YEP.9 – Skill Cooldowns
Skill Cooldowns is an extension plugin for the Skill Core. This plugin enables you to give your skills cooldowns, a game mechanic which prevents skills from being repeatedly used requiring the player to wait a few turns in order for the skill to become available for use again.
技能冷卻是一個(gè)技能核心的拓展插件肆资。這個(gè)插件可以讓你實(shí)現(xiàn)技能冷卻鸦做,讓玩家需要等待幾個(gè)回合才能繼續(xù)使用。
Introduction
This plugin requires YEP_SkillCore.
Make sure this plugin is located under YEP_SkillCore in the plugin list.
這個(gè)插件需要YEP_SkillCore婚苹,確保它放在YEP_SkillCore下面
This plugin allows you to give your skills cooldowns. Cooldowns are a limit enforced on a skill to prevent them from being used constantly.
這個(gè)插件讓你實(shí)現(xiàn)技能冷卻逻谦,避免連續(xù)使用技能
Cooldown Types
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.
標(biāo)準(zhǔn)冷卻。當(dāng)被使用時(shí),技能需要等x回合才可以使用奢浑。這里可以利用某些東西讓冷卻降低。最簡(jiǎn)單的就是等待腋腮,每回合都會(huì)降低雀彼。技能或者類似的也可以降低冷卻。除此之外即寡,你還可以結(jié)束戰(zhàn)斗详羡,戰(zhàn)斗結(jié)束后冷卻都會(huì)到一個(gè)定值。第三種方法就是在地圖上走動(dòng)嘿悬,走動(dòng)步數(shù)可以降低冷卻
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.
就大多數(shù)而言实柠,熱身和冷卻一樣,時(shí)間結(jié)束才可以使用技能善涨,區(qū)別是窒盐,熱身僅僅發(fā)生在戰(zhàn)斗一開始。如果一個(gè)技能有熱身時(shí)間钢拧,他會(huì)進(jìn)入戰(zhàn)斗中觸發(fā)蟹漓,戰(zhàn)斗結(jié)束后小時(shí)。熱身不會(huì)疊在任何冷卻之上源内,當(dāng)技能同時(shí)擁有冷卻和熱身時(shí)葡粒,會(huì)同步更新
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.
關(guān)聯(lián)冷卻是某個(gè)技能造成另一個(gè)技能冷卻時(shí)。所有的冷卻都看做關(guān)聯(lián)冷卻膜钓。冷卻將會(huì)優(yōu)先考慮技能冷卻和全局冷卻
Skill Type Cooldowns
When a Skill Type Cooldown occurs, all skills currently in the battler’s skill library with the matching Skill Type will be on cooldown. All other attributes of this cooldown are the same as a standard cooldown’s. This cooldown type will take priority over Global Cooldowns if this value is defined.
當(dāng)技能類型冷卻時(shí)嗽交,所有匹配的技能類型都在冷卻中。另外的技能將會(huì)是標(biāo)準(zhǔn)冷卻颂斜。技能冷卻優(yōu)先考慮全局冷卻
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.
當(dāng)冷卻應(yīng)用于已存在冷卻的技能夫壁,冷卻將會(huì)改變最大值。這意味著沃疮,當(dāng)一個(gè)技能有3回合冷卻時(shí)盒让,技能類型冷卻設(shè)置為1回合,則3回合會(huì)保留司蔬。如果技能有3回合冷卻邑茄,技能類型冷卻設(shè)置為5回合,冷卻時(shí)間變更為5回合
Notetags
Use the following notetags to alter the cooldown properties of a skill.
使用下面的標(biāo)簽來改變冷卻
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.
設(shè)計(jì)技能冷卻回合數(shù)x俊啼。這只會(huì)影響技能自身肺缕。這個(gè)值會(huì)優(yōu)先考慮技能類型冷卻和全局冷卻
<After Battle Cooldown: +x>
<After Battle Cooldown: -x>
After a battle ends (victory, loss, or escape), change the cooldown for this skill by +x turns or -x turns.
