[Util] Creating Dynamic Cooldowns

Discussion in 'Resources' started by Compressions, Jul 21, 2013.

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    Hello! I have created a utility that novice programmers can use to create dynamic cooldowns with ease. I have written up a class for you, therefore not requiring any external JAR's.

    Firstly, create a class called Cooldown and paste the following code in:
    The class is available for download on GitHub.
    NOTE: Follow the instructions or it won't work properly!
    package us.compressions.example;
    import java.util.HashMap;
    import org.bukkit.Bukkit;
    import org.bukkit.entity.Player;
    import org.bukkit.scheduler.BukkitRunnable;
    public class Cooldown {
        // change Main to your plugin's main class
        public Main p;
        public Cooldown(Main i) {
            p = i;
        int task;
        public void setCooldownLength(Player player, int time,
                HashMap<String, Integer> hashmap) {
            hashmap.put(player.getName(), time);
        public int getTimeLeft(Player player, HashMap<String, Integer> hashmap) {
            int time = hashmap.get(player.getName());
            return time;
        public void startCooldown(final Player player,
                final HashMap<String, Integer> hashmap) {
            task = Bukkit.getServer().getScheduler()
                    .scheduleSyncRepeatingTask(p, new BukkitRunnable() {
                        public void run() {
                            int time = hashmap.get(player.getName());
                            if (time != 0) {
                                hashmap.put(player.getName(), time - 1);
                            } else {
                    }, 0L, 20L);
    Here is an example of how you can implement this utility:
    NOTE: getTimeLeft, setCooldownLength, and createCooldown are methods from the Cooldown class!
        // this is for storing players' names and their cooldown time
        HashMap<String, Integer> map = new HashMap<String, Integer>();
        // example method for using a cooldown
        public void onPlayerInteract(PlayerInteractEvent e) {
            Player player = e.getPlayer();
            if (e.getAction().equals(Action.RIGHT_CLICK_BLOCK)) {
                if (player.getItemInHand().getType().equals(Material.STONE_AXE)) {
                    if (map.containsKey(player.getName())) {
                                + "You are still on cooldown for another "
                                + getTimeLeft(player, map) + " seconds!");
                    } else {
                        setCooldownLength(player, 10, map);
                        startCooldown(player, map);
    Here is the in-game output:

    I hope this utility helped you in creating dynamic cooldowns for your plugin.
    If this helped you, please show some support by giving this post a like!
    Thanks and happy coding! :)

    EDIT: Sorry about how messy and inefficient the code is. I posted this and realized it wouldn't work, so I rushed out a working version. I will clean this up and make more efficient methods soon! :)
    Pitazzo, Zen3515, KingFaris11 and 3 others like this.
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    Since I assume the getTimeLeft function will be called way less often then once a second, seems like it'd make more sense to just make a time variable called whatever you decide, then compare a players time to that variable... If that makes any sense. Looping through a hashmap each second may not be the most efficient way to go.
    zachoooo likes this.
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    Thanks :) I will implement this to my plugin.
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    It's not very efficient to use a scheduler to change the values for a cooldown. It would be much better to just store the time and compare it. Just imagine if you used this method and had a couple hundred players with like 100+ different abilities and commands to keep track of. That would be over 10,000 operations each second for a simple cooldown.
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    zachoooo You'd still need a scheduler to compare them. But yeah that's what I did in my tutorial.
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    No you dont
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    zachoooo How? You'd need to compare them every 1 or 2 ticks to see one needs to be removed?
    I'd like to know how to do it without a scheduler :D Unless you mean when someone interacts it checks for their cooldown or something.
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    Yeah, you just have it do the check when it needs to be checked. It would only use a tiny amount of ram
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    zachoooo Okay, I do it with a scheduler so I can notify the player when a cooldown is finished :)
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