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Cooldowns on Spell Casting

Posted: Mon May 11, 2015 9:29 pm
by David Ward
Is there a way to adjust cooldowns on spellcasting? Bigger spells that have longer cooldowns make sense. Unless I'm missing something, it's not as simple as writing in a cooldown for, say, a meleeattack. Any thoughts?

Re: Cooldowns on Spell Casting

Posted: Mon May 11, 2015 9:42 pm
by minmay
Just attach an onComputeCooldown hook to a hidden trait?

Re: Cooldowns on Spell Casting

Posted: Tue May 12, 2015 7:25 am
by David Ward
Noob question here - I don't see "onComputeCooldown" in http://www.grimrock.net/modding/scripting-reference/

How does that work then?

Re: Cooldowns on Spell Casting

Posted: Tue May 12, 2015 8:13 am
by minmay
It's not in the scripting reference but it exists, it's just like any other hook. Look at the asset pack, two of the game's traits have onComputeCooldown hooks.

Re: Cooldowns on Spell Casting

Posted: Tue May 12, 2015 7:39 pm
by David Ward
Gotcha. I take it then there may be a few of these that are not listed on the scripting reference page?

Re: Cooldowns on Spell Casting

Posted: Wed May 13, 2015 7:55 pm
by JKos
Nice one minmay, updated to here https://github.com/JKos/log2doc/wiki/Asset-Definitions

I think that minmay should get some kind of award for his help to the community, you know all the answers even it's not documented, maybe AH should hire him :D.