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Charged Abilities

Gives multiple uses to abilities. Also enables cooldown altering. By default each ability has 2 charges + a bit of scaling based on cooldown. Fully configurable in mod settings. In fact, so configurable that It might be over complicated. Optional - configure everything in mod options: Multiple entries for different group of abilities - each one Includes either one defName or multiple tags, which you can check by enabling "see defnames" in mod options - this will show you abilities' tags when pointing mouse on pawn's ability. Exclamation point after hashtag will apply all abilities without that tag. Charges are set by an equation of the form k*x^p + ... k and p are changeable, x = cooldown. The idea was to allow highly customizable behaviors, though I have to admit it worked way better in my head. Modified cooldown is set either as a constant or as a coefficient* base cooldown. Compatibility: Should work with most abilities that are based on VFE AbilityDef and RimWorld AbilityDef. If a mod has its own class for ability, it won't get affected. Likely will be soft - incompatible with similar mods, changes will either stack or only one will be applied. This is the most diffucult mod I've done so far, and it's code is quite complicated, so there are guaranteed to be some bugs, hopefully just minor ones