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Spell cooldowns


Rehctawthgin

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Title says it all...

 

How do I add spell cooldowns on spells? I am exploring the basic features of the CK, but then suddenly, I found myself making a bunch of new spells. To prevent spamming them, I need to know how I can add CD to my spells.

 

If it's somewhat related to scripts, I'd rather not deal with that; as I have only a meager amount of knowledge about scripts

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-Nightwatcher

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  • 1 month later...

See this page. I quote from it:

 

 


  • Effect List: The list of effects that occur when the spell is cast.
  • Auto Calculate:
    • If checked, the spell's charge time and cost will be automatically calculated based on the effect(s).
      • Calculated charge time is the greatest number between all effects in the list.
    • If unchecked, these values can be set manually.

 

I believe charge time is what you're looking for.

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Well, the script method is to make two spells: one is the "container spell" that the player will cast, another is the "effect spell" with the actual effects/projectiles/damage/etc, and the last one is the "cooldown spell". Then, you attach a script to the "container spell." The script will check if the player has the "cooldown spell" active, and if so, it does nothing. If there is no cooldown spell, then it casts the "effect spell" and the "cooldown spell" automatically.

 

Another method is to use perks. Create a "cooldown effect" and a perk that will make the magicka cost really large for that particular spell. Attach the perk to the "cooldown effect." Add the cooldown effect to your spell along with the normal effect.

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Easier to just use CK and no scripts.

 

Your spell for example lets say you want to heal 30 HP and have cooldown of 10 seconds.

 

Create a new magic effect with "Dummy" archetype and set it fire and forget.

 

Create a new spell and add the healing effect and also add this dummy effect. Set duration of dummy effect 10 seconds and in conditions of spell add "Not have magic effect" and select that dummy effect.

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But it will always look ugly.

 

My advice: don't bother and just use cast times as a balancing measure instead.

 

If you design your spells properly (I mean game design, not "how to use the CK") you don't need cooldowns.

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