1621 lines
58 KiB
JavaScript
1621 lines
58 KiB
JavaScript
//=============================================================================
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// Yanfly Engine Plugins - Skill Cost Extension - Cooldowns
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// YEP_X_SkillCooldowns.js
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//=============================================================================
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var Imported = Imported || {};
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Imported.YEP_X_SkillCooldowns = true;
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var Yanfly = Yanfly || {};
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Yanfly.SCD = Yanfly.SCD || {};
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Yanfly.SCD.version = 1.12;
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//=============================================================================
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/*:
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* @plugindesc v1.12 (Requires YEP_SkillCore.js) Cooldowns can be applied
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* to skills to prevent them from being used continuously.
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* @author Yanfly Engine Plugins
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*
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* @param ---Cooldown---
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* @default
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*
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* @param Cooldown Format
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* @parent ---Cooldown---
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* @desc This is the text format used for cooldowns.
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* %1 - Turns Remaining
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* @default %1CD
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*
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* @param Cooldown Font Size
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* @parent ---Cooldown---
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* @type number
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* @min 0
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* @desc This is the font size used for cooldowns.
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* Default: 28
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* @default 20
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*
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* @param Cooldown Text Color
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* @parent ---Cooldown---
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* @type number
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* @min 0
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* @max 31
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* @desc Adjusts the text color used for cooldowns.
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* @default 6
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*
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* @param Cooldown Icon
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* @parent ---Cooldown---
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* @type number
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* @min 0
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* @desc What icon to be used for cooldowns.
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* Use 0 for no icon.
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* @default 75
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*
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* @param Cooldown After Battle
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* @parent ---Cooldown---
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* @type number
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* @desc How are cooldowns handled after battle?
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* @default -10
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*
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* @param Cooldown Steps
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* @parent ---Cooldown---
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* @type number
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* @min 0
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* @desc Outside of battle, this is how many steps on the map the
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* player must walk to drop each cooldown by 1.
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* @default 5
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*
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* @param Cooldown Bypass
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* @parent ---Cooldown---
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* @desc This is a list of skills that cannot be on cooldown so that
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* way, skills like Attack, Guard.
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* @default 1 2 3 4 5 6 7
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*
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* @param Cooldown Bypass List
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* @parent ---Cooldown---
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* @type skill[]
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* @desc This is a list of skills that cannot be on cooldown so that
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* way, skills like Attack, Guard. Requires RPG Maker MV 1.5.0+
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* @default []
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*
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* @param ---Warmup---
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* @default
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*
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* @param Warmup Format
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* @parent ---Warmup---
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* @desc This is the text format used for warmups.
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* %1 - Turns Remaining
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* @default %1WU
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*
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* @param Warmup Font Size
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* @parent ---Warmup---
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* @type number
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* @min 1
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* @desc This is the font size used for warmups.
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* Default: 28
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* @default 20
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*
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* @param Warmup Text Color
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* @parent ---Warmup---
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* @type number
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* @min 0
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* @max 31
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* @desc Adjusts the text color used for warmups.
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* @default 4
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*
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* @param Warmup Icon
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* @parent ---Warmup---
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* @type number
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* @min 0
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* @desc What icon to be used for warmups.
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* Use 0 for no icon.
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* @default 75
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*
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* @param ---Battle Core---
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* @default
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*
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* @param Time Based
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* @parent ---Battle Core---
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* @type boolean
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* @on Time-Based
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* @off Turn-Based
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* @desc If a battle system is Tick-based, use time instead
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* of turns for cooldowns? NO - false YES - true
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* @default false
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*
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* @param Turn Time
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* @parent ---Battle Core---
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* @type number
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* @min 1
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* @desc How many ticks must pass to equal 1 cooldown turn?
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* @default 100
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*
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* @help
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* ============================================================================
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* Introduction
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* ============================================================================
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*
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* This plugin requires YEP_SkillCore.
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* Make sure this plugin is located under YEP_SkillCore in the plugin list.
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*
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* This plugin allows you to give your skills cooldowns. Cooldowns are a limit
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* enforced on a skill to prevent them from being used constantly.
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*
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* ============================================================================
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* Cooldown Types
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* ============================================================================
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*
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* Cooldown (Standard)
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* The standard cooldown only occurs if the skill has a cooldown to pay. When
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* used, the skill cannot be used for x turns as indicated by the cooldown.
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* There are a number of things that contribute to cooldowns going down. The
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* first would be simply waiting. Each turn in battle causes a cooldown to
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* drop by 1 turn. Skills and the such can be used to speed up this process.
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* The second would be to finish battles. Finishing a battle will cause all
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* cooldowns to drop by a certain amount (can be defined in the parameters).
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* And the third would be walking on the field map. Every certain amount of
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* steps allow a skill's cooldown to decrease.
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*
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* Warmups
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* As far as most things go, Warmups do the same thing as Cooldowns: prevent
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* skills from being used until their timer is up. The difference, however, is
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* that warmups only occur once during battle: at the very start of it. If a
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* skill has a warmup timer, it will trigger the moment it goes into battle
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* and instantly disappear after battle. Warmups do not stack on top of any
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* existing cooldowns. If a cooldown is already occurring when a skill is in
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* the warmup phase, both the warmup and cooldown simultaneously update.
