【漢化】YEP.3b Battle Engine Core (Part II) Action Sequences

YEP.3b - Battle Engine Core (Part II) Action Sequences


Action Sequences


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.
Adapted and improved from Battle Engine Melody, Action Sequences can now be used for the hardcore users of YEP’s Battle Engine Core. Using Action Sequences, you can create, animate, and alter the individual aspects of any battle action in the game.

戰(zhàn)斗系統(tǒng)核心插件包含了自定義行動(dòng)序列的功能荷鼠。行動(dòng)序列是對(duì)于游戲來說是非橙勘牵基礎(chǔ)的指令幔戏,可以從視覺和自動(dòng)程度上創(chuàng)作自定義技能。戰(zhàn)斗系統(tǒng)核心插件只包含最基礎(chǔ)的行動(dòng)序列帚戳,一次關(guān)于如何創(chuàng)作自定義技能的指南將會(huì)放在未來這個(gè)插件的拓展插件里面峻仇。兼容和提高了戰(zhàn)斗系統(tǒng)插件樱蛤,行動(dòng)序列可以被戰(zhàn)斗系統(tǒng)核心插件的骨灰級(jí)玩家使用壮莹。使用行動(dòng)序列,你可以創(chuàng)造荣德,制作動(dòng)畫闷煤,甚至變更游戲戰(zhàn)斗行為的每一個(gè)方面。


Action Sequences – ala Melody


Battle Engine Core includes Yanfly Engine Melody’s Battle Engine system, where each individual aspect of the skill and item effects can be controlled to a degree. These are called Action Sequences, where each command in the action sequence causes the game to perform a distinct individual action.

戰(zhàn)斗系統(tǒng)核心插件包括Yanfly的序列戰(zhàn)斗系統(tǒng)命爬,這個(gè)系統(tǒng)可以改變角色的技能或者物品的各個(gè)方面曹傀。這些被稱為動(dòng)作序列,在動(dòng)作序列中的每個(gè)命令都可導(dǎo)致游戲執(zhí)行不同的動(dòng)作饲宛。

Each skill and item consists of five different action sequences. They are as follows:

每一個(gè)技能和物品序列包含5個(gè)不同的行動(dòng)皆愉,如下:

  1. Setup Actions
    They prepare the active battler before carrying out the bulk of the action and its individual effects. Usually what you see here are things such as the active battler moving forward a bit, unsheathing their weapon, etc. This step will occur before the active battler expends their skill or item costs.
    準(zhǔn)備動(dòng)作
    這是執(zhí)行眾多行動(dòng)和效果之前的準(zhǔn)備動(dòng)作。通常你會(huì)看到你的角色向前移動(dòng)了一步艇抠,拔出武器等等幕庐。這步將發(fā)生在角色釋放技能或者使用物品之前。

  2. Whole Actions
    These actions will affect all of the targets simultaneously. Although this section does not need to be used, most actions will use this for displaying animations upon all enemies. This step occurs after skill and item costs.
    整體動(dòng)作
    這個(gè)將會(huì)同時(shí)影響所有目標(biāo)家淤。盡管這個(gè)序列不是必須的异剥,但是很多動(dòng)作都會(huì)在這個(gè)階段播放攻擊動(dòng)畫。這步發(fā)生在釋放技能和使用物品之后絮重。

  3. Target Actions
    This section will affect all of the targets individually. Used primarily for physical attacks that will deliver more personal forms of damage. Actions that occur here will not affect other targets unless specifically ordered to do so otherwise.
    目標(biāo)動(dòng)作
    這步將會(huì)單獨(dú)影響目標(biāo)冤寿。主要放置更加具體的物理攻擊效果歹苦。這里發(fā)生的動(dòng)作將會(huì)不影響指定之外的其他目標(biāo)。

  4. Follow Actions
    This section will dedicate towards cleanup work after the individual targeting actions. Here, it’ll do things such as removing immortal flags, start up common events, and more.
    后續(xù)動(dòng)作
    這部主要是在目標(biāo)動(dòng)作后的清理動(dòng)作督怜。這里將會(huì)移除增益效果殴瘦,開始執(zhí)行事件等等。

  5. Finish Actions
    This section will have the active battler close up the action sequence. Usually stuff like running waits and holds at the last minute for skills and items, moving back to place, and others.
    結(jié)束動(dòng)作
    這步將會(huì)關(guān)閉動(dòng)作序列号杠。通常是技能或者物品使用后的等待動(dòng)作蚪腋,以及角色退回原位置。

Now that you know each of the five steps each action sequence goes through, here’s the tags you can insert inside of skills and items. Pay attention to each tag name.

