Harvesters

## Unit Compare Resource Harvesters

### Description

Checks the number of workers (or custom units) currently harvesting at the validated **Unit**. This does not count workers "attempting" or "heading" to the resource, they must really be onto it. Also, Refineries, Extractors or Assimilators return true based on the worker being inside or not. Vespene Geyser underneath cannot be validated for harvester counts "Greater than" "0". Only the structure on it can be checked (otherwise it will return true if the goal is to 0 workers on it).

## Field Categories

### Active

(Unsure) Seems to be work like "Find" or "Enabled" fields, inverting the result or not.

* Easiest validation would have this field set to "Enabled"

### Behavior

Seems to specify a behavior, perhaps the Resource Behavior on the validated unit, but tests did not conclude any success using this field. It is recommanded to leave it empty, as further revision can be made to understand how this field interacts with this validator.

### Other Unit

(Unsure) Validates the number of "that other unit" that is currently harvesting at the validated unit ?

### Queud

Checks for a value of harvesters that is over the limit of the Unit's harvester count capability. For exemple, Refineries are limited to 1 worker at the time, Minerals to 3 at the time (unless it was customly changed). The best care scenario to produce this event is to have only 1 present resource, and have a large pool of workers that cannot smartly split on other resources around. We'll have all of them generate a queue on that lonely resource.

### Unit

Which unit (possessing the resource) is being validated.

### Value

Numeric the compared value representing the number of harvesters "currently" harvesting on the **Unit**.
Characters

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

This page lists the **Characters** in *Elysium VR*.

***Players:***

**(Put your username in here! Try to keep it alphabetical using the first letter.)**

# C

Chimeric - ACB Bjyojy on Discord and is the CEO of ACBA

# H

Hitzz - Rich man and if he sees you he will run you over

Hunter - Founder and Lord High Admiral of "Greater Chinatown", the largest player-operated group.

# U

Uncle Bro- Handsome man
Ultimate President - Owner and founder of Elysung a tech company.
Modding

At, or around launch, Elysium will support full server-client modding. According to the limited amount of information available about modding in the final game, the API itself will be similar to Unturned 3.0's modding system, while the selection process for adding community models, guns, vehicles, and other content will be similar to Rust's community curation system.

Some features that have been partially, semi or fully insinuated/confirmed by RAV3 team members, or Supremes on Elysium's official Discord server (keep in mind, any of this could change in a moments notice):

* Total conversions. Whether this means just the map, or the entirety of game mechanics in unknown. For those unaware, an example of a total conversion would be turning the Saint-Grace Islands into a post-apocalyptic wasteland, with every gun/player model reskinned, new vehicles and a greatly altered landscape.

* The ability to model, skin, and create the game mechanics for guns, vehicles, clothing, and other items, with them being balanced for in-game use either during or after the approval process. This would presumably be to prevent players from creating a 60000 RPM nuke launcher with projectiles that fly as fast as a railgun's projectiles.
Elysung Tablet 10''

*CREATED BY: ultimate president*

**Computers ? Where we live we don’t need computers, we need ELYSUNG the leading proudcer (maybe not) of Technology in Elysium who brought us this wonderful piece of technology that replaces the old computers by this compact piece of astonishing electronic ;)**

Make sure to check it out on the official Forum of ElysiumVR: https://passport.elysium.today/brainstorming/materials/Elysung\_Tablet\_10\_\_\_XzFaPcB896NgsAN

And also on Sketchfab if you want to download it: https://sketchfab.com/models/25b955b62b284c72b5f8b90106ab440d

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

## Console Window

The Console Window is used to allow people to run commands and do things on your map that you normally would not be able to do through GalaxyEdit alone.