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*
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* Linked Cooldowns
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* A linked cooldown occurs when a skill that's used causes another skill in
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* the owner's skill library to have a cooldown. All other attributes of this
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* cooldown are the same as a standard cooldown's. This cooldown type will take
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* priority over Skill Type Cooldowns and Global Cooldowns if this value is
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* defined.
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*
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* Skill Type Cooldowns
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* When a Skill Type Cooldown occurs, all skills currently in the battler's
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* skill library with the matching Skill Type will be on cooldown. All other
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* attributes of this cooldown are the same as a standard cooldown's. This
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* cooldown type will take priority over Global Cooldowns if this value is
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* defined.
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*
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* When a cooldown is applied for a skill that already has a cooldown, the
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* cooldown will change to whatever is the largest value. This means if a
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* skill has 3 turns for a cooldown and a Skill Type Cooldown would set for
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* 1 turn, the 3 turns would remain. On the flip side, if the skill has 3 turns
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* and the Skill Type Cooldown would set for 5 turns, then the cooldown would
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* be changed to 5 turns instead.
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*
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* ============================================================================
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* Notetags
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* ============================================================================
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*
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* Use the following notetags to alter the cooldown properties of a skill.
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*
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* Skill Notetags:
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* <Cooldown: x>
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* Sets the cooldown for the skill to X turns. This cooldown only affects
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* this skill alone. This value will take priority over Skill Type Cooldowns
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* and Global Cooldowns.
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*
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* <Warmup: x>
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* Sets the warmup for the skill to X turns. When entering a new battle, the
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* skill will be on a warmup phase and cannot be used until the warmup phase
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* is over.
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*
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* <After Battle Cooldown: +x>
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* <After Battle Cooldown: -x>
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* After a battle ends (victory, loss, or escape), change the cooldown for
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* this skill by +x turns or -x turns.
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*
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* <Cooldown Steps: x>
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* Outside of battle, every x steps that the Player takes, this skill's
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* cooldown will drop by 1.
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*
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* <Skill x Cooldown: y>
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* <Skill name Cooldown: y>
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* When using this skill, after paying the skill cost, skill x will have a
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* linked cooldown of y turns. This value will take priority over Skill Type
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* Cooldowns and Global Cooldowns.
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*
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* <SType x Cooldown: y>
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* When using this skill, after paying the skill cost, all skills with the
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* matching Skill Type x to have a cooldown of y. This value will take
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* priority over Global Cooldowns.
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*
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* <Global Cooldown: x>
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* When using this skill, all skills within the battler's skill library area
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* set to be on cooldown for x turns. This value has less priority than
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* Individual Cooldowns and Skill Type Cooldowns.
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*
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* <Bypass Cooldown>
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* This causes the skill to bypass cooldowns, no matter what. This should be
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* used for skills like Attack, Guard, Escape, etc. that should not have a
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* cooldown assigned to them.
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*
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* Skill and Item Notetags:
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* <Skill x Cooldown: +y>
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* <Skill x Cooldown: -y>
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* <Skill name Cooldown: +y>
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* <Skill name Cooldown: -y>
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* Targets hit by this skill will have skill x's cooldown adjusted by y.
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* This does not apply to the user and applies only to the targets.
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*
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* <SType x Cooldown: +y>
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* <SType x Cooldown: -y>
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* Targets hit by this skill will have all skills in their skill library with
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* Skill Type x to have their cooldowns adjusted by y. This does not apply to
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* the user and applies only to the targets.
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*
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* <Global Cooldown: +x>
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* <Global Cooldown: -x>
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* Targets hit by this skill will have all skills in their skill library to
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* have their cooldowns adjusted by y. This does not apply to the user and
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* applies only to the targets.
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*
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* Actor, Class, Enemy, Weapon, Armor, and State Notetags:
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*
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* <Skill x Cooldown Duration: y%>
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* <Skill name Cooldown Duration: y%>
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* Alters the cooldown duration of skill x to y% when the cooldown cost is
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* applied. This effect only applies to skill x.
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*
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* <SType x Cooldown Duration: y%>
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* Alters the cooldown duration of skills with Skill Type x to y% when the
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* cooldown cost is applied. This effect only applies to Skill Type x.
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*
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* <Global Cooldown Duration: x%>
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* Alters the cooldown duration of all skills to x% when the cooldown cost
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* is applied.
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*
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* <Skill x Cooldown Rate: y%>
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* <Skill name Cooldown Rate: y%>
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* Sets the cooldown rate for skill x to y% when the cooldown counter goes
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* down. This effect only applies to skill x.
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*
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* <SType x Cooldown Rate: y%>
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* Sets the cooldown rate for Skill Type x skills to y% when the cooldown
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* counter goes down. This effect only applies to Skill Type x skills.
