【漢化】YEP.82 – Counter Control

YEP.82 – Counter Control


Introduction


This plugin requires YEP_BattleEngineCore. Make sure this plugin is located under YEP_BattleEngineCore in the plugin list.

這個(gè)插件需要 YEP_BattleEngineCore。確保他放在 YEP_BattleEngineCore下面

If you are using Imported.YEP_X_BattleSysATB or Imported.YEP_X_BattleSysCTB, place this plugin under those plugins in the plugin list.

如果你使用了YEP_X_BattleSysATB或者YEP_X_BattleSysCTB,請(qǐng)放在他們下面

The default counterattack trait in RPG Maker MV doesn’t give many options for the developer. It’s a skill that flatout cancels out the physical skill of the attacker by evading it and then producing a normal attack from the counterattacker. This plugin will give you more control over how counters work in the sense that you can choose to have the counter connect first before allowing the counter skill to proc.

默認(rèn)的反擊特性沒有太多開發(fā)設(shè)置。這是一個(gè)可以躲避敵方攻擊并且反擊的技能。這個(gè)插件可以讓你更好的控制反擊方式。


Instructions – How Advanced Counters Work


A counterattack is an action that serves as a reaction to an action used by an opposing battler unless the action is marked as able of being countered by allied members.

反擊是作為對(duì)一項(xiàng)行動(dòng)的反饋行動(dòng)。

Now begins a clash between the attacker’s anti-counter stat (newly added) against the target’s counter stat plus any of the action’s modifiers. Once the finalized counter rate is decided, a random number check is made to see if the counter will pass. If it doesn’t, no counter will occur. If it does, the next step occurs.

當(dāng)判斷反擊成功時(shí),才會(huì)行動(dòng)

The target will then generate a pool of skills it can use as counters. It will go in a priority list mentioned in the next section below. The battle system will then go through the pool of skills in order and select the first counter skill that meets all of the conditions required. If no skill is selected, no skill will be used as a counter. All skills have a mandatory requirement of being able to pay the skill’s cost and can use it.

將會(huì)從反擊技能池選擇技能進(jìn)行反擊

Once the skill is selected, the counter skill is placed in the counter queue and waits for the current attacker’s turn to be over. Once over, the actions in the counter queue will begin. The counterattacker will perform counter actions without conflicting with their own turns. This process will repeat itself until the counter queue is emptied.

技能選擇會(huì),將會(huì)進(jìn)入反擊隊(duì)列。

During the counter queue process, counter skills can trigger counter skills, too. For that reason, there is a maximum queue size determined by the plugin parameters. Once the queue count reaches this size, no more counter skills will be added to the counter queue.

反擊也可以誘發(fā)反擊,你可以設(shè)置最大值


Instructions – Counter Skill Priority List


When the pool of counter skills is being generated, they will be generated in the following order:

  1. States – Highest Priority Notebox
  2. States – Lowest Priority Notebox
  3. Equipment – Weapons Notebox
  4. Equipment – Armors Notebox
  5. Actor – Current Class Notebox
  6. Actor – Actor Notebox
  7. Enemy – Enemy Notebox

The order of the pool of counter skills matter in that when going through the conditions of the counter skill to be used, the first counter skill whose condition is met will be the ne used.

技能池產(chǎn)生后,執(zhí)行順序如下:

1、2.從高優(yōu)先度的狀態(tài)到低優(yōu)先度狀態(tài)

  1. 武器標(biāo)簽
  2. 裝備標(biāo)簽
  3. 職業(yè)標(biāo)簽
  4. 角色標(biāo)簽
  5. 敵人標(biāo)簽

Notetags


You can use the following notetags to alter counters in your game. Each of these notetags will alter counters in a particular way.

使用下面標(biāo)簽設(shè)置

Actor and Enemy Notetags:

<Default Counter: x>
<Default Counter: name>

Sets the default counter skill to x. If it is left as 0, then the counter skill will be RPG Maker MV’s default counter skill. If you are using the name of the skill, and there are multiple skills in the database with the same name, then priority will be given to the skill with the highest ID. *Note: Use 0 for x if you wish to add RPG Maker MV’s default counter.

