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DoubleX RMMZ Skill Item Cooldown.js
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DoubleX RMMZ Skill Item Cooldown.js
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/*============================================================================
* ## Plugin Info
*----------------------------------------------------------------------------
* # Plugin Name
* DoubleX RMMZ Skill Item Cooldown
*----------------------------------------------------------------------------
* # Introduction
* 1. This plugins lets you set 2 kinds of skill/item cooldowns:
* - Skill/Item cooldown - The number of turns(battle turn in turn based
* individual turn in TPBS) needed for the
* skill/item to cooldown before it becomes
* usable again
* - Battler cooldown - The number of turns(battle turn in turn based
* individual turn in TPBS) needed for the battler
* just executed the skill/item to cooldown before
* that battler can input actions again
* 2. If the skill/item cooldown is 1 turn, it means battlers with multiple
* action slots can only input that skill/item once instead of as many
* as the action slots allow
* If the battler cooldown is negative, it means the TPB bar charging
* value will be positive instead of 0 right after executing the
* skill/item(So a -1 battler cooldown means the battler will become
* able to input actions again right after executing such skills/items)
* 3. When updating the battler individual turn count in TPBS, the decimal
* parts of the battler will be discarded, but those parts will still be
* used when actually increasing the time needed for that battler to
* become able to input actions again
* In the turn based battle system, the decimal parts of the battler
* cooldown counts as 1 turn
* The decimal parts of the final skill/item cooldown value will be
* discarded
* 4. Skill/item cooldown can be set to apply outside battles as well
* Skill/item cooldown won't be updated when the battler has fully
* charged the TPBS bar
*----------------------------------------------------------------------------
* # Prerequisites
* Plugins:
* 1. DoubleX RMMZ Enhanced Codebase
* https://github.com/Double-X/DoubleX-RMMZ/blob/master/DoubleX%20RMMZ%20Enhanced%20Codebase.js
* Abilities:
* 1. Nothing special for most ordinary cases
* 2. Little RMMZ plugin development proficiency for more advanced usages
* (Elementary Javascript exposures being able to write beginner codes
* up to 300LoC scale)
* 3. Some RMMV plugin development proficiency to fully utilize this
* (Basic knowledge on what RMMV plugin development does in general
* with several easy, simple and small plugins written without
* nontrivial bugs up to 1000 LoC scale but still being inexperienced)
*----------------------------------------------------------------------------
* # Terms Of Use
* 1. Commercial use's always allowed and crediting me's always optional.
* 2. You shall keep this plugin's Plugin Info part's contents intact.
* 3. You shalln't claim that this plugin's written by anyone other than
* DoubleX or my aliases. I always reserve the right to deny you from
* using any of my plugins anymore if you've violated this.
* 4. If you repost this plugin directly(rather than just linking back),
* you shall inform me of these direct repostings. I always reserve
* the right to request you to edit those direct repostings.
* 5. CC BY 4.0, except those conflicting with any of the above, applies
* to this plugin, unless you've my permissions not needing follow so.
* 6. I always reserve the right to deny you from using this plugin
* anymore if you've violated any of the above.
*----------------------------------------------------------------------------
* # Links
* Video:
* 1. https://www.youtube.com/watch?v=jS--0ODtLAY
* 2.(v1.02a+) https://www.youtube.com/watch?v=TzXnjJAdr3o
* This Plugin:
* 1. https://github.com/Double-X/DoubleX-RMMZ/blob/master/DoubleX%20RMMZ%20Skill%20Item%20Cooldown.js
* Posts:
* 1. https://forums.rpgmakerweb.com/index.php?threads/doublex-rmmz-skill-item-cooldown.126221/
* 2. https://www.rpgmakercentral.com/topic/42558-doublex-rmmz-skill-item-cooldown/
* 3. https://rpgmaker.net/engines/rmmz/utilities/253/
* 4. https://www.save-point.org/thread-8152-post-52587.html
* 5. https://gdu.one/forums/topic/13618-doublex-rmmz-skill-item-cooldown/
* 6. http://www.hbgames.org/forums/viewtopic.php?p=945067
* 7. https://forum.chaos-project.com/index.php/topic,16067.msg197372.html
* 8. https://doublexrpgmaker.wordpress.com/2020/08/27/doublex-rmmz-skill-item-cooldown/
* 9. https://www.patreon.com/posts/40913611
* 10. https://www.makerdevs.com/plugin/doublex-rmmz-skill-item-cooldown
* Mentioned Patreon Supporters:
* https://www.patreon.com/posts/71738797
*----------------------------------------------------------------------------
