重做郝籽技能组,新增防护机制

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戴面具的乐子人 2 years ago
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{"id":209,"autoRemovalTiming":2,"chanceByDamage":100,"traits":[{"code":22,"dataId":1,"value":0.5},{"code":21,"dataId":2,"value":1.3}],"iconIndex":82,"maxTurns":2,"message1":"","message2":"","message3":"","message4":"","minTurns":2,"motion":0,"name":"以退为进I","note":"","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":210,"autoRemovalTiming":2,"chanceByDamage":100,"traits":[{"code":22,"dataId":1,"value":0.8},{"code":21,"dataId":2,"value":1.3}],"iconIndex":82,"maxTurns":2,"message1":"","message2":"","message3":"","message4":"","minTurns":2,"motion":0,"name":"以退为进II","note":"","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":211,"autoRemovalTiming":2,"chanceByDamage":100,"traits":[{"code":22,"dataId":1,"value":1},{"code":21,"dataId":2,"value":1.3}],"iconIndex":82,"maxTurns":2,"message1":"","message2":"","message3":"","message4":"","minTurns":2,"motion":0,"name":"以退为进III","note":"","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":212,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"","note":"","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":213,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"","note":"","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":214,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"","note":"","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":215,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"","note":"","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":213,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":813,"maxTurns":1,"message1":"可以免疫5次伤害","message2":"可以免疫5次伤害","message3":"","message4":"不再能免疫伤害!","minTurns":1,"motion":0,"name":"伤害无效","note":"<Counter Alignment: left>\n<Counter Text Color: 17>\n\n<Custom Apply Effect>\nuser._defence = user._defence || 5; //定义变量值\nuser.setStateCounter(213, user._defence);\n</Custom Apply Effect>\n\n<Custom React Effect>\nif (value > 0 && this.isHpEffect() && target._defence > 0) { \n//判断角色是否受到伤害,且是否有免伤次数\nvalue = 0; //令受到的伤害为 0\ntarget._defence -= 1; //免伤次数-1\ntarget.setStateCounter(213, target._defence);\nif (target._defence <= 0){ //如果免伤次数为 0\ntarget.removeState(213); //将该状态移除\n}\n}\n}\n</Custom React Effect>","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":214,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":805,"maxTurns":1,"message1":"可以免疫10次伤害","message2":"可以免疫10次伤害","message3":"","message4":"不再能免疫伤害!","minTurns":1,"motion":0,"name":"高级伤害无效","note":"<Counter Alignment: left>\n<Counter Text Color: 17>\n\n<Custom Apply Effect>\nuser._defence = user._defence || 10; //定义变量值\nuser.setStateCounter(214, user._defence);\n//将伤害免疫次数显示到状态214\n</Custom Apply Effect>\n\n<Custom React Effect>\nif(value > 0 && this.isHpEffect() && target._defence > 0) { \n//判断角色是否受到伤害,且是否有免伤次数\nvalue = 0; //令受到的伤害为 0\ntarget._defence -= 1; //免伤次数-1\ntarget.setStateCounter(214, target._defence);\nif (target._defence <= 0){ //如果免伤次数为 0\ntarget.removeState(214); //将该状态移除\n}\n}\n</Custom React Effect>","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":215,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":805,"maxTurns":1,"message1":"可以免疫2次伤害","message2":"","message3":"","message4":"不再能免疫伤害!","minTurns":1,"motion":0,"name":"防护符卡","note":"<Counter Alignment: left>\n<Counter Text Color: 17>\n<Custom Apply Effect>\nuser._defence = user._defence || 2; //定义变量值\nuser.setStateCounter(215, user._defence);\n</Custom Apply Effect>\n<Custom React Effect>\nif (value > 0 && this.isHpEffect() && target._defence > 0) { \n//判断角色是否受到伤害,且是否有免伤次数\nvalue = 0; //令受到的伤害为 0\ntarget._defence -= 1; //免伤次数-1\ntarget.setStateCounter(215, target._defence);\nif (target._defence <= 0){ //如果免伤次数为 0\ntarget.removeState(215); //将该状态移除\n}\n}\n</Custom React Effect>","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":216,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"","note":"","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":217,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"","note":"","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":218,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"","note":"","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},

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@ -19,8 +19,8 @@ null,
{"id":17,"animationId":1,"description":"弑星者赠予的星尘杖,只是被她远程被封印了,\n原因未知","etypeId":1,"traits":[{"code":31,"dataId":1,"value":0},{"code":22,"dataId":0,"value":0.1},{"code":23,"dataId":4,"value":0.9}],"iconIndex":101,"name":"被封印的星尘杖","note":"<Not Independent Item>\n<Menu Category: 魔法武器>\n<Text Color: 9>","params":[0,100,10,0,30,10,0,0],"price":0,"wtypeId":8},
{"id":18,"animationId":0,"description":"安吉丽娜送给郝仁等人的爆矢枪,因为未知原因损坏了","etypeId":1,"traits":[{"code":31,"dataId":1,"value":0},{"code":22,"dataId":0,"value":0}],"iconIndex":384,"name":"损坏的爆矢枪","note":"<Not Independent Item>\n<Menu Category: 物理武器>\n<Text Color: 3>","params":[0,0,0,0,0,0,0,0],"price":0,"wtypeId":0},
{"id":19,"animationId":0,"description":"被乐子人激活了核心的爆矢枪,需要以精金为材料\n找工具兔修复","etypeId":1,"traits":[{"code":31,"dataId":1,"value":0},{"code":22,"dataId":0,"value":0}],"iconIndex":384,"name":"激活的爆矢枪","note":"<Not Independent Item>\n<Menu Category: 物理武器>\n<Text Color: 3>","params":[0,0,0,0,0,0,0,0],"price":0,"wtypeId":0},
{"id":20,"animationId":16,"description":"高度附魔的长枪,以至于影响了锋利程度,但以此为代价获得的是\n高额的魔法攻击力和非凡的弹性、韧性(几率施加\\it[56]和\\it[76]","etypeId":1,"traits":[{"code":31,"dataId":6,"value":0},{"code":22,"dataId":0,"value":0.1},{"code":32,"dataId":56,"value":0.2},{"code":32,"dataId":76,"value":0.1}],"iconIndex":387,"name":"雷火百炼枪","note":"<Not Independent Item>\n<Menu Category: 物理武器>\n<Text Color: 3>\n<ZzyGIT TextColor: #00FF7F>\n<ZzySCF Color: #00FF7F>","params":[0,50,15,0,20,0,0,0],"price":0,"wtypeId":2},
{"id":21,"animationId":13,"description":"铭刻符文的附魔长弓,比普通长弓杀伤力更强大\n还能提升使用者MP上限","etypeId":1,"traits":[{"code":31,"dataId":1,"value":0},{"code":22,"dataId":2,"value":0.08},{"code":54,"dataId":2,"value":1},{"code":22,"dataId":0,"value":0.08}],"iconIndex":731,"name":"符文长弓","note":"<Not Independent Item>\n<Menu Category: 物理武器>\n<Synthesis Ingredients>\n item 48: 1\n item 51: 1\n weapon 10: 1\n</Synthesis Ingredients>","params":[0,50,35,0,30,0,5,0],"price":2000,"wtypeId":6},
{"id":20,"animationId":16,"description":"高度附魔的长枪,以至于影响了锋利程度,但以此为代价获得的是\n高额的魔法攻击力和额外的魔力容量","etypeId":1,"traits":[{"code":31,"dataId":1,"value":0},{"code":22,"dataId":0,"value":0.1},{"code":22,"dataId":2,"value":0.1}],"iconIndex":387,"name":"雷火百炼枪","note":"<Not Independent Item>\n<Menu Category: 物理武器>\n<Text Color: 3>\n<ZzyGIT TextColor: #00FF7F>\n<ZzySCF Color: #00FF7F>","params":[0,50,15,0,25,0,0,0],"price":0,"wtypeId":2},
