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Moogle_X_PassiveSkill.js
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//=============================================================================
// Passive Skill by Moogle_X
// Moogle_X_PassiveSkill.js
// Created on: November 20th 2015
//=============================================================================
var Imported = Imported || {};
Imported.Moogle_X_PsvSkl = true;
var Moogle_X = Moogle_X || {};
Moogle_X.PsvSkl = Moogle_X.PsvSkl || {};
//=============================================================================
/*:
* @plugindesc v1.14 Adds passive skills functionality to actors.
* @author Moogle_X
*
* @param Default Hide in Battle
* @desc Hide all passive skills in battle by default. 1:Yes 0:No
* @default 0
*
* @param Hidden Skill Type ID in Battle
* @desc This is the Skill Type ID that you want to hide in battle. Put 0 for none.
* @default 0
*
* @help
* ============================================================================
* Introduction
* ============================================================================
* This plugin allows actors to learn passive skill. Passive skill is a type
* of skill that grant certain permanent traits bonus to actor who learn the
* skill.
*
* You are free to decide what kind of traits bonus each passive skill
* possess. The bonus can be anything from Hp increase, status immunity, or
* even extra skills. Contrary to the name ("passive"), you can also assign
* any offensive skill as passive skill.
*
* ============================================================================
* How to Assign Passive Skill
* ============================================================================
* First of all, you need to "bind" the skill to a weapon id in your database.
* Put this notetag inside the passive skill's notebox.
*
* <PSV Weapon Id: x> // Replace x with Weapon Id.
*
* Example:
* <PSV Weapon Id: 9>
* <PSV Weapon Id: 54>
*
* The skill with <PSV Weapon Id: 9> notetag will inherit all traits bonus that
* weapon 9 have. If weapon 9 has 0% Fire element rate, the actor who learn
* the passive skill will also resist Fire damage as well.
*
* ============================================================================
* What does carry over... And what's not.
* ============================================================================
* 1. All of the weapon traits will carry over, whether they are positive bonus
* or not. That means you can also create a "bad" passive skill if you so
* choose.
*
* 2. All of the "Parameter Changes" that the weapon has will carry over too.
* If the weapon grants 52 ATK increase, the actor's ATK will be increased
* by the same amount as well.
*
* 3. Some of the special traits from my other plugins like "Element Booster"
* or "Die At 0 Mp" will carry over as well (surprisingly!).
* Other new traits from other people's plugins may carry over too (or not).
*
* 4. THIS IS IMPORTANT! Any skills that the actor got from "Add Skill" traits
* will NOT get passive skill benefit! In other words, all of those "added"
* skills cannot become passive skill. Only "learned" skills can become
* passive skill. This is to prevent potential Game Breaking loop that will
* surely crash the game.
*
* ============================================================================
* Hiding Passive Skills in Battle (Also Hide Skill Type)
* ============================================================================
* Passive skills always visible on the map. If you want to hide all passive
* skills during battle, simply turn on the "Default Hide in Battle" option
* in the plugin configuration.
*
* If you prefer to hide only some skills, you can add this notetag inside the
* skill's notebox.
*
* <PSV Hide Battle>
*
* Any skills with that notetag will disappear from battle window. But, they
* are still accessible on the map. Keep in mind that you CAN use that notetag
* on other skills beside passive skills. It could be useful to hide some
* "unwanted" skills in battle.
*
* You can also hide one (currently) skill type in battle. If you put all of
* your passive skills inside "Passive" skill type and you don't want this
* "useless" skill type to appear in battle, simply input the ID of this
* "Passive" skill type into "Hidden Skill Type ID in Battle" option in the
* plugin configuration.
*
* ============================================================================
* Compatibility
* ============================================================================
* If you use Moogle_X_EquipSkillSystem plugin, position this plugin below it.
* If you use YEP_ClassChangeCore, position this plugin below it.
* If you use YEP_X_SkillCooldowns, position this plugin below it.
* If you use Moogle_X_EquipmentLearning, position this plugin above it.
*
* ============================================================================
* Terms of Use
* ============================================================================
* Free to use in both commercial and non-commercial project as long as credit
* is given.
*
* ============================================================================
* Change Log
* ============================================================================
* Version 1.14:
* - Fixed "Hidden Skill Type ID in Battle" parameter not working in
* MOG_BattleHud plugin.