* # Contributors
* Authors:
* 1. DoubleX
* Plugin Development Collaborators:
* - None So Far
* Bug Reporters:
* - None So Far
* Compatibility Issue Raisers:
* - None So Far
* Feature Requesters:
* - None So Far
*----------------------------------------------------------------------------
* # Changelog
* { codebase: "1.1.1", plugin: "v1.02a" }(2021 Feb 7 GMT 1300):
* 1. Added skillItemCooldownGaugeColor1 and skillItemCooldownGaugeColor2
* to let you show the TPB battler cooldown bar inside battles with
* configurable colors
* 2. Added cancelBattlerCooldownHotkeys and
* cancelSkillItemCooldownHotkeys to let you set some hotkeys to
* cancel the battler/skill item cooldown of the corresponding actors
* respectively
* 3. Added the following parameters:
* - canCancelBattlerCooldown
* - canCancelSkillItemCooldown
* - cancelBattlerCooldownFail
* - cancelSkillItemCooldownFail
* - cancelBattlerCooldownSuc
* - cancelSkillItemCooldownSuc
* - canCancelBattlerCooldownNotetagDataTypePriorities
* - canCancelSkillItemCooldownNotetagDataTypePriorities
* - cancelBattlerCooldownFailNotetagDataTypePriorities
* - cancelSkillItemCooldownFailNotetagDataTypePriorities
* - cancelBattlerCooldownSucNotetagDataTypePriorities
* - cancelSkillItemCooldownSucNotetagDataTypePriorities
* 4. Added the following plugin commands:
* - canCancelBattlerCooldown
* - canCancelSkillItemCooldown
* - cancelBattlerCooldown
* - cancelSkillItemCooldown
* 5. Added the following notetags:
* - canCancelBattler
* - canCancelSkillItem
* - cancelBattlerFail
* - cancelSkillItemFail
* - cancelBattlerSuc
* - cancelSkillItemSuc
* { codebase: "1.1.0", plugin: "v1.01b" }(2020 Nov 27 GMT 0500):
* 1. You no longer have to edit the value of
* DoubleX_RMMZ.Skill_Item_Cooldown.PLUGIN_NAME when changing this
* plugin file name
* { codebase: "1.0.2", plugin: "v1.01a" }(2020 Oct 11 GMT 0900):
* 1. Added the plugin query and command counterparts for the following
* script calls of this plugin:
* - battlerCooldown()
* - isBattlerCooldown()
* - skillItemCooldown(item)
* - isSkillItemCooldown(item)
* { codebase: "1.0.0", plugin: "v1.00a" }(2020 Aug 27 GMT 0300):
* 1. 1st version of this plugin finished
*----------------------------------------------------------------------------
* # Todo
* 1. Shows the skill/item and battler cooldown values for each
* skill/item both inside and outside battles
* 2. Lets you bind some hotkeys to cancel some actor cooldowns under
* conditions set by you and the events set by you to be triggered
* upon successful cancels
*============================================================================*/
/*~struct~Hotkey:
*
* @param actorIndex
* @type number
* @desc The index of the actor selected by hotkey actorHotkey
* @default
*
* @param actorHotkey
* @desc The keymap of the hotkey selecting the actor with index actorIndex
* @default
*/
/*:
* @url https://www.patreon.com/doublex
* @target MZ
* @plugindesc Versions: { codebase: "1.1.1", plugin: "v1.02a" }
* Lets you set some skills/items to have battler and skill/item cooldowns
* @orderAfter DoubleX_RMMZ_Enhanced_Codebase
* @orderAfter DoubleX RMMZ Enhanced Codebase
* @orderAfter DoubleX_RMMZ_Plugin_Query
* @orderAfter DoubleX_RMMZ_TPBS_Configurations_Edit
* @orderAfter DoubleX RMMZ TPBS Configurations Edit
* @base DoubleX RMMZ Enhanced Codebase
* @author DoubleX
*
* @param BattleManager
*
* @param clearBattlerSkillItemCooldownOnBattleStart
* @parent BattleManager
* @type note
* @desc Let you clear battler/skill/item cooldowns on battle start
* actor is the actor to have all those cooldowns cleared
* @default "actor.clearBattlerSkillItemCooldowns();"
*
* @param clearBattlerSkillItemCooldownOnBattleEnd
* @parent BattleManager
* @type note
* @desc Lets you clear battler/skill/item cooldowns on battle end
* actor is the actor to have all those cooldowns cleared
* @default "actor.clearBattlerSkillItemCooldowns();"
*
* @param Battler
*
* @param canCancelBattlerCooldown
* @parent Battler
* @type note
* @desc Lets you set if a battler can cancel the battler cooldown
* if no canCancelBattler notetags are present
* @default "return true;"
*
* @param canCancelSkillItemCooldown
* @parent Battler
* @type note
* @desc Lets you set if a battler can cancel the skill/item
* cooldown if no canCancelSkillItem notetags are present
* @default "return true;"
*
* @param cancelBattlerCooldownFail
* @parent Battler
* @type note
* @desc Lets you set what happens when a battler failed to cancel
* the battler cooldown
* @default "SoundManager.playBuzzer();"
*
* @param cancelSkillItemCooldownFail
* @parent Battler
* @type note
* @desc Lets you set what happens when a battler failed to cancel
* the skill/item cooldown
* @default "SoundManager.playBuzzer();"
*
* @param cancelBattlerCooldownSuc