{"id":21,"animationId":13,"description":"铭刻符文的附魔长弓,比普通长弓杀伤力更强大\n还能提升使用者最大生命和魔力容量","etypeId":1,"traits":[{"code":31,"dataId":1,"value":0},{"code":22,"dataId":2,"value":0.08},{"code":54,"dataId":2,"value":1},{"code":22,"dataId":0,"value":0.08}],"iconIndex":731,"name":"符文长弓","note":"<Not Independent Item>\n<Menu Category: 物理武器>\n<Synthesis Ingredients>\n item 48: 1\n item 51: 1\n weapon 10: 1\n</Synthesis Ingredients>","params":[200,50,35,0,30,0,5,0],"price":2000,"wtypeId":6},
{"id":22,"animationId":0,"description":"","etypeId":1,"traits":[{"code":31,"dataId":1,"value":0},{"code":22,"dataId":0,"value":0}],"iconIndex":0,"name":"","note":"","params":[0,0,0,0,0,0,0,0],"price":0,"wtypeId":0},
{"id":23,"animationId":0,"description":"","etypeId":1,"traits":[{"code":31,"dataId":1,"value":0},{"code":22,"dataId":0,"value":0}],"iconIndex":0,"name":"","note":"","params":[0,0,0,0,0,0,0,0],"price":0,"wtypeId":0},
{"id":24,"animationId":0,"description":"","etypeId":1,"traits":[{"code":31,"dataId":1,"value":0},{"code":22,"dataId":0,"value":0}],"iconIndex":0,"name":"","note":"","params":[0,0,0,0,0,0,0,0],"price":0,"wtypeId":0},

@ -31,7 +31,7 @@ var $plugins =
{"name":"YEP_SkillCore","status":true,"description":"v1.11 技能核心☁️","parameters":{"---全局---":"","Cost Padding":"4","Command Alignment":"center","Window Columns":"2","---HP 费用---":"","HP Format":"%1%2","HP Font Size":"20","HP Text Color":"18","HP Icon":"162","---MP 费用---":"","MP Format":"%1%2","MP Font Size":"20","MP Text Color":"23","MP Icon":"165","---TP 费用---":"","TP Format":"%1%2","TP Font Size":"20","TP Text Color":"29","TP Icon":"164"}},
{"name":"YEP_MessageCore","status":true,"description":"v1.17 信息核心","parameters":{"---General---":"","Default Rows":"4","Default Width":"Graphics.boxWidth","Face Indent":"Window_Base._faceWidth + 24","Fast Forward Key":"pagedown","Enable Fast Forward":"true","Word Wrapping":"false","Description Wrap":"false","Word Wrap Space":"false","Tight Wrap":"false","---Font---":"","Font Name":"GameFont","Font Size":"28","Font Size Change":"12","Font Changed Max":"96","Font Changed Min":"12","Font Outline":"4","Maintain Font":"false","---Name Box---":"","Name Box Buffer X":"-28","Name Box Buffer Y":"0","Name Box Padding":"this.standardPadding() * 4","Name Box Color":"0","Name Box Clear":"false","Name Box Added Text":"\\c[6]","Name Box Auto Close":"false"}},
{"name":"YEP_ItemCore","status":true,"description":"v1.30 Changes the way Items are handled for your game\r\nand the Item Scene, too.","parameters":{"---General---":"","Max Items":"999","Max Weapons":"999","Max Armors":"999","Starting ID":"3000","Random Variance":"0","Negative Variance":"false","Name Format":"%1%2%3%4","Name Spacing":"true","Boost Format":"(+%1)","---Item Scene---":"","Updated Scene Item":"true","List Equipped Items":"false","Show Icon":"true","Icon Size":"128","Font Size":"20","Command Alignment":"center","Recovery Format":"%1 Heal","Add State":"+State","Add Buff":"+Buff","Remove State":"-State","Remove Buff":"-Buff","Maximum Icons":"4","Use Command":"使用 %1","Carry Format":"%1/%2","--Independent Items--":"","Midgame Note Parsing":"false"}},
