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
What will actually happen on the backend during skilltree initialization:
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