Trigger Cooldown (Entity Action Type)
Starts a power's cooldown as if the power had just been used, so it can't fire again until the cooldown runs out. It works on every power that has a cooldown, as well as apoli:cooldown.
Type ID: apoli:trigger_cooldown
Fields
| Field | Type | Default | Description |
|---|---|---|---|
power | Identifier | required | The power whose cooldown to start. The legacy field resource is accepted as an alias. |
Which powers
Any power type with a cooldown: apoli:cooldown, apoli:action_on_key_press (active_self), apoli:action_on_key_sequence, apoli:fire_projectile, apoli:action_on_hit, apoli:action_when_hit, apoli:action_on_kill, apoli:action_on_collision, apoli:action_on_mouse_movement, apoli:action_on_scroll_wheel and apoli:game_event_listener. A power without a cooldown is left alone.
Behaviour
- If the cooldown is ready (
0), it is set to the power's fullcooldownand starts counting down, and the power's HUD bar shows it straight away. - If the cooldown is already running, this action does nothing and the countdown carries on from where it is.
- To set a cooldown to an exact number of ticks, use apoli:modify_resource with
operation: set_base.
Example
Two abilities that share a cooldown. Using the dash also puts example:blink on cooldown, and example:blink does the same to the dash:
{
"type": "apoli:active_self",
"key": "key.apoli.primary_active",
"cooldown": 100,
"hud_render": {
"should_render": true
},
"entity_action": {
"type": "apoli:and",
"actions": [
{
"type": "apoli:trigger_cooldown",
"power": "example:blink"
},
{
"type": "apoli:add_velocity",
"z": 1.5,
"space": "local"
}
]
}
}