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Skills
Bartholomew Ho edited this page Nov 10, 2026
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1 revision
How soon the game can award a skill again. After awarding Wreckage, the game waits 2.5 seconds before it awards another, so smashing through a forest gives one Wreckage, then nothing for a while. Skills changes that wait for Wreckage, Lumberjack and Sideswipe.
New in 0.10.0.
Thread: any. Set the delays in OnInit: the game reads its skills once, while it starts. A delay set later applies straight away if the game has read that skill already.
protected override void OnInit()
{
Skills.SetRetriggerDelay(Skill.Wreckage, 1.0f); // a Wreckage every second you keep smashing
Skills.SetRetriggerDelay(Skill.Lumberjack, 2.5f);
}Protected Overrides Sub OnInit()
Skills.SetRetriggerDelay(Skill.Wreckage, 1.0F) ' a Wreckage every second you keep smashing
Skills.SetRetriggerDelay(Skill.Lumberjack, 2.5F)
End Sub| Member | What it does |
|---|---|
SetRetriggerDelay(Skill skill, float seconds) (method) |
How many seconds after awarding skill the game waits before it can award it again. A negative value keeps the game's own. |
RetriggerDelay(Skill skill) (method, returns float?) |
The delay the game uses for skill now, or null before the game has read its skills. |
| Value | The skill |
|---|---|
Wreckage |
Smashing scenery. The game's own delay is 2.5 s. |
Lumberjack |
Smashing log piles (and trees a mod makes count as one). |
Sideswipe |
Rubbing against another car. |
- The delay is the game's own setting (Skills.xml's RetriggerDelay), changed in memory: nothing on disk is touched.
- If two mods set the same skill, the last one to set it wins.
- On a game build the SDK doesn't support, the delays stay the game's and
platform.logsays so.
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