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Description
- In skilltree config only
id: "ntrpg:fireball_charges"
parent: "ntrpg:fireball"
Settings {
blablabla
}
Charges {
max-amount: 3
max-amount_levelbonus: 3
max-amount_per_str: 3 .....
cooldown-between-charges: 10000
cooldown-between-charges_levelbonus: -150
}
Recharge-continually: true
What will actually happen on the backend during skilltree initialization:
- create a bytecode for a skill via asm (similar principe as skill with type of "item-access", "command" etc),
- When the skill is casted it places a buff (effect) to the caster which tracks remaining charges
- Player may run the skill "max-amount"th-times before actual skill cooldown is applied
-
Charges block:
max-amount: 3
recharge-continually: if true the cooldown timer starts counting down when the first execution happen, whenever the cooldown is applied is deceided on the last charge. -
ie cooldown of skill is 10s, the player has 3 charges executes each of them with 5 seconds delay.
in that case the 3rd charge was depleted 15 seconds after the first charge was used => no cooldown applied