*
* Version 1.13:
* - Added compatibility patch with YEP_X_SkillCooldowns v1.07.
*
* Version 1.12:
* - Added compatibility patch with YEP_ClassChangeCore v1.02.
*
* Version 1.1:
* - Added compatibility patch with YEP_ClassChangeCore.
*
* Version 1.0:
* - Completed plugin.
*
*/
//=============================================================================
(function() { // IIFE
//=============================================================================
// Parameter Variables
//=============================================================================
Moogle_X.PsvSkl.parameters = PluginManager.parameters('Moogle_X_PassiveSkill');
Moogle_X.PsvSkl.defaultHide =
Number(Moogle_X.PsvSkl.parameters['Default Hide in Battle']) != 0;
Moogle_X.PsvSkl.hiddenSkillTypeId =
Number(Moogle_X.PsvSkl.parameters['Hidden Skill Type ID in Battle']) || 0;
//=============================================================================
// DataManager
//=============================================================================
Moogle_X.PsvSkl.DatabaseLoaded = false;
Moogle_X.PsvSkl.DataManager_isDatabaseLoaded = DataManager.isDatabaseLoaded;
DataManager.isDatabaseLoaded = function() {
if (!Moogle_X.PsvSkl.DataManager_isDatabaseLoaded.call(this)) return false;
if (!Moogle_X.PsvSkl.DatabaseLoaded) {
DataManager.readNotetags_PsvSkl($dataSkills);
Moogle_X.PsvSkl.DatabaseLoaded = true;
}
return true;
};
DataManager.readNotetags_PsvSkl = function(group) {
var note1 = /<(?:PSV WEAPON ID):[ ](\d+)>/i;
var note2 = /<(?:PSV HIDE BATTLE)>/i;
for (var n = 1; n < group.length; n++) {
var obj = group[n];
var notedata = obj.note.split(/[\r\n]+/);
obj.isPassive = false;
obj.psvWeaponId = 0;
obj.psvHideBattle = false;
for (var i = 0; i < notedata.length; i++) {
var line = notedata[i];
if (line.match(note1)) {
obj.isPassive = true;
obj.psvHideBattle = Moogle_X.PsvSkl.defaultHide;
var weaponId = Number(RegExp.$1);
obj.psvWeaponId = weaponId;
} else if (line.match(note2)) {
obj.psvHideBattle = true;
}
}
}
};
//=============================================================================
// Game_Actor
//=============================================================================
/*
Moogle_X.PsvSkl.Game_Actor_allTraits = Game_Actor.prototype.allTraits;
Game_Actor.prototype.allTraits = function() {
var list = Moogle_X.PsvSkl.Game_Actor_allTraits.call(this);
return list.concat(this.passiveTraits());
};
*/
Moogle_X.PsvSkl.Game_Actor_traitObjects = Game_Actor.prototype.traitObjects;
Game_Actor.prototype.traitObjects = function() {
var objects = Moogle_X.PsvSkl.Game_Actor_traitObjects.call(this);
return objects.concat(this.passiveTraits());
};
Game_Actor.prototype.passiveTraits = function() {
var array = this.getPsvSkillList();
array = this.getPsvWeaponList(array);
array = this.convertPsvTraits(array);
return array;
};
Game_Actor.prototype.getPsvSkillList = function() {
if (Imported.Moogle_X_EQS) { // Compatibility with Equip Skill System.
var list = this.getEqsArray();
list = list.filter(function(id) {
return id !== 0;
});
var array = [];
list.forEach(function(id) {
if (!array.contains(id)) {
array.push(id);
}
});
this._skills.forEach(function(id) {
if (!array.contains(id) && $dataSkills[id].isEqsIgnore) {
array.push(id);
}
});
} else { // Normal scenario.
var array = this._skills;
}
// It's unfortunate that I cannot use these codes below because of Maximum
// Stack Size error issue.
/*
this.addedSkills().forEach(function(id) {
if (!array.contains(id)) {
array.push(id);
}
});
*/
array = array.filter(function(id) {
return $dataSkills[id].isPassive === true;
});
return array;
};
Game_Actor.prototype.getPsvWeaponList = function(array) {
array = array.map(function(id) {
return $dataSkills[id].psvWeaponId;
});
array = array.filter(function(id) {
return id !== 0;
});
return array;
};
Game_Actor.prototype.convertPsvTraits = function(array) {
array = array.map(function(id) {
return $dataWeapons[id];
});
return array;
};
// Param Plus part.
