Introduction--說明
?This plugin alters the various aspects of the default battle system,?allowing it ?to be more streamlined like most modern RPG's and less clunky?like older RPG's. ?This ranges from choosing what text will appear in the?battle log window at the ?top and how it will be displayed.
?該插件改變了默認(rèn)戰(zhàn)斗系統(tǒng)的各個方面,相比原有的,使其更像現(xiàn)代的RPG。包括選擇戰(zhàn)斗場景中頂部戰(zhàn)斗日志 ?窗口顯示的內(nèi)容及方式。
?Battle Messages--戰(zhàn)斗信息
?When changing "Terms" and the "Messages" that appear in battle, inserting?the ?following tag anywhere in the message will cause the message to center?itself in ?the battle log.
?當(dāng)改變戰(zhàn)斗中要顯示的術(shù)語和消息時,在任何地方插入下列的標(biāo)簽將使其文本居中。
?<CENTER>
?This tag must be all caps in order for the battle log window to recognize?it as ?an instruction to center the displayed battle text message.
?There are a couple of notetags you can use to change the way certain skills?and ?items will show up incase you don't want a name like 'Harold's Attack'?to appear ?in the name.
?如果不想在戰(zhàn)斗日志中展現(xiàn)"霍爾德的攻擊"這樣看起來很"傻"的文字,你可以使用技能和物品的備注標(biāo)簽。
Skill and Item Notetags:技能、物品備注標(biāo)簽
<DisplayText:x>//展示文本
<DisplayIcon:x>//展示圖標(biāo)
?Battle Windows--戰(zhàn)斗窗口
?There's various options to adjust the window settings found in the battle?system ?to make navigating the battle system more intuitive. Such options?include ?starting the turns with the Actor Command Window instead of the?Party Command ?Window (the Fight/Escape Window). The Party Command Window is?still accessible ?but only by pressing cancel on the first actor's window.
?這個戰(zhàn)斗系統(tǒng)中提供了豐富的選項設(shè)置,可以直觀的引導(dǎo)玩家進(jìn)行戰(zhàn)斗。比如,戰(zhàn)斗回合開始時,將會展現(xiàn)角 ?色指令窗口,而不再是命令控制窗口(戰(zhàn)斗/逃跑窗口)。當(dāng)然命令控制窗口還是在的,只是需要第一個角色 ?窗口時按取消鍵,才會展現(xiàn)。
Battle Order--戰(zhàn)斗順序
?The battle turn order is also fixed, too. This way, any battlers that Have?their ?AGI value changed over the course of battle will reflect those changes?during ?the current turn rather than the following turn. The action speed?calculation ?can also be adjusted and finetuned to have the random factor of?its speed ?calculation formula removed, too, making AGI actually worthwhile?as a tactical ?parameter.
?插件修改了戰(zhàn)斗回合順序。任何擁有敏捷值的戰(zhàn)斗對象如果在戰(zhàn)斗過程中改變了敏捷值會作用在當(dāng)前回合,而 ?不是下一回合??梢詫π袆铀俣茸龈蛹?xì)微的調(diào)整,讓敏捷值在戰(zhàn)斗中更具有價值。
?Skill and Item Notetag:技能、物品備注標(biāo)簽
<speed:+x>
<speed:-x>
?利用該標(biāo)簽可以更好的控制角色行動。
Multiple Hits--多次攻擊
?Multi-hit action will no longer end prematurely if the target dies ?midway?through the action. This is done through toggling immortal states. To ?make?use of feature, make sure your database has an Immortal State somewhere. ?If?you do not wish to use this feature, set the Parameter for Immortal State ?ID?to 0 instead.
