Data\Effect


Effects are the building blocks of abilities and weapons and can be used to launch missiles, perform searches, deal damage, and the like. Effects can be chained together to create complex ability sequences.
For example to create a fireball abilities that explodes and deals damage in an area, you can create an effect tree such as Launch Missile > Area Search > Damage. The effects can be configured so that the Launch Missile effect creates an Area Search on impact, which runs a Damage effect on enemy units within a small radius.

Effect Locations

Some effects have a Location field which determines where the effect is created. For effects that can only occur on a unit (such as Damage or Apply Behavior) this field may be called Which Unit) or Target). Regardless of whether the target type is a unit or location, where the effect is created follows the same general semantics.

Unit

If the target type is unit and the specified unit isn't found, then the effect won't be executed.

Location

If the target type is location but the target happens to be a unit, then the location of the unit will be used instead.

Unit or Location

If the target type is unit or location, it will look for a unit first before falling back to a location.

Effect Type

Wild Sky Effect Type

Template

FieldType: Template

Parent

FieldType: Parent

Debug Log Context

When checked, prints the effect's caster/source/target info to the log.

Universal Field Expressions


Universal Field Expressions allow you to set an expression for most fields in effects even when they wouldn’t ordinarily accept an expression. See notion guide "Universal Field Expressions"

Field Path

Expression