Moogle_X.PsvSkl.Game_Actor_paramPlus = Game_Actor.prototype.paramPlus;
Game_Actor.prototype.paramPlus = function(paramId) {
var value = Moogle_X.PsvSkl.Game_Actor_paramPlus.call(this, paramId);
var value2 = this.passiveParamPlus(paramId);
return value + value2;
};
Game_Actor.prototype.passiveParamPlus = function(paramId) {
var array = this.getPsvSkillList();
array = this.getPsvWeaponList(array);
var total = this.convertPsvParamPlus(array, paramId);
return total;
};
Game_Actor.prototype.convertPsvParamPlus = function(array, paramId) {
array = array.map(function(id) {
return $dataWeapons[id].params[paramId];
});
return array.reduce(function(r, value) {
return r + value;
}, 0);
};
Moogle_X.PsvSkl.Game_Actor_learnSkill = Game_Actor.prototype.learnSkill;
Game_Actor.prototype.learnSkill = function(skillId) {
Moogle_X.PsvSkl.Game_Actor_learnSkill.call(this, skillId);
this.refresh();
};
Moogle_X.PsvSkl.Game_Actor_forgetSkill = Game_Actor.prototype.forgetSkill;
Game_Actor.prototype.forgetSkill = function(skillId) {
Moogle_X.PsvSkl.Game_Actor_forgetSkill.call(this, skillId);
this.refresh();
};
// Compatibility for YEP_ClassChangeCore. Prevent refresh loop.
if (Imported.YEP_ClassChangeCore) {
Game_Actor.prototype.updateLearnedSkills = function(classId) {
if (!$dataClasses[classId]) return;
$dataClasses[classId].learnings.forEach(function(learning) {
if (this.classLevel(classId) >= learning.level) {
//this.learnSkill(learning.skillId);
if (!this.isLearnedSkill(learning.skillId)) {
this._skills.push(learning.skillId);
this._skills.sort(function(a, b) {
return a - b;
});
Game_Battler.prototype.refresh.call(this);
}
}
}, this);
};
}
//=============================================================================
// Window_BattleSkill
//=============================================================================
Moogle_X.PsvSkl.Window_BattleSkill_includes =
Window_BattleSkill.prototype.includes;
Window_BattleSkill.prototype.includes = function(item) {
return Moogle_X.PsvSkl.Window_BattleSkill_includes.call(this, item) &&
item.psvHideBattle === false;
};
//=============================================================================
// Game_BattlerBase
//=============================================================================
Moogle_X.PsvSkl.Game_BattlerBase_addedSkillTypes =
Game_BattlerBase.prototype.addedSkillTypes;
Game_BattlerBase.prototype.addedSkillTypes = function() {
//if ($gameParty.inBattle()) {
if (SceneManager._scene instanceof Scene_Battle) {
var types = Moogle_X.PsvSkl.Game_BattlerBase_addedSkillTypes.call(this)
var passiveId = Moogle_X.PsvSkl.hiddenSkillTypeId;
types = types.filter(function(stypeId) {
return stypeId !== passiveId;
});
return types;
} else {
return Moogle_X.PsvSkl.Game_BattlerBase_addedSkillTypes.call(this);
}
};
})(); // IIFE
// Compatibility with Yanfly's Skill Cooldowns.
if (Imported.YEP_X_SkillCooldowns) {
//=============================================================================
// Constant Declaration
//=============================================================================
Game_BattlerBase.TRAIT_PSV_COOLDOWN_DURATION = 115; // New trait code.
Game_BattlerBase.TRAIT_PSV_STYPE_COOLDOWN_DURATION = 116; // New trait code.
Game_BattlerBase.TRAIT_PSV_GLOBAL_COOLDOWN_DURATION = 117; // New trait code.
Game_BattlerBase.TRAIT_PSV_COOLDOWN_RATE = 118; // New trait code.
Game_BattlerBase.TRAIT_PSV_STYPE_COOLDOWN_RATE = 119; // New trait code.
Game_BattlerBase.TRAIT_PSV_GLOBAL_COOLDOWN_RATE = 120; // New trait code.
