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//=============================================================================
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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 = 1.11;
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//=============================================================================
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/*:
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* @plugindesc v1.11 技能冷却☁️
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* @author Yanfly Engine Plugins
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*
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* @param ---冷却时间---
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* @default
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*
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* @param Cooldown Format
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* @text 冷却时间格式
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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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* @text 冷却时间字体大小
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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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* @text 冷却时间文本颜色
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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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* @text 冷却时间图标
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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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* @text 战斗后冷却
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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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* @text 走路后冷却
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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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* @text 不受冷却影响
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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 ---热身---
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* @default
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*
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* @param Warmup Format
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* @text 热身格式
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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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* @text 热身字体大小
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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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* @text 热身文本颜色
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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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* @text 预热图标
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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 ---战斗核心---
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* @default
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*
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* @param Time Based
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* @text 基于时间
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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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* @text 回合时间
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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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* 魔改作者: 流逝的岁月
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* 魔改版本: v1.00
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*
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*
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* 魔改内容: v1.00 使显示冷却回合 的文本内容向上取整
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*
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*
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*
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*
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*
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* ============================================================================
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* Introduction
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* ============================================================================
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*
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* 技能冷却是一个技能核心的拓展插件。这个插件可以让你实现技能冷却,
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* 让玩家需要等待几个回合才能继续使用。
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* 这个插件需要YEP_SkillCore,确保它放在YEP_SkillCore下面
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*
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* 这个插件让你实现技能冷却,避免连续使用技能
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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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* 标准冷却。当被使用时,技能需要等x回合才可以使用。这里可以利用
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* 某些东西让冷却降低。最简单的就是等待,每回合都会降低。技能或者
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* 类似的也可以降低冷却。除此之外,你还可以结束战斗,战斗结束后冷却
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* 都会到一个定值。第三种方法就是在地图上走动,走动步数可以降低冷却
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*
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* Warmups
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* 就大多数而言,热身和冷却一样,时间结束才可以使用技能,区别是,
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* 热身仅仅发生在战斗一开始。如果一个技能有热身时间,他会进入战斗
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* 中触发,战斗结束后小时。热身不会叠在任何冷却之上,当技能同时
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* 拥有冷却和热身时,会同步更新
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*
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* Linked Cooldowns
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* 关联冷却是某个技能造成另一个技能冷却时。所有的冷却都看做
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* 关联冷却。冷却将会优先考虑技能冷却和全局冷却
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*
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* Skill Type Cooldowns
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* 当技能类型冷却时,所有匹配的技能类型都在冷却中。另外的技能
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* 将会是标准冷却。技能冷却优先考虑全局冷却
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*
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* 当冷却应用于已存在冷却的技能,冷却将会改变最大值。这意味着,
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* 当一个技能有3回合冷却时,技能类型冷却设置为1回合,则3回合会保留。
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* 如果技能有3回合冷却,技能类型冷却设置为5回合,冷却时间变更为5回合
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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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* 使用下面的标签来改变冷却
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*
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* 技能注释:
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* <Cooldown: x>
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* 设计技能冷却回合数x。这只会影响技能自身。这个值会优先考虑技能类型
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* 冷却和全局冷却
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*
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* <Warmup: x>
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* 设计技能热身回合数x。这只会影响技能自身。这个值会优先考虑技能类型
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* 冷却和全局冷却
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*
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* <After Battle Cooldown: +x>
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* <After Battle Cooldown: -x>
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* 战斗之后,技能冷却增加或者减少
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*
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* <Cooldown Steps: x>
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* 每走x步,技能冷却减少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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* 使用技能后,并且支付技能消耗以后,技能x将会关联冷却y回合。
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* 这个值优先考虑技能类型冷却和全局冷却
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*
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* <SType x Cooldown: y>
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* 使用技能后,并且支付技能消耗以后,所有技能类型x将会关联冷却y回合。
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* 这个值优先考虑全局冷却
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*
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* <Global Cooldown: x>
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* 使用技能后,所有技能将会设置冷却x回合。这个值优先于独立冷却和
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* 技能类型冷却
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*
