recursal/Fanatic-Fandom huggingface dataset:
Massage a Karp

**Massage a Karp** is a **random encounter** in **Magikarp Jump**.

## Dialogue

**Event Trigger Text**:

>
> Oh? Hold on. It looks like someone is heading this way.
>
>
>
>

**Mayor Karp**:

>
> You've been training hard, friend! That Magikarp of yours is looking pretty beat, though.
>
>
> I've got you covered. Me and my magic fingers'll massage that Magikarp of yours!
>
>
>
>

## Results

*The Mayor's massage restored one of your Magikarp's Training Points!*

* Regain one Training Point.
Magikarp

**Magikarp** is a heroic - if mostly useless - Pokemon, serving as the main star of **Magikarp Jump**.

## Summary

Magikarp is basically useless - but that's why the town loves them! They might only be able to splash and jump, but that jump is pretty impressive, and there are entire leagues based around who can jump the highest. There's a legend that even says Magikarp can jump over mountains with enough training - but there's no proof of that, so we'll just have to assume it's not some sad Magikarp fan making up tall tales!

Magikarp appear in a variety of patterns, which can be found by fishing at different stages in the game.
Data/Loot/Item

# Item

Create a random item unit from certain class within a level range.

* Can be used to spawn random units on unit death if they have a dummy item from the Items data type.
* Set the proper level on items and don't forget to enable to **Include In Loot Item Pool** flag.

## Fields Description

### Basic: Classes

Item Classes that must match the random item.

* If none, any item can drop.

### Basic: Spawn Location

* The location the item unit spawns
	+ **Target:** The point of the killing unit
	+ **Caster:** The point of the killed unit with this loot
	+ **Source:** The point of the killed unit with this loot
	+ **Outer:** The point of the unit that is the containing unit for the killing unit.
	+ **Unit Origin:** The point of the killed unit with this loot

### Basic: Spawn Owner

Determines the owning player of the created item unit

* Usually set to neutral for items or to the target player if player specific drops are desired

### Basic: Spawn Range

Determines how far from the spawning point the item unit can be created if placement is prevented by collision or footprint.

## Related

* Items
* Item Classes
* Set
* Units
* Validators
Jumping Lesson

**Jumping Lesson** is a **random encounter** in **Magikarp Jump**.

## Dialogue

**Man of Mystery**:

>
> You there! Tell me, do you pull your cap down so low to hide the tears you can't choke back?
>
>
> Can you not seem to beat those big bad league challenges, no matter how hard you try?
>
>
> If your answer to those questions is yes, have I got something for you!
>
>
> It's my own patented training course - guaranteed to lead to success!
>
>
> My lectures are cutting edge! This is an opportunity you won't find anywhere else!
>
>
>
>

*This seems pretty fishy... even for this town. What do you want to do?*

## Results

If you decide to listen, it has a 62% chance to succeed.

You went home at once and got some good rest! Your Magikarp's JP went up!

The key to jumping...blah blah.. jargon...numbers...statistics... and that's all there is to it!

*What an enlightening lecture that was!*
 **38%** | **Man of Mystery**:

The key to jumping...blah blah.. jargon...numbers...statistics... and that's all there is to it!

*Your Magikarp looks like it's drowning over here! That talk went right over its head!*
You paid coins for that lecture!
* Lose  Coins
Showing Off Magikarp

**Showing Off Magikarp** is a **random encounter** in **Magikarp Jump**.

## Dialogue

**Event Trigger Text**:

>
> Why not swing by the town on your way home tonight? Yeah, let's do that!
>
>
>
>

**Little Girl**:

>
> Oh! Look, it's Magikarp! Show me that awesome jump of yours!
>
>
> Wow! That's amazing! I'll definitely go to see you jump at the next league battle, too!
>
>
>
>
Hoppy Town

The **town** is a location in Magikarp Jump.

## Summary

Hoppy Town is where the bulk of this game takes place. It is overseen by Mayor Karp, who like the rest of the town, absolutely loves Magikarp. According to Mayor Karp, everyone in Hoppy Town raises Magikarp, noting that, despite it being known for being weak, Magikarp can at least jump well. Though the people love and train Magikarp, Mayor Karp notes that the town hasn't had a league champion in years, especially one using a Magikarp, and that it's more apt to call Magikarp "Tragikarp" for this reason.

The **town** in Magikarp Jump has a variety of **stores**.

## Coin Shop

Shop with Coins for new ways to help Magikarp grow faster.

* Food
* Training

## Diamond Shop

Use Diamonds to get special items.

The Diamond Shop is a store located in **Hoppy Town** that sells Friendship Items, Decorations, and single-use Items.

## Records

Check out the **records** of your great adventures with your **Magikarp**. It can be viewed from **Hoppy Town** to the right of the **Coin** and the **Diamond Shop**.

*This article is a stub. You can help Magikarp Jump Wiki by expanding it.*
Data/Validators/Unit Kinetic

If it shoudln't, then this field is disabled.

### Other Unit

(Unknown) Perhaps the other unit on which the unit is connected at ? It is possible to link a Kinetic to another unit.

