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What EUD is, and where you write it

Reading and writing the game's own memory - and the two places that code goes.

3 min read

EUD is a technique that lets triggers read and write StarCraft's own memory. It began as the death-counter condition: hand it an out-of-range value and it addresses memory that is not a death counter at all.

That unlocks a specific set of things.

  • Text drawn anywhere on screen in any colour - classic triggers could only show fixed messages.
  • Changing a unit's hit points, range or stats while the game is running.
  • Drawing on the minimap.
  • Reading keyboard input - this is where typing a save code back in comes from.

The HUD and skills you see in a modern map are essentially all EUD.

EUD runs inside the map. It is compiled into the map file rather than being an external program, so players install nothing.

EUD is version-sensitive: a patch can move the addresses. Tools like EUD Editor 3 track them per version for you, which is why you should not hardcode an address yourself.

So where do you write that code? In EUD Editor 3.

There are two places in EUD Editor 3 you will actually use.

EUD Editor 3TE (Trigger Editor)

Where EPScript goes. Your logic lives here.

EUD Editor 3Plugin

Where add-ons such as a key input table are registered.

  1. 1Open your .scx as a project.
  2. 2Paste your EPScript into the TE section.
  3. 3Add any plugin configuration to the Plugin section.
  4. 4Compile, and you get a new .scx with the EUD baked in. That is the file you distribute.

Keep editing the source map, not the compiled output. Trying to re-edit a compiled map is where projects get stuck.

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