Game_BattlerBase.TRAIT_PSV_COOLDOWN_CHANGE = 121; // New trait code.
Game_BattlerBase.TRAIT_PSV_STYPE_COOLDOWN_CHANGE = 122; // New trait code.
Game_BattlerBase.TRAIT_PSV_GLOBAL_COOLDOWN_CHANGE = 123; // New trait code.
Game_BattlerBase.TRAIT_PSV_WARMUP_CHANGE = 124; // New trait code.
Game_BattlerBase.TRAIT_PSV_STYPE_WARMUP_CHANGE = 125; // New trait code.
Game_BattlerBase.TRAIT_PSV_GLOBAL_WARMUP_CHANGE = 126; // New trait code.
//=============================================================================
// DataManager
//=============================================================================
DataManager.processSCDNotetags2 = function(group) {
var note1 = /<(?:SKILL)[ ](\d+)[ ](?:COOLDOWN):[ ]([\+\-]\d+)>/i;
var note1a = /<(?:SKILL)[ ](.*)[ ](?:COOLDOWN):[ ]([\+\-]\d+)>/i;
var note2 = /<(?:STYPE)[ ](\d+)[ ](?:COOLDOWN):[ ]([\+\-]\d+)>/i;
var note3 = /<(?:GLOBAL COOLDOWN):[ ]([\+\-]\d+)>/i;
var note4 = /<(?:SKILL)[ ](\d+)[ ](?:WARMUP):[ ]([\+\-]\d+)>/i;
var note4a = /<(?:SKILL)[ ](.*)[ ](?:WARMUP):[ ]([\+\-]\d+)>/i;
var note5 = /<(?:STYPE)[ ](\d+)[ ](?:WARMUP):[ ]([\+\-]\d+)>/i;
var note6 = /<(?:GLOBAL WARMUP):[ ]([\+\-]\d+)>/i;
for (var n = 1; n < group.length; n++) {
var obj = group[n];
var notedata = obj.note.split(/[\r\n]+/);
obj.cooldownChange = {};
obj.stypeCooldownChange = {};
obj.globalCooldownChange = 0;
obj.warmupChange = {};
obj.stypeWarmupChange = {};
obj.globalWarmupChange = 0;
for (var i = 0; i < notedata.length; i++) {
var line = notedata[i];
if (line.match(note1)) {
obj.cooldownChange[parseInt(RegExp.$1)] = parseInt(RegExp.$2);
if (obj.traits) {
var code = Game_BattlerBase.TRAIT_PSV_COOLDOWN_CHANGE;
var dataId = parseInt(RegExp.$1);
var value = parseInt(RegExp.$2);
var trait = [{"code":code,"dataId":dataId,"value":value}];
obj.traits = obj.traits.concat(trait);
}
} else if (line.match(note1a)) {
var name = String(RegExp.$1).toUpperCase();
if (Yanfly.SkillIdRef[name]) {
var id = Yanfly.SkillIdRef[name];
} else {
continue;
}
obj.cooldownChange[id] = parseInt(RegExp.$2);
if (obj.traits) {
var code = Game_BattlerBase.TRAIT_PSV_COOLDOWN_CHANGE;
var dataId = id;
var value = parseInt(RegExp.$2);
var trait = [{"code":code,"dataId":dataId,"value":value}];
obj.traits = obj.traits.concat(trait);
}
} else if (line.match(note2)) {
obj.stypeCooldownChange[parseInt(RegExp.$1)] = parseInt(RegExp.$2);
if (obj.traits) {
var code = Game_BattlerBase.TRAIT_PSV_STYPE_COOLDOWN_CHANGE;
var dataId = parseInt(RegExp.$1);
var value = parseInt(RegExp.$2);
var trait = [{"code":code,"dataId":dataId,"value":value}];
obj.traits = obj.traits.concat(trait);
}
} else if (line.match(note3)) {
obj.globalCooldownChange = parseInt(RegExp.$1);
if (obj.traits) {
var code = Game_BattlerBase.TRAIT_PSV_GLOBAL_COOLDOWN_CHANGE;
var dataId = 0;
var value = parseInt(RegExp.$1);
var trait = [{"code":code,"dataId":dataId,"value":value}];
obj.traits = obj.traits.concat(trait);
}
} else if (line.match(note4)) {
obj.warmupChange[parseInt(RegExp.$1)] = parseInt(RegExp.$2);
if (obj.traits) {
var code = Game_BattlerBase.TRAIT_PSV_WARMUP_CHANGE;
var dataId = parseInt(RegExp.$1);
var value = parseInt(RegExp.$2);
var trait = [{"code":code,"dataId":dataId,"value":value}];
