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Cooldown Bars

A stack of countdown bars you pin anywhere on screen. Built-in timers cover bandages, criminal status, ship actions, and talent abilities, and custom rules can track anything you can match from a system message. Each entry has its own appearance controls.

How to use it

The HUD

Fire a cooldown that matches one of your rules and a new bar slides into the stack. Each bar shows:

  • The rule's name (left).
  • A progress fill that drains as the cooldown ticks, in the colour you picked for that rule.
  • The remaining seconds (right).

Bars sort by remaining time - shortest at the top - and reorder live as each one ticks down. Fire a 300-second cooldown and it sits alone. Fire a 30-second one and it slots in above the 300. Fire a 10-second one and it jumps to the top, with the 30 and 300 stacked beneath. As bars expire, the ones below get promoted up. A bar that just finished floats to the very top during its brief completion flash, so the "done" cue catches your eye.

The stack is draggable. Click and hold any bar, then drag the whole stack wherever you want it. The position is saved and survives relog and character swap.

Right-click any active bar to open the Cooldown Bars editor instantly.

Spellcasting bar

Spellcasting can display a separate progress bar that fills from left to right using the spell's actual cast time. Fast cast and other timing changes are reflected automatically. Drag the casting bar anywhere on screen; its position is saved independently from the cooldown stack.

Open the Cooldown Bars menu to enable or disable the spellcasting bar. The shared width and height controls apply to both displays.

Editing rules

Command What it does
[cd, [cooldown, [cooldowns, [lycdrules Open the Cooldown Bars editor.

You can also reach it from the Options gump: click Cooldown Bars in the Lyonspyre sidebar and the editor opens directly (the Options window closes). Or right-click any bar in the HUD.

The search box at the top filters entries by name or trigger text. The rounded Built-in and Custom filters let you show either group or both together without losing your search.

The editor contains two kinds of rows:

  • Built-in appearance rows are always available for game-controlled cooldowns. The game supplies their trigger and duration, so these rows can be enabled or disabled but not renamed, retimed, or deleted.
  • Custom message rules let you choose a label, system-message match, and duration. Add, edit, disable, or delete as many as you need.

Every entry can be styled independently:

  • Enabled toggle - gold-filled square is on, empty is off.
  • Fill colour - the exact colour of the draining progress fill, including orange and the rest of the picker palette.
  • Background colour - the colour behind the progress fill.
  • Background opacity - fades the background colour itself from transparent at 0% to fully opaque at 100%. The fill, countdown, and gold frame stay crisp.
  • Countdown colour - the exact colour of the remaining-seconds number on the right.
  • Label, match text, and duration - editable on custom rules. Match text is a case-insensitive substring of an incoming system message, and duration accepts 1-600 seconds.
  • Delete (X) - removes a custom rule. Built-in rows stay in the list so their appearance is always recoverable.

Every edit auto-saves. There's no Apply or Confirm step.

Display controls

The controls at the top of the editor apply to every bar in the HUD:

  • Bar width (120 - 400 px, default 220) - how wide each bar draws.
  • Bar height (14 - 48 px, default 24) - how tall each bar draws.
  • Show tenths - switches the remaining time from whole seconds to a live decimal countdown such as 5.9s, 5.8s, and 5.7s.

Drag a slider, type into its number box, or use the tenths toggle. Changes auto-save, and the live HUD picks up the new display settings immediately, no relog needed. The settings are per character, stored alongside your rule list.

Sharing rule sets - Export and Import

The compact editor footer shows save status alongside two sharing buttons:

  • Export - opens a dialog with your full rule list as a block of text. The textarea comes pre-selected, so you can Ctrl+C straight into a Discord message or a note. A Copy button does the clipboard write for you.
  • Import - opens a dialog with a textarea to paste a rule set. Ctrl+V to paste, or click Paste from clipboard if the shortcut won't take. The importer checks the text, then shows exactly how many custom rules will be replaced. Built-in appearance settings included in the export update in place; an export that only carries custom rules leaves your built-in settings alone. Invalid rows get dropped, and the result message tells you how many were skipped.

Ctrl+C, Ctrl+V, Ctrl+X, and Ctrl+A all work inside any focused text field on the editor - rule label, match text, duration, and the Export / Import textareas alike.

Import replaces your custom-rule list; it does not merge custom rules. To keep both, export your current rules first, import the new set, then add back the rules you want from the saved text. Built-in rows remain present throughout the import. The export carries the source character's name for information only: you can import rules from any character, and the name just shows in the confirm step so you know whose rules you're loading.

Per-character rules

Custom rules, built-in appearance settings, bar geometry, and HUD position are scoped per character. Your warrior's setup is independent from your mage's, and edits on one never bleed into another. Fresh characters start with the built-in appearance rows and an empty custom-rule list.

If you had rules from before per-character saves existed, the first character you log in on a fresh install inherits a one-time copy of them.

Built-in appearance rows

These rows are pre-populated for every character. They provide a permanent place to enable or disable a built-in timer and choose how its bar looks:

Row Covers
Bandage The native bandage timer.
Criminal Criminal-status time.
Boarding Party Boarding attempts.
Cannons Reloading Cannon reload time.
Ship Bomb Ship bomb cooldowns.
Repair Kit Ship repair-kit use.
Bailing Bailing water from a ship.
Pirouette buff The Pirouette buff timer.
Talent Abilities Talent ability cooldowns.

Built-in rows do not create guessed timers. They style the accurate duration supplied by the game, and they cannot be deleted.

Custom message rules

Fresh characters start with no custom rules. Add the message-driven cooldowns you care about and skip the ones you don't.

A few common examples to type in:

Label Match text Duration
Hide "You have hidden yourself" 10
Meditation "You start meditating" 15
Stealth "You begin to move quietly" 8

Game-timed cooldowns

Some cooldowns, such as talent abilities, come straight from the game with their exact duration rather than being matched from journal text. Their built-in appearance rows control whether they display and how they look. Nothing appears in your journal for them.

Details

  • Saved per character. Custom rules, built-in appearance settings, colours, opacity, tenths precision, HUD position, and bar geometry are saved with each character under %LOCALAPPDATA%\Lyonspyre\client\Data\Profiles\<server>\<account>\<character>\cooldown-rules.json.
  • No duplicate bars. When a message matches a rule that already has a bar running, the timer resets instead of starting a second bar.
  • Early endings. Game-timed cooldowns can end a bar early, for example when a talent ability is interrupted. Custom rules always run their full duration.
  • Lost the stack? If you drag the bars somewhere you can't find them, delete the file above (or just its HudX / HudY fields) and relog to reset the position.