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Superproject1/js/plugins/YEP_X_SkillCooldowns.js
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//=============================================================================
// Yanfly Engine Plugins - Skill Cost Extension - Cooldowns
// YEP_X_SkillCooldowns.js
//=============================================================================
var Imported = Imported || {};
Imported.YEP_X_SkillCooldowns = true;
var Yanfly = Yanfly || {};
Yanfly.SCD = Yanfly.SCD || {};
Yanfly.SCD.version = 1.12;
//=============================================================================
/*:
* @plugindesc v1.12 (Requires YEP_SkillCore.js) Cooldowns can be applied
* to skills to prevent them from being used continuously.
* @author Yanfly Engine Plugins
*
* @param ---Cooldown---
* @default
*
* @param Cooldown Format
* @parent ---Cooldown---
* @desc This is the text format used for cooldowns.
* %1 - Turns Remaining
* @default %1CD
*
* @param Cooldown Font Size
* @parent ---Cooldown---
* @type number
* @min 0
* @desc This is the font size used for cooldowns.
* Default: 28
* @default 20
*
* @param Cooldown Text Color
* @parent ---Cooldown---
* @type number
* @min 0
* @max 31
* @desc Adjusts the text color used for cooldowns.
* @default 6
*
* @param Cooldown Icon
* @parent ---Cooldown---
* @type number
* @min 0
* @desc What icon to be used for cooldowns.
* Use 0 for no icon.
* @default 75
*
* @param Cooldown After Battle
* @parent ---Cooldown---
* @type number
* @desc How are cooldowns handled after battle?
* @default -10
*
* @param Cooldown Steps
* @parent ---Cooldown---
* @type number
* @min 0
* @desc Outside of battle, this is how many steps on the map the
* player must walk to drop each cooldown by 1.
* @default 5
*
* @param Cooldown Bypass
* @parent ---Cooldown---
* @desc This is a list of skills that cannot be on cooldown so that
* way, skills like Attack, Guard.
* @default 1 2 3 4 5 6 7
*
* @param Cooldown Bypass List
* @parent ---Cooldown---
* @type skill[]
* @desc This is a list of skills that cannot be on cooldown so that
* way, skills like Attack, Guard. Requires RPG Maker MV 1.5.0+
* @default []
*
* @param ---Warmup---
* @default
*
* @param Warmup Format
* @parent ---Warmup---
* @desc This is the text format used for warmups.
* %1 - Turns Remaining
* @default %1WU
*
* @param Warmup Font Size
* @parent ---Warmup---
* @type number
* @min 1
* @desc This is the font size used for warmups.
* Default: 28
* @default 20
*
* @param Warmup Text Color
* @parent ---Warmup---
* @type number
* @min 0
* @max 31
* @desc Adjusts the text color used for warmups.
* @default 4
*
* @param Warmup Icon
* @parent ---Warmup---
* @type number
* @min 0
* @desc What icon to be used for warmups.
* Use 0 for no icon.
* @default 75
*
* @param ---Battle Core---
* @default
*
* @param Time Based
* @parent ---Battle Core---
* @type boolean
* @on Time-Based
* @off Turn-Based
* @desc If a battle system is Tick-based, use time instead
* of turns for cooldowns? NO - false YES - true
* @default false
*
* @param Turn Time
* @parent ---Battle Core---
* @type number
* @min 1
* @desc How many ticks must pass to equal 1 cooldown turn?
* @default 100
*
* @help
* ============================================================================
* Introduction
* ============================================================================
*
* This plugin requires YEP_SkillCore.
* Make sure this plugin is located under YEP_SkillCore in the plugin list.
*
* This plugin allows you to give your skills cooldowns. Cooldowns are a limit
* enforced on a skill to prevent them from being used constantly.
*
* ============================================================================
* Cooldown Types
* ============================================================================
*
* Cooldown (Standard)
* The standard cooldown only occurs if the skill has a cooldown to pay. When
* used, the skill cannot be used for x turns as indicated by the cooldown.
* There are a number of things that contribute to cooldowns going down. The
* first would be simply waiting. Each turn in battle causes a cooldown to
* drop by 1 turn. Skills and the such can be used to speed up this process.
* The second would be to finish battles. Finishing a battle will cause all
* cooldowns to drop by a certain amount (can be defined in the parameters).
* And the third would be walking on the field map. Every certain amount of
* steps allow a skill's cooldown to decrease.
*
* Warmups
* As far as most things go, Warmups do the same thing as Cooldowns: prevent
* skills from being used until their timer is up. The difference, however, is
* that warmups only occur once during battle: at the very start of it. If a
* skill has a warmup timer, it will trigger the moment it goes into battle
* and instantly disappear after battle. Warmups do not stack on top of any
* existing cooldowns. If a cooldown is already occurring when a skill is in
* the warmup phase, both the warmup and cooldown simultaneously update.
*
* Linked Cooldowns
* A linked cooldown occurs when a skill that's used causes another skill in
* the owner's skill library to have a cooldown. All other attributes of this
* cooldown are the same as a standard cooldown's. This cooldown type will take
* priority over Skill Type Cooldowns and Global Cooldowns if this value is
* defined.
*
* Skill Type Cooldowns
* When a Skill Type Cooldown occurs, all skills currently in the battler's
* skill library with the matching Skill Type will be on cooldown. All other
* attributes of this cooldown are the same as a standard cooldown's. This
* cooldown type will take priority over Global Cooldowns if this value is
* defined.
*
* When a cooldown is applied for a skill that already has a cooldown, the
* cooldown will change to whatever is the largest value. This means if a
* skill has 3 turns for a cooldown and a Skill Type Cooldown would set for
* 1 turn, the 3 turns would remain. On the flip side, if the skill has 3 turns
* and the Skill Type Cooldown would set for 5 turns, then the cooldown would
* be changed to 5 turns instead.
*
* ============================================================================
* Notetags
* ============================================================================
*
* Use the following notetags to alter the cooldown properties of a skill.
*
* Skill Notetags:
* <Cooldown: x>
* Sets the cooldown for the skill to X turns. This cooldown only affects
* this skill alone. This value will take priority over Skill Type Cooldowns
* and Global Cooldowns.
*
* <Warmup: x>
* Sets the warmup for the skill to X turns. When entering a new battle, the
* skill will be on a warmup phase and cannot be used until the warmup phase
* is over.
*
* <After Battle Cooldown: +x>
* <After Battle Cooldown: -x>
* After a battle ends (victory, loss, or escape), change the cooldown for
* this skill by +x turns or -x turns.
*
* <Cooldown Steps: x>
* Outside of battle, every x steps that the Player takes, this skill's
* cooldown will drop by 1.
*
* <Skill x Cooldown: y>
* <Skill name Cooldown: y>
* When using this skill, after paying the skill cost, skill x will have a
* linked cooldown of y turns. This value will take priority over Skill Type
* Cooldowns and Global Cooldowns.
*
* <SType x Cooldown: y>
* When using this skill, after paying the skill cost, all skills with the
* matching Skill Type x to have a cooldown of y. This value will take
* priority over Global Cooldowns.
*
* <Global Cooldown: x>
* When using this skill, all skills within the battler's skill library area
* set to be on cooldown for x turns. This value has less priority than
* Individual Cooldowns and Skill Type Cooldowns.
*
* <Bypass Cooldown>
* This causes the skill to bypass cooldowns, no matter what. This should be
* used for skills like Attack, Guard, Escape, etc. that should not have a
* cooldown assigned to them.
