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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 | |
| *---------------------------------------------------------------------------- | |
| * # 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 | |
| * @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 | |
| * - E.g.: | |
| * <cooldown cancelSkillItemFail val event: true, 2> will always | |
| * reserve the common event with id 2 when the battler involved | |
| * fails to cancel the skill/item cooldown | |
| *============================================================================ | |
| * ## Script Call Info | |
| *---------------------------------------------------------------------------- | |
| * # Parameter manipulations | |
| * 1. $gameSystem.setSkillItemCooldownParam(param, val) | |
| * - Sets the fully parsed value of the parameter param as val | |
| * - param must be the name of a valid parameter of this plugin | |
| * - val must be a valid new fully parsed value of the parameter param | |
| * - Such parameter value changes will be saved | |
| * - E.g.: | |
| * $gameSystem.setSkillItemCooldownParam("battlerNotetagDataTypePriorities", [ | |
| * "latestSkillItem", | |
| * "states", | |
| * "armors", | |
| * "weapons", | |
| * "class", | |
| * "actor", | |
| * "enemy" | |
| * ]) sets the fully parsed value of the parameter | |
| * battlerNotetagDataTypePriorities as | |
| * ["latestSkillItem","states", "armors", "weapons", "class", "actor", "enemy"] | |
| * 2. $gameSystem.skillItemCooldownParam(param) | |
| * - Returns the fully parsed value of the parameter param | |
| * - param must be the name of a valid parameter of this plugin | |
| * - E.g.: | |
| * $gameSystem.skillItemCooldownParam("skillItemNotetagDataTypePriorities") | |
| * returns the fully parsed value of the parameter | |
| * skillItemNotetagDataTypePriorities, which should be | |
| * ["latestSkillItem","states", "armors", "weapons", "class", "actor", "enemy"] | |
| * if it uses its default parameter value | |
| * # Battler manipulations | |
| * 1. clearBattlerSkillItemCooldowns() | |
| * - Clears all battler and skill/item cooldowns for the battler | |
| * involved | |
| * - E.g.: | |
| * $gameActors.actor(1).clearBattlerSkillItemCooldowns(1) will clear | |
| * all battler and skill/item cooldowns for the game actor with id 1 | |
| * 2. setBattlerCooldown(turnCount) | |
| * - Sets the battler cooldown turn count as turnCount for the battler | |
| * involved | |
| * - turnCount must be a number | |
| * - E.g.: | |
| * $gameActors.actor(1).setBattlerCooldown(1) will set the battler | |
| * cooldown turn count of the actor with id 1 as 1, meaning that the | |
| * battler will take 1 idle individual turn right after executing | |
| * all actions but before charging the TPB bar again(in the case of | |
| * TPBS) and in the case of the turn based battle system, that | |
| * battler won't be able to input actions in the next turn | |
| * 3. battlerCooldown() | |
| * - Returns the battler cooldown turn count of the battler involed | |
| * - E.g.: | |
| * $gameParty.battleMembers(0).battlerCooldown() will return the | |
| * battler cooldown turn count of the 1st game party member in the | |
| * battle | |
| * 4. isBattlerCooldown() | |
| * - Returns if the battler involved is having battler cooldown | |
| * - E.g.: | |
| * $gameParty.aliveMembers(1).isBattlerCooldown() will return if the | |
| * 2nd alive game party member is having battler cooldown | |
| * 5. setSkillItemCooldown(item, turnCount) | |
| * - Sets the skill/item cooldown turn count of item as turnCount for | |
| * the battler involved | |
| * - item must be the data of the skill/item to have its cooldown set | |
| * - turnCount must be a number | |
| * - E.g.: | |
| * $gameParty.movableMembers(2).setSkillItemCooldown($dataSkills[3], 2) | |
| * will set the skill/item cooldown turn count of the skill with id | |
| * 3 for the 3rd movable game party member as 2, meaning that that | |
| * battler can't input that skill for the next 2 turns | |
| * 6. skillItemCooldown(item) | |
| * - Returns the skill/item cooldown with item of the battler involved | |
| * - E.g.: | |
| * $gameTroop.members(0).skillItemCooldown($dataItems[1]) will | |
| * return the skill/item cooldown with item with id 1 of the 1st | |
| * game troop member | |
| * 7. isSkillItemCooldown(item) | |
| * - Returns if the battler involved is having skill/item cooldown | |
| * with item | |
| * - E.g.: | |
| * $gameParty.deadMembers(1).isSkillItemCooldown($dataItems[2]) will | |
| * return if the 2nd dead game troop member is having skill/item | |
| * cooldown with item with id 2 | |
| * 8.(v1.02a+) canCancelBattlerCooldown() | |
| * - Returns if the battler involved can cancel the battler cooldown | |
| * - E.g.: | |
| * $gameParty.aliveMembers(1).canCancelBattlerCooldown() will return | |
| * if the 2nd alive game party member can canel the battler cooldown | |
| * 9.(v1.02a+) canCancelSkillItemCooldown() | |
| * - Returns if the battler involved can cancel the skill/item | |
| * cooldown | |
| * - E.g.: | |
| * $gameParty.deadMembers(1).canCancelSkillItemCooldown() will | |
| * return if the 2nd dead game troop member can cancel the | |
| * skill/item cooldown | |
| * 10.(v1.02a+) cancelBattlerCooldown() | |
| * - Cancels the battler cooldown of the battler involved if that | |
| * battler cooldown can be cancelled | |
| * - E.g.: | |
| * $gameParty.aliveMembers(1).cancelBattlerCooldown() will cancel | |
| * the battler cooldown of the 2nd alive game party member if that | |
| * battler cooldown can be cancelled | |
| * 11.(v1.02a+) cancelSkillItemCooldown() | |
| * - Cancels the skill/item cooldown of the battler involved if that | |
| * skill/item cooldown can be cancelled | |
| * - E.g.: | |
| * $gameParty.deadMembers(1).cancelSkillItemCooldown() will cancel | |
| * the skill/item cooldown of the 2nd dead game troop member if that | |
| * skill/item cooldown can be cancelled | |
| *============================================================================ | |
| * ## Plugin Command Info | |
| *---------------------------------------------------------------------------- | |
| * 1. setSkillItemCooldownParam param val | |
| * - Applies the script call | |
| * $gameSystem.setSkillItemCooldownParam(param, val) | |
| * 2. clearBattlerSkillItemCooldowns side label | |
| * - Applies the script call battler.clearBattlerSkillItemCooldowns() | |
| * - battler is the battler identified by side and label | |
| * - side is either actor or enemy | |
| * - label is the actor id for side actor and troop member index for | |
| * side enemy | |
| * 3. setBattlerCooldown side label turnCount | |
| * - Applies the script call battler.setBattlerCooldown(turnCount) | |
| * - battler is the battler identified by side and label | |
| * - side is either actor or enemy | |
| * - label is the actor id for side actor and troop member index for | |
| * side enemy | |
| * 4. setSkillItemCooldown side label item turnCount | |
| * - Applies the script call | |
| * battler.setSkillItemCooldown(item, turnCount) | |
| * - battler is the battler identified by side and label | |
| * - side is either actor or enemy | |
| * - label is the actor id for side actor and troop member index for | |
| * side enemy | |
| * 5.(v1.01a+) battlerCooldown side label varId | |
| * - Stores the returned result of the script call | |
| * battler.battlerCooldown() in the game variable with id varId | |
| * - battler is the battler identified by side and label | |
| * - side is either actor or enemy | |
| * - label is the actor id for side actor and troop member index for | |
| * side enemy | |
| * 6.(v1.01a+) isBattlerCooldown side label switchId | |
| * - Stores the returned result of the script call | |
| * battler.isBattlerCooldown() in the game switch with id switchId | |
