public static void ApplyCooldown(NWPlayer pc, CooldownCategory cooldown, IPerkHandler ability, int spellFeatID) { float finalCooldown = ability.CooldownTime(pc, (float)cooldown.BaseCooldownTime, spellFeatID); int cooldownSeconds = (int)finalCooldown; int cooldownMillis = (int)((finalCooldown - cooldownSeconds) * 100); PCCooldown pcCooldown = DataService.GetAll <PCCooldown>().Single(x => x.PlayerID == pc.GlobalID && x.CooldownCategoryID == cooldown.ID); pcCooldown.DateUnlocked = DateTime.UtcNow.AddSeconds(cooldownSeconds).AddMilliseconds(cooldownMillis); DataService.SubmitDataChange(pcCooldown, DatabaseActionType.Update); }
public static void ApplyCooldown(NWCreature creature, CooldownCategory cooldown, IPerkHandler handler, int spellTier, float armorPenalty) { if (armorPenalty <= 0.0f) { armorPenalty = 1.0f; } // If player has a a cooldown recovery bonus on their equipment, apply that change now. if (creature.IsPlayer) { var effectiveStats = PlayerStatService.GetPlayerItemEffectiveStats(creature.Object); if (effectiveStats.CooldownRecovery > 0) { armorPenalty -= (effectiveStats.CooldownRecovery * 0.01f); } } // There's a cap of 50% cooldown reduction from equipment. if (armorPenalty < 0.5f) { armorPenalty = 0.5f; } Console.WriteLine("armorPenalty final = " + armorPenalty); float finalCooldown = handler.CooldownTime(creature, (float)cooldown.BaseCooldownTime, spellTier) * armorPenalty; int cooldownSeconds = (int)finalCooldown; int cooldownMillis = (int)((finalCooldown - cooldownSeconds) * 100); DateTime unlockDate = DateTime.UtcNow.AddSeconds(cooldownSeconds).AddMilliseconds(cooldownMillis); if (creature.IsPlayer) { PCCooldown pcCooldown = DataService.Single <PCCooldown>(x => x.PlayerID == creature.GlobalID && x.CooldownCategoryID == cooldown.ID); pcCooldown.DateUnlocked = unlockDate; DataService.SubmitDataChange(pcCooldown, DatabaseActionType.Update); } else { string unlockDateString = unlockDate.ToString("yyyy-MM-dd hh:mm:ss"); creature.SetLocalString("ABILITY_COOLDOWN_ID_" + (int)handler.PerkType, unlockDateString); } }