RimWorld

RimWorld

Not enough ratings
Charged Abilities
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.4, 1.5
File Size
Posted
Updated
1.924 MB
6 Jun, 2024 @ 7:31am
10 Nov, 2024 @ 8:07am
7 Change Notes ( view )

Subscribe to download
Charged Abilities

Description
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
10 Comments
Moonshrooms 18 Jul @ 5:37pm 
I love this mod a whole lot! It lets me queue vampire's bloodfeed ability so I can drain a pawn all at once, very useful for the vibes I'm going for. Thanks for making it!
b 16 Jul @ 12:37am 
will this be updated to 1.6 ? sorry if its been asked before. i just wanted to know if it will.
Restless  [author] 5 Nov, 2024 @ 8:12am 
Im terribly sorry for all the bugs, I believe Ive fixed at least some of them
TeH_Dav 4 Oct, 2024 @ 4:50pm 
Hey Restless; I'm having the same issue Victor was having below, but when I replace the first #BASECHARGES with the suggestion you included not only nothing changes, but the piercing spine ability now has -1 charges and is unusable. lol

What specifically must be done to correct this?
Restless  [author] 21 Jul, 2024 @ 11:31am 
Victor, go to the mod settings, replace the first entry (which says "#BASECHARGES...") with "#BASECHARGES_single, #!FINALCOOLDOWN_zero". Like CtrlA CltrV
Victor 24 Jun, 2024 @ 4:41pm 
I got a problem: Bloodfeed is usually always available, but now I ran out of charges and can't use it.
Restless  [author] 7 Jun, 2024 @ 3:52am 
AVE, you get 1 charge every x hours, where x is cooldown time for ability. Adding charge doesn't require psyfocus, but spending does. In general, using abilities with charges works exactly the same as without it, ie requires psyfocus, neural heat etc, but instead of resetting cooldown it removes one charge, allowing multiple usages within short period of time. This can be valuable for abilities like fire spew, so you could use it, for example, 3 times, and then forget about it for 15 days.
Hopefully this explanation makes sense.
AVE 7 Jun, 2024 @ 1:08am 
A few questions:

How VPE charges work? Do they spend psyfocus and add heat as per usual cast?
How ability charges are restored? Every expired cooldown adds one charge?
How it works on VPE psycasts, ie do they spend psyfocus and add heat when adding a charge?
Restless  [author] 6 Jun, 2024 @ 10:48am 
Yeah, I believe that if an ability has a long cooldown, the player should have at least some buffer when using it. In fact, this idea came to me when I just started playing RimWorld, as I was unspeakably disappointed about impids having 1 not very strong ability with crazy cooldown.
Rui 6 Jun, 2024 @ 10:29am 
This is actually insanely interesting as a concept.
It feels like a lot of the less-useful powers compared to VPE and ROM might actually have a more-applicable function now, as opposed to things being underwhelming for an insane cooldown.