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[搬运汉化] 【汉化】YEP系列基础及进阶教程-2018/10/06期

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Lv1.梦旅人

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发表于 2016-3-13 20:33:25 | 只看该作者
感谢分享,学习了
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发表于 2016-3-4 11:53:50 | 只看该作者
感谢分享
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发表于 2016-3-4 11:16:28 | 只看该作者
有需求的啊

一直默默的关注这个帖子,帮助非常大。

再次感谢楼主长时间的更新!

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谢谢,未来会不定期附上最新插件包和翻译  发表于 2016-3-4 11:42
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 楼主| 发表于 2016-3-3 14:23:32 | 只看该作者
本帖最后由 沧笙 于 2016-6-12 23:23 编辑


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

Happy RPG Making!

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 楼主| 发表于 2016-3-1 23:25:37 | 只看该作者
本帖最后由 沧笙 于 2016-6-12 23:19 编辑


YEP.5 – Action Sequence Pack 2
The second of three action sequence packs for the Battle Engine Core focus on visual aspects of an action such as moving, jumping, changing the screen tint, and more!
这个拓展包可以强制改变动作移动,跳跃,改变屏幕色调等等
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发表于 2016-3-1 21:54:17 | 只看该作者
沧笙大大辛苦了!

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等级不够,嗷的一声哭了出来  发表于 2016-3-1 23:00
塞糖塞糖  发表于 2016-3-1 22:56
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 楼主| 发表于 2016-3-1 21:00:40 | 只看该作者
本帖最后由 沧笙 于 2016-6-12 23:16 编辑


YEP.50 – Buffs & States Core

Introduction

If you are using YEP_BattleEngineCore.js, please this plugin under YEP_BattleEngineCore in the plugin list for the best effect.
如果你在使用YEP_BattleEngineCore.js,请放在YEP_BattleEngineCore.js下面
Alter the basic mechanics behind buffs and states that aren’t adjustable within the RPG Maker editor. Such mechanics include altering the maximum number of times buffs can stack, changing the turns remaining on buffs and states, and the rules involved when reapplying states.
这可以改变增益效果和状态。这些包括增益效果持续时间,回合等等
A turn indicator has been added to show the amount of turns remaining on buffs, debuffs, and states. Buffs and debuffs will operate off the plugin parameter settings while states can operate on individual settings if you choose for them to have unique settings.
我们为增益效果、减益效果、状态等添加了一个回合指示器。你可以通过插件参数来设置增益和减益效果,或者也可以用单独的设置来改变状态
Furthermore, a lot of Lunatic Mode options are added with this plugin to allow those with JavaScript proficiency maximum control with states and any unique effects that follow.
并且,有很多自定义模式可以来设置,你可以用JS语言来更好的设置状态或者其他特殊影响

Notetags

The following are various notetags you can use to modify states and buffs.
下面这个标签你可以用来调整状态和效果
— Buff Related —
Actor, Class, Enemy, Weapon, Armor, and State notetags:
  1. <Max stat Buff: +x>
  2. <Max stat Buff: -x>
  3. <Max stat Debuff: +x>
  4. <Max stat Debuff: -x>
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Replace ‘stat’ with ‘maxhp’, ‘maxmp’, ‘atk’, ‘def’, ‘mat’, ‘mdf’, ‘agi’, or ‘luk’ without the quotes. This notetag adjusts the maximum number of times the stat can be buffed or debuffed to the Maximum Limit cap in the plugin parameters.
设置状态调整数值
Skill and Item Notetags:
  1. <stat Buff Turns: +x>
  2. <stat Buff Turns: -x>
  3. <stat Debuff Turns: +x>
  4. <stat Debuff Turns: -x>
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Modifies already applied buff/debuff turns on target by x value. If this brings a buff/debuff to 0 or below, the buff/debuff is removed.
设置持续回合
— State Related —
State Notetags:
  1. <Show Turns>
  2. <Hide Turns>
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Show/hide the turn count remaining for the state. This will override the default setting.
显示回合数
  1. <Turn Font Size: x>
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Sets the font size used for this specific state to be x. This will override the default setting.
显示回合数文本大小
  1. <Turn Alignment: Left>
  2. <Turn Alignment: Center>
  3. <Turn Alignment: Right>
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This sets the text alignment for the turn count indicator. This will override the default setting.
显示回合数的位置
  1. <Turn Buffer X: +x>
  2. <Turn Buffer X: -x>
  3. <Turn Buffer Y: +x>
  4. <Turn Buffer Y: -x>
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Allows you to adjust the x/y position manually for the turn count for this particular state. This will override the default settings.
调整显示回合数的位置
  1. <Turn Color: x>
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This will set the turn count display color to text color x. This will override the default setting.
显示回合数的文本颜色
  1. <Reapply Ignore Turns>
  2. <Reapply Reset Turns>
  3. <Reapply Add Turns>
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Changes the rules when this state is reapplied on a battler. When ignored, the turn count remains unchanged. When reset, the turn count is set back to the default amount with variance. When added, the turn count is added upon with variance.
当状态再次应用时的规则。如果是忽略,则继续计回合数,如果重置,则回合数为默认值,如果叠加,则加到原有回合数上
Skill and Item Notetags:
  1. <State x Turns: +y>
  2. <State x Turns: -y>
  3. <State named Turns: +y>
  4. <State named Turns: -y>
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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 will be given to the state with the highest ID.
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
Enemy Notetags:
  1. <Show State Turns>
  2. <Hide State Turns>
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Affected by the Battle Engine Core. When selecting enemies, the state turns will show up in the help window. You can use this to have certain enemies show the state turns or hide them.
显示状态持续回合

