Data/Abilities/Effect - Instant

## Effect - Instant

### Description

Ability that casts an effect at the position of the caster unit after a single left click of the ability button unless cancelled

### Hint

Used to create instant heal abilities, stimpack, shock wave or abilities that summon something instantly. This is **not** the place for passive abilities. Note that it does not need to be instant, you can add durations to the various phases like prepare or cast time, making the ability take time and become able to be cancelled.

## Example Usage

### Marine - Stimpack

Ability of the marine that uses an Apply Behavior effect on the caster to apply a buff that temporarily boosts attack speed at the cost of the life vital

## Fields Description

### (None): Cancel Delay

* The delay before cancellation takes effect for the approach, bail, cast, channel, finish, prepare or wait phase of the ability

### (None): Cancel Effect

* The effect used when cancelling during the approach, bail, cast, channel, finish, prepare or wait phase of the ability

### (None): Categories

* Categories for segregating different abilities

### (None): Extra Vital Cost

Seems to be an extra field to add "overall cost", assuming it adds on each level individual.

### (None): Interrupt Cost - Charge - Count (Max)

* Max number of charges this ability can hold for interruption purposes.

### (None): Interrupt Cost - Charge - Count (Start)

* Starting amount of charges of the ability for interruption purposes.

### (None): Interrupt Cost - Charge - Count (Use)

* Amount of charges is used with each interruption of the ability.

### (None): Interrupt Cost - Charge - Hide Count

* Hide the amount of charges count in the UI.

### (None): Interrupt Cost - Charge - Link

* String that allows several abilities/effects to share the same pool of charges

### (None): Interrupt Cost - Charge - Location

* Determines the sharing of the charges
* **Ability:** means that the charge sharing is only limited to this ability
* **Behavior:**(Unknown)
* **Global:** means that the charges are shared between all players so that an ability could only be used a limited number in total by all players
* **Player:** that the charges are shared between all units of that player
* **Unit:** means each unit has it's own charge pool

### (None): Interrupt Cost - Charge - Time Use

* The time increment to the **(None): Interrupt Cost - Charge - Time Start** each time the ability is used
* (Not sure) patch 1.4 changed how some abilities use the **Time Use** field making it the time between charge generations for some abilities

### (None): Interrupt Cost - Cooldown - Link

* Allows several abilities to share a common cooldown

### (None): Interrupt Cost - Cooldown - Location

* Determines the extent of the sharing of the cooldown
* **Ability:** means that the cooldown sharing is only limited to this ability
* **Behavior:** (Unknown)
* **Global:** means that the cooldown is shared between all players so that an ability
* **Player:** that the cooldown is shared between all units of that player
* **Unit:** means each unit has it's own cooldown

### (None): Interrupt Cost - Cooldown - Time Start

* Cooldown when the unit is created before the ability can first be interrupted

### (None): Interrupt Cost - Cooldown - Time Use

* How long the cooldown is between the ability being able to be interrupted

### (None): Interrupt Cost - Cost Display

* If the ability interruption costs resources or vitals to use, this field determines which ones are shown

### (None): Interrupt Cost - Technology Resource Cost

* Cost of interrupting the ability in technology resources (minerals, vespene, terrazine and custom)..

### (None): Interrupt Cost - Vital Fraction

* Cost of interrupting the ability in percentage of life, shield and/or energy.

### (None): Interrupt Cost - Vitals

* Cost of interrupting the ability in life, shield and/or energy.

### (None): Interrupt Cost - Interruptible Cost Stages

* Determines if the interrupt costs are applied during the during the approach, bail, cast, channel, finish, prepare or wait phase of the ability

### (None): Marker - Duration

* Determines how long markers generated by this ability last
* Markers can only be created by certain effect tree combinations ending in a Damage effect, reducing their utility

### (None): Orders - Display Type[edit]

* How the waypoint lines appear when queueing this ability.
* **Attack:** (Unknown)
* **Confirm:** (Unknown)
* **Legacy:** (Unknown)
* **Move:** (Unknown)
* **Rally:** (Unknown)

### (None): Post Effect Behavior - Behavior

* The behavior applied to the casting unit between using the **Effect: Effect** being used and the **Finish** phase ending
* Remains after the ability is casted, unless a duration was set.
* Note that if the behavior is Validated removed from the necessity of an effect from the ability, it will be gone before, since the it was inserted **before** the effects.

