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)斗客蹋,我們可以使用戰(zhàn)斗核心引擎來增加更多的特點(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)的很多方面儡遮,使其看起來更像現(xiàn)代的角色扮演游戲,而不是過時(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)方式喂击。
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)斗記錄窗口淤翔,并且將視為一種居中戰(zhàn)斗文本信息的指令翰绊。
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)航更加簡便,這里有很多選項(xiàng)來調(diào)整戰(zhàn)斗系統(tǒng)的角色窗口之后出現(xiàn)旁壮。
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)监嗜,這樣,任何有敏捷值改變的情況的戰(zhàn)斗抡谐,將會在當(dāng)前回合生效而不是下個(gè)回合裁奇。行動速度計(jì)算也被調(diào)整過,移除了過去速度計(jì)算公式帶有隨機(jī)的因素麦撵,讓敏捷值可以更加實(shí)際的作為一個(gè)戰(zhàn)術(shù)上的因素刽肠。
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)簽在行動中消失,多重傷害系統(tǒng)不會中斷免胃。這個(gè)通過切換永久狀態(tài)來實(shí)現(xiàn)的音五。如果要使用這個(gè)特性,請確保數(shù)據(jù)庫中存在一個(gè)永久狀態(tài)杜秸;如果不想使用放仗,請將永久狀態(tài)參數(shù)ID改為0润绎。
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看起來一樣撬碟,但是他們的進(jìn)程是完全不同的。在之前莉撇,彈出系統(tǒng)在1幀只會彈出一次呢蛤,但現(xiàn)在,我們可以在同1幀顯示所有傷害棍郎,這使其看起來更加平滑其障。
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.
無論敵人隊(duì)伍是否存活,公共事件將會在每次行動結(jié)束的時(shí)候執(zhí)行涂佃,通過恰當(dāng)?shù)姆胖眯袆有蛄袠?biāo)簽励翼,你可以讓技能的公共事件在一個(gè)行動當(dāng)中執(zhí)行。但是辜荠,請注意如果你讓一個(gè)行動在另一個(gè)行動當(dāng)中執(zhí)行汽抚,剩余的行動序列將會變成空的來取代新的行動。
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.
角色動作將會協(xié)助提供給玩家伯病,讓他們明白戰(zhàn)斗者是誰造烁,以及技能使用類型。這個(gè)插件可以讓技能擁有動作,這些動作是可以為單獨(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)置技能動作ID惭蟋,設(shè)置0將會取消動作
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)苗桂,你可以通過插件命令改變戰(zhàn)斗系統(tǒng)。如果只使用這個(gè)插件告组,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.
未來其他插件將會包含其他戰(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)里煤伟,豎向和橫向的戰(zhàn)斗方式都沒有顯示反擊,顯示魔法攻擊木缝,或者任何戰(zhàn)斗者的替換隊(duì)員持偏。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.
魔法攻擊也將會顯示一個(gè)相應(yīng)的動畫氨肌,來告訴玩家已經(jīng)準(zhǔn)備好戰(zhàn)斗鸿秆。這個(gè)動畫可以用參數(shù)改變,但是角色怎囚,職業(yè)卿叽,敵人,武器恳守,裝備和狀態(tài)可以根據(jù)需要顯示獨(dú)有的動畫考婴。
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.
改變角色的動畫為X。這將影響角色催烘,職業(yè)沥阱,敵人,武器伊群,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)考杉,你不希望你的敵人可以移動,或者你不希望某個(gè)角色移動舰始。他們只是固定的崇棠。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)斗者移動丸卷。
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)斗者移動枕稀。這將影響角色,職業(yè)谜嫉,敵人萎坷,武器,裝備及狀態(tài)等等沐兰。如果敵人在其行動的時(shí)候不能移動哆档,他將會像豎版戰(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)僧鲁,角色圖通常被置于中間虐呻,并且固定在腳部象泵,而不是所有的橫版戰(zhàn)斗都會這樣。用這個(gè)事件斟叼,對于那些不遵從標(biāo)準(zhǔn)的角色偶惠,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)朗涩,側(cè)視圖的位置忽孽。系統(tǒng)默認(rèn)值中,X=0.5,Y=1.0谢床。如果你希望X可以向左一點(diǎn)兄一,你需要設(shè)置它小于5.或者設(shè)置大于5來使其向右。為了提高Y方向识腿,你需要設(shè)置小于1.0的值出革。請不斷調(diào)整直到你完成了最正確的設(shè)置。