*
* Skill and Item Notetags:
* <Skill x Cooldown: +y>
* <Skill x Cooldown: -y>
* <Skill name Cooldown: +y>
* <Skill name Cooldown: -y>
* Targets hit by this skill will have skill x's cooldown adjusted by y.
* This does not apply to the user and applies only to the targets.
*
* <SType x Cooldown: +y>
* <SType x Cooldown: -y>
* Targets hit by this skill will have all skills in their skill library with
* Skill Type x to have their cooldowns adjusted by y. This does not apply to
* the user and applies only to the targets.
*
* <Global Cooldown: +x>
* <Global Cooldown: -x>
* Targets hit by this skill will have all skills in their skill library to
* have their cooldowns adjusted by y. This does not apply to the user and
* applies only to the targets.
*
* Actor, Class, Enemy, Weapon, Armor, and State Notetags:
*
* <Skill x Cooldown Duration: y%>
* <Skill name Cooldown Duration: y%>
* Alters the cooldown duration of skill x to y% when the cooldown cost is
* applied. This effect only applies to skill x.
*
* <SType x Cooldown Duration: y%>
* Alters the cooldown duration of skills with Skill Type x to y% when the
* cooldown cost is applied. This effect only applies to Skill Type x.
*
* <Global Cooldown Duration: x%>
* Alters the cooldown duration of all skills to x% when the cooldown cost
* is applied.
*
* <Skill x Cooldown Rate: y%>
* <Skill name Cooldown Rate: y%>
* Sets the cooldown rate for skill x to y% when the cooldown counter goes
* down. This effect only applies to skill x.
*
* <SType x Cooldown Rate: y%>
* Sets the cooldown rate for Skill Type x skills to y% when the cooldown
* counter goes down. This effect only applies to Skill Type x skills.
*
* <Global Cooldown Rate: x%>
* Sets the cooldown rate for all skills to x% when the cooldown counter
* goes down.
*
* <Skill x Cooldown: +y>
* <Skill x Cooldown: -y>
* <Skill name Cooldown: +y>
* <Skill name Cooldown: -y>
* If the user performs skill x, it will have an increased or decreased
* cooldown value as long as the user is the actor, class, enemy, or has the
* weapon or armor equipped, or is affected by the state with this notetag.
* These flat cooldown modifications are applied after the rates and duration
* modifiers have been calculated.
*
* <SType x Cooldown: +y>
* <SType x Cooldown: -y>
* If the user performs skill with skill type x, it will have an increased or
* decreased cooldown value as long as the user is the actor, class, enemy,
* or has the weapon or armor equipped, or is affected by the state with this
* notetag. These flat cooldown modifications are applied after the rates and
* duration modifiers have been calculated.
*
* <Global Cooldown: +x>
* <Global Cooldown: -x>
* If the user performs any skill, it will have an increased or decreased
* cooldown value as long as the user is the actor, class, enemy, or has the
* weapon or armor equipped, or is affected by the state with this notetag.
* These flat cooldown modifications are applied after the rates and duration
* modifiers have been calculated.
*
* <Skill x Warmup: +y>
* <Skill x Warmup: -y>
* <Skill name Warmup: +y>
* <Skill name Warmup: -y>
* At the start of battle, skill x will have an increased or decreased warmup
* value as long as the user is the actor, class, enemy, or has the weapon or
* armor equipped, or is affected by the state with this notetag. These flat
* warmup modifications are applied after the rates and duration modifiers
* have been calculated.
*
* <SType x Warmup: +y>
* <SType x Warmup: -y>
* At the start of battle, all skills with skill type x it will have an
* increased or decreased warmup value as long as the user is the actor,
* class, enemy, or has the weapon or armor equipped, or is affected by the
* state with this notetag. These flat warmup modifications are applied after
* the rates and duration modifiers have been calculated.
*
* <Global Warmup: +x>
* <Global Warmup: -x>
* At the start of battle, all skills will have an increased or decreased
* warmup value as long as the user is the actor, class, enemy, or has the
* weapon or armor equipped, or is affected by the state with this notetag.
* These flat warmup modifications are applied after the rates and duration
* modifiers have been calculated.
*
* ============================================================================
* Lunatic Mode - Specialized Cooldowns
* ============================================================================
*
* For skills, you can set cooldowns to have a special code determine its value
* when the skill is used.
*
* Skill Notetag
* <Cooldown Eval>
* cooldown = x;
* cooldown += x;
* </Cooldown Eval>
* Insert these two tags into the skill's notebox to give it a unique way to
* determine the cooldown's value. The 'cooldown' variable determines the
* amount of turns for the cooldown.
*
* <Warmup Eval>
* warmup = x;
* warmup += x;
* </Warmup Eval>
* Insert these two tags into the skill's notebox to give it a unique way to
* determine the warmup's value. The 'warmup' variable determines the amount
* of turns for the warmup.
*
* ============================================================================
* Yanfly Engine Plugins - Battle Engine Extension - Action Sequence Commands
* ============================================================================
*
* If you have YEP_BattleEngineCore.js installed with this plugin located
* underneath it in the Plugin Manager, you can make use of these extra
* cooldown related action sequences.
*
*=============================================================================
* GLOBAL COOLDOWN: targets, +X
* GLOBAL COOLDOWN: targets, -X
* GLOBAL COOLDOWN: targets, X
*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
* Sets the cooldown for all of the targets to be adjusted by X value. This
* applies to every skill that doesn't bypass cooldowns.
*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
* Usage Example: global cooldown: target, +5
* global cooldown: user, -3
* global cooldown: enemies, 10
*=============================================================================
*
*=============================================================================
* SKILL X COOLDOWN: targets, +Y
* SKILL X COOLDOWN: targets, -Y
* SKILL X COOLDOWN: targets, Y
*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
* Causes skill X to be adjusted by Y value for the targets. This only applies
* the specific skill x's cooldown.
*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
* Usage Example: skill 10 cooldown: target, +5
* skill 12 cooldown: user, -3
* skill 15 cooldown: enemies, 10
*=============================================================================
*
*=============================================================================
* SKILL TYPE X COOLDOWN: targets, +Y
* SKILL TYPE X COOLDOWN: targets, -Y
* SKILL TYPE X COOLDOWN: targets, Y
*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
* Causes skill type X skills to be adjusted by Y value for the targets. This
* only applies the specific skill type x skill's cooldown.
*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
* Usage Example: skill type 1 cooldown: target, +5
* skill type 2 cooldown: user, -3
* skill type 5 cooldown: enemies, 10
*=============================================================================
*
* ============================================================================
* Changelog
* ============================================================================
*
* Version 1.12:
* - Updated for RPG Maker MV version 1.5.0.
* - Added Parameter: Cooldown Bypass List
*
* Version 1.11:
* - Lunatic Mode fail safes added.
*
* Version 1.10:
* - Compatibility update with Equip Battle Skills.
* - Documentation update. Added help information for <warmup: x>.
*
* Version 1.09:
* - Fixed a bug with the <Skill x Cooldown Rate: y%>,
* <SType x Cooldown Rate: y%>, and <Global Cooldown Rate: x%> notetags not
* working as intended.
*
* Version 1.08:
* - Updated for RPG Maker MV version 1.1.0.
*
* Version 1.07:
* - Named versions of these notetags have been added:
* <Skill x Cooldown: y>, <Skill x Cooldown: +/-y>,
* <Skill x Cooldown Duration: y%>, <Skill x Cooldown: +/-y>,
* <Skill x Warmup: +/-y>
*
* Version 1.06a:
* - Fixed a bug with cooldown duration modifiers not modifying by the correct
* value indicated.
