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Cooldowns

For: advanced users gating repeats.

Per-player and match-wide gates that stamp only when they open. The one-line forms live in the cheatsheet.

Tag Meaning
<pcooldown:player,key,seconds> true when ready, stamps; else false without touching the stamp.
<pcooldown.get:player,key,seconds> Seconds left, else 0.
<pcooldown.reset:player,key> Clears, true.
<gcooldown:key,seconds> Match-wide gate, true when ready.
<gcooldown.get:key,seconds> Seconds left, else 0.
<gcooldown.reset:key> Clears, true.

<pcooldown:player,key,seconds> gates one player and <gcooldown:key,seconds> gates match-wide, each with .get (remaining window, 0 when ready or unknown) and .reset (clears, yields true) siblings. The set tags stamp only when the gate opens (no stamp or the window elapsed) and yield true then, else false without touching the stamp, so polling never extends a cooldown:

- '<if:"<pcooldown:<p>,dash,5> == false","exit">'
- 'effect give <p> minecraft:speed 5 1 true'

Player keys namespace below the lower-cased name, so Steve and steve share one cooldown; offline or unknown players resolve null silently. Non-numeric or negative seconds warn and yield null, as do blank players and keys. Stamps clear with the match on teardown.

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