Files
DarkflameServer/tests
Aaron Kimbrell fd2be18161 feat(skills): save running skill cooldown groups (charxml <skil sc>)
The client reads the cooldowns still running from the charxml on load
(LWOSkillComponent::LoadFromSaveData 0x00c2a9c0): <skil sc="..."> split
on ';' and ':' (the delimiter string at 0x015b1714 is L";:") into a
cooldown group and the seconds left, each put in its cooldown map under
{hasCooldownGroup = 1, group}, the key it checks when the player casts a
skill of that group (0x00c11400). Live wrote <skil/> with nothing running
and e.g. <skil sc="17:15.6958;"/> otherwise (226 live charxmls; groups
8, 17 and 78 seen, the times below the groups' SkillBehavior cooldowns).
The claude-client-re-docs page described sc as "id;time" pairs; the
live saves and the delimiters show "group:time;".

DLU wrote no <skil>, so relogging or changing zones cleared every
cooldown (e.g. the 90 s imagination and faction skills).

- A player's successful cast (CastPlayerSkill) starts its
  SkillBehavior.cooldowngroup's cooldown (groups 0 and up, cooldown > 0),
  counted down in Update.
- Saved as live wrote it; loaded back when the player's SkillComponent
  is created, so a cooldown survives several zone changes. Old saves
  without <skil> load with none running.

Check in game: use a skill with a long cooldown (e.g. a faction kit's
special skill, a consumable with a cooldown), change zones or log out and
back in right away: its cooldown is still shown and counts down from
where it was (minus the loading time on the server).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 03:44:07 -05:00
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