* - Added a fail safe for when there are no targets.
*
* Version 1.05:
* - Fixed a bug that prevented <Cooldown Eval> from running properly.
*
* Version 1.04:
* - Fixed a bug that didn't alter cooldowns correctly.
*
* Version 1.03:
* - Optimized for Battle Engine Core v1.08.
*
* Version 1.02a:
* - Added return for drawSkillCost to assist others scripters when making
* compatibility notes.
*
* Version 1.01:
* - Cooldowns can now be applied to skills that aren't learned by the actor.
*
* Version 1.00:
* - Finished plugin!
*/
//=============================================================================
if (Imported.YEP_SkillCore) {
//=============================================================================
// Parameter Variables
//=============================================================================
Yanfly.Parameters = PluginManager.parameters('YEP_X_SkillCooldowns');
Yanfly.Param = Yanfly.Param || {};
Yanfly.Icon = Yanfly.Icon || {};
Yanfly.Param.CDFmt = String(Yanfly.Parameters['Cooldown Format']);
Yanfly.Param.CDFontSize = Number(Yanfly.Parameters['Cooldown Font Size']);
Yanfly.Param.CDTextColor = Number(Yanfly.Parameters['Cooldown Text Color']);
Yanfly.Icon.Cooldown = Number(Yanfly.Parameters['Cooldown Icon']);
Yanfly.Param.CDAfterBattle = Number(Yanfly.Parameters['Cooldown After Battle']);
Yanfly.Param.CDSteps = Number(Yanfly.Parameters['Cooldown Steps']);
Yanfly.Param.WUFmt = String(Yanfly.Parameters['Warmup Format']);
Yanfly.Param.WUFontSize = Number(Yanfly.Parameters['Warmup Font Size']);
Yanfly.Param.WUTextColor = Number(Yanfly.Parameters['Warmup Text Color']);
Yanfly.Param.CDTimeBased = String(Yanfly.Parameters['Time Based']);
Yanfly.Param.CDTurnTime = Number(Yanfly.Parameters['Turn Time']);
Yanfly.Icon.Warmup = Number(Yanfly.Parameters['Warmup Icon']);
Yanfly.SetupParameters = function() {
Yanfly.Param.CDBypass = String(Yanfly.Parameters['Cooldown Bypass']);
Yanfly.Param.CDBypass = Yanfly.Param.CDBypass.split(' ');
for (var i = 0; i < Yanfly.Param.CDBypass.length; ++i) {
Yanfly.Param.CDBypass[i] = parseInt(Yanfly.Param.CDBypass[i]);
}
var data = JSON.parse(Yanfly.Parameters['Cooldown Bypass List'] || '[]');
for (var i = 0; i < data.length; ++i) {
var id = parseInt(data[i]);
if (id <= 0) continue;
if (Yanfly.Param.CDBypass.contains(id)) continue;
Yanfly.Param.CDBypass.push(id);
}
};
Yanfly.SetupParameters()
//=============================================================================
// DataManager
//=============================================================================
Yanfly.SCD.DataManager_isDatabaseLoaded = DataManager.isDatabaseLoaded;
DataManager.isDatabaseLoaded = function() {
if (!Yanfly.SCD.DataManager_isDatabaseLoaded.call(this)) return false;
if (!Yanfly._loaded_YEP_X_SkillCooldowns) {
this.processSCDNotetagsS($dataSkills);
this.processSCDNotetags1($dataSkills);
this.processSCDNotetags2($dataSkills);
this.processSCDNotetags2($dataItems);
this.processSCDNotetags2($dataActors);
this.processSCDNotetags2($dataClasses);
this.processSCDNotetags2($dataEnemies);
this.processSCDNotetags2($dataWeapons);
this.processSCDNotetags2($dataArmors);
this.processSCDNotetags2($dataStates);
this.processSCDNotetags3($dataActors);
this.processSCDNotetags3($dataClasses);
this.processSCDNotetags3($dataEnemies);
this.processSCDNotetags3($dataWeapons);
this.processSCDNotetags3($dataArmors);
this.processSCDNotetags3($dataStates);
Yanfly._loaded_YEP_X_SkillCooldowns = true;
}
return true;
};
DataManager.processSCDNotetagsS = function(group) {
if (Yanfly.SkillIdRef) return;
Yanfly.SkillIdRef = {};
for (var n = 1; n < group.length; n++) {
var obj = group[n];
if (obj.name.length <= 0) continue;
Yanfly.SkillIdRef[obj.name.toUpperCase()] = n;
}
};
DataManager.processSCDNotetags1 = function(group) {
for (var n = 1; n < group.length; n++) {
var obj = group[n];
var notedata = obj.note.split(/[\r\n]+/);
obj.cooldown = {};
obj.stypeCooldown = {}
obj.globalCooldown = 0;
obj.afterBattleCooldown = Yanfly.Param.CDAfterBattle;
obj.cooldownSteps = Math.max(1, parseInt(Yanfly.Param.CDSteps));
obj.warmup = 0;
obj.bypassCooldown = Yanfly.Param.CDBypass.contains(obj.id);
obj.cooldownEval = '';
obj.warmupEval = '';
var evalMode = 'none';
for (var i = 0; i < notedata.length; i++) {
var line = notedata[i];
if (line.match(/<(?:COOLDOWN):[ ](\d+)>/i)) {
obj.cooldown[obj.id] = parseInt(RegExp.$1);
} else if (line.match(/<(?:AFTER BATTLE COOLDOWN):[ ]([\+\-]\d+)>/i)) {
obj.afterBattleCooldown = parseInt(RegExp.$1);
} else if (line.match(/<(?:COOLDOWN STEPS):[ ](\d+)>/i)) {
obj.cooldownSteps = parseInt(RegExp.$1);
} else if (line.match(/<(?:WARMUP):[ ](\d+)>/i)) {
obj.warmup = parseInt(RegExp.$1);
} else if (line.match(/<(?:SKILL)[ ](\d+)[ ](?:COOLDOWN):[ ](\d+)>/i)) {
obj.cooldown[parseInt(RegExp.$1)] = parseInt(RegExp.$2);
} else if (line.match(/<(?:SKILL)[ ](.*)[ ](?:COOLDOWN):[ ](\d+)>/i)) {
var name = String(RegExp.$1).toUpperCase();
if (Yanfly.SkillIdRef[name]) {
var id = Yanfly.SkillIdRef[name];
} else {
continue;
}
obj.cooldown[id] = parseInt(RegExp.$2);
} else if (line.match(/<(?:STYPE)[ ](\d+)[ ](?:COOLDOWN):[ ](\d+)>/i)) {
obj.stypeCooldown[parseInt(RegExp.$1)] = parseInt(RegExp.$2);
} else if (line.match(/<(?:GLOBAL COOLDOWN):[ ](\d+)>/i)) {
obj.globalCooldown = parseInt(RegExp.$1);
} else if (line.match(/<(?:BYPASS COOLDOWN)>/i)) {
obj.bypassCooldown = true;
} else if (line.match(/<(?:COOLDOWN EVAL)>/i)) {
obj.cooldown[obj.id] = obj.cooldown[obj.id] || 0;
evalMode = 'cooldown';
} else if (line.match(/<\/(?:COOLDOWN EVAL)>/i)) {
evalMode = 'none';
} else if (line.match(/<(?:WARMUP EVAL)>/i)) {
evalMode = 'warmup';
} else if (line.match(/<\/(?:WARMUP EVAL)>/i)) {
evalMode = 'none';
} else if (evalMode === 'cooldown') {
obj.cooldownEval = obj.cooldownEval + line + '\n';
} else if (evalMode === 'warmup') {
obj.warmupEval = obj.warmupEval + line + '\n';
}
}
}
};
DataManager.processSCDNotetags2 = function(group) {
var note1 = /<(?:SKILL)[ ](\d+)[ ](?:COOLDOWN):[ ]([\+\-]\d+)>/i;
var note1a = /<(?:SKILL)[ ](.*)[ ](?:COOLDOWN):[ ]([\+\-]\d+)>/i;
var note2 = /<(?:STYPE)[ ](\d+)[ ](?:COOLDOWN):[ ]([\+\-]\d+)>/i;
var note3 = /<(?:GLOBAL COOLDOWN):[ ]([\+\-]\d+)>/i;
var note4 = /<(?:SKILL)[ ](\d+)[ ](?:WARMUP):[ ]([\+\-]\d+)>/i;
var note4a = /<(?:SKILL)[ ](.*)[ ](?:WARMUP):[ ]([\+\-]\d+)>/i;
