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[VX]Script modification request, or script add on (depending on the scripter)

Started by zerothedarklord, July 09, 2013, 05:33:02 AM

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zerothedarklord

##==============================================================================
#    Recharge Skills
#    Version: 1.0
#    Author: modern algebra (rmrk.net)
#    Date: December 11, 2010
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Description:
#
#    This allows you to make it so that skills can be set to need to recharge
#   after use. In other words, you can make it so that once an actor uses Heal,
#   he or she cannot use Heal again for x number of turns. This script will
#   also allow you to make items, weapons, and states that can increase or
#   reduce the amount of time it takes to recharge a skill, as well as create
#   items and skills that can immediately recharge any skills that are charging
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Instructions:
#
#    Place this script in its own slot in the Script Editor (F11), above Main
#   but below any other custom scripts you might have.
#
#    Configuration is fairly easy. To specify how long a skill needs to take to
#   recharge, all you need to do is place the following code in its notebox:
#      \charge[x]
#   where x is the number of turns you want it to be unavailable for after
#   using it. It must be a positive integer.
#
#    Example:
#      \recharge[2]   # Will wait two turns before you can use this skill again
#
#    To set either an item or skill so that, when used, it will refresh all
#   skills and get rid of any remaining charges so that all skills will be
#   available, all you need to do is put the following code in the notebox:
#      \refresh
#
#    To set a weapon, armor, state, or enemy to reduce or increase the default
#   charge times of a skill, all you need to do is use the following code:
#      \recharge[x]
#
#    You can also specify recharge modifiers by class or actor. See the
#   Configurable Region at line 57 for instructions on setting those up. All
#   recharge modifiers stack, so if your class normally adds 1 and an armor the
#   actor wears adds 2, then it will take 3 extra turns to recharge the skill.
#   Also, recharge mods will only add to skills that have a recharge time to
#   begin with.
#==============================================================================

#==============================================================================
# *** RPG
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Summary of Changes:
#    New Constants - CLASS_RECHARGE_MODS, ACTOR_RECHARGE_MODS
#    Modified classes - UsableItem, Skill, Weapon, Armor, State, Enemy
#==============================================================================

module RPG

#\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
#  CONFIGURABLE REGION
#``````````````````````````````````````````````````````````````````````````````
#    Here, you can set recharge modifiers for classes and actors, thus allowing
#   the recharge times to be different depending on which actor and what class.
#   They both work the same basic way:
#
#  CLASS_RECHARGE_MODS
#    Each line should look as follows (omitting the < and >):
#
#    <class ID> => <modifier>,
#
#       class ID : the ID of the class you want to modify. So, by default,
#         1 would be Paladin, 2 would be Warrior, 3 would be Priest, etc...
#       modifier : this can either be an integer or a positive decimal number.
#         If an integer, it will add it to the number of turns. If a decimal
#         number, it will multiply it by the number of turns.
#
#  If you don't do a line for a class, then it defaults to 0 modifier.
#  Remember to put a comma after EVERY one of these lines, except the last.
#
#  EXAMPLES:
#    2 => 1,
#      Whenever an actor with class 2 uses a skill, it will take one extra turn
#      to recharge than it would normally. So, if a skill should take 3 turns
#      to recharge, it will take 4 turns for actors with this class.
#    7 => 0.5,
#      Whenever an actor with class 7 uses a skill, it will take only half as
#      long to recharge as it would normally. If a skill takes 6 turns
#      normally, it will take 3 turns to recharge for actors with this class.
#
#  ACTOR_RECHARGE_MODS
#    This works the same way, except with actor ID instead of class ID:
#
#    <actor ID> => <modifier>,
#       actor ID : the ID of the actor. So, by default, 1 would be Ralph,
#         2 would be Ulrika, etc...
#       modifier : same as at line 71.
#
#  If you don't do a line for a class, then it defaults to 0 modifier.
#  Remember to put a comma after EVERY one of these lines, except the last.
#
#  EXAMPLES:
#    4 => -2,
#      Whenever Actor 4 uses a skill, it takes 2 less turns to charge. So if
#      the skill normally takes 5 turns, it will take only 3 turns for actor 4.
#    7 => 2.5,
#      Whenever Actor 7 uses a skill it 250% longer to recharge. So if a skill
#      normally takes 2 turns, it will take 5 turns for actor 7.
#
#  You can also change an actor's recharge modifier in game with a script call:
#    $game_actors[<actor ID>] = <modifier>
#||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
CLASS_RECHARGE_MODS = { # <- Do not touch.
  1 => 0,
  2 => 1.0,
} # <- Do not touch.
ACTOR_RECHARGE_MODS = { # <- Do not touch.
  1 => 0,
  2 => 1.0,
} # <- Do not touch.
#||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
#  END CONFIGURABLE REGION
#//////////////////////////////////////////////////////////////////////////////
CLASS_RECHARGE_MODS.default = 0
ACTOR_RECHARGE_MODS.default = 0