* @parent Battler
* @type note
* @desc Lets you set what happens when a battler successfully
* cancel the battler cooldown
* @default "SoundManager.playOk();"
*
* @param cancelSkillItemCooldownSuc
* @parent Battler
* @type note
* @desc Lets you set what happens when a battler successfully
* cancel the skill/item cooldown
* @default "SoundManager.playOk();"
*
* @param onCancelCooldownClick
* @parent Battler
* @type note
* @desc Lets you set what happens when the sprite of the actor
* get clicked for triggering a cooldown cancel attempt
* @default "this.cancelBattlerCooldown();\nthis.cancelSkillItemCooldown();"
*
* @param SpriteGauge
*
* @param skillItemCooldownGaugeColor1
* @parent SpriteGauge
* @type note
* @desc Sets the 1st actor TPB battler cooldown gague sprite color
* The gauge sprite involved can be referred by the this keyword
* @default "return ColorManager.textColor(18);"
*
* @param skillItemCooldownGaugeColor2
* @parent SpriteGauge
* @type note
* @desc Sets the 2nd actor TPB battler cooldown gague sprite color
* The gauge sprite involved can be referred by the this keyword
* @default "return ColorManager.textColor(10);"
*
* @param Hotkeys
*
* @param cancelBattlerCooldownHotkeys
* @parent Hotkeys
* @type struct<Hotkey>[]
* @desc Sets the list of hotkeys cancelling the battler cooldown
* of the actor with the corresponding hotkey indices
* @default []
*
* @param cancelSkillItemCooldownHotkeys
* @parent Hotkeys
* @type struct<Hotkey>[]
* @desc Sets the list of hotkeys cancelling the skill/item
* cooldown of the actor with the corresponding hotkey indices
* @default []
*
* @param NotetagDataTypePriorities
*
* @param battlerNotetagDataTypePriorities
* @parent NotetagDataTypePriorities
* @type select[]
* @option Data of the actor
* @value actor
* @option Data of the current class
* @value class
* @option Data of learnt skills/action list(Shouldn't be used with Data of usable skills)
* @value skills
* @option Data of usable skills(Shouldn't be used with Data of learnt skills)
* @value usableSkills
* @option Data of possessed items(Shouldn't be used with Data of usable items)
* @value items
* @option Data of usable items(Shouldn't be used with Data of possessed items)
* @value usableItems
* @option Data of the latest skill/item being used(Can double-count with skills/items/usableSkills/usableItems)
* @value latestSkillItem
* @option Data of equipped weapons
* @value weapons
* @option Data of equipped armors
* @value armors
* @option Data of the enemy
* @value enemy
* @option Data of effective states
* @value states
* @desc Sets data type priorities of the battler notetags
* You can use script calls/plugin commands to change this
* @default ["latestSkillItem","states","enemy","armors","weapons","class","actor"]
*
* @param skillItemNotetagDataTypePriorities
* @parent NotetagDataTypePriorities
* @type select[]
* @option Data of the actor
* @value actor
* @option Data of the current class
* @value class
* @option Data of learnt skills/action list(Shouldn't be used with Data of usable skills)
* @value skills
* @option Data of usable skills(Shouldn't be used with Data of learnt skills)
* @value usableSkills
* @option Data of possessed items(Shouldn't be used with Data of usable items)
* @value items
* @option Data of usable items(Shouldn't be used with Data of possessed items)
* @value usableItems
* @option Data of the latest skill/item being used(Can double-count with skills/items/usableSkills/usableItems)
* @value latestSkillItem
* @option Data of equipped weapons
* @value weapons
* @option Data of equipped armors
* @value armors
* @option Data of the enemy
* @value enemy
* @option Data of effective states
* @value states
* @desc Sets data type priorities of the skillItem notetags
* You can use script calls/plugin commands to change this
* @default ["latestSkillItem","states","enemy","armors","weapons","class","actor"]
*
* @param canCancelBattlerNotetagDataTypePriorities
* @parent NotetagDataTypePriorities
* @type select[]
* @option Data of the actor
* @value actor
* @option Data of the current class
* @value class
* @option Data of learnt skills/action list(Shouldn't be used with Data of usable skills)
* @value skills
* @option Data of usable skills(Shouldn't be used with Data of learnt skills)
* @value usableSkills
* @option Data of possessed items(Shouldn't be used with Data of usable items)
* @value items
* @option Data of usable items(Shouldn't be used with Data of possessed items)
* @value usableItems
* @option Data of the latest skill/item being used(Can double-count with skills/items/usableSkills/usableItems)
* @value latestSkillItem
* @option Data of equipped weapons
* @value weapons
* @option Data of equipped armors
* @value armors
* @option Data of the enemy
* @value enemy
* @option Data of effective states
