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* 1. Sometimes, some script calls always have the same argument values
* used again and again, and defining new script calls as calling old
* ones with some argument values already defined can be favorable
* 2. With this plugin, you can effectively apply partial applications to
* script calls without the restrictions of always predefining the
* first arguments only
* { codebase: "1.0.2", plugin: "v1.02a" }(2020 Sep 14 GMT 0700):
* 1. Lets you use text instead of command for plugin command names
* 2. Lets you use text instead of arg for plugin command argument names
* 3. Plugin command name collisions across plugins will no longer exist
* if newPluginFileCmds is used wisely
* 4. Explained some applications of newPluginFileCmds
* 5. Renamed pluginCmds into pluginFileCmds
* 6. Renamed newPluginCmds into newPluginFileCmds
* 7. Increased the effectiveness and efficiency when reading plugin
* commands from the plugin file contents
* 8. THIS UPDATE IS A BREAKING CHANGE ON THE PARAMETERS IN THE PLUGIN
* MANAGER
* { codebase: "1.0.0", plugin: "v1.01a" }(2020 Sep 11 GMT 1400):
* 1. Lets you make some new plugin commands as existing ones with some
* argument values already set
* 2. Fixed the bug to load even inactive plugins and those not in the
* plugin manager when the parameter pluginCmds is empty
* 1. The RMMZ editor has changed the plugin command from entering a
* single line of string command to selecting plugin commands among
* all plugins having plugin commands
* 2. With this plugin, those preferring the RMMV plugin command can
* replicate this style in RMMZ by typing plugin command as a script
* 1. $gameSystem.setNewPluginCmd(pluginFilename, newCmdName, origCmdName, argNameVals)
* - Sets the new plugin command with name newCmdName as that with
* name origCmdName but with argument values already set by
* argNameVals, and origCmdName is the one in plugin with filename
* pluginFilename
* - argNameVals is an Object with argument names as keys and values
* of those arguments already set in newCmdName as values
* - E.g.:
* $gameSystem.setNewPluginCmd("DoubleX RMMZ Skill Item Cooldown", "ssicA1", "setSkillItemCooldown", {
* side: "actor",
* label: 1
* }) sets the new plugin command with name ssicA1 as that with name
* setSkillItemCooldown of plugin with filename
* DoubleX RMMZ Skill Item Cooldown but with the side and label
* argument values already set as "actor" and 1 respectively
* 1. This plugin aims to be the most flexible, performant and powerful
* ATB system with the greatest amount of freedom for users to fulfill
* as many functional needs as they want in as many ways as they want
* 2. You may want to treat this as a nano ATB framework as part of the
* system's written by you via parameters/configurations/notetags/calls
* 3. Almost every parameters and notetags can be written as direct
* JavaScript, thus giving you the maximum amount of control over them
* 4. (VERY ADVANCED)You can even change most of those JavaScript codes
* written by you on the fly(and let your players do so with a system
* settings plugin), but you should only do so if you really know what
* you're truly doing
* 1. This plugin lets you use notetags to set what happens when an
* action's just executed, and different cases like miss, evade, counter
* attack, magic reflection, critical hit, normal execution, substitute,
* right before starting to execute actions, and right after finished
* executing the actions, can have different notetags
* 2. You're expected to write JavaScript codes directly, as there are so
* much possibilities that most of them are just impossible to be
* covered by this plugin itself, so this plugin just lets you write
* JavaScript codes that are executed on some important timings
* @param missNotetagDataTypePriorities
* @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 miss notetags
* You can use script calls/plugin commands to change this
* @default ["latestSkillItem"]
*
* @param evaNotetagDataTypePriorities
* @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 eva notetags
* You can use script calls/plugin commands to change this
* @default ["latestSkillItem"]
*
* @param cntNotetagDataTypePriorities
* @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 cnt notetags
* You can use script calls/plugin commands to change this
* @default ["latestSkillItem"]
*
* @param mrfNotetagDataTypePriorities
* @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 mrf notetags
* You can use script calls/plugin commands to change this
* @default ["latestSkillItem"]
*
* @param criNotetagDataTypePriorities
* @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 cri notetags
* You can use script calls/plugin commands to change this
* @default ["latestSkillItem"]
*
* @param normNotetagDataTypePriorities
* @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 norm notetags
* You can use script calls/plugin commands to change this
* @default ["latestSkillItem"]
*
* @param substituteNotetagDataTypePriorities
* @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 substitute notetags
* You can use script calls/plugin commands to change this
* @default ["latestSkillItem"]
*
* @param preNotetagDataTypePriorities
* @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 pre notetags
* You can use script calls/plugin commands to change this
* @default ["latestSkillItem"]
*
* @param postNotetagDataTypePriorities
* @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 post notetags
* You can use script calls/plugin commands to change this
* @default ["latestSkillItem"]
* ## 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 skill item triggers contents>
* - <skill item triggers 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. miss
* 2. eva
* 3. cnt
* 4. mrf
* 5. cri
* 6. norm
* 7. substitute
* 8. pre
* 9. post
* - 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)
* event(The common event with id as the notetag value will be
* reserved)
* (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 different for different
* notetag types
* - 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/This State Notetags
* 1. miss condSuffix eventSuffix: condEntry, eventEntry
* - Triggers what specified in eventEntry when the action involved
