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Support On Cooldown Attacks - #180

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Lexer747 merged 17 commits into
ngraves95:mainfrom
Lexer747:pr-159-attack-resets
Aug 30, 2026
Merged

Lexer747 merged 17 commits into
ngraves95:mainfrom
Lexer747:pr-159-attack-resets

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@Lexer747

@Lexer747 Lexer747 commented Aug 30, 2026

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Summary

This PR refactors the plugin such that certain boss mechanics which trigger when a player is already on cooldown can be modelled. These new capabilities are then used for Doom and Maggot King which have various mechanics that let the player attack even when on cooldown and can overwrite the existing cool down.

These are unfortunately in onRender because we need to catch the mechanic nice and early to overwrite the cooldown. I tried with them in onGameTick and they were just inconsistent.

Other changes

  • Use gameval API for The special NPCs, nightmare pillars and ALL combat dummies
  • Change animation data to also hard-code extra meta data, specifically for maggot king we need the standard bow meta data, which seems to just be a hard coded list https://oldschool.runescape.wiki/w/Ranged_weapons#Standard - I tested like 8 different bows, most use HUMAN_BOW but there are some exceptions for special attacks and venny bow.
  • Remove enableMetronome config option from the panel, it's still there because I believe these are saved to disk so it's easier to just deprecate this and stop using it rather than need a migration.
  • Bake in the plugin version to the config panel

Closes #159

Testing

Doom Testing: https://youtu.be/mgu-FDM7k3k

Maggot King Testing:

java_p27nngCKdS.mp4

; Conflicts:
;	src/main/java/com/attacktimer/ClientUtils/Utils.java
;	src/main/java/com/attacktimer/Damage.java
;	src/main/java/com/attacktimer/VariableSpeed/State/TickCount.java
;	src/main/java/com/attacktimer/VariableSpeed/VariableSpeed.java
;	src/test/java/com/attacktimer/RoyalTitansTest.java
;	src/test/java/com/attacktimer/TormentedDemonsTest.java
@Lexer747
Lexer747 merged commit d95a935 into ngraves95:main Aug 30, 2026
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Doom Grubs dont adjust the timer

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