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Reference

Trigger conditions, actions, text codes and the eudplib function list — meant to be looked up, not read start to finish.

  1. Classic triggers: every conditionAll 23 conditions, for when you just need the name and what it does.23 entries
  2. Classic triggers: every actionAll 57 actions, grouped by what they do.57 entries
  3. Text colour and formatting codesThe in-game colour codes, plus alignment and line breaks.29 entries
  4. eudplib: triggers and control flowConditions and actions as function calls, plus if and while.35 entries
  5. eudplib: variables, functions, structsReal variables and functions, past the death-counter era.23 entries
  6. eudplib: memory, strings and mathsThis is where what EUD can actually do lives.36 entries
  7. eudplib: map data and the buildOpening the map, turning names into numbers, and saving it.16 entries
  8. Every epScript built-inAll 195 functions the official reference documents, for checking a name and the order of its arguments.195 entries
  9. Offsets: CUnitThe address of everything one unit holds for itself: current hit points, owner, position, spells.168 entries
  10. Offsets: the dat tablesAddresses for the per-type data: units.dat, weapons.dat, orders.dat, images.dat and the rest.181 entries
  11. Offsets: the game itselfThe addresses that belong to no table: selection groups, game speed, volume, player names, cheat flags.264 entries
  12. Offsets: the replay headerThe replay file's header: map name, players, game type, duration.46 entries
  13. iscript opcodesEvery opcode in StarCraft's unit animation scripts, 0x00 to 0x44.69 entries
  14. iscript animation slotsThe 28 slots in an iscript header, and which behaviour sits in each.28 entries
  15. The iscript ID listAll 412 ids you can put in images.dat's Iscript Index, with their names.412 entries
  16. Crashes, drops and freezes: the list47 community-verified causes. Read it before you build, and again after it crashes.52 entries
  17. Every field in every dat tableAll 159 fields across the ten dat tables: name, width, runtime address, entry count.189 entries
  18. stat_txt strings 0-399The game's own strings and their ids, 0 to 399 - the number settbl and GetTBLAddr take.400 entries
  19. stat_txt strings 400-799The game's own strings and their ids, 400 to 799 - the number settbl and GetTBLAddr take.400 entries
  20. stat_txt strings 800-1199The game's own strings and their ids, 800 to 1199 - the number settbl and GetTBLAddr take.400 entries
  21. stat_txt strings 1200-1546The game's own strings and their ids, 1200 to 1546 - the number settbl and GetTBLAddr take.347 entries
  22. Trigger constantsEvery constant you can write instead of a number: players, comparisons, score types, unit names.682 entries
  23. AI scriptsWhat Run AI Script can run, and the 113 opcodes for writing your own.134 entries
  24. Kill score, per unitWhat each unit and building is worth when killed - the number the leaderboard and the Kills condition count.152 entries
  25. Which units you can arm, and which dolmenThe actual list behind “giving a unit a weapon does not make it attack”, measured against the installed game.10 entries
  26. When a computer unit castsMobs owned by a computer cast for free. After that it is a control problem, and controlling it means knowing the rules.19 entries
  27. Spell timers and regeneration ratesHow many frames Defensive Matrix, Lockdown and a Broodling last, and how fast shields and health come back.24 entries
  28. The requirement areas: capacity and layoutRequirements live in five fixed-size areas. Why "capacity exceeded" happens, and how many bytes each area actually has.8 entries
  29. Units that leave nothing when they dieThirty-six of the 228. This is the list a defence map picks its mobs from.4 entries
  30. Hardcoded per-unit exceptionsThe cases where the dat edit is correct and the game still refuses - behaviour written against a unit id, which no edit reaches.25 entries
  31. Every upgrade and techEach upgrade's English name, what it does, and where it is researched.84 entries