* @value states
* @desc Sets data type priorities of the canCancelBattler notetags
* You can use script calls/plugin commands to change this
* @default ["latestSkillItem","states","enemy","armors","weapons","class","actor"]
*
* @param canCancelSkillItemNotetagDataTypePriorities
* @parent NotetagDataTypePriorities
* @type select[]
* @option Data of the actor
* @value actor
* @option Data of the current class
* @value class
* @option Data of learnt skills/action list(Shouldn't be used with Data of usable skills)
* @value skills
* @option Data of usable skills(Shouldn't be used with Data of learnt skills)
* @value usableSkills
* @option Data of possessed items(Shouldn't be used with Data of usable items)
* @value items
* @option Data of usable items(Shouldn't be used with Data of possessed items)
* @value usableItems
* @option Data of the latest skill/item being used(Can double-count with skills/items/usableSkills/usableItems)
* @value latestSkillItem
* @option Data of equipped weapons
* @value weapons
* @option Data of equipped armors
* @value armors
* @option Data of the enemy
* @value enemy
* @option Data of effective states
* @value states
* @desc Sets data type priorities of canCancelSkillItem notetags
* You can use script calls/plugin commands to change this
* @default ["latestSkillItem","states","enemy","armors","weapons","class","actor"]
*
* @param cancelBattlerSucNotetagDataTypePriorities
* @parent NotetagDataTypePriorities
* @type select[]
* @option Data of the actor
* @value actor
* @option Data of the current class
* @value class
* @option Data of learnt skills/action list(Shouldn't be used with Data of usable skills)
* @value skills
* @option Data of usable skills(Shouldn't be used with Data of learnt skills)
* @value usableSkills
* @option Data of possessed items(Shouldn't be used with Data of usable items)
* @value items
* @option Data of usable items(Shouldn't be used with Data of possessed items)
* @value usableItems
* @option Data of the latest skill/item being used(Can double-count with skills/items/usableSkills/usableItems)
* @value latestSkillItem
* @option Data of equipped weapons
* @value weapons
* @option Data of equipped armors
* @value armors
* @option Data of the enemy
* @value enemy
* @option Data of effective states
* @value states
* @desc Sets data type priorities of the cancelBattlerSuc notetags
* You can use script calls/plugin commands to change this
* @default ["latestSkillItem","states","enemy","armors","weapons","class","actor"]
*
* @param cancelSkillItemSucNotetagDataTypePriorities
* @parent NotetagDataTypePriorities
* @type select[]
* @option Data of the actor
* @value actor
* @option Data of the current class
* @value class
* @option Data of learnt skills/action list(Shouldn't be used with Data of usable skills)
* @value skills
* @option Data of usable skills(Shouldn't be used with Data of learnt skills)
* @value usableSkills
* @option Data of possessed items(Shouldn't be used with Data of usable items)
* @value items
* @option Data of usable items(Shouldn't be used with Data of possessed items)
* @value usableItems
* @option Data of the latest skill/item being used(Can double-count with skills/items/usableSkills/usableItems)
* @value latestSkillItem
* @option Data of equipped weapons
* @value weapons
* @option Data of equipped armors
* @value armors
* @option Data of the enemy
* @value enemy
* @option Data of effective states
* @value states
* @desc Sets data type priorities of cancelSkillItemSuc notetags
* You can use script calls/plugin commands to change this
* @default ["latestSkillItem","states","enemy","armors","weapons","class","actor"]
*
* @param cancelBattlerFailNotetagDataTypePriorities
* @parent NotetagDataTypePriorities
* @type select[]
* @option Data of the actor
* @value actor
* @option Data of the current class
* @value class
* @option Data of learnt skills/action list(Shouldn't be used with Data of usable skills)
* @value skills
* @option Data of usable skills(Shouldn't be used with Data of learnt skills)
* @value usableSkills
* @option Data of possessed items(Shouldn't be used with Data of usable items)
* @value items
* @option Data of usable items(Shouldn't be used with Data of possessed items)
* @value usableItems
* @option Data of the latest skill/item being used(Can double-count with skills/items/usableSkills/usableItems)
* @value latestSkillItem
* @option Data of equipped weapons
* @value weapons
* @option Data of equipped armors
* @value armors
* @option Data of the enemy
* @value enemy
* @option Data of effective states
* @value states
* @desc Sets data type priorities of cancelBattlerFail notetags
* You can use script calls/plugin commands to change this
* @default ["latestSkillItem","states","enemy","armors","weapons","class","actor"]
*
