(要 YEP_SkillCore.js) 冷却を技術に適用して、冷却が連続して使用されないようにすることができます。 – YEP_X_SkillCooldowns.js
ユーザー登録特典
- タイトル
- (Requires YEP_SkillCore.js) Cooldowns can be appliedto skills to prevent them from being used continuously.
- 作者名
- Yanfly Engine Plugins様
- ヘルプ
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Introduction
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This plugin requires YEP_SkillCore.
Make sure this plugin is located under YEP_SkillCore in the plugin list.
This plugin allows you to give your skills cooldowns. Cooldowns are a limit
enforced on a skill to prevent them from being used constantly.
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Cooldown Types
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Cooldown (Standard)
The standard cooldown only occurs if the skill has a cooldown to pay. When
used, the skill cannot be used for x turns as indicated by the cooldown.
There are a number of things that contribute to cooldowns going down. The
first would be simply waiting. Each turn in battle causes a cooldown to
drop by 1 turn. Skills and the such can be used to speed up this process.
The second would be to finish battles. Finishing a battle will cause all
cooldowns to drop by a certain amount (can be defined in the parameters).
And the third would be walking on the field map. Every certain amount of
steps allow a skill's cooldown to decrease.
Warmups
As far as most things go, Warmups do the same thing as Cooldowns: prevent
skills from being used until their timer is up. The difference, however, is
that warmups only occur once during battle: at the very start of it. If a
skill has a warmup timer, it will trigger the moment it goes into battle
and instantly disappear after battle. Warmups do not stack on top of any
existing cooldowns. If a cooldown is already occurring when a skill is in
the warmup phase, both the warmup and cooldown simultaneously update.
Linked Cooldowns
A linked cooldown occurs when a skill that's used causes another skill in
the owner's skill library to have a cooldown. All other attributes of this
cooldown are the same as a standard cooldown's. This cooldown type will take
priority over Skill Type Cooldowns and Global Cooldowns if this value is
defined.
Skill Type Cooldowns
When a Skill Type Cooldown occurs, all skills currently in the battler's
skill library with the matching Skill Type will be on cooldown. All other
attributes of this cooldown are the same as a standard cooldown's. This
cooldown type will take priority over Global Cooldowns if this value is
defined.
When a cooldown is applied for a skill that already has a cooldown, the
cooldown will change to whatever is the largest value. This means if a
skill has 3 turns for a cooldown and a Skill Type Cooldown would set for
1 turn, the 3 turns would remain. On the flip side, if the skill has 3 turns
and the Skill Type Cooldown would set for 5 turns, then the cooldown would
be changed to 5 turns instead.
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Notetags
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Use the following notetags to alter the cooldown properties of a skill.
Skill Notetags:
<Cooldown: x>
Sets the cooldown for the skill to X turns. This cooldown only affects
this skill alone. This value will take priority over Skill Type Cooldowns
and Global Cooldowns.
<Warmup: x>
Sets the warmup for the skill to X turns. When entering a new battle, the
skill will be on a warmup phase and cannot be used until the warmup phase
is over.
<After Battle Cooldown: +x>
<After Battle Cooldown: -x>
After a battle ends (victory, loss, or escape), change the cooldown for
this skill by +x turns or -x turns.
<Cooldown Steps: x>
Outside of battle, every x steps that the Player takes, this skill's
cooldown will drop by 1.
<Skill x Cooldown: y>
<Skill name Cooldown: y>
When using this skill, after paying the skill cost, skill x will have a
linked cooldown of y turns. This value will take priority over Skill Type
Cooldowns and Global Cooldowns.
<SType x Cooldown: y>
When using this skill, after paying the skill cost, all skills with the
matching Skill Type x to have a cooldown of y. This value will take
priority over Global Cooldowns.
<Global Cooldown: x>
When using this skill, all skills within the battler's skill library area
set to be on cooldown for x turns. This value has less priority than
Individual Cooldowns and Skill Type Cooldowns.
<Bypass Cooldown>
This causes the skill to bypass cooldowns, no matter what. This should be
used for skills like Attack, Guard, Escape, etc. that should not have a
cooldown assigned to them.
Skill and Item Notetags:
<Skill x Cooldown: +y>
<Skill x Cooldown: -y>
<Skill name Cooldown: +y>
<Skill name Cooldown: -y>
Targets hit by this skill will have skill x's cooldown adjusted by y.
This does not apply to the user and applies only to the targets.
<SType x Cooldown: +y>
<SType x Cooldown: -y>
Targets hit by this skill will have all skills in their skill library with
Skill Type x to have their cooldowns adjusted by y. This does not apply to
the user and applies only to the targets.