var note5 = /<(?:STYPE)[ ](\d+)[ ](?:WARMUP):[ ]([\+\-]\d+)>/i;
var note6 = /<(?:GLOBAL WARMUP):[ ]([\+\-]\d+)>/i;
for (var n = 1; n < group.length; n++) {
var obj = group[n];
var notedata = obj.note.split(/[\r\n]+/);
obj.cooldownChange = {};
obj.stypeCooldownChange = {};
obj.globalCooldownChange = 0;
obj.warmupChange = {};
obj.stypeWarmupChange = {};
obj.globalWarmupChange = 0;
for (var i = 0; i < notedata.length; i++) {
var line = notedata[i];
if (line.match(note1)) {
obj.cooldownChange[parseInt(RegExp.$1)] = parseInt(RegExp.$2);
} else if (line.match(note1a)) {
var name = String(RegExp.$1).toUpperCase();
if (Yanfly.SkillIdRef[name]) {
var id = Yanfly.SkillIdRef[name];
} else {
continue;
}
obj.cooldownChange[id] = parseInt(RegExp.$2);
} else if (line.match(note2)) {
obj.stypeCooldownChange[parseInt(RegExp.$1)] = parseInt(RegExp.$2);
} else if (line.match(note3)) {
obj.globalCooldownChange = parseInt(RegExp.$1);
} else if (line.match(note4)) {
obj.warmupChange[parseInt(RegExp.$1)] = parseInt(RegExp.$2);
} else if (line.match(note4a)) {
var name = String(RegExp.$1).toUpperCase();
if (Yanfly.SkillIdRef[name]) {
var id = Yanfly.SkillIdRef[name];
} else {
continue;
}
obj.warmupChange[id] = parseInt(RegExp.$2);
} else if (line.match(note5)) {
obj.stypeWarmupChange[parseInt(RegExp.$1)] = parseInt(RegExp.$2);
} else if (line.match(note6)) {
obj.globalWarmupChange = parseInt(RegExp.$1);
}
}
}
};
DataManager.processSCDNotetags3 = function(group) {
var note1 = /<(?:SKILL)[ ](\d+)[ ](?:COOLDOWN DURATION):[ ](\d+)([%])>/i;
var note1a = /<(?:SKILL)[ ](.*)[ ](?:COOLDOWN DURATION):[ ](\d+)([%])>/i;
var note2 = /<(?:STYPE)[ ](\d+)[ ](?:COOLDOWN DURATION):[ ](\d+)([%])>/i;
var note3 = /<(?:GLOBAL COOLDOWN DURATION):[ ](\d+)([%])>/i;
var note4 = /<(?:SKILL)[ ](\d+)[ ](?:COOLDOWN RATE):[ ](\d+)([%])>/i;
var note4a = /<(?:SKILL)[ ](.*)[ ](?:COOLDOWN RATE):[ ](\d+)([%])>/i;
var note5 = /<(?:STYPE)[ ](\d+)[ ](?:COOLDOWN RATE):[ ](\d+)([%])>/i;
var note6 = /<(?:GLOBAL COOLDOWN RATE):[ ](\d+)([%])>/i;
for (var n = 1; n < group.length; n++) {
var obj = group[n];
var notedata = obj.note.split(/[\r\n]+/);
obj.cooldownDuration = {};
obj.stypeCooldownDuration = {};
obj.globalCooldownDuration = 1.0;
obj.cooldownRate = {};
obj.stypeCooldownRate = {};
obj.globalCooldownRate = 1.0;
for (var i = 0; i < notedata.length; i++) {
var line = notedata[i];
if (line.match(note1)) {
obj.cooldownDuration[parseInt(RegExp.$1)] =
parseFloat(RegExp.$2) * 0.01;
} else if (line.match(note1a)) {
var name = String(RegExp.$1).toUpperCase();
if (Yanfly.SkillIdRef[name]) {
var id = Yanfly.SkillIdRef[name];
} else {
continue;
}
obj.cooldownDuration[id] = parseFloat(RegExp.$2) * 0.01;
} else if (line.match(note2)) {
obj.stypeCooldownDuration[parseInt(RegExp.$1)] =
parseFloat(RegExp.$2) * 0.01;
} else if (line.match(note3)) {
obj.globalCooldownDuration = parseFloat(RegExp.$1) * 0.01;
} else if (line.match(note4)) {
obj.cooldownRate[parseInt(RegExp.$1)] = parseFloat(RegExp.$2) * 0.01;
} else if (line.match(note4a)) {
var name = String(RegExp.$1).toUpperCase();
if (Yanfly.SkillIdRef[name]) {
var id = Yanfly.SkillIdRef[name];
} else {
continue;
}
obj.cooldownRate[id] = parseFloat(RegExp.$2) * 0.01;
} else if (line.match(note5)) {
obj.stypeCooldownRate[parseInt(RegExp.$1)] =
parseFloat(RegExp.$2) * 0.01;
} else if (line.match(note6)) {
obj.globalCooldownRate = parseFloat(RegExp.$1 * 0.01);
}
}
}
};
//=============================================================================
// BattleManager
//=============================================================================
Yanfly.SCD.BattleManager_endBattle = BattleManager.endBattle;
BattleManager.endBattle = function(result) {
Yanfly.SCD.BattleManager_endBattle.call(this, result);
$gameParty.endBattleCooldowns();
};
BattleManager.timeBasedCooldowns = function() {
if (!$gameParty.inBattle()) return false;
if (!Imported.YEP_BattleEngineCore) return false;
if (this.isTurnBased()) return false;
if (this._timeBasedCooldowns !== undefined) return this._timeBasedCooldowns;
this._timeBasedCooldowns = eval(Yanfly.Param.CDTimeBased);
return this._timeBasedCooldowns;
};
if (Imported.YEP_BattleEngineCore) {
Yanfly.SCD.BattleManager_processActionSequence =
BattleManager.processActionSequence;
BattleManager.processActionSequence = function(actionName, actionArgs) {
// GLOBAL COOLDOWN
if (actionName === 'GLOBAL COOLDOWN') {
return this.actionGlobalCooldown(actionArgs);
}
// SKILL COOLDOWN
if (actionName.match(/SKILL[ ](\d+)[ ]COOLDOWN/i)) {
return this.actionSkillCooldown(parseInt(RegExp.$1), actionArgs);
}
// SKILL TYPE COOLDOWN
if (actionName.match(/SKILL[ ]TYPE[ ](\d+)[ ]COOLDOWN/i)) {
return this.actionSTypeCooldown(parseInt(RegExp.$1), actionArgs);
}
// STYPE COOLDOWN
if (actionName.match(/STYPE[ ](\d+)[ ]COOLDOWN/i)) {
return this.actionSTypeCooldown(parseInt(RegExp.$1), actionArgs);
}
return Yanfly.SCD.BattleManager_processActionSequence.call(this,
actionName, actionArgs);
};
};
BattleManager.actionGlobalCooldown = function(actionArgs) {
var targets = this.makeActionTargets(actionArgs[0]);
if (targets.length < 1) return true;
var cmd = actionArgs[1];
if (cmd.match(/([\+\-]\d+)/i)) {
var value = parseInt(RegExp.$1);
for (var t = 0; t < targets.length; ++t) {
var target = targets[t];
for (var i = 0; i < target.allSkills().length; ++i) {
var skill = target.allSkills()[i];
if (skill) {
target.addCooldown(skill.id, value);
}
}
}
} else if (cmd.match(/(\d+)/i)) {
var value = parseInt(RegExp.$1);
for (var t = 0; t < targets.length; ++t) {
var target = targets[t];
for (var i = 0; i < target.allSkills().length; ++i) {
var skill = target.allSkills()[i];
if (skill) {
target.setCooldown(skill.id, value);
}
}
}
} else {
return true;
}
return true;
};
BattleManager.actionSkillCooldown = function(skillId, actionArgs) {
var targets = this.makeActionTargets(actionArgs[0]);
if (targets.length < 1) return true;
var cmd = actionArgs[1];
if (cmd.match(/([\+\-]\d+)/i)) {
var value = parseInt(RegExp.$1);
for (var t = 0; t < targets.length; ++t) {
var target = targets[t];
target.addCooldown(skillId, value);
}
} else if (cmd.match(/(\d+)/i)) {
var value = parseInt(RegExp.$1);
for (var t = 0; t < targets.length; ++t) {
var target = targets[t];
target.setCooldown(skillId, value);
}
} else {
return true;
}
return true;
};