### Unit

Which unit validated for having a Kinetic or not at it.

### Value

The value of the Kinetic.

(unsure) leaving this field empty allows to validate any kind of kinetic?
Dumpster Diver

**Dumpster Diver** is a **random encounter** in **Magikarp Jump**.

## Dialogue

**Event Trigger Text**:

>
> It's such a nice day! Why don't we take the long way home?
>
>
>
>

*What's this, Magikarp?*
Was this big trash can always here?

## Results

*That's...really curious.*

*What could be inside of it?*

*Can you resist finding out?*

*Nope, nothing to see here.*
*Let's go home!*
*You went home at once and got some good rest!*
*Your Magikarp's JP went up!*
*Oh, you found a secret switch at the bottom of the trash can!*
*You pressed it, and...*
*Nothing happened.*
*Your Magikarp was so disappointed that its JP went down.*
 **??%** | *\*rustle rustle\**
*Score!*
*There was a Skill Restore in the bottom of the bin!*
* Gain a  Skill Restore
Everstone

The **Everstone** is an item in **Magikarp Jump**.

In the main Pokémon games, Pokémon holding an Everstone would not evolve.

The Everstone can be broken by tapping Magikarp repeatedly. This allows the Magikarp to evolve once it levels past level 20, triggering the Random Encounter Adios, Gyarados!. Once the Everstone has been broken, the Trainer will receive another Everstone.

The Everstone can only be broken once.
Mechanics

The gameplay of **Magikarp Jump** follows certain conventions and **mechanics**.

## Currency

The following are current currencies in the game:

* Coins
* Diamonds
* Exchange Tickets

## Points and Ranks

Certain training and league functions are locked behind "points" and "ranks". As points are accumulated, rank will increase

* Training Rank
	+ Training Points

## Power

Power is the metric by which **Magikarps** are compared.

* Jump Power
Splash! Magikarp! Wiki/Section 1

Welcome to the Magikarp Jump WikiWelcome to the Magikarp Jump Wiki
The Magikarp Jump reference written and maintained by the players.
Please feel free to contribute by creating new articles or expanding on existing ones.

We are currently maintaining 1,025 pages (287 articles).

Spotlight: Magikarp Jump
Text of the spotlight section[Read more...]
Data/Actors/HostedAttach

# Hosted Attachments

## Description

This field allows you to dynamically control bones in the model that are configured as attach points. The attach point will be procedurally positioned based on the position of the host actor configured here. This can be used to stretch the model to follow a missile mover like for the Spine Crawler's Tentacle attack.

**Blizzard** models that have bones that can be hosted attachments have the **Attacher** bone

## Field Descriptions

#### Description

Attach point or set of attach methods that will determine which attach point this attach query will pick

#### AttachQuery

* Fallback
* Methods

#### Description

Site Ops for the adjusting the attachment

#### SiteOpsData

* Hold Position
* Hold Rotation
* Operations

#### Notes

> *Uncertain if these two notes below are true or relevant, transferred info from old pages.*
>
>

* Site operations applied to the attachment when rehosting back on the parent model
* What is known is that SOps in these fields can cause the actor to fall off the host actor and remain detached in the position where this happens

#### Description

Name, alias or reference used to reference the hosted attachment by Events and other actors
Updates/1.3.2

>
> **Official Update Notes**
>
>
>
> * Minor bug fixes
>
>
>

* Now the first time you backup your data you get  Diamonds x 10
* Data Backup e Key ID slightly changed in the Settings Section
* New button for clearing cache and other minor changes on the Opening Screen
* You can now skip the whole ending when you beat the Master League again
Old Rod (Item)

The **Old Rod** is an item that can be used to catch **Magikarps** in **Magikarp Jump**. It is the only type of rod the player can fish Magikarp with, with different rarities such as So-So Old Rod and Supreme Old Rod

## Trivia

   Old Rods are usually the first type of fishing rods the player will receive in Pokemon GBA and NDS Games.
Damp Rock

The **Damp Rock** is a friendship item in Magikarp Jump.

## Support Pokémon

Pokemon Name: Slowpoke

Activating Slowpoke's ability refreshes one randomly selected support Pokémon's skill. Only Support Pokémon with skills on cooldown can be refreshed in this manner.

Slowpoke's skill cannot be used if all other Support Pokémon present do not have any skills being recovered.

Techniques: Because slowpoke only refreshes skills on cooldown, the player can force a specific skill to reset. Simply wait for all skills to be available. Then only use the skill of the Pokemon you want to refresh. Once Slowpoke is used it is guaranteed this Pokemon will be refreshed. This method can be paired with Charizard to produce 2 free items every 12 hours.
Data/Abilities/Stop

# Stop

### Description

Allows units to use the Stop command along with a small myriad of related commands.

### Hint

You don't actually have to make one of these since the general Stop ability is already set up nicely for all units.

* Using this ability with an Issue Order effect can work, but does not prevent from attacking an enemy target with a weapon (unless the stopped unit is passive) since the stop ability returns null from a unit that has a target in its scanning range for attack. A simple test can explain it very easily: Try putting a marine next to an enemy unit, order it to stop (from attacking), it will never succeed.

