간단히 말해 스킬의 쿨타임을 만들어주는 스크립튼데
전투가 끝난 후에도 쿨타임이 이어지게끔 설정할 수 있을까요?
예를들면, 10턴 짜리 쿨타임의 스킬을 사용후
전투종료 - 쿨타임 7턴 남음 - 다음 전투때 7턴 이후에 스킬 재사용 가능
이런식으로요!
아래는 스크립트 전문입니다.
#==============================================================================
#
# ▼ Yanfly Engine Ace - Skill Restrictions v1.02
# -- Last Updated: 2012.01.23
# -- Level: Normal, Hard, Lunatic
# -- Requires: n/a
#
#==============================================================================
$imported = {} if $imported.nil?
$imported["YEA-SkillRestrictions"] = true
#==============================================================================
# ▼ Updates
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# 2012.01.23 - Compatibility Update: Doppelganger
# 2011.12.12 - Started Script and Finished.
# - Added cooldown altering notetags for items.
#
#==============================================================================
# ▼ Introduction
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# Sometimes good game balance depends on restriction mechanics. Of these
# mechanics include skill cooldowns, warmups, and the amount of times a skill
# can be used (limited uses). Included in this script are features also to
# lock cooldowns, reduce cooldown rates, change cooldown values for skills,
# skill types, and more. If this isn't enough restriction power, switches may
# be used to restrict skills from being used as well as even code.
#
#==============================================================================
# ▼ Instructions
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# To install this script, open up your script editor and copy/paste this script
