//============================================================================= // Yanfly Engine Plugins - Skill Cost Extension - Cooldowns // YEP_X_SkillCooldowns.js //============================================================================= var Imported = Imported || {}; Imported.YEP_X_SkillCooldowns = true; var Yanfly = Yanfly || {}; Yanfly.SCD = Yanfly.SCD || {}; Yanfly.SCD.version = 1.11; //============================================================================= /*: * @plugindesc v1.11 技能冷却☁️ * @author Yanfly Engine Plugins * * @param ---冷却时间--- * @default * * @param Cooldown Format * @text 冷却时间格式 * @desc This is the text format used for cooldowns. * %1 - Turns Remaining * @default %1CD * * @param Cooldown Font Size * @text 冷却时间字体大小 * @desc This is the font size used for cooldowns. * Default: 28 * @default 20 * * @param Cooldown Text Color * @text 冷却时间文本颜色 * @desc Adjusts the text color used for cooldowns. * @default 6 * * @param Cooldown Icon * @text 冷却时间图标 * @desc What icon to be used for cooldowns. * Use 0 for no icon. * @default 75 * * @param Cooldown After Battle * @text 战斗后冷却 * @desc How are cooldowns handled after battle? * @default -10 * * @param Cooldown Steps * @text 走路后冷却 * @desc Outside of battle, this is how many steps on the map the * player must walk to drop each cooldown by 1. * @default 5 * * @param Cooldown Bypass * @text 不受冷却影响 * @desc This is a list of skills that cannot be on cooldown so that * way, skills like Attack, Guard. * @default 1 2 3 4 5 6 7 * * @param ---热身--- * @default * * @param Warmup Format * @text 热身格式 * @desc This is the text format used for warmups. * %1 - Turns Remaining * @default %1WU * * @param Warmup Font Size * @text 热身字体大小 * @desc This is the font size used for warmups. * Default: 28 * @default 20 * * @param Warmup Text Color * @text 热身文本颜色 * @desc Adjusts the text color used for warmups. * @default 4 * * @param Warmup Icon * @text 预热图标 * @desc What icon to be used for warmups. * Use 0 for no icon. * @default 75 * * @param ---战斗核心--- * @default * * @param Time Based * @text 基于时间 * @desc If a battle system is Tick-based, use time instead * of turns for cooldowns? NO - false YES - true * @default false * * @param Turn Time * @text 回合时间 * @desc How many ticks must pass to equal 1 cooldown turn? * @default 100 * * @help * * 魔改作者: 流逝的岁月 * 魔改版本: v1.00 * * * 魔改内容: v1.00 使显示冷却回合 的文本内容向上取整 * * * * * * ============================================================================ * Introduction * ============================================================================ * * 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, * 让玩家需要等待几个回合才能继续使用。 * 这个插件需要YEP_SkillCore,确保它放在YEP_SkillCore下面 * * 这个插件让你实现技能冷却,避免连续使用技能 * * ============================================================================ * Cooldown Types * ============================================================================ * * Cooldown (Standard) * 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 * 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 * 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 * 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 * * Warmups * 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, * 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 * 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 * 拥有冷却和热身时,会同步更新 * * Linked Cooldowns * 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 * 关联冷却。冷却将会优先考虑技能冷却和全局冷却 * * Skill Type Cooldowns * 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 * 将会是标准冷却。技能冷却优先考虑全局冷却 * * 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, * 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。 * 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 * * ============================================================================ * Notetags * ============================================================================ * * 使用下面的标签来改变冷却 * * 技能注释: * * 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 * 冷却和全局冷却 * * * 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 * 冷却和全局冷却 * * * * 战斗之后,技能冷却增加或者减少 * * * 每走x步,技能冷却减少1 * * * * 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。 * 这个值优先考虑技能类型冷却和全局冷却 * * * 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。 * 这个值优先考虑全局冷却 * * * 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 * 技能类型冷却 * * * 技能不需要冷却。例如攻击,防御,逃跑等不需要冷却的指令。 * * 技能和物品注释: * * * * * 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 * * * * 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 * * * * 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 * * Actor, Class, Enemy, Weapon, Armor, and State Notetags: * * * * 改变技能x的冷却持续时间为y%。 * * * 改变技能类型x的冷却持续时间为y%。 * * * 改变全部技能的冷却持续时间为x%。 * * * * 冷却需要下降时,技能x的冷却率为y%。 * * * 冷却需要下降时,技能类型x的冷却率为y%。 * * * 冷却需要下降时,全部技能的冷却率为x%。 * * * * * * 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, * 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。 * * * * 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, * 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。 * * * * 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, * 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。 * * * * * * 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, * 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 * 应用一个平均热身时间。 * * * * 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, * 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 * 应用一个平均热身时间。 * * * * 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, * 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 * 应用一个平均热身时间。 * * ============================================================================ * Lunatic Mode - Specialized Cooldowns * ============================================================================ * * For skills, you can set cooldowns to have a special code determine its value * when the skill is used. * * Skill Notetag * * cooldown = x; * cooldown += x; * * * 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。 * “cooldown”变量确定冷却时间的回合数。 * * * warmup = x; * warmup += x; * * * 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 . * * Version 1.09: * - Fixed a bug with the , * , and 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: * , , * , , * * * 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 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) { 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; //---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.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 //============================================================================= }