Originally Posted by Garkin
When you use recall (or jump to player) game starts spamming event EVENT_ABILITY_COOLDOWN_UPDATED with abilityId 6811
GetAbilityName(6811)
- Recall
GetAbilityDescription(6811)
- Fast travel to any previously disovered wayshrine.
(there is really "disovered" instead of "discovered")
GetAbilityCastInfo(6811)
- false, 8000, 0
(not channeled, cast time 8000ms, 0ms channeling time)
Or another catch - there is loading screen after each recall, so you can use EVENT_PLAYER_ACTIVATED or EVENT_PLAYER_DEACTIVATED and then check GetRecallCooldown().
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Ah EVENT_PLAYER_ACTIVATED, I should have thought of that one. Rofl, sad thing is thats how I tested the recall cooldown window, timer, & cost when I was writing it...what was I thinking
As always thanks for the help Garkin.