?如果目標(biāo)在技能施放過程中死亡,多次攻擊動作不再會過早的結(jié)束。這是通過不死狀態(tài)實現(xiàn)的。為了使用這個 ?功能,必須確保你數(shù)據(jù)庫中某處有這個不死狀態(tài)。如果你想使用這個功能,把不死狀態(tài)的ID設(shè)置成0即可。
Popup Revamp--彈出方式改變
?Although the damage popups may still look the same as the default ones ?from?MV,the process in which they're created is ?now different to streamline ?the?damage popup process. Before, popups would only appear one a time with ?a?frame's ?different at minimum in order for them to show. Now, any actions?that ?occur at the same frame will now all show popups at ?the same frame,?making for ?smoother and less clunky damage popups.
?雖然彈出傷害還是看起來像MV默認(rèn)那樣,但是他們生成的過程現(xiàn)在不同于簡單的傷害彈出過程。之前,一次傷 ?害最少只會以一幀的不同來顯示,以確保他們能顯示。現(xiàn)在,一幀能顯示多個傷害。
Common Events--通用事件
?Common Events will now occur at the end of each action regardless of whether?or ?not the enemy party is still alive. With proper placing of the action?sequence ?tags, you can make the skill's common event occur in the middle of?an action, ?too. However, keep in mind if you force an action in the middle?of another ?action, the remainder of the former action's sequence list will?become null and ?void in favor of the new forced action.
?不管敵人是否還活著,通用事件會在動作序列的執(zhí)行。通過合理的運用動作序列標(biāo)簽,你可以在動作過程中加 ?入技能的通用事件。但是,要小心的是,如果強(qiáng)制的在一個動作中加入了另一個動作,前一個動作的剩余部分 ?將變成空,并以新的動作為準(zhǔn)。
Casting Animations--吟唱動畫
?Casting Animations help provide visual hints for players either by letting?them ?know which battler is going to perform an action or what type of skill?that ?action will be. This plugin enables skills to have casting animations?that can ?be modified universally or customized for each individual skill.
?吟唱動畫可以提示玩家哪一個角色將發(fā)起攻擊或者進(jìn)行什么類型技能的施放。本插件可以對每一個技能的吟唱 ?動畫進(jìn)行定制化的修改。
?Skill Notetag:技能備注標(biāo)簽
<CastAnimation:x>//設(shè)置技能施放前的吟唱動畫為X號動畫,如果設(shè)置為0則不會有任何動畫
Changing Battle Systems--修改戰(zhàn)斗系統(tǒng)
?While the player is not in battle, you can change the battle system using ?a?Plugin Command. With only this plugin, there is only one battle ?system?included: the default battle system.
?當(dāng)玩家不在戰(zhàn)斗中時,可以通過插件命令修改戰(zhàn)斗系統(tǒng)。如果只有這個插件,那就只有一個戰(zhàn)斗系統(tǒng):默認(rèn)的 ?戰(zhàn)斗系統(tǒng)。
Plugin Command:
setBattleSysDTB#設(shè)置戰(zhàn)斗系統(tǒng)為默認(rèn)的回合制系統(tǒng)
?Other future plugins may include other battle systems that may utilize ?the?Battle Engine Core.
?其他插件可能包含不一樣的戰(zhàn)斗系統(tǒng),可以與核心戰(zhàn)斗引擎配合使用。
?Sideview Actions--橫版戰(zhàn)斗動作
?In RPG Maker MV's default battle system, both the sideview and the ?frontview?settings do not display counterattacks, reflected magic attacks, nor ?any?case of substituting for battle members. The Battle Engine Core ?provides?games that are using the sideview settings small amounts of animations ?to?relay information to the player in a more visual sense.
在RPG Maker MV的默認(rèn)戰(zhàn)斗系統(tǒng)中,不管是橫版還是縱版都不會在戰(zhàn)斗成員展示還擊、魔法反射。這個核心 ?戰(zhàn)斗引擎在游戲中使用橫版戰(zhàn)斗設(shè)置提供少量的動畫設(shè)置,更直觀的將信息傳遞給玩家。
?Magic Reflection will also display a reflection animation to indicate ?the?battler has reflection properties. This animation can be changed in ?the?parameters, but certain actors, classes, enemies, weapons, armors, ?and?states can display a unique kind of animation for reflection if desired.