# to an open slot below ▼ Materials/素材 but above ▼ Main. Remember to save.
#
# -----------------------------------------------------------------------------
# Actor Notetags - These notetags go in the actors notebox in the database.
# -----------------------------------------------------------------------------
# <cooldown lock>
# A battler afflicted with cooldown lock will not have cooldowns count down
# every turn until the cooldown lock is removed.
#
# <cooldown rate: x%>
# When cooldowns are applied from using skills in battle, the cooldown rate can
# reduce or increase the finalized amount of turns a battler would need to wait
# before being able to use that skill again.
#
# <warmup rate: x%>
# Lowers/Raises the amount of turns needed to pass in battle before the warmup
# skills become available for usage.
#
# -----------------------------------------------------------------------------
# Class Notetags - These notetags go in the class notebox in the database.
# -----------------------------------------------------------------------------
# <cooldown lock>
# A battler afflicted with cooldown lock will not have cooldowns count down
# every turn until the cooldown lock is removed.
#
# <cooldown rate: x%>
# When cooldowns are applied from using skills in battle, the cooldown rate can
# reduce or increase the finalized amount of turns a battler would need to wait
# before being able to use that skill again.
#
# <warmup rate: x%>
# Lowers/Raises the amount of turns needed to pass in battle before the warmup
# skills become available for usage.
#
# -----------------------------------------------------------------------------
# Skill Notetags - These notetags go in the skills notebox in the database.
# -----------------------------------------------------------------------------
# <cooldown: x>
# Causes the skill to have a cooldown of x once it's used in battle. Skills
# with cooldowns cannot be used again until cooldown reaches 0 or until the
# battle is over.
#
# <change cooldown: +x>
# <change cooldown: -x>
# This will cause the target's cooldowns for every skill to increase by x or
# decrease by x. This selects skills indiscriminately.
#
# <skill cooldown x: +y>
# <skill cooldown x: -y>
# This will cause the target's specific skill x to receive a change in cooldown
# by either an increase or decrease of y amount.
#
# <stype cooldown x: +y>
# <stype cooldown x: -y>
# This will cause all of the skills with skill type x to have its cooldowns
# changed by y amount. +y increases cooldown turns while -y decreases turns.
#
# <limited uses: x>
# This will allow the skill to only be usable x times throughout the course of
# battle. Once the skill is used x times, it is disabled until the battle is
# over. This effect only takes place during battle.
#
# <warmup: x>
# Causes the skill to be sealed until the x turns pass in battle. There's no
# way to speed up a warmup manually with the exception of warmup rates.
#
# <restrict if switch: x>
# This will restrict the skill if switch x is ON. If switch x is OFF, this
# skill will no longer be restricted.
#
# <restrict any switch: x>
# <restrict any switch: x, x>
# This will restrict the skill if any of the x switches are ON. If all of them
# are off, then the skill will not be restricted.
#
# <restrict all switch: x>
# <restrict all switch: x, x>
# This will restrict the skill if all of the x switches are ON. If any of them
# are off, then the skill will not be restricted.
#
# <restrict eval>
# string
# string
# </restrict eval>
# For the more advanced users, replace string with code to determine whether
# or not the skill is restricted. If multiple lines are used, they are all
# considered part of the same line.
#
# -----------------------------------------------------------------------------
# Item Notetags - These notetags go in the items notebox in the database.
# -----------------------------------------------------------------------------
# <change cooldown: +x>
# <change cooldown: -x>
# This will cause the target's cooldowns for every skill to increase by x or
# decrease by x. This selects skills indiscriminately.
#
# <skill cooldown x: +y>
# <skill cooldown x: -y>
# This will cause the target's specific skill x to receive a change in cooldown
# by either an increase or decrease of y amount.
#
# <stype cooldown x: +y>
# <stype cooldown x: -y>
# This will cause all of the skills with skill type x to have its cooldowns
# changed by y amount. +y increases cooldown turns while -y decreases turns.
#
# -----------------------------------------------------------------------------
# Weapon Notetags - These notetags go in the weapons notebox in the database.
# -----------------------------------------------------------------------------
# <cooldown lock>
# A battler afflicted with cooldown lock will not have cooldowns count down
# every turn until the cooldown lock is removed.
#
# <cooldown rate: x%>
# When cooldowns are applied from using skills in battle, the cooldown rate can
# reduce or increase the finalized amount of turns a battler would need to wait
# before being able to use that skill again.
#
# <warmup rate: x%>
# Lowers/Raises the amount of turns needed to pass in battle before the warmup
# skills become available for usage.
#
# -----------------------------------------------------------------------------
# Armour Notetags - These notetags go in the armours notebox in the database.
# -----------------------------------------------------------------------------
# <cooldown lock>
# A battler afflicted with cooldown lock will not have cooldowns count down
# every turn until the cooldown lock is removed.
#
# <cooldown rate: x%>
# When cooldowns are applied from using skills in battle, the cooldown rate can
# reduce or increase the finalized amount of turns a battler would need to wait
# before being able to use that skill again.
#
# <warmup rate: x%>
# Lowers/Raises the amount of turns needed to pass in battle before the warmup
# skills become available for usage.
#
# -----------------------------------------------------------------------------
# Enemy Notetags - These notetags go in the enemies notebox in the database.
# -----------------------------------------------------------------------------
# <cooldown lock>
# A battler afflicted with cooldown lock will not have cooldowns count down
# every turn until the cooldown lock is removed.
#
# <cooldown rate: x%>
# When cooldowns are applied from using skills in battle, the cooldown rate can
# reduce or increase the finalized amount of turns a battler would need to wait
# before being able to use that skill again.
#
# <warmup rate: x%>
# Lowers/Raises the amount of turns needed to pass in battle before the warmup
# skills become available for usage.
#
# -----------------------------------------------------------------------------
# State Notetags - These notetags go in the states notebox in the database.
# -----------------------------------------------------------------------------
# <cooldown lock>
# A battler afflicted with cooldown lock will not have cooldowns count down
# every turn until the cooldown lock is removed.
#
# <cooldown rate: x%>
# When cooldowns are applied from using skills in battle, the cooldown rate can
# reduce or increase the finalized amount of turns a battler would need to wait
# before being able to use that skill again.
#
# <warmup rate: x%>
# Lowers/Raises the amount of turns needed to pass in battle before the warmup
# skills become available for usage.
#
#==============================================================================
# ▼ Compatibility
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This script is made strictly for RPG Maker VX Ace. It is highly unlikely that
# it will run with RPG Maker VX without adjusting.
#
#==============================================================================
module YEA
module SKILL_RESTRICT
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# - Cooldown Settings -
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# Skills with cooldowns cannot be used for some number of turns. Adjust the
# settings here on how cooldowns appear in the menu. Cooldowns are only
# applied in battle.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
COOLDOWN_COLOUR = 6 # Colour used from "Window" skin.