* just missed the target involved 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
* - The miss skill/item trigger also applies counter attack, but with
* the target involved being that being hit by the counter attack
* - The miss skill/item trigger also applies to magic reflection, but
* with the target involved being the action execution subject
* instead
* - (Advanced)The this pointer of the script suffix is the target
* involved
* - E.g.:
* <skill item triggers miss switch event: 1, 2> will reserve the
* common event with id 2 when the action involved just missed the
* target if the game switch with id 1 is on
* 2. eva condSuffix eventSuffix: condEntry, eventEntry
* - Triggers what specified in eventEntry when the action involved is
* just evaded by the target involved 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
* - The eva skill/item trigger also applies counter attack, but with
* the target involved being that being hit by the counter attack
* - The eva skill/item trigger also applies to magic reflection, but
* with the target involved being the action execution subject
* - (Advanced)The this pointer of the script suffix is the target
* involved
* - E.g.:
* <skill item triggers eva val script: true, 3> will always run the
* JavaScript codes stored as a string in variable with id 3 when
* the action involved is just evaded by the target involved
* 3. cnt condSuffix eventSuffix: condEntry, eventEntry
* - Triggers what specified in eventEntry when the action involved is
* just countered by the attack of the target involved 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
* - (Advanced)The this pointer of the script suffix is the target
* involved
* - E.g.:
* <skill item triggers cnt switch event: 1, 2> will reserve the
* common event with id 2 when the action involved is just countered
* by the attack of the target involved if the game switch with id 1
* is on
* 4. mrf condSuffix eventSuffix: condEntry, eventEntry
* - Triggers what specified in eventEntry when the action involved is
* just reflected by the target involved 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
* - (Advanced)The this pointer of the script suffix is the target
* involved
* - E.g.:
* <skill item triggers mrf val script: true, 3> will always run the
* JavaScript codes stored as a string in variable with id 3 when
* the action involved is just reflected by the target involved
* 5. cri condSuffix eventSuffix: condEntry, eventEntry
* - Triggers what specified in eventEntry when the action involved
* just critically hit the target involved 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
* - The cri skill/item trigger also applies counter attack, but with
* the target involved being that being hit by the counter attack
* - The cri skill/item trigger also applies to magic reflection, but
* with the target involved being the action execution subject
* - (Advanced)The this pointer of the script suffix is the target
* involved
* - E.g.:
* <skill item triggers cri switch event: 1, 2> will reserve the
* common event with id 2 when the action involved just critically
* hit the target involved if the game switch with id 1 is on
* 6. norm condSuffix eventSuffix: condEntry, eventEntry
* - Triggers what specified in eventEntry when the action involved is
* just executed normally on the target involved 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
* - The norm skill/item trigger also applies counter attack, but with
* the target involved being that being hit by the counter attack
* - The norm skill/item trigger also applies to magic reflection, but
* with the target involved being the action execution subject
* - (Advanced)The this pointer of the script suffix is the target
* involved
* - E.g.:
* <skill item triggers norm val script: true, 3> will always run
* the JavaScript codes stored as a string in variable with id 3
* when the action involved is just executed normally on the target
* involved
* 7. substitute condSuffix eventSuffix: condEntry, eventEntry
* - Triggers what specified in eventEntry when the action involved
* just hit the substitute instead of the original target involved
* 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
* - (Advanced)The this pointer of the script suffix is the substitute
* target involved but not the original target involved
* - E.g.:
* <skill item triggers substitute switch event: 1, 2> will reserve
* the common event with id 2 when the action involved just hit the
* substitute instead of the original target involved if the game
* switch with id 1 is on
* 8. pre condSuffix eventSuffix: condEntry, eventEntry
* - Triggers what specified in eventEntry right before starting to
* execute the action involved 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
* - (Advanced)The this pointer of the script suffix is the action
* execution subject involved
* - E.g.:
* <skill item triggers pre switch event: 1, 2> will reserve the
* common event with id 2 before starting to execute the action
* involved if the game switch with id 1 is on
* 9. post condSuffix eventSuffix: condEntry, eventEntry
* - Triggers what specified in eventEntry right after finished
* executing the action involved 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
* - (Advanced)The this pointer of the script suffix is the action
* execution subject involved
* - E.g.:
* <skill item triggers post val script: true, 3> will always run
* the JavaScript codes stored as a string in variable with id 3
* right after finished executing the action involved
* # Parameter manipulations
* 1. $gameSystem.setSkillItemTriggersParam(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.setSkillItemTriggersParam("missNotetagDataTypePriorities", [
* "latestSkillItem"
* ]) sets the fully parsed value of the parameter
* missNotetagDataTypePriorities as ["latestSkillItem"]
* 2. $gameSystem.skillItemTriggersParam(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.skillItemTriggersParam("evaNotetagDataTypePriorities")
* returns the fully parsed value of the parameter
* evaNotetagDataTypePriorities, which should be ["latestSkillItem"]
* if it uses its default parameter value
* 1. setSkillItemTriggersParam param val
* - Applies the script call
* $gameSystem.setSkillItemTriggersParam(param, val)
* 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.