## Example Usage

A Mutalisk barrelling into a base about to demolish that last scv in an enemy base, but you decide to be nice and Stop it before reaching its kill.

## Fields Description

### Ability: Commands - Flags

* Flags for the unit's Cheer, Dance, Hold Fire, or Stop button can all be set here.
* See Ability Main Page for descriptions of Hidden, Send to Selection, and Show in Glossary.

### Stats - Flags

* Hold Fire: If enabled, will cause the unit to also Hold Fire (not attack or acquire targets) when the ability is activated.

## Related

* Attack
* Move
Data/Validators/Effect Compare Evaded

## Effect Compare Evaded

### Description

Seems to validate if an effect has generated an "evade" response on a buff behavior which the damage response evade section is enable. It would make sense to think that this validator should follow up in the damage response handled/exhausted fields.

## Field Categories

### Value

Numberic value representing the number of times the "evade" response has been generated.

### Which Effect

The specific effect that generated the response.
Data/Validators/Time of Day

### Validator - Result - Failure

* The error message that will display when the validator fails to either return true or false.

### Validator - Value

* This field consists of 3 subfields; hours, minutes and seconds
* This is 24 hour clock and anything above 23:59:59 (i.e. 1 day) will automaticly jump back to the time of that
* The time of day can set using the trigger function Set Time Of Day
* Example: Put 46:85:65 in. 65 seconds is 1 minute and 5 seconds, 85+1 minutes is 1 hour and 26 minutes, 46+1 is 1 day and 23 hours. That makes it a 23:26:05
* Note that the amount of days is not saved

## Related

* Set Time Of Day
* Abilities
* Behaviors
* Effects
* Validate Creation Effect
* Validate Player
* Validate Position
* Validate Unit
* Validate Unit Type
Out of Nowhere...

**Out of Nowhere...** is a **random encounter** in **Magikarp Jump**.

## Dialogue

**Event Trigger Text**:

>
> It's such a nice day. Why don't we take the long way home?
>
>
>
>

*Well, would you look at that! Those are some big Berries! Boy, they sure look tasty.*

*With a big jump, your Magikarp might be able to snag one. But I'm not sure it's a good idea.*

## Results

If you decide to jump, it has a 63% to succeed.

You went home at once and got some good rest! Your Magikarp's JP went up!
Success! Your Magikarp ate the Berry and its JP went up!
 **37%** | *Oh, snap!*
*When your Magikarp jumped up high, a passing Pidgeotto snagged it!*
Magikarp got snatched right up! Goodbye, sweet Magikarp!
* Lose current Magikarp.
Data/Effects/Destroy Persistent

### Exemple Usage

One can either use the radius of the effect to scan (like a search) any of the mentionnend persistant to destroy, or use the parent effect tree location's to trace back the persistant.

Useful in some cases when the end of a persistent effect cannot be ended by validators or an end of channel (or success/fail flags). For exemple, a Time Warp ability from mothership is created, it is possible to create an Effect-Target abilityat a point location, running a destroy persistant that is exclusivly programmed to destroy the Time Warp's persistant, hence ending the spell.
Data/Validators/Unit Inventory Contains Item

# Unit Inventory Contains Item

## Description

Validates if the inventory of the target location contains items.

* As it seems, this validator only checks the presence, not the quantity.

## Field Categories

### (None): Require Enabled

(Unsure) Verifies if the specified item must be currently enabled or not, due to requirements or validators circumstances.

### Validator: Item

Item data of the request item to find (or not).

### Validator: Unit

Location of the unit owning inventory containing or not the said item.

See effect for more info about locations.

## Related

Items

Inventory
Data/Validators/Unit Compare Veterancy Levels

### Hint

Take note that any units with 0 XP are considered to have a veterancy level "Greater than" value "0". Another way to put it, is to say that any unit that do not possess the veterancy behavior ARE considered to have a veterancy level equal to 0.

* This validator does not bother about checking if the behavior is "Enabled" or not. It checks the level no matter what.

## Field Categories

### (None): Result Max Level

Checks whether a unit has reached the maximum hero level. Seems to be an alert system.

### Validator: Behavior

Name of the veterancy behavior that is checked. Leaving this field empty will have any veterancy behavior be checked.

### Validator: Other Unit

(Unsure) Other unit from which the veterancy level is compared from ?

### Validator: Unit

Unit on which the veterancy level is validated.

### Validator: Value

Numeric value representing the amount of veterancy levels to be compared.
Support Pokémon

Upon use of friendship items, **Magikarp** can unlock **friendly Pokemon** to stay at the **pond** in **Magikarp Jump**.

Support Pokemon are a great way to conquer leagues, because not only can they boost your training, they can also cheer you on and increase your jump height by various percentages.

