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Copy file name to clipboardExpand all lines: _doc/stdlib/objediting/abils.md
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### Intro
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In Warcraft III most abilities, unlike units, are unique and thus the parent ability must be specified to gain access to custom data fields.
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The standard library wraps this nicely by providing classes for each unique spell in `AbilityObjEditing` and presets for channel based custom spells `ChannelAbilityPreset`.
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The standard library wraps this nicely with two object editing packages:
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-`AbilityObjEditing` provides generated classes for existing Warcraft III abilities, such as `AbilityDefinitionFireBolt`.
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-`ChannelAbilityPreset` provides a preset for channel-based custom spells.
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The examples below assume these imports:
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```wurst
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import AbilityObjEditing
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import ChannelAbilityPreset
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```
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### Normal Spells
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To generate and modify normal spells, use the correspoding class from `AbilityObjEditing`.
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To generate and modify normal spells, use the corresponding class from `AbilityObjEditing`.
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E.g. if you want to generate a fireball ability, use `AbilityDefinitionFireBolt` or `AbilityDefinitionPaladinDivineShield` for divine shield.
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### Channel Spells
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Most custom spells are based on channel. It is a very customizable ability without an effect made exactly for this purpose.
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Most triggered custom spells are based on channel. This part uses the separate `ChannelAbilityPreset` package, which builds on the generated ability definitions from `AbilityObjEditing`.
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Channel is a very customizable ability without an effect made exactly for this purpose.
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By default channel spells emit some odd behaviour, like being invisible and having to "channel" the spell for a duration of time, like Blizzard or Fire Rain.
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You can reset all these properties by passing `true` as last argument in the constructor.
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