COOLDOWN_SIZE = 12 # Font size used for cooldowns.
COOLDOWN_SUFFIX = "%s턴" # Suffix used for cooldowns.
COOLDOWN_ICON = 11 # Icon used for cooldowns. Set 0 to disable.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# - Warmup Settings -
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# Skills with warmups are unaffected by cooldowns. They become available to
# use after a certain number of turns have passed. Warmups are only applied
# in battle. Cooldown Rates do not affect warmups but Warmup Rates do.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
WARMUP_COLOUR = 5 # Colour used from "Window" skin.
WARMUP_SIZE = 12 # Font size used for warmups.
WARMUP_SUFFIX = "%s턴" # Suffix used for warmups.
WARMUP_ICON = 11 # Icon used for warmups. Set 0 to disable.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# - Limited Use Settings -
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# Some skills have limited uses per battle. These limited uses are reset
# at the start and end of each battle and do not apply when used outside of
# battle. There are no effects that can affect limited uses.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
LIMITED_COLOUR = 8 # Colour used from "Window" skin.
LIMITED_SIZE = 12 # Font size used for used up.
LIMITED_TEXT = "Used" # Text used for used up.
LIMITED_ICON = 11 # Icon used for used up. Set 0 to disable.
end # SKILL_RESTRICT
end # YEA
#==============================================================================
# ▼ Editting anything past this point may potentially result in causing
# computer damage, incontinence, explosion of user's head, coma, death, and/or
# halitosis so edit at your own risk.
#==============================================================================
module YEA
module REGEXP
module BASEITEM
COOLDOWN_RATE = /<(?:COOL_DOWN_RATE|cooldown rate):[ ](\d+)([%%])>/i
COOLDOWN_LOCK = /<(?:COOL_DOWN_LOCK|cooldown lock)>/i
WARMUP_RATE = /<(?:WARM_UP_RATE|warmup rate):[ ](\d+)([%%])>/i
end # BASEITEM
module SKILL
COOLDOWN = /<(?:COOL_DOWN|cooldown):[ ](\d+)>/i
WARMUP = /<(?:WARM_UP|warmup):[ ](\d+)>/i
LIMITED_USES = /<(?:LIMITED_USES|limited uses):[ ](\d+)>/i
CHANGE_COOLDOWN = /<(?:CHANGE_COOL_DOWN|change cooldown):[ ]([\+\-]\d+)>/i
STYPE_COOLDOWN =
/<(?:STYPE_COOL_DOWN|stype cooldown)[ ](\d+):[ ]([\+\-]\d+)>/i
SKILL_COOLDOWN =
/<(?:SKILL_COOL_DOWN|skill cooldown)[ ](\d+):[ ]([\+\-]\d+)>/i
RESTRICT_IF_SWITCH =
/<(?:RESTRICT_IF_SWITCH|restrict if switch):[ ](\d+)>/i
RESTRICT_ANY_SWITCH =
/<(?:RESTRICT_ANY_SWITCH|restrict any switch):[ ]*(\d+(?:\s*,\s*\d+)*)>/i
RESTRICT_ALL_SWITCH =
/<(?:RESTRICT_ALL_SWITCH|restrict all switch):[ ]*(\d+(?:\s*,\s*\d+)*)>/i
RESTRICT_EVAL_ON = /<(?:RESTRICT_EVAL|restrict eval)>/i
RESTRICT_EVAL_OFF = /<\/(?:RESTRICT_EVAL|restrict eval)>/i
end # SKILL
module ITEM
CHANGE_COOLDOWN = /<(?:CHANGE_COOL_DOWN|change cooldown):[ ]([\+\-]\d+)>/i
STYPE_COOLDOWN =
/<(?:STYPE_COOL_DOWN|stype cooldown)[ ](\d+):[ ]([\+\-]\d+)>/i
SKILL_COOLDOWN =
/<(?:SKILL_COOL_DOWN|skill cooldown)[ ](\d+):[ ]([\+\-]\d+)>/i
end # ITEM
end # REGEXP
end # YEA
#==============================================================================
# ■ Icon
#==============================================================================
module Icon
#--------------------------------------------------------------------------
# self.cooldown
#--------------------------------------------------------------------------
def self.cooldown; return YEA::SKILL_RESTRICT::COOLDOWN_ICON; end
#--------------------------------------------------------------------------
# self.warmup
#--------------------------------------------------------------------------
def self.warmup; return YEA::SKILL_RESTRICT::WARMUP_ICON; end
#--------------------------------------------------------------------------
# self.limited
#--------------------------------------------------------------------------