obj.traits = obj.traits.concat(trait);
}
} else if (line.match(note4a)) {
var name = String(RegExp.$1).toUpperCase();
if (Yanfly.SkillIdRef[name]) {
var id = Yanfly.SkillIdRef[name];
} else {
continue;
}
obj.warmupChange[id] = parseInt(RegExp.$2);
if (obj.traits) {
var code = Game_BattlerBase.TRAIT_PSV_WARMUP_CHANGE;
var dataId = id;
var value = parseInt(RegExp.$2);
var trait = [{"code":code,"dataId":dataId,"value":value}];
obj.traits = obj.traits.concat(trait);
}
} else if (line.match(note5)) {
obj.stypeWarmupChange[parseInt(RegExp.$1)] = parseInt(RegExp.$2);
if (obj.traits) {
var code = Game_BattlerBase.TRAIT_PSV_STYPE_WARMUP_CHANGE;
var dataId = parseInt(RegExp.$1);
var value = parseInt(RegExp.$2);
var trait = [{"code":code,"dataId":dataId,"value":value}];
obj.traits = obj.traits.concat(trait);
}
} else if (line.match(note6)) {
obj.globalWarmupChange = parseInt(RegExp.$1);
if (obj.traits) {
var code = Game_BattlerBase.TRAIT_PSV_GLOBAL_WARMUP_CHANGE;
var dataId = 0;
var value = parseInt(RegExp.$1);
var trait = [{"code":code,"dataId":dataId,"value":value}];
obj.traits = obj.traits.concat(trait);
}
}
}
}
};
DataManager.processSCDNotetags3 = function(group) {
var note1 = /<(?:SKILL)[ ](\d+)[ ](?:COOLDOWN DURATION):[ ](\d+)([%%])>/i;
var note1a = /<(?:SKILL)[ ](.*)[ ](?:COOLDOWN DURATION):[ ](\d+)([%%])>/i;
var note2 = /<(?:STYPE)[ ](\d+)[ ](?:COOLDOWN DURATION):[ ](\d+)([%%])>/i;
var note3 = /<(?:GLOBAL COOLDOWN DURATION):[ ](\d+)([%%])>/i;
var note4 = /<(?:SKILL)[ ](\d+)[ ](?:COOLDOWN RATE):[ ](\d+)([%%])>/i;
var note4a = /<(?:SKILL)[ ](.*)[ ](?:COOLDOWN RATE):[ ](\d+)([%%])>/i;
var note5 = /<(?:STYPE)[ ](\d+)[ ](?:COOLDOWN RATE):[ ](\d+)([%%])>/i;
var note6 = /<(?:GLOBAL COOLDOWN RATE):[ ](\d+)([%%])>/i;
for (var n = 1; n < group.length; n++) {
var obj = group[n];
var notedata = obj.note.split(/[\r\n]+/);
obj.cooldownDuration = {};
obj.stypeCooldownDuration = {};
obj.globalCooldownDuration = 1.0;
obj.cooldownRate = {};
obj.stypeCooldownRate = {};
obj.globalCooldownRate = 1.0;
for (var i = 0; i < notedata.length; i++) {
var line = notedata[i];
if (line.match(note1)) {
obj.cooldownDuration[parseInt(RegExp.$1)] =
parseFloat(RegExp.$2) * 0.01;
if (obj.traits) {
var code = Game_BattlerBase.TRAIT_PSV_COOLDOWN_DURATION;
var dataId = parseInt(RegExp.$1);
var value = parseFloat(RegExp.$2) * 0.01;
var trait = [{"code":code,"dataId":dataId,"value":value}];
obj.traits = obj.traits.concat(trait);
}
} else if (line.match(note1a)) {
var name = String(RegExp.$1).toUpperCase();
if (Yanfly.SkillIdRef[name]) {
var id = Yanfly.SkillIdRef[name];
} else {
continue;
}
obj.cooldownDuration[id] = parseFloat(RegExp.$2) * 0.01;
if (obj.traits) {
var code = Game_BattlerBase.TRAIT_PSV_COOLDOWN_DURATION;
var dataId = id;
var value = parseFloat(RegExp.$2) * 0.01;
var trait = [{"code":code,"dataId":dataId,"value":value}];
obj.traits = obj.traits.concat(trait);
}
} else if (line.match(note2)) {
obj.stypeCooldownDuration[parseInt(RegExp.$1)] =
parseFloat(RegExp.$2) * 0.01;
if (obj.traits) {
var code = Game_BattlerBase.TRAIT_PSV_STYPE_COOLDOWN_DURATION;
var dataId = parseInt(RegExp.$1);
var value = parseFloat(RegExp.$2) * 0.01;
var trait = [{"code":code,"dataId":dataId,"value":value}];