現(xiàn)在你知道了動(dòng)作序列里的五步都是怎么運(yùn)行的姨蟋,這里是一些你可以插入技能或者物品里的表情屉凯。請(qǐng)注意每個(gè)標(biāo)簽的名字。

<setup action>
action list
action list
</setup action>

<whole action>   
action list    
action list    
</whole action>

<target action>
action list
action list
</target action>

<follow action>
action list
action list
</follow action>

<finish action>
action list
action list
</finish action>

They will do their own respective action sets. The methods to insert for the action list can be found below in the core of the Help Manual.

他們將執(zhí)行相應(yīng)序列的設(shè)定眼溶。這個(gè)列表可以在幫助手冊的核心文件里找到悠砚。

Furthermore, to prevent overflooding every single one of your database item’s noteboxes with action sequence lists, there’s a shortcut you can take to copy all of the setup actions, whole actions, target actions, follow actions, and finish actions with just one line.

為了避免你要在每一個(gè)物品里面都要使用這個(gè)標(biāo)簽,你可以用這個(gè)簡短的命令來負(fù)責(zé)你的標(biāo)簽偷仿,無論是準(zhǔn)備動(dòng)作哩簿,整體動(dòng)作,目標(biāo)動(dòng)作酝静,后續(xù)動(dòng)作還是結(jié)束動(dòng)作,都只需要一行羡玛。

<action copy: x:y>

Replace x with “item” or “skill” to set the type for the action list code to directly copy. The integer y is then the ID assigned for that particular object type. For example, to copy 45th skill’s action sequences, the code would be <action copy: skill:45> for anything that will accept these action codes. If you do use this notetag, it will take priority over any custom that you’ve placed in the notebox.

可以用物品或者技能來替代x,這樣就可以直接負(fù)責(zé)標(biāo)簽命令别智。數(shù)字Y就是你要設(shè)定的特點(diǎn)主體的ID。例如稼稿,復(fù)制第45個(gè)技能行動(dòng)序列薄榛。<action copy: skill:45>就可以完成。如果你要使用這個(gè)標(biāo)簽让歼,請(qǐng)放在其他標(biāo)簽前面敞恋。


Target Typing


You may notice that in some of the actions below will say “refer to target typing” which is this section right here. Here’s a quick run down on the various targets you may select.

你應(yīng)該注意到那些參考目標(biāo)類型。這里有一個(gè)參考目錄谋右。

譯者認(rèn)為:

  • 角色:即actor選項(xiàng)卡里的
  • 敵人:即enemies選項(xiàng)卡里的
  • 隊(duì)員:不一定是actor里面的
  • 對(duì)手:不一定是enemies里面的