* 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
* { codebase: "1.1.1", plugin: "v1.01a" }(2020 Dec 26 GMT 1300):
* 1. Added the following notetag types:
* subjectMiss
* subjectEva
* subjectCnt
* subjectMrf
* subjectCri
* subjectNorm
* subjectSubstitute
* 2. Added the following parameters:
* subjectMissNotetagDataTypePriorities
* subjectEvaNotetagDataTypePriorities
* subjectCntNotetagDataTypePriorities
* subjectMrfNotetagDataTypePriorities
* subjectCriNotetagDataTypePriorities
* subjectNormNotetagDataTypePriorities
* subjectSubstituteNotetagDataTypePriorities
* 3. Fixed the eventEntry of all notetags not correctly accepting all
* intended suffixes and rejecting the unintended ones
* { codebase: "1.1.0", plugin: "v1.00b" }(2020 Dec 2 GMT 0300):
* 1. You no longer have to edit the value of
* DoubleX_RMMZ.Skill_Item_Triggers.PLUGIN_NAME when changing this
* plugin file name
* { codebase: "1.0.0", plugin: "v1.00a" }(2020 Aug 30 GMT 0900):
* 1. 1st version of this plugin finished
* 1. This plugin lets you use notetags to set what happens when a state's
* added/removed/expired/turn's updated/turn's reset on the battler
* involved
* 2. You're expected to write JavaScript codes directly, as there are so
* much possibilities that most of them are just impossible to be
* covered by this plugin itself, so this plugin just lets you write
* JavaScript codes that are executed on some important timings
* @param addNotetagDataTypePriorities
* @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
* @option Data of the state to have triggers run
* @value thisState
* @desc Sets data type priorities of the add notetags
* You can use script calls/plugin commands to change this
* @default ["thisState"]
*
* @param removeNotetagDataTypePriorities
* @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
* @option Data of the state to have triggers run
* @value thisState
* @desc Sets data type priorities of the remove notetags
* You can use script calls/plugin commands to change this
* @default ["thisState"]
*
* @param resetNotetagDataTypePriorities
* @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
* @option Data of the state to have triggers run
* @value thisState
* @desc Sets data type priorities of the reset notetags
* You can use script calls/plugin commands to change this
* @default ["thisState"]
*
* @param expireNotetagDataTypePriorities
* @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
* @option Data of the state to have triggers run
* @value thisState
* @desc Sets data type priorities of the expire notetags
* You can use script calls/plugin commands to change this
* @default ["thisState"]
*
* @param turnNotetagDataTypePriorities
* @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
* @option Data of the state to have triggers run
* @value thisState
* @desc Sets data type priorities of the turn notetags
* You can use script calls/plugin commands to change this
* @default ["thisState"]
* ## 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 state triggers contents>
* - <state triggers 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. add
* 2. remove
* 3. reset
* 4. expire
* 5. turn
* - 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)
* event(The common event with id as the notetag value will be
* reserved)
* (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 action 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/This State Notetags
* 1. add condSuffix eventSuffix: condEntry, eventEntry
* - Triggers what specified in eventEntry when the state's just added
* to the battler involved(not when the state already exists before)
* 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.:
* <state triggers add switch event: 1, 2> will reserve the common
* event with id 2 when the state's just added to the battler
* involved(not when it already exists before) if the game switch
* with id 1 is on
* 2. remove condSuffix eventSuffix: condEntry, eventEntry
* - Triggers what specified in eventEntry when the state's just
* removed from the battler involved(not when the state turn just
* expired causing the removal) 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.:
* <state triggers remove val script: true, 3> will always run the
* JavaScript codes stored as a string in variable with id 3 when
* the state's just removed from the battler involved(not when the
* state turn just expired causing the removal)
* 3. reset condSuffix eventSuffix: condEntry, eventEntry
* - Triggers what specified in eventEntry when the state's turn's
* just reset due to trying to add that state to the battler