* @param cancelSkillItemFailNotetagDataTypePriorities
* @parent NotetagDataTypePriorities
* @type select[]
* @option Data of the actor
* @value actor
* @option Data of the current class
* @value class
* @option Data of learnt skills/action list(Shouldn't be used with Data of usable skills)
* @value skills
* @option Data of usable skills(Shouldn't be used with Data of learnt skills)
* @value usableSkills
* @option Data of possessed items(Shouldn't be used with Data of usable items)
* @value items
* @option Data of usable items(Shouldn't be used with Data of possessed items)
* @value usableItems
* @option Data of the latest skill/item being used(Can double-count with skills/items/usableSkills/usableItems)
* @value latestSkillItem
* @option Data of equipped weapons
* @value weapons
* @option Data of equipped armors
* @value armors
* @option Data of the enemy
* @value enemy
* @option Data of effective states
* @value states
* @desc Sets data type priorities of cancelSkillItemFail notetags
* You can use script calls/plugin commands to change this
* @default ["latestSkillItem","states","enemy","armors","weapons","class","actor"]
*
* @command setSkillItemCooldownParam
* @desc Applies script call $gameSystem.setSkillItemCooldownParam(param, val)
* @arg param
* @type select
* @option clearBattlerSkillItemCooldownOnBattleStart
* @value clearBattlerSkillItemCooldownOnBattleStart
* @option clearBattlerSkillItemCooldownOnBattleEnd
* @value clearBattlerSkillItemCooldownOnBattleEnd
* @option canCancelBattlerCooldown
* @value canCancelBattlerCooldown
* @option canCancelSkillItemCooldown
* @value canCancelSkillItemCooldown
* @option cancelBattlerCooldownFail
* @value cancelBattlerCooldownFail
* @option cancelSkillItemCooldownFail
* @value cancelSkillItemCooldownFail
* @option cancelBattlerCooldownSuc
* @value cancelBattlerCooldownSuc
* @option cancelSkillItemCooldownSuc
* @value cancelSkillItemCooldownSuc
* @option onCancelCooldownClick
* @value onCancelCooldownClick
* @option skillItemCooldownGaugeColor1
* @value skillItemCooldownGaugeColor1
* @option skillItemCooldownGaugeColor2
* @value skillItemCooldownGaugeColor2
* @option cancelBattlerCooldownHotkeys
* @value cancelBattlerCooldownHotkeys
* @option cancelSkillItemCooldownHotkeys
* @value cancelSkillItemCooldownHotkeys
* @option battlerNotetagDataTypePriorities
* @value battlerNotetagDataTypePriorities
* @option skillItemNotetagDataTypePriorities
* @value skillItemNotetagDataTypePriorities
* @option canCancelBattlerNotetagDataTypePriorities
* @value canCancelBattlerNotetagDataTypePriorities
* @option canCancelSkillItemNotetagDataTypePriorities
* @value canCancelSkillItemNotetagDataTypePriorities
* @option cancelBattlerSucNotetagDataTypePriorities
* @value cancelBattlerSucNotetagDataTypePriorities
* @option cancelSkillItemSucNotetagDataTypePriorities
* @value cancelSkillItemSucNotetagDataTypePriorities
* @option cancelBattlerFailNotetagDataTypePriorities
* @value cancelBattlerFailNotetagDataTypePriorities
* @option cancelSkillItemFailNotetagDataTypePriorities
* @value cancelSkillItemFailNotetagDataTypePriorities
* @desc The name of a valid parameter of this plugin
* @arg val
* @desc A valid new fully parsed value of the parameter param
*
* @command clearBattlerSkillItemCooldowns
* @desc Applies script call battler.clearBattlerSkillItemCooldowns()
* @arg side
* @type select
* @option Actor
* @value actor
* @option Enemy
* @value enemy
* @desc The side of the battler setting the battler cooldown
* @arg label
* @type number
* @desc The actor id/enemy index of the battler setting the battler cooldown
*
* @command setBattlerCooldown
* @desc Applies script call battler.setBattlerCooldown(turnCount)
* @arg side
* @type select
* @option Actor
* @value actor
* @option Enemy
* @value enemy
* @desc The side of the battler setting the battler cooldown
* @arg label
* @type number
* @desc The actor id/enemy index of the battler setting the battler cooldown
* @arg turnCount
* @type number
* @min -999999
* @desc The new battler cooldown turn count of the battler involved
*
* @command setSkillItemCooldown
* @desc Applies script call battler.setSkillItemCooldown(item, turnCount)
* @arg side
* @type select
* @option Actor
* @value actor
* @option Enemy
* @value enemy
* @desc The side of the battler setting the skill/item cooldown
* with the skill/item involved
* @arg label
* @type number
* @desc The actor id/enemy index of the battler setting the
* skill/item cooldown with the skill/item involved
* @arg type
* @type select
* @option Skill
* @value skill
* @option Item
* @value item
* @desc The skill/item to have its skill/item cooldown set for the
* battler involved
* @arg id
* @type number
* @desc The id of the skill/item to have its skill/item cooldown
* set for the battler involved