Only certain land based Support Pokémon are able to cheer you on in a League battle:

* Pikachu
* Charizard
* Snorlax
* Litten
* Rowlet
* Meowth
* Bulbasaur
* Eevee
* Greninja

## Gallery

* An example of the screen that appears after a Support Pokémon is purchased.
* An example of a Support Pokémon appearing after being purchased in the shop.
Blizzard Content Policy

Using any copyrighted material can get your map banned, the more popular it becomes, the faster this will likely happen. This includes, but is not limited to:

- Non-Blizzard Music

- Non-Blizzard Models and Textures

- Non-Blizzard Sound Effects

If you are the author or have permission from the author to use their assets - then there should be absolutely no problem aside from the map size limit.

Having vulgar language in your map can get it banned. The most recognized victim of this being true so far has been Nexus Word Wars when it's dictionary of 30,000 words contained some vulgar/offensive ones. Blizzard allowed it to be reposted in the coming weeks after the offensive words had been removed.

For more to Read about Blizzard Content Policy Click down below

* Custom Game Acceptability
* Legal FAQ
* Video Policy
* Terms of Use
Data/Actors/Events/Actions/Reference Set

# Reference Set (Event Action)

## Reference Set

#### Description

* Alters the value of actor system fields to new actors or references allowing the dynamic reattachment of actors and potentially more

#### Hint

* Not sure what limitations are
* Might even be able to manipulate some SOps

## Example Usage

### SpineCrawlerAttackMissile (Unnamed)

* **Missile** type actor for the ammo unit of the Spine Crawler weapon. Under the actor events uses the reference set event action to set the hosted attachment of the **Unit** type actor of the Spine Crawler to itself via the **TentacleAttack** reference so the tentacle is attached to the missile on launch.

* As the Spine Crawler and the associated actors are already in the editor, no URL is needed

### Hellion Attack Beam

* The **Beam (Simple)** type actor used by the Hellion weapon. Under the actor events uses the reference set event action to set the **Hosting - Host Impact - Subject** field to a **Site** type actor created at the location of the final **Search Area** effect of the weapon.

* As the Hellion and the associated actors are already in the editor, no URL is needed

## Fields Description

#### Target

* Actor, alias or reference the event action is applied to
* If left blank targets the actor sending this event action

#### Reference Name

* The system reference or reference to alter the **Subject** of
* Seems it might be able to alter those of SOps

#### Reference Source

* What actor, alias or reference to alter the value of the **Reference Name** to

## Related

* Actors
* Events
Data/Validators/Unit Compare Cargo

## Unit Compare Cargo

### Description

Counts and compares the number of used, free or total slots or the number of units in the cargo of a unit.

### Hint

* Can be used to create a limiting behavior if a transport is carrying too many units.
* Testing has shown that it is possible to check if a unit has free cargo (ex: greater or equal than / 1 / free cargo) by also comparing the units attempting to enter it. For example, if a bunker is has 1 free space and is currently waiting for 3 marines to go inside, a ghost that would check going inside will consider its cargo as being full from validation. It is however a very unique and difficult situation to simulate.

## Example Usage

### Zerg King

A unit submitted to the WDE #25 that uses Unit Compare Cargo validators to verify that there is the right amount of units within its cargo before activating its abilities.

#### URL

https://www.sc2mapster.com/forums/development/data/46024-wde-25-showcase-and-beta-keys-what/?page=2#p39

## Fields Description

### Validator - Compare

* Logic function that the number of stacks of the behaviour and the Validator - Value are compared with
### Validator - Failure Result

* The alert from an unknown source that is played if the validator fails to return true

### Validator - Result - Failure

* Error message that is played when the validator returns false. Allows for use of preset or custom messages and sounds. Only seems to appear when the validator is under the first effect in the effect tree of an ability and is preventing the ability from happening.

### Validator - Type

* How the validator counts the cargo.
* Free: Returns the number of free slots in the cargo. (A scv, marauder and siege tank in a medivac would return 1.)
* Load: Returns the number of units in the cargo. (A scv, marauder and siege tank in a medivac would return 3.)
* Size: Returns the total number of slots in the cargo. (A scv, marauder and siege tank in a medivac would return 8.)
* Used: Returns the number of usedslots in the cargo. (A scv, marauder and siege tank in a medivac would return 7.)

### Validator - Unit - Effect

* Specific effect that the scope of which is to be used in combination with the Validator - Unit - Value field to determine the unit validated for the behaviour

### Validator - Unit - Value

* Caster: Validates the casting unit
* Outer: Validates a unit that is not Target, Source, Caster, or Origin
* Source: Validates the most recent unit targeted or created by a previous effect in the effect tree
* Target: Validates the target unit unless specified otherwise by the Target - Launch Unit - Effect field
* Unit Origin: (Unknown)
* Unknown: (Unknown)

### Validator - Value

* Constant against which number returned by the Validator - Type is compared with.

## Related

* Abilities
* Behaviors
* Effects
* Validate Creation Effect
* Validate Player
* Validate Position
* Validate Unit
* Validate Unit Type
Macho Karp

**Macho Karp** is a **random encounter** in **Magikarp Jump**.

## Dialogue

**Dr. Splash**:

>
> Good job in that last battle!
>
>
> I know this may seem a it sudden, but...
>
>
> What would you think of giving Magikarp there to me?
>
>
> I'll give it the newest model of Macho Brace, the best nutritional drinks, and a cutting-edge training regimen.
>
>
> With the power of science, I'll be sure to draw out its fullest potential!
>
>
>
>

*That sounds really, truly, worrying. What will you do?*

## Results

If you say yes, this event has a 68% chance to succeed.