<Global Cooldown: +x>
<Global Cooldown: -x>
Targets hit by this skill will have all skills in their skill library to
have their cooldowns adjusted by y. This does not apply to the user and
applies only to the targets.
Actor, Class, Enemy, Weapon, Armor, and State Notetags:
<Skill x Cooldown Duration: y%>
<Skill name Cooldown Duration: y%>
Alters the cooldown duration of skill x to y% when the cooldown cost is
applied. This effect only applies to skill x.
<SType x Cooldown Duration: y%>
Alters the cooldown duration of skills with Skill Type x to y% when the
cooldown cost is applied. This effect only applies to Skill Type x.
<Global Cooldown Duration: x%>
Alters the cooldown duration of all skills to x% when the cooldown cost
is applied.
<Skill x Cooldown Rate: y%>
<Skill name Cooldown Rate: y%>
Sets the cooldown rate for skill x to y% when the cooldown counter goes
down. This effect only applies to skill x.
<SType x Cooldown Rate: y%>
Sets the cooldown rate for Skill Type x skills to y% when the cooldown
counter goes down. This effect only applies to Skill Type x skills.
<Global Cooldown Rate: x%>
Sets the cooldown rate for all skills to x% when the cooldown counter
goes down.
<Skill x Cooldown: +y>
<Skill x Cooldown: -y>
<Skill name Cooldown: +y>
<Skill name Cooldown: -y>
If the user performs skill x, it will have an increased or decreased
cooldown value as long as the user is the actor, class, enemy, or has the
weapon or armor equipped, or is affected by the state with this notetag.
These flat cooldown modifications are applied after the rates and duration
modifiers have been calculated.
<SType x Cooldown: +y>
<SType x Cooldown: -y>
If the user performs skill with skill type x, it will have an increased or
decreased cooldown value as long as the user is the actor, class, enemy,
or has the weapon or armor equipped, or is affected by the state with this
notetag. These flat cooldown modifications are applied after the rates and
duration modifiers have been calculated.
<Global Cooldown: +x>
<Global Cooldown: -x>
If the user performs any skill, it will have an increased or decreased
cooldown value as long as the user is the actor, class, enemy, or has the
weapon or armor equipped, or is affected by the state with this notetag.
These flat cooldown modifications are applied after the rates and duration
modifiers have been calculated.
<Skill x Warmup: +y>
<Skill x Warmup: -y>
<Skill name Warmup: +y>
<Skill name Warmup: -y>
At the start of battle, skill x will have an increased or decreased warmup
value as long as the user is the actor, class, enemy, or has the weapon or
armor equipped, or is affected by the state with this notetag. These flat
warmup modifications are applied after the rates and duration modifiers
have been calculated.
<SType x Warmup: +y>
<SType x Warmup: -y>
At the start of battle, all skills with skill type x it will have an
increased or decreased warmup value as long as the user is the actor,
class, enemy, or has the weapon or armor equipped, or is affected by the
state with this notetag. These flat warmup modifications are applied after
the rates and duration modifiers have been calculated.
<Global Warmup: +x>
<Global Warmup: -x>
At the start of battle, all skills will have an increased or decreased
warmup value as long as the user is the actor, class, enemy, or has the
weapon or armor equipped, or is affected by the state with this notetag.
These flat warmup modifications are applied after the rates and duration
modifiers have been calculated.
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Lunatic Mode - Specialized Cooldowns
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For skills, you can set cooldowns to have a special code determine its value
when the skill is used.
Skill Notetag
<Cooldown Eval>
cooldown = x;
cooldown += x;
</Cooldown Eval>
Insert these two tags into the skill's notebox to give it a unique way to
determine the cooldown's value. The 'cooldown' variable determines the
amount of turns for the cooldown.
<Warmup Eval>
warmup = x;
warmup += x;
</Warmup Eval>
Insert these two tags into the skill's notebox to give it a unique way to
determine the warmup's value. The 'warmup' variable determines the amount
of turns for the warmup.
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Yanfly Engine Plugins - Battle Engine Extension - Action Sequence Commands
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If you have YEP_BattleEngineCore.js installed with this plugin located
underneath it in the Plugin Manager, you can make use of these extra
cooldown related action sequences.
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GLOBAL COOLDOWN: targets, +X
GLOBAL COOLDOWN: targets, -X
GLOBAL COOLDOWN: targets, X
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Sets the cooldown for all of the targets to be adjusted by X value. This
applies to every skill that doesn't bypass cooldowns.