{"name":"YEP_StatusMenuCore","status":true,"description":"v1.01a 身份状态菜单核心☁️","parameters":{"---设置---":"","Command Order":"General Elements States Attributes Custom Cancel","Command Window Width":"240","Command Window Rows":"4","Command Alignment":"center","---全局---":"","General Command":"角色状态","Parameters Text":"状态窗口","Experience Text":"经验窗口","Total Format":"需要 %1 到下一 %2","EXP Gauge Color 1":"30","EXP Gauge Color 2":"31","---参数---":"","Parameters Command":"角色属性","Graph Text":"属性图","ATK Color":"#ed1c24 #f26c4f","DEF Color":"#f7941d #fdc689","MAT Color":"#605ca8 #bd8cbf","MDF Color":"#448ccb #a6caf4","AGI Color":"#39b54a #82ca9c","LUK Color":"#fff568 #fffac3","---抵制颜色---":"","Above 300%":"10","200% to 300%":"20","150% to 200%":"14","120% to 150%":"6","100% to 120%":"0","80% to 100%":"24","50% to 80%":"29","1% to 50%":"23","Exactly 0%":"31","Below 0%":"27","---元素---":"","Elements Command":"元素抗性","Elements Decimal":"3","Element Column 1":"1 10 14 15 17 13","Element Column 2":"2 3 4 5 6 7","Element Column 3":"16 8 9 11 13 12","Element Column 4":"","---状态---":"","States Command":"异常状态","States Decimal":"2","States Column 1":"1 57 59 61 60 58","States Column 2":"62 63 93 90 66 95","States Column 3":"","States Column 4":"","---属性---":"","Attributes Command":"特殊属性","Attribute Font Size":"20","Attribute Decimal":"0","Attributes Column 1":"exr hit eva cri cev tgr","Attributes Column 2":"hrg mrg trg mcr tcr exr","Attributes Column 3":"cnt mrf rec pha grd fdr","Attributes Column 4":"","hit Name":"命中率","eva Name":"闪避率","cri Name":"暴击率","cev Name":"暴击抵抗率","mev Name":"魔法闪避率","mrf Name":"魔法反射率","cnt Name":"反击率","hrg Name":"HP回复率","mrg Name":"MP回复率","trg Name":"TP回复率","tgr Name":"被敌人攻击率","grd Name":"防御率","rec Name":"恢复效果比例","pha Name":"药水恢复比例","mcr Name":"MP消耗率","tcr Name":"TP消耗率","pdr Name":"承受物理伤害率","mdr Name":"承受魔法伤害率","fdr Name":"承受地面伤害率","exr Name":"经验获取率"}},
{"name":"YEP_StatusMenuCore","status":true,"description":"v1.01a 身份状态菜单核心☁️","parameters":{"---设置---":"","Command Order":"General Elements States Attributes Custom Cancel","Command Window Width":"240","Command Window Rows":"4","Command Alignment":"center","---全局---":"","General Command":"角色状态","Parameters Text":"状态窗口","Experience Text":"经验窗口","Total Format":"需要 %1 到下一 %2","EXP Gauge Color 1":"30","EXP Gauge Color 2":"31","---参数---":"","Parameters Command":"角色属性","Graph Text":"属性图","ATK Color":"#ed1c24 #f26c4f","DEF Color":"#f7941d #fdc689","MAT Color":"#605ca8 #bd8cbf","MDF Color":"#448ccb #a6caf4","AGI Color":"#39b54a #82ca9c","LUK Color":"#fff568 #fffac3","---抵制颜色---":"","Above 300%":"10","200% to 300%":"20","150% to 200%":"14","120% to 150%":"6","100% to 120%":"0","80% to 100%":"24","50% to 80%":"29","1% to 50%":"23","Exactly 0%":"31","Below 0%":"27","---元素---":"","Elements Command":"元素抗性","Elements Decimal":"3","Element Column 1":"1 10 14 15 18 17","Element Column 2":"2 3 4 5 6 7","Element Column 3":"16 8 9 11 13 12","Element Column 4":"","---状态---":"","States Command":"异常状态","States Decimal":"2","States Column 1":"1 57 59 61 60 58","States Column 2":"62 63 93 90 66 95","States Column 3":"","States Column 4":"","---属性---":"","Attributes Command":"特殊属性","Attribute Font Size":"20","Attribute Decimal":"0","Attributes Column 1":"exr hit eva cri cev tgr","Attributes Column 2":"hrg mrg trg mcr tcr exr","Attributes Column 3":"cnt mrf rec pha grd fdr","Attributes Column 4":"","hit Name":"命中率","eva Name":"闪避率","cri Name":"暴击率","cev Name":"暴击抵抗率","mev Name":"魔法闪避率","mrf Name":"魔法反射率","cnt Name":"反击率","hrg Name":"HP回复率","mrg Name":"MP回复率","trg Name":"TP回复率","tgr Name":"被敌人攻击率","grd Name":"防御率","rec Name":"恢复效果比例","pha Name":"药水恢复比例","mcr Name":"MP消耗率","tcr Name":"TP消耗率","pdr Name":"承受物理伤害率","mdr Name":"承受魔法伤害率","fdr Name":"承受地面伤害率","exr Name":"经验获取率"}},
{"name":"--------------------","status":true,"description":"------------------------------------------------------------","parameters":{}},