BattleManager.actionSTypeCooldown = function(stypeId, actionArgs) {
var targets = this.makeActionTargets(actionArgs[0]);
if (targets.length < 1) return true;
var cmd = actionArgs[1];
if (cmd.match(/([\+\-]\d+)/i)) {
var value = parseInt(RegExp.$1);
for (var t = 0; t < targets.length; ++t) {
var target = targets[t];
for (var i = 0; i < target.allSkills().length; ++i) {
var skill = target.allSkills()[i];
if (skill && skill.stypeId === stypeId) {
target.addCooldown(skill.id, value);
}
}
}
} else if (cmd.match(/(\d+)/i)) {
var value = parseInt(RegExp.$1);
for (var t = 0; t < targets.length; ++t) {
var target = targets[t];
for (var i = 0; i < target.allSkills().length; ++i) {
var skill = target.allSkills()[i];
if (skill && skill.stypeId === stypeId) {
target.setCooldown(skill.id, value);
}
}
}
} else {
return true;
}
return true;
};
//=============================================================================
// Game_BattlerBase
//=============================================================================
Yanfly.SCD.Game_BattlerBase_initMembers =
Game_BattlerBase.prototype.initMembers;
Game_BattlerBase.prototype.initMembers = function() {
Yanfly.SCD.Game_BattlerBase_initMembers.call(this);
this.clearCooldowns();
this.clearWarmups();
};
Game_BattlerBase.prototype.clearCooldowns = function() {
this._cooldownTurns = {};
};
Game_BattlerBase.prototype.clearWarmups = function() {
this._warmupTurns = {};
};
Game_BattlerBase.prototype.cooldown = function(skillId) {
if (this._cooldownTurns === undefined) this.clearCooldowns();
if (this._cooldownTurns[skillId] === undefined) {
this._cooldownTurns[skillId] = 0;
}
return this._cooldownTurns[skillId];
};
Game_BattlerBase.prototype.warmup = function(skillId) {
if (this._warmupTurns === undefined) this.clearWarmups();
if (this._warmupTurns[skillId] === undefined) {
this._warmupTurns[skillId] = 0;
}
return this._warmupTurns[skillId];
};
Game_BattlerBase.prototype.setCooldown = function(skillId, value) {
if (!$dataSkills[skillId]) return;
if ($dataSkills[skillId].bypassCooldown) return;
if (this._cooldownTurns === undefined) this.clearCooldowns();
this._cooldownTurns[skillId] = value;
};
Game_BattlerBase.prototype.addCooldown = function(skillId, value) {
if (!$dataSkills[skillId]) return;
if ($dataSkills[skillId].bypassCooldown) return;
if (this._cooldownTurns === undefined) this.clearCooldowns();
if (!this._cooldownTurns[skillId]) this._cooldownTurns[skillId] = 0;
this._cooldownTurns[skillId] += value;
};
Game_BattlerBase.prototype.setWarmup = function(skillId, value) {
if (!$dataSkills[skillId]) return;
if ($dataSkills[skillId].bypassCooldown) return;
if (this._warmupTurns === undefined) this.clearWarmups();
this._warmupTurns[skillId] = value;
};
Game_BattlerBase.prototype.startWarmups = function() {
if (this._warmupTurns === undefined) this.clearWarmups();
for (var i = 0; i < this.allSkills().length; ++i) {
var skill = this.allSkills()[i];
if (!skill) continue;
var warmup = skill.warmup;
if (skill.warmupEval.length > 0) {
var item = skill;
var a = this;
var user = this;
var subject = this;
var s = $gameSwitches._data;
var v = $gameVariables._data;
var code = skill.warmupEval;
try {
eval(code);
} catch (e) {
Yanfly.Util.displayError(e, code, 'CUSTOM WARMUP EVAL ERROR');
}
}
warmup *= this.cooldownDuration(skill);
warmup += this.getWarmupMods(skill);
this.setWarmup(skill.id, warmup);
}
};
Game_BattlerBase.prototype.updateCooldowns = function() {
if (this._cooldownTurns === undefined) this.clearCooldowns();
for (var skillId in this._cooldownTurns) {
var skill = $dataSkills[skillId];
if (!skill) continue;
this._cooldownTurns[skillId] -= this.cooldownRate(skill);
}
};
Game_BattlerBase.prototype.updateWarmups = function() {
if (this._warmupTurns === undefined) this.clearWarmups();
for (var skillId in this._warmupTurns) {
var skill = $dataSkills[skillId];
if (!skill) continue;
this._warmupTurns[skillId] -= this.cooldownRate(skill);
}
};
Game_BattlerBase.prototype.cooldownRateTick = function(skill) {
this._cooldownTickRate = this._cooldownTickRate || {};
if (!this._cooldownTickRate[skill.id]) {
this._cooldownTickRate[skill.id] = this.cooldownRate(skill);
}
var rate = this._cooldownTickRate[skill.id];
rate *= BattleManager.tickRate() / Yanfly.Param.CDTurnTime;
return rate;
};
Game_BattlerBase.prototype.updateCooldownTicks = function() {
if (this._cooldownTurns === undefined) this.clearCooldowns();
for (var skillId in this._cooldownTurns) {
var skill = $dataSkills[skillId];
if (!skill) continue;
if (this._cooldownTurns[skillId] <= 0) continue;
this._cooldownTurns[skillId] -= this.cooldownRateTick(skill);
this._cooldownTurns[skillId] = Math.max(0, this._cooldownTurns[skillId]);
}
};
Game_BattlerBase.prototype.updateWarmupTicks = function() {
if (this._warmupTurns === undefined) this.clearWarmups();
for (var skillId in this._warmupTurns) {
var skill = $dataSkills[skillId];
if (!skill) continue;
if (this._warmupTurns[skillId] <= 0) continue;
this._warmupTurns[skillId] -= this.cooldownRateTick(skill);
this._warmupTurns[skillId] = Math.max(0, this._warmupTurns[skillId]);
}
};
Yanfly.SCD.Game_BattlerBase_meetsSkillConditions =
Game_BattlerBase.prototype.meetsSkillConditions;
Game_BattlerBase.prototype.meetsSkillConditions = function(skill) {
if (this.cooldown(skill.id) > 0) return false;
if (this.warmup(skill.id) > 0) return false;
return Yanfly.SCD.Game_BattlerBase_meetsSkillConditions.call(this, skill);
};
Yanfly.SCD.Game_BattlerBase_paySkillCost =
Game_BattlerBase.prototype.paySkillCost;
Game_BattlerBase.prototype.paySkillCost = function(skill) {
Yanfly.SCD.Game_BattlerBase_paySkillCost.call(this, skill);
this.payGlobalCooldown(skill);
this.payStypeCooldownCost(skill);
this.payCooldownCost(skill);
this.applyCooldownMods(skill);
};
Game_BattlerBase.prototype.payGlobalCooldown = function(mainSkill) {
for (var i = 0; i < this.allSkills().length; ++i) {
var skill = this.allSkills()[i];
if (!skill) continue;
var value = mainSkill.globalCooldown;
value *= this.cooldownDuration(mainSkill);
value = Math.max(value, this.cooldown(skill.id));
this.setCooldown(skill.id, value);
}
};
Game_BattlerBase.prototype.payStypeCooldownCost = function(mainSkill) {
for (var stypeId in mainSkill.stypeCooldown) {
stypeId = parseInt(stypeId);
for (var i = 0; i < this.allSkills().length; ++i) {