默認(rèn)反擊技能

Actor, Class, Enemy, Weapon, Armor, and State Notetags:

<Counter Skills: x>
<Counter Skills: x, x, x>
<Counter Skills: x to y>

This will add to the list of possible counter skills for the battler. If multiple skill ID’s are listed, then they’re all added. Priority will be given to the counter skills listed earlier.
Note: Use 0 for x if you wish to add RPG Maker MV’s default counter.
Note2: See the Counter List priority to see which skills will be given priority on the counter skill list.

反擊技能表

<Counter Skill: name>

This will add the named skill to the list of possible counter skills for the battler. If there are multiple skills in the database with the same name, then priority will be given to the skill with the highest ID.
Note: See the Counter List priority to see which skills will be given priority on the counter skill list.

反擊技能表

<Counter Total: +x>
<Counter Total: -x>

Alters the number of times the battler can counter by x. This is the amount of times the battler can counter until the battler’s turn comes up at which, the number of times is reset.

反擊次數(shù)

<Target Counter: x%>

When this battler attacks an opponent target, this will cause the target counter rate to be altered by x% rate. If a target has 10% CNT, then a notetag of 50% will cause the counter rate to become 5%.

目標(biāo)反擊率

<Target Counter: +x%>
<Target Counter: -x%>

When this battler attacks an opponent target, this will cause the target counter rate to increase or decrease by x%. If a target has 10% CNT, then a notetag of +50% will cause the counter rate to become +60%.

目標(biāo)反擊率

<Evade Counter>

This will change all counter skills used by the related battler to become evade counters regardless of their default nature. However, if the battler is affected by a trait that is <Hit Counter>, then priority will be given to the <Hit Counter> trait instead.

躲避反擊

<Hit Counter>

This will change all counter skills used by the related battler to become hit counters regardless of their default nature. If the battler is also affected by <Evade Counter>, this effect will take priority.

傷害反擊

Skill and Item Notetags:

<Ally Counter>

Makes this action able to proc counter skills by allied members.

可以被隊(duì)員用來反擊

<Ally Cannot Counter>

Makes this action unable to proc counter skills by allied members.

不可以被隊(duì)員用來反擊

<Cannot Counter>

Causes this action to be un-counterable. This means that it will always return a 0% counterattack possibility.

不能反擊

<Counter Rate: x%>

This will cause this action to proc a counter from the target by x% rate. This means if the target has a 10% chance to counter and this notetag is 50%, then the target will have a 5% chance to counter.

反擊概率

<Counter Rate: +x%>
<Counter Rate: -x%>

This will cause this action to proc a counter from the target by an additive x%. This means if the target has a 10% chance to counter and this notetag is +50%, then the target has a 60% chance to counter.

反擊概率

Skill Notetags:

<Evade Counter>

If this skill is being used as the counter skill, the battler will evade the current action and then counter.

躲避后反擊

<Hit Counter>

If this skill is being used as the counter skill, the battler will take the hit against the current action and then counter.

傷害后反擊

<Counter Name: text>

This changes the displayed name of the skill when used as a counter skill to ‘text’.

反擊技能名

<Counter Icon: x>

This changes the displayed icon of the skill when used as a counter skill to x icon.

反擊技能圖標(biāo)


Notetags – Counter Conditions


When making your counter skills, you can have those counter skills respond only to specific conditions. If all conditions are met, the counter skill will occur. If a single condition isn’t met, that counter skill will then be skipped and the next one will be checked. To add counter conditions, use the following notetags:

設(shè)置反擊條件

Skill Notetags:

<Counter Condition>
condition
condition
</Counter Condition>

Replace the ‘condition’ text in between the notetags with the listed in the conditions list below to best fit what you want.

— Example —

<Counter Condition>
physical hit
single target
</Counter Condition>

This skill will only be used as a counter skill if the current action is a physical hit that’s single target.

單一目標(biāo)物理傷害后反擊


Happy RPG Making!

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