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EUD Editor vs Pure EUD

Ar3sgice edited this page Sep 18, 2020 · 2 revisions

We already have the EUD Editor. Why do you create another EUD Tool?

The EUD Editor 3 is a very great tool for static EUD. However, its Trigger Editor is pretty complex, and obscure. It is also untranslated, making non-Korean users hard to use.

More importantly, its only trigger handles are onPluginStart (game start), beforeTriggerExec and afterTriggerExec. This means the EUD Editor triggers either run before all SCMD Triggers, or after all SCMD Triggers. It is impossible to make them run within the normal triggers.

While it is possible to just write every trigger in EUD Editor, because of the first argument, this becomes very cumbersome. Therefore, the best practice is to use EUD Editor for static EUDs (the data editor) and complex operations (which usually converts to thousands of triggers), and use pure EUDs inside SCMD Triggers.

Is it a good idea to use Pure EUD together with EUD Editor?

For most of the cases, Pure EUD and EUD Editor 3 are very compatible.

For Dat edits, pure EUDs will take priority over EUD editor 3. For triggers it depends on whether EUD Editor triggers run before or after trigger cycle.

The only thing I've found incompatible is dat requirements. You should use only EUD Editor 3's requirements in that case.

But no one even plays Starcraft anymore. Why did you bother creating another EUD Tool?

In fact, that is the exact reason I do. If it was a game with 500K daily onlines, a lotta better programmers would have created much better stuff than this crap.

And if it was a game with 500K daily onlines, the developers are likely to make a truly working ingame modding solution, not using a bug like EUD as a feature. And make a fully operational official editor. Even Baba Is You developer can do this.

No, admit it. Those are not the real reason you created another EUD Tool.

Ok, you win, I confess. The real reason is that I was terribly bored.