| * - battler is the battler identified by side and label | |
| * - side is either actor or enemy | |
| * - label is the actor id for side actor and troop member index for | |
| * side enemy | |
| * 7.(v1.01a+) skillItemCooldown side label type id varId | |
| * - Stores the returned result of the script call | |
| * battler.skillItemCooldown(item) in the game variable with id | |
| * varId | |
| * - battler is the battler identified by side and label | |
| * - side is either actor or enemy | |
| * - label is the actor id for side actor and troop member index for | |
| * side enemy | |
| * - item is the skill/item identified by type and id | |
| * - type is either skill or item | |
| * - id is the id of the skill/item | |
| * 8.(v1.01a+) isSkillItemCooldown side label type id switchId | |
| * - Stores the returned result of the script call | |
| * battler.isSkillItemCooldown(item) in the game switch with id | |
| * switchId | |
| * - battler is the battler identified by side and label | |
| * - side is either actor or enemy | |
| * - label is the actor id for side actor and troop member index for | |
| * side enemy | |
| * - item is the skill/item identified by type and id | |
| * - type is either skill or item | |
| * - id is the id of the skill/item | |
| * 9.(v1.02a+) canCancelBattlerCooldown side label switchId | |
| * - Stores the returned result of the script call | |
| * battler.canCancelBattlerCooldown() in the game switch with id | |
| * switchId | |
| * - battler is the battler identified by side and label | |
| * - side is either actor or enemy | |
| * - label is the actor id for side actor and troop member index for | |
| * side enemy | |
| * 10.(v1.02a+) canCancelSkillItemCooldown side label switchId | |
| * - Stores the returned result of the script call | |
| * battler.canCancelSkillItemCooldown() in the game switch with id | |
| * switchId | |
| * - battler is the battler identified by side and label | |
| * - side is either actor or enemy | |
| * - label is the actor id for side actor and troop member index for | |
| * side enemy | |
| * 11.(v1.02a+) cancelBattlerCooldown side label item | |
| * - Applies the script call battler.cancelBattlerCooldown() | |
| * - battler is the battler identified by side and label | |
| * - side is either actor or enemy | |
| * - label is the actor id for side actor and troop member index for | |
| * side enemy | |
| * 12.(v1.02a+) cancelSkillItemCooldown side label item | |
| * - Applies the script call battler.cancelSkillItemCooldown() | |
| * - battler is the battler identified by side and label | |
| * - side is either actor or enemy | |
| * - label is the actor id for side actor and troop member index for | |
| * side enemy | |
| *============================================================================ | |
| * ## (v1.01a+)Plugin Query Info | |
| * 1. You need to use DoubleX_RMMZ_Plugin_Query as well in order to use | |
| * the plugin queries of this plugin: | |
| * https://github.com/Double-X/DoubleX-RMMZ/blob/master/DoubleX_RMMZ_Plugin_Query.js | |
| *---------------------------------------------------------------------------- | |
| * 1. battlerCooldown side label | |
| * - Applies the script call battler.battlerCooldown() | |
| * - battler is the battler identified by side and label | |
| * - side is either actor or enemy | |
| * - label is the actor id for side actor and troop member index for | |
| * side enemy | |
| * 2. isBattlerCooldown side label | |
| * - Applies the script call battler.isBattlerCooldown() | |
| * - battler is the battler identified by side and label | |
| * - side is either actor or enemy | |
| * - label is the actor id for side actor and troop member index for | |
| * side enemy | |
| * 3. skillItemCooldown side label type id | |
| * - Applies the script call battler.skillItemCooldown(item) | |
| * - battler is the battler identified by side and label | |
| * - side is either actor or enemy | |
| * - label is the actor id for side actor and troop member index for | |
| * side enemy | |
| * - item is the skill/item identified by type and id | |
| * - type is either skill or item | |
| * - id is the id of the skill/item | |
| * 4. isSkillItemCooldown side label type id | |
| * - Applies the script call battler.isSkillItemCooldown(item) | |
| * - battler is the battler identified by side and label | |
| * - side is either actor or enemy | |
| * - label is the actor id for side actor and troop member index for | |
| * side enemy | |
| * - item is the skill/item identified by type and id | |
| * - type is either skill or item | |
| * - id is the id of the skill/item | |
| * 5.(v1.02a+) canCancelBattlerCooldown side label | |
| * - Applies the script call battler.canCancelBattlerCooldown() | |
| * - battler is the battler identified by side and label | |
| * - side is either actor or enemy | |
| * - label is the actor id for side actor and troop member index for | |
| * side enemy | |
| * 6.(v1.02a+) canCancelSkillItemCooldown side label | |
| * - Applies the script call battler.canCancelSkillItemCooldown() | |
| * - battler is the battler identified by side and label | |
| * - side is either actor or enemy | |
| * - label is the actor id for side actor and troop member index for | |
| * side enemy | |
| *============================================================================ | |
| */ | |
| // jshint esversion: 6 | |
| var DoubleX_RMMZ = DoubleX_RMMZ || {}; // var must be used or game will crash | |
| (() => { | |
| "use strict"; | |
| const src = document.currentScript.src; | |
| const name = src.split("/").slice(-1)[0].split(".")[0].replace(/%20/g, " "); | |
| console.info(src, name); | |
| // Separates the version numbers with the rest to make the former more clear | |
| DoubleX_RMMZ.Skill_Item_Cooldown = { | |
| PLUGIN_NAME: name, | |
| VERSIONS: { codebase: "1.1.1", plugin: "v1.02a" } | |
| }; // DoubleX_RMMZ.Skill_Item_Cooldown | |
| // | |
| })(); | |
| (SIC => { | |
| "use strict"; | |
| const pluginCodebaseVer = SIC.VERSIONS.codebase; | |
| if (Utils.checkRMVersion(pluginCodebaseVer)) return; | |
| console.warn(`Your codebase version is ${Utils.RPGMAKER_VERSION} but must be | |
| at least ${pluginCodebaseVer} to use ${SIC.PLUGIN_NAME}`); | |
| })(DoubleX_RMMZ.Skill_Item_Cooldown); | |
| /*============================================================================ | |
| * ## Plugin Implementations | |
| * You need not edit this part as it's about how this plugin works | |
| *---------------------------------------------------------------------------- | |
| * # Plugin Support Info: | |
| * 1. Prerequisites | |
| * - Basic knowledge on what the default RMMZ codebase does in general | |
| * - Some RMMZ plugin development proficiency to fully comprehend this | |
| * plugin | |
| * (Basic knowledge on what RMMZ 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) | |
| * 2. Parameter/Return value of type * means it might be of any type | |
| * 3. Function signature with (**) means it might take any number of | |
| * parameters of any type | |
| * 4. Supposedly nullable variables are marked with the _ suffix in their | |
| * names(but they can be sure to be non null in some cases) | |
| * 5. Functions supposedly returning nullable values are marked with the | |
| * _ suffix in their names(but their return values can be sure to be | |
| * non null in some cases) | |
| *----------------------------------------------------------------------------*/ | |
| if (DoubleX_RMMZ.Enhanced_Codebase) { | |
| /*============================================================================*/ | |
| ((MZ_EC, SIC) => { | |
| "use strict"; | |
| MZ_EC.setupFuncParams(SIC, { | |
| clearBattlerSkillItemCooldownOnBattleStart: ["actor"], | |
| clearBattlerSkillItemCooldownOnBattleEnd: ["actor"], | |
| canCancelBattlerCooldown: [], | |
| canCancelSkillItemCooldown: [], | |
| cancelBattlerCooldownFail: [], | |
