YEP.3 – Battle Engine Core
The default battle system for RPG Maker MV now allows for the ever so popular side-view! However, we can beef it up a little bit more using the Battle Engine Core to add more features and capabilities to the battle system!
RPG Maker MV默認(rèn)的戰(zhàn)斗系統(tǒng)已經(jīng)支持流行的橫版戰(zhàn)斗,我們可以使用戰(zhàn)斗核心引擎來(lái)增加更多的特點(diǎn)和能力
Introduction
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.
這個(gè)插件改變了戰(zhàn)斗系統(tǒng)的很多方面,使其看起來(lái)更像現(xiàn)代的角色扮演游戲,而不是過(guò)時(shí)笨重的那種。這改變了戰(zhàn)斗界面的文本的顯示以及出現(xiàn)方式。
Battle Messages
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)改變了戰(zhàn)斗過(guò)程中的選項(xiàng)和信息時(shí)候,插入下面的標(biāo)簽就可以讓信息在戰(zhàn)斗記錄里居中
<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.
這個(gè)標(biāo)簽可以覆蓋所有的戰(zhàn)斗記錄窗口,并且將視為一種居中戰(zhàn)斗文本信息的指令。
Battle Windows
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.
為了使戰(zhàn)斗系統(tǒng)的導(dǎo)航更加簡(jiǎn)便,這里有很多選項(xiàng)來(lái)調(diào)整戰(zhàn)斗系統(tǒng)的角色窗口之后出現(xiàn)。
Battle Order
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.
這個(gè)戰(zhàn)斗回合系統(tǒng)也被修復(fù),這樣,任何有敏捷值改變的情況的戰(zhàn)斗,將會(huì)在當(dāng)前回合生效而不是下個(gè)回合。行動(dòng)速度計(jì)算也被調(diào)整過(guò),移除了過(guò)去速度計(jì)算公式帶有隨機(jī)的因素,讓敏捷值可以更加實(shí)際的作為一個(gè)戰(zhàn)術(shù)上的因素。
Multiple Hits
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.
如果傷害標(biāo)簽在行動(dòng)中消失,多重傷害系統(tǒng)不會(huì)中斷。這個(gè)通過(guò)切換永久狀態(tài)來(lái)實(shí)現(xiàn)的。如果要使用這個(gè)特性,請(qǐng)確保數(shù)據(jù)庫(kù)中存在一個(gè)永久狀態(tài);如果不想使用,請(qǐng)將永久狀態(tài)參數(shù)ID改為0。
Popup Revamp
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.
盡管傷害數(shù)值的彈出系統(tǒng)和原版MV看起來(lái)一樣,但是他們的進(jìn)程是完全不同的。在之前,彈出系統(tǒng)在1幀只會(huì)彈出一次,但現(xiàn)在,我們可以在同1幀顯示所有傷害,這使其看起來(lái)更加平滑。
Common Events
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.
無(wú)論敵人隊(duì)伍是否存活,公共事件將會(huì)在每次行動(dòng)結(jié)束的時(shí)候執(zhí)行,通過(guò)恰當(dāng)?shù)姆胖眯袆?dòng)序列標(biāo)簽,你可以讓技能的公共事件在一個(gè)行動(dòng)當(dāng)中執(zhí)行。但是,請(qǐng)注意如果你讓一個(gè)行動(dòng)在另一個(gè)行動(dòng)當(dāng)中執(zhí)行,剩余的行動(dòng)序列將會(huì)變成空的來(lái)取代新的行動(dòng)。
Casting Animations
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.
角色動(dòng)作將會(huì)協(xié)助提供給玩家,讓他們明白戰(zhàn)斗者是誰(shuí),以及技能使用類型。這個(gè)插件可以讓技能擁有動(dòng)作,這些動(dòng)作是可以為單獨(dú)技能自定調(diào)整的
Skill Notetag:
<Cast Animation: x>
Sets the skill’s cast animation to animation ID x. Setting x to zero will cause the skill to not have any animaton at all.