#==============================================================================
# ** UsableItem
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Summary of Changes:
#    new method - refresh_charges?
#==============================================================================

class UsableItem
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Refresh
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def refresh_charges?
    return (self.note[/\\REFRESH/i] != nil)
  end
end

#==============================================================================
# ** Skill
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Summary of Changes:
#    new method - charge_time
#==============================================================================

class Skill
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Charge Time
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def recharge_time
    return self.note[/\\CHARGE\[(\d+)\]/i] != nil ? $1.to_i : 0
  end
end

#==============================================================================
# ** Weapon, Armor, State, Enemy
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Summary of Changes:
#    new method - recharge_mod
#    aliased method - ma_reset_note_values (if have Note Editor)
#==============================================================================

["Weapon", "Armor", "State", "Enemy"].each { |class_name|

RS_REGEXP = "/\\\\RECHARGE\\[(-?\\d+)(%?)\\]/i"

CLDEF = <<__END__
class #{class_name}
  def recharge_mod
    if !@recharge_mod
      if self.note[#{RS_REGEXP}] != nil
        if $2.empty?
          @recharge_mod = $1.to_i
        else
          x = $1.to_f / 100.0
          @recharge_mod = x >= 0 ? x : -1*x
        end
      else
        @recharge_mod = 0
      end
    end
    return @recharge_mod
  end
  if self.method_defined? (:ma_reset_note_values)
    alias ma_rchrg_restnot_8ik3 ma_reset_note_values
    def ma_reset_note_values (*args)
      ma_rchrg_restnot_8ik3 (*args) # Run Original Method
      @recharge_mod = nil
    end
  end
end
__END__

eval (CLDEF)

}

end

#==============================================================================
# ** Game_Battler
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Summary of Changes:
#    aliased methods - initialize; skill_can_use?; skill_test; skill_effect;
#      item_test; item_effect
#    new methods - set_skill_recharge; update_skill_recharge; recharge_mod
#==============================================================================

class Game_Battler
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Object Initialization
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias ma_skilchrg_initz_5tg2 initialize
  def initialize (*args)
    @sc_turns_count = {}
    @sc_turns_count.default = 0
    ma_skilchrg_initz_5tg2 (*args) # Run Original Method
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Check if Can Use Skill
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias malgbr_chrgskil_canus_9dv4 skill_can_use?
  def skill_can_use? (skill, *args)
    return false if @sc_turns_count[skill.id] > 0
    return malgbr_chrgskil_canus_9dv4 (skill, *args) # Return Original Method
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Skill Test
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias mal_rchrgskl_tst_4wp9 skill_test
  def skill_test (user, skill, *args)
    return true if skill.refresh_charges? && !@sc_turns_count.empty?
    return mal_rchrgskl_tst_4wp9 (user, skill, *args) # Run Original Method
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Skill Effect
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias mgba_rchrgskil_efct_2ok7 skill_effect
  def skill_effect (user, skill, *args)
    @sc_turns_count.clear if skill.refresh_charges?
    mgba_rchrgskil_efct_2ok7 (user, skill, *args) # Run Original Method
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Item Test
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias mogb_rchrg_itmtest_6yh2 item_test
  def item_test (user, item, *args)
    return true if item.refresh_charges? && !@sc_turns_count.empty?
    return mogb_rchrg_itmtest_6yh2 (user, item, *args) # Run Original Method
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Item Effect
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias malga_rechrge_itmeffect_5th3 item_effect
  def item_effect (user, item, *args)
    @sc_turns_count.clear if item.refresh_charges?
    malga_rechrge_itmeffect_5th3 (user, item, *args) # Run Original Method
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Set Charge
  #  skill : the skill used
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def set_skill_recharge (skill)
    return if skill.recharge_time == 0
    @sc_turns_count[skill.id] = skill.recharge_time
    direct, percent = recharge_mod
    @sc_turns_count[skill.id] += direct
    @sc_turns_count[skill.id] = (@sc_turns_count[skill.id] * percent).round
    @sc_turns_count[skill.id] += 1
    @sc_turns_count.delete (skill.id) if @sc_turns_count[skill.id] < 1
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Update Charges
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def update_skill_recharge
    for i in @sc_turns_count.keys
      @sc_turns_count[i] -= 1
      @sc_turns_count.delete (i) if @sc_turns_count[i] <= 0
    end
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Recharge Mod
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def recharge_mod
    direct, percent = 0, 1.0
    states.each { |state|
      x = state.recharge_mod
      x.is_a? (Float) ? percent *= x : direct += x
    }
    return direct, percent
  end
end