You went home at once and got some good rest! Your Magikarp's JP went up!

I'm really sorry, but...
That Magikarp tried really hard. Maybe TOO hard, in fact.
It seems like it went and evolved into Gyarados.

 **68%** | **Dr. Splash**:

Thanks to Magikarp's hard efforts...
We've managed to draw out its full potential!

* Current Magikarp's maximum level increases by 1.
Data/Accumulators/Switch

## Switch

### Description

Works in exact same way as Switch effect, only that instead of effects, we use accumulators when validators return true.

Since accumulators do not possess a requirement field nor can an upgrade add them directly on fields, a modder can use this accumulator as a parent filter to allow an accumulator to pass or not. This assumes it is implented within the effect already. If an accumulator should be enabled from an upgrade, then the case of this accumulator can use a Player's requirement validator to do so.
Data/Effects/Cancel Order

## Description

Used to remove orders from the unit. Can be used to remove specific kinds of orders, or orders from specific abilities.

## Hint

This can be useful with stuns to clear the unit order queue without disabling the units abilities.

## Example Usage

### Viper Abduct

Used to Cancel the orders on the target of the Abduct.

## Fields Description

### Effect

#### Effect - Ability Command

If set, only orders from this Ability will be canceled.

#### Effect - Flags

* Active
	+ Only orders that are active will be canceled.
* Queued
	+ Only orders that are queued will be canceled. Note that this does NOT included orders queued by shift click (Unit Order Queue) but orders that have been placed in a Queue ability (Such as the Barracks or other training buildings.
* Uninterruptible
	+ Only orders which are uninterruptible stage will be canceled. Uninterruptible state is set in the Ability.
Data/Actors/Text

## Text

### Description

Is an actor that produces text that can be read on the screen at the position it is created

## Example Usage

### Automated Refinery

Created when the AutoHarvestVespene (Unnamed) effect starts saying
~~+4~~ <IMG path="Assets\Textures\icon-gas-terran.dds" height="28" width="28"/>
which basicly shows a coloured +4 and the picture of the vespene gas symbol.
After a timer expires creates the AutomatedRefineryTextMover (Unnamed) to move the text to a higher elevation before a second timer destroys it whilst using the Set Opacity to make the text vanish (broken since patch 3.5).

#### URL

See Automated Refinery from Liberty (Campaign) dependency

## Fields Description

### Event+

* Have your Creation and Die timers
* On creation initiate your Set Opacity with a reasonable blend in duration
* On timer expire create any movers and the destruction of the actor

### Hosting - Host - Subject

* Do not have conclusive evidence but \_Unit and \_FloatingText are most common aliases used
* Probably refers to creating unit

### UI - Alignment

* Dictates the starting position of the text relative to the unit

### UI - Height Offset

* Determines how high from the alignment the text appears
* Useful for stationary text

### UI - Text

* What the message is and any style, colour and images (known to not all work)
* Seems to use the same commands as the Map Loading Screen editor
Data/Abilities/Queueable/Research

# Research

### Description

Allows for the purchase of upgrades; stronger attacks, faster movement, and new abilities to name a few.

### Hint

The research ability is very powerful in what it can enable/disable abilities and buffs for units. This ability is key for a well balanced 'fighter' style map.

## Example Usage

Researching Terran Infantry Level 2 to give my marine +50 (yup OP) attack damage.

## Fields Description

### Ability - Info - Time

* Amount of time it takes to complete the upgrade.

### Stats - Flags

* **Best unit:** When a group of units is order to cast this ability, only the "best unit" (usually the closest one) will do so.
* **Transient:** Can be used while doing other actions (example: a unit that's moving can used the research at the same time).
* **Use Unit Order Queue:** Prevent the unit from doing anything, taking the only possible action of the unit.
* **Smart Requirement (Badly Incorporated as: e\_abilResearchFlagSmartRequirement):** Allows the upgrade Level Button to change, if using the CUpgrade\_LevelButton fields.

## Related

* Modify Player
* Upgrades
Uillip

*This article is a stub. You can help Dark and Light Wiki by expanding it.*

## Taming

The Uillip can be tamed.
They can be tamed by damaging it until it has less than 20% of health.
Once his health is lower than 20% use a Suppression Stone Uillip to get its soul. *Note: You have to be quick to get it's soul because ones the Uillips health is to low he gets ready to explode.*
Once you get the Uillip soul, place the Suppression Stone Uillip inside the Summoning Pool with what ever resources it requires to revive it.
You will also need Magic Essence to power up the Summoning Pool.
*Note: Health example*
Data/Actors/Range

## Range

### Description

Actor that repeats a texture around a specific radius that can be set explicitly or linked to another reference, such as sight radius.

