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src/routes/guide/cooldown/+page.svx

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## Implementation methods
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This guide covers three common methods for implementing cooldowns in Minecraft datapacks:
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scoreboard-based, advancement-based, and worldclock-based.
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There are two main ways to implement a cooldown mechanic in your project:
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### [Scoreboard-based cooldown](/guide/cooldown/scoreboard)
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Use a scoreboard objective to store how much time remaining until the cooldown expires.
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This method works well for small datapacks, or when you only need a few different cooldowns.
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### [Advancement-based cooldown](/guide/cooldown/advancement)
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Use an advancement to tick the cooldown.
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This method only ticks the cooldown when the player is using the action, making it ideal
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for performance-sensitive projects.
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### [Worldclock-based cooldown](/guide/cooldown/worldclock)
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Use a timespan on a worldclock to measure elapsed time.
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This is a non-ticking approach that works well for large datapacks or any setup
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that needs many cooldown timers.
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- [Scoreboard-based cooldown](/guide/cooldown/scoreboard) - Uses a scoreboard objective to store how
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much time remaining until the cooldown expires. This is the simplest and the easiest to understand version,
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but if you're creating a larger datapack, or intend on using it with multiple players, you may prefer to use an alternative version to minimise system lag.
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- [Worldclock-based cooldown](/guide/cooldown/worldclock) - Uses the time on a worldclock to measure the elapsed time since an action was last used. This is a non-ticking approach that works well for large datapacks, or any project that uses many cooldown timers.

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