Template:Infobox building

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[e][h]Terran Barracks
Building Information
Type:
Large Building
Cost:
150 0 80
Defense:
1000 1
Damage:
10
Ground Damage:
5
Air Damage:
8
6
1.0
10
7.936
11.428
B  B
100 (No Upgrade)
50 (No Upgrade)
10
Requirements:
Unlocked Tech:
  • name

The name of the unit.

  • image

The display image.

  • caption

A small caption just below the image.

  • race

The race of the unit that is displayed directly to the left of the name.

  • size

The size of the unit. This determines what damage types do less damage to this unit. This is only ever Small, Medium, or Large.

  • type

A descriptor to catagorize the unit. This is not an actual statistic and has no effect on the game.

  • att

The unit's attributes. Only put Biological, Mechanical, or Robotic here. There is something like 50 hidden attributes and we don't need to see them all.

  • damage, ground_attack, air_attack

Determines how much damage this unit does to the respective type.

  • min

Mineral cost.

  • gas

Vespene Gas cost.

  • supply

Supply, Psi, or Control cost. Note that in-game, each supply type has it's own pool, effectively making the maximum supply 600.

  • hp

How many hit points this unit has. If they reach 0 hitpoints, they die.

  • range, arange, grange

How many cells away from a unit that this unit can fire at them from. Note that in DAT fields, the range is twice as much as their actual range. (So Marine's range is 4, but in Dat files it displays as 8). There are two separate ones for air (a) and ground (g) weapons and a basic one for units that use the same weapon vs air and ground.

  • energy

Maximum energy the unit can have.

  • energystart

The amount of energy a unit starts with.

  • cooldown, acd, gcd

The cooldown for each respective weapon and a default. See Cooldown for how to calculate this. There are two separate ones for air (a) and ground (g) weapons and a basic one for units that use the same weapon vs air and ground.

  • cd2, acd2, gcd2

Bonus Cooldown gained from upgrades such as Adrenal Glands or abilities such as Stimpack. There are two separate ones for air (a) and ground (g) weapons and a basic one for units that use the same weapon vs air and ground. Probably don't need acd2 and gcd2 but they are there just in case.

  • sight

How many cells this unit can see from where it is standing.

  • energy

Maximum energy.

  • energystart

Starting energy.

  • detection_range

The range that this unit detects cloaked or burrowed units. Usually is just the sight range.

  • morphs

What this unit can morph into.

  • morphsf

What this unit morphs from.

  • shortcut

The hotkey that builds the unit from the production structure they are built from.

  • shortcut2

Used for double shortcuts like B->B

  • requires

What this unit requires before it can be built.

  • builtfrom

What production structure this unit is built at.

  • buildtime

How long it takes for this unit to be built. See Build Time for how to calculate this.

  • speed

The speed, measured in cells per real-time second, that the unit moves at. See Movement Speed for how to calculate this.

  • speed2

Bonus speed from upgrades such as Metabolic Boost, or abilities such as Stimpack.

  • dps, adps, gdps

The damage per second the unit does. Calculated by damage/cooldown.

  • dps2, adps2, gdps2

Bonus DPS.

  • bonus1

Flavor text for speed2

  • bonus2

Flavor text for cd2

  • bonus3

Flavor text for dps2

  • bonus4

Flavor text for gcd2

  • bonus5

Flavor text for acd2

  • bonus6

Flavor text for gdps2

  • bonus7

Flavor text for adps2

  • bonus8

Flavor text for energy

  • bonus9

Flavor text for energystart

  • footnotes

Ends the infobox with some extra info.