* As far as tested, since this actor has a poor link to the CActorUnit it is related to, some terms may not work, such as "Validate Unit". You may still verify if the unit is "Selected" or if the upgrade (Player Requirement term) is completed.
* The inherited references are very static. For example, linking the range to a behavior (usually works with radar radius) will only take the innate value on 1 stack of behavior. Even if you do stack the behavior, the range won't enlarge accordingly. Also, the range actor will not update its value according to player's upgrades. If the reference was changed, only the initial value is taken in charge.
* There is no known way of updating the range actor, other than destroying it and creating another one that's different. This is a lack of content.

## Example Usage

### Siege Tank

When the Siege Tank that is in Siege Mode is selected, a range actor is created around the unit displaying how far away it can fire.
Data/Validators/Location Crosses Chasm

## Location Crosses Chasm

### Description

Ressembles to the Location Crosses Cliff, focusing more on the "rivers" type of location. By this we include space, lava, water, acid (anything in that category) Validates if the Location toward the Other Location Start Up/End up passing by a river or not. The comparaison between **Location** and **Other Location** is very precise and travels as a linear pattern validating any rivers in its path.

#### Exemple use

* While there are many ways to use this, the most common way would be to have the **Find** field disabled. Then the **Location**, which is the caster's will compare to the target point (**Other Location**). If there is a river between the 2, the validator will return false.
* Another odd way of using it, is to set the **Find** field to enabled, In that case, if the Caster Point/Unit is the **Location** and the **Other Location** is target point, the ability will not work unless the caster is currently in the river (or over as it flies). Trying to cast inside the river will not work if the caster is currently outside the river.

## Field Categories

### Find

Validates if the "Chasm" (river) is to be found or not between the **Location** and **Other Location**. See the exemple use above to understand the difference.

### Location

First viewed location. Compares to the **Other Location**

### Other Location

Second viewed location. End point comparaison from the **Location**.
Data/Validators/Unit Compare Damage Taken Time

## Unit Compare Damage Taken Time

### Description

Verifies, according to a time value, if the location unit has taken any form of damage. Verifies the damage receiver, contrary to the Unit Compare Damage Dealt Time validator that verifies the damage dealer.

### Exemple Use

This validator is to be used at the exact moment the effect is being validated. It will calculate the time at that exact moment. It does not work as requirements do on behaviors. For exemple, if a requirement is false, the behavior is disabled, but enable back when the requirement is true. This validator only validates at the exact moment the behavior is implented. So when the time is up it's not validating anymore.

## Field Categories

### Compare

Time operator. Usually, if the unit has taken damage within a certain past time limit, this can be used as Less than (Lan than or Equal Too). It is about the most logical comparators that can be used, as the others are too specific or too complicated to rend true.

* If the time is set to 1, with a "Lower than" this means the validator is true if the unit has taken damage, less than 1 second from the moment this validator kicked in for validation.
* If the unit must have taken damage, from a greater time than the time value when this validator is being validated

### Other Unit

If this validator required to validate which unit has inflicted the damage, this would serve as its identifier.

### Unit

Which unit is validated as the damage receiver.

### Value

Time value, in seconds. More than 0 promises a successful validator in many cases.
Data/Item Containers

# Item Containers

## Description

An inventory expansion UI layout for storing and using held units with items.

* While the Inventory ability does it itself, this is an alternate management system for "bags" item.

### Hints

* Beware that container UIs can overlap causing difficulties when moving or transfering items.
* Plan your container layout in advance because it is hard to remove slots in the data editor
* Needs an Ability - Info - Empty Face button from the Buttons data type if linked directly from the Inventory ability

## Example Usage

### WoW Character

A container designed to mimic the inventory of WoW including placement of specific equipment class slots

#### URL

As the WoW Character container is already in the campaign dependencies, no URL is needed

## Fields Description

For this data type, there seems to be no categories for each field.

### Model

The model from the Models data type shown in the background of the container UI

* If set to (None) uses the model of the Unit actor of the casting unit
* Be advised that some models will not fit the given space and may hide some slots. Ex: Drone is small, Marauder is huge. Yet, both have the same Height/Width.
* As far as we know, the Dark Templar does not load properly because of its model data file that contains a name that doesn't exist in the browser. Both its model varations still work according to that exact file name.

### Model Height

Sets the vertical scale of the model from the Model field

### Model Width

Sets the horizontal scale of the model from the Model field

### **Slots**

Nearly the same field as **Ability: Info** from Inventory abilities.

#### Index

Each index represents 1 slot. What's it for depends

#### Classes

The class data type used to filter what items can be placed in this slot.

* Leaving this field empty allows any item class to be put in the slot (including items with no class).

#### Column

The Horizontal position of each slot

* 0 is the far left with increasing numbers going right until 7.

#### Empty Face

Mini-Icon used in the slot if it should be empty.

* Uses buttons from the Buttons data type

#### Equip

Enables items to grant their **Basic: Equip** feature (weapon/turret/behavior).

* If disabled, the slot may still carry the item.

