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Cooldown

Edits the template's AbilityCooldown. With Class omitted, the existing cooldown is edited in place (no-op if the ability has none). With Class set, the existing cooldown is edited in place when it is already exactly that class; otherwise it is replaced by a new instance - any field you do not Set then takes the class's default value.

Config key: Cooldown. Edit struct: CooldownEdit.

Dispatch order

The first editor that accepts a class handles it, so a class is matched by the earliest entry below that it derives from.

X2AbilityCooldown_AidProtocol → X2AbilityCooldown_PerPlayerType → X2AbilityCooldown_LocalAndGlobal → X2AbilityCooldown_Global → X2AbilityCooldown_Rend → any other class

Shared fields

Available on every CooldownEdit entry, whatever its Class.

Config field Type Requires Game field Description
NumTurns int SetNumTurns=true iNumTurns Turns the ability is unavailable after use.
IgnoreOnHit bool SetIgnoreOnHit=true bDoNotApplyOnHit Skips applying the cooldown when the ability hits, so only a miss puts it on cooldown.
AdditionalCooldowns array<AdditionalCooldownEdit> AdditionalCooldownMode (EAdditionalCooldownEditMode) AditionalAbilityCooldowns Cooldowns this ability also puts on other abilities, keyed by AbilityName. Used where firing one thing should lock out another.

Classes

Class-specific fields are documented on each page below. A class with no dedicated editor still accepts every field in Shared fields.

Game class Own fields Editor extends
X2AbilityCooldown_AidProtocol — X2AbilityCooldownEditor
X2AbilityCooldown_Global — X2AbilityCooldownEditor
X2AbilityCooldown_LocalAndGlobal 1 X2AbilityCooldownEditor
X2AbilityCooldown_PerPlayerType 1 X2AbilityCooldownEditor_LocalAndGlobal
X2AbilityCooldown_Rend — X2AbilityCooldownEditor