Rate limit
The Rate limit section of an event trigger controls how often it fires. Two independent controls work together: a cooldown (a minimum gap between fires) and a threshold (require N matching events in a window before firing). See also the rate-limit guide.
Rate limit applies to event triggers only. It has no effect on scheduled triggers or on the automatic ban event.
Controls
Section titled “Controls”| Control | Editor label | Default | What it sets |
|---|---|---|---|
| Cooldown | At most once every [n] sec | 0 (off) |
Minimum seconds between consecutive fires of this trigger. 0 disables the cooldown. |
| Threshold count | Only after [count] times… | 1 (off) |
Number of matching events required before the trigger fires. 1 fires on every match. |
| Threshold window | …in [window] sec | 0 |
Rolling window, in seconds, over which matching events are counted toward the threshold. |
| Scope | …per [scope] | Whole trigger | Which counter the cooldown and threshold apply to — see below. |
Semantics
Section titled “Semantics”Cooldown — after the trigger fires, it won’t fire again until the cooldown seconds have passed.
0— no cooldown.- Scope Whole trigger — one shared cooldown across all players.
- Scope Per player — each player has an independent cooldown.
Threshold — the trigger fires only after the count of matching events reaches the threshold within the window.
- Count
1— fire on every match (threshold off). - Count
3, window60— fire after 3 matching events within 60 seconds.
| Value | Editor label | Description |
|---|---|---|
| Trigger | Whole trigger | One counter shared across all events for this trigger. |
| Player | Per player | A separate counter for each triggering player. Requires an event that has a player subject. |
No rate limit (default)
Section titled “No rate limit (default)”Every new trigger starts with rate limit off: cooldown 0, threshold count 1, window 0, scope Whole trigger. The editor hint reads 0 cooldown and 1 time = no rate limit. Both the cooldown and the threshold must be at their off value for the trigger to fire on every matching event; either one alone will hold the trigger back.