| cancelSkillItemCooldownFail: [], | |
| cancelBattlerCooldownSuc: [], | |
| cancelSkillItemCooldownSuc: [], | |
| onCancelCooldownClick: [], | |
| skillItemCooldownGaugeColor1: [], | |
| skillItemCooldownGaugeColor2: [] | |
| }); | |
| })(DoubleX_RMMZ.Enhanced_Codebase, DoubleX_RMMZ.Skill_Item_Cooldown); | |
| /*----------------------------------------------------------------------------*/ | |
| (SIC => { | |
| "use strict"; | |
| const PQ = SIC.Plugin_Cmd_Query = {}; | |
| PQ._SET_QUERY = (name, cmdFunc, queryFunc) => { | |
| PluginManager.registerCommand(SIC.PLUGIN_NAME, name, cmdFunc); | |
| if (!DoubleX_RMMZ.Plugin_Query) return; | |
| PluginManager.eventCmdPluginQueries.set(name, queryFunc); | |
| }; // PQ._SET_QUERY | |
| PQ._BATTLER_ = (side, label) => { | |
| switch (side) { | |
| case "actor": return $gameActors.actor(+label); | |
| case "enemy": return $gameTroop.members()[+label]; | |
| default: return undefined; | |
| } | |
| }; // PQ._BATTLER_ | |
| const _BATTLER_QUERY_FUNC = (name, side, label) => { | |
| const battler_ = PQ._BATTLER_(side, label); | |
| return battler_ && battler_[name](); | |
| }; // _BATTLER_QUERY_FUNC | |
| (name => { | |
| PQ._SET_QUERY(name, ({ side, label, varId }) => { | |
| const val = _BATTLER_QUERY_FUNC(name, side, label); | |
| $gameVariables.setValue(+varId, val); | |
| }, _BATTLER_QUERY_FUNC.bind(undefined, name)); | |
| })("battlerCooldown"); | |
| [ | |
| "isBattlerCooldown", | |
| "canCancelBattlerCooldown", | |
| "canCancelSkillItemCooldown" | |
| ].forEach(name => { | |
| PQ._SET_QUERY(name, ({ side, label, switchId }) => { | |
| const val = _BATTLER_QUERY_FUNC(name, side, label); | |
| $gameSwitches.setValue(+switchId, val); | |
| }, _BATTLER_QUERY_FUNC.bind(undefined, name)); | |
| }); | |
| PQ._ITEM_ = (type, id) => { | |
| switch (type) { | |
| case "skill": return $dataSkills[+id]; | |
| case "item": return $dataItems[+id]; | |
| default: return undefined; | |
| } | |
| }; // PQ._ITEM_ | |
| const _SKILL_ITEM_QUERY_FUNC = (name, side, label, type, id) => { | |
| const battler_ = PQ._BATTLER_(side, label), item_ = PQ._ITEM_(type, id); | |
| return battler_ && item_ && battler_[name](item_); | |
| }; // _SKILL_ITEM_QUERY_FUNC | |
| (name => { | |
| PQ._SET_QUERY(name, ({ side, label, type, id, varId }) => { | |
| const val = _SKILL_ITEM_QUERY_FUNC(name, side, label, type, id); | |
| $gameVariables.setValue(+varId, val); | |
| }, _SKILL_ITEM_QUERY_FUNC.bind(undefined, name)); | |
| })("skillItemCooldown"); | |
| (name => { | |
| PQ._SET_QUERY(name, ({ side, label, type, id, switchId }) => { | |
| const val = _SKILL_ITEM_QUERY_FUNC(name, side, label, type, id); | |
| $gameSwitches.setValue(+switchId, val); | |
| }, _SKILL_ITEM_QUERY_FUNC.bind(undefined, name)); | |
| })("isSkillItemCooldown"); | |
| PluginManager.registerCommand(SIC.PLUGIN_NAME, "clearBattlerSkillItemCooldowns", ({ side, label }) => { | |
| const battler_ = PQ._BATTLER_(side, label); | |
| if (battler_) battler_.clearBattlerSkillItemCooldowns(); | |
| }); | |
| PluginManager.registerCommand(SIC.PLUGIN_NAME, "setBattlerCooldown", ({ side, label, turnCount }) => { | |
| const battler_ = PQ._BATTLER_(side, label); | |
| if (battler_) battler_.setBattlerCooldown(+turnCount); | |
| }); | |
| PluginManager.registerCommand(SIC.PLUGIN_NAME, "setSkillItemCooldown", ({ side, label, type, id, turnCount }) => { | |
| const battler_ = PQ._BATTLER_(side, label), item_ = PQ._ITEM_(type, id); | |
| if (battler_ && item_) battler_.setSkillItemCooldown(item_, +turnCount); | |
| }); | |
| ["cancelBattlerCooldown", "cancelSkillItemCooldown"].forEach(cmd => { | |
| PluginManager.registerCommand(SIC.PLUGIN_NAME, cmd, ({ side, label }) => { | |
| const battler_ = PQ._BATTLER_(side, label); | |
| if (battler_) battler_[cmd](); | |
| }); | |
| }); | |
| })(DoubleX_RMMZ.Skill_Item_Cooldown); | |
| /*----------------------------------------------------------------------------*/ | |
| /*---------------------------------------------------------------------------- | |
| * ## Managers | |
| *----------------------------------------------------------------------------*/ | |
| /*---------------------------------------------------------------------------- | |
| * # Edited class: DataManager | |
| * - Loads all notetags of this plugin | |
| *----------------------------------------------------------------------------*/ | |
| ((MZ_EC, SIC) => { | |
| "use strict"; | |
| // Search tag: NOTE_TYPE | |
| MZ_EC.loadDataManagerNotetags(SIC, { | |
| battler: { | |
| suffix1: MZ_EC.BOOL_SUFFIXES, // condSuffix | |
| suffix2: MZ_EC.VAL_SUFFIXES, // opSuffix | |
| suffix3: MZ_EC.VAL_SUFFIXES, // valSuffix | |
| entry1: MZ_EC.BOOL_ENTRY, // condEntry | |
| entry2: MZ_EC.STRING_ENTRY, // opEntry | |
| entry3: MZ_EC.NUM_ENTRY // valEntry | |
| }, // battler | |
| skillItem: { | |
| suffix1: MZ_EC.BOOL_SUFFIXES, // condSuffix | |
| suffix2: MZ_EC.VAL_SUFFIXES, // opSuffix | |
| suffix3: MZ_EC.VAL_SUFFIXES, // valSuffix | |
| entry1: MZ_EC.BOOL_ENTRY, // condEntry | |
| entry2: MZ_EC.STRING_ENTRY, // opEntry | |
| entry3: MZ_EC.NUM_ENTRY // valEntry | |
| }, // skillItem | |
| canCancelBattler: { | |
| suffix1: MZ_EC.BOOL_SUFFIXES, // condSuffix | |
| suffix2: MZ_EC.VAL_SUFFIXES, // opSuffix | |
| entry1: MZ_EC.BOOL_ENTRY, // condEntry | |
| entry2: MZ_EC.STRING_ENTRY // opEntry | |
| }, // canCancelBattler | |
| canCancelSkillItem: { | |
| suffix1: MZ_EC.BOOL_SUFFIXES, // condSuffix | |
| suffix2: MZ_EC.VAL_SUFFIXES, // opSuffix | |
| entry1: MZ_EC.BOOL_ENTRY, // condEntry | |
| entry2: MZ_EC.STRING_ENTRY // opEntry | |
| }, // canCancelSkillItem | |
| cancelBattlerSuc: { | |
| suffix1: MZ_EC.BOOL_SUFFIXES, // condSuffix | |
| suffix2: MZ_EC.EVENT_SUFFIXES, // eventSuffix | |
| entry1: MZ_EC.BOOL_ENTRY, // condEntry | |
| entry2: MZ_EC.NUM_ENTRY // eventEntry | |
| }, // cancelBattlerSuc | |
| cancelSkillItemSuc: { | |
| suffix1: MZ_EC.BOOL_SUFFIXES, // condSuffix | |
| suffix2: MZ_EC.EVENT_SUFFIXES, // eventSuffix | |
| entry1: MZ_EC.BOOL_ENTRY, // condEntry | |
| entry2: MZ_EC.NUM_ENTRY // eventEntry | |
| }, // cancelSkillItemSuc | |
| cancelBattlerFail: { | |
| suffix1: MZ_EC.BOOL_SUFFIXES, // condSuffix | |
| suffix2: MZ_EC.EVENT_SUFFIXES, // eventSuffix | |
| entry1: MZ_EC.BOOL_ENTRY, // condEntry | |
| entry2: MZ_EC.NUM_ENTRY // eventEntry | |
| }, // cancelBattlerFail | |
| cancelSkillItemFail: { | |
| suffix1: MZ_EC.BOOL_SUFFIXES, // condSuffix | |
| suffix2: MZ_EC.EVENT_SUFFIXES, // eventSuffix | |
| entry1: MZ_EC.BOOL_ENTRY, // condEntry | |
| entry2: MZ_EC.NUM_ENTRY // eventEntry | |
| } // cancelSkillItemFail | |
| }, { | |
| $dataActors: "actor", | |
| $dataClasses: "class", | |
| $dataSkills: "skill", | |
| $dataItems: "item", | |
| $dataWeapons: "weapon", | |
| $dataArmors: "armor", | |
| $dataEnemies: "enemy", | |
| $dataStates: "state" | |
| }, "cooldown"); | |
| // | |
| })(DoubleX_RMMZ.Enhanced_Codebase, DoubleX_RMMZ.Skill_Item_Cooldown); | |
| /*---------------------------------------------------------------------------- | |
| * # Edited class: BattleManager | |
| * - Initiates the battler and skill/item cooldown upon all action end | |
| *----------------------------------------------------------------------------*/ | |
| (($, MZ_EC, SIC) => { | |
| "use strict"; | |
| const PF = SIC.FUNC_PARAMS.PARAM_FUNCS, { | |
| ORIG, | |
| NEW, | |
| extendFunc | |
| } = MZ_EC.setKlassContainer("BattleManager", $, SIC); | |
| extendFunc("initMembers", function() { | |
| ORIG.initMembers.apply(this, arguments); | |
| // Added to let you clear all battler/skill/item cooldowns for actors | |
| NEW._clearPartyBattlerSkillItemCooldownsOnBattleStart.call(this); | |
| // | |
| }); // v1.00a - v1.00a | |
| extendFunc("startTurn", function() { | |
| ORIG.startTurn.apply(this, arguments); | |
| // Added to clear all inputted skill items for all battlers | |
| NEW._clearAllInputtedSkillItems.call(this); | |