var skill = this.allSkills()[i];
if (!skill) continue;
if (skill.stypeId !== stypeId) continue;
var value = mainSkill.stypeCooldown[stypeId];
value *= this.cooldownDuration(mainSkill);
value = Math.max(value, this.cooldown(skill.id));
this.setCooldown(skill.id, value);
}
}
};
Game_BattlerBase.prototype.payCooldownCost = function(skill) {
for (var skillId in skill.cooldown) {
skillId = parseInt(skillId);
if (!$dataSkills[skillId]) continue;
var cooldown = skill.cooldown[skillId];
if (skill.id === skillId) {
if (skill.cooldownEval.length > 0) {
var item = skill;
var a = this;
var user = this;
var subject = this;
var s = $gameSwitches._data;
var v = $gameVariables._data;
var code = skill.cooldownEval;
try {
eval(code);
} catch (e) {
Yanfly.Util.displayError(e, code, 'CUSTOM COOLDOWN EVAL ERROR');
}
}
}
cooldown *= this.cooldownDuration(skill);
cooldown = Math.max(cooldown, this.cooldown(skillId));
this.setCooldown(skillId, cooldown);
}
};
Game_BattlerBase.prototype.endBattleCooldowns = function() {
this.resetCooldownTickRates();
for (var skillId in this._cooldownTurns) {
this._cooldownTurns[skillId] += $dataSkills[skillId].afterBattleCooldown;
}
};
Game_BattlerBase.prototype.resetCooldownTickRates = function() {
this._cooldownTickRate = {};
};
Game_BattlerBase.prototype.updateCooldownSteps = function() {
for (var skillId in this._cooldownTurns) {
var skill = $dataSkills[skillId];
if (skill) {
if ($gameParty.steps() % skill.cooldownSteps === 0) {
this._cooldownTurns[skillId] -= this.cooldownRate(skill);
}
}
}
};
Game_BattlerBase.prototype.applyCooldownEffect = function(skill) {
this.applyGlobalCooldownChange(skill);
this.applyStypeCooldownChange(skill);
this.applyCooldownChange(skill);
};
Game_BattlerBase.prototype.applyCooldownChange = function(skill) {
for (var skillId in skill.cooldownChange) {
skillId = parseInt(skillId);
if (!$dataSkills[skillId]) continue;
if (!skill.cooldownChange[skillId]) continue;
var value = skill.cooldownChange[skillId];
this.addCooldown(skillId, value);
}
};
Game_BattlerBase.prototype.applyStypeCooldownChange = function(mainSkill) {
for (var stypeId in mainSkill.stypeCooldownChange) {
stypeId = parseInt(stypeId);
for (var i = 0; i < this.allSkills().length; ++i) {
var skill = this.allSkills()[i];
if (!skill) continue;
if (skill.stypeId !== stypeId) continue;
if (!mainSkill.stypeCooldownChange[stypeId]) continue;
var value = mainSkill.stypeCooldownChange[stypeId];
this.addCooldown(skill.id, value);
}
}
};
Game_BattlerBase.prototype.applyGlobalCooldownChange = function(mainSkill) {
for (var i = 0; i < this.allSkills().length; ++i) {
var skill = this.allSkills()[i];
if (!skill) continue;
var value = mainSkill.globalCooldownChange;
this.addCooldown(skill.id, value);
}
};
Game_BattlerBase.prototype.getWarmupMods = function(skill) {
var value = 0;
value += this.flatWarmupChange(skill);
return value;
};
Game_BattlerBase.prototype.applyCooldownMods = function(skill) {
var value = this.cooldown(skill.id);
value += this.flatCooldownChange(skill);
this.setCooldown(skill.id, Math.max(0, value));
};
//=============================================================================
// Game_Battler
//=============================================================================
Game_Battler.prototype.onBattleStartCooldowns = function() {
this.resetCooldownTickRates();
this.startWarmups();
};
Game_Battler.prototype.cooldownDuration = function(skill) {
var skillId = skill.id;
var stypeId = skill.stypeId;
var value = 1.0;
for (var i = 0; i < this.states().length; ++i) {
var state = this.states()[i];
if (!state) continue;
if (state.cooldownDuration[skillId] !== undefined) {
value *= state.cooldownDuration[skillId];
}
if (state.stypeCooldownDuration[stypeId] !== undefined) {
value *= state.stypeCooldownDuration[stypeId];
}
value *= state.globalCooldownDuration;
}
return value;
};
Game_Battler.prototype.cooldownRate = function(skill) {
var skillId = skill.id;
var stypeId = skill.stypeId;
var value = 1;
for (var i = 0; i < this.states().length; ++i) {
var state = this.states()[i];
if (!state) continue;
if (state.cooldownRate[skillId] !== undefined) {
value *= state.cooldownRate[skillId];
}
if (state.stypeCooldownRate[stypeId] !== undefined) {
value *= state.stypeCooldownRate[stypeId];
}
value *= state.globalCooldownRate;
}
return value;
};
Game_Battler.prototype.flatCooldownChange = function(skill) {
var skillId = skill.id;
var stypeId = skill.stypeId;
var value = 0;
for (var i = 0; i < this.states().length; ++i) {
var state = this.states()[i];
if (!state) continue;
if (state.cooldownChange[skillId] !== undefined) {
value += state.cooldownChange[skillId];
}
if (state.stypeCooldownChange[stypeId] !== undefined) {
value += state.stypeCooldownChange[stypeId];
}
value += state.globalCooldownChange;
}
return value;
};
Game_Battler.prototype.flatWarmupChange = function(skill) {
var skillId = skill.id;
var stypeId = skill.stypeId;
var value = 0;
for (var i = 0; i < this.states().length; ++i) {
var state = this.states()[i];
if (!state) continue;
if (state.warmupChange[skillId] !== undefined) {
value += state.warmupChange[skillId];
}
if (state.stypeWarmupChange[stypeId] !== undefined) {
value += state.stypeWarmupChange[stypeId];
}
value += state.globalWarmupChange;
}
return value;
};
Yanfly.SCD.Game_Battler_refresh = Game_Battler.prototype.refresh;
Game_Battler.prototype.refresh = function() {
Yanfly.SCD.Game_Battler_refresh.call(this);
this.resetCooldownTickRates();
};
if (Imported.YEP_BattleEngineCore) {
Yanfly.SCD.Game_Battler_onTurnStart = Game_Battler.prototype.onTurnStart;
Game_Battler.prototype.onTurnStart = function() {
Yanfly.SCD.Game_Battler_onTurnStart.call(this);
if (BattleManager.isTickBased() && !BattleManager.timeBasedCooldowns()) {
this.updateCooldowns();
this.updateWarmups();
}
};
Yanfly.SCD.Game_Battler_updateTick = Game_Battler.prototype.updateTick;
Game_Battler.prototype.updateTick = function() {
Yanfly.SCD.Game_Battler_updateTick.call(this);
if (BattleManager.isTickBased() && BattleManager.timeBasedCooldowns()) {
this.updateCooldownTicks();
this.updateWarmupTicks();
};
};
}; // Imported.YEP_BattleEngineCore
Game_Battler.prototype.allSkills = function() {
var prevCase = $gameTemp._disableBattleSkills;
$gameTemp._disableBattleSkills = true;
var skills = this.skills();
