Ability Costs Cooldowns
Ability Costs and Cooldowns
Section titled “Ability Costs and Cooldowns”Resource Regeneration System
Section titled “Resource Regeneration System”Basic Regeneration Implementation
Section titled “Basic Regeneration Implementation”Set up automatic regeneration for health, mana, and stamina to create resource management gameplay:
Master Character Regeneration
Section titled “Master Character Regeneration”Create timer events for each resource type:
// Resource Regeneration TimersOnEventBeginPlay() {// Health regeneration every 5 secondsTimer_Health_Regen = CreateTimer(5.0, true);
// Mana regeneration every 2.5 secondsTimer_Mana_Regen = CreateTimer(2.5, true);
// Stamina regeneration every 1 secondTimer_Stamina_Regen = CreateTimer(1.0, true);}
Regeneration Variables
Section titled “Regeneration Variables”- Health_Regeneration: Default 50 points per tick
- Mana_Regeneration: Default 5 points per tick
- Stamina_Regeneration: Default 5 points per tick
- Death State Check: No regeneration while dead
Regeneration Integration
Section titled “Regeneration Integration”Connect regeneration to existing resource modification systems:
- Interface Functions: Use Health_Modify, Mana_Modify, Stamina_Modify
- Math Operation: Set to Add for resource restoration
- Configurable Values: Adjust regeneration rates for game balance
Resource Cost System
Section titled “Resource Cost System”Cost Validation Functions
Section titled “Cost Validation Functions”Create functions to check and consume resources before ability use:
F_Health_Cost Function
Section titled “F_Health_Cost Function”// Health Cost ImplementationF_Health_Cost(Cost) -> Bool {if (Health_Current > Cost) {Interface_Health_Modify(Self, Subtract, Cost);return true; // Sufficient resources} else {F_Player_Error('Not enough health');return false; // Insufficient resources}}
F_Mana_Cost and F_Stamina_Cost Functions
Section titled “F_Mana_Cost and F_Stamina_Cost Functions”Similar implementation for mana and stamina:
- Resource Check: Greater than or equal to cost amount
- Resource Consumption: Subtract cost if sufficient
- Error Feedback: Display error message if insufficient
- Return Value: Boolean success/failure state
Player Error System
Section titled “Player Error System”Error Message Widget
Section titled “Error Message Widget”Create user-friendly resource shortage notifications:
W_Player_Error Widget
Section titled “W_Player_Error Widget”- Simple Design: Single text widget with bright, noticeable color
- Animation: 1-second display, 1-second fade-out
- Visibility Control: Hidden by default, shown during errors
- Positioning: Centered horizontally, positioned above ability bar
Error Message Interface
Section titled “Error Message Interface”// Player Error CommunicationInterface_Player_Error(ErrorText) {TextBlock_Error.SetText(ErrorText);SetVisibility(NotHitTestable_SelfOnly);PlayAnimation(Error_Start);
// Auto-hide after animation completesOnAnimationFinished(Error_Start) {SetVisibility(Hidden);}}
Resource-Specific Error Messages
Section titled “Resource-Specific Error Messages”- Health: “Not enough health”
- Mana: “Not enough mana”
- Stamina: “Not enough stamina”
Ability Cost Integration
Section titled “Ability Cost Integration”Stamina Costs
Section titled “Stamina Costs”Apply stamina costs to physical abilities:
- Sprint: 40 stamina cost with validation check
- Dodge Roll: Stamina cost prevents spam usage
- Physical Abilities: Melee attacks may or may not require stamina
Mana Costs
Section titled “Mana Costs”Apply mana costs to magical abilities:
- Magic Attacks: All magic abilities require mana
- Area Effects: Higher mana costs for area damage abilities
- Projectiles: Magical projectiles consume mana per cast
Cost Implementation Pattern
Section titled “Cost Implementation Pattern”// Ability Cost Integration ExampleOnAbilityActivation() {if (F_Stamina_Cost(40)) {// Sufficient stamina - proceed with abilityExecuteAbility();}// If insufficient, F_Stamina_Cost handles error message}
Cooldown System Implementation
Section titled “Cooldown System Implementation”Cooldown Timer Management
Section titled “Cooldown Timer Management”Create individual cooldown timers for each ability:
Per-Ability Cooldown Variables
Section titled “Per-Ability Cooldown Variables”- Timer_Cooldown_Ability_001 through Timer_Cooldown_Ability_006
- Individual Control: Each ability has separate cooldown duration
- Flexible Timing: Different abilities can have different cooldown lengths
Cooldown Implementation
Section titled “Cooldown Implementation”// Ability Cooldown SystemOnAbilityUse(AbilityNumber) {if (!IsTimerActive(Timer_Cooldown_Ability[AbilityNumber])) {// Ability not on cooldownExecuteAbility();StartCooldownTimer(AbilityNumber, CooldownDuration);} else {// Ability on cooldownF_Player_Error('Ability on cooldown');}}
Cooldown Functions
Section titled “Cooldown Functions”- F_Cooldown_Ability_### Functions: Start cooldown timer for specific ability
- F_Cooldown_Ability_###_End Functions: Reset cooldown when timer completes
- Configurable Duration: Each ability accepts different cooldown lengths
UI Integration
Section titled “UI Integration”Icon Cooldown Display
Section titled “Icon Cooldown Display”Implement visual cooldown feedback on ability bar:
Icon Widget Enhancement
Section titled “Icon Widget Enhancement”Add cooldown display to icon template widget:
- Cooldown Canvas Panel: Overlay for cooldown display
- Cooldown Text: Countdown number display
- Background: Dark overlay during cooldown
- Visibility: Hidden when not on cooldown
Cooldown Communication
Section titled “Cooldown Communication”// Ability Bar Cooldown IntegrationInterface_Ability_Bar_Cooldown(Index, Duration) {target_icon = GetIconByIndex(Index);target_icon.CE_Cooldown(Duration);}
// Called from player character on ability useOnAbilityActivation(AbilityIndex) {Widget_Ability_Bar.Interface_Ability_Bar_Cooldown(AbilityIndex, CooldownDuration);}
Enhanced Input Integration
Section titled “Enhanced Input Integration”Ensure abilities trigger on proper input events:
- Started Trigger: Use “Started” pin for immediate response
- Combat State: Attack abilities (1,2,3,4) trigger combat state
- Utility Abilities: Sprint and stealth don’t trigger combat
The ability costs and cooldowns system creates resource management gameplay while providing clear feedback about ability availability and usage constraints.