| // | |
| }); // v1.00a - v1.00a | |
| extendFunc("endBattlerActions", function(battler) { | |
| ORIG.endBattlerActions.apply(this, arguments); | |
| // Added to initiates the battler and skill/item cooldown | |
| battler.startBattlerCooldown(); | |
| // It must be placed here or clearTpbChargeTime would break the cooldown | |
| }); // v1.00a - v1.00a | |
| extendFunc("updateBattleEnd", function() { | |
| ORIG.updateBattleEnd.apply(this, arguments); | |
| // Added to let you clear all battler/skill/item cooldowns for actors | |
| NEW._clearPartyBattlerSkillItemCooldownsOnBattleEnd.call(this); | |
| // | |
| }); // v1.00a - v1.00a | |
| /** | |
| * The this pointer is BattleManager | |
| * Idempotent | |
| * @author DoubleX @since v1.00a @version v1.00a | |
| */ | |
| NEW._clearPartyBattlerSkillItemCooldownsOnBattleStart = function() { | |
| const clearFunc = PF.get("clearBattlerSkillItemCooldownOnBattleStart"); | |
| $gameParty.allMembers().forEach(clearFunc, this); | |
| }; // NEW._clearPartyBattlerSkillItemCooldownsOnBattleStart | |
| NEW._CLEAR_INPUTTED_SKILL_ITEMS = battler => { | |
| battler.clearInputtedSkillItems(); | |
| }; // NEW._CLEAR_INPUTTED_SKILL_ITEMS | |
| /** | |
| * The this pointer is BattleManager | |
| * Idempotent | |
| * @author DoubleX @since v1.00a @version v1.00a | |
| */ | |
| NEW._clearAllInputtedSkillItems = function() { | |
| this.allBattleMembers().forEach(NEW._CLEAR_INPUTTED_SKILL_ITEMS); | |
| }; // NEW._clearAllInputtedSkillItems | |
| /** | |
| * The this pointer is BattleManager | |
| * Idempotent | |
| * @author DoubleX @since v1.00a @version v1.00a | |
| */ | |
| NEW._clearPartyBattlerSkillItemCooldownsOnBattleEnd = function() { | |
| const clearFunc = PF.get("clearBattlerSkillItemCooldownOnBattleEnd"); | |
| $gameParty.allMembers().forEach(clearFunc, this); | |
| }; // NEW._clearPartyBattlerSkillItemCooldownsOnBattleEnd | |
| })(BattleManager, DoubleX_RMMZ.Enhanced_Codebase, | |
| DoubleX_RMMZ.Skill_Item_Cooldown); | |
| /*----------------------------------------------------------------------------*/ | |
| /*---------------------------------------------------------------------------- | |
| * ## Objects | |
| *----------------------------------------------------------------------------*/ | |
| /*---------------------------------------------------------------------------- | |
| * # Edited class: Game_System | |
| * - Lets you access the parameters of this plugin and store them in save | |
| *----------------------------------------------------------------------------*/ | |
| (($, MZ_EC, SIC) => { | |
| "use strict"; | |
| const FP = SIC.FUNC_PARAMS, klassName = "Game_System"; | |
| const { ORIG } = MZ_EC.setKlassContainer(klassName, $, SIC); | |
| const EC_GS = MZ_EC[klassName].new, GS = SIC[klassName]; | |
| MZ_EC.extendFunc(EC_GS, GS, "storeParams", function() { | |
| ORIG.storeParams.apply(this, arguments); | |
| // Added to store all parameters of this plugin | |
| EC_GS.onStoreParams.call(this, SIC.PLUGIN_NAME, "cooldown"); | |
| // | |
| }); // v1.00a - v1.00a | |
| MZ_EC.extendFunc(EC_GS, GS, "storeParamVal", function(containerName, param, val) { | |
| ORIG.storeParamVal.apply(this, arguments); | |
| // Added to update the functions of parameters storing function contents | |
| FP.storeFuncParam(param, val); | |
| // | |
| }); // v1.00a - v1.00a | |
| /** | |
| * Script Call/Idempotent | |
| * @author DoubleX @interface @since v1.00a @version v1.00a | |
| * @enum @param {string} param - The name of parameter to be stored in saves | |
| * @param {*} val - The value of the parameter to be stored in game saves | |
| */ | |
| $.setSkillItemCooldownParam = function(param, val) { | |
| EC_GS.storeParamVal.call(this, "cooldown", param, val); | |
| }; // $.setSkillItemCooldownParam | |
| /** | |
| * Script Call/Nullipotent | |
| * @author DoubleX @interface @since v1.00a @version v1.00a | |
| * @enum @param {string} param - The name of parameter to be stored in saves | |
| * @returns {*} The value of the parameter to be stored in game saves | |
| */ | |
| $.skillItemCooldownParam = function(param) { | |
| return EC_GS.storedParamVal.call(this, "cooldown", param); | |
| }; // $.skillItemCooldownParam | |
| const pluginName = SIC.PLUGIN_NAME; | |
| const commandName = "setSkillItemCooldownParam"; | |
| PluginManager.registerCommand(pluginName, commandName, ({ param, val }) => { | |
| $gameSystem.setSkillItemCooldownParam(param, JSON.parse(val)); | |
| }); | |
| })(Game_System.prototype, DoubleX_RMMZ.Enhanced_Codebase, | |
| DoubleX_RMMZ.Skill_Item_Cooldown); | |
| /*---------------------------------------------------------------------------- | |
| * # Edited class: Game_Variables | |
| * - Reloads all notetags upon variable change to keep scripts updated | |
| *----------------------------------------------------------------------------*/ | |
| ((MZ_EC, SIC) => { | |
| "use strict"; | |
| MZ_EC.updateGameVarsDataNotetags(SIC, "cooldown"); | |
| })(DoubleX_RMMZ.Enhanced_Codebase, DoubleX_RMMZ.Skill_Item_Cooldown); | |
| /*---------------------------------------------------------------------------- | |
| * # Edited class: Game_BattlerBase | |
| * - Applies the evaluated battler and skill/item cooldown to the battler | |
| *----------------------------------------------------------------------------*/ | |
| (($, MZ_EC, SIC) => { | |
| "use strict"; | |
| const { | |
| ORIG, | |
| extendFunc | |
| } = MZ_EC.setKlassContainer("Game_BattlerBase", $, SIC); | |
| extendFunc("canMove", function() { | |
| // Added to make battlers not movable with the battler cooldown | |
| if (this.isBattlerCooldown()) return false; | |
| // | |
| return ORIG.canMove.apply(this, arguments); | |
| }); // v1.00a - v1.00a | |
| extendFunc("canUse", function(item) { | |
| // Added to make battlers or skills/items under cooldown unusable | |
| if (this.isBattlerCooldown()) return false; | |
| if (this.isSkillItemCooldown(item)) return false; | |
| // | |
| return ORIG.canUse.apply(this, arguments); | |
| }); // v1.00a - v1.00a | |
| })(Game_BattlerBase.prototype, DoubleX_RMMZ.Enhanced_Codebase, | |
| DoubleX_RMMZ.Skill_Item_Cooldown); | |
| /*---------------------------------------------------------------------------- | |
| * # Edited class: Game_Battler | |
| * - Applies the evaluated battler and skill/item cooldown to the battler | |
| *----------------------------------------------------------------------------*/ | |
| (($, MZ_EC, SIC) => { | |
| "use strict"; | |
| const klassName = "Game_Battler", PF = SIC.FUNC_PARAMS.PARAM_FUNCS, { | |
| NEW, | |
| ORIG, | |
| extendFunc | |
| } = MZ_EC.setKlassContainer(klassName, $, SIC); | |
| const EC_GB = MZ_EC[klassName].new, GB = SIC[klassName]; | |
| /*------------------------------------------------------------------------ | |
| * New private variables | |
| *------------------------------------------------------------------------*/ | |
| // {{*}} _skillItemCooldown: The container of all other new variables | |
| // {[DataSkill|DataItem]} usedSkillItems: list of used skills/items | |
| // (v1.02a+){[DataSkill|DataItem]} lastUsedSkillItems: list of last | |
| // used | |
| // skills/items | |
| // {number} battlerTurnCount: The battler cooldown turn counter | |
| // {{number}} skillItemTurnCounts: skill/item cooldown of skill/item | |
| extendFunc("initMembers", function() { | |
| ORIG.initMembers.apply(this, arguments); | |
| // Added to initializes all new variables added by this plugin | |
| NEW._init.call(this); | |
| // | |
| }); // v1.00a - v1.00a | |
| extendFunc("clearActions", function() { | |
| ORIG.clearActions.apply(this, arguments); | |
| // Added to prevent inputted but not executed skill/items to cooldown | |
| this.clearInputtedSkillItems(); | |
| // | |
| }); // v1.00a - v1.00a | |
| extendFunc("startTpbCasting", function() { | |
| ORIG.startTpbCasting.apply(this, arguments); | |