#### Requirements

* Requirements that have to be met by the unit with the inventory to use the slot
* (Unsure) if disabling while holding an item forces the item to drop or not

#### Row

The vertical position of each slot

* 0 is the far top with increasing numbers going down to 7.

## Related

* Buttons
* Items
* Item Classes
* Models
* Requirements
* Inventory
Stores

The **town** in Magikarp Jump has a variety of **stores**.

## Coin Shop

Shop with Coins for new ways to help Magikarp grow faster.

* Food
* Training

## Diamond Shop

Use Diamonds to get special items.

The Diamond Shop is a store located in Hoppy Town that sells Friendship Items, Decorations, and single-use Items.

## Records

Check out the **records** of your great adventures with your **Magikarp**. It can be viewed from **Hoppy Town** to the right of the **Coin** and the **Diamond Shop**.

*This article is a stub. You can help Magikarp Jump Wiki by expanding it.*
Data/Validators/Location Arc

### Exemple Use

One of the core files: **SourceFacingTargetWithin30** explains it well. This validator has an arc of 30 degrees, and its location source unit, value Target Unit/Point. Let's rephrase this:

To be true, the source unit must have its facing pointed at the target unit/point with a limited extent of 15 degrees on each side (since the facing goes in the middle of that arc, split that arc in 2, you have 15 degrees on each sides)

### Testing

Some abilities or unit fail this validator on some angle. A test conducted on a liberator attempting to cast Defender mode failed in some caster facing angles, and succeed in others it shouldn't have. Hence, this test revealed that validator could only trace the caster, but not the target unit, so it ended up checking the true angle of the caster's facing point, toward a fixed game angle (so no value at relate at). Further testing should be done to understand if the value must be already incorporated in the chain of effects in order to trace a valid unit, if it can't locate it in case the ability is based on location/ and not unit, if unit turrets affect it, etc.

## Field Categories

### Find

Enabled means the allowed arc must be outside the degrees of the Arc.

Disabled means the allowed arc must be inside the degrees of the Arc.

* This is one of the few **Find** fields that inverts the result with an odd outcome. It is suggested to use Enabled for weapons/abilities with a 360 degrees arc. A test with 2 marines that have their weapon only fire what's outside 180 degrees (Validator inserted on their weapon's main effect, that validator with a Find Enabled/Arc 180) revealed that the marine who could only target what's behind his facing point (with perfect 90° on each sides) turned to target and ended up failling to shoot its target. He negated himself in the process. It is strongly recommanded to use Find Disabled to validate what's inside the facing location.

### Value

Where the location unit must be facing at to validate the arc.
Data/Validators/Condition

## Description

This validator is used for testing partciular situations.

Overall, this validator will only negate anything if the **Test** returns true along with his **Return** returning false. This is the exact outcome as Function.

## Fields

### If

Contains the cases to be verified.

* **If:** Index of the line. Right to left, top to bottom lines are read.

* **Test:** Validator that is evaluated before **Return**. If left blank, the **Return** can still be checked.

* **Return:** Final validator check after the **Test** slot that was initially true or blank. Is ignored if the **Test** was initially false. If both validators on a same line end up true, this condition validator will pass as true, even if the other lines haven't been cheked yet. Left on its own without a **Test**, becomes the final validator entry that will determine the success or not of this Condition validator.

#### If all lines are skipped

The condition validator will fall back to the **Else** field in all scenarios. Since that field is blank by default, the Condition validator will always succeed by default if all lines are skipped.

### Else

If all the "**If**" (Test/Return) are skipped or ignored, this validator is used to determine an alternate final **Return** value of the Condition validator.

* This field is the main reason why this validator always succeeds if all lines are skipped, in the occurance that it is left blank. When putting a validator in, it becomes the sole and final validator. This can be seen as a fail back validator.
* "Skipped or Ignored" (**If** field) is important to understand. If any of the Test/Return combos should succeed or fail, this field will not take place. It can't be fooled either: for example, let's put a "test" validator that goes "Is Scv" and then the "Return" that goes "Life Not Full" so to assume that the Life part failed as the SCV has its life full. Now, you put in the **Else** field "Is Scv". In this very case, the validator will still fail, because the **Else** was never called upon, since the **If** line did find a matching validator that eventually failed, and it stopped there. Putting any other validator in the **If** field that still matches the **Else** field such as "Is Worker" unit filters would fail this validator as well, because the SCV matches this line and fails the validation. Of course, if the line succeeded, the success would rely on the **If** part, and not the **Else** one.
* At some point, one could use this to prevent the Condition validator to succeed off skipping/ignoring, by inserting a validator that matches a **If** line that was skipped. Otherwise, there's no good reason to use a similar validator entry, and that might require a deep analysis to avoid the tiniest similarities that could match.
All That Glitters

**All That Glitters** is a **random encounter** in **Magikarp Jump**.

## Dialogue

**Event Trigger Text**:

>
> You're on fire! It'd be a waste to stop training now. Let's swim all the way back home!
>
>
>
>

*Hrmm? What's that glittering thing that's drifted in here?*

*It might be something valuable! ...Or it might be some kind of lure meant to fish up a sucker.*

## Results

If you decide to snag the glittering thing, it has a 50% chance to succeed.

