DoubleX RMMZ Skill Item Cooldown
Authors: DoubleX
Version: v1.01b
Type: Battler And Skill/Item Cooldown Add-on
Key Term: Battle Add-on
PurposeLets you set some skills/items to have battler and skill/item cooldowns
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
VideoGames using this pluginNone so far
Parameters* @param clearBattlerSkillItemCooldownOnBattleStart
* @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
* @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 battlerNotetagDataTypePriorities
* @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
* @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"]
Notetags* ## 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>
* - <cooldown>
* 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
* Notetags only apply to skills/items with Number as One in Scope
* 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
Script Calls * # 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
Plugin Commands* @command setSkillItemCooldownParam
* @desc Applies script call $gameSystem.setSkillItemCooldownParam(param, val)
* @arg param
* @type select
* @option clearBattlerSkillItemCooldownOnBattleStart
* @value clearBattlerSkillItemCooldownOnBattleStart
* @option clearBattlerSkillItemCooldownOnBattleEnd
* @value clearBattlerSkillItemCooldownOnBattleEnd
* @option canCancelBattlerCooldown
* @value canCancelBattlerCooldown
* @option canCancelSkillItemCooldown
* @value canCancelSkillItemCooldown
* @option cancelBattlerCooldownFail
* @value cancelBattlerCooldownFail
* @option cancelSkillItemCooldownFail
* @value cancelSkillItemCooldownFail
* @option cancelBattlerCooldownSuc
* @value cancelBattlerCooldownSuc
* @option cancelSkillItemCooldownSuc
* @value cancelSkillItemCooldownSuc
* @option onCancelCooldownClick
* @value onCancelCooldownClick
* @option skillItemCooldownGaugeColor1
* @value skillItemCooldownGaugeColor1
* @option skillItemCooldownGaugeColor2
* @value skillItemCooldownGaugeColor2
* @option cancelBattlerCooldownHotkeys
* @value cancelBattlerCooldownHotkeys
* @option cancelSkillItemCooldownHotkeys
* @value cancelSkillItemCooldownHotkeys
* @option battlerNotetagDataTypePriorities
* @value battlerNotetagDataTypePriorities
* @option skillItemNotetagDataTypePriorities
* @value skillItemNotetagDataTypePriorities
* @option canCancelBattlerNotetagDataTypePriorities
* @value canCancelBattlerNotetagDataTypePriorities
* @option canCancelSkillItemNotetagDataTypePriorities
* @value canCancelSkillItemNotetagDataTypePriorities
* @option cancelBattlerSucNotetagDataTypePriorities
* @value cancelBattlerSucNotetagDataTypePriorities
* @option cancelSkillItemSucNotetagDataTypePriorities
* @value cancelSkillItemSucNotetagDataTypePriorities
* @option cancelBattlerFailNotetagDataTypePriorities
* @value cancelBattlerFailNotetagDataTypePriorities
* @option cancelSkillItemFailNotetagDataTypePriorities
* @value cancelSkillItemFailNotetagDataTypePriorities
* @desc The name of a valid parameter of this plugin
* @arg val
* @desc A valid new fully parsed value of the parameter param
*
* @command clearBattlerSkillItemCooldowns
* @desc Applies script call battler.clearBattlerSkillItemCooldowns()
* @arg side
* @type select
* @option Actor
* @value actor
* @option Enemy
* @value enemy
* @desc The side of the battler setting the battler cooldown
* @arg label
* @type number
* @desc The actor id/enemy index of the battler setting the battler cooldown
*
* @command setBattlerCooldown
* @desc Applies script call battler.setBattlerCooldown(turnCount)
* @arg side
* @type select
* @option Actor
* @value actor
* @option Enemy
* @value enemy
* @desc The side of the battler setting the battler cooldown
* @arg label
* @type number
* @desc The actor id/enemy index of the battler setting the battler cooldown
* @arg turnCount
* @type number
* @min -999999
* @desc The new battler cooldown turn count of the battler involved
*
* @command setSkillItemCooldown
* @desc Applies script call battler.setSkillItemCooldown(item, turnCount)
* @arg side
* @type select
* @option Actor
* @value actor
* @option Enemy
* @value enemy
* @desc The side of the battler setting the skill/item cooldown
* with the skill/item involved
* @arg label
* @type number
* @desc The actor id/enemy index of the battler setting the
* skill/item cooldown with the skill/item involved
* @arg type
* @type select
* @option Skill
* @value skill
* @option Item
* @value item
* @desc The skill/item to have its skill/item cooldown set for the
* battler involved
* @arg id
* @type number
* @desc The id of the skill/item to have its skill/item cooldown
* set for the battler involved
* @arg turnCount
* @type number
* @min -999999
* @desc The new skill/item cooldown turn count of the skill/item involved
* @command battlerCooldown
* @desc Stores the battler.battlerCooldown() script call results
* into the game variable with id varId
* @arg side
* @type select
* @option Actor
* @value actor
* @option Enemy
* @value enemy
* @desc The side of the battler setting the battler cooldown
* @arg label
* @type number
* @desc The actor id/enemy index of the battler setting 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 setting the battler cooldown
* @arg label
* @type number
* @desc The actor id/enemy index of the battler setting 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 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 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 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 switchId * @type number * @desc The id of the game switch storing the script call result
1. You need to use
DoubleX_RMMZ_Plugin_Query as well in order to use the plugin queries of this plugin
* 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
PrerequisitesPlugins:
1.
DoubleX RMMZ Enhanced CodebaseAbilities:
1. Nothing special for most ordinary cases
2. Little RMMZ plugin development proficiency to fully utilize this(Elementary Javascript exposures being able to write beginner codes up to 300LoC scale)
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.
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: "1.1.0", 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
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