{"name":"YEP_X_BattleSysATB","status":true,"description":"v1.25 时间槽战斗系统☁️","parameters":{"---ATB 设置---":"","Per Tick":"user.agi","Initial Speed":"0","Full Gauge":"Math.max(5000, BattleManager.highestBaseAgi() * 100)","Charge Gauge":"0","Pre-Emptive Bonuses":"0.8","Surprise Bonuses":"0.8","---逃跑---":"","Escape Ratio":"0.25 * $gameParty.agility() / $gameTroop.agility()","Fail Escape Boost":"0.025","---Turn---":"","Full Turn":"Math.min(200, BattleManager.lowestBaseAgi() * 8)","Flash Enemy":"true","---Rubberband---":"","Enable Rubberband":"false","Minimum Speed":"0.5 * BattleManager.highestBaseAgi()","Maximum Speed":"1.5 * BattleManager.highestBaseAgi()","---准备音乐---":"","Ready Sound":"Decision1","Ready Volume":"90","Ready Pitch":"120","Ready Pan":"0","---选项---":"","ATB Speed Text":"ATB速度","Default ATB Speed":"10","---窗口---":"","Lock Status Window":"true","Gauge Style":"1","Gauge Text":"Turn","Gauge Text Align":"center","ATB Gauge Color 1":"13","ATB Gauge Color 2":"5","Slow Gauge Color 1":"12","Slow Gauge Color 2":"4","Fast Gauge Color 1":"26","Fast Gauge Color 2":"27","Stop Gauge Color 1":"7","Stop Gauge Color 2":"8","Full Gauge Color 1":"14","Full Gauge Color 2":"6","Charge Gauge Color 1":"2","Charge Gauge Color 2":"10"}},
{"name":"YEP_BattleStatusWindow","status":true,"description":"v1.09 A simple battle status window that shows the\nfaces of your party members in horizontal format.","parameters":{"---Visual---":"","No Action Icon":"16","Name Font Size":"20","Param Font Size":"20","Param Y Buffer":"7","Param Current Max":"true","Adjust Columns":"false","State Icons Row":"1","---Actor Switching---":"","Left / Right":"true","PageUp / PageDown":"true","Allow Turn Skip":"true","---Front View---":"","Show Animations":"true","Show Sprites":"true","Align Animations":"true","X Offset":"24","Y Offset":"-16"}},

@ -241,7 +241,8 @@ Yanfly.BSC.version = 1.12;
* Modifies already applied state x turns on target by y value. If this
* brings the state to 0 or below turns, the state is removed. If you are
* using named states and have multiple states with the same name, priority
* 改变状态持续时间如果你使用名字来设置当重名时优先考虑ID最高的
* 改变已附加的状态持续回合数结算回合数小于零时移除状态如果你使用名字来设置
* 当重名时优先考虑ID最高的
*
* Enemy Notetags:
* <Show State Turns>
@ -267,6 +268,8 @@ Yanfly.BSC.version = 1.12;
* Replace 'stat' with 'maxhp', 'maxmp', 'atk', 'def', 'mat', 'mdf', 'agi',
* or 'luk' without the quotes. Whatever the 'turn' variable returns is what
* the turn count will be set to for the stat buff.
* stat替换为maxhpmaxmpatkdefmatmdfagiluk
* 不带引号无论turn变量返回什么都会为属性增益设置回合计数
*
* <Custom stat Debuff Turn>
* turn = 10;
@ -275,6 +278,8 @@ Yanfly.BSC.version = 1.12;
* Replace 'stat' with 'maxhp', 'maxmp', 'atk', 'def', 'mat', 'mdf', 'agi',
* or 'luk' without the quotes. Whatever the 'turn' variable returns is what
* the turn count will be set to for the stat debuff.
* stat替换为maxhpmaxmpatkdefmatmdfagiluk
* 不带引号无论turn变量返回什么都会为属性减益设置回合计数
*
* <Custom State X Turn>
* turn = 10;
@ -282,6 +287,7 @@ Yanfly.BSC.version = 1.12;
* </Custom State X Turn>
* This alters the turn count for state x. Whatever the 'turn' variable
* returns is what the turn count will be set for state x.
* 这将更改状态 x 的回合计数无论turn变量返回什么都将为状态 x 设置回合计数
*
* <Custom State name Turn>
* turn = 10;
@ -291,6 +297,8 @@ Yanfly.BSC.version = 1.12;
* returns is what the turn count will be set for state 'name'. If you have
* multiple states in your database with the same name, priority will be
* given to the state with the highest ID.