設(shè)置技能動(dòng)作ID,設(shè)置0將會(huì)取消動(dòng)作
Changing Battle Systems
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)斗時(shí),你可以通過(guò)插件命令改變戰(zhàn)斗系統(tǒng)。如果只使用這個(gè)插件,這里只包含了默認(rèn)的戰(zhàn)斗系統(tǒng)
Plugin Command:
setBattleSys DTB
Sets battle system to Default Turn Battle.
設(shè)置戰(zhàn)斗為默認(rèn)回合制
Other future plugins may include other battle systems that may utilize the Battle Engine Core.
未來(lái)其他插件將會(huì)包含其他戰(zhàn)斗系統(tǒng)
Sideview Actions
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.
在軟件默認(rèn)的戰(zhàn)斗系統(tǒng)里,豎向和橫向的戰(zhàn)斗方式都沒(méi)有顯示反擊,顯示魔法攻擊,或者任何戰(zhàn)斗者的替換隊(duì)員。這個(gè)戰(zhàn)斗系統(tǒng)核心引擎可以提供給橫版戰(zhàn)斗模式的游戲更好的戰(zhàn)斗隊(duì)員顯示效果。
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.
魔法攻擊也將會(huì)顯示一個(gè)相應(yīng)的動(dòng)畫,來(lái)告訴玩家已經(jīng)準(zhǔn)備好戰(zhàn)斗。這個(gè)動(dòng)畫可以用參數(shù)改變,但是角色,職業(yè),敵人,武器,裝備和狀態(tài)可以根據(jù)需要顯示獨(dú)有的動(dòng)畫。
Actor, Class, Enemy, Weapon, Armor, and State Notetag:
<Reflect Animation ID: x>
Changes the user’s reflect animation to x. This will take priority in the following order: Actor, Class, Enemy, Weapon, Armor, State, Default.
改變角色的動(dòng)畫為X。這將影響角色,職業(yè),敵人,武器,裝備及狀態(tài)等等
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(shí),你不希望你的敵人可以移動(dòng),或者你不希望某個(gè)角色移動(dòng)。他們只是固定的。為了完成這件事,你可以使用下面這個(gè)標(biāo)簽禁止參與戰(zhàn)斗者移動(dòng)。
Actor, Class, Enemy, Weapon, Armor, and State Notetag:
<Sprite Cannot Move>
Prevents the battler’s sprite from moving. This will take priority in the following order: Actor, Class, Enemy, Weapon, Armor, and State. If an enemy is unable to move when it performs an action, it will flash white as if it normally does in front view.
阻止了參與戰(zhàn)斗者移動(dòng)。這將影響角色,職業(yè),敵人,武器,裝備及狀態(tài)等等。如果敵人在其行動(dòng)的時(shí)候不能移動(dòng),他將會(huì)像豎版戰(zhàn)斗那樣閃爍。
Custom Sideview Battler Anchor
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 ‘a(chǎn)nchor’ them a different way.
橫向戰(zhàn)斗時(shí),角色圖通常被置于中間,并且固定在腳部,而不是所有的橫版戰(zhàn)斗都會(huì)這樣。用這個(gè)事件,對(duì)于那些不遵從標(biāo)準(zhǔn)的角色,我們可以用不同的手段固定他們。
Actor Notetags:
<Anchor X: y.z>
<Anchor Y: y.z>
This sets the anchor location for the actor’s sideview battler at y.z. By default, the X anchor is 0.5 while the Y anchor is 1.0. If you want the X anchor to be a bit more to the left, make it less than 0.5. Make it more than 0.5 to make the X anchor more towards the right. To raise the Y anchor, set the number value to less than 1.0. Keep adjusting until you find that perfect anchor setting.
這個(gè)設(shè)置了角色橫向戰(zhàn)斗時(shí),側(cè)視圖的位置。系統(tǒng)默認(rèn)值中,X=0.5,Y=1.0。如果你希望X可以向左一點(diǎn),你需要設(shè)置它小于5.或者設(shè)置大于5來(lái)使其向右。為了提高Y方向,你需要設(shè)置小于1.0的值。請(qǐng)不斷調(diào)整直到你完成了最正確的設(shè)置。