$gameTemp._disableBattleSkills = prevCase;
return skills;
};
//=============================================================================
// Game_Actor
//=============================================================================
Game_Actor.prototype.cooldownDuration = function(skill) {
var value = Game_Battler.prototype.cooldownDuration.call(this, skill);
var skillId = skill.id;
var stypeId = skill.stypeId;
if (this.actor().cooldownDuration[skillId] !== undefined) {
value *= this.actor().cooldownDuration[skillId];
}
if (this.currentClass().cooldownDuration[skillId] !== undefined) {
value *= this.currentClass().cooldownDuration[skillId];
}
if (this.actor().stypeCooldownDuration[stypeId] !== undefined) {
value *= this.actor().stypeCooldownDuration[stypeId];
}
if (this.currentClass().stypeCooldownDuration[stypeId] !== undefined) {
value *= this.currentClass().stypeCooldownDuration[stypeId];
}
value *= this.actor().globalCooldownDuration;
value *= this.currentClass().globalCooldownDuration;
for (var i = 0; i < this.equips().length; ++i) {
var equip = this.equips()[i];
if (!equip) continue;
if (equip.cooldownDuration !== undefined) {
if (equip.cooldownDuration[skillId] !== undefined) {
value *= equip.cooldownDuration[skillId];
}
}
if (equip.stypeCooldownDuration !== undefined) {
if (equip.stypeCooldownDuration[stypeId] !== undefined) {
value *= equip.stypeCooldownDuration[stypeId];
}
}
if (equip.globalCooldownDuration !== undefined) {
value *= equip.globalCooldownDuration;
}
}
return value;
};
Game_Actor.prototype.cooldownRate = function(skill) {
var value = Game_Battler.prototype.cooldownRate.call(this, skill);
var skillId = skill.id;
var stypeId = skill.stypeId;
if (this.actor().cooldownRate[skillId] !== undefined) {
value *= this.actor().cooldownRate[skillId];
}
if (this.currentClass().cooldownRate[skillId] !== undefined) {
value *= this.currentClass().cooldownRate[skillId];
}
if (this.actor().stypeCooldownRate[stypeId] !== undefined) {
value *= this.actor().stypeCooldownRate[stypeId];
}
if (this.currentClass().stypeCooldownRate[stypeId] !== undefined) {
value *= this.currentClass().stypeCooldownRate[stypeId];
}
value *= this.actor().globalCooldownRate;
value *= this.currentClass().globalCooldownRate;
for (var i = 0; i < this.equips().length; ++i) {
var equip = this.equips()[i];
if (!equip) continue;
if (equip.cooldownRate !== undefined) {
if (equip.cooldownRate[skillId] !== undefined) {
value *= equip.cooldownRate[skillId];
}
}
if (equip.stypeCooldownRate !== undefined) {
if (equip.stypeCooldownRate[stypeId] !== undefined) {
value *= equip.stypeCooldownRate[stypeId];
}
}
if (equip.globalCooldownRate !== undefined) {
value *= equip.globalCooldownRate;
}
}
return value;
};
Game_Actor.prototype.flatCooldownChange = function(skill) {
var skillId = skill.id;
var stypeId = skill.stypeId;
var value = Game_Battler.prototype.flatCooldownChange.call(this, skill);
if (this.actor().cooldownChange[skillId] !== undefined) {
value += this.actor().cooldownChange[skillId];
}
if (this.currentClass().cooldownChange[skillId] !== undefined) {
value += this.currentClass().cooldownChange[skillId];
}
if (this.actor().stypeCooldownChange[stypeId] !== undefined) {
value += this.actor().stypeCooldownChange[stypeId];
}
if (this.currentClass().stypeCooldownChange[stypeId] !== undefined) {
value += this.currentClass().stypeCooldownChange[stypeId];
}
value += this.actor().globalCooldownChange;
value += this.currentClass().globalCooldownChange;
for (var i = 0; i < this.equips().length; ++i) {
var equip = this.equips()[i];
if (!equip) continue;
if (equip.cooldownChange === undefined) continue;
if (equip.cooldownChange[skillId] !== undefined) {
value += equip.cooldownChange[skillId];
}
if (equip.stypeCooldownChange[stypeId] !== undefined) {
value += equip.stypeCooldownChange[stypeId];
}
value += equip.globalCooldownChange;
}
return value;
};
Game_Actor.prototype.flatWarmupChange = function(skill) {
var skillId = skill.id;
var stypeId = skill.stypeId;
var value = Game_Battler.prototype.flatWarmupChange.call(this, skill);
if (this.actor().warmupChange[skillId] !== undefined) {
value += this.actor().warmupChange[skillId];
}
if (this.currentClass().warmupChange[skillId] !== undefined) {
value += this.currentClass().warmupChange[skillId];
}
if (this.actor().stypeWarmupChange[stypeId] !== undefined) {
value += this.actor().stypeWarmupChange[stypeId];
}
if (this.currentClass().stypeWarmupChange[stypeId] !== undefined) {
value += this.currentClass().stypeWarmupChange[stypeId];
}
value += this.actor().globalWarmupChange;
value += this.currentClass().globalWarmupChange;
for (var i = 0; i < this.equips().length; ++i) {
var equip = this.equips()[i];
if (!equip) continue;
if (equip.warmupChange === undefined) continue;
if (equip.warmupChange[skillId] !== undefined) {
value += equip.warmupChange[skillId];
}
if (equip.stypeWarmupChange[stypeId] !== undefined) {
value += equip.stypeWarmupChange[stypeId];
}
value += equip.globalWarmupChange;
}
return value;
};
//=============================================================================
// Game_Enemy
//=============================================================================
if (!Game_Enemy.prototype.skills) {
Game_Enemy.prototype.skills = function() {
var skills = []
for (var i = 0; i < this.enemy().actions.length; ++i) {
var skill = $dataSkills[this.enemy().actions[i].skillId]
if (skill) skills.push(skill);
}
return skills;
}
};
Game_Enemy.prototype.cooldownDuration = function(skill) {
var value = Game_Battler.prototype.cooldownDuration.call(this, skill);
var skillId = skill.id;
var stypeId = skill.stypeId;
if (this.enemy().cooldownDuration[skillId] !== undefined) {
value *= this.enemy().cooldownDuration[skillId];
}
if (this.enemy().stypeCooldownDuration[stypeId] !== undefined) {
value *= this.enemy().stypeCooldownDuration[stypeId];
}
value *= this.enemy().globalCooldownDuration;
return value;
};
Game_Enemy.prototype.cooldownRate = function(skill) {
var value = Game_Battler.prototype.cooldownRate.call(this, skill);
var skillId = skill.id;
var stypeId = skill.stypeId;
if (this.enemy().cooldownRate[skillId] !== undefined) {
value *= this.enemy().cooldownRate[skillId];
}
if (this.enemy().stypeCooldownRate[stypeId] !== undefined) {
value *= this.enemy().stypeCooldownRate[stypeId];