戰(zhàn)斗之后,技能冷卻增加或者減少
<Cooldown Steps: x>
Outside of battle, every x steps that the Player takes, this skill’s cooldown will drop by 1.
每走x步,技能冷卻減少1
<Skill x Cooldown: y>
When using this skill, after paying the skill cost, skill x will have a linked cooldown of y turns. This value will take priority over Skill Type Cooldowns and Global Cooldowns.
使用技能后搓谆,并且支付技能消耗以后炒辉,技能x將會(huì)關(guān)聯(lián)冷卻y回合。這個(gè)值優(yōu)先考慮技能類型冷卻和全局冷卻
<SType x Cooldown: y>
When using this skill, after paying the skill cost, all skills with the matching Skill Type x to have a cooldown of y. This value will take priority over Global Cooldowns.
使用技能后泉手,并且支付技能消耗以后黔寇,所有技能類型x將會(huì)關(guān)聯(lián)冷卻y回合。這個(gè)值優(yōu)先考慮全局冷卻
<Global Cooldown: x>
When using this skill, all skills within the battler’s skill library area set to be on cooldown for x turns. This value has less priority than Individual Cooldowns and Skill Type Cooldowns.
使用技能后斩萌,所有技能將會(huì)設(shè)置冷卻x回合缝裤。這個(gè)值優(yōu)先于獨(dú)立冷卻和技能類型冷卻
<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.
技能不需要冷卻。例如攻擊颊郎,防御憋飞,逃跑等不需要冷卻的指令。
Skill and Item Notetags:
<Skill x Cooldown: +y>
<Skill x Cooldown: -y>
Targets hit by this skill will have skill x’s cooldown adjusted by y. This does not apply to the user and applies only to the targets.
目標(biāo)技能x的冷卻增加或者減少姆吭。僅適用于目標(biāo)榛做,不能用于自己
<SType x Cooldown: +y>
<SType x Cooldown: -y>
Targets hit by this skill will have all skills in their skill library with Skill Type x to have their cooldowns adjusted by y. This does not apply to the user and applies only to the targets.
目標(biāo)技能類型x的冷卻增加或者減少。僅適用于目標(biāo)内狸,不能用于自己
<Global Cooldown: +x>
<Global Cooldown: -x>
Targets hit by this skill will have all skills in their skill library to have their cooldowns adjusted by y. This does not apply to the user and applies only to the targets.
目標(biāo)全部技能的冷卻增加或者減少x检眯。僅適用于目標(biāo),不能用于自己
Actor, Class, Enemy, Weapon, Armor, and State Notetags:
<Skill x Cooldown Duration: y%>
Alters the cooldown duration of skill x to y% when the cooldown cost is applied. This effect only applies to skill x.
改變技能x的冷卻持續(xù)時(shí)間為y%昆淡。
<SType x Cooldown Duration: y%>
Alters the cooldown duration of skills with Skill Type x to y% when the cooldown cost is applied. This effect only applies to Skill Type x.
改變技能類型x的冷卻持續(xù)時(shí)間為y%锰瘸。
<Global Cooldown Duration: x%>
Alters the cooldown duration of all skills to x% when the cooldown cost is applied.
改變?nèi)考寄艿睦鋮s持續(xù)時(shí)間為x%。
<Skill x Cooldown Rate: y%>
Sets the cooldown rate for skill x to y% when the cooldown counter goes down. This effect only applies to skill x.
冷卻需要下降時(shí)昂灵,技能x的冷卻率為y%避凝。
<SType x Cooldown Rate: y%>
Sets the cooldown rate for Skill Type x skills to y% when the cooldown counter goes down. This effect only applies to Skill Type x skills.
冷卻需要下降時(shí),技能類型x的冷卻率為y%眨补。
<Global Cooldown Rate: x%>
Sets the cooldown rate for all skills to x% when the cooldown counter goes down.
