Cast Cost

A CastCost appears on castable Abilities and on Items that can be "used".

Following are the properties of a CastCost:

Cooldown

The properies of the cooldown should be self-explanatory and are additionally provided with tooltips in the editor.

"Cooldown Group" is explained in Core Data

Charge

Charges are only applicable to Abilities as Items can be stackable.

Count Max

Maximum number of charges. If zero, the Castable does not have charges. One charge makes no sense as using the Cooldown suffices in this case.

Two or more charges: In this case:

  • The Cooldown→"Time Use" becomes the cooldown between charges.

  • The Charge→"Time Use" is the time it takes for one charge to regenerate.

When using charges, use 2 or more. AND make the Charge→"Time Use" higher than the Cooldown→"Time Use".

Vitals Fraction Unbuffed

Use this if the cast should cost e.g. 10% of the caster’s unbuffed life. TODO: does this make sense? It encourages not leveling up. On the other hand, spells get more expensive automatically.

Vitals Fraction Buffed

Use this if the cast should cost e.g. 10% of the caster’s buffed life.

Vitals Amount

Flat amount of vitals that the cast costs.

Required Items

Use this if the Cast should require items.