* @arg turnCount
* @type number
* @min -999999
* @desc The new skill/item cooldown turn count of the skill/item involved
*
* @command battlerCooldown
* @desc Stores the battler.battlerCooldown() script call results
* into the game variable with id varId
* @arg side
* @type select
* @option Actor
* @value actor
* @option Enemy
* @value enemy
* @desc The side of the battler querying the battler cooldown
* @arg label
* @type number
* @desc The actor id/enemy index of the battler querying the battler cooldown
* @arg varId
* @type number
* @desc The id of the game variable storing the script call result
*
* @command isBattlerCooldown
* @desc Stores the battler.isBattlerCooldown() script call results
* into the game switch with id switchId
* @arg side
* @type select
* @option Actor
* @value actor
* @option Enemy
* @value enemy
* @desc The side of the battler querying the battler cooldown
* @arg label
* @type number
* @desc The actor id/enemy index of the battler querying the battler cooldown
* @arg switchId
* @type number
* @desc The id of the game switch storing the script call result
*
* @command skillItemCooldown
* @desc Stores the battler.skillItemCooldown(item) script call
* results into the game variable with id varId
* @arg side
* @type select
* @option Actor
* @value actor
* @option Enemy
* @value enemy
* @desc The side of the battler querying the skill/item cooldown
* with the skill/item involved
* @arg label
* @type number
* @desc The actor id/enemy index of the battler querying the
* skill/item cooldown with the skill/item involved
* @arg type
* @type select
* @option Skill
* @value skill
* @option Item
* @value item
* @desc The skill/item to have its skill/item cooldown set for the
* battler involved
* @arg id
* @type number
* @desc The id of the skill/item to have its skill/item cooldown
* set for the battler involved
* @arg varId
* @type number
* @desc The id of the game variable storing the script call result
*
* @command isSkillItemCooldown
* @desc Stores the battler.isSkillItemCooldown(item) script call
* results into the game switch with id switchId
* @arg side
* @type select
* @option Actor
* @value actor
* @option Enemy
* @value enemy
* @desc The side of the battler querying the skill/item cooldown
* with the skill/item involved
* @arg label
* @type number
* @desc The actor id/enemy index of the battler querying the
* skill/item cooldown with the skill/item involved
* @arg type
* @type select
* @option Skill
* @value skill
* @option Item
* @value item
* @desc The skill/item to have its skill/item cooldown set for the
* battler involved
* @arg id
* @type number
* @desc The id of the skill/item to have its skill/item cooldown
* set for the battler involved
* @arg switchId
* @type number
* @desc The id of the game switch storing the script call result
*
* @command canCancelBattlerCooldown
* @desc Stores the battler.canCancelBattlerCooldown() script call
* results into the game switch with id switchId
* @arg side
* @type select
* @option Actor
* @value actor
* @option Enemy
* @value enemy
* @desc The side of the battler querying the battler cooldown
* @arg label
* @type number
* @desc The actor id/enemy index of the battler querying the
* battler cooldown
* @arg switchId
* @type number
* @desc The id of the game switch storing the script call result
*
* @command canCancelSkillItemCooldown
* @desc Stores the battler.canCancelSkillItemCooldown() script
* call results into the game switch with id switchId
* @arg side
* @type select
* @option Actor
* @value actor
* @option Enemy
* @value enemy
* @desc The side of the battler querying the skill/item cooldown
* @arg label
* @type number
* @desc The actor id/enemy index of the battler querying the
* skill/item cooldown
* @arg switchId
* @type number
* @desc The id of the game switch storing the script call result
*
* @command cancelBattlerCooldown
* @desc Applies script call battler.cancelBattlerCooldown()
* @arg side
* @type select
* @option Actor
* @value actor
* @option Enemy
* @value enemy
* @desc The side of the battler cancelling the battler cooldown
* @arg label
* @type number
* @desc The actor id/enemy index of the battler cancelling the battler
* cooldown
*
* @command cancelSkillItemCooldown
* @desc Applies script call battler.cancelSkillItemCooldown()
* @arg side
* @type select
* @option Actor
* @value actor
* @option Enemy
* @value enemy
* @desc The side of the battler cancelling the skill/item cooldown
* @arg label
* @type number
* @desc The actor id/enemy index of the battler cancelling the skill/item
* cooldown
*
* @help
*============================================================================
* ## Notetag Info
* 1. Among all the same notetag types in the same data, all can be
* effective
* 2. Each line can only have at most 1 notetag
