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Targeting

Effects, Redirectors and Skills pick their Actors with an Effect Target (who receives the Effect) or an Interaction Actor (one Actor used as a Source, a relate-to point, a Stat owner…). Most of the time a built-in option is enough; three asset types cover the rest.

AssetReturnsUsed where the target is Custom
Custom Targetera list of ActorsEffect Target / Redirection Target = Custom, a Skill's Direct targeting
Custom Actorone ActorInteraction Actor = Custom: Relate To, Redirected Effect Source, a Stat From's Actor, a SrcSep key's Src Actor
Targeting Filternarrows a listRelation State / Team Flags targets, and the two assets above

Built-in targets​

Effect TargetWho
Sourcethe Actor that applied the Effect
Targetthe Actor that received it
Modifier Sourcethe Actor that added the Modifier being processed (useful with Source Separated Stats)
Trigger Actorthe Actor an Effector touched
Effectorthe Effector's own Actor (a projectile, a trap)
Relation Stateevery Actor with Target Relation (Me, Team, Ally, Neutral, Enemy) to the Relate To Actor, optionally filtered
Team Flagsevery Actor whose team is in the bit mask
Customa Custom Targeter
Worldthe PowerWorld Actor
Actor Statthe Actor held in an Actor Stat
Only diplomacy members

Relation State and Team Flags come from the team member lists of Diplomacy. An Actor is a member only after PowerWorld.Diplomacy.AddMember — usually called by your spawner. Projectiles, Effectors and skill objects normally aren't members.

Targeting returns Actors to apply an Effect to; it can't count them. "While 3 foes are poisoned" needs the count as a Stat — e.g. on the PowerWorld Actor, kept up to date by a State Based Effect on each poisoned Actor.

Example​

Damage Nearby Enemies On Hit (Retaliation) damages every living enemy within 8 m when its bearer is hit. Its Intervener Effect targets:

FieldValue
Effect TargetRelation State
Relate Tothe bearer
Target RelationEnemy
FilterTargetingFilter_AliveInRange8 — a Chain of TargetingFilter_Alive (Stat Based) and TargetingFilter_InRange8 (Distance ≤ 8)

Of five enemies — two dead, one 12 m away — the remaining two take the damage.