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Cooldown Bars

A stack of WoW-style countdown bars pinned wherever you want on your screen. Each bar tracks one cooldown in real-time — bandage, hide, meditate, stealth, talent abilities, anything you can write a substring match for. Player-authored rules: edit, add, disable any rule without server cooperation.

How to use it

The HUD

When a cooldown fires that matches one of your rules, a new bar appears in the stack. Each bar shows:

  • The rule's name (left).
  • A filled progress fill that empties as the cooldown ticks (colour is the one you picked for the rule).
  • The remaining seconds (right).

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

The stack is draggable — click and hold any bar, drag the whole stack to where you want it. Position is persisted to disk; survives relog and character swap.

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

Cooldown Bars HUD The cooldown stack with several active timers — drag any bar to reposition the whole stack.

Editing rules

Command What it does
[lycdrules Open the Cooldown Bars editor.

Or open it from the Options gump — clicking Cooldown Bars in the Lyonspyre sidebar opens the editor directly (and dismisses the Options window). Or right-click any bar in the HUD.

The editor is a single panel listing every rule on one screen. Each row exposes:

  • Enabled toggle — gold-filled square = on, empty = off.
  • Label — what the cooldown bar displays when the rule fires.
  • Match text — the case-insensitive substring of the incoming system message that triggers the bar.
  • Duration — bar length in seconds (1–600).
  • Colour swatch — click the swatch to open a floating colour picker; pick one of 24 curated hues (warm golds, reds, pinks, greens, teals, blues, purples, plus high-contrast black and white). The chip you pick is exactly the colour the bar draws with in-game — picker and bar match 1:1 (this was a bug for some blues / cyans and is fixed). Click outside the picker to dismiss without changing.
  • Delete (X) — remove the row.

Every edit auto-saves; no Apply / Confirm step.

Bar size — Display sliders

The top of the editor has two sliders that control the geometry of 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.

Drag the slider, type into the number box, or both. Edits debounce for ~300 ms then auto-save, and the live HUD picks up the new geometry the next frame — no relog required. Settings are per character, stored alongside your rule list.

Sharing rule sets — Export and Import

The footer of the editor has two buttons:

  • Export — opens a dialog with your full rule list serialized as text. The textarea is 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 where you paste a rule blob. Use Ctrl+V to paste, or click Paste from clipboard if the shortcut doesn't take. The importer validates the payload, then asks "Replace your N current rules with M imported rules? — Continue?" so a fat-finger paste can't wipe your list silently. Invalid rows (missing label / match / duration) are 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 current list — it does not merge. If you want to keep both, export your current rules first, import the new set, then add the rules you want back from the saved blob. The exported envelope includes the source character's name (informational only — you can import rules from any character; the name just shows in the confirm step so you know whose rules you're loading).

Per-character rules

Rules, bar geometry, and HUD position are scoped per character. Your warrior's cooldown list is independent from your mage's — fresh characters start empty, and edits on one character never bleed into another.

The first character on a fresh install inherits a one-time copy of any existing rules from the pre-per-character era so you don't lose your prior work.

Cooldown Bars editor The Cooldown Bars editor — add, toggle, edit, delete your cooldown rules and tune the bar geometry.

Default rules

Fresh characters start with no rules. Add the cooldowns you care about and ignore the ones you don't — there's no enforced starter set.

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
Bandage "You begin applying the bandages" 6

Server-pushed cooldowns

Some cooldowns (mostly talent abilities) are pushed by the server directly — these always appear on the bar regardless of your rule set. The control message is suppressed from the journal so it never shows up as visible text.

Behaviour notes

  • Persistence (per character): your rules, the HUD drag position, and the bar geometry are saved into your per-character profile directory under %LOCALAPPDATA%\Lyonspyre\client\Data\Profiles\<server>\<account>\<character>\cooldown-rules.json. The first character on a fresh install inherits a one-time seed copy from any pre-per-character shared rules file; after that every character is independent.
  • Match pipeline: every incoming system message is checked for a match. When one fires, the matching rule's bar appears (or its timer resets if it was already running) — no duplicates stack.
  • Server end-markers: server-pushed cooldowns can tear a bar down early (e.g. a talent ability that was interrupted). Player-authored rules don't end early — they expire when the timer runs out.
  • Reset to default position: if you drag the bar somewhere you can't find, delete the file above (or just the HudX / HudY fields) and relog.