Data\Ability


Abilities are spells or skills that are cast by units. Similar to weapons, abilities create effect trees that determine their functionality.

Template

FieldType: Template

Parent

FieldType: Parent

Ability Type


Determines how the ability's target location is chosen. Targeted abilities will cause the caster to enter targeting mode while selecting a cast location.

  • NONE_ABILITY_TYPE:
  • TARGET: When cast, the target for the effect of the ability is a unit or location within range of the ability.
  • INSTANT: When cast, the casting unit or location is the target for the effect of the ability.

Cast Type


(NOTE: Currently AUTO type is not supported for targeted abilities).

  • NONE_CAST_TYPE:
  • MANUAL: The player must activate the ability themselves.
  • AUTO: The ability will automatically be cast when off cooldown and the validators are met.

Target Range Mode

  • NORMAL: When cast outside of the ability's range, the caster will attempt to move into range before casting.
  • CLAMP: When cast outside of the ability's range, the caster will cast the ability at the ability's maximum range in the direction of the target.
  • MAX_RANGE: The ability will always be cast at the maximum range in the direction of the target.

Effect

The effect used by the ability when it is cast.


See: Data/Effect
For targeted abilities, this effect determines whether this ability can target units, locations, or both. This is usually decided by the effect's 'Target Type' or 'Location' field, though some effect types always occur at a unit or location.

Stats

Prep Time

The delay between the ability being cast and the effect being executed.


Used with Finish Time for the purposes of animating the unit.

Finish Time

The delay between the effect being executed and the ability ending.


The Finish Time begins as soon as Prep Time ends.
Used with Prep Time for the purposes of animating the unit. The sum of Prep Time plus Finish Time is the minimum cooldown of an ability.

Cooldown

The cooldown of the ability or how long the unit must wait to use it again.


The Cooldown begins as soon as Prep Time ends.
If Max Charge is greater than 1, this instead determines how long it takes to gain another charge of the ability. In this case the cooldown of the ability is instead the sum of Prep Time plus Finish Time as long as there is another charge on the ability.

Use Initial Cooldown

If checked, this ability will start on cooldown.

Use Cooldown On Enable

If checked, this ability will enter cooldown when it is disabled then enabled.

Range

The maximum distance for the target of the ability.

Scan Range

If ability's abilty type is TARGET and cast type is AUTO, this is the range that unit will use to search for targets.

Max Charge

The maximum number of charges for an ability. In order for an ability to be able to be cast, this number must be 1 or greater.

Arc

The angle in front of the caster that targets must be in. If the target is outside this arc, the caster will attempt to turn to face the target before casting. Example: Arc 360 means the ability can be cast in any direction, 90 is a cone in front, and 0 is directly facing the target.

Use Unit Cost Difference

If the ability contains a morph effect, uses the difference in gold cost between the two units as the ability's gold cost.


If the ability contains a morph effect, uses the difference in gold cost between the two units as the ability's gold cost.

Add To Unit Cost

When checked, the cost of unit will be increased by the gold cost of the ability when it is cast.

Cost

What resources the unit uses when it casts the ability. If the unit is unable to meet any of the costs, it is unable to cast the ability.

Health

How much health the unit loses when the ability is cast.

Mana

How much mana the unit loses when the ability is cast.

Gold

How much gold the player loses when the ability is cast.

Priority

Abilities with higher priority can interrupt the casting of abilities with lower priority.

Family


Can be used to target specific abilities for cooldown or charge modification using the Modify Unit effect.

Validators

Each validator must succeed in order for the ability to be able to be cast.


See: Data/Validator

Level

Ability level reference that can be referenced in validator expressions.

Can Cast While Moving

If this is checked, using this ability will not stop movement.

Is Rally Ability [Wild Sky]

Used for additional rally ability functionality in Wild Sky.

Disabled

When checked, the ability is disabled by default. Requires behaviors or other means to be enabled.

Hide

When checked, the ability is hidden from the command card by default. Requires behaviors or other means to be visible.

Distance Check Mode

EnumType: DistanceCheckModes

Distance Extend Mode

EnumType: DistanceExtendModes

Target Filter

MessageType: SearchFilter

Highlight

If checked, the ability will always be highlighted on the unit's command card and a behavior or some other means will be needed to stop it.

Ability Tags

Used in conjunction with Issue Ability effect to cast abilities with specific tags.


See: Data/Effect/Issue Ability.
Can also be used to target specific abilities for cooldown reduction using the Modify Unit effect.

Charge Ignore Cooldown

If checked, the ability charges will not recover each cooldown. Instead the ability charges must be changed some other way.

Show Charge Count Ui

Whether the charges of the ability are displayed in the in-game UI or not.

Critical Chance

The chance that the ability usage is considered a critical. The value is a fraction, so 0 is 0% chance and 1 is 100% chance of critical hit.

Critical Effect

The effect that is executed instead of the effect when the ability is a critical.


If this is not set, the default effect will be used on critical instead.

Dependent Units

Dependent units will be loaded when the ability is loaded.


Any units declared here will be preloaded when this ability is preloaded. This is an alternative to declaring data in Settings.

Dependent Effects

Dependent effects will be loaded when this unit is loaded.


Any effects declared here will be preloaded when this ability is preloaded. This is an alternative to declaring data in Settings.

Dependent Behaviors

Dependent behaviors will be loaded when this unit is loaded.


Any behaviors declared here will be preloaded when this ability is preloaded. This is an alternative to declaring data in Settings.

Command Card Index

What slot of the In-Game UI Command Card the ability occupies.


Can be used to lay out the abilities on a unit in a certain manner.

Command Card Icon

The icon of the ability.

Command Card Confirm Icon [Wild Sky]

If the ability needs to be confirmed (i.e., tap a second time to use), the icon to display after the first tap.

Command Card Display Text [Wild Sky]

The text that the ability button displays when it is opened.

Command Card Enhancement Icon [Wild Sky]

The icon for the ability when it is enhanced.

Command Card Ornament Icon [Wild Sky]

The icon for the ability when it has an ornament.

Preserve Menu [Wild Sky]

When the ability is used through the tower menu, the menu stays open.

Description [Wild Sky]

Used by wild sky, can be used for the description of an ability.

Title [Wild Sky]

Used by wild sky, can be used to form a title for the ability.

Affinity Index

The affinity of this ability. Only set this field if: 1. this is a ship ability. 2. and this ability is used as a built-in ability (i.e., not added through a loadout spell card but available in the level automatically). The mapping: 1 => normal 2 => fire 3 => ice 4 => nature 5 => light 6 => dark.


Used by Wild Sky to help associate abilities with affinities.

Card Name

Used to associate the ability with a card name for damage stats tracking.

Targeting Valid Cursor Actor

The cursor actor used for the ability's target mode when the target is valid.

Targeting Invalid Cursor Actor

The cursor actor used for the ability's target mode when the target is invalid.