}
value *= this.enemy().globalCooldownRate;
return value;
};
Game_Enemy.prototype.flatCooldownChange = function(skill) {
var skillId = skill.id;
var stypeId = skill.stypeId;
var value = Game_Battler.prototype.flatCooldownChange.call(this, skill);
if (this.enemy().cooldownChange[skillId] !== undefined) {
value += this.enemy().cooldownChange[skillId];
}
if (this.enemy().stypeCooldownChange[stypeId] !== undefined) {
value += this.enemy().stypeCooldownChange[stypeId];
}
value += this.enemy().globalCooldownChange;
return value;
};
Game_Enemy.prototype.flatWarmupChange = function(skill) {
var skillId = skill.id;
var stypeId = skill.stypeId;
var value = Game_Battler.prototype.flatWarmupChange.call(this, skill);
if (this.enemy().warmupChange[skillId] !== undefined) {
value += this.enemy().warmupChange[skillId];
}
if (this.enemy().stypeWarmupChange[stypeId] !== undefined) {
value += this.enemy().stypeWarmupChange[stypeId];
}
value += this.enemy().globalWarmupChange;
return value;
};
//=============================================================================
// Game_Action
//=============================================================================
Yanfly.SCD.Game_Action_applyItemUserEffect =
Game_Action.prototype.applyItemUserEffect;
Game_Action.prototype.applyItemUserEffect = function(target) {
Yanfly.SCD.Game_Action_applyItemUserEffect.call(this, target);
if (target) target.applyCooldownEffect(this.item());
};
//=============================================================================
// Game_Unit
//=============================================================================
Yanfly.SCD.Game_Unit_onBattleStart = Game_Unit.prototype.onBattleStart;
Game_Unit.prototype.onBattleStart = function() {
Yanfly.SCD.Game_Unit_onBattleStart.call(this);
this.onBattleStartCooldowns();
};
Game_Unit.prototype.onBattleStartCooldowns = function() {
var members = this.cooldownMembers();
var length = members.length
for (var i = 0; i < length; ++i) {
var member = members[i];
if (member) member.onBattleStartCooldowns();
}
};
Game_Unit.prototype.updateCooldowns = function() {
if (BattleManager.timeBasedCooldowns()) return;
var members = this.members();
var length = members.length
for (var i = 0; i < length; ++i) {
var member = members[i];
if (member) {
member.updateCooldowns();
member.updateWarmups();
}
}
};
Game_Unit.prototype.endBattleCooldowns = function() {
var members = this.members();
var length = members.length
for (var i = 0; i < length; ++i) {
var member = members[i];
if (member) {
member.endBattleCooldowns();
member.clearWarmups();
}
}
};
Game_Unit.prototype.cooldownMembers = function() {
return this.members();
};
//=============================================================================
// Game_Party
//=============================================================================
Yanfly.SCD.Game_Party_increaseSteps = Game_Party.prototype.increaseSteps;
Game_Party.prototype.increaseSteps = function() {
Yanfly.SCD.Game_Party_increaseSteps.call(this);
this.updateCooldownSteps();
};
Game_Party.prototype.updateCooldownSteps = function() {
return this.members().forEach(function(member) {
return member.updateCooldownSteps();
});
};
Game_Party.prototype.cooldownMembers = function() {
return this.allMembers();
};
//=============================================================================
// Game_Troop
//=============================================================================
Yanfly.SCD.Game_Troop_increaseTurn = Game_Troop.prototype.increaseTurn;
Game_Troop.prototype.increaseTurn = function() {
Yanfly.SCD.Game_Troop_increaseTurn.call(this);
if (Imported.YEP_BattleEngineCore) {
if (BattleManager.isTurnBased()) {
this.updateCooldowns();
$gameParty.updateCooldowns();
}
} else {
this.updateCooldowns();
$gameParty.updateCooldowns();
}
};
//=============================================================================
// Window_SkillList
//=============================================================================
Yanfly.SCD.Window_SkillList_drawCost = Window_SkillList.prototype.drawSkillCost;
Window_SkillList.prototype.drawSkillCost = function(skill, wx, wy, ww) {
if (this._actor.warmup(skill.id) > 0) {
return this.drawWarmup(skill, wx, wy, ww);
} else if (this._actor.cooldown(skill.id) > 0) {
return this.drawCooldown(skill, wx, wy, ww);
} else {
return Yanfly.SCD.Window_SkillList_drawCost.call(this, skill, wx, wy, ww);
}
};
Window_SkillList.prototype.drawCooldown = function(skill, wx, wy, dw) {
if (Yanfly.Icon.Cooldown > 0) {
var iw = wx + dw - Window_Base._iconWidth;
this.drawIcon(Yanfly.Icon.Cooldown, iw, wy + 2);
dw -= Window_Base._iconWidth + 2;
}
this.changeTextColor(this.textColor(Yanfly.Param.CDTextColor));
var fmt = Yanfly.Param.CDFmt;
var value = this._actor.cooldown(skill.id);
if (value % 1 !== 0) value = value.toFixed(2);
if (value <= 0.009) value = 0.01;
var text = fmt.format(Yanfly.Util.toGroup(value));
this.contents.fontSize = Yanfly.Param.CDFontSize;
this.drawText(text, wx, wy, dw, 'right');
var returnWidth = dw - this.textWidth(text) - Yanfly.Param.SCCCostPadding;
this.resetFontSettings();
return returnWidth;
};
Window_SkillList.prototype.drawWarmup = function(skill, wx, wy, dw) {
if (Yanfly.Icon.Warmup > 0) {
var iw = wx + dw - Window_Base._iconWidth;
this.drawIcon(Yanfly.Icon.Warmup, iw, wy + 2);
dw -= Window_Base._iconWidth + 2;
}
this.changeTextColor(this.textColor(Yanfly.Param.WUTextColor));
var fmt = Yanfly.Param.WUFmt;
var value = this._actor.warmup(skill.id);
if (value % 1 !== 0) value = value.toFixed(2);
if (value <= 0.009) value = 0.01;
var text = fmt.format(Yanfly.Util.toGroup(value));
this.contents.fontSize = Yanfly.Param.WUFontSize;
this.drawText(text, wx, wy, dw, 'right');
var returnWidth = dw - this.textWidth(text) - Yanfly.Param.SCCCostPadding;
this.resetFontSettings();
return returnWidth;
};
//=============================================================================
// Utilities
//=============================================================================
Yanfly.Util = Yanfly.Util || {};
if (!Yanfly.Util.toGroup) {
Yanfly.Util.toGroup = function(inVal) {
return inVal;
}
};
//=============================================================================
// End of File
//=============================================================================
};