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Skill Cooldown
Skill Cooldown
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Cooldown Types
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Cooldown (Standard)
The standard cooldown only occurs if the skill has a cooldown to pay. When
used, the skill cannot be used for x turns as indicated by the cooldown.
There are a number of things that contribute to cooldowns going down. The
first would be simply waiting. Each turn in battle causes a cooldown to
drop by 1 turn. Skills and the such can be used to speed up this process.
The second would be to finish battles. Finishing a battle will cause all
cooldowns to drop by a certain amount (can be defined in the parameters).
And the third would be walking on the field map. Every certain amount of
steps allow a skill's cooldown to decrease.
Warmups
As far as most things go, Warmups do the same thing as Cooldowns: prevent
skills from being used until their timer is up. The difference, however, is
that warmups only occur once during battle: at the very start of it. If a
skill has a warmup timer, it will trigger the moment it goes into battle
and instantly disappear after battle. Warmups do not stack on top of any
existing cooldowns. If a cooldown is already occurring when a skill is in
the warmup phase, both the warmup and cooldown simultaneously update.
Linked Cooldowns
A linked cooldown occurs when a skill that's used causes another skill in
the owner's skill library to have a cooldown. All other attributes of this
cooldown are the same as a standard cooldown's. This cooldown type will take
priority over Skill Type Cooldowns and Global Cooldowns if this value is
defined.
When a cooldown is applied for a skill that already has a cooldown, the
cooldown will change to whatever is the largest value. This means if a
skill has 3 turns for a cooldown and a Skill Type Cooldown would set for
1 turn, the 3 turns would remain. On the flip side, if the skill has 3 turns
and the Skill Type Cooldown would set for 5 turns, then the cooldown would
be changed to 5 turns instead.
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Notetags
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Skill Notetags:
<Cooldown: x>
Sets the cooldown for the skill to X turns. This cooldown only affects
this skill alone. This value will take priority over Skill Type Cooldowns
and Global Cooldowns.
<Warmup: x>
Sets the warmup for the skill to X turns. When entering a new battle, the
skill will be on a warmup phase and cannot be used until the warmup phase
is over.
<Bypass Cooldown>
This causes the skill to bypass cooldowns, no matter what. This should be
used for skills like Attack, Guard, Escape, etc. that should not have a
cooldown assigned to them.
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Lunatic Mode - Specialized Cooldowns
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For skills, you can set cooldowns to have a special code determine its value
when the skill is used.
Skill Notetag
<Cooldown Eval>
cooldown = x;
cooldown += x;
</Cooldown Eval>
Insert these two tags into the skill's notebox to give it a unique way to
determine the cooldown's value. The 'cooldown' variable determines the
amount of turns for the cooldown.
<Warmup Eval>
warmup = x;
warmup += x;
</Warmup Eval>
Insert these two tags into the skill's notebox to give it a unique way to
determine the warmup's value. The 'warmup' variable determines the amount
of turns for the warmup.
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Yanfly Engine Plugins - Battle Engine Extension - Action Sequence Commands
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GLOBAL COOLDOWN: targets, +X
GLOBAL COOLDOWN: targets, -X
GLOBAL COOLDOWN: targets, X
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Sets the cooldown for all of the targets to be adjusted by X value. This
applies to every skill that doesn't bypass cooldowns.
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Usage Example: global cooldown: target, +5
global cooldown: user, -3
global cooldown: enemies, 10
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SKILL X COOLDOWN: targets, +Y
SKILL X COOLDOWN: targets, -Y
SKILL X COOLDOWN: targets, Y
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Causes skill X to be adjusted by Y value for the targets. This only applies
the specific skill x's cooldown.
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Usage Example: skill 10 cooldown: target, +5
skill 12 cooldown: user, -3
skill 15 cooldown: enemies, 10
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SKILL TYPE X COOLDOWN: targets, +Y
SKILL TYPE X COOLDOWN: targets, -Y
SKILL TYPE X COOLDOWN: targets, Y
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Causes skill type X skills to be adjusted by Y value for the targets. This
only applies the specific skill type x skill's cooldown.
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Usage Example: skill type 1 cooldown: target, +5
skill type 2 cooldown: user, -3
skill type 5 cooldown: enemies, 10