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* <Bypass Cooldown>
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* 技能不需要冷却。例如攻击,防御,逃跑等不需要冷却的指令。
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*
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* 技能和物品注释:
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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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* 目标技能x的冷却增加或者减少。仅适用于目标,不能用于自己
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*
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* <SType x Cooldown: +y>
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* <SType x Cooldown: -y>
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* 目标技能类型x的冷却增加或者减少。仅适用于目标,不能用于自己
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*
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* <Global Cooldown: +x>
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* <Global Cooldown: -x>
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* 目标全部技能的冷却增加或者减少x。仅适用于目标,不能用于自己
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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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* 改变技能x的冷却持续时间为y%。
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*
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* <SType x Cooldown Duration: y%>
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* 改变技能类型x的冷却持续时间为y%。
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*
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* <Global Cooldown Duration: x%>
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* 改变全部技能的冷却持续时间为x%。
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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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* 冷却需要下降时,技能x的冷却率为y%。
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*
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* <SType x Cooldown Rate: y%>
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* 冷却需要下降时,技能类型x的冷却率为y%。
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*
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* <Global Cooldown Rate: x%>
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* 冷却需要下降时,全部技能的冷却率为x%。
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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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* 如果玩家是特点玩家,职业,或者装备特定物品时,或者存在特点状态,
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* 这个技能x冷却将会改变y。这将在所有计算完成后应用一个平均冷却。
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*
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* <SType x Cooldown: +y>
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* <SType x Cooldown: -y>
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* 如果玩家是特点玩家,职业,或者装备特定物品时,或者存在特点状态,
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* 这个技能类型x冷却将会改变y。这将在所有计算完成后应用一个平均冷却。
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*
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* <Global Cooldown: +x>
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* <Global Cooldown: -x>
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* 如果玩家是特点玩家,职业,或者装备特定物品时,或者存在特点状态,
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* 全部技能冷却将会改变x。这将在所有计算完成后应用一个平均冷却。
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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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* 如果玩家是特点玩家,职业,或者装备特定物品时,或者存在特点状态,
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* 战斗开始时,技能x热身时间改变y。这将在所有计算完成后
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* 应用一个平均热身时间。
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*
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* <SType x Warmup: +y>
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* <SType x Warmup: -y>
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* 如果玩家是特点玩家,职业,或者装备特定物品时,或者存在特点状态,
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* 战斗开始时,技能类型x热身时间改变y。这将在所有计算完成后
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* 应用一个平均热身时间。
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*
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* <Global Warmup: +x>
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* <Global Warmup: -x>
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* 如果玩家是特点玩家,职业,或者装备特定物品时,或者存在特点状态,
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* 战斗开始时,全部技能热身时间改变x。这将在所有计算完成后
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* 应用一个平均热身时间。
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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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*
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* 将这两个标签插入技能的记事框中,为其提供一种确定冷却时间值的独特方法。
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* “cooldown”变量确定冷却时间的回合数。
|
|
|
|
|
*
|
|
|
|
|
* <Warmup Eval>
|
|
|
|
|
* warmup = x;
|
|
|
|
|
* warmup += x;
|
|
|
|
|
* </Warmup Eval>
|
|
|
|
|
*
|
|
|
|
|
* 将这两个标签插入技能的记事框中,为其提供确定预热值的独特方法。
|
|
|
|
|
* “warmup”变量确定预热的回合数。
|
|
|
|
|
*
|
|
|
|
|
* ============================================================================
|
|
|
|
|
* 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 1.11:
|
|
|
|
|
* - 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
|
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
var Zzy = Zzy || {};
|
|
|
|
|
Zzy.CXSCD = Zzy.CXSCD || {};
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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 = String(Yanfly.Parameters["Cooldown After Battle"]);
|
|
|
|
|
Yanfly.Param.CDSteps = Number(Yanfly.Parameters["Cooldown Steps"]);
|
|
|
|
|
Yanfly.Param.CDBypass = String(Yanfly.Parameters["Cooldown Bypass"]);
|
|
|
|
|
Yanfly.Param.CDBypass = Yanfly.Param.CDBypass.split(" ");
|
|
|
|
|
for (Yanfly.i = 0; Yanfly.i < Yanfly.Param.CDBypass.length; ++Yanfly.i) {
|
|
|
|
|
Yanfly.Param.CDBypass[Yanfly.i] = parseInt(Yanfly.Param.CDBypass[Yanfly.i]);
|
|
|
|
|
}
|
|
|
|
|
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"]);
|
|
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
|
// 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 = eval(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) {
|
|
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if (this._actor.warmup(skill.id) > 0) {
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return this.drawWarmup(skill, wx, wy, ww);
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} else if (this._actor.cooldown(skill.id) > 0) {
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return this.drawCooldown(skill, wx, wy, ww);
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} else {
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return Yanfly.SCD.Window_SkillList_drawCost.call(this, skill, wx, wy, ww);
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|
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}
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};
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Window_SkillList.prototype.drawCooldown = function (skill, wx, wy, dw) {
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|
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|
if (Yanfly.Icon.Cooldown > 0) {
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|
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var iw = wx + dw - Window_Base._iconWidth;
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|
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this.drawIcon(Yanfly.Icon.Cooldown, iw, wy + 2);
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|
dw -= Window_Base._iconWidth + 2;
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|
|
}
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this.changeTextColor(this.textColor(Yanfly.Param.CDTextColor));
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|
|
|
var fmt = Yanfly.Param.CDFmt;
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|
|
|
var value = this._actor.cooldown(skill.id);
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|
|
|
if (value % 1 !== 0) value = value.toFixed(2);
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|
|
|
|
if (value <= 0.009) value = 0.01;
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|
|
//---魔改--- v1.00 修改数据向上取整
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|
value = Math.ceil(value);
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|
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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;
|
|
|
|
|
|
|
|
|
|
//---魔改--- v1.00 修改数据向上取整
|
|
|
|
|
value = Math.ceil(value);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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
|
|
|
|
|
//=============================================================================
|
|
|
|
|
}
|