obj.traits = obj.traits.concat(trait);
}
} else if (line.match(note3)) {
obj.globalCooldownDuration = parseFloat(RegExp.$1 * 0.01);
if (obj.traits) {
var code = Game_BattlerBase.TRAIT_PSV_GLOBAL_COOLDOWN_DURATION;
var dataId = 0;
var value = parseFloat(RegExp.$1) * 0.01;
var trait = [{"code":code,"dataId":dataId,"value":value}];
obj.traits = obj.traits.concat(trait);
}
} else if (line.match(note4)) {
obj.cooldownRate[parseInt(RegExp.$1)] = parseFloat(RegExp.$2) * 0.01;
if (obj.traits) {
var code = Game_BattlerBase.TRAIT_PSV_COOLDOWN_RATE;
var dataId = parseInt(RegExp.$1);
var value = parseFloat(RegExp.$2) * 0.01;
var trait = [{"code":code,"dataId":dataId,"value":value}];
obj.traits = obj.traits.concat(trait);
}
} else if (line.match(note4a)) {
var name = String(RegExp.$1).toUpperCase();
if (Yanfly.SkillIdRef[name]) {
var id = Yanfly.SkillIdRef[name];
} else {
continue;
}
obj.cooldownRate[id] = parseFloat(RegExp.$2) * 0.01;
if (obj.traits) {
var code = Game_BattlerBase.TRAIT_PSV_COOLDOWN_RATE;
var dataId = id;
var value = parseFloat(RegExp.$2) * 0.01;
var trait = [{"code":code,"dataId":dataId,"value":value}];
obj.traits = obj.traits.concat(trait);
}
} else if (line.match(note5)) {
obj.stypeCooldownRate[parseInt(RegExp.$1)] = parseFloat(RegExp.$2) * 0.01;
if (obj.traits) {
var code = Game_BattlerBase.TRAIT_PSV_STYPE_COOLDOWN_RATE;
var dataId = parseInt(RegExp.$1);
var value = parseFloat(RegExp.$2) * 0.01;
var trait = [{"code":code,"dataId":dataId,"value":value}];
obj.traits = obj.traits.concat(trait);
}
} else if (line.match(note6)) {
obj.globalCooldownRate = parseFloat(RegExp.$1 * 0.01);
if (obj.traits) {
var code = Game_BattlerBase.TRAIT_PSV_GLOBAL_COOLDOWN_RATE;
var dataId = 0;
var value = parseFloat(RegExp.$1 * 0.01);
var trait = [{"code":code,"dataId":dataId,"value":value}];
obj.traits = obj.traits.concat(trait);
}
}
}
}
};
//=============================================================================
// Game_Battler
//=============================================================================
Game_Battler.prototype.psvCooldownDuration = function(skillId) {
return this.traitsPi(Game_BattlerBase.TRAIT_PSV_COOLDOWN_DURATION, skillId);
};
Game_Battler.prototype.psvStypeCooldownDuration = function(stypeId) {
return this.traitsPi(Game_BattlerBase.TRAIT_PSV_STYPE_COOLDOWN_DURATION, stypeId);
};
Game_Battler.prototype.psvGlobalCooldownDuration = function() {
return this.traitsPi(Game_BattlerBase.TRAIT_PSV_GLOBAL_COOLDOWN_DURATION, 0);
};
Game_Battler.prototype.psvCooldownRate = function(skillId) {
return this.traitsPi(Game_BattlerBase.TRAIT_PSV_COOLDOWN_RATE, skillId);
};
Game_Battler.prototype.psvStypeCooldownRate = function(stypeId) {
return this.traitsPi(Game_BattlerBase.TRAIT_PSV_STYPE_COOLDOWN_RATE, stypeId);
};
Game_Battler.prototype.psvGlobalCooldownRate = function() {
return this.traitsPi(Game_BattlerBase.TRAIT_PSV_GLOBAL_COOLDOWN_RATE, 0);
};
Game_Battler.prototype.psvCooldownChange = function(skillId) {
return this.traitsSum(Game_BattlerBase.TRAIT_PSV_COOLDOWN_CHANGE, skillId);
};
Game_Battler.prototype.psvStypeCooldownChange = function(stypeId) {
return this.traitsSum(Game_BattlerBase.TRAIT_PSV_STYPE_COOLDOWN_CHANGE, stypeId);
};
