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Spell Cooldown #12
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There are two properties in
Which would remove the global cooldown duration from the equation. I'm not sure how this works with modifiers, but I'd assume those are taken into account in the CooldownTime. We could add this to the I'm going to guess you're looking to use this to anticipate better on what abilities you will be using? |
from where in the game the TorAbility gets the info, isnt there a place on the memory with the current cooldown we could get? as it appear when we enable cooldown timer text on interface? |
According to my testing, TorAbility.CooldownTime returns the "default" cooldown time of a spell, not the current cooldown. eg, if Force Lift has a cooldown of 30 seconds, it will always return 30000, whether there's 5 seconds left on the current cooldown, or even if the ability is ready and has no active cooldown. |
Indeed, we would need a way to get the current cooldown as it appear in 2016-07-06 18:39 GMT-03:00 Malick McGregor [email protected]:
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I'll have another look at this. The game should keep track of this somewhere, but other than in the UI (which is in seconds), I wasn't able to locate it the last time. |
any news on this? >.< that would change rotations so drasticly ;P |
Anything we can do to help with this? Looking for a similiar solution for some of the internal buffs that aren't flagged by an icon now. |
Hello there
On spell.cs there is the GetCooldown() function that states the total cooldown of a spell. This function doesn't take into account alacrity modifiers. Since CanCast() suffer interference from global cooldown it would be an enormous and incredible improvement if we could have another function that states the current cooldown of a spell to use as a conditional on combat rotations as per the example bellow on a lethality operative rotation
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