#==============================================================================
# ** Game_Actor
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Summary of Changes:
#    aliased method - setup
#    redefined super method - recharge_mod
#==============================================================================

class Game_Actor
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Public Instance Variables
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  attr_accessor :base_recharge
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Actor Setup
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias malgb_rechrg_initz_8ik2 setup
  def setup (*args)
    malgb_rechrg_initz_8ik2 (*args) # Run Original Method
    @base_recharge = RPG::ACTOR_RECHARGE_MODS[@actor_id]
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Recharge Mod
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def recharge_mod
    direct, percent = super
    class_mod = RPG::CLASS_RECHARGE_MODS[class_id]
    class_mod.is_a? (Float) ? percent *= class_mod : direct += class_mod
    @base_recharge.is_a? (Float) ? percent *= @base_recharge : direct += @base_recharge
    equips.compact.each { |equip|
      x = equip.recharge_mod
      x.is_a? (Float) ? percent *= x : direct += x
    }
    return direct, percent
  end
end

#==============================================================================
# ** Game_Enemy
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Summary of Changes:
#    redefined super method - recharge_mod
#==============================================================================

class Game_Enemy
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Recharge Mod
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def recharge_mod
    direct, percent = super
    x = enemy.recharge_mod
    x.is_a? (Float) ? percent *= x : direct += x
    return direct, percent
  end
end

#==============================================================================
# ** Scene_Battle
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Summary of Changes:
#    aliased methods - execute_action_skill; turn_end
#==============================================================================

class Scene_Battle
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Execute Battle Action: Skill
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias modrn_chrg_exactskil_5th3 execute_action_skill
  def execute_action_skill (*args)
    modrn_chrg_exactskil_5th3 (*args) # Run Original Method
    @active_battler.set_skill_recharge (@active_battler.action.skill)
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * End Turn
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias morba_chrgskl_endturn_4tx1 turn_end
  def turn_end (*args)
    $game_troop.turn_ending = true
    $game_party.slip_damage_effect
    $game_troop.slip_damage_effect
    $game_party.do_auto_recovery
    $game_troop.preemptive = false
    $game_troop.surprise = false
    process_battle_event
    $game_troop.turn_ending = false
    start_turn (*args) # Run Original Method
  end
  def start_turn (*args)
    if args[0] && args[0].is_a? (Game_Battler) # Tankentai ATB Compatibility
      args[0].update_skill_recharge
    else
      ($game_troop.members + $game_party.members).each { |battler| battler.update_skill_recharge }
    end
    start_party_command_selection
  end
end
class Scene_Battle < Scene_Base
  def turn_end(*args)
    $game_troop.turn_ending = true
    $game_party.slip_damage_effect
    for i in 0...$game_party.members.size
      for state in $game_party.members[i].states
        if state.slip_damage
          unless $game_party.members[i].dead?
            if $game_party.members[i].hp_damage > 0
              $game_troop.screen.start_shake(5, 5, 10)
              Sound.play_actor_damage
            else
              Sound.play_recovery
            end
            @message_window.replace_instant_text($game_party.members[i].slip_damage_message)
            wait(COZZIEKUNS::SHOW_SLIP_DAMAGE::WAIT)
            break
          end
        end
      end
    end
    $game_troop.slip_damage_effect
    for i in 0...$game_troop.members.size
      for state in $game_troop.members[i].states
        if state.slip_damage
          unless $game_troop.members[i].dead?
            if $game_troop.members[i].hp_damage > 0
              $game_troop.members[i].blink = true
              Sound.play_enemy_damage
            else
              Sound.play_recovery
            end
            @message_window.replace_instant_text($game_troop.members[i].slip_damage_message)
            wait(COZZIEKUNS::SHOW_SLIP_DAMAGE::WAIT)
            $game_troop.members[i].slip_damage_message = nil
            break
          end
        end
      end
    end
    $game_party.do_auto_recovery
    $game_troop.preemptive = false
    $game_troop.surprise = false
    process_battle_event
    $game_troop.turn_ending = false
    start_turn(*args)
  end
end


Modern Algebra's Skill cooldown/recharge script. I am seeking someone to either modify this, or write an add-on script to make a little window pop up to show the remaining cooldowns on skills. I don't mind how the scripter chooses to do it, whether it be it's own seperate window, or maybe a tiny number in the corner of the skill icon that appears showing the remaining number of turns. If a window is used, I would like for it to pop up in the top-left corner (under the ability info box), and it can be very small (I don't know pixel-based sizes, but it can be small enough to show 00 in size 14 or 16 font.)

zerothedarklord

EDIT: This does NOT need to function out of battle if that'd be a lot of extra work, I'm fine with it showing only in battle.

zerothedarklord

BUMP!

This would be useful to anyone who uses MA's cool down script, not just me.