user; This will select the active battler.
使用者硬猫。當(dāng)前選中的。
target, targets; These will select the active targets in question.
目標(biāo)改执。被選中的目標(biāo)啸蜜。
actors, existing actors; These will select all living actors.
角色。所有存活的角色辈挂。
all actors; This will select all actors including dead ones.
所有角色衬横。包括死亡在內(nèi)的所有角色。
dead actors: This will select only dead actors.
死亡角色终蒂。僅死亡的角色蜂林。
actors not user; This will select all living actors except for the user.
非使用者遥诉。存活且非使用者的角色。
actor x; This will select the actor in slot x.
角色x.選擇角色X噪叙。
character x; This will select the specific character with actor ID x.
隊(duì)員x矮锈。選擇隊(duì)員x。
enemies, existing enemies; This will select all living enemies.
存活敵方构眯。所有存活的敵方愕难。
all enemies; This will select all enemies, even dead.
所有敵方。包括死亡在內(nèi)的所有敵方惫霸。
dead enemies: This will select only dead enemies.
死亡敵方猫缭。僅死亡的敵方。
enemies not user; This will select all enemies except for the user.
非選中敵方壹店。所有非選中的敵方猜丹。
enemy x; This will select the enemy in slot x.
敵方x。選擇敵方x硅卢。
friends; This will select the battler’s alive allies.
隊(duì)員射窒。所有存活的隊(duì)員。
all friends; This will select the all of battler’s allies, even dead.
所有隊(duì)員将塑。包括死亡在內(nèi)的所有隊(duì)員脉顿。
dead friends; This will select the battler’s dead allies.
死亡隊(duì)員。僅死亡的隊(duì)員点寥。
friends not user; This will select the battler’s allies except itself.
非使用者隊(duì)員艾疟。非使用的隊(duì)員。
friend x: This will select the battler’s ally in slot x.
隊(duì)員x敢辩。選擇隊(duì)員x蔽莱。
opponents; This will select the battler’s alive opponents.
存活對(duì)手。選擇存活的對(duì)手戚长。
all opponents; This will select the all of the battler’s opponents.
所有對(duì)手盗冷。所有的對(duì)手。
dead opponents; This will select the battler’s dead opponents.
死亡對(duì)手同廉。所有死亡的對(duì)手仪糖。
opponent x: This will select the battler’s opponent in slot x.
對(duì)手x。選擇對(duì)手x恤溶。
all alive; Selects all living actors and enemies.
所有存活者乓诽。所有角色和敵方的存活者。
all members; Selects all living and dead actors and enemies.
所有成員咒程。所有存活或者死亡的角色和敵方鸠天。
all dead; Selects all dead actors and enemies.
所有死亡。所有死亡的角色和敵方帐姻。
all not user; This will select all living battlers except user.
非使用者稠集。除了使用者的角色和敵方奶段。
focus; Selects the active battler and its targets.
焦點(diǎn)。選擇戰(zhàn)斗者和他的目標(biāo)剥纷。
not focus; Selects everything but the active battler and its targets.
非焦點(diǎn)痹籍。除了戰(zhàn)斗和他的目標(biāo)外的所有。


Action Sequences – Action List


The following contains a list of the actions you can use inside the five action sequences. Each action has a unique function and requires certain formats to operate properly.

下面這個(gè)列表包含了你可以在動(dòng)作序列里執(zhí)行的動(dòng)作晦鞋。每一個(gè)動(dòng)作都有單獨(dú)的功能并且需要明確的代碼來開啟蹲缠。


ACTION ANIMATION


Plays the animation assigned to the skill/item. The animation will automatically select the skill’s/item’s assigned targets.

Usage Example:

action animation

播放技能或者物品動(dòng)畫。動(dòng)畫將會(huì)自動(dòng)選擇技能指定的對(duì)象悠垛。


ACTION COMMON EVENT


Plays the common event found within the skill’s/item’s traits list. This will only play the last common event on the list, following the game engine’s original process. Nothing else will continue on the action list until the common event is finished.

Usage Example:

action common event

執(zhí)行技能或者物品內(nèi)的公共事件线定。這個(gè)只會(huì)執(zhí)行列表內(nèi)最新的事件。在事件執(zhí)行完之前沒有其他的可以繼續(xù)執(zhí)行确买。


ACTION EFFECT: target


Causes the target(s) to take damage/healing from the skill/item and incurs any changes made to the target(s) such as buffs and states.

Usage Example:

action effect

通過技能或者物品造成傷害或者回復(fù)而產(chǎn)生的改變斤讥,比如增益效果等等碑隆。例如動(dòng)作效果尾抑。


ANIMATION WAIT: X


Waits x animaiton frames. Each frame for an animation does not last one game frame, but instead, several. To make life easier, you can use this to have the game wait x frames played for the animation.

Usage Example:

animation 5: user

animation 6: target, mirror

等待x幀。通過用幾幀代替一幀來延長時(shí)間须蜗。為了更方便搀缠,你可以用x幀來等待播放铛楣。


CAST ANIMATION


Plays an animation on the skill’s user. Will not occur if the action is an item or the user’s default normal attack.

Usage Example:

cast animation

在技能使用者身上播放動(dòng)畫。如果這個(gè)動(dòng)作是默認(rèn)動(dòng)作艺普,就不會(huì)發(fā)生蛉艾。


CLEAR BATTLE LOG


Clears all the messages at the top of the screen.

