Data/Behaviors/Power User

## Power User

(Editor Screenshot) Needs pic of a powered protoss building

### Description

Utilizes a Power Source behaviour to enable placement and to modify the stats of a unit within the radius of the source.

### Hint

* Having overlapping power sources increases the number of stacks of the behaviour unless the **Level From Source Count** flag is enabled
* If the **Level From Source Count** flag is enabled all power sources are known as level 1 and overlapping sources of the same level become additive
* The highest level power source overrides any stacking of lower level sources
* **Stats: Minimum Power Level** only considers power levels from a single source.

## Example Usage

### Protoss - Warping In

The power user behaviour used by the **Warpable** ability for determining the valid placement of units being produced by the Warp Gate - Train (WarpGate) ability of the Warp Train type

#### URL

As the Warp Gate and all associated data types are already in the editor, no URL is needed.

### Power User (Queue)

The power user behaviour used by all power requiring protoss buildings except the Photon Cannon determining their allowed placement and ability to use abilities

#### URL

As the protoss structures and all associated data types are already in the editor, no URL is needed

## Fields Description

### Ability - Power Stages - Modification - Abilities Disabled

* Disables using specific abilities at each power level (no known cap)

### Ability - Power Stages - Modification - Abilities Enabled

* Enables specific previously disabled abilities at each power level
* Not all that useful unless you want to renable only a few abilities at a time without using validators or requirements

### Ability - Power Stages - Modification - Ability Classes Disabled

* Disables all abilities of a certain class eg. Arm Magazine or Effect - Target at each power level
* For a list of classes and what they do, please refer to the Ability section of the wiki

### Ability - Power Stages - Modification - Ability Classes Enabled

* Enables all previously disabled abilities of a certain class eg. Arm Magazine or Effect - Target at each power level
* As abilities can already be easily regulated with requirements, I fail to see much use for this field

### Behavior - Alignment

* Determines if the behaviour texture appears green (Positive), white (Neutral) or red (Negative)

### Behavior - Categories

* Permanent
* Restorable
* Temporary
* These are Filters, used kind of like Unit Attributes. Used by Behavior - Modification - Behavior Categories Disabled/Enabled.

### Behavior - Power Link

* The string used to determine the power type
* Needs to be the same as the string used for the corresponding Power Source behaviour
* Allows the use of multiple power sources working in parallel

### Behavior - Power Stages - Maximum Stack Count

* Determines how many times the behaviour can be stacked by the unit being on a location powered by multiple power sources of the same link and level

### Behavior - Power Stages - Minimum Power Level

* Power level required to be a specific power level for each stage's modifiers to take effect.
* Pretty pointless since the highest power level overrides any lower level ones in an area
* If the value is 0 than Stats - Minimum Power Level is still considered for under construction requirements.
* Level From Source Count allows accumulation of power level from overlapping power sources counted as 1 level while higher levels from a single source override this value.

### Behavior - Power Stages - Modification - Attribute Changes - Attribute

* What attributes are added at each power level

### Behavior - Power Stages - Modification - Attribute Changes - Points

* How many points for each attribute are added to each attribute at each power level

### Behavior - Power Stages - Modification - Behavior Categories Disabled

* Disables certain behavior categories at each power level

### Behavior - Power Stages - Modification - Behavior Categories Enabled

* Enables previously disabled behavior categories at each power level

### Behavior - Power Stages - Modification - Behavior Classes Disabled

* Disables certain behavior classes at each power level
* Disabling power user causes the behavior to strobe on and off very fast as it temporarily disables itself

### Behavior - Power Stages - Modification - Behavior Classes Enabled

* Enables previously disabled behavior classes at each power level

### Behavior - Power Stages - Modification - Behaviors Disabled

* Disables specific behaviors at each power level
* Can be used to create conditional feedback mechanisms or bistable states for other behaviors

### Behavior - Power Stages - Modification - Behaviors Enabled

* Enables previously disabled behaviors at each power level

### Behavior - Power Stages - Modification - Modify Flags

* Flags enabled at each power level
* Detected makes the unit targetable despite having cloaking active
* Disable Abilities prevents the unit with the behaviour from using any abilities
* Enable Attack (Unknown)
* Enable Move (Unknown)
* Hide Change UI (Unknown)
* Modify Movement (Unknown)
* Reveal reveals the unit to all players through the fog of war
* Share Vision gives all players the units Line of Sight
* Supress Movement stops the unit moving
* Supress Turning stops the unit from turning
* Warpable allows model deformation by physics effects eg. the Mothership - Vortex Event Horizon of the Mothership - Vortex ability

### Behavior - Power Stages - Modification - Rate Multiplier Array

* Determines the rate at which certain abilities perform their unit creation function at each power level
* Morph (Unsure) adjusts the speed at which the unit morphs (Read that the Mutant Larvae in beta used to use this to morph faster before they were removed)
* Progress increases the rate of Buildable and Warpable to increase constructing and warping rates.(This effect is increased by unit time scale regardless of this behaviour's time scale source).
* Queueable increases the speed at which queued stuff is finished
* Spawn (Unknown) increases the rate of the spawn behavior / Arm magazine ability?