* 3. The following is the structure of all notetags in this plugin:
* - <doublex rmmz cooldown contents>
* - <cooldown contents>
* Where contents are in the form of type suffixes: entries
* Either of the above can be used, but the 1st one reduce the chance
* of causing other plugins to treat the notetags of this plugin as
* theirs, while the 2nd one is more user-friendly
* - type is one of the following:
* 1. battler
* 2. skillItem
* (Search tag: NOTE_TYPE)
* - suffixes is the list of suffixes in the form of:
* suffix1 suffix2 suffix3 ... suffixn
* Where each suffix is either of the following:
* val(The notetag value will be used as-is)
* switch(The value of the game switch with id as the notetag value
* will be used)
* var(The value of the game variable with id as the notetag value
* will be used)
* (Advanced)script(The value of the game variable with id as the
* notetag value will be used as the contents of
* the functions to be called upon using the
* notetag)
* - The this pointer of the script suffix is the battler involved
* (Game_Battler.prototype)
* - entries is the list of entries in the form of:
* entry1, entry2, entry3, ..., entryn
* Where entryi must conform with the suffixi specifications
*----------------------------------------------------------------------------
* # Actor/Class/Learnt Skills/Usable Skills/Posessed Items/Usable Items/
* Inputted Skill Or Item/Weapon/Armor/Enemy/States Notetags
* 1. battler condSuffix opSuffix valSuffix: condEntry, opEntry, valEntry
* - Applies the following formula on the current battler cooldown:
* current = current operator value
* if condEntry returns a turthy result
* Where current is the current battler cooldown, operator is the
* operator specified by opEntry, and value is the value specified
* by valEntry
* - If there are no notetags, current will be 0, as it's the default
* battler cooldown value
* - condSuffix can be val, switch or script
* - Both opSuffix and valSuffix can be val, var or script
* - The result of condEntry can be anything as only whether it's
* truthy matters
* - The result of opSuffix must be either of the following:
* +
* -
* *
* /
* %
* =
* - The result of valEntry can be any number
* - E.g.:
* <cooldown battler script val val: 1, +, 1> will cause the
* battler to wait for 1 turn before the TPB bar starts to charge
* again, and the individual turn count will be added by 1 after
* this wait, in the case of TPBS, and the battler won't be able to
* input actions in the next turn for turn based battles, but the
* battler cooldown won't be triggered by using skills/items outside
* battles, because the value of variable with id 1 is
* return $gameParty.inBattle(); meaning that this notetag will only
* be effective inside battles
* Cooldowns triggered inside battles can still carry over outside
* battles if the battle ends but the cooldown's still not expired
* if it's not cleared in clearBattlerSkillItemCooldownOnBattleEnd,
* and vice verse if it's not cleared in
* clearBattlerSkillItemCooldownOnBattleStart
* 2. skillItem condSuffix opSuffix valSuffix: condEntry, opEntry, valEntry
* - Applies the following formula on the current skill/item cooldown:
* current = current operator value
* if condEntry returns a turthy result
* Where current is the current skill/item cooldown, operator is the
* operator specified by opEntry, and value is the value specified
* by valEntry
* - If there are no notetags, current will be 0, as it's the default
* skill/item cooldown value
* - condSuffix can be val, switch or script
* - Both opSuffix and valSuffix can be val, var or script
* - The result of condEntry can be anything as only whether it's
* truthy matters
* - The result of opSuffix must be either of the following:
* +
* -
* *
* /
* %
* =
* - The result of valEntry can be any number
* - THIS NOTETAG DOESN'T WORK WITH ATTACK, GUARD NOR FORCED ACTIONS
* - E.g.:
* <cooldown skillItem switch val val: 1, +, 2> will cause the
* battler to be unable to input the skill/item in the next turn if
* the game switch with id 1 is on(regrdless of whether it's inside
* or outside battles)
* Cooldowns triggered outside battles can still carry over inside
* battles if the battle ends but the cooldown's still not expired
* if it's not cleared in
* clearBattlerSkillItemCooldownOnBattleStart, and vice verse if
* it's not cleared in clearBattlerSkillItemCooldownOnBattleEnd
* 3.(v1.02a+) canCancelBattler condSuffix opSuffix: condEntry, opEntry
* - Applies the following formula on whether the battler involved can
* cancel the battler cooldown: current = current operator condition
* Where current is the current boolean value, operator is the
* operator specified by opEntry, and condition is the value
* specified by condEntry
* - If there are no notetags, the result returned by the default
