Delay

Description

Causes the current skilltree to be delayed by X ticks.
The number of ticks can be given positionally as delay 60, or through the ticks attribute as delay{ticks=60}. Both forms accept placeholders, so the duration can be resolved at runtime, for example delay{ticks=<caster.var.x>}.
Delay can also be used as an attribute directly inside of mechanics by adding the delay=TICKS universal attribute. This way, the delay is not applied to the entire skilltree but only to the single mechanic.

Skill-delay and Attribute-delay do not work in the same manner.

This mechanic can also be used to accomplish Intratick Scheduling

Attributes

Attribute Aliases Description Default
ticks The number of ticks to delay the execution. Accepts placeholders. 0

Examples

Skills:
  - ignite{ticks=60}
  - delay 60
  - explode

The ticks attribute is the same delay expressed as an attribute, and its value can be a placeholder.

Skills:
  - ignite{ticks=60}
  - delay{ticks=<caster.var.x>}
  - explode

This is an example of using the delay universal attribute. It will work inside any mechanic and will delay it from happening by the specified amount of ticks.

Skills:
  - skill{skill=exampleskill;delay=200}
  - explode{delay=80}
Updated Aug 19, 2026