Usage Example:

clear battle log

清除屏幕頂部信息。


DEATH BREAK


If a user were to die for any reason during the middle of the skill (either via counter attack or reflection), this will force the remainder of the action sequences for the part of the skill/item to shut down and be skipped.

Usage Example:

death break

如果一個(gè)使用者在一場戰(zhàn)斗中死亡(通過反擊等等也算)衷敌,這將會(huì)強(qiáng)制結(jié)束戰(zhàn)斗序列。


DISPLAY ACTION


Displays the action’s name at the top of the battle log. It will remain there until the battle log is cleared.

Usage Example:

display action

在戰(zhàn)斗記錄里顯示動(dòng)作名稱拓瞪。這將一直持續(xù)到記錄被清理缴罗。


IF … ELSE STATEMENTS


For those familiar with programming, you can use if…else statements to perform different actions based on different conditions. Use ‘if’ to specify a block of code to be executed, if a specified condition is true. Use ‘else’ to specify a block of code to be executed, if the same condition is false. Use ‘else if’ to specify a new condition to test, if the first condition is false. Use ‘end’ to specify where the conditions are to end.

對(duì)于程序集合,你可以使用這個(gè)語句來在不同情況下使用不同行動(dòng)祭埂。使用if語句來設(shè)定一個(gè)特殊情況面氓。使用else語句來設(shè)定除此之外的情況。else if語句來設(shè)定除特定情況外的其他特定情況蛆橡。使用end來結(jié)束舌界。

Usage Example:

if $gameSwitches.value(1)

action effect

else if $gameSwitches.value(2)

action effect

action effect

else

action effect

action effect

action effect

end

*Note: You do not have to indent the code in between to work. It just looks better that way in your action sequences.

注意:你不必要按照標(biāo)準(zhǔn)格式來書寫代碼。但是標(biāo)準(zhǔn)格式會(huì)看起來很舒服泰演。


IMMORTAL: targets, true/false


Sets the targets to a state of immortality so that they don’t die in the middle of an attack. This is to ensure every action effect goes through.

Usage Example:

immortal: targets true

設(shè)置永久狀態(tài)使其不會(huì)再戰(zhàn)斗中消失呻拌。這將確保所有行動(dòng)效果都發(fā)生。


MOTION WAIT: target


Makes the game wait 12 frames if the target(s) performing the action is an actor. If the target(s) is not an actor, no waiting will be done.

Usage Example:

motion wait: user

如果對(duì)象是角色睦焕,則等待12幀藐握。如果不是角色靴拱,則不需要等待。


PERFORM ACTION


Causes actors to step forward and swing their weapon, thrust it, however the motion that is determined will be automatically done by the game.

Usage Example:

perform action

使角色上前行走一步并揮舞武器猾普,或者推擊袜炕。這個(gè)在系統(tǒng)默認(rèn)中是自動(dòng)執(zhí)行的。


PERFORM FINISH


Causes actor to move back to its home spot.

Usage Example:

perform finish

使角色向后回到初始位置初家。


PERFORM START


Causes actor to move forward from its home spot.

Usage Example:

perform start   

是角色向前回到初始位置偎窘。


WAIT: frames


Makes the game wait a certain amount of frames before going on to the next action in the action sequence.

Usage Example:

wait: 60

在進(jìn)行行動(dòng)序列的下一步之前等待確定的幀數(shù)。


WAIT FOR ANIMATION


Waits for all animations to finish before going on to the next action in the action sequence.

Usage Example:

wait for animation

在進(jìn)行行動(dòng)序列的下一步之前等待所有動(dòng)畫播放完畢溜在。


WAIT FOR EFFECT


Waits for all effects to finish playing before continuing on.

Usage Example:

wait for effect

在繼續(xù)之前等待所有效果發(fā)生完畢陌知。


WAIT FOR MOVEMENT


Waits for all battler movements to finish before going on to the next action in the action sequence.

Usage Example:

wait for movement

在進(jìn)行行動(dòng)序列的下一步之前等待所有戰(zhàn)斗移動(dòng)完成。


WAIT FOR NEW LINE


Waits for a new line to appear in the log window before going on to the next action in the action sequence.

Usage Example:

wait for new line

在進(jìn)行行動(dòng)序列的下一步之前等待一條記錄窗口的新的線炕泳。


Happy RPG Making!

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