BehaviorCooldown
F32 = 0 Minimum time, in seconds, between two plays of any events that link this object. 0 disables the check.
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Limits on how often a UI audio event plays. A 0x57b38653 or 0x5d9795fb event links one of these objects. Several events can link the same object.
When an event is triggered, the client runs these checks in order and skips the event at the first one that fails:
BehaviorCooldown seconds have passed since an event last played through
this object.LineCooldown seconds have passed since this event name last played.MaxPlays is 0, or this event name has played fewer than MaxPlays times.0 to 99 is lower than PercentChanceToPlay.Then the client posts the event. If the event was posted and at least one of
BehaviorCooldown, LineCooldown and MaxPlays is not 0, the client records the
play: it stores the current time on this object, and it stores the current time and
adds 1 to the play count of the event name.
The play count and the last play time of an event name are stored per name, not per object. Two objects that limit the same event name share them.
All times are seconds of real time, not game time.
F32 = 0 Minimum time, in seconds, between two plays of any events that link this object. 0 disables the check.
F32 = 0 Minimum time, in seconds, between two plays of the same event name. 0 disables the check.
U32 = 0 Maximum number of plays of one event name. 0 is no limit.
U8 = 100 Chance, in percent, that an event which passed the other checks plays. 100 always plays and 0 never plays.