Happy RPG Making!
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 楼主| 发表于 2016-3-1 13:31:50 | 只看该作者
本帖最后由 沧笙 于 2016-6-12 23:13 编辑


YEP.73 – Message Macros

Introduction

This plugin requires YEP_MessageCore.js to run. Place this plugin under YEP_MessageCore.js in the plugin list.
这个插件需要YEP_MessageCore.js,请放在YEP_MessageCore.js下面
Ever get tired of having to do \n<\c[6]\n[1]\c[0]>? With this plugin you can create a macro where you can type \m[1] and it will do just that. This is a utility plugin for RPG Maker MV developers. Using this plugin, you can now develop macros for the message system or anywhere that uses text codes in general. This plugin will allow you to define what macro ID’s will change into what text in-game!
大家都厌倦了使用复杂的文本代码,现在你可以创造宏命令,只需要简单的代码即可实现之前的功能。

Instructions – Setting Up Your macros

In the plugin parameters, you’ll see something along the lines of
在插件参数里,你可以看到这些
—Macro 1—
  1. Macro 1 Text \n<\c[6]\n[1]\c[0]>
  2. Macro 1 Name Harold
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How this works is, whenever you type out ‘\m[1]’ in the Show Text event, it will convert that to ‘\n<\c[6]\n[1]\c[0]>’, which is then converted to its own text codes. The text written out is assigned by Macro 1 Text’s plugin parameter settings.
当你需要\n<\c[6]\n[1]\c[0]>时,你可以使用\m[1]来代替。
At the same time, if you cannot remember which macro would give yield to ‘\n<\c[6]\n[1]\c[0]>’, you can also type out ‘\m[Harold]’ to give way to the same deal as ‘\m[1]’ to write out ‘\n<\c[6]\n[1]\c[0]>’.
如果你记不住ID,你可以用\m[Harold]
WARNING
If for some reason you have multiple macros with the same name identifier, then priority will be given to the macro with the lower ID. For example:
如果你有多个重名的,会优先ID最低的
—Macro 10—
  1. Macro 10 Text Macro 10
  2. Macro 10 Name abc
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—Macro 11—
  1. Macro 11 Text Macro 11
  2. Macro 11 Name abc
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Here, typing out ‘\m[abc]’ will result in ‘Macro 10’ instead of ‘Macro 11’. This is because the macro name reference ‘abc’ has a lower ID for 10 than 11 does in the macro list.
\m[abc]将会执行—Macro 10—

Instructions – Quick Macros

In YEP_X_MessageMacros1.js, there is the option ‘Enable Quick Macro’. If this is set to true, then you can use macros in a quicker fashion. Assuming that this is the setup:
在这个插件里,你可以选择开启快速宏命令。
—Macro 1—
  1. Macro 1 Text \n<\c[6]\n[1]\c[0]>
  2. Macro 1 Name Harold
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Then ‘\m[1]’ would yield ‘\n<\c[6]\n[1]\c[0]>’. ‘\m[Harold]’ would also yield ‘\n<\c[6]\n[1]\c[0]>’. However, with quick macros enabled, then ‘\Harold’ would also yield  \n<\c[6]\n[1]\c[0]>’ allowing you to type out the macros even faster.
开启快速宏命令,使用\Harold即可实现\m[Harold]的效果
WARNING
However, there are some things to keep in mind. If you ever set up a macro that will clash with other text codes, then the macro will take priority over the text code. For example, if you made the quick macro ‘\c’, then all of the color text codes will cease to work as priority is given to the quick macro instead.
这里有些事情需要注意。如果宏命令和文本代码冲突,优先执行文本代码。例如如果你使用了快速宏命令\c,将会设置颜色而不是执行宏
Furthermore, quick macros will give priority to quick macros with lower ID’s than quick macros with higher ID’s if there are similar macro name setups. For example:
如果有相同的名字,快速宏命令优先执行ID低的
—Macro 10—
  1. Macro 10 Text Macro 10
  2. Macro 10 Name abc
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—Macro 11—
  1. Macro 11 Text Macro 11
  2. Macro 11 Name abc123
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Typing out ‘\abc123’ will result in ‘Macro 10’ because Macro 10 has ‘\abc’, which contains the first three letters of ‘\abc123’ and has a higher ID than that of ‘\abc’, which then gets the priority.
\abc123优先执行—Macro 10—

Happy RPG Making!
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 楼主| 发表于 2016-3-1 13:14:39 | 只看该作者
本帖最后由 沧笙 于 2016-6-12 23:12 编辑


YEP.65 – Extended Message Pack 1

Introduction

This plugin requires YEP_MessageCore.js to run. Place this plugin under YEP_MessageCore.js in the plugin list.
这个插件需要YEP_MessageCore.js,确保它放在YEP_MessageCore.js下面
This plugin extends the amount of things the Message system can do in RPG Maker MV. These features range from text sounds, more name window options, face index control, hex colors, extended choice controls, and more precise window positioning control. New text codes are also added to further ease the usage of the message window.
这个插件拓展了信息系统的很多功能。从文本声音,到更多的名字窗口选项,脸图,索引,文本样式,选项控制,窗口位置设置等。新的文本代码也被添加进来
Text Codes
By using certain text codes in your messages, you can have the game replace them with the following:
你可以使用下面的文本代码
  1. * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  2. *
  3. * LetterSound Effect:
  4. * \lson          - Turns Letter Sounds on.
  5. * \lsoff         - Turns Letter