此外,压缩包内另外附带了一个我魔改的YEP状态核心插件,添加了以下阶段:
解除前
* <Custom Before Remove Effect>
* code
* code
* </Custom Before Remove Effect>
* 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
* before the state is actually removed.
真解除阶段(因为任何原因导致的状态从目标身上消失,包括解除、清除、抵抗三类)
* <Custom Real Remove Effect>
* code
* code
* </Custom Real Remove Effect>
* The code in between these notetags will run when the state is removed from
* a battler by several reasons, would trigger only once. The code will process
* before the state is actually removed.
清除阶段(死亡导致状态消失会触发这个阶段)
* <Custom Clear Effect>
* code
* code
* </Custom Clear Effect>
* The code in between these notetags will run when the state owner
* experience initializing, death, recoverAll or single escape.
* if <Category: Bypass Death Removal>/<Category: BYPASS RECOVER ALL REMOVAL>
* is used, the code would still run, though this state would not removed.
* WARNING: If inserting gainHp/Mp/Tp, battler refresh would happen, if this
* battler's result hp<=0, <Custom Clear Effect> would trigger again!
* Thus gainHp(-1) or gainMp(-1) should cause an stack error, while
* gainHp(10);gainHp(-1) is allowed. And target._mp=xxx is OK for not
* trigger the refresh.
抵抗前
* <Custom Before Resist Effect>
* code
* code
* </Custom Before Resist Effect>
* The code in between these notetags will run when the state is removed from
* a battler due to resistance gained from another state. The code will process
* before the state is actually removed.
抵抗阶段(被一个新的状态免疫掉已有状态时触发这个阶段)
* <Custom Resist Effect>
* code
* code
* </Custom Resist Effect>
* The code in between these notetags will run when the state is removed from
* a battler due to resistance gained from another state. The code will process
* after the state is actually removed.