【汉化】YEP.131 – Extended Damage Over Time

YEP.131 – Extended Damage Over Time

Introduction

This plugin requires both YEP_BattleEngineCore && YEP_BuffsStatesCore. Make sure this plugin is located under both YEP_BattleEngineCore and YEP_BuffsStatesCore in the plugin list.
这个差距需要YEP_BattleEngineCore 和 YEP_BuffsStatesCore支持,确保这个插件安装在他们下面。
RPG Maker MV does not provide the ability to utilize custom formulas for any damage or healing over time state effects. This plugin, through aid of Yanfly’s Buffs & States Core, will allow usage for formulas to create custom damage or healing over time values, animations to go with them, variance control, and elemental rate aspects.
RMMV并没有为我们提供自定义持续时间的伤害或治疗效果的公式,这个插件,通过与Buffs & States Core协作,将可以自定义持续伤害或者治疗效果公式,甚至包括动画、变量和属性控制。
This is a collaboration plugin by Tigress and Yanfly to ensure compatibility with the Yanfly Engine Plugins library.
这个是 Tigress和Yanfly 合作开发,并确保适配YEP插件库。

Notetags

Insert the following notetags into your states to achieve their respective damage over time effects.
你可以把下面公式插入状态的备注栏来实现功能

State Notetags:

<Regen Animation: x>
<DoT Animation: x>
– This will make the state play animation x for regen/damage over time if there is any healing or damage dealt through the extended damage over time formulas used below.
这个公式可以治疗或者受伤害时播放指定动画
Examples:
<Regen Animation: 41> // Play animation 41 when regen occurs
<DoT Animation: 59> // Play animation 59 when DoT occurs
  • NOTE: Animations will only occur if it is used with one of the below formulas and the formula does not yield a 0 value.
    注意,只有使用下列公式时才会播动画,并且公式的值不能为0
<Regen Formula: x>
– This will make the affected battler regenerate x HP each turn. You can use either a formula or a numeric value in place of ‘x’.
 这个公式会导致每回合治疗HPx点
Examples:
<Regen Formula: 100> // Regen 100 HP exactly each turn
<Regen Formula: a.mdf * 2> // Regen HP equal to the origin’s MDF
<DoT Formula: x>
– This will make the affected battler take x HP damage each turn. You can use either a formula or a numeric value in place of ‘x’.
 这个公式会导致每回合减少HPx点
Examples:
<DoT Formula: 100> // Damage 100 HP exactly each turn
<DoT Formula: a.mat * 2> // Damage HP equal to the origin’s MAT
<Regen Element: x>
<DoT Element: x>
– This will make the healing/damage done by this state to be element ‘x’. This will take into consideration the target’s elemental rates towards that element. If this is left blank, there will be no element modifiers.
持续BUFF受到的治疗或伤害受到属性影响
Examples:
<Regen Element: 4> // Healing done will be affected by element 4.
<DoT Element: 5> // Damage done will be affected by element 5.
<Regen Variance: x%>
<DoT Variance: x%>
– The amount of variance you want the DoT effect to have. Replace x with a percentage value. If this is left blank, the settings in the plugin parameters will be used by default.
设置持续效果的浮动值
Examples:
<Regen Variance: 10%> // Regen will have 10% healing variance
<DoT Variance: 20%> // DoT will have 20% damage variance

Lunatic Mode – Custom DoT Formula

For those with JavaScript experience and would like to create more complex formulas for custom damage/healing over time states, you can use these following notetags below.
对于JS有基础的人,可以用下面的方式创造更复杂的公式

State Notetags:


<Custom DoT Formula>
if (a.isActor()) {
value = a.level * 100;
variance = 20;
element = 1;
} else {
value = a.hp / 50;
variance = 10;
element = 2;
}
</Custom DoT Formula>
– The damage to be dealt will be equal to the ‘value’. This is the base damage dealt primarily by the formula alone. The finalized damage to be dealt will be affected by the ‘variance’ and ‘element’ values, which can be changed within this formula, too. If ‘variance’ or ‘element’ are left out of the formula, they will take on their default values. If you are going to make a healing effect, use the notetag below this one.
<Custom Regen Formula>
if (a.isActor()) {
value = a.level * 8;
variance = 15;
element = 3;
} else {
value = a.hp / 2;
variance = 5;
element = 4;
}
</Custom Regen Formula>
– The healing to be dealt will be equal to the ‘value’. This is the base heal dealt primarily by the formula alone. The finalized healing to be dealt will be affected by the ‘variance’ and ‘element’ values, which can be changed within this formula, too. If ‘variance’ or ‘element’ are left out of the formula, they will take on their default values. If you are going to make a damaging effect, use the notetag above this one.

Happy RPG Making!

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