### Behavior - Power Stages - Modification - State Flags

* Flags enabled at each power level
* Benign means that the unit is not automatically targeted by weapons
* Bury makes the unit become untargetable by enemies without a detector (not sure if creates the burried footprint)
* Cloak makes the unit become untargetable by enemies without a detector and creates the blueish cloaking visual
* Detector (Unknown) makes the line of sight of the unit detect cloaked/buried?
* Generate Threat (Unknown) used by AI for priority evaluation?
* Hallucination sets the unit status to hallucination which is used by the Effect - Kill Hallucination field
* Invulnerable sets the unit to invulnerable which is used by search filters to exclude most things targeting the unit
* No Draw (Unknown)
* Passive (Unknown) Prevents weapon aquire?
* Radar (Unknown) Makes unit Line of Sight a radar?
* Stasis (Unknown) Sets timescale to 0?
* Suppress Attack disables the ability to attack given by the Attack ability
* Suppress Build On (Unknown) stops construction of buildings in progress?
* Suppress Cloak disables the cloaking of the unit making them targetable and removing the cloaking visual
* Suppress Collision reduces the collision radius of the unit to 0 allowing it to pass through other objects with collision
* Suppress Combat (Unknown)
* Supress Detection prevents the buried/cloaked unit being detected
* Suppress Drop Off (Unknown) prevents a unit with cargo from unloading?
* Suppress Energy stops the caster using anything that costs the energy vital
* Suppress Energy Regeneration prevents energy from generating/degenerating
* Suppress Fidgeting stops the UI - Fidget+ stuff under unit from occuring
* Suppress Food Made negates any food the unit might supply
* Suppress Food Used negates any food the unit might use
* Suppress Invulnerability makes the unit vulnerable (removes the Invulnerable filter)
* Suppress Life stops the caster using anything that costs the life vital
* Suppress Life Regenaration stops hit points from being regenerated/lost
* Suppress Passenger stops any effects/abilities made by the passenger like bunker held units attacking
* Suppress Radar disables the unit's radar
* Suppress Shield Regeneration stops shields regenerating/degenerating
* Suppress Shields stops the caster using anything that costs the shield vital
* Suppress Threat (Unknown) supresses threat used in AI target evaluation?
* Uncommandable makes the unit unable to respond to orders given
* Unselectable makes the unit unable to be clicked or selected
* Untargetable makes the unit unable to be the target of attacks and abilities

### Behavior - Powered Under Construction

* Enabling prevents disabling while under construction

### Behavior - Requirements

* The requirements that need to be met to enable the behavior

### Combat - Power Stages - Modification - Attack Speed Multiplier

* Alters the period of the weapons by a percent at each power level
* Formula is 1/1+(1n^x) where n is the value of the multiplier and x is the number of stacks
* The effect of stacking is multiplicatory
* Maximum attack speed increase cap is set by the Attack ability of the unit

### Combat - Power Stages - Modification - Damage Dealt (Scaled)

* Amount of damage added onto each kind of damage that is affected by Damage Dealt Fraction at each power level
* Stacking is purely additive so 2 stacks of 10 with a Damage Dealt Fraction of 2 with give (damage +20) x 2 +20 added damage

### Combat - Power Stages - Modification - Damage Dealt (Unscaled)

* Flat amount of damage added onto each kind of damage irrespective of Damage Dealt Fraction at each power level
* Stacking is additive

### Combat - Power Stages - Modification - Damage Dealt Fraction

* Percent of damage added/subtracted to each damage kind eg. Damage - Quad adds +4x damage to all damage kinds at each power level
* Stacking is additive

### Combat - Power Stages - Modification - Damage Dealt Maximum

* Sets the cap for the maximum damage the unit can do in a single damage event at each power level

### Combat - Power Stages - Modification - Damage Dealt Minimum

* Sets the cap for the minimum damage the unit can do in a single damage event at each power level
* Good for armor ignoring stuff