* 这会更改状态name的回合计数无论turn变量返回什么都将为状态name
* 设置的回合计数如果数据库中有多个同名状态则将优先考虑具有最高 ID 的状态
*
* ============================================================================
* Lunatic Mode - Custom Timing Effects
@ -316,6 +324,8 @@ Yanfly.BSC.version = 1.12;
* *Note1: If the state is set to expire on battle end, the expiration will
* occur before the custom effects would take place, meaning the effects will
* not occur at all unless the expiration is set to off.
* 如果状态设置为在战斗结束时过期则过期将在自定义效果发生之前发生
* 这意味着除非过期设置为关闭否则效果根本不会发生
*
* State Notetags:
*
@ -329,6 +339,7 @@ Yanfly.BSC.version = 1.12;
* </Custom Apply Effect>
* The code in between these notetags will run when the state is added onto
* a battler. The code will process after the state is actually applied.
* 这些注释标签之间的代码将在状态添加到战斗者时运行代码将在实际应用状态后执行
*
* <Custom Remove Effect>
* code
@ -337,6 +348,8 @@ Yanfly.BSC.version = 1.12;
* The code in between these notetags will run when the state is removed from
* a battler either manually or due to turn decay. The code will process
* after the state is actually removed but before <Custom Leave Effect>.
* 这些注释标签之间的代码将在手动或由于回合衰减而从战斗器中删除状态时运行
* 代码将在状态实际删除后但在<Custom Leave Effect>之前进行处理
*
* <Custom Leave Effect>
* code
@ -345,6 +358,8 @@ Yanfly.BSC.version = 1.12;
* The code in between these notetags will run when the state is removed from
* a battler due to turn decay. The code will process after the state is
* actually removed and after <Custom Remove Effect>.
* 这些注释标签之间的代码将在由于回合衰减而从战斗者中删除状态时运行
* 代码将在状态实际删除后和<Custom Remove Effect>之后进行处理
*
* <Custom Turn Start Effect>
* code
@ -353,6 +368,8 @@ Yanfly.BSC.version = 1.12;
* This requires YEP_BattleEngineCore. This effect will run at the start of
* each of the battler's turns. The code will process after all the other
* turn start effects have taken course.
* 这需要YEP_BattleEngineCore此效果将在战斗者每个回合开始时运行
* 代码将在所有其他回合开始效果发生后进行处理
*
* <Custom Action Start Effect>
* code
@ -360,6 +377,7 @@ Yanfly.BSC.version = 1.12;
* </Custom Action Start Effect>
* This effect will run at the start of each of the battler's actions. The
* code will process before the skill/item cost takes place.
* 此效果将在战斗者的每个行动开始时运行代码将在技能/项物品消耗发生之前进行处理
*
* <Custom Action End Effect>
* code
@ -367,6 +385,7 @@ Yanfly.BSC.version = 1.12;
* </Custom Action End Effect>
* This effect will run at the end of each of the battler's actions. The
* code will process before the action end steps takes place.
* 此效果将在战斗者的每个动作结束时运行代码将在执行操作结束步骤之前进行处理
*
* <Custom Regenerate Effect>
* code
@ -374,6 +393,8 @@ Yanfly.BSC.version = 1.12;
* </Custom Regenerate Effect>
* This effect will run whenever the battler would regenerate HP, MP, or TP.
* The code will process after all the other regenerate effects have ran.
* 只要战斗者再生HPMP或TP这个效果就会运行代码将在所有其他再生效果运行后
* 进行处理
*
* <Custom Turn End Effect>
* code
@ -381,6 +402,8 @@ Yanfly.BSC.version = 1.12;
* </Custom Turn End Effect>
* This effect will run at the end of each of the battler's turns. The code
* will process after all the other turn end effects have taken course.
* 此效果将在战斗者的每个回合结束时运行代码将在所有其他回合结束效果发生后
* 进行处理
*
* <Custom Battle Effect>
* code
@ -388,6 +411,7 @@ Yanfly.BSC.version = 1.12;
* </Custom Battle Effect>
* This effect will occur at the start of battle if the battler has the state
* already applied (usually through a passive state).
* 如果战斗者已经应用了状态通常通过被动状态则此效果将在战斗开始时发生
*
* <Custom Victory Effect>
* code
@ -397,6 +421,9 @@ Yanfly.BSC.version = 1.12;
* This will only apply to the player's party. If this state can expire at
* the end of battle, this effect will not occur as state expiration will
* occur before this effect will happen.