* involved 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.:
* <state triggers reset switch event: 1, 2> will reserve the common
* event with id 2 when the state's turn's just reset due to trying
* to add that state to the battler involved if the game switch with
* id 1 is on
* 4. expire condSuffix eventSuffix: condEntry, eventEntry
* - Triggers what specified in eventEntry when the state's turn's
* just expired causing the state to be removed from the battler
* involved 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.:
* <state triggers expire val script: true, 3> will always run the
* JavaScript codes stored as a string in variable with id 3 when
* the state's turn's just expired causing the state to be removed
* from the battler involved
* 5. turn condSuffix eventSuffix: condEntry, eventEntry
* - Triggers what specified in eventEntry when the state's turn's
* just updated without being expired for the battler involved 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.:
* <state triggers turn val event: true, 2> will always reserve the
* common event with id 2 when the state's turn's just updated
* without being expired for the battler involved
* # Parameter manipulations
* 1. $gameSystem.setStateTriggersParam(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.setStateTriggersParam("addNotetagDataTypePriorities", [
* "thisState"
* ]) sets the fully parsed value of the parameter
* addNotetagDataTypePriorities as ["thisState"]
* 2. $gameSystem.stateTriggersParam(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.setStateTriggersParam("removeNotetagDataTypePriorities")
* returns the fully parsed value of the parameter
* removeNotetagDataTypePriorities, which should be
* ["thisState"] if it uses its default parameter value
* 1. setStateTriggersParam param val
* - Applies the script call
* $gameSystem.setStateTriggersParam(param, val)
* 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.
* 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
* { codebase: "1.1.0", plugin: "v1.00b" }(2020 Dec 2 GMT 0400):
* 1. You no longer have to edit the value of
* DoubleX_RMMZ.State_Triggers.PLUGIN_NAME when changing this plugin
* file name
* { codebase: "1.0.0", plugin: "v1.00a" }(2020 Aug 29 GMT 1300):
* 1. 1st version of this plugin finished
* # Databse data manipulations
* 1. $gameSystem.setDynamicData(containerName, data)
* - Applies the edit of data stored by container with name
* containerName, and the edited data will be saved in save
* files so those edits will be preserved
* - data must be a valid database data which must be serializable
* (It means that this plugin doesn't support foreign plugins adding
* undisclosed unserializable properties to database data)
* - containerName must be either of the following:
* "$dataActors"
* "$dataClasses"
* "$dataSkills"
* "$dataItems"
* "$dataWeapons"
* "$dataArmors"
* "$dataEnemies"
* "$dataTroops"
* "$dataStates"
* "$dataAnimations"
* "$dataTilesets"
* "$dataCommonEvents"
* "$dataSystem"
* "$dataMapInfos"
* - E.g.:
* $gameSystem.setDynamicData("$dataSkills", $dataSkills[3]) applies
* the edit of skill with id 3 stored by $dataSkills and that edited
* skill will be saved in save files so those edits will be
* preserved
* 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.
* 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
* { codebase: "1.0.0", plugin: "v1.00a" }(2020 Aug 28 GMT 0700):
* 1. 1st version of this plugin finished
* { codebase: "1.0.0", plugin: "v1.01a" }(2020 Aug 28 GMT 0100):
* 1. Added the following notetags -
* - memWithAnyUsableSkill
* - memWithAllUsableSkills
* - memWithoutAnyUsableSkill
* - memWithoutAllUsableSkills
* { codebase: "1.0.0", plugin: "v1.01a" }(2020 Aug 28 GMT 0000):
* 1. Added the following battler manipulation script calls -
* - hasAnyUsableSkill(skillIds)
* - hasAllUsableSkills(skillIds)
* 2. Added the following unit manipulation script calls -
* - memWithAnyUsableSkill(skillIds, mems)
* - memWithAllUsableSkills(skillIds, mems)
* - memWithoutAnyUsableSkill(skillIds, mems)
* - memWithoutAllUsableSkills(skillIds, mems)
* 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
* @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"]
* ## 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
* # 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
* @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. 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.
* 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
* { 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