* parameter function will be used
* - condSuffix can be val, switch or script
* - opSuffix can be val, var or script
* - The result of condEntry can be anything as only whether it's
* truthy matters
* - The result of opSuffix must be either of the following:
* and
* or
* nand
* nor
* xor
* xnor
* set
* - BATTLER COOLDOWNS CAN'T BE PARTIALLY CANCELLED
* - BATTLER COOLDOWNS CAN'T BE CANCELLED OUTSIDE BATTLES
* - E.g.:
* <cooldown canCancelBattler switch val: 1, set> will cause the
* battler to be able to cancel the battler cooldown if the game
* switch with id 1 is on, regardless of the result of the previous
* effective notetags, as long as this is the last effective notetag
* 4.(v1.02a+) canCancelSkillItem condSuffix opSuffix: condEntry, opEntry
* - Applies the following formula on whether the battler involved can
* cancel the skill/item cooldown:
* current = current operator condition
* Where current is the current boolean value, operator is the
* operator specified by opEntry, and condition is the value
* specified by condEntry
* - If there are no notetags, the result returned by the default
* parameter function will be used
* - condSuffix can be val, switch or script
* - opSuffix can be val, var or script
* - The result of condEntry can be anything as only whether it's
* truthy matters
* - The result of opSuffix must be either of the following:
* and
* or
* nand
* nor
* xor
* xnor
* set
* - EITHER ALL OR NONE OF THE SKILL/ITEM COOLDOWNS WILL BE CANCELLED
* - SKILL/ITEM COOLDOWNS CAN'T BE CANCELLED OUTSIDE BATTLES
* - E.g.:
* <cooldown canCancelSkillItem script val: 1, and> will cause the
* battler to be unable to cancel the skill/item cooldown if the
* game variable with id 1 stores the string of a script returning a
* falsy value, as long as this is the last effective notetag
* 5.(v1.02a+) cancelBattlerSuc condSuffix eventSuffix: condEntry, eventEntry
* - Triggers what specified in eventEntry when the battler involved
* successfully cancels the battler cooldown if condEntry returns a
* truthy result
* - condSuffix can be val, switch or script
* - eventEntry can be event or script
* - The result of condEntry can be anything as only whether it's
* truthy matters
* - If the result of condEntry is falsy, this notetag will be
* discarded upon such use cases
* - The result of eventEntry can be anything as it's supposed to run
* commands instead of returning results
* - E.g.:
* <cooldown cancelBattlerSuc switch event: 1, 2> will reserve the
* common event with id 2 when the battler involved successfully
* cancels the battler cooldown if the game switch with id 1 is on
* 6.(v1.02a+) cancelSkillItemSuc condSuffix eventSuffix: condEntry, eventEntry
* - Triggers what specified in eventEntry when the battler involved
* successfully cancels the skill/item cooldown if condEntry returns
* a truthy result
* - condSuffix can be val, switch or script
* - eventEntry can be event or script
* - The result of condEntry can be anything as only whether it's
* truthy matters
* - If the result of condEntry is falsy, this notetag will be
* discarded upon such use cases
* - The result of eventEntry can be anything as it's supposed to run
* commands instead of returning results
* - E.g.:
* <cooldown cancelSkillItemSuc val event: true, 2> will always
* reserve the common event with id 2 when the battler involved
* successfully cancels the skill/item cooldown
* 7.(v1.02a+) cancelBattlerFail condSuffix eventSuffix: condEntry, eventEntry
* - Triggers what specified in eventEntry when the battler involved
* fails to cancel the battler cooldown if condEntry returns a
* truthy result
* - condSuffix can be val, switch or script
* - eventEntry can be event or script
* - The result of condEntry can be anything as only whether it's
* truthy matters
* - If the result of condEntry is falsy, this notetag will be
* discarded upon such use cases
* - The result of eventEntry can be anything as it's supposed to run
* commands instead of returning results
* - E.g.:
* <cooldown cancelBattlerFail switch event: 1, 2> will reserve the
* common event with id 2 when the battler involved fails to cancel
* the battler cooldown if the game switch with id 1 is on
* 8.(v1.02a+) cancelSkillItemFail condSuffix eventSuffix: condEntry, eventEntry
* - Triggers what specified in eventEntry when the battler involved
* fails to cancel the skill/item cooldown if condEntry returns a
* truthy result
* - condSuffix can be val, switch or script
* - eventEntry can be event or script
* - The result of condEntry can be anything as only whether it's
* truthy matters
* - If the result of condEntry is falsy, this notetag will be
* discarded upon such use cases
* - The result of eventEntry can be anything as it's supposed to run
* commands instead of returning results