| // Added to prevent inputted but not executed skill/items to cooldown | |
| this.clearInputtedSkillItems(); | |
| // | |
| }); // v1.00a - v1.00a | |
| extendFunc("canInput", function() { | |
| // Added to make battlers not inputable with the battler cooldown | |
| if (this.isBattlerCooldown()) return false; | |
| // | |
| return ORIG.canInput.apply(this, arguments); | |
| }); // v1.00a - v1.00a | |
| extendFunc("useItem", function(item) { | |
| ORIG.useItem.apply(this, arguments); | |
| // Added to stores the battler skills/items to evaluate cooldown values | |
| NEW._storeBattlerSkillItemCooldown.call(this, item); | |
| // | |
| }); // v1.00a - v1.00a | |
| extendFunc("onTurnEnd", function() { | |
| ORIG.onTurnEnd.apply(this, arguments); | |
| // Added to updates the battler and skills/items cooldown values | |
| NEW._updateCooldowns.call(this); | |
| // | |
| }); // v1.00a - v1.00a | |
| MZ_EC.extendFunc(EC_GB, GB, "_onUpdateTpbIdleTime", function() { | |
| ORIG._onUpdateTpbIdleTime.apply(this, arguments); | |
| // Added to update the battler cooldown | |
| NEW._updateBattlerTpbCooldown.call(this); | |
| // | |
| }); // v1.00a - v1.00a | |
| // This will break with dynmaic data but it's not actively supported anyway | |
| NEW._SKILL_ITEM_COOLDOWN_KEY = JSON.stringify; | |
| NEW._REVERSE_SKILL_ITEM_COOLDOWN_KEY = JSON.parse; | |
| // | |
| /** | |
| * Script Call/Idempotent | |
| * @author DoubleX @interface @since v1.00a @version v1.02a | |
| */ | |
| $.clearBattlerSkillItemCooldowns = function() { | |
| NEW._clearAllUsedSkillItems.call(this); | |
| this.setBattlerCooldown(0); | |
| NEW._clearSkillItemTurnCounts.call(this); | |
| }; // $.clearBattlerSkillItemCooldowns | |
| /** | |
| * Script Call/Idempotent | |
| * @author DoubleX @interface @since v1.00a @version v1.00a | |
| * @param {number} turnCount - The new battler cooldown turn count | |
| */ | |
| $.setBattlerCooldown = function(turnCount) { | |
| this._skillItemCooldown.battlerTurnCount = turnCount; | |
| if (turnCount < 0) NEW._updateBattlerTpbCharge.call(this); | |
| }; // $.setBattlerCooldown | |
| /** | |
| * Script Call/Nullipotent | |
| * @author DoubleX @interface @since v1.00a @version v1.00a | |
| * @returns {number} The current battler cooldown turn count | |
| */ | |
| $.battlerCooldown = function() { | |
| return this._skillItemCooldown.battlerTurnCount || 0; | |
| }; // $.battlerCooldown | |
| /** | |
| * Script Call/Nullipotent | |
| * @author DoubleX @interface @since v1.00a @version v1.00a | |
| * @returns {boolean} Whether this battler is under cooldown | |
| */ | |
| $.isBattlerCooldown = function() { return this.battlerCooldown() > 0; }; | |
| /** | |
| * Script Call/Nullipotent | |
| * @author DoubleX @since v1.00a @version v1.00a | |
| * @param {DataSkill|DataItem} item - The data of the item to be checked | |
| * @returns {number} turnCount - The new item cooldown turn count | |
| */ | |
| $.setSkillItemCooldown = function(item, turnCount) { | |
| const itemKey = NEW._SKILL_ITEM_COOLDOWN_KEY(item); | |
| NEW._storeSkillItemCooldown.call(this, itemKey, turnCount); | |
| }; // $.setSkillItemCooldown | |
| /** | |
| * Script Call/Nullipotent | |
| * @author DoubleX @since v1.00a @version v1.00a | |
| * @param {DataSkill|DataItem} item - The data of the item to be checked | |
| * @returns {number} The current cooldown turn count of the specified item | |
| */ | |
| $.skillItemCooldown = function(item) { | |
| const itemKey = NEW._SKILL_ITEM_COOLDOWN_KEY(item); | |
| return this._skillItemCooldown.skillItemTurnCounts[itemKey] || 0; | |
| }; // $.skillItemCooldown | |
| /** | |
| * Script Call/Nullipotent | |
| * @author DoubleX @since v1.00a @version v1.00a | |
| * @param {DataSkill|DataItem} item - The data of the item to be checked | |
| * @returns {boolean} Whether the specified skill/item is under cooldown | |
| */ | |
| $.isSkillItemCooldown = function(item) { | |
| return this.skillItemCooldown(item) > 0; | |
| }; // $.isSkillItemCooldown | |
| /** | |
| * Script Call/Nullipotent | |
| * @author DoubleX @since v1.02a @version v1.02a | |
| * @returns {boolean} Whether this battler has any skill/item cooldown | |
| */ | |
| $.hasSkillItemCooldown = function() { | |
| const { skillItemTurnCounts } = this._skillItemCooldown; | |
| return !Object.keys(skillItemTurnCounts).isEmpty(); | |
| }; // $.hasSkillItemCooldown | |
| /** | |
| * Idempotent | |
| * @author DoubleX @interface @since v1.00a @version v1.00a | |
| * @param {DataSkill?|DataItem?} item_ - The data of the item being cleared | |
| */ | |
| $.clearSkillItemCooldown = function(item_) { | |
| if (!item_) return; | |
| const itemKey = NEW._SKILL_ITEM_COOLDOWN_KEY(item_); | |
| const { _skillItemCooldown } = this; | |
| delete _skillItemCooldown.skillItemTurnCounts[itemKey]; | |
| _skillItemCooldown.usedSkillItems.eraseElem(item_); | |
| _skillItemCooldown.lastUsedSkillItems.eraseElem(item_); | |
| }; // $.clearSkillItemCooldown | |
| /** | |
| * @author DoubleX @interface @since v1.00a @version v1.00a | |
| * @param {DataSkill|DataItem} item - The data of the item being used | |
| */ | |
| $.storeSkillItemCooldown = function(item) { | |
| NEW._storeUsedSkillItem.call(this, item); | |
| NEW._setSkillItemCooldown.call(this, item); | |
| }; // $.storeSkillItemCooldown | |
| /** | |
| * Idempotent | |
| * @author DoubleX @interface @since v1.00a @version v1.00a | |
| */ | |
| $.clearInputtedSkillItems = function() { | |
| NEW._clearInputtedSkillItemCooldowns.call(this); | |
| NEW._clearAllUsedSkillItems.call(this); | |
| }; // $.clearInputtedSkillItems | |
| /** | |
| * Idempotent | |
| * @author DoubleX @interface @since v1.00a @version v1.00a | |
| */ | |
| $.startBattlerCooldown = function() { | |
| NEW._setBattlerCooldown.call(this); | |
| // Otherwise cancel cooldown can't work with skill item notetags | |
| const skillItems = this._skillItemCooldown; | |
| skillItems.lastUsedSkillItems = skillItems.usedSkillItems.clone(); | |
| // It must be placed here or usedSkillItems would be already voided | |
| NEW._clearUsedSkillItems.call(this); | |
| }; // $.startBattlerCooldown | |
| /** | |
| * Potential Hotspot/Idempotent | |
| * @author DoubleX @interface @since v1.02a @version v1.02a | |
| */ | |
| $.cancelBattlerCooldown = function() { | |
| if (!this.canCancelBattlerCooldown()) { | |
| return NEW._onCancelBattlerCooldownFail.call(this); | |
| } | |
| NEW._onCancelBattlerCooldownSuc.call(this); | |
| }; // $.cancelBattlerCooldown | |
| /** | |
| * Potential Hotspot/Nullipotent | |
| * @author DoubleX @interface @since v1.02a @version v1.02a | |
| * @returns {boolean} Whether this battler can cancel the battler cooldown | |
| */ | |
| $.canCancelBattlerCooldown = function() { | |
| if (!this.isBattlerCooldown()) return; | |
| return NEW._canCancelCooldown.call(this, "canCancelBattler"); | |
| }; // $.canCancelBattlerCooldown | |
| /** | |
| * Potential Hotspot/Idempotent | |
| * @author DoubleX @interface @since v1.02a @version v1.02a | |
| */ | |
| $.cancelSkillItemCooldown = function() { | |
| if (!this.canCancelSkillItemCooldown()) { | |
| return NEW._onCancelSkillItemCooldownFail.call(this); | |
| } | |
| NEW._onCancelSkillItemCooldownSuc.call(this); | |
| }; // $.cancelSkillItemCooldown | |
| /** | |
| * Potential Hotspot/Nullipotent | |
| * @author DoubleX @interface @since v1.02a @version v1.02a | |
| * @returns {boolean} Whether the battler can cancel the skill/item cooldown | |
| */ | |
| $.canCancelSkillItemCooldown = function() { | |
| if (!this.hasSkillItemCooldown()) return; | |
| return NEW._canCancelCooldown.call(this, "canCancelSkillItem"); | |
| }; // $.canCancelSkillItemCooldown | |
| /** | |
| * The this pointer is Game_Battler.prototype | |
| * Idempotent | |
| * @author DoubleX @since v1.00a @version v1.00a | |
| */ | |
| NEW._init = function() { | |
| // Map can't be serialized so ordinary objects must be used | |
