Here's a perfectly working Klingon (or whatever) cloak, I'm using it with SoA2 E101.
Of course there's no graphic effect, but everything else is there
Ability can be toggled on and off.
Thanks Whiskey144 for the "CannotBeDamaged" tip.
AbilityCloakKlingon.entity
TXT
entityType "Ability"
buffInstantActionType "ApplyOrRemoveBuffToSelf"
instantActionTriggerType "AlwaysPerform"
buffType "BuffCloakKlingon"
effectInfo
effectAttachInfo
attachType "Center"
smallEffectName ""
largeEffectName ""
soundID "Cloak2"
toggleStateOnNameStringID "IDS_ABILITY_CLOAKACTIVE_NAME"
toggleStateOnDescStringID "IDS_ABILITY_CLOAKACTIVE_DESCRIPTION"
needsToFaceTarget FALSE
canCollideWithTarget TRUE
moveThruTarget FALSE
isUltimateAbility FALSE
maxNumLevels 1
levelSourceType "FixedLevel0"
aiUseTime "OnlyInCombat"
aiUseTargetCondition "Any"
isAutoCastAvailable TRUE
isAutoCastOnByDefault FALSE
pickRandomPlanetToExploreForAutoCastTarget FALSE
ignoreNonCombatShipsForAutoCastTarget TRUE
onlyAutoCastWhenDamageTakenExceedsPerc 0.800000
useCostType "AntiMatter"
antiMatterCost
Level:0 0.000000
Level:1 0.000000
Level:2 0.000000
cooldownTime
Level:0 1.000000
Level:1 1.000000
Level:2 0.000000
orderAcknowledgementType "ONGENERALORDERISSUED"
researchPrerequisites
NumResearchPrerequisites 0
nameStringID "IDS_ABILITY_CLOAK_NAME"
descStringID "IDS_ABILITY_CLOAK_DESCRIPTION"
hudIcon "HUDICON_ABILITY_PHASECLOAK"
smallHudIcon "HUDICON_ABILITY_PHASECLOAK_ACTIVE"
infoCardIcon ""
BuffCloakKlingon.entity
TXT
entityType "Buff"
onReapplyDuplicateType "PrioritizeNewBuffs"
buffStackingLimitType "ForAllPlayers"
stackingLimit 1
allowFirstSpawnerToStack FALSE
buffExclusivityForAIType "ExclusiveForAllPlayers"
isInterruptable FALSE
isChannelling FALSE
numInstantActions 1
instantAction
buffInstantActionType "PlayPersistantAttachedEffect"
instantActionTriggerType "OnDelay"
delayTime 0.000000
effectInfo
effectAttachInfo
attachType "Center"
smallEffectName ""
largeEffectName ""
soundID ""
numPeriodicActions 0
numOverTimeActions 1
overTimeAction
buffOverTimeActionType "DrainAntiMatter"
drainAntiMatterRate
Level:0 1.000000
Level:1 1.000000
Level:2 0.000000
numEntityModifiers 0
numEntityBoolModifiers 3
entityBoolModifier "DisableWeapons"
entityBoolModifier "CannotBeDamaged"
entityBoolModifier "DisableRegeneration"
numFinishConditions 2
finishCondition
finishConditionType "AntiMatterDepleted"
finishCondition
finishConditionType "OwnerChanged"
Here's the string:
StringInfo
ID "IDS_ABILITY_CLOAK_NAME"
Value "Cloak"
StringInfo
ID "IDS_ABILITY_CLOAK_DESCRIPTION"
Value "Cloaks the vessel, making it invisible to enemies. Antimatter is consumed and weapons cannot be used while cloaked."
StringInfo
ID "IDS_ABILITY_CLOAK_CHANG_DESCRIPTION"
Value "Prototype cloaking device, allowing to fire weapons while cloaked. Consumes antimatter."
StringInfo
ID "IDS_ABILITY_CLOAKACTIVE_NAME"
Value "Decloak"
StringInfo
ID "IDS_ABILITY_CLOAKACTIVE_DESCRIPTION"
Value "Decloaks the vessel, allowing for normal operation and combat."
(why can't I use simple UBB [code][/code]?)
Very Very Cool!!! 
Congratulations!! And thank you, mind if i use this? It is different than what i did, which was basically to resize the mesh to a hundredth the size.
Its "invisible" and the icons for show icons and show race emblem can be toggled. But its not "toggleable"
Anyway, it looks interesting. 
-Teal