### (None): Post Effect Behavior - Count

* Number of behaviour stacks added. Requies at least 1 to be valid.

### (None): Post Effect Behavior - Duration

* If the **Stats: Finish Time** duration is longer than this value, then the behaviour is removed before the finish phase ends
* This value is overridden by the **Stats: Finish Time** duration

### (None): Pre Effect Behavior - Behavior

* The behaviour applied to the casting unit between using the **Approach** phase starting and the **Effect: Effect** being used
* Remains after the ability is casted, unless a duration was set.

### (None): Pre Effect Behavior - Count

* Number of behaviour stacks added. Requies at least 1 to be valid.

### (None): Pre Effect Behavior - Duration

* If the **Stats: Cast Start Time** duration is longer than this value, then the behaviour is removed before the **Effect: Effect** is used
* This value is overridden if the **Effect: Effect** is used earlier

### Ability: Acquire Priority

* The priority for using this ability when there are multiple auto cast or automatic (like **Attack**) abilities competing for targets

### Ability: Alignment

* Determines whether the ability is considered neutral, negative or positive.
* If the ability shows anywhere (usually does not, since it will be buffs or buttons you will see in game, so I guess it does not matter much, but anyway), it will be coloured by the alignment. Neutral is nothing, positive is green, negative is red.
* This also applies for buttons and buffs.

### Ability: Arc Slop

* If the target is moving, this determines how far the target is allowed to move from the initial arc before the ability is cancelled.

### Ability: Arc

* Controls the arc around the caster that the target of the ability must be in
* 360 is all around
* 90 is a cone in front with 45 degrees to either side the unit is facing
* If the target is outside this arc when the ability is cast, the caster will turn until the target is inside the arc
* Apparently redundant for this ability except for determining auto cast targets

### Ability: Auto Cast Acquire Level

* Determines how the auto cast prioritizes acquired targets
* **Defensive:** targets friendly units that are being attacked
* **Offensive:** means the unit auto casts the ability in preference on enemies
* **Passive & None:** disables the use of auto cast, even if the flag is enabled.

### Ability: Auto Cast Filters

* Filters for determining what unit attributes the auto cast can target

### Ability: Auto Cast Range

* Range at which auto cast can be triggered

### Ability: Auto Cast Validators

* Validators that must return true for the auto cast to be used from caster. Because an effect-Instant doesn't gather any target when casting, any "Target" location failsback to caster. It is suggested to use Enumerate Area for proximity search (like Stasis Ward do).

### Ability: Cancellable

* Determines the stages the ability that are cancellable
* **Approach:** allows the ability to be cancelled when the unit is moving so that the target is within range
* **Bail:** (Unknown)
* **Cast:** allows the moment when the effect is cast to be cancelled
* **Channel:** allows the phase where a persistent effect is being channelled to be cancelled
* **Finish:** allows the ability to be cancelled once it has finished channelling
* **Prepare:** allows the phase just before casting to be cancelled
* **Wait:** (Unknown)

### Ability: Commands - Default Button

* The button seen in the command card for the unit with this ability unless otherwise specified by the unit
* Links a button from the Buttons data type to the execute and cancel of the ability
* An execute button is always required, but not a cancel button

