Reference
Trigger conditions, actions, text codes and the eudplib function list — meant to be looked up, not read start to finish.
- Classic triggers: every conditionAll 23 conditions, for when you just need the name and what it does.23 entries
- Classic triggers: every actionAll 57 actions, grouped by what they do.57 entries
- Text colour and formatting codesThe in-game colour codes, plus alignment and line breaks.29 entries
- eudplib: triggers and control flowConditions and actions as function calls, plus if and while.35 entries
- eudplib: variables, functions, structsReal variables and functions, past the death-counter era.23 entries
- eudplib: memory, strings and mathsThis is where what EUD can actually do lives.36 entries
- eudplib: map data and the buildOpening the map, turning names into numbers, and saving it.16 entries
- Every epScript built-inAll 195 functions the official reference documents, for checking a name and the order of its arguments.195 entries
- Offsets: CUnitThe address of everything one unit holds for itself: current hit points, owner, position, spells.168 entries
- Offsets: the dat tablesAddresses for the per-type data: units.dat, weapons.dat, orders.dat, images.dat and the rest.181 entries
- Offsets: the game itselfThe addresses that belong to no table: selection groups, game speed, volume, player names, cheat flags.264 entries
- Offsets: the replay headerThe replay file's header: map name, players, game type, duration.46 entries
- iscript opcodesEvery opcode in StarCraft's unit animation scripts, 0x00 to 0x44.69 entries
- iscript animation slotsThe 28 slots in an iscript header, and which behaviour sits in each.28 entries
- The iscript ID listAll 412 ids you can put in images.dat's Iscript Index, with their names.412 entries
- Crashes, drops and freezes: the list47 community-verified causes. Read it before you build, and again after it crashes.52 entries
- Every field in every dat tableAll 159 fields across the ten dat tables: name, width, runtime address, entry count.189 entries
- stat_txt strings 0-399The game's own strings and their ids, 0 to 399 - the number settbl and GetTBLAddr take.400 entries
- stat_txt strings 400-799The game's own strings and their ids, 400 to 799 - the number settbl and GetTBLAddr take.400 entries
- stat_txt strings 800-1199The game's own strings and their ids, 800 to 1199 - the number settbl and GetTBLAddr take.400 entries
- stat_txt strings 1200-1546The game's own strings and their ids, 1200 to 1546 - the number settbl and GetTBLAddr take.347 entries
- Trigger constantsEvery constant you can write instead of a number: players, comparisons, score types, unit names.682 entries
- AI scriptsWhat Run AI Script can run, and the 113 opcodes for writing your own.134 entries
- Kill score, per unitWhat each unit and building is worth when killed - the number the leaderboard and the Kills condition count.152 entries
- 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
- 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
- Spell timers and regeneration ratesHow many frames Defensive Matrix, Lockdown and a Broodling last, and how fast shields and health come back.24 entries
- 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
- Units that leave nothing when they dieThirty-six of the 228. This is the list a defence map picks its mobs from.4 entries
- 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
- Every upgrade and techEach upgrade's English name, what it does, and where it is researched.84 entries
