eventIsValid

protected static boolean eventIsValid(EliteMobDamagedByPlayerEvent event, ElitePower elitePower, boolean ignoreGlobalCooldown)

Validates a player hit for a power that may opt out of the cooldown system entirely.

ignoreGlobalCooldown has exactly one caller, onHit, and it exists so that ON_HIT reinforcements roll their own configured chance on every qualifying hit instead of queueing behind the boss's power rotation. The flag used to skip only isInGlobalCooldown, which is a per-power flag that CustomSummonPower never sets - so the flag was a no-op while the boss-wide cooldown below still rejected the hit.

That boss-wide flag is isInCooldown, set by doGlobalPowerCooldown whenever any other power fires: every EliteScript with a Cooldowns.global entry, and every Lua power calling cooldowns.set_global(...). On a script-heavy boss those windows overlap almost continuously, so reinforcements were silently suppressed for most (on a busy boss, effectively all) of the fight, with no console output of any kind because the rejection happens before the summon is ever attempted.

Parameters

ignoreGlobalCooldown

When true, no cooldown of any kind gates the hit


protected static boolean eventIsValid(EliteMobDamagedByPlayerEvent event, ElitePower elitePower)
protected static boolean eventIsValid(PlayerDamagedByEliteMobEvent event, ElitePower elitePower)