def self.limited; return YEA::SKILL_RESTRICT::LIMITED_ICON; end
end # Icon
#==============================================================================
# ■ Numeric
#==============================================================================
class Numeric
#--------------------------------------------------------------------------
# new method: group_digits
#--------------------------------------------------------------------------
unless $imported["YEA-CoreEngine"]
def group; return self.to_s; end
end # $imported["YEA-CoreEngine"]
end # Numeric
#==============================================================================
# ■ DataManager
#==============================================================================
module DataManager
#--------------------------------------------------------------------------
# alias method: load_database
#--------------------------------------------------------------------------
class <<self; alias load_database_srs load_database; end
def self.load_database
load_database_srs
load_notetags_srs
end
#--------------------------------------------------------------------------
# new method: load_notetags_srs
#--------------------------------------------------------------------------
def self.load_notetags_srs
groups = [$data_actors, $data_classes, $data_skills, $data_weapons,
$data_armors, $data_enemies, $data_states, $data_items]
for group in groups
for obj in group
next if obj.nil?
obj.load_notetags_srs
end
end
end
end # DataManager
#==============================================================================
# ■ RPG::BaseItem
#==============================================================================
class RPG::BaseItem
#--------------------------------------------------------------------------
# public instance variables
#--------------------------------------------------------------------------
attr_accessor :cooldown_rate
attr_accessor :cooldown_lock
attr_accessor :warmup_rate
#--------------------------------------------------------------------------
# common cache: load_notetags_srs
#--------------------------------------------------------------------------
def load_notetags_srs
@cooldown_rate = 1.0
@warmup_rate = 1.0
#---
self.note.split(/[\r\n]+/).each { |line|
case line
#---
when YEA::REGEXP::BASEITEM::COOLDOWN_RATE
@cooldown_rate = $1.to_i * 0.01
when YEA::REGEXP::BASEITEM::COOLDOWN_LOCK
@cooldown_lock = true
when YEA::REGEXP::BASEITEM::WARMUP_RATE
@warmup_rate = $1.to_i * 0.01
#---
end
} # self.note.split
#---
end
end # RPG::BaseItem
#==============================================================================
# ■ RPG::Skill
#==============================================================================
class RPG::Skill < RPG::UsableItem
#--------------------------------------------------------------------------
# public instance variables
#--------------------------------------------------------------------------
attr_accessor :cooldown
attr_accessor :warmup
attr_accessor :limited_uses
attr_accessor :change_cooldown
attr_accessor :skill_cooldown
attr_accessor :restrict_any_switch
attr_accessor :restrict_all_switch
attr_accessor :restrict_eval
#--------------------------------------------------------------------------
# common cache: load_notetags_srs
#--------------------------------------------------------------------------
def load_notetags_srs
@cooldown = 0
@warmup = 0
@limited_uses = 0
@change_cooldown = {}
@skill_cooldown = {}
@restrict_any_switch = []
@restrict_all_switch = []
@restrict_eval = ""
@restrict_eval_on = false
#---
self.note.split(/[\r\n]+/).each { |line|
case line
#---
when YEA::REGEXP::SKILL::COOLDOWN
@cooldown = $1.to_i
when YEA::REGEXP::SKILL::WARMUP
@warmup = $1.to_i
when YEA::REGEXP::SKILL::LIMITED_USES
@limited_uses = $1.to_i
#---
when YEA::REGEXP::SKILL::CHANGE_COOLDOWN
@change_cooldown[0] = $1.to_i
when YEA::REGEXP::SKILL::STYPE_COOLDOWN
