YEP.76 – Tick-Based Regeneration
Introduction
This plugin requires YEP_BattleEngineCore.js and YEP_BuffsStatesCore.js. Make sure this plugin is located under both of the listed plugins in the plugin list.
这个插件需要YEP_BattleEngineCore.js和YEP_BuffsStatesCore.js插件,确保它放在他们两个下面
For those running a Tick-Based Battle System with the Battle Engine Core (ie. Active Turn Battle or Charge Turn Battle), this will automatically set your states for Turn End timings to use a Time Based system, but in turn, causes regeneration effects to occur individually.
对于那些使用Tick-Based战斗系统的人,这将自动调整每回合的状态,重新设置效果
This means that if Harold receives Low Healing Regen, then 50 ticks later, receives High Healing Regen, Harold does not regenerate HP at the same time. Instead, he will regenerate individually for both Low Healing Regen and High Healing Regen.
这意味着如果Harold处于低回复状态,50刻后,将会为高回复状态。他并不是同时回复,而是单独计算低回复和高回复
For states that do not function off a Turn End system but still utilize regeneration effects, those effects will also work off a tick-based manner.
对于那些想关闭回合完毕系统的但是需要更新效果的人,可以关闭游戏刻管理
Lunatic Mode Regenerate effects from the Buffs & States Core plugin will also function off of a periodic timed system as opposed to a regular per actor turn system.
如果你使用效果和状态核心插件的自定义模式,将会关闭周期时间系统,使用回合时间系统
If a state has been reapplied, the regeneration counter will also be reset as to synchronize with the state’s turn counter.
如果一个状态被重新赋予,更新会重置来同步
If a battler has passive states, that battler’s regeneration effects will reset at the start of each battle and clear itself at the end of battle. For example, if the amount of time you’ve set in the Battle Engine Core for the states to tick down is 100, at the start of battle, all passive states will be reset to 100 and must reach 0 before the regeneration effects trigger.
如果战斗者有主动状态,战斗更新效果将会在战斗开始重置,在战斗结束清除。例如,如果你设置了状态的游戏刻为100,则在战斗开始时为100,结束后为0