### Ability: Commands - Flags

* Flags for the buttons
* **Allow Minimap:** Allows targeting via the minimap
* **Allow Self Cast:** Allows this ability to be used via a Self Cast hotkey, which causes a ability that would normally target another unit to instead just target the caster
* **Continuous:** (Unknown)
* **Hidden:** Sets the button to hidden by default. This ability will not appear in the command card, meant for abilities that you intend to only be used via an Issue Order effect or triggers
* **Hide Path:** Do not display the normal pathing display in the game world that shows how the unit with path to target
* **Ignore User:** This ability will ignore be used by a player, ie via the command card. Meant more for AI driven abilities, and prevents human players from using it, even if the unit is taken control of by a human player
* **Send to Selection:** Using this ability while having multiple units of the same type selected will cause all of them to receive it and use it
* **Show In Glossary:** sets the ability to be displayed in the unit glossary under the unit's abilities

### Ability: Commands - Requirements

* Requirements for executing the ability and/or cancelling it.

### Ability: Commands - State

* State of the buttons
* **Available:** means the button is always visible
* **Restricted:** means the button will only appear if the **Show** parts of the requirements are met
* **Supressed:** stops the button from being visible

### Ability: Debug Trace

* If enabled logs ability use and execution/errors when testing the map

### Ability: Pausable Stages

* Stages during which the ability can be paused
* (Unknown) How?

### Ability: Placeholder Unit

* Ghost placement image for the ability.
* Only seems to work if the effect in the Effect Field can target a point.
* The unit is visible through fog of war.

### Ability: Preemptable Stages

* Stages of the ability that can be pre-empted
* (Unknown) How?

### Ability: Produced Unit

* (Unknown) Will produce this unit when executed, if there is any placed? Summoning abilities made with this type of ability usually use a create unit effect. Maybe it is might easier just to put the units in here.
* If several units are placed in here, and the ability is upgradable, then it will automatically chose the unit one down the list with every upgrade.

### Ability: Progress Buttons

* The Buttons that are shown in the command card at different stages of casting the ability
* If you don't want the button to change, do not add anything to this field

### Ability: Refundable Stages

* Stages of the ability at which cancellation will give a refund of the costs

### Ability: Set ID

* String that groups different abilities of the same type
* This is used to link different abilities together
* Used for getting different units with the same ability to also use the ability
* The Issue Order effect and triggers that order the use of the one ability will also use the other
* Abilities sharing the same string will also be used by selected units when using any one of the abilities

### Ability: Set Last Target

* Using the ability will go back to the last targeted unit after use
* **Attack:** The unit will continue to attack the last selected target after using the ability
* **Automatic:** (Unknown)
* **Move:** The unit will continue to move to the last designated location after using the ability
* **Unknown:** The unit will forget previous targets

### Ability: Shared Flags

* **Disable While Dead:** Disables the ability if the host unit is dead until the unit is revived or the corpse expires
* **Hide Target Cursor For Invalid Targets:** Hides the mouse cursor when hovering over an invalid target
* **Skip Preload:** (Unknown)
* **Snap Cursor To Unit Radius:** (Unknown)
* **Target Cursor Visible In Black Mask:** (Unknown)

### Ability: Smart Priority

* If multiple abilities on the unit have the **Smart Command** flag enabled, this field determines the priority for using this ability over the others

### Ability: Smart Validators

* Validators for using **Smart Command** (right mouse button linked ability use) if the flag is enabled under **Stats: Flags**
* If the skill is upgradable and more than one Validator has been placed in here, it will automatically jump one **Validator** down the list with every upgrade.

### Ability: Target Filters

* Filters that determine which unit attributes the ability can target.
* If the skill is upgradable and more than one **Target Filter** has been placed in here, it will automatically jump one **Target Filter** down the list with every upgrade.

### Target Sorts - Sorts

* The target sort from the Target Sorts data type used to choose the auto cast target if there are multiple options

### Ability: Tech Alias

* String used as an alias to group data objects together as equivalent for use by Requirements

### Ability: Tech Player

* Owner: Player currently in control of the unit (eg. neural parasite) is used for requirements of the ability
* Upkeep: Player paying the supply of the unit is used for requirements of the ability

### Ability: Uninterruptible

* Stages at which the ability is unable to be stopped by external influences eg. abilities which stun/disable abilities

### Ability: Validate

* Stages of the ability to which Validators apply

### Command Card: Learn Button - Image

* Used if the ability is levelable to change image of the ability under the learn menu of the Learn ability with every level of the skill.
* At level 1 of the skill, the button will have the image assigned by the actual execute button
* At level 2 of the skill, the image will change to the top value, and at level 3 the second top value, and so on.