@change_cooldown[$1.to_i] = $2.to_i
when YEA::REGEXP::SKILL::SKILL_COOLDOWN
@skill_cooldown[$1.to_i] = $2.to_i
#---
when YEA::REGEXP::SKILL::RESTRICT_IF_SWITCH
@restrict_any_switch.push($1.to_i)
when YEA::REGEXP::SKILL::RESTRICT_ANY_SWITCH
$1.scan(/\d+/).each { |num|
@restrict_any_switch.push(num.to_i) if num.to_i > 0 }
when YEA::REGEXP::SKILL::RESTRICT_ALL_SWITCH
$1.scan(/\d+/).each { |num|
@restrict_all_switch.push(num.to_i) if num.to_i > 0 }
#---
when YEA::REGEXP::SKILL::RESTRICT_EVAL_ON
@restrict_eval_on = true
when YEA::REGEXP::SKILL::RESTRICT_EVAL_OFF
@restrict_eval_off = true
else
@restrict_eval += line.to_s if @restrict_eval_on
#---
end
} # self.note.split
#---
end
end # RPG::Skill
#==============================================================================
# ■ RPG::Item
#==============================================================================
class RPG::Item < RPG::UsableItem
#--------------------------------------------------------------------------
# public instance variables
#--------------------------------------------------------------------------
attr_accessor :change_cooldown
attr_accessor :skill_cooldown
#--------------------------------------------------------------------------
# common cache: load_notetags_srs
#--------------------------------------------------------------------------
def load_notetags_srs
@change_cooldown = {}
@skill_cooldown = {}
#---
self.note.split(/[\r\n]+/).each { |line|
case line
#---
when YEA::REGEXP::ITEM::CHANGE_COOLDOWN
@change_cooldown[0] = $1.to_i
when YEA::REGEXP::ITEM::STYPE_COOLDOWN
@change_cooldown[$1.to_i] = $2.to_i
when YEA::REGEXP::ITEM::SKILL_COOLDOWN
@skill_cooldown[$1.to_i] = $2.to_i
#---
end
} # self.note.split
#---
end
end # RPG::Item
#==============================================================================
# ■ Game_BattlerBase
#==============================================================================
class Game_BattlerBase
#--------------------------------------------------------------------------
# alias method: initialize
#--------------------------------------------------------------------------
alias game_battlerbase_initialize_srs initialize
def initialize
game_battlerbase_initialize_srs
reset_cooldowns
reset_times_used
end
#--------------------------------------------------------------------------
# new method: reset_cooldowns
#--------------------------------------------------------------------------
def reset_cooldowns
@cooldown = {}
end
#--------------------------------------------------------------------------
# new method: reset_times_used
#--------------------------------------------------------------------------
def reset_times_used
@times_used = {}
end
#--------------------------------------------------------------------------
# alias method: skill_conditions_met?
#--------------------------------------------------------------------------
alias game_battlerbase_skill_conditions_met_srs skill_conditions_met?
def skill_conditions_met?(skill)
return false if skill_restriction?(skill)
return game_battlerbase_skill_conditions_met_srs(skill)
end
#--------------------------------------------------------------------------
# alias method: pay_skill_cost
#--------------------------------------------------------------------------
alias game_battlerbase_pay_skill_cost_srs pay_skill_cost
def pay_skill_cost(skill)
game_battlerbase_pay_skill_cost_srs(skill)
pay_skill_cooldown(skill)
end
#--------------------------------------------------------------------------
# new method: skill_restriction?
#--------------------------------------------------------------------------
def skill_restriction?(skill)
if $game_party.in_battle
return true if cooldown?(skill) > 0
return true if warmup?(skill) > $game_troop.turn_count
return true if limit_restricted?(skill)
end
return true if switch_restricted?(skill)
return true if restrict_eval?(skill)