?魔法反射也會顯示反射動畫以表明戰(zhàn)斗者具有反射屬性。動畫可以在參數(shù)里修改,如果需要,角色、職業(yè)、敵 ?人、武器、防具、狀態(tài)都可以展示獨一無二的反射動畫。
?Actor, Class, Enemy, Weapon, Armor, and State Notetag:角色、職業(yè)、敵人、武器、防具、 ?狀態(tài)標(biāo)簽
<ReflectAnimationID:x>#改變玩家的反射動畫,優(yōu)先級即為以上順序
?Sometimes, you don't want your enemies to be able to move. Or you don't ?want?certain actors to be able to move. They're just stationary for ?whatever?reason. To accomplish that, you can use this notetag to forbid the ?battler?from moving.
?有時候,你不想讓你的敵人運動,或者當(dāng)前角色移動。不管什么原因,你只想他們是靜止的。為了實現(xiàn)這一 ?點,你可以使用下面的備注標(biāo)簽靜止戰(zhàn)斗對象移動。
Actor, Class, Enemy, Weapon, Armor, and State Notetag:角色、職業(yè)、敵人、武器、防具、 ?狀態(tài)標(biāo)簽
<SpriteCannotMove>#阻止戰(zhàn)斗對象移動。優(yōu)先級如上。如果敵人在執(zhí)行動作時被禁止移動,他會閃爍變白
Custom Sideview Battler Anchor--定制側(cè)視圖戰(zhàn)斗錨點
?Sideview battlers are generally centered horizontally, and grounded at ?their?feet. However, not all sideview battler spritesheets work this way. In ?the?event you have a sideview battler that doesn't conform to those ?standards,?you can 'anchor' them a different way.
?側(cè)視圖戰(zhàn)斗對象通常垂直居中,且在他們腳下。但是,不是所有的都這樣。如果沒有遵循這個標(biāo)準(zhǔn),你可以通 ?過設(shè)置錨點改變這一點。
?Actor, Class, Weapon, Armor, State Notetags:
<AnchorX:y.z>
<AnchorY:y.z>#設(shè)置戰(zhàn)斗對象錨點,默認(rèn)X 0.5 Y 1.0
Enemy Attack Animation--敵人攻擊動畫
??Enemy Notetag:
<AttackAnimation:x>#設(shè)置敵人的攻擊動畫
Automatic State Removal Conditions--自動移除狀態(tài)情形
?By default, RPG Maker MV's battle system has automatic state removal under?three ?different conditions: none, action end, turn end.
?默認(rèn)情況下,戰(zhàn)斗系統(tǒng)會在以下三種不同情況下自動移除狀態(tài):空、行動結(jié)束、回合結(jié)束
?None and Turn End are working as intended. However, Action End, however, had?the ?states removed at the start of the battler's action rather than the end.?This is ?changed and updated to occur only at the end of a battler's action.?Two more ?automatic conditions are now added: Action Start and Turn Start.?These can be ?added and implemented using the following notetags:
?空和回合結(jié)束情況是正常的。但是,動作結(jié)束的情況,會在動作的一開始就移除狀態(tài),而不是動作結(jié)束。插件 ?改變了這一點。新增了兩個情形:動作開始和回合開始。這些可以用以下的備注標(biāo)簽達(dá)到效果:
?State Notetags:
<ActionStart:x>
<ActionStart:xtoy>
?This will cause this state to update its turns remaining at the start of?an ?action. x is the number of turns it will last. If you use x to y, upon?applying ?the state, the state will be removed a random number of turns?from x to y.
?在動作一開始更新狀態(tài)剩余的回合數(shù)。X是持續(xù)的回合數(shù)。如果使用X to Y,狀態(tài)會在X到Y(jié)中隨機(jī)一個回合數(shù) ?移除。
<TurnStart:x>
<TurnStart:xtoy>
?This will cause the state to update its turns remaining at the start of a?battle ?turn. x is the number of turns it will last. If you use x to y,?upon applying ?the state, the state will be removed a random number of?turns from x to y.