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*
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* <Global Cooldown Rate: x%>
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* Sets the cooldown rate for all skills to x% when the cooldown counter
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* goes down.
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*
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* <Skill x Cooldown: +y>
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* <Skill x Cooldown: -y>
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* <Skill name Cooldown: +y>
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* <Skill name Cooldown: -y>
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* If the user performs skill x, it will have an increased or decreased
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* cooldown value as long as the user is the actor, class, enemy, or has the
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* weapon or armor equipped, or is affected by the state with this notetag.
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* These flat cooldown modifications are applied after the rates and duration
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* modifiers have been calculated.
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*
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* <SType x Cooldown: +y>
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* <SType x Cooldown: -y>
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* If the user performs skill with skill type x, it will have an increased or
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* decreased cooldown value as long as the user is the actor, class, enemy,
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* or has the weapon or armor equipped, or is affected by the state with this
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* notetag. These flat cooldown modifications are applied after the rates and
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* duration modifiers have been calculated.
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*
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* <Global Cooldown: +x>
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* <Global Cooldown: -x>
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* If the user performs any skill, it will have an increased or decreased
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* cooldown value as long as the user is the actor, class, enemy, or has the
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* weapon or armor equipped, or is affected by the state with this notetag.
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* These flat cooldown modifications are applied after the rates and duration
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* modifiers have been calculated.
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*
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* <Skill x Warmup: +y>
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* <Skill x Warmup: -y>
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* <Skill name Warmup: +y>
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* <Skill name Warmup: -y>
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* At the start of battle, skill x will have an increased or decreased warmup
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* value as long as the user is the actor, class, enemy, or has the weapon or
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* armor equipped, or is affected by the state with this notetag. These flat
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* warmup modifications are applied after the rates and duration modifiers
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* have been calculated.
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*
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* <SType x Warmup: +y>
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* <SType x Warmup: -y>
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* At the start of battle, all skills with skill type x it will have an
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* increased or decreased warmup value as long as the user is the actor,
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* class, enemy, or has the weapon or armor equipped, or is affected by the
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* state with this notetag. These flat warmup modifications are applied after
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* the rates and duration modifiers have been calculated.
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*
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* <Global Warmup: +x>
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* <Global Warmup: -x>
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* At the start of battle, all skills will have an increased or decreased
|
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* warmup value as long as the user is the actor, class, enemy, or has the
|
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* weapon or armor equipped, or is affected by the state with this notetag.
|
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* These flat warmup modifications are applied after the rates and duration
|
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* modifiers have been calculated.
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*
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* ============================================================================
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* Lunatic Mode - Specialized Cooldowns
|
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* ============================================================================
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*
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* For skills, you can set cooldowns to have a special code determine its value
|
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* when the skill is used.
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*
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* Skill Notetag
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* <Cooldown Eval>
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* cooldown = x;
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* cooldown += x;
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* </Cooldown Eval>
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* Insert these two tags into the skill's notebox to give it a unique way to
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* determine the cooldown's value. The 'cooldown' variable determines the
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* amount of turns for the cooldown.
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*
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* <Warmup Eval>
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* warmup = x;
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* warmup += x;
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* </Warmup Eval>
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* Insert these two tags into the skill's notebox to give it a unique way to
|
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* determine the warmup's value. The 'warmup' variable determines the amount
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* of turns for the warmup.
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*
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* ============================================================================
|
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* Yanfly Engine Plugins - Battle Engine Extension - Action Sequence Commands
|
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* ============================================================================
|
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*
|
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* If you have YEP_BattleEngineCore.js installed with this plugin located
|
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* underneath it in the Plugin Manager, you can make use of these extra
|
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* cooldown related action sequences.
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*
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*=============================================================================
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* GLOBAL COOLDOWN: targets, +X
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* GLOBAL COOLDOWN: targets, -X
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* GLOBAL COOLDOWN: targets, X
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*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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* Sets the cooldown for all of the targets to be adjusted by X value. This
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* applies to every skill that doesn't bypass cooldowns.
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*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
|
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* Usage Example: global cooldown: target, +5
|
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* global cooldown: user, -3
|
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* global cooldown: enemies, 10
|
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*=============================================================================
|
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*
|
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*=============================================================================
|
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* SKILL X COOLDOWN: targets, +Y
|
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* SKILL X COOLDOWN: targets, -Y
|
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* SKILL X COOLDOWN: targets, Y
|
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*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
|
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* Causes skill X to be adjusted by Y value for the targets. This only applies
|
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* the specific skill x's cooldown.
|
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*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
|
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* Usage Example: skill 10 cooldown: target, +5
|
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* skill 12 cooldown: user, -3
|
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* skill 15 cooldown: enemies, 10
|
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*=============================================================================
|
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*
|
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*=============================================================================
|
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* SKILL TYPE X COOLDOWN: targets, +Y
|
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* SKILL TYPE X COOLDOWN: targets, -Y
|
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* SKILL TYPE X COOLDOWN: targets, Y
|
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*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
|
||
* 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
|
||
//=============================================================================
|
||
};
|