Game_Battler.prototype.psvGlobalCooldownChange = function() {
return this.traitsSum(Game_BattlerBase.TRAIT_PSV_GLOBAL_COOLDOWN_CHANGE, 0);
};
Game_Battler.prototype.psvWarmupChange = function(skillId) {
return this.traitsSum(Game_BattlerBase.TRAIT_PSV_WARMUP_CHANGE, skillId);
};
Game_Battler.prototype.psvStypeWarmupChange = function(stypeId) {
return this.traitsSum(Game_BattlerBase.TRAIT_PSV_STYPE_WARMUP_CHANGE, stypeId);
};
Game_Battler.prototype.psvGlobalWarmupChange = function() {
return this.traitsSum(Game_BattlerBase.TRAIT_PSV_GLOBAL_WARMUP_CHANGE, 0);
};
Game_Battler.prototype.cooldownDuration = function(skill) {
var skillId = skill.id;
var stypeId = skill.stypeId;
var value = 1.0;
value *= this.psvCooldownDuration(skillId);
value *= this.psvStypeCooldownDuration(stypeId);
value *= this.psvGlobalCooldownDuration();
return value;
};
Game_Battler.prototype.cooldownRate = function(skill) {
var skillId = skill.id;
var stypeId = skill.stypeId;
var value = 1;
value *= this.psvCooldownRate(skillId);
value *= this.psvStypeCooldownRate(stypeId);
value *= this.psvGlobalCooldownRate();
return value;
};
Game_Battler.prototype.flatCooldownChange = function(skill) {
var skillId = skill.id;
var stypeId = skill.stypeId;
var value = 0;
value += this.psvCooldownChange(skillId);
value += this.psvStypeCooldownChange(stypeId);
value += this.psvGlobalCooldownChange();
return value;
};
Game_Battler.prototype.flatWarmupChange = function(skill) {
var skillId = skill.id;
var stypeId = skill.stypeId;
var value = 0;
value += this.psvWarmupChange(skillId);
value += this.psvStypeWarmupChange(stypeId);
value += this.psvGlobalWarmupChange();
return value;
};
//=============================================================================
// Game_Actor
//=============================================================================
Game_Actor.prototype.cooldownDuration = function(skill) {
return Game_Battler.prototype.cooldownDuration.call(this, skill);
};
Game_Actor.prototype.cooldownRate = function(skill) {
return Game_Battler.prototype.cooldownRate.call(this, skill);
};
Game_Actor.prototype.flatCooldownChange = function(skill) {
return Game_Battler.prototype.flatCooldownChange.call(this, skill);
};
Game_Actor.prototype.flatWarmupChange = function(skill) {
return Game_Battler.prototype.flatWarmupChange.call(this, skill);
};
//=============================================================================
// Game_Enemy
//=============================================================================
Game_Enemy.prototype.cooldownDuration = function(skill) {
return Game_Battler.prototype.cooldownDuration.call(this, skill);
};
Game_Enemy.prototype.cooldownRate = function(skill) {
return Game_Battler.prototype.cooldownRate.call(this, skill);
};
Game_Enemy.prototype.flatCooldownChange = function(skill) {
return Game_Battler.prototype.flatCooldownChange.call(this, skill);
};
Game_Enemy.prototype.flatWarmupChange = function(skill) {
return Game_Battler.prototype.flatWarmupChange.call(this, skill);
};
} // Imported.YEP_X_SkillCooldowns
//=============================================================================
// End of File
//=============================================================================