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Usage Example: global cooldown: target, +5
global cooldown: user, -3
global cooldown: enemies, 10
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SKILL X COOLDOWN: targets, +Y
SKILL X COOLDOWN: targets, -Y
SKILL X COOLDOWN: targets, Y
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Causes skill X to be adjusted by Y value for the targets. This only applies
the specific skill x's cooldown.
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Usage Example: skill 10 cooldown: target, +5
skill 12 cooldown: user, -3
skill 15 cooldown: enemies, 10
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SKILL TYPE X COOLDOWN: targets, +Y
SKILL TYPE X COOLDOWN: targets, -Y
SKILL TYPE X COOLDOWN: targets, Y
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Causes skill type X skills to be adjusted by Y value for the targets. This
only applies the specific skill type x skill's cooldown.
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Usage Example: skill type 1 cooldown: target, +5
skill type 2 cooldown: user, -3
skill type 5 cooldown: enemies, 10
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Changelog
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Version 1.12:
- Updated for RPG Maker MV version 1.5.0.
- Added Parameter: Cooldown Bypass List
Version 1.11:
- Lunatic Mode fail safes added.
Version 1.10:
- Compatibility update with Equip Battle Skills.
- Documentation update. Added help information for <warmup: x>.
Version 1.09:
- Fixed a bug with the <Skill x Cooldown Rate: y%>,
<SType x Cooldown Rate: y%>, and <Global Cooldown Rate: x%> notetags not
working as intended.
Version 1.08:
- Updated for RPG Maker MV version 1.1.0.
Version 1.07:
- Named versions of these notetags have been added:
<Skill x Cooldown: y>, <Skill x Cooldown: +/-y>,
<Skill x Cooldown Duration: y%>, <Skill x Cooldown: +/-y>,
<Skill x Warmup: +/-y>
Version 1.06a:
- Fixed a bug with cooldown duration modifiers not modifying by the correct
value indicated.
- Added a fail safe for when there are no targets.
Version 1.05:
- Fixed a bug that prevented <Cooldown Eval> from running properly.
Version 1.04:
- Fixed a bug that didn't alter cooldowns correctly.
Version 1.03:
- Optimized for Battle Engine Core v1.08.
Version 1.02a:
- Added return for drawSkillCost to assist others scripters when making
compatibility notes.
Version 1.01:
- Cooldowns can now be applied to skills that aren't learned by the actor.
Version 1.00:
- Finished plugin! - パラメータ
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param ---Cooldown--- default param Cooldown Format parent ---Cooldown--- desc This is the text format used for cooldowns.
%1 - Turns Remainingdefault %1CD param Cooldown Font Size parent ---Cooldown--- type number min 0 desc This is the font size used for cooldowns.
Default: 28default 20 param Cooldown Text Color parent ---Cooldown--- type number min 0 max 31 desc Adjusts the text color used for cooldowns. default 6 param Cooldown Icon parent ---Cooldown--- type number min 0 desc What icon to be used for cooldowns.
Use 0 for no icon.default 75 param Cooldown After Battle parent ---Cooldown--- type number desc How are cooldowns handled after battle? default -10 param Cooldown Steps parent ---Cooldown--- type number min 0 desc Outside of battle, this is how many steps on the map the
player must walk to drop each cooldown by 1.default 5 param Cooldown Bypass parent ---Cooldown--- desc This is a list of skills that cannot be on cooldown so that
way, skills like Attack, Guard.default 1 2 3 4 5 6 7 param Cooldown Bypass List parent ---Cooldown--- type skill[] desc This is a list of skills that cannot be on cooldown so that
way, skills like Attack, Guard. Requires RPG Maker MV 1.5.0+default [] param ---Warmup--- default param Warmup Format parent ---Warmup--- desc This is the text format used for warmups.
%1 - Turns Remainingdefault %1WU param Warmup Font Size parent ---Warmup--- type number min 1 desc This is the font size used for warmups.
Default: 28default 20 param Warmup Text Color parent ---Warmup--- type number min 0 max 31 desc Adjusts the text color used for warmups. default 4 param Warmup Icon parent ---Warmup--- type number min 0 desc What icon to be used for warmups.
Use 0 for no icon.default 75 param ---Battle Core--- default param Time Based parent ---Battle Core--- type boolean on Time-Based off Turn-Based desc If a battle system is Tick-based, use time instead
of turns for cooldowns? NO - false YES - truedefault false param Turn Time parent ---Battle Core--- type number min 1 desc How many ticks must pass to equal 1 cooldown turn? default 100 - ライセンス表記