* 如果一方获胜这种效果将在战斗结束时发生这仅适用于玩家的队伍
* 如果此状态可以在战斗结束时过期则不会发生此效果因为状态过期将在此效果发生
* 之前发生
*
* <Custom Escape Effect>
* code
@ -406,6 +433,9 @@ Yanfly.BSC.version = 1.12;
* This will only apply to the player's party. If this state can expire at
* the end of battle, this effect will not occur as state expiration will
* occur before this effect will happen.
* 如果队伍逃脱这种效果将在战斗结束时发生这仅适用于玩家的队伍
* 如果此状态可以在战斗结束时过期则不会发生此效果因为状态过期将在此效果发生
* 之前发生
*
* <Custom Defeat Effect>
* code
@ -415,6 +445,8 @@ Yanfly.BSC.version = 1.12;
* This will only apply to the player's party. If this state can expire at
* the end of battle, this effect will not occur as state expiration will
* occur before this effect will happen.
* 如果一方被击败这种效果将在战斗结束时发生这仅适用于玩家的队伍
* 如果此状态可以在战斗结束时过期则不会发生此效果因为状态过期将在此效果发生之前发生
*
* ============================================================================
* Lunatic Mode - Custom Action Effects
@ -436,6 +468,18 @@ Yanfly.BSC.version = 1.12;
* These occur regardless if the action is successfully hit.
* - Defender: Deselect
* - Attacker: Conclude
* 操作开始时触发的效果
* - 攻击方发起 Initiate
* - 被攻击方选择 Select
* 动作连接为成功命中如果错过或躲避则跳过成功命中时触发以下效果
* - 攻击方确认 Confirm
* - 被攻击方反应 React
* 伤害施加到防御者身上时触发以下效果
* - 被攻击方回应 Respond
* - 攻击方建立 Establish
* 无论操作是否成功命中都会触发以下效果
* - 被攻击方取消选择 Deselect
* - 攻击方结束 Conclude
*
* State Notetags:
*
@ -450,6 +494,8 @@ Yanfly.BSC.version = 1.12;
* This effect will run when the battler selects a target. This will occur
* before hit/miss/evade confirmation and damage execution. This effect will
* run before everything else has taken course.
* 此效果将在战斗者选择目标时运行这将在命中/未命中/躲避确认和损坏执行之前发生
* 这种效果将在其他一切发生之前运行
*
* <Custom Select Effect>
* code
@ -458,6 +504,8 @@ Yanfly.BSC.version = 1.12;
* This effect will run when the battler is selected as a target. This will
* occur before hit/miss/evade confirmation and damage execution. This effect
* will run after <Custom Initiate Effect> before everything else has ran.
* 当战斗者被选为目标时此效果将运行这将在命中/未命中/躲避确认和损坏执行之前发生
* 此效果将在<Custom Initiate Effect>之后运行然后其他所有内容都运行
*
* <Custom Confirm Effect>
* code
@ -466,6 +514,10 @@ Yanfly.BSC.version = 1.12;
* This effect will run when the battler connects a hit and before damage
* execution occurs. This effect will run after <Custom Initiate Effect> and
* <Custom Select Effect> and before everything else.
* 此效果将在战斗者连接命中时和伤害执行发生之前运行
* 此效果将在<Custom Initiate Effect><Custom Select Effect>之后运行
* 并在其他所有内容之前运行
* 此时value变量为伤害数值
*
* <Custom React Effect>
* value -= 100;
@ -476,6 +528,9 @@ Yanfly.BSC.version = 1.12;
* This effect will run before damage calculation occurs and will return the
* 'value' variable as a damage modifier. After <Custom Confirm Effect>, this
* effect will run.
* 当战斗者被选为目标时此效果将运行仅当操作连接时才会发生这种情况
* 并且将在损害执行之前发生此效果将在伤害计算发生之前运行
* 并将返回value变量作为伤害修饰符<自定义确认效果>将运行此效果
*
* <Custom Respond Effect>
* code
@ -486,6 +541,9 @@ Yanfly.BSC.version = 1.12;
* This effect will run after damage calculation occurs. The 'value' variable
* is equal to the damage dealt to the battler. This is the first effect to
* run after damage execution has taken place.
