Data/Abilities/Progress/Mergeable

### Hint

* MUST be present on a unit created via **Merge** or the fusion will be instantaneous and have no cost.
* The merge time and cost is defined on the **Merge** ability.

## Example Usage

An Archon would have this ability so it can be created via High Templar fusion even though it would not be shown on its Command Card.

## Fields Description

### (None): Categories

* Categories for segregating different abilities

### (None): Orders - Display Type

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

### 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 - Cancelable

* If enabled, the merge can be stopped before completion

### Ability - Commands - Default Button

* Sets the default button from the Data/Buttons data type for the merge cancel order.

### Ability - Commands - Flags

* Flags for the buttons
* **Allow Minimap:** (Unknown)
* **Allow Self Cast:** (Unknown)
* **Continuous:** (Unknown)
* **Hidden:** Sets the button to hidden by default
* **Hide Path:** (Unknown)
* **Ignore User:** (Unknown)
* **Send to Selection:** (Unknown)
* **Show In Glossary:** (Unknown)

### Ability - Commands - Requirements

* Conditions that must return true for the cancel button to be available.
* Requirements for executing the ability.
* Also can determine the conditions under which the button is visible in the UI

### Ability - Commands - State

* Default state for the buttons
* **Available:** The button is always visible
* **Restricted:** The button will only appear if 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: 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: 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: 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 - Vital Start Factor

* Percent vitals the fusion unit will have at the start of the merge.

### UI: Activity

* Text shown above the progress bar when merging

### UI: Orders - Color

* Determines the tint of the order queue texture and model

### UI: Orders - Line Texture

* The vertical banner texture shown when queuing several casts of the ability using the shift button

### 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

### 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

* Merge
* Morph
* Morph Placement