冷卻需要下降時(shí)管削,全部技能的冷卻率為x%。
<Skill x Cooldown: +y>
<Skill x Cooldown: -y>
If the user performs skill x, it will have an increased or decreased cooldown value as long as the user is the actor, class, enemy, or has the weapon or armor equipped, or is affected by the state with this notetag. These flat cooldown modifications are applied after the rates and duration modifiers have been calculated.
如果玩家是特點(diǎn)玩家渤涌,職業(yè)佩谣,或者裝備特定物品時(shí),或者存在特點(diǎn)狀態(tài)实蓬,這個(gè)技能x冷卻將會(huì)改變y。這將在所有計(jì)算完成后應(yīng)用一個(gè)平均冷卻吊履。
<SType x Cooldown: +y>
<SType x Cooldown: -y>
If the user performs skill with skill type x, it will have an increased or decreased cooldown value as long as the user is the actor, class, enemy, or has the weapon or armor equipped, or is affected by the state with this notetag. These flat cooldown modifications are applied after the rates and duration modifiers have been calculated.
如果玩家是特點(diǎn)玩家安皱,職業(yè),或者裝備特定物品時(shí)艇炎,或者存在特點(diǎn)狀態(tài)酌伊,這個(gè)技能類型x冷卻將會(huì)改變y。這將在所有計(jì)算完成后應(yīng)用一個(gè)平均冷卻。
<Global Cooldown: +x>
<Global Cooldown: -x>
If the user performs any skill, it will have an increased or decreased cooldown value as long as the user is the actor, class, enemy, or has the weapon or armor equipped, or is affected by the state with this notetag. These flat cooldown modifications are applied after the rates and duration modifiers have been calculated.
如果玩家是特點(diǎn)玩家居砖,職業(yè)虹脯,或者裝備特定物品時(shí),或者存在特點(diǎn)狀態(tài)奏候,全部技能冷卻將會(huì)改變x循集。這將在所有計(jì)算完成后應(yīng)用一個(gè)平均冷卻。
<Skill x Warmup: +y>
<Skill x Warmup: -y>
At the start of battle, skill x will have an increased or decreased warmup value as long as the user is the actor, class, enemy, or has the weapon or armor equipped, or is affected by the state with this notetag. These flat warmup modifications are applied after the rates and duration modifiers have been calculated.
如果玩家是特點(diǎn)玩家蔗草,職業(yè)咒彤,或者裝備特定物品時(shí),或者存在特點(diǎn)狀態(tài)咒精,戰(zhàn)斗開始時(shí)镶柱,技能x熱身時(shí)間改變y。這將在所有計(jì)算完成后應(yīng)用一個(gè)平均熱身時(shí)間模叙。
<SType x Warmup: +y>
<SType x Warmup: -y>
At the start of battle, all skills with skill type x it will have an increased or decreased warmup value as long as the user is the actor, class, enemy, or has the weapon or armor equipped, or is affected by the state with this notetag. These flat warmup modifications are applied after the rates and duration modifiers have been calculated.
如果玩家是特點(diǎn)玩家歇拆,職業(yè),或者裝備特定物品時(shí)范咨,或者存在特點(diǎn)狀態(tài)故觅,戰(zhàn)斗開始時(shí),技能類型x熱身時(shí)間改變y湖蜕。這將在所有計(jì)算完成后應(yīng)用一個(gè)平均熱身時(shí)間逻卖。
<Global Warmup: +x>
<Global Warmup: -x>
At the start of battle, all skills will have an increased or decreased warmup value as long as the user is the actor, class, enemy, or has the weapon or armor equipped, or is affected by the state with this notetag. These flat warmup modifications are applied after the rates and duration modifiers have been calculated.
如果玩家是特點(diǎn)玩家,職業(yè)昭抒,或者裝備特定物品時(shí)评也,或者存在特點(diǎn)狀態(tài),戰(zhàn)斗開始時(shí)灭返,全部技能熱身時(shí)間改變x盗迟。這將在所有計(jì)算完成后應(yīng)用一個(gè)平均熱身時(shí)間。