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 canceled

#### 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 canceled.

## Abilty

### 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.

### 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 redundent for this ability except for determining autocast targets

### 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.

### Auto Cast Acquire Level

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

### 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

### Auto Cast Validators

* Validators that must return true for the auto cast to be used on the target

### Cancelable

* Determines the stages the ability that are cancelable
* Approach allows the ability to be canceled when the unit is moving so that the target is within range
* Cast allows the moment when the effect is cast to be canceled
* Channel allows the phase where a peristent effect is being channeled to be canceled
* Finish allows the ability to be canceled once it has finished channelling
* Prepare allows the phase just before casting to be canceled

### 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

### Commands - Flags

* Flags for the buttons
* Hidden **(Unknown)**
* Send To Selection **(Unknown)**
* Show In Glossary **(Unknown)**

### Commands - Requirements

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

### 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

### 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.

### Produced Unit

* **(Unknown)** Will produce this unit when executed, if there is placed any? I have done summoning abilities with this type of ability, but through a create unit effect. Maybe it is must easier just to put the units in here.
* If several units are placed in here, and the ability is upgradable, then it will automatic chose the unit one down with every upgrade.

### 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

### Set ID

* This is used to link different abilities together
* Presumed to be related to the \*\*Issue Orders\*\* effect and triggers for commanding units to use a specific ability.

### Smart Validators

* **(Unknown)** presumed for determining target priority
* If the skill is upgradable and more than one \*\*Validator\*\* has been placed in here, it will automatic jump one \*\*Validator\*\* down with every upgrade.

### 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 automatic jump one \*\*Target Filter\*\* down with every upgrade.

### Uninterruptible

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

### Validate

* Stages of the ability to which validators apply

## 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.

### 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.

### 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

### Charge - Count (Max)

* Max number of charges this ability can hold.

### Charge - Count (Start)

* Starting amount of charges of the ability.

### Charge - Count (Use)

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

### Charge - Hide Count

* Hide the amount of charges count in the UI.

### Charge - Link

* Allows several abilities/effects to share the same pool of charges

### 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

### Charge - Time Use

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

### Cooldown - Link

* Allows several abilities to share a common cooldown

### 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

### Cooldown - Time Start

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

### Cooldown - Time Use

* How long the cooldown is between uses of the ability

### Cost Display

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

### Technology Resource Cost

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

### Vital Fraction

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

### Vitals

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

### Refund Fraction - Charge

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

### Refund Fraction - Cooldown

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

### Refund Fraction - Resource

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

### Refund Fraction - Vital Fraction

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

### Refund Fraction - Vitals

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

## Effect

### AI Notify Effect

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

### Calldown Effect

* Links the number of charges shown to a \*\*Use Calldown\*\* 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.
* I don't see why this is possible here, or when it will be used. Since this type of ability happens at your unit, and not another unit or a point that you target. So you wouldn't be hovering with you mouse trying to find a target with this type of ability, and therefore wouldn't ever see the Cursor Effect. Maybe I just haven't found a way to make use of this yet, with this type of ability.

### Effect

* The effect used when the ability is cast
* If your ability is upgradeable/levelable, and you want the effect to change, you add several fields in there
* 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 Range

* The maximum range of which the effect can be cast from the caster
* Default set to the minimum value of 0
* Maximum 500

### Marker - Count

* How many markers are added by the ability

### Marker - Link

* Allows several abilities/effects to share the same markers

### Markers Used

* Phases of casting the ability that use markers

## Stat

### 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 leve, add several values. Level 1 will use the top value, and with every level/upgrade, the ability will use the value below.

### Cast Start Time

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

### 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 leve, add several values. Level 1 will use the top value, and with every level/upgrade, the ability will use the value below.

### 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
* Auto Cast allows the ability to be autocast
* Auto Cast On makes the ability default to auto cast being on when the unit is created
* Best Unit **(Unknown)**
* Chase **(Unknown)**
* No Deceleration prevents the caster from decelerating when it is near the range needed to cast
* Passenger Aquired External **(Unknown)**
* Passenger Aquired Passenger **(Unknown)** Only used by healers
* Passenger Aquired Transport **(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
* Require Target Vision means the ability cannot be cast unless the target unit/point is visible
* Smart allows the skill the be bound to and casted by right mouse click.
* Transient allows the ability to be used while the unit is moving.
* Transport Aquired Passengers **(Unknown)**
* Turn Auto Cast Off When Owner Leaves turns off the autocast of the ability if the owning player leaves the game
* Wait To Spend only uses the cost resources/vitals after casting the effect

### Prepare Time

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

### Range

* The actual range of the ability.
* If the ability is upgradeable/levelable, and you want the range to increase with every leve, 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

### 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

## Tech Tree

### Tech Player

* **(Unknown)**

UI
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### Alert Array

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

### 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

### Error Alert

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

### 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

### 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

### Orders - Scale

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

### Show Progress

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

### Target Message

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

### Tooltip Priority

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

# Related

Needs links to Effects (data type), Issue order (effect), Augment (ability), Redirect Instant (ability), Buttons (data type) and Alerts (data type)