| this._skillItemCooldown = { | |
| usedSkillItems: [], | |
| lastUsedSkillItems: [], | |
| battlerTurnCount: 0, | |
| skillItemTurnCounts: {} | |
| }; | |
| // | |
| }; // NEW._init | |
| /** | |
| * The this pointer is Game_Battler.prototype | |
| * Idempotent | |
| * @author DoubleX @since v1.00a @version v1.00a | |
| */ | |
| NEW._clearInputtedSkillItemCooldowns = function() { | |
| this._actions.forEach(NEW._clearInputtedSkillItemCooldown, this); | |
| }; // NEW._clearInputtedSkillItemCooldowns | |
| /** | |
| * The this pointer is Game_Battler.prototype | |
| * Idempotent | |
| * @author DoubleX @since v1.00a @version v1.00a | |
| * @param {Game_Action} act - The inputted action to have cooldown cleared | |
| */ | |
| NEW._clearInputtedSkillItemCooldown = function(act) { | |
| const item_ = act.item(); | |
| // item will be null if prior command and clear action's at same frame | |
| if (!item_ || !this.isSkillItemCooldown(item_)) return; | |
| // | |
| this.setSkillItemCooldown(item_, 0); | |
| }; // NEW._clearInputtedSkillItemCooldown | |
| /** | |
| * The this pointer is Game_Battler.prototype | |
| * @author DoubleX @since v1.00a @version v1.00a | |
| * @param {DataSkill|DataItem} item - Used item to be stored for cooldown | |
| */ | |
| NEW._storeUsedSkillItem = function(item) { | |
| // It's desirable for the same skill/item to be repeated multiple times | |
| this._skillItemCooldown.usedSkillItems.push(item); | |
| // | |
| }; // NEW._storeUsedSkillItem | |
| /** | |
| * The this pointer is Game_Battler.prototype | |
| * Idempotent | |
| * @author DoubleX @since v1.00a @version v1.00a | |
| * @param {DataSkill|DataItem} item - The item involved in the cooldowns | |
| */ | |
| NEW._setSkillItemCooldown = function(item) { | |
| MZ_EC.clearBattlerNotetagCache(this, "cooldown"); | |
| const lastLatestSkillItems = this.latestSkillItems; | |
| this.latestSkillItems = [item]; | |
| const skillItemTurnCount = NEW._skillItemCooldownTurnCount.call(this); | |
| this.latestSkillItems = lastLatestSkillItems; | |
| MZ_EC.clearBattlerNotetagCache(this, "cooldown"); | |
| this.setSkillItemCooldown(item, skillItemTurnCount); | |
| }; // NEW._setSkillItemCooldown | |
| /** | |
| * The this pointer is Game_Battler.prototype | |
| * Nullipotent | |
| * @author DoubleX @since v1.00a @version v1.00a | |
| * @returns {number} The skill/item cooldown turn count of the used item | |
| */ | |
| NEW._skillItemCooldownTurnCount = function() { | |
| const priorities = $gameSystem.skillItemCooldownParam( | |
| "skillItemNotetagDataTypePriorities"); | |
| return MZ_EC.condOpValNotetagVal( | |
| this, priorities, "cooldown", ["skillItem"], 0); | |
| }; // NEW._skillItemCooldownTurnCount | |
| /** | |
| * The this pointer is Game_Battler.prototype | |
| * Idempotent | |
| * @author DoubleX @since v1.00a @version v1.00a | |
| */ | |
| NEW._setBattlerCooldown = function() { | |
| MZ_EC.clearBattlerNotetagCache(this, "cooldown"); | |
| const lastLatestSkillItems = this.latestSkillItems; | |
| this.latestSkillItems = this._skillItemCooldown.usedSkillItems; | |
| const battlerTurnCount = NEW._battlerCooldownTurnCount.call(this); | |
| this.latestSkillItems = lastLatestSkillItems; | |
| MZ_EC.clearBattlerNotetagCache(this, "cooldown"); | |
| this.setBattlerCooldown(battlerTurnCount); | |
| }; // NEW._setBattlerCooldown | |
| /** | |
| * The this pointer is Game_Battler.prototype | |
| * Nullipotent | |
| * @author DoubleX @since v1.00a @version v1.00a | |
| * @returns {number} The battler cooldown turn count upon all action end | |
| */ | |
| NEW._battlerCooldownTurnCount = function() { | |
| const priorities = $gameSystem.skillItemCooldownParam( | |
| "battlerNotetagDataTypePriorities"); | |
| const turnCount = MZ_EC.condOpValNotetagVal( | |
| this, priorities, "cooldown", ["battler"], 0); | |
| // Otherwise turnCount <= 1 would behave the same as 0 in turn based | |
| return BattleManager.isTpb() ? turnCount : turnCount + 1; | |
| // | |
| }; // NEW._battlerCooldownTurnCount | |
| /** | |
| * The this pointer is Game_Battler.prototype | |
| * @author DoubleX @since v1.00a @version v1.00a | |
| * @param {DataSkill|DataItem} item - Used item to be stored for cooldown | |
| */ | |
| NEW._storeBattlerSkillItemCooldown = function(item) { | |
| this.storeSkillItemCooldown(item); | |
| if (!$gameParty.inBattle()) this.startBattlerCooldown(); | |
| }; // NEW._storeBattlerSkillItemCooldown | |
| /** | |
| * The this pointer is Game_Battler.prototype | |
| * Idempotent | |
| * @author DoubleX @since v1.00a @version v1.00a | |
| */ | |
| NEW._updateCooldowns = function() { | |
| if (!BattleManager.isTpb()) NEW._updateBattlerTurnCooldown.call(this); | |
| NEW._updateSkillItemCooldowns.call(this); | |
| }; // NEW._updateCooldowns | |
| /** | |
| * The this pointer is Game_Battler.prototype | |
| * Idempotent | |
| * @author DoubleX @since v1.00a @version v1.00a | |
| */ | |
| NEW._updateBattlerTurnCooldown = function() { | |
| const battlerTurnCount = this.battlerCooldown(); | |
| if (battlerTurnCount <= 0) return; | |
| this.setBattlerCooldown(battlerTurnCount - 1); | |
| }; // NEW._updateBattlerTurnCooldown | |
| /** | |
| * The this pointer is Game_Battler.prototype | |
| * Idempotent | |
| * @author DoubleX @since v1.00a @version v1.00a | |
| */ | |
| NEW._updateSkillItemCooldowns = function() { | |
| const turnCounts = this._skillItemCooldown.skillItemTurnCounts; | |
| Object.entries(turnCounts).forEach(NEW._updateSkillItemCooldown, this); | |
| }; // NEW._updateSkillItemCooldowns | |
| /** | |
| * The this pointer is Game_Battler.prototype | |
| * Idempotent | |
| * @author DoubleX @since v1.00a @version v1.00a | |
| * @param {string} itemKey - The key of the skill/item having cooldown | |
| * @param {number} turnCount - The skill/item cooldown turn count | |
| */ | |
| NEW._updateSkillItemCooldown = function([itemKey, turnCount]) { | |
| NEW._storeSkillItemCooldown.call(this, itemKey, turnCount - 1); | |
| }; // NEW._updateSkillItemCooldown | |
| /** | |
| * The this pointer is Game_Battler.prototype | |
| * Idempotent | |
| * @author DoubleX @since v1.00a @version v1.02a | |
| * @param {string} itemKey - The key of the skill/item having cooldown | |
| * @param {number} turnCount - The skill/item cooldown turn count | |
| */ | |
| NEW._storeSkillItemCooldown = function(itemKey, turnCount) { | |
| if (turnCount <= 0) { | |
| return NEW._eraseSkillItemCooldown.call(this, itemKey); | |
| } | |
| this._skillItemCooldown.skillItemTurnCounts[itemKey] = turnCount; | |
| }; // NEW._storeSkillItemCooldown | |
| /** | |
| * The this pointer is Game_Battler.prototype | |
| * Idempotent | |
| * @author DoubleX @since v1.02a @version v1.02a | |
| * @param {string} itemKey - The key of the skill/item having cooldown | |
| */ | |
| NEW._eraseSkillItemCooldown = function(itemKey) { | |
| const { _skillItemCooldown } = this; | |
| delete _skillItemCooldown.skillItemTurnCounts[itemKey]; | |
| // Otherwise cancel cooldown will have stale skill item notetags later | |
| const item = NEW._REVERSE_SKILL_ITEM_COOLDOWN_KEY(itemKey); | |
| _skillItemCooldown.lastUsedSkillItems.eraseElem(item); | |
| // | |
| }; // NEW._eraseSkillItemCooldown | |
| /** | |
| * The this pointer is Game_Battler.prototype | |
| * Hotspot/Idempotent | |
| * @author DoubleX @since v1.00a @version v1.00a | |
| */ | |
| NEW._updateBattlerTpbCooldown = function() { | |
| if (this.isTpbCharged()) return; | |
| const battlerTurnCount = this.battlerCooldown(); | |
| if (battlerTurnCount < 0) return NEW._updateBattlerTpbCharge.call(this); | |
| this.setBattlerCooldown(NEW._newBattlerTpbCooldown.call(this)); | |
| }; // NEW._updateBattlerTpbCooldown | |
| /** | |
| * The this pointer is Game_Battler.prototype | |
| * Hotspot/Idempotent | |
| * @author DoubleX @since v1.00a @version v1.00a | |
