Global Cooldown

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dhfish
Posts: 78
Joined: Wed Mar 17, 2010 10:35 am

Global Cooldown

Post by dhfish » Wed Jul 20, 2011 9:36 am

Question is how the global cooldown effects skill timers. lets say I have the global cooldown set to the standard 1500 and then use this xml.

action name="Brutal Strikes" cooldown="4900" hotkey="10" melee="true" />

<action name="Clobber" cooldown="5000" hotkey="11" melee="true" />

<action name="Wild Attack" cooldown="1900" hotkey="9" melee="true" />

<action name="Swift Strike" cooldown="3200" hotkey="0" melee="true" />

<action name="Rend" cooldown="42000" hotkey="2" melee="true" />

Is the bot going to add 1.5 seconds in between each skill? If not then what does global cooldown do?

I am working on an excel sheet so that I can get some of the timing of skills to match ferver better.

rhui
Tester
Posts: 993
Joined: Tue Mar 09, 2010 7:10 am
Supporter: 9999

Re: Global Cooldown

Post by rhui » Wed Jul 20, 2011 9:54 am

Code: Select all

        public virtual bool ShouldUse(Type state_, int globalCooldown_)
        {
            // Check if our cooldown is up
            TimeSpan elapsed = DateTime.Now - m_lastUsed;
            if (elapsed.TotalMilliseconds < m_cooldown + globalCooldown_)
            {
                return false;
            }
...
So se answer is:

The bot will add the global cooldown to the cooldown time of the skill. After the duration of CD + GCD the skill will be casted again, if conditions are true....

roddy
Tester
Posts: 261
Joined: Tue Jan 11, 2011 2:58 pm
Supporter: 9999

Re: Global Cooldown

Post by roddy » Thu Jul 21, 2011 3:21 pm

Really??? ok so the global cooldown is functional? hmm I may have to play with that some than because I think I know how I can use it to my benefit.

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