sc2-editor
StarCraft 2 map development skills and agents for Galaxy scripting and the SC2 Data Editor.
Plugin sc2-editor from marketplace sc2-editor-skillset in KimPlaybit/Starcraft-2-Editor-Skills. Commands read from the repo's manifest — 1 month ago.
What it installs
Skills (20)
galaxy-actor-and-visualsActors, visual effects, model attachments, animations, and tint/scale/opacity control in Galaxy script. Use when working with ActorSend, AttachModelToUnit, PlayAnimation, SetTintColor, SetScale, SetOpacity, doodad visibility, or any purely visual/audio actor operation. Do not use for unit gameplay l
galaxy-ai-and-techtreeAI behavior, melee AI initialization, tech tree upgrades, wave difficulty scaling, AI waves, unit restrictions, and tactical AI helpers in Galaxy script. Use when setting up computer-controlled players, scaling enemy difficulty per wave, managing tech tree restrictions, or scripting AI attack waves.
galaxy-code-organizationFile structure, include order, and modular layout for Galaxy script projects. Use when splitting a monolithic script into multiple files, establishing the MapScript.galaxy bootstrap chain, organizing UI into sub-files, or setting up Enums/GlobalVariables/Header/MapInit. Covers which files are auto-g
galaxy-debug-data-catalogDebug output, Data Table key-value storage, Catalog runtime field access, UserData, and asset preloading in Galaxy script. Use when reading or writing catalog fields at runtime, storing cross-trigger state in the Data Table, printing debug output, or preloading models and sounds. Do not use for bank
galaxy-game-systemsBank save/load, spawner and wave systems, jungle/camp respawn, resource rewards, hero revive/death, tech tree upgrades, and game attribute lobby options in Galaxy script. Use when implementing persistent data storage, enemy wave spawners, neutral camp respawn timers, kill resource rewards, or player
galaxy-language-fundamentalsCore Galaxy language syntax, all primitive and engine handle types (including funcref/structref/arrayref), naming conventions, include/file structure, structs, arrays, control flow, and map initialization patterns. Use for any question about Galaxy syntax, type system, variable declarations, or the
galaxy-math-strings-conversionInteger and fixed-point math, trigonometry, random numbers, type conversions, string and text operations, color construction, bitwise operations, and number formatting for display in Galaxy script. Use when performing arithmetic, converting between int/fixed/string/text, building display strings, wo
galaxy-players-and-alliancesPlayer data patterns, playergroups, alliance setup, race helpers, player resources, camera control, game attributes, difficulty, player state flags, player color, and game-over calls in Galaxy script. Use when initializing alliances at map start, iterating active players, reading or modifying minera
galaxy-points-regions-geometryPoints, regions, geometry, pathfinding, and map coordinate helpers in Galaxy script. Use when working with point creation, distance calculations, offsets, region checks, PointWithOffset, PointWithPolarProjection, region creation, or testing if a unit or point is inside a region.
galaxy-sound-camera-environmentSound playback, music, camera movement and snapshots, cinematic mode, weather, lighting, and environment effects in Galaxy script. Use when playing sounds or music, moving or configuring the camera, entering cinematic mode, or controlling weather and lighting. Do not use for actor-level sound messag
galaxy-triggers-and-functionsTrigger declaration, event registration, async execution via TriggerExecute, the static parameter pattern for functions that use Wait, trigger management, cinematic sequencer queue, and common event types in Galaxy script. Use when creating triggers, attaching events, executing async functions, or b
galaxy-ui-and-dialogsDialog and dialog control creation, XML frame hookup, hero/upgrade selection panels, scoreboard panels, dialog events, HUD messages, localized text, minimap pings, and the SSF hooked-frame UI pattern in Galaxy script. Use when building or updating any in-game UI such as dialogs, buttons, labels, ima
galaxy-units-and-groupsUnit creation, properties, behaviors, abilities, XP/leveling, unit groups, orders, death/kill events, custom values, and cargo in Galaxy script. Use when creating units, modifying HP/shields/energy, adding behaviors, issuing orders, querying or iterating unit groups, handling level-up events, or lis
sc2-localization-and-textStarCraft II localization and text files — GameStrings.txt, GameHotkeys.txt, ObjectStrings.txt, and TriggerStrings.txt across xxXX.SC2Data/LocalizedData folders. Use when adding, auditing, fixing, or translating localized text keys; checking missing translations; validating blank values, malformed l
sc2-units-referenceStarCraft II unit catalog reference — editor IDs, races, attributes, and roles for all multiplayer units and structures across Wings of Liberty, Heart of the Swarm, and Legacy of the Void. Also covers campaign-only units and all 18 co-op commanders with their race, hero unit IDs, and signature units
sc2data-actors-visualsSC2 Data Editor — Actors, visual effects, animations, sounds, and the actor event system in XML. Use when creating or modifying CActorUnit, CActorModel, CActorAction, CActorSound, CActorBeam, CActorSite, or any <On Terms="..." Send="..."/> event wiring. Covers actor creation, parent types, aliases,
sc2data-behaviors-validatorsSC2 Data Editor — Behaviors (buffs, debuffs, auras, timers) and Validators (conditional tests) in XML. Use when creating or modifying CBehavior* (buff, attribute modifier, unit tracker, reveal) or CValidator* (unit type, unit order, comparison, combine) entries. Also covers behavior stacking, durati
sc2data-effects-weaponsSC2 Data Editor — Effects, Weapons, Upgrades, and the damage chain in XML. Use when creating or modifying CEffect* (damage, search, apply behavior, launch missile, set), CWeapon, CUpgrade, or the full chain from weapon through to damage application. Also covers TargetFind, TargetSort, and Footprints
sc2data-units-abilitiesSC2 Data Editor — Units, Abilities, Movers, Turrets, Requirements, and Races in XML. Use when creating or modifying units (CUnit/CUnitHero), abilities (CAbilEffectTarget, CAbilEffectInstant, CAbilResearch, etc.), movement (CMover), turrets (CTurret), or tech requirements in GameData XML files. Alway
sc2data-wizardsSC2 Data Editor — Wizards for automating complex or repetitive data creation/modification in XML. Use when creating .BlizWiz XML files to define templates for generating catalog entries (units, abilities, effects, actors, etc.) with user inputs, conditions, validations, and macros. Covers wizard ele
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