?這個標(biāo)簽會在作用在回合開始時。
?Action Sequences--動作序列
?The Yanfly Engine Plugins - Battle Engine Core includes the capability of?using ?custom action sequences. Action sequences are basic instructions for?the game to ?creating a customized skill both visually and mechanically.?The Battle Engine ?Core, however, will only include the most basic of action?sequences so the ?instructions on how to create a custom action sequence will?be included in the ?Help file on future extension plugins for this plugin.
?該插件支持定制動作序列。
參數(shù)詳解
? ---General---
?Action Speed:行動基礎(chǔ)速度公式?Default System:默認(rèn)戰(zhàn)斗系統(tǒng) dtb、atb、ctb、stb
?---Escape---
?Escape Ratio:逃跑概率
?Fail Escape Boost:每次逃跑失敗后,增加成功率的系數(shù)
?---Animation---
?Animation Base Delay:兩個動畫間的基礎(chǔ)延遲
?Animation Next Delay:
?Certain Hit Animation:默認(rèn)攻擊技能動畫
?Physical Animation:物理技能動畫
?Magical Animation:魔法技能動畫
?Enemy Attack Animation:敵方默認(rèn)攻擊動畫
?Reflect Animation:反射魔法攻擊時使用的動畫
?Motion Waiting:是否在播放動畫后或期間展現(xiàn)一個行動
?---Frontview---
?Front Position X:角色X坐標(biāo)
?Front Position Y:角色Y坐標(biāo)
?Front Actor Sprite:前視圖是否展示角色圖片
?Front Sprite Priority:圖片優(yōu)先級
?---Sideview---
?Home Position X:角色X坐標(biāo)
?Home Position Y:角色Y坐標(biāo)
?Side Sprite Priority:優(yōu)先級
?---Sprites---
?Default X Anchor:默認(rèn)X錨點
?Default Y Anchor:默認(rèn)Y錨點
?Step Distance:一個單位前進(jìn)一步的距離
?Flinch Distance:側(cè)視圖中,角色在受到傷害或閃避時,會向后退一段距離
?Show Shadows:角色下方是否顯示陰影
?---Damage Popups---
?Popup Duration:傷寒彈出會保持顯示多少幀
?Newest Popup Bottom:是否將最新彈出的放在底部
?Popup Overlap Rate:多個傷害值彈出時,會覆蓋彼此
?Critical Popup:重傷時彈出傷害顏色
?Critical Duration:
?---Window Settings---
?Lower Windows:將物品、技能窗口放在底部
?Window Rows:展示多少行物品
?Command Window Rows:命令窗口展示多殺行
?Command Alignment:命令窗口文字格式
?Start Actor Command:回合開始時顯示角色命令窗口,而不是團(tuán)隊命令窗口
?Current Max:顯示當(dāng)前及最大HP/MP
?---Selection Help---
?Mouse Over:是否允許鼠標(biāo)放置在敵人上時自動選擇敵人
?Select Help Window:當(dāng)選擇角色或敵人時,是否顯示幫助窗口
?---Enemy Select---
?Visual Enemy Select:敵人選擇窗口替換成更直觀的形式
?Show Enemy Name:展示被選中敵人名稱
?Show Select Box:展示敵人被選擇框
?Enemy Font Size:敵人名字字體
?Enemy Auto Select:改變被選中的第一個敵人
?---Actor Select---
?Visual Actor Select:運行點擊角色進(jìn)行選擇
?---Battle Log---
?Show Emerge Text:展示敵人出現(xiàn)時的文字
?Show Pre-Emptive Text:展示先發(fā)攻擊
?Show Surprise Text:展示突然攻擊
?Optimize Speed:優(yōu)化戰(zhàn)斗效率
?Show Action Text:展示完整的行動描述
?Show State Text:顯示所有狀態(tài)文字
?Show Buff Text:顯示buff相關(guān)文字
?Show Counter Text:顯示反擊相關(guān)文字