* 当战斗者被选为目标时此效果将运行仅当操作连接时才会发生这种情况
* 并且将在损害执行后发生此效果将在损失计算发生后运行此时
* value变量等于对战斗者造成的伤害这是在执行损害后运行的第一个效果
*
* <Custom Establish Effect>
* code
@ -494,6 +552,8 @@ Yanfly.BSC.version = 1.12;
* This effect will run when the battler connects a hit and after damage
* execution occurs. This effect will run after <Custom Respond Effect> has
* occurred and before everything else.
* 此效果将在战斗者连接命中和伤害执行后运行
* 此效果将在<Custom Respond Effect>发生后和其他所有内容之前运行
*
* <Custom Deselect Effect>
* code
@ -502,6 +562,8 @@ Yanfly.BSC.version = 1.12;
* This effect will run when the battler is selected as a target. This will
* occur after hit/miss/evade confirmation and damage execution. This effect
* will run after everything else has taken course.
* 当战斗者被选为目标时此效果将运行这将在命中/未命中/躲避确认和损坏执行后直接发生
* 这种效果将在其他一切都顺其自然之后运行
*
* <Custom Conclude Effect>
* code
@ -509,39 +571,49 @@ Yanfly.BSC.version = 1.12;
* </Custom Conclude Effect>
* This is the final effect to be run after the battler selects a target and
* will occur after hit/miss/evade confirmation and damage execution.
* 这是战斗人员选择目标后运行的最终效果将在命中/未命中/躲避确认和伤害执行后发生
*
* ============================================================================
* Lunatic Mode - State Counters
* ============================================================================
*
* State Counters are newly added features to suplement states. They are used
* purely in custom manners, which means they do not serve any function by
* themselves. State Counters can be used to note a number of stacks, a stored
* percentage, display a message, etc. All of it is purely updated based on
* JavaScript functions.
* State Counters are newly added features to suplement states. They are used
* purely in custom manners, which means they do not serve any function by
* themselves. State Counters can be used to note a number of stacks, a stored
* percentage, display a message, etc. All of it is purely updated based on
* JavaScript functions.
* 状态计数器是新增到补充状态的功能它们纯粹以自定义方式使用这意味着
* 它们本身没有任何功能状态计数器可用于记录多个堆栈
* 存储的百分比显示消息等所有这些都纯粹是基于JavaScript函数更新的
*
* ---
*
* There are a couple of notetags you can use for states:
* 有几个注释标签可用于状态
*
* <Counter Font Size>
* This adjusts the font size of the counter.
* 这将调整计数器的字体大小
*
* <Counter Alignment: left>
* <Counter Alignment: center>
* <Counter Alignment: right>
* This changes the alignment of the counter text.
* 这将更改计数器文本的对齐方式
*
* <Counter Buffer X: +x>
* <Counter Buffer X: -x>
* This adjusts the X buffer range for the counter text.
* 这将调整计数器文本的 X 缓冲区范围
*
* <Counter Buffer Y: +x>
* <Counter Buffer Y: -x>
* This adjusts the Y buffer range for the counter text.
* 这将调整计数器文本的 Y 缓冲区范围
*
* <Counter Text Color: x>
* This changes the font color of the text to the text color x.
* 这会将文本的字体颜色更改为文本颜色 x
*
* ---
*
@ -549,23 +621,29 @@ Yanfly.BSC.version = 1.12;
*
* battler.clearStateCounters();
* - This will clear all the counter values for all states.
* - 这将清除所有状态的所有计数器值
*
* battler.setStateCounter(stateId, value);
* - This will set the counter value for the particular state to 'value'.
* - 这会将特定状态的计数器值设置为value
*
* battler.addStateCounter(stateId, value);
* - This will add to the counter value for the state. The counter must be
* a number in order for this to work.
* - 这将添加到状态的计数器值必须是数字才能正常工作
*
* battler.clampStateCounter(stateId, min, max);
* - This will set a minimum and maximum value for the counter value of the
* particular state. The counter must be a number in order for this to work.
* - 这将为特定状态的计数器值设置最小值和最大值必须是数字才能正常工作
*
* battler.removeStateCounter(stateId)
* - This will clear the counter value for the state.
* - 这将清除状态的计数器值
*
* battler.getStateCounter(stateId)
* - This will return the current state counter value.
* - 这将返回当前状态计数器值
*
* ============================================================================
* Changelog

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