### Command Card: Learn Button - Name

* Used if the ability is levelable to change the name of the ability under the learn menu of the Learn ability with every level of the skill.
* At level 1 of the skill, the button will have the name assigned by the actual execute button
* At level 2 of the skill, the name will change to the top value, and at level 3 the second top value, and so on.

### Command Card: Learn Button - Tooltip

* Used if the ability is levelable to change the tooltip of the ability under the learn menu of the Learn ability with every level of the skill.
* At level 1 of the skill, the button will have the tooltip assigned by the actual execute button
* At level 2 of the skill, the tooltip will change to the top value, and at level 3 the second top value, and so on.

### Command Card: Level Button - Image

* Used if the ability is levelable to change image of the executing command card button with every level of the skill.
* At level 1 of the skill, the command card button will have the image assigned by the actual execute button
* At level 2 of the skill, the image will change to the top value, and at level 3 the second top value, and so on.

### Command Card: Level Button - Name

* Used if the ability is levelable to change the name of the executing command card button with every level of the skill.
* At level 1 of the skill, the command card button will have the name assigned by the actual execute button
* At level 2 of the skill, the name will change to the top value, and at level 3 the second top value, and so on.

### Command Card: Level Button - Tooltip

* Used if the ability is levelable to change the tooltip of the executing command card button with every level of the skill.
* At level 1 of the skill, the command card button will have the tooltip assigned by the actual execute button
* At level 2 of the skill, the tooltip will change to the top value, and at level 3 the second top value, and so on.

### Cost: Cancel Cost - Charge - Count (Max)

* Max number of charges this ability can hold.

### Cost: Cancel Cost - Charge - Count (Start)

* Starting amount of charges of the ability.

### Cost: Cancel Cost - Charge - Count (Use)

* Amount of charges is used with each cancellation of the ability.

### Cost: Cancel Cost - Cost - Charge - Enable Charge Time Queueing

* **e\_chargeFlagRestoreAllChargesOnCooldown:** (Unknown)
* **Enable Charge Time Queueing:** (Unknown)

### Cost: Cancel Cost - Charge - Hide Count

* Hide the amount of charges count in the UI.

### Cost: Cancel Cost - Charge - Link

* String that allows several abilities/effects to share the same pool of charges

### Cost: Cancel Cost - Charge - Location

* Determines the sharing of the charges
* **Ability:** means that the charge sharing is only limited to this ability
* **Behavior:** (Unknown)
* **Global:** means that the charges are shared between all players so that an ability could only be used a limited number in total by all players
* **Player:** that the charges are shared between all units of that player
* **Unit:** means each unit has it's own charge pool

### Cost: Cancel Cost - Charge - Time Use

* The time increment to the **Charge - Time Start** each time the ability is used
* Since patch 1.4 this is inconsistently used as the time taken between charge regeneration in some cases

### Cost: Cancel Cost - Cooldown - Link

* String that allows several abilities to share a common cooldown

### Cost: Cancel Cost - Cooldown - Location

* Determines the extent of the sharing of the cooldown
* Ability means that the cooldown sharing is only limited to this ability
* Behavior **(Unknown)**
* Global means that the cooldown is shared between all players so that an ability
* Player that the cooldown is shared between all units of that player
* Unit means each unit has it's own cooldown

### Cost: Cancel Cost - Cooldown - Operation

* **Add:** (Unknown) Adds the Cost: Cancel Cost - Cooldown - Time Start value onto the current cooldown with each use?
* **Add If Not In Cooldown:** (Unknown) Adds the Cost: Cancel Cost - Cooldown - Time Start value if the weapon is not already in cooldown?
* **Max:** (Unknown)
* **Min:** (Unknown)
* **Multiply:** (Unknown) Multiply the current cooldown by the Cost: Cancel Cost - Cooldown - Time Start value?
* **Set:** (Unknown)