| * @returns {number} The new battler cooldown value in the TPBS | |
| */ | |
| NEW._newBattlerTpbCooldown = function() { | |
| return this.battlerCooldown() - this.tpbAcceleration(); | |
| }; // NEW._newBattlerTpbCooldown | |
| /** | |
| * The this pointer is Game_Battler.prototype | |
| * Idempotent | |
| * @author DoubleX @since v1.00a @version v1.00a | |
| */ | |
| NEW._updateBattlerTpbCharge = function() { | |
| const battlerTurnCount = this.battlerCooldown(); | |
| this.setBattlerCooldown(0); | |
| // Don't call updateTpbChargeTime as 1 frame's needed to make actions | |
| this._tpbChargeTime = -battlerTurnCount; | |
| // Otherwise the game will crash due to accessing the empty action slot | |
| }; // NEW._updateBattlerTpbCharge | |
| /** | |
| * Potential Hotspot/Nullipotent | |
| * @author DoubleX @since v1.02a @version v1.02a | |
| * @enum @param {string} notetagName - canCancelBattler/canCancelSkillItem | |
| * @returns {boolean} Whether the battler can cancel the skill/item cooldown | |
| */ | |
| NEW._canCancelCooldown = function(notetagName) { | |
| MZ_EC.clearBattlerNotetagCache(this, "cooldown"); | |
| const priority = `${notetagName}NotetagDataTypePriorities`; | |
| const priorities = $gameSystem.skillItemCooldownParam(priority); | |
| const lastLatestSkillItems = this.latestSkillItems; | |
| this.latestSkillItems = this._skillItemCooldown.lastUsedSkillItems; | |
| const canCancel = MZ_EC.condOpNotetagVal( | |
| this, priorities, "cooldown", [notetagName]); | |
| this.latestSkillItems = lastLatestSkillItems; | |
| MZ_EC.clearBattlerNotetagCache(this, "cooldown"); | |
| if (MZ_EC.IS_VALID_VAL(canCancel)) return canCancel; | |
| return PF.get(`${notetagName}Cooldown`).call(this); | |
| }; // $._canCancelCooldown | |
| /** | |
| * The this pointer is Game_Battler.prototype | |
| * @author DoubleX @since v1.02a @version v1.02a | |
| */ | |
| NEW._onCancelBattlerCooldownFail = function() { | |
| PF.get("cancelBattlerCooldownFail").call(this); | |
| NEW._runCancelCooldownEvents.call(this, "cancelBattlerFail"); | |
| }; // NEW._onCancelBattlerCooldownFail | |
| /** | |
| * The this pointer is Game_Battler.prototype | |
| * @author DoubleX @since v1.02a @version v1.02a | |
| */ | |
| NEW._onCancelSkillItemCooldownFail = function() { | |
| PF.get("cancelSkillItemCooldownFail").call(this); | |
| NEW._runCancelCooldownEvents.call(this, "cancelSkillItemFail"); | |
| }; // NEW._onCancelSkillItemCooldownFail | |
| /** | |
| * The this pointer is Game_Battler.prototype | |
| * @author DoubleX @since v1.02a @version v1.02a | |
| */ | |
| NEW._onCancelBattlerCooldownSuc = function() { | |
| this.setBattlerCooldown(0); | |
| PF.get("cancelBattlerCooldownSuc").call(this); | |
| NEW._runCancelCooldownEvents.call(this, "cancelBattlerSuc"); | |
| }; // NEW._onCancelBattlerCooldownSuc | |
| /** | |
| * The this pointer is Game_Battler.prototype | |
| * @author DoubleX @since v1.02a @version v1.02a | |
| */ | |
| NEW._onCancelSkillItemCooldownSuc = function() { | |
| NEW._clearSkillItemTurnCounts.call(this); | |
| PF.get("cancelSkillItemCooldownSuc").call(this); | |
| NEW._runCancelCooldownEvents.call(this, "cancelSkillItemSuc"); | |
| }; // NEW._onCancelSkillItemCooldownSuc | |
| /** | |
| * The this pointer is Game_Battler.prototype | |
| * @author DoubleX @since v1.02a @version v1.02a | |
| */ | |
| NEW._clearSkillItemTurnCounts = function() { | |
| // Map can't be serialized so ordinary objects must be used | |
| this._skillItemCooldown.skillItemTurnCounts = {}; | |
| // | |
| }; // NEW._clearSkillItemTurnCounts | |
| /** | |
| * The this pointer is Game_Battler.prototype | |
| * @author DoubleX @since v1.02a @version v1.02a | |
| * @enum @param {string} notetagName - cancelBattlerFail/cancelSkillItemFail | |
| * /cancelBattlerSuc/cancelSkillItemSuc | |
| */ | |
| NEW._runCancelCooldownEvents = function(notetagName) { | |
| MZ_EC.clearBattlerNotetagCache(this, "cooldown"); | |
| const priority = `${notetagName}NotetagDataTypePriorities`; | |
| const priorities = $gameSystem.skillItemCooldownParam(priority); | |
| const lastLatestSkillItems = this.latestSkillItems; | |
| this.latestSkillItems = this._skillItemCooldown.lastUsedSkillItems; | |
| MZ_EC.runCondEventNotetags(this, priorities, "cooldown", [notetagName]); | |
| this.latestSkillItems = lastLatestSkillItems; | |
| MZ_EC.clearBattlerNotetagCache(this, "cooldown"); | |
| }; // NEW._runCancelCooldownEvents | |
| /** | |
| * The this pointer is Game_Battler.prototype | |
| * Idempotent | |
| * @author DoubleX @since v1.02a @version v1.02a | |
| */ | |
| NEW._clearAllUsedSkillItems = function() { | |
| NEW._clearUsedSkillItems.call(this); | |
| this._skillItemCooldown.lastUsedSkillItems = []; | |
| }; // NEW._clearAllUsedSkillItems | |
| /** | |
| * The this pointer is Game_Battler.prototype | |
| * Idempotent | |
| * @author DoubleX @since v1.00a @version v1.00a | |
| */ | |
| NEW._clearUsedSkillItems = function() { | |
| this._skillItemCooldown.usedSkillItems = []; | |
| }; // NEW._clearUsedSkillItems | |
| })(Game_Battler.prototype, DoubleX_RMMZ.Enhanced_Codebase, | |
| DoubleX_RMMZ.Skill_Item_Cooldown); | |
| /*---------------------------------------------------------------------------- | |
| * # Edited class: Game_Actor | |
| * - Applies the evaluated battler and skill/item cooldown to the actor | |
| *----------------------------------------------------------------------------*/ | |
| (($, MZ_EC, SIC) => { | |
| "use strict"; | |
| const klassName = "Game_Actor", { | |
| ORIG, | |
| extendFunc | |
| } = MZ_EC.setKlassContainer(klassName, $, SIC); | |
| const EC_GA = MZ_EC[klassName].new, GA = SIC[klassName]; | |
| extendFunc("selectNextCommand", function() { | |
| // Added to store the skill/item cooldown for the inputting action | |
| this.storeSkillItemCooldown(this.inputtingAction().item()); | |
| // | |
| return ORIG.selectNextCommand.apply(this, arguments); | |
| }); // v1.00a - v1.00a | |
| extendFunc("selectPreviousCommand", function() { | |
| // Added to clear the skill/item cooldown for current inputting action | |
| this.clearSkillItemCooldown(this.inputtingAction().item()); | |
| // | |
| const hasPriorCmd = ORIG.selectPreviousCommand.apply(this, arguments); | |
| // Added to clear the skill/item cooldown for the last inputting action | |
| this.clearSkillItemCooldown(this.inputtingAction().item()); | |
| // | |
| return hasPriorCmd; | |
| }); // v1.00a - v1.00a | |
| MZ_EC.rewriteFunc(EC_GA, GA, "_setAutoBattleActs", function() { | |
| let action, isSameAct = false; | |
| for (let i = 0, numActions = this.numActions(); i < numActions; i++) { | |
| if (!isSameAct) { | |
| action = EC_GA._autoBattleAct.call(this); | |
| const item = action.item(); | |
| this.storeSkillItemCooldown(item); | |
| if (!this.isSkillItemCooldown(item)) isSameAct = true; | |
| } | |
| this.setAction(i, action); | |
| } | |
| }); // v1.00a - v1.00a | |
| })(Game_Actor.prototype, DoubleX_RMMZ.Enhanced_Codebase, | |
| DoubleX_RMMZ.Skill_Item_Cooldown); | |
| /*---------------------------------------------------------------------------- | |
| * # Edited class: Game_Enemy | |
| * - Applies the evaluated battler and skill/item cooldown to the enemy | |
| *----------------------------------------------------------------------------*/ | |
| (($, MZ_EC, SIC) => { | |
| "use strict"; | |
| const $$ = Game_Battler.prototype, klassName = "Game_Enemy"; | |
| const { rewriteFunc } = MZ_EC.setKlassContainer(klassName, $, SIC); | |
| const EC_GE = MZ_EC[klassName].new; | |
| rewriteFunc("makeActions", function() { | |
| $$.makeActions.call(this); | |
| if (this.numActions() > 0) { | |
| let actionList, ratingZero, isSameActList = false; | |
| for (let i = 0; i < this.numActions(); i++) { | |
| if (!isSameActList) { | |
| actionList = EC_GE._validActs.call(this); | |
| if (actionList.isEmpty()) return; | |
| ratingZero = EC_GE._ratingZero.call(this, actionList); | |
