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Version 2.11.0
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SkillCooldown structure

One row of AoiSyncToMeDelta.SyncSkillCDs. Times are server epoch ms.

public struct SkillCooldown : IEquatable<SkillCooldown>
parameter description
SkillId Leveled SkillFightLevel id (baseSkillId*100 + level).
BeginTimeMs Cooldown start, server epoch ms.
DurationMs Base cooldown duration in ms (per charge for charge skills).
Kind Normal vs Charge.
ChargeCount Charge count for charge skills.
ValidCdTimeMs Valid CD time (wire field 8).
SubCdRatio Cooldown reduction ratio, per-10000 (wire field 9, sub_cd_ratio); 0 = none.
SubCdFixedMs Flat cooldown reduction in ms (wire field 10, sub_cd_fixed); 0 = none.
AccelerateCdRatio Cooldown recovery acceleration, per-10000 (wire field 11, accelerate_cd_ratio) — e.g. a haste buff makes recovery run faster than realtime; 0 = realtime.
name description
SkillCooldown(…) One row of AoiSyncToMeDelta.SyncSkillCDs. Times are server epoch ms.
AccelerateCdRatio { get; set; } Cooldown recovery acceleration, per-10000 (wire field 11, accelerate_cd_ratio) — e.g. a haste buff makes recovery run faster than realtime; 0 = realtime.
BeginTimeMs { get; set; } Cooldown start, server epoch ms.
ChargeCount { get; set; } Charge count for charge skills.
DurationMs { get; set; } Base cooldown duration in ms (per charge for charge skills).
Kind { get; set; } Normal vs Charge.
SkillId { get; set; } Leveled SkillFightLevel id (baseSkillId*100 + level).
SubCdFixedMs { get; set; } Flat cooldown reduction in ms (wire field 10, sub_cd_fixed); 0 = none.
SubCdRatio { get; set; } Cooldown reduction ratio, per-10000 (wire field 9, sub_cd_ratio); 0 = none.
ValidCdTimeMs { get; set; } Valid CD time (wire field 8).