### Cost: Cancel Cost - Cooldown - Time Start

* Cooldown when the unit is created before it can first cancel the ability

### Cost: Cancel Cost - Cooldown - Time Use

* How long the cooldown is between cancellation opportunities of the ability

### Cost: Cancel Cost - Cost Display

* If the ability costs resources or vitals to cancel, this field determines which ones are shown

### Cost: Cancel Cost - Technology Resource Cost

* Cost of cancelling the ability in technology resources (minerals, vespene, terrazine and custom)..

### Cost: Cancel Cost - Vital Fraction

* Cost of cancelling the ability in percentage of life, shield and/or energy.

### Cost: Cancel Cost - Vitals

* Cost of cancelling the ability in life, shield and/or energy.

### Cost: Cost - Charge - Count (Max)

* Max number of charges this ability can hold.

### Cost: Cost - Charge - Count (Start)

* Starting amount of charges of the ability.

### Cost: Cost - Charge - Count (Use)

* Amount of charges is used with each use of the ability.

### Cost: Cost - Charge - Enable Charge Time Queueing

* **e\_chargeFlagRestoreAllChargesOnCooldown:** (Unknown)
* **Enable Charge Time Queueing:** (Unknown)

### Cost: Cost - Charge - Hide Count

* Hide the amount of charges count in the UI.

### Cost: Cost - Charge - Link

* String that allows several abilities/effects to share the same pool of charges

### Cost: Cost - Charge - Location

* Determines the sharing of the charges
* **Ability:** means that the charge sharing is only limited to this ability
* **Behavior:** (Unknown)
* **Global:** means that the charges are shared between all players so that an ability could only be used a limited number in total by all players
* **Player:** that the charges are shared between all units of that player
* **Unit:** means each unit has it's own charge pool

### Cost: Cost - Charge - Time Use

* The time increment to the **Charge - Time Start** each time the ability is used

### Cost: Cost - Cooldown - Link

* String that allows several abilities to share a common cooldown

### Cost: Cost - Cooldown - Location

* Determines the extent of the sharing of the cooldown
* Ability means that the cooldown sharing is only limited to this ability
* Behavior **(Unknown)**
* Global means that the cooldown is shared between all players so that an ability
* Player that the cooldown is shared between all units of that player
* Unit means each unit has it's own cooldown

### Cost: Cost - Cost - Cooldown - Operation

* **Add:** (Unknown) Adds the Cost: Cost - Cooldown - Time Start value onto the current cooldown with each use?
* **Add If Not In Cooldown:** (Unknown) Adds the Cost: Cost - Cooldown - Time Start value if the weapon is not already in cooldown?
* **Max:** (Unknown)
* **Min:** (Unknown)
* **Multiply:** (Unknown) Multiply the current cooldown by the Cost: Cost - Cooldown - Time Start value?
* **Set:** (Unknown)

### Cost: Cost - Cooldown - Time Start

* Cooldown when the unit is created before it can first use the ability

### Cost: Cost - Cooldown - Time Use

* How long the cooldown is between uses of the ability
* Since patch 1.4 this is inconsistently used as the time taken between charge regeneration in some cases

### Cost: Cost - Cost Display

* If the ability costs resources or vitals to use, this field determines which ones are shown

### Cost: Cost - Technology Resource Cost

* Cost of using the ability in technology resources (minerals, vespene, terrazine and custom)..

### Cost: Cost - Vital Fraction

* Cost of using the ability in percentage of life, shield and/or energy.

### Cost: Cost - Vitals

* Cost of using the ability in life, shield and/or energy.