### COMMANDS

* **!!** - Repeat the last command
* **bnetlogin** - Log in to Battle.net (using settings from preferences)
* **bnetlogout** - Log out of Battle.net
* **bnetstatus** - Report current Battle.net connection status
* **browse** - Open the archive browser for viewing files in the game data archives
* **cachesize** - Report current memory usage of cached editor data
* **cliffinfo** - Toggle display of cliff information in the Terrain Editor status bar
* **dice** *(count = 1) (sides = 6)* - Return a random value equivalent to rolling the given number of dice with the given number of sides
* **filecount** *(directory)* - Count the total number of files contained within given directory on disk (recursive)
* **game** - Invoke a game cheat command
	+ List of Cheats coming soon
* **help** - Display this list of commands
* **helpmods** - Display the list of module codes for use with module-based commands
* **locale** *(locale code)* - Change the editor locale
	+ deDE - German (Germany)
	+ enCN - English (China)
	+ enGB - English (Great Britain)
	+ enTW - English (Taiwan)
	+ enUS - English (US)
	+ esES - Spanish (Spain)
	+ esMX - Spanish (Mexico)
	+ frFR - French (France)
	+ itIT - Italian (Italy)
	+ jaJP - Japanese (Japan)
	+ koKR - Korean (Korea)
	+ plPL - Polish (Poland)
	+ ptBR - Portuguese (Brazil)
	+ ruRU - Russian (Russia)
	+ zhCN - Chinese (China)
	+ zhTW - Chinese (Taiwan)
* **memwin** - Toggle display of the memory usage statistics window
* **multcam** *(field) (factor)* - Multiply the camera field value by a factor for all selected cameras in the current map (use with no arguments for a list of field codes)
* **shake** *(amplitude) (frequency) (random factor) (duration) (direction = <x><y><z>) (position = <eye><target><both>)* - Shake the Terrain Editor camera
* **spell** *(word)* - Check if the given word is in the spell checker dictionary
* **spellsize** - Report current memory usage of the spell checker
* **sysmem** - Display system memory usage statistics
* **texuvget** - Display the texture uv tiling values for the current terrain
* **texuvset** *(scalex) (scaley) (offsetx = 0) (offsety = 0)* - Change the texture UV tiling values for the current terrain
* **undosize** - Report current memory usage of undo information for the given module
* **varget** *(variable)* - Display the current variable value
* **varlist** - List all variables and their values
* **varset** *(variable) (value)* - Set the current variable value
* **vartog** *(variable)* - Toggle the variable on or off
* **vidmem** - Display video memory usage statistics
Øuroboros Wiki

About Øuroboros
Øuroboros or 0uroboros depending on if you like your zeros cut or uncut, is the official title of a project from Tyler Glaiel and Edmund McMillen the developer of Binding Of Isaac.
The main character(s) from a previous game of Edmund McMillen, Time Fcuk and its expanded version featured in the Basement Collection, but this is not at all a sequel.. in fact its not remotely a puzzle game at all.
The best way to describe it would probably be like if you took mega man, tossed him out of a moving car so fast it caused a tear in time and space that pulled our existence inside out. Your guts being on the outside of your body would make it a lot easier to slide under doors and through the cracks in the sidewalk. Writhing in pain as you slide deeper inside the earth, only to find yourself smashed against the veiny eyeball stalks of another iteration of you that seems to have slipped down here years ago. You guys have a long talk about your aches and pains but are suddenly interrupted by the gooey paper thin body of some other guy who looks exactly like you and your new best friend..
You instantly recognize this voice as your own... loosen up whats left of your body and slide further into the earth, your tears only quickening the descent as you drop out of sight into infinity.
Øuroboros is an action based platformer/shooter with random level generation and the like, ala binding of isaac or spelunky, but... off.

Recent Features

* Strategy Guide
* Bosses

Community
We are currently maintaining 195 pages (5 articles)!
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Elysung Elysung Smart-TV 32''

*CREATED BY: ultimate president*

**You don’t know what to do in the big great world of Elysium.....? Then Make sure to check out the 7514 Channels on the 32inch TV of the (in)official leading company of electronics.**

Make sure to check it out on the official Forum of ElysiumVR : https://passport.elysium.today/brainstorming/materials/Elysung\_Smart\_TV\_32\_\_\_NcvNXeAcAiANcqK

And also on Sketchfab if you want to download it: https://sketchfab.com/models/b03070581d4a417f9ed6e17c9d3c5e4f

**Enjoy it and if you like it please give me a like at the Official Elysium Forum ;)**
Data/Validators/Placement Location

## Placement Location

### Description

Validates if the target location can host the placement of the concerned unit (**From Unit** field) relative to the placement capability of a unit type (**Unit** field). This is probably used for teleport effects that validates if their caster can teleport to location or not. No to be mixed up with location range which only evalutates the range of location from the current position of unit. Footprints, mover and collision are evaluated.

### Exemple use

As some terrains are unpathable for units, attempting to teleport at those locations can be clicked by the ability and will result in faillure. In other case, this validator can be used to prevent from clicking at those locations.

* Think of an alternate way of building a structure or placing a unit on the map, according to a particular unit type capability of placement at this location.
* Casting a mule uses this validator, to make sure that if there's absolutly no range availlable to cast it inside a range of 2, then the ability will refuse to cast.

## Field Categories

### From Unit

Which unit's located in the effect tree is verified validated for placement. This mostly makes sense to be kept as "caster" since the placement's capability doesn't concern this unit.

### Location

Which location is validated for placement.

#### Range

Additional range away that the **Unit** could be placed aside the location. This allows to loosen extent of allowed placement range. A range of 500 would make this validator pointless, unless the map is fully filled with terrain that the unit cannot be placed in.