| actionList = actionList.filter(({ rating }) => { | |
| return rating > ratingZero; | |
| }); | |
| } | |
| const selectedAct = this.selectAction(actionList, ratingZero); | |
| const skill = $dataSkills[selectedAct.skillId]; | |
| this.storeSkillItemCooldown(skill); | |
| isSameActList = !this.isSkillItemCooldown(skill); | |
| this.action(i).setEnemyAction(selectedAct); | |
| } | |
| } | |
| this.setActionState("waiting"); | |
| }); // v1.00a - v1.00a | |
| })(Game_Enemy.prototype, DoubleX_RMMZ.Enhanced_Codebase, | |
| DoubleX_RMMZ.Skill_Item_Cooldown); | |
| /*---------------------------------------------------------------------------- | |
| * # (v1.02a+)Edited class: Sprite_Gauge | |
| * - Shows the TPBS battler cooldowns on the gauge sprites as well | |
| *----------------------------------------------------------------------------*/ | |
| (($, MZ_EC, SIC) => { | |
| "use strict"; | |
| const PF = SIC.FUNC_PARAMS.PARAM_FUNCS, klassName = "Sprite_Gauge"; | |
| const { ORIG } = MZ_EC.setKlassContainer(klassName, $, SIC); | |
| const EC_SG = MZ_EC[klassName].new, SG = SIC[klassName]; | |
| MZ_EC.extendFunc(EC_SG, SG, "validCurTimeVal", function() { | |
| // Edited to show the TPBS battler cooldowns as well | |
| if (this._battler.isBattlerCooldown()) { | |
| const validMaxTimeVal = EC_SG.validCurMaxTimeVal.call(this); | |
| return Math.min(this._battler.battlerCooldown(), validMaxTimeVal); | |
| } else return ORIG.validCurTimeVal.apply(this, arguments); | |
| // | |
| }); // v1.02a - v1.02a | |
| ["1", "2"].forEach(num => { | |
| MZ_EC.extendFunc(EC_SG, SG, `timeGaugeColor${num}`, function() { | |
| // Edited to show the TPBS battler cooldowns as well | |
| if (this._battler.isBattlerCooldown()) { | |
| return PF.get(`skillItemCooldownGaugeColor${num}`).call(this); | |
| } else return ORIG[`timeGaugeColor${num}`].apply(this, arguments); | |
| // | |
| }); // v1.02a - v1.02a | |
| }); | |
| })(Sprite_Gauge.prototype, DoubleX_RMMZ.Enhanced_Codebase, | |
| DoubleX_RMMZ.Skill_Item_Cooldown); | |
| /*---------------------------------------------------------------------------- | |
| * # (v1.02a+)Edited class: Window_BattleStatus | |
| * - Processes the battler cooldown cancel hotkeys as well | |
| *----------------------------------------------------------------------------*/ | |
| (($, MZ_EC, SIC) => { | |
| "use strict"; | |
| const $$ = Window_StatusBase.prototype, PF = SIC.FUNC_PARAMS.PARAM_FUNCS, { | |
| NEW, | |
| ORIG, | |
| extendFunc | |
| } = MZ_EC.setKlassContainer("Window_BattleStatus", $, SIC); | |
| // It's to prevent unknowningly overriding that from other plugins | |
| if ($.processHandling) { | |
| extendFunc("processHandling", function() { | |
| ORIG.processHandling.apply(this, arguments); | |
| // Added to process cancel battler and skill/item cooldown hotkeys | |
| NEW._procCancelCooldownHandling.call(this); | |
| // | |
| }); // v1.02a - v1.02a | |
| } else { | |
| /** | |
| * Hotspot | |
| * @author DoubleX @interface @since v1.02a @version v1.02a | |
| */ | |
| $.processHandling = function() { | |
| $$.processHandling.call(this); | |
| NEW._procCancelCooldownHandling.call(this); | |
| }; // $.processHandling | |
| } | |
| // | |
| // It's to prevent unknowningly overriding that from other plugins | |
| if ($.processTouch) { | |
| extendFunc("processTouch", function() { | |
| ORIG.processTouch.apply(this, arguments); | |
| // Added to process cancel battler and skill/item cooldown touches | |
| NEW._procTouch.call(this); | |
| // | |
| }); // v1.02a - v1.02a | |
| } else { | |
| /** | |
| * Hotspot | |
| * @author DoubleX @interface @since v1.02a @version v1.02a | |
| */ | |
| $.processTouch = function() { | |
| $$.processTouch.call(this); | |
| NEW._procTouch.call(this); | |
| }; // $.processTouch | |
| } | |
| // | |
| /** | |
| * The this pointer is Window_BattleStatus.prototype | |
| * Hotspot/Idempotent | |
| * @author DoubleX @since v1.02a @version v1.02a | |
| */ | |
| NEW._procCancelCooldownHandling = function() { | |
| if (!this.visible) return; | |
| NEW._procCancelBattlerCooldownHandling.call(this); | |
| NEW._procCancelSkillItemCooldownHandling.call(this); | |
| }; // NEW._procCancelCooldownHandling | |
| /** | |
| * The this pointer is Window_BattleStatus.prototype | |
| * Hotspot/Idempotent | |
| * @author DoubleX @since v1.02a @version v1.02a | |
| */ | |
| NEW._procCancelBattlerCooldownHandling = function() { | |
| $gameSystem.skillItemCooldownParam("cancelBattlerCooldownHotkeys"). | |
| forEach(NEW._procCancelBattlerCooldownHotkey, this); | |
| }; // NEW._procCancelBattlerCooldownHandling | |
| /** | |
| * The this pointer is Window_BattleStatus.prototype | |
| * Hotspot/Idempotent | |
| * @author DoubleX @since v1.02a @version v1.02a | |
| * @param {Hotkey} hotkey - The cancel battler cooldown hotkey involved | |
| * @param {number} i - The index of the corresponding actor in the party | |
| */ | |
| NEW._procCancelBattlerCooldownHotkey = function(hotkey) { | |
| NEW._procCancelCooldownHotkey.call( | |
| this, hotkey, "cancelBattlerCooldown"); | |
| }; // NEW._procCancelBattlerCooldownHotkey | |
| /** | |
| * The this pointer is Window_BattleStatus.prototype | |
| * Hotspot/Idempotent | |
| * @author DoubleX @since v1.02a @version v1.02a | |
| */ | |
| NEW._procCancelSkillItemCooldownHandling = function() { | |
| $gameSystem.skillItemCooldownParam("cancelSkillItemCooldownHotkeys"). | |
| forEach(NEW._procCancelSkillItemCooldownHotkey, this); | |
| }; // NEW._procCancelSkillItemCooldownHandling | |
| /** | |
| * The this pointer is Window_BattleStatus.prototype | |
| * Hotspot/Idempotent | |
| * @author DoubleX @since v1.02a @version v1.02a | |
| * @param {Hotkey} hotkey - The cancel skill/item cooldown hotkey involved | |
| */ | |
| NEW._procCancelSkillItemCooldownHotkey = function(hotkey) { | |
| NEW._procCancelCooldownHotkey.call( | |
| this, hotkey, "cancelSkillItemCooldown"); | |
| }; // NEW._procCancelSkillItemCooldownHotkey | |
| /** | |
| * The this pointer is Window_BattleStatus.prototype | |
| * Hotspot/Idempotent | |
| * @author DoubleX @since v1.02a @version v1.02a | |
| * @param {Hotkey} hotkey - The cancel skill/item cooldown hotkey involved | |
| * @enum @param {string} cmd - cancelBattlerCooldown/cancelSkillItemCooldown | |
| */ | |
| NEW._procCancelCooldownHotkey = function(hotkey, cmd) { | |
| const { actorIndex, actorHotkey } = hotkey; | |
| if (!Input.isTriggered(actorHotkey)) return; | |
| const actor_ = $gameParty.battleMembers()[actorIndex]; | |
| if (actor_) actor_[cmd](); | |
| }; // NEW._procCancelCooldownHotkey | |
| NEW._IS_VALID_TARGET = function(target_) { | |
| return target_ && $gameParty.battleMembers().includes(target_); | |
| }; // NEW._IS_VALID_TARGET | |
| /** | |
| * The this pointer is Window_BattleStatus.prototype | |
| * Hotspot | |
| * @author DoubleX @since v1.02a @version v1.02a | |
| */ | |
| NEW._procTouch = function() { | |
| if (!this.visible || $gameTemp.touchState() !== "click") return; | |
| const target_ = $gameTemp.touchTarget(); | |
| $gameTemp.clearTouchState(); | |
| if (!NEW._IS_VALID_TARGET(target_)) return; | |
| PF.get("onCancelCooldownClick").call(target_); | |
| }; // NEW._procTouch | |
| })(Window_BattleStatus.prototype, DoubleX_RMMZ.Enhanced_Codebase, | |
| DoubleX_RMMZ.Skill_Item_Cooldown); | |
| /*============================================================================*/ | |
| const curMZECVer = DoubleX_RMMZ.Enhanced_Codebase.VERSIONS.plugin; | |
| const minMZECVer = "v0.00a"; | |
| if (curMZECVer < minMZECVer) { | |
| console.warn(`The version of DoubleX RMMZ Enhanced Codebase is | |
| ${curMZECVer} but should be at least ${minMZECVer}`); | |
| } | |
| } else { | |
| console.warn(`DoubleX RMMZ Enhanced Codebase should be placed above | |
| ${DoubleX_RMMZ.Skill_Item_Cooldown.PLUGIN_NAME}`); | |
| } // if (DoubleX_RMMZ.Enhanced_Codebase) |