### Cost: Refund Fraction - Charge

* If the ability is cancelled this determines what fraction of the \*\*Cost - Cost - Charge - Count (Use)\*\* is refunded

### Cost: Refund Fraction - Cooldown

* If the ability is cancelled this field determines what fraction of the cooldown is deducted from the cooldown

### Cost: Refund Fraction - Resource

* How much is refunded in resources if the ability is cancelled

### Cost: Refund Fraction - Vital Fraction

* How much is refunded in percentage of vitals if the ability is cancelled

### Cost: Refund Fraction - Vitals

* How much is refunded in vitals if the ability is cancelled

### Effect: AI Notify Effect

* (Unknown) effect used that the AI recognizes for a response?

### Effect: Calldown Effect

* Links the number of charges shown to a Use Calldown effect

### Effect: Cursor Effect

* If you want to display an area of effect when you hover with the cursor a Search Area effect must be added to create a Splat actor that is linked to this.
* There is little reason to have this field and unlikely to be used since this type of ability happens at the unit, and not another unit or a point that you target. So players wouldn't be hovering with the mouse trying to find a target with this type of ability, and therefore would never see the **Cursor Effect**.

### Effect: Cursor Range Mode

* Affects how far from the target point the cursor appears
* **Clamp:** Cursor follows the mouse until the **Stats: Range** before following the circumference
* **Force To Max:** Forces the cursor to the circumference of the **Stats: Range**
* **Normal:** Cursor follows the mouse
* Seems to be redundant for this ability type

### Effect: Effect

* The effect from the Effects data type used when the ability is cast
* If your ability is upgradeable/levelable, and you want the effect to change, you add several indexes in this field
* The first level of the skill will use the top value, and the second level of the ability, will use the second value and so on

### Effect: Effect Range

* The maximum acquisition range of which the effect can be cast from the caster
* Default set to the minimum value of 0
* Maximum 500
* This field is redundant for this ability type because it always casts at the point of the caster

### Effect: Marker - Count

* How many markers are added by the ability

### Effect: Marker - Link

* String that allows several abilities/effects to share the same markers

### Effect: Marker - Match Flags

* Flags used for recognition of markers
* **Casting Player:** requires the marker to have been made by the player for it to be able to be recognised
* **Casting Unit:** requires the marker to have been created by the same unit for it to be able to be recognised
* **Id:** markers with the same ID are able to be recognised
* **Link:** markers with the same **Effect: Marker - Link** string are able to be recognised

### Effect: Mismatch Flags

* Flags that prevent marker recognition
* **Casting Player:** requires the marker to have been made by another player for it to be able to be recognised
* **Casting Unit:** requires the marker to have been created by a different unit for it to be able to be recognised
* **Id:** markers with different IDs are able to be recognised
* **Link:** markers with a different **Effect: Marker - Link** string is able to be recognised

### Effect: Markers Used

* Phases of casting the ability that use markers

### Effect: Prepare Effect

The effect from the Effects data type used when the ability enters the **Prepare** phase

### Stats: Cast Finish Time Effect

The effect from the Effects data type used when the ability finishes the **Cast** phase

### Stats: Cast Finish Time

* Minimum time the unit must be in the **Channeling** Phase before the ability enters the **Finish** phase.
* If the ability is upgradeable/levelable, and you want the time to increase with every level, add several values. Level 1 will use the top value, and with every level/upgrade, the ability will use the value below.

### Stats: Cast Start Time

* Duration of the Casting phase time
* How long is taken before the **Effect: Effect** is used
* If the ability is upgradeable/levelable, and you want the duration to increase with every level, add several values. Level 1 will use the top value, and with every level/upgrade, the ability will use the value below.

### Stats: Finish Time

* Duration of the Finish phase, which occurs after the **Effect: Effect** has been cast.
* If the ability is upgradeable/levelable, and you want the duration to increase with every level, add several values. Level 1 will use the top value, and with every level/upgrade, the ability will use the value below.