### Unit

The main field for designing the unit type of unit from which the placement is evaluated. A unit value must be selected from the Unit data table.
Data/Validators/Unit Flying

## Unit Flying

### Description

Validates if the unit is at a greater height than its original/usual position. This validator does not check the mover, plane aray, or its relative ground height. In any of those case, only but ONLY if the unit rises in height higher than its original position, then it will be considered as "Flying". Modify Unit effects and Buff Behaviors contains height modifiers that can make this validator work.

### Example

* Terran Structures that Lift off are still considered at their regular height, even if we saw them rise in height. This is explained by the fact that a Morph ability changed the unit, not the Height, so the new unit's height is at its regular state. It is also impossible to catch the structure while it levitates, it does not count as irregular height gain.

### Exemple Use

Probably useful in situation where a ground unit is being levitated by gravity or a certain force would become targatteble by the validator, while any other flying units around have to be ignored.

## Field Categories

### Find

Should the unit be higher than its original position?

If yes, then this has to be enabled.

### Unit

Which unit has to be validated as flying or not.
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	+ 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.
Data/Items/Instant

# Instant

Left click the item to instantly use an effect on itself (or its point).

## Fields Description

### Basic: Effect

Effects data that will be used on the caster by left clicking the item from the inventory.

* Also remember that the location of the effect is still subject to specification from the effect's location itself. For example, it can be Target Unit (automatically the caster), but it can be its Target Point too.

### Basic: Effect Flags

* **Transient:** prevents the effect use from disrupting the order queue of the holding unit

### Basic: Range

Maximum range the effect can be cast at

* (Unsure/Untested) If a search effect is executed as primary effect and finds a target at a greater distance than this range field, this might block the item from working.

### Target Filters

Filters that determine which unit attributes the item effect can target

* (Unsure/Untested) Does it prevent a search effect from finding particular targets? Otherwise, because the ability is directed to caster, this one caster will be checked for filters.
ElysiumStation4 (ES4)

*CREATED BY: ultimate president*

**This is the first (in)official gamestation/console for ElysiumVR. Now you can have some fun time even without friends ;)**

Make sure to check it out on the official Forum of ElysiumVR: https://passport.elysium.today/brainstorming/materials/ElysiumStation4\_Cdv3uonuMDFH34m

And also on Sketchfab if you want to download it: https://sketchfab.com/models/32036c6190c644318cc27feb11af786e

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

*CREATED BY: Thegamerboy553*

**You wanna take a quit photo but you cannot afford an professional camera or a smartphone, well here you go ;)**

Make sure to check it out on the official Forum of ElysiumVR: https://passport.elysium.today/brainstorming/materials/Carry\_camera\_byC7ZczDLa2vfBy

And also on Sketchfab if you want to download it: https://sketchfab.com/3d-models/camera-1-effdc27cacc14adf842b4e7931018e1a

**Enjoy it and if you like it please give me a like at the Official Elyium Forum ;)**
Data/Attach Methods/Reduction

## Reduction

### Description

Reduces or augments the use of a listed attach method. This type of attach method allows/disallows their use by rolling the dices! It will most likely work with the attachement points provided by the associated Filter attach method.

If the pass chance should fail the first listed attach point, the following ones will be tested

## Field Categories

### Count

Number of allowed attachement points to pass this test, always in respect of the case order (from top to bottom).

### Pass Chance Each

The chance that the attachement point (or each) will be used in percentage, on each count.

### Pass Chance Full

If the **Pass Chance Each** succeeds, this is a secondary test of chance that it will happen, in percentage.

### Percentage

Determines, in percentage relative the total amount of attachement points, how many of them should be reduced (ignored). This field only works if **Reduction Type** is set to "Percentage".

### Reduction Type

Modify the function of this attach method to consider the **Percentage** field.
Data/Attach Methods/Best Match

## Best Match

### Description

Seems to search for keywords, as absolute or partial from within the combined Filter attach method.

## Field Categories

### Flags

* Full Match: Validates if the **Keys** field's word must match exactly (case checked) with the searched attachement point.
* No Mismatch Query Props: (unknown)

### Keys

Word(s) to be seen in the attachement point. This field seems to be impossible to modify else than using the **View Raw Data** option. Press Ctrl+D in the editor to activate.
Data/Cursors

## Cursors

### Description

This is where you can access every image used as a mouse cursor in StarCraft 2 and add your own custom cursors.
To do so you simply define an imported image in the "Texture" field and tweak the "Hotspot X" and "Hotspot Y" to the pixel on your image you want your cursor to click from. X 0 and Y 0 are the middle of the image.

### Hints

* The cursor used when hovering over a unit can be selected using the Set Unit Highlight Cursor and Set Unit Ping Cursor action definitions.
* The race specific cursor used for the mouse is automatically determined by the **Attribute Id** of the race from the Races data type after the name of the cursor and defaults to Terran if no race specific cursor exists.