return false
end
#--------------------------------------------------------------------------
# new method: cooldown?
#--------------------------------------------------------------------------
def cooldown?(skill)
skill = skill.id if skill.is_a?(RPG::Skill)
return @cooldown[skill].nil? ? 0 : @cooldown[skill]
end
#--------------------------------------------------------------------------
# new method: warmup?(skill)
#--------------------------------------------------------------------------
def warmup?(skill)
skill = skill.id if skill.is_a?(RPG::Skill)
return [$data_skills[skill].warmup * wur, 0].max.to_i
end
#--------------------------------------------------------------------------
# new method: limit_restricted?
#--------------------------------------------------------------------------
def limit_restricted?(skill)
return false if skill.limited_uses <= 0
return times_used?(skill) >= skill.limited_uses
end
#--------------------------------------------------------------------------
# new method: times_used?
#--------------------------------------------------------------------------
def times_used?(skill)
skill = skill.id if skill.is_a?(RPG::Skill)
return @times_used[skill].nil? ? 0 : @times_used[skill]
end
#--------------------------------------------------------------------------
# new method: update_times_used
#--------------------------------------------------------------------------
def update_times_used(skill)
skill = skill.id if skill.is_a?(RPG::Skill)
reset_times_used if @times_used.nil?
@times_used[skill] = 0 if @times_used[skill].nil?
@times_used[skill] += 1
end
#--------------------------------------------------------------------------
# new method: cdr
#--------------------------------------------------------------------------
def cdr
n = 1.0
if actor?
n *= self.actor.cooldown_rate
n *= self.class.cooldown_rate
for equip in equips
next if equip.nil?
n *= equip.cooldown_rate
end
else
n *= self.enemy.cooldown_rate
if $imported["YEA-Doppelganger"] && !self.class.nil?
n *= self.class.cooldown_rate
end
end
for state in states
next if state.nil?
n *= state.cooldown_rate
end
return n
end
#--------------------------------------------------------------------------
# new method: pay_skill_cooldown
#--------------------------------------------------------------------------
def pay_skill_cooldown(skill)
return unless $game_party.in_battle
skill = skill.id if skill.is_a?(RPG::Skill)
set_cooldown(skill, $data_skills[skill].cooldown * cdr)
end
#--------------------------------------------------------------------------
# new method: set_cooldown
#--------------------------------------------------------------------------
def set_cooldown(skill, amount = 0)
return unless $game_party.in_battle
skill = skill.id if skill.is_a?(RPG::Skill)
@cooldown[skill] = [amount, 0].max.to_i
end
#--------------------------------------------------------------------------
# new method: cooldown_lock?
#--------------------------------------------------------------------------
def cooldown_lock?
if actor?
return true if self.actor.cooldown_lock
return true if self.class.cooldown_lock
for equip in equips
next if equip.nil?
return true if equip.cooldown_lock
end
else
return true if self.enemy.cooldown_lock
end
for state in states
next if state.nil?
return true if state.cooldown_lock
end
return false
end
#--------------------------------------------------------------------------
# new method: update_cooldowns
#--------------------------------------------------------------------------
def update_cooldowns(amount = -1, stype_id = 0, skill_id = 0)
return if cooldown_lock?
reset_cooldowns if @cooldown.nil?
for skill in skills
skill = $data_skills[skill] if !skill.is_a?(RPG::Skill)
next if stype_id != 0 && skill.stype_id != stype_id
next if skill_id != 0 && skill.id != skill_id
set_cooldown(skill, cooldown?(skill) + amount)
end
end
#--------------------------------------------------------------------------
# new method: wur
#--------------------------------------------------------------------------
def wur
n = 1.0
if actor?
n *= self.actor.warmup_rate
n *= self.class.warmup_rate
for equip in equips
next if equip.nil?
n *= equip.warmup_rate
end
else
n *= self.enemy.warmup_rate
if $imported["YEA-Doppelganger"] && !self.class.nil?
n *= self.class.warmup_rate
end
end
for state in states
next if state.nil?
