RPG Maker Forums

I'm using the great Yanfly's Skill Restriction script, which lets skills have a "warmup" period - a certain number of turns - before being usable in battle.
 
My trouble is that when the warmup period is over and the skill is enabled, if the skill is set to run a Common Event, it automatically runs that event. 
 
(My game's "Summon Elemental" skill does nothing but run an event that adds an actor to the party. It has a warmup rate of 5. On the fifth turn, the skill is ready, but the common event automatically runs three times.)
 
I've really tried to understand the script and see what's causing this, but if any more talented people could have a look, I'd really appreciate it!
 
Here's the script - Cheers

#==============================================================================
#
# ¥ Yanfly Engine Ace - Skill Restrictions v1.03
# -- Last Updated: 2012.07.21
# -- Level: Normal, Hard, Lunatic
# -- Requires: n/a
#
#==============================================================================

$imported = {} if $imported.nil?
$imported["YEA-SkillRestrictions"] = true

#==============================================================================
# ¥ Updates
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# 2012.07.21 - Fixed cooldown issue with Normal Attack and Defend.
# 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/‘fÞ but above ¥ Main. Remember to save.
#
# -----------------------------------------------------------------------------
# Actor Notetags - These notetags go in the actors notebox in the database.
# -----------------------------------------------------------------------------
#
# A battler afflicted with cooldown lock will not have cooldowns count down
# every turn until the cooldown lock is removed.
#
#
# 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.
#
#
# 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.
# -----------------------------------------------------------------------------
#
# A battler afflicted with cooldown lock will not have cooldowns count down
# every turn until the cooldown lock is removed.
#
#
# 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.
#
#
# 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.
# -----------------------------------------------------------------------------
#
# 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.
#
#
#
# This will cause the target's cooldowns for every skill to increase by x or
# decrease by x. This selects skills indiscriminately.
#
#
#
# This will cause the target's specific skill x to receive a change in cooldown
# by either an increase or decrease of y amount.
#
#
#
# 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.
#
#
# 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.
#
#
# 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.
#
#
# This will restrict the skill if switch x is ON. If switch x is OFF, this
# skill will no longer be restricted.
#
#
#
# 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.
#
#
#
# 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.
#
#
# string
# string
#
# 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.
# -----------------------------------------------------------------------------
#
#
# This will cause the target's cooldowns for every skill to increase by x or
# decrease by x. This selects skills indiscriminately.
#
#
#
# This will cause the target's specific skill x to receive a change in cooldown
# by either an increase or decrease of y amount.
#
#
#
# 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.
# -----------------------------------------------------------------------------
#
# A battler afflicted with cooldown lock will not have cooldowns count down
# every turn until the cooldown lock is removed.
#
#
# 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.
#
#
# 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.
# -----------------------------------------------------------------------------
#
# A battler afflicted with cooldown lock will not have cooldowns count down
# every turn until the cooldown lock is removed.
#
#
# 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.
#
#
# 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.
# -----------------------------------------------------------------------------
#
# A battler afflicted with cooldown lock will not have cooldowns count down
# every turn until the cooldown lock is removed.
#
#
# 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.
#
#
# 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.
# -----------------------------------------------------------------------------
#
# A battler afflicted with cooldown lock will not have cooldowns count down
# every turn until the cooldown lock is removed.
#
#
# 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.
#
#
# 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 = 24 # Font size used for cooldowns.
COOLDOWN_SUFFIX = "%sC" # Suffix used for cooldowns.
COOLDOWN_ICON = 0 # 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 = 24 # Font size used for warmups.
WARMUP_SUFFIX = "%sW" # Suffix used for warmups.
WARMUP_ICON = 0 # 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 = 24 # Font size used for used up.
LIMITED_TEXT = "X" # Text used for used up.
LIMITED_ICON = 0 # 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 < 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?
data_array = skills + [1, 2]
for skill in data_array
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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