Cooldown

Understanding the concept of Cooldown nodes in action sequences.

The Cooldown node represents a delay before an action can be performed again. This is useful when it is necessary to limit the frequency of using a specific action.

Examples of application:

  1. Example 1: Skill rotation
    • If the "Fireball" skill is used, a Cooldown node with a 10-second timer will prevent the reuse of this skill for the specified time.
plaintext
Selector
    ├─ Sequence
    │    ├─ Cooldown (10 sec)
    │    └─ Use "Fireball"
    └─ Use "Basic Attack"
  1. Example 2: Self-healing
    • After using the "Healing Potion" skill, a Cooldown node with a 30-second timer can prevent the reuse of the potion until the delay time expires. The potion will only be used if HP < 30%.
plaintext
Selector
    ├─ Sequence
    |    ├─ AuraIsActive HP < 30% 
    │    ├─ Cooldown (30 sec)
    │    └─ Use "Healing Potion"
    └─ Use "Basic Attack"

Node operation:

  • After successfully executing the action with a Cooldown, the node enters the Running state and starts the countdown.
  • While the Cooldown is active, the node will return a Failure state, preventing the action from being executed.
  • When the Cooldown delay time expires, it transitions to the Success state, allowing the action to be performed again.