Minecraft:Use cooldown: Difference between revisions
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[[File:Use cooldown.gif|thumb|An example of an item being affected by the use cooldown.]] | [[File:Use cooldown.gif|thumb|An example of an item being affected by the use cooldown.]] | ||
The '''use cooldown''' (also known as '''recharge''', '''item cooldown''', or simply '''cooldown''') is a mechanic that delays {{control|using}} an item for a given time. It is represented by a transparent white bar that appears over the item in the | The '''use cooldown''' (also known as '''recharge''', '''item cooldown''', or simply '''cooldown''') is a mechanic that delays {{control|using}} an item for a given time. It is represented by a transparent white bar that appears over the item in the hotbar and [[Minecraft:inventory]]. | ||
== Mechanic == | == Mechanic == | ||
For most items that are affected by it, the use cooldown triggers after using the item, and is represented by a transparent white bar that decreases in height as the cooldown nears the end of its duration. The use cooldown affects all instances of a given item type that a player has, not just the one that was used. For [[Minecraft:shield]]s specifically, the use cooldown activates when the shield has been disabled by an [[Minecraft:axe]]. For [[Minecraft:spear]]s in {{BE}} specifically, the use cooldown activates after performing a | For most items that are affected by it, the use cooldown triggers after using the item, and is represented by a transparent white bar that decreases in height as the cooldown nears the end of its duration. The use cooldown affects all instances of a given item type that a player has, not just the one that was used. For [[Minecraft:shield]]s specifically, the use cooldown activates when the shield has been disabled by an [[Minecraft:axe]]. For [[Minecraft:spear]]s in {{BE}} specifically, the use cooldown activates after performing a jab attack. | ||
== Affected items == | == Affected items == | ||
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== Attribute == | == Attribute == | ||
In {{JE}}, the use cooldown of a given item is controlled by its | In {{JE}}, the use cooldown of a given item is controlled by its use cooldown data component: | ||
<div class="treeview"> | <div class="treeview"> | ||
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|{{HistoryLine|Java}} | |{{HistoryLine|Java}} | ||
|{{HistoryLine||1.9|dev=15w34c|Added the use cooldown, currently only used by ender pearls, chorus fruit, and shields.}} | |{{HistoryLine||1.9|dev=15w34c|Added the use cooldown, currently only used by ender pearls, chorus fruit, and shields.}} | ||
|{{HistoryLine||1.21.2|dev=24w34a|Made the <code>use_cooldown</code> component a | |{{HistoryLine||1.21.2|dev=24w34a|Made the <code>use_cooldown</code> component a data component.}} | ||
|{{HistoryLine|foot}} | |{{HistoryLine|foot}} | ||
}} | }} | ||
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[[Category:Gameplay]] | [[Category:Gameplay]] | ||
fr:Temps de chargement d'utilisation | |||
pt:Tempo de uso | |||
zh:物品冷却 | |||
Revision as of 16:08, 9 April 2026
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For the {{{Description}}} of the same name, see [[{{{Destination}}}]]. |
The use cooldown (also known as recharge, item cooldown, or simply cooldown) is a mechanic that delays Template:Control an item for a given time. It is represented by a transparent white bar that appears over the item in the hotbar and Minecraft:inventory.
Mechanic
For most items that are affected by it, the use cooldown triggers after using the item, and is represented by a transparent white bar that decreases in height as the cooldown nears the end of its duration. The use cooldown affects all instances of a given item type that a player has, not just the one that was used. For Minecraft:shields specifically, the use cooldown activates when the shield has been disabled by an Minecraft:axe. For Minecraft:spears in Template:BE specifically, the use cooldown activates after performing a jab attack.
Affected items
The following is a list of items that have a use cooldown:
- Template:ItemLink (1 second / 20 ticks)
- Template:ItemLink (1 second / 20 ticks)
- Template:ItemLink (1 second / 20 ticks)Template:Only
- Template:ItemLink (1 second / 20 ticks)
- Template:ItemLink (7 seconds / 140 ticks)
- Template:ItemLink (5 seconds / 100 ticks)
- Template:ItemLink (7 seconds / 140 ticks)
- Template:ItemLinkTemplate:Only
- Template:ItemLink (0.65 seconds / 13 ticks)Template:Only
- Template:ItemLink (0.75 seconds / 15 ticks)Template:Only
- Template:ItemLink (0.85 seconds / 17 ticks)Template:Only
- Template:ItemLink (0.95 seconds / 19 ticks)Template:Only
- Template:ItemLink (0.95 seconds / 19 ticks)Template:Only
- Template:ItemLink (1.05 seconds / 21 ticks)Template:Only
- Template:ItemLink (1.15 seconds / 23 ticks)Template:Only
- Template:ItemLink (0.2 seconds / 4 ticks)Template:Upcoming
- Template:ItemLink (0.2 seconds / 4 ticks)Template:Upcoming
Attribute
In Template:JE, the use cooldown of a given item is controlled by its use cooldown data component:
- Template:Nbt: Parent tag.
History
Template:Navbox combat Template:Navbox gameplay
fr:Temps de chargement d'utilisation pt:Tempo de uso zh:物品冷却