## Fields

### Editor Name

* The name of the cursor
* The game engine is hardcoded to recognise the name Ids of cursors for determining the different mouse cursors of each race. All cursor names for these purposes should have the format **CursorType\_RaceAttributeId**. For example an arrow cursor (the most commonly shown one) for the Neutral race should be named **Arrow\_Neut**

### Hotspot X

* X position of the texture pixel, you want to click (0 =middle)

### Hotspot Y

* Y position of the texture pixel, you want to click (0 =middle)

### Texture

* Texture used for the cursor
* Need to be .dds or .tga format files

## Related

* Races
* Set Unit Highlight Cursor
* Set Unit Ping Cursor
Groups and Companys

This page lists groups and companies owned by players in Elysium VR

***(if you know of any more groups or companies not listed on this page feel free to edit this page)***

## ACBA

The ACBA are a set of agencies owned by the CEO ACB Bjyojy or Chimeric

## Greater Chinatown

Greater Chinatown is a "player-operated group" owned by Hunter

#### Superscripts

1 - needs confirmation or additional sources
Data/Attach Methods/Random

## Random

### Description

Randomizes which attach method to be used. Usually works well with Filter attach methods set to logic "or".

### Testing

A test conducted on weapons using an action actor based on the "attack" token concludes that the number of request must be equal to the number of attachement points needed to randomized. For exemple, if thor has a set of points from which it can shoot thor hammer (which is not a launch missile attack), and that set of points is combined with a random attach method that has 2 requests, then this will have both arm cannons fire their launch models. It does not glitch like this for units that use launch missile effects (Launch and Impact tokens from action actor), as the actor is forced to only launch 1 missile (usual), the other random points will be ignored. It goes to say that the request count is more flexible for launch effects.

## Field Categories

### Distribution

* Exponential: random selection with a particular preference for certain point. This preference can be defined in the **Exponential Mean** field.
* Uniform: complete random selection all attach point mentionned by the Filter. The number of them being affected by the randomization varies according to the **Request Count** field.

### Exponential Mean

Index preference of an exponential distribution. For exemple, if this value is set to 1, the indexed attachement point 1 (which is the closest numeric value) will be favored. Ignored if the the **distribution** field is set to "Uniform".

### Request Count

Essentially dertermines how many attachement points are to be returned randomized from the filter's list.

* Setting this value to 0 means faillure of all attach methods related, as none shall return (wasted).

* Setting this value to -1 returns all attachment points from the list. The idea of using this value is to define the maximum possible amount of values from the list (generic value)
* Setting this value to 1 returns a random attachment point from the list.
* Setting this value to 2 returns 2 random attachment points.
* Etc.

#### Hint

The request count only sorts out what it takes in the attach method filter, once per effect. It is normal that repeating an effect (ex: by using a Create Persistent) will still randomize ALL points since within each repeated effect, the random attach method selects new random points (including the ones previously used) in the same list. To make a random shuffled selection, use the pattern attach method instead.

* An attach method "AMRandom Uniform" returns a random attachment point (It has 1 request).
* An attach method "AMRandom Uniform" returns all attachment points in a random order (it has -1 request).
Data/Actors/Key

## Key

Key is a string value for the system to attempt to find, reference or create actors by that name in or out of the current actor scope. (Note: not all actors can be found out of scope)

In the Editor UI it can be assigned to direct link to an Actor, Alias, Reference, System Reference, Custom (User Input)
Japan Blade

*CREATED BY: GamePlayDead*

**Its a Blade and its from Japan, it's as simple as it sounds ;)**

Make sure to check it out on the official Forum of ElysiumVR: https://passport.elysium.today/brainstorming/materials/Japan\_Blade\_RbZ7foj5KabLxwv

And also on Sketchfab if you want to download it: https://sketchfab.com/3d-models/japan-bladea-8b49c9237cfd47eaa6f09f5521ffd33f

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

*CREATED BY: Thegamerboy553*

**You are thirsty but it's too embarrassing for you to drink out of your bottle? Just take a CRAPPY CUP and enjoy your drink  ;)**

Make sure to check it out on the official Forum of ElysiumVR: https://passport.elysium.today/brainstorming/materials/Crappy\_cup\_97NNMTvkLrYMfPj

And also on Sketchfab if you want to download it: https://sketchfab.com/3d-models/cup-e408136e84414784a142e40eb876bbed

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

The RPG is a rocket launcher in the world of Elysium VR. The RPG was first revealed in a gif in the #daily-devs channel on Elysium's Discord server. In a follow-up a week later, a more extensive and detailed showcase of the gun was shown.

# Trivia

* The back-blast from the tube of the RPG is capable of killing enemies.