n *= state.warmup_rate
end
return n
end
#--------------------------------------------------------------------------
# new method: switch_restricted?
#--------------------------------------------------------------------------
def switch_restricted?(skill)
return true if restrict_any_switch?(skill)
return true if restrict_all_switch?(skill)
return false
end
#--------------------------------------------------------------------------
# new method: restrict_any_switch?
#--------------------------------------------------------------------------
def restrict_any_switch?(skill)
for switch_id in skill.restrict_any_switch
return true if $game_switches[switch_id]
end
return false
end
#--------------------------------------------------------------------------
# new method: restrict_all_switch?
#--------------------------------------------------------------------------
def restrict_all_switch?(skill)
return false if skill.restrict_all_switch == []
for switch_id in skill.restrict_all_switch
return false unless $game_switches[switch_id]
end
return true
end
#--------------------------------------------------------------------------
# new method: restrict_eval?
#--------------------------------------------------------------------------
def restrict_eval?(skill)
return false if skill.restrict_eval == ""
return eval(skill.restrict_eval)
end
end # Game_BattlerBase
#==============================================================================
# ■ Game_Battler
#==============================================================================
class Game_Battler < Game_BattlerBase
#--------------------------------------------------------------------------
# alias method: on_battle_start
#--------------------------------------------------------------------------
alias game_battler_on_battle_start_srs on_battle_start
def on_battle_start
game_battler_on_battle_start_srs
reset_cooldowns
reset_times_used
end
#--------------------------------------------------------------------------
# alias method: on_battle_end
#--------------------------------------------------------------------------
alias game_battler_on_battle_end_srs on_battle_end
def on_battle_end
game_battler_on_battle_end_srs
reset_cooldowns
reset_times_used
end
#--------------------------------------------------------------------------
# alias method: item_apply
#--------------------------------------------------------------------------
alias game_battler_item_apply_srs item_apply
def item_apply(user, item)
game_battler_item_apply_srs(user, item)
updated_limited_uses(user, item)
end
#--------------------------------------------------------------------------
# new method: updated_limited_uses
#--------------------------------------------------------------------------
def updated_limited_uses(user, item)
return unless $game_party.in_battle
return if item.nil?
return unless item.is_a?(RPG::Skill)
user.update_times_used(item)
end
#--------------------------------------------------------------------------
# alias method: item_user_effect
#--------------------------------------------------------------------------
alias game_battler_item_user_effect_srs item_user_effect
def item_user_effect(user, item)
game_battler_item_user_effect_srs(user, item)
apply_cooldown_changes(user, item)
end
#--------------------------------------------------------------------------
# new method: apply_cooldown_changes
#--------------------------------------------------------------------------
def apply_cooldown_changes(user, item)
return unless $game_party.in_battle
return if item.nil?
#---
if item.change_cooldown != {}
for key in item.change_cooldown
stype_id = key[0]
update_cooldowns(item.change_cooldown[stype_id], stype_id)
end
@result.success = true
end
#---
if item.skill_cooldown != {}
for key in item.skill_cooldown
skill_id = key[0]
update_cooldowns(item.skill_cooldown[skill_id], 0, skill_id)
end
@result.success = true
end
end
end # Game_Battler
#==============================================================================
# ■ Game_Enemy
#==============================================================================
class Game_Enemy < Game_Battler
#--------------------------------------------------------------------------
# new method: skills
#--------------------------------------------------------------------------
def skills
data = []
for action in enemy.actions
next if data.include?(action.skill_id)
data.push(action.skill_id)
end
return data
end
end # Game_Enemy
#==============================================================================
# ■ Game_Unit
#==============================================================================
class Game_Unit
#--------------------------------------------------------------------------
# new method: update_restrictions
#--------------------------------------------------------------------------
def update_restrictions
for member in members; member.update_cooldowns; end
end
end # Game_Unit
#==============================================================================
# ■ Window_Base
#==============================================================================
class Window_Base < Window
#--------------------------------------------------------------------------
# new methods: restrict_colours
#--------------------------------------------------------------------------
def cooldown_colour; text_color(YEA::SKILL_RESTRICT::COOLDOWN_COLOUR); end;
def warmup_colour; text_color(YEA::SKILL_RESTRICT::WARMUP_COLOUR); end;
def limited_colour; text_color(YEA::SKILL_RESTRICT::LIMITED_COLOUR); end;
end # Window_Base
#==============================================================================
# ■ Window_SkillList
#==============================================================================
class Window_SkillList < Window_Selectable
#--------------------------------------------------------------------------
# alias method: draw_item
#--------------------------------------------------------------------------
alias window_skilllist_draw_item_srs draw_item
def draw_item(index)
if skill_restriction?(index)
draw_skill_restriction(index)
else
window_skilllist_draw_item_srs(index)