You went home at once and got some good rest!
*Lies- beautiful lies! That glittering thing was nothing but a bit of glass!*
All that swimming wore your Magikarp out.
 **50%** | *You greedily grabbed the glittery goods!*
*Sweet, sparkling surprise, Magikarp! That glittering thing was actually a Diamond!*
* Gain  Diamonds x 7
Data/Attach Methods/Volume Targets

## Volume Targets

### Description

(Unsure) Seems to be a core attachement method used on all actor's impact attachement query, used to attach the closest valid target's model (volume). Creating custom versions of this attach methods would probably be useless, as this method has no options and seems to be the only version of the only thing it's used for.
Data/Validators/Player Game Result

## Player Game Result

### Description

Validates an effect, that occurs after the outcome of a game. This validator should naturally never work while the game is going.

## Field Categories

### Compare

Operator of the value.In this case, the compared logic is probably more picky, as words can't always be clarified without testing (Ex: What does Greater than Undecided mean?).

### Other Player

Compares the outcome of another player toward the **Player**. Leave to "none" if only the main player is validated.

### Player

Main player that is verified by this validator.

### Value

The game outcome that the player has earned.
Data/Tactical AI Data

## Tactical AI Data

### Description

Basic AI for all units. Something like, place a bomb then auto retreat. Auto EMP if some special unit comes, with shield or energy. Note that either Campaign AI or Melee AI must be initialized for the player in the Triggers in order for these to work. Also, if you use an **Issue Order** action on a unit from a trigger, it will be marked as **Script Controlled** and these will not work.

* Does not work for Hostile player 15.

## CTacticalOrder

### Ability Command

* Most ablity have sub ability, this is the index of it.
* For example: the ability scv-build can build more then 1 kind of building.

### Retreat

* If enabled, unit will auto retreat after the ability is used.

### Target Find

If the ability needs a target.

* This field is not required if the ability is non-targetted ability, such as Morph, Effect-Instant, etc.
* If the ability requires a target, this field is an absolute necessity in which case the ability command will never cast. For example, as High Templar uses it for casting Psi Storm, leaving this field empty will nullify the ability command, even if we can presume that he would cast it anywhere at any moment, hence what we're trying to avoid here.
* Is Target Find data.

### Validator

* Validate conditions, like unborrow only if unit is borrowed

## CTacticalSet

### Array

* list of CTacticalOrder, which will be combined
* Each array is priotized in order, and cancels out the following ones if it passes. This can be bothersome if one would wish to randomize the production of units that are under the same requirements... since one of them will only pass.
Data/Effects/Creep

* Alternate method to generate creep, comparable to the Creep Source behavior. The difference is probably the strategy related to its implement. The behavior generates creep that is more active and dissolves gradually, as this effect can choose to modify it straight in one shot.

### Terrain interactions

Creating this effect next to cliff levels that is not linked by a ramp, from inside a chasm or the absence of any linking creep source will not generate it.

* Examples:
	+ Creating this effect directly in a chasm (with a ground edge nearby) will not generate creep on the ground that is inside the radius of the effect's epicenter. The epicenter really needs to be a valid pathable ground location.
	+ Just like Creep Tumors, it generates creep on the current ground level. The other side of an higher/ lower cliff level will not have creep created on what's left of the radius. In other words, the effect priotizes the same cliff level. **However**, this will work if there is already is creep on the other side of the cliff seperation (just like when you use overlord to generate creep to expand creep tumor's creep on other cliff levels). This statement doesn't apply to chasms (rivers/space or such).

### Testing

Further testing would be required to demonstrate how this creep interacts with the behavior, when both are hit one against another. A test made in the editor shown that the "Uncreep" Cheat codes does remove the creep generated by this effect only if the it's not "permanent" or "ideal" creep.

## Field Categories

### (None): Creep Flags

Flags for the effect. These flags are the greater difference that makes this effect unique aside from the behavior.

* **Ideal:** Enables the creep to remain for ever. Cannot be removed by "Remove Creep Flag". Yes, you're doomed.
* **Immediate:** Speeds up the Creep/Uncreep Process to immediate. Even when the creep is permanent, it seems to make its adhesion to the ground act differently. Essential flag for uncreeping, or to make non-permanent/ideal creep apply properly.
* **Permanent:** Enables the creep to remain for ever. Can be removed by "Remove Creep Flag"
* **Remove Creep:** Inverts the function of this effect to remove creep instead. Does not remove any of the creep generated by behaviors, unless that behavior (or the unit carrying it) are gone. It only removes dissolving creep. Use the immediate flag to remove instantly, as it seems that this flag alone doesn't work. Tests have shown that it doesn't even removes cases of creep.

### (None): Radius

Size of the ground in which the Creep effect will be created. See the **Terrain interactions** examples above to learn how this field interacts with terrains.

### (None): Which Location

Location on which the Creep effect will be created. This becomes the center point of the radius.

#### Effect

Relative parent effect to relate the value

### Value

Location on which the Creep center point effect is generated from.