### Combat - Power Stages - Modification - Death Response - Chance

* Chance for the death response to trigger when the unit dies eg. Exploding Barrel (Large) Explosion at each power level

### Combat - Power Stages - Modification - Death Response - Cost +

* Standard cost fields associated with the death response at each power level

### Combat - Power Stages - Modification - Death Response - Effect

* Effect cast when the unit with the behaviour is killed at each power level

### Combat - Power Stages - Modification - Death Response - Relationship

* Diplomatic relationship of killer required to trigger the death response at each power level

### Combat - Power Stages - Modification - Death Response - Type

* Determines what types of death triggers the death response at each power level
* The type of death caused by each damage effect can be set under the Effect - Death field of the Damage effect

### Combat - Power Stages - Modification - Vital Gained from Damage Taken - Damage Kind

* Amount of vitals the unit receives when it takes damage from each kind of damage at each power level
* Can be used to reduce the damage taken by certain damage kinds

### Combat - Power Stages - Modification - Vital Leeched from Damage Dealt - Damage Kind

* Amount of vitals gained per damage event based on damage kind at each power level
* Unable to do % so more of a supplement to a vital than a significant contributor

### Combat - Power Stages - Modification - Vital Max Bonus

* Adds a fixed amount onto the max of the vital (adding that amount to the current vital as a once off as well) at each power level

### Combat - Power Stages - Modification - Vital Maximum Fraction

* Adds an amount to the unit's vital based on a % of the unit's vital at each power level
* Field of preference for units that gain vitals with kills/levels
* (Unknown how stacking affects it)

### Combat - Power Stages - Modification - Vital Regeneration Bonus

* Amount of vital regen adjusted at each power level
* Dependent on the unit's regeneration delay
* Used to give the behaviour a constant vital drain eg. Ghost - Cloak

### Cost - Cost +

* Standard cost fields associated with applying/using the behavior
* Apparently are not functional

### Movement - Power Stages - Modification - Acceleration Bonus

* Flat value added to the acceleration at each power level
* (Unknown how stacking affects it)

### Movement - Power Stages - Modification - Acceleration Multiplier

* % Of the base acceleration speed at each power level
* (Unknown how stacking affects it)

### Movement - Power Stages - Modification - Deceleration Bonus

* Flat value added to the deceleration at each power level
* (Unknown how stacking affects it)

### Movement - Power Stages - Modification - Deceleration Multiplier

* % Of the base deceleration speed at each power level
* (Unknown how stacking affects it)

### Movement - Power Stages - Modification - Movement Speed Bonus

* Value added/subtracted from the movement speed of the unit at each power level
* Stacking is additive

### Movement - Power Stages - Modification - Movement Speed Maximum

* (Unknown) probably has to do with the value in movers

### Movement - Power Stages - Modification - Movement Speed Minimum

* (Unknown) probably has to do with the value in movers
* Used by Mothership - Vortex

### Movement - Power Stages - Modification - Movement Speed Multiplier

* % Speed value of the base movement speed at each power level
* (Unknown how stacking affects it)

### Resource - Power Stages - Modification - Resource Harvest Amount Bonus

* The flat increment to the amount harvested per interval spent gathering at each power level

### Resource - Power Stages - Modification - Resource Harvest Amount Multiplier

* The % increment to the amount harvested per interval spent gathering at each power level
* (Unknown how stacking affects it)

### Resource - Power Stages - Modification - Resource Harvest Time Bonus

* The increment/decrement spent per gathering interval at each power level

### Resource - Power Stages - Modification - Resource Harvest Time Multiplier

* The % increment/decrement spent per gathering interval at each power level
* (Unknown how stacking affects it)

### Stats - Flags

* Hidden determines if the behaviour icon is hidden or visible in the UI

### Stats - Flags (Power User)

* Display :Power makes the power user show the splat actor of the power source
* Kill if Unpowered :Destroys the unit if unpowered (level 0 power)
* Level From Source Count: Makes each power source count as level 1 but makes overlapping power sources of the same level additive where the power level on the user is the sum of the number of overlapping fields but prevents stacking

### Stats - Minimum Power Level

* The minimum power level at the location required for unit placement.
* Accumulation of power level from overlapping sources by Level From Source Count is not considered. The power level from a single source must match.