### Stats: Flags

* Flags for the ability
* **Abort On Alliance Change:** cancels the ability if it is trying to target an enemy and the player is allied in the process
* **Allow Movement:** allows the casting unit to turn while preparing to cast
* **Allow Moving Supressed:** prevents the caster from moving towards the target when preparing to cast if the target moves out of range
* **Allow Turning Supressed:** prevents the caster from turning towards the target when preparing to cast if the target moves out of range
* **Auto Cast:** allows the ability to be autocast
* **Auto Cast Initially On:** makes the ability default to auto cast being on when the unit is created
* **Best Unit:** If multiple units with this ability are selected, only one(seemingly at random?) will activate the ability
* **Channelling Minimum:** (Unknown)
* **Chase:** (Unknown)
* **Clear Last Attack Target:** Overrides the **Ability: Set Last Target** field to forget the last attack target after using the ability
* **Clear Last Move Target:** Overrides the **Ability: Set Last Target** field to forget the last move target after using the ability
* **Defer Cooldown:** (Unknown)
* **Line Movement:** (Unknown)
* **No Deceleration:** Prevents the caster from decelerating when it is near the range needed to cast
* **Passenger Acquired External:** (Unknown)
* **Passenger Acquired Passenger:** (Unknown) Only used by healers
* **Passenger Acquired Transport:** (Unknown)
* **Range Use Caster Radius:** Adds the **Movement: Radius** of the caster unit to the **Stats: Range** of the ability
* **Range Use Pathing:** (Unknown)
* **Re-executable:** allows the ability to be automatically cast again on the same target as soon as possible unless ordered otherwise. Used by healers
* **Reapproachable:** (Unknown)
* **Require Target Vision:** means the ability cannot be cast unless the target unit/point is visible
* **Smart Command:** allows the skill the be bound to and cast by right mouse click.
* **Transient:** allows the ability to be used while the unit is moving.
* **Transient Preferred:** (Unknown)
* **Transport Acquired Passengers:** (Unknown)
* **Turn Auto Cast Off When Owner Leaves:** turns off the auto cast of the ability if the owning player leaves the game
* **Uninterruptible Turn:** Turning to approach or preparing to cast is unable to be interrupted
* **Update Charges On level Change:** When the ability levels up charges are reset to the start values
* **Update Target:** (Unknown)
* **Wait To Spend:** Only uses the cost resources/vitals after casting the effect

### Stats: Prepare Time

* Duration of the Prepare phase.
* If the ability is upgradeable/levelable, and you want the duration to change with every level, add several values. Level 1 will use the top value, and with every level/upgrade, the ability will use the value below.

### Stats: Range Extra

* How far the target must move before casting the ability is cancelled
* As the ability is cast at the caster this field appears to be redundant

### Stats: Range

* The actual range of the ability.
* If the ability is upgradeable/levelable, and you want the range to change with every level, add several values. Level 1 will use the top value, and with every level/upgrade, the ability will use the value below
* As the ability is cast at the caster this field appears to be redundant

### UI: Alert Array

* If you want different alerts from the Alerts data type to appear at different stages of the ability.

### UI: Default Error

* The default error that will appear if there is not a valid target at the location where the ability is clicked to be cast

### UI: Error Alert

* The alert that will happen if the ability cannot be cast.

### UI: Orders - Line Texture

* The vertical banner texture shown when queuing several casts of the ability using the shift button
* As this ability cannot be queued this field appears to be redundant

### UI: Orders - Model

* The model used to highlight the ground of the location where the ability will be cast if several casts of the ability are queued using the shift button
* As this ability cannot be queued this field appears to be redundant

### UI: Orders - Scale

* Scale of the line texture and model
* As this ability cannot be queued this field appears to be redundant

### UI: Show Progress

* If you want to show a progress bar linked to the different stages of the ability.

### UI: Target Message

* Message that is displayed in the command card while you are targeting the ability.

### UI: Tooltip Priority

* Priority of this ability's tooltips.
* Not quite sure how it works, or where in game this has affect.

## Related

* Alerts
* Augment
* Buttons
* Effects
* Issue Order
* Redirect Instant