end
end
#--------------------------------------------------------------------------
# new method: skill_restriction?
#--------------------------------------------------------------------------
def skill_restriction?(index)
skill = @data[index]
return false if @actor.nil?
return @actor.skill_restriction?(skill)
end
#--------------------------------------------------------------------------
# new method: draw_item
#--------------------------------------------------------------------------
def draw_skill_restriction(index)
skill = @data[index]
rect = item_rect(index)
rect.width -= 4
draw_item_name(skill, rect.x, rect.y, enable?(skill))
if @actor.limit_restricted?(skill)
draw_skill_limited(rect, skill)
elsif @actor.cooldown?(skill) > 0
draw_skill_cooldown(rect, skill)
elsif warmup_restriction?(skill)
draw_skill_warmup(rect, skill)
else
draw_skill_cost(rect, skill)
end
end
#--------------------------------------------------------------------------
# new method: draw_skill_limited
#--------------------------------------------------------------------------
def draw_skill_limited(rect, skill)
change_color(limited_colour, enable?(skill))
icon = Icon.limited
if icon > 0
draw_icon(icon, rect.x + rect.width-24, rect.y, enable?(skill))
rect.width -= 24
end
contents.font.size = YEA::SKILL_RESTRICT::LIMITED_SIZE
text = YEA::SKILL_RESTRICT::LIMITED_TEXT
draw_text(rect, text, 2)
reset_font_settings
end
#--------------------------------------------------------------------------
# new method: draw_skill_cooldown
#--------------------------------------------------------------------------
def draw_skill_cooldown(rect, skill)
change_color(cooldown_colour, enable?(skill))
icon = Icon.cooldown
if icon > 0
draw_icon(icon, rect.x + rect.width-24, rect.y, enable?(skill))
rect.width -= 24
end
contents.font.size = YEA::SKILL_RESTRICT::COOLDOWN_SIZE
value = @actor.cooldown?(skill)
text = sprintf(YEA::SKILL_RESTRICT::COOLDOWN_SUFFIX, value.group)
draw_text(rect, text, 2)
reset_font_settings
end
#--------------------------------------------------------------------------
# new method: warmup_restriction?
#--------------------------------------------------------------------------
def warmup_restriction?(skill)
return false unless $game_party.in_battle
return @actor.warmup?(skill) > $game_troop.turn_count
end
#--------------------------------------------------------------------------
# new method: draw_skill_warmup
#--------------------------------------------------------------------------
def draw_skill_warmup(rect, skill)
change_color(warmup_colour, enable?(skill))
icon = Icon.warmup
if icon > 0
draw_icon(icon, rect.x + rect.width-24, rect.y, enable?(skill))
rect.width -= 24
end
contents.font.size = YEA::SKILL_RESTRICT::WARMUP_SIZE
value = @actor.warmup?(skill) - $game_troop.turn_count
text = sprintf(YEA::SKILL_RESTRICT::WARMUP_SUFFIX, value.group)
draw_text(rect, text, 2)
reset_font_settings
end
end # Window_SkillList
#==============================================================================
# ■ Scene_Battle
#==============================================================================
class Scene_Battle < Scene_Base
#--------------------------------------------------------------------------
# alias method: turn_start
#--------------------------------------------------------------------------
alias scene_battle_turn_start_srs turn_start
def turn_start
$game_party.update_restrictions
$game_troop.update_restrictions
scene_battle_turn_start_srs
end
end # Scene_Battle
#==============================================================================
#
# ▼ End of File
#
#==============================================================================
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