### UI - Tooltip

* The text displayed if the mouse cursor is moved over the behaviour icon ingame

### Unit - Power Stages - Modification - Detect

* Radius at which the unit with the behaviour can detect cloaked/buried units at each power level

### Unit - Power Stages - Modification - Detect Filters

* Filters for determining valid targets that can be detected at each power level

### Unit - Power Stages - Modification - Detection Arc

* The angle centered in front of the unit that determines the field of detection at each power level
* A 90 degree angle would be 45 degrees to either side

### Unit - Power Stages - Modification - Detection Bonus

* Amount added onto the unit's existing detection radius at each power level

### Unit - Power Stages - Modification - Height

* The height to which the unit is lifted/lowered at each power level

### Unit - Power Stages - Modification - Height Time

* The times taken for the unit to reach the set height and return to the default height at each power level

### Unit - Power Stages - Modification - Kill Bonus

* (Unknown) bonus given to veterancy exp on kill?

### Unit - Power Stages - Modification - Life Armor Bonus

* Amount the life vital armor is adjusted at each power level

### Unit - Power Stages - Modification - Life Armor Multiplier

* Amount the life vital armor is multiplied by at each power level
* (Unknown how stacking affects it)

### Unit - Power Stages - Modification - Lost Bonus

* (Unknown) bonus to score when unit dies?

### Unit - Power Stages - Modification - Queue Count

* Increases the number of units that can be trained/upgrades researched at one time at each power level

### Unit - Power Stages - Modification - Queue Size

* Increases the max number of units to train/upgrades to research that can be queued at once at each power level

### Unit - Power Stages - Modification - Radar

* Radius for the radar detection (highlighting units that are not in the line of sight) at each power level

### Unit - Power Stages - Modification - Radar Arc

* The angle centered in front of the unit that determines the field of the radar at each power level
* A 90 degree angle would be 45 degrees to either side

### Unit - Power Stages - Modification - Radar Filters

* Filters determining which units appear on the radar at each power level

### Unit - Power Stages - Modification - Shield Armor Bonus

* Amount the shield vital armor is adjusted at each power level

### Unit - Power Stages - Modification - Shield Armor Multiplier

* Amount the shield vital armor is multiplied by at each power level
* (Unknown how stacking affects it)

### Unit - Power Stages - Modification - Sight Bonus

* Bonus given to the unit's line of sight at each power level
* Apparently cannot exceed 16 total sight radius

### Unit - Power Stages - Modification - Sounds

* Sounds that replace the ones set under Actors at each power level

### Unit - Power Stages - Modification - Supplies

* Supplies added or taken adjustment at each power level
* Field of interest for making certain units free supply wise

### Unit - Power Stages - Modification - Time Scale

* Time scale % adjustment to the unit's timescale at each power level
* Stacking is multiplicatory
* Affects cooldowns, movement speed, animations, periods, durations of buffs (if buff timescale is based on the unit it's applied to), basically affects the speed of everything on the unit.
* Cannot be set to 0 (0.01 Minimum) which equivalently freezes the unit making it good for effects like that where you don't want the unit animating
* Known bug as of patch 1.3 If a behaviour that modifies unit time scale is removed before expiring the animation timescale will not be reset.
* Known issue as of patch 1.3, unit's under building or warping will finish sooner but their vital progress rate will not increase(unit will not finish with full health).

### Weapon - Power Stages - Modification - Turret Disable

* Disables turrets of the unit at each power level

### Weapon - Power Stages - Modification - Turret Enable

* Enables previously disabled turrets of the unit at each power level

### Weapon - Power Stages - Modification - Weapon Minimum Range

* Adjusts the minimum range of the unit's weapon eg. could be used to make siege tanks have no minimum range at each power level

### Weapon - Power Stages - Modification - Weapon Range

* Adjusts the range of the unit's weapons/abilities eg. bunkers giving +1 range to loaded units at each power level

### Weapon - Power Stages - Modification - Weapon Scan Bonus

* Adjusts how fast the weapon scope can track a target at each power level

### Weapon - Power Stages - Modification - Weapons - Turret

* Turrets given to the unit at each power level

### Weapon - Power Stages - Modification - Weapons - Weapon

* Weapons given to the unit at each power level
* Used by the A.R.E.S. Warbot in the campaign to give it a choice of 3 different weapons

### Weapon - Power Stages - Modification - Weapons Disabled

* Disables current weapons at each power level

### Weapon - Power Stages - Modification - Weapons Enabled

* Enables previously disabled weapons at each power level
* Weapons can automatically be set to disabled using the Weapon - Options field under Weapons

## Related

* Abilities
* Attribute
* Behaviors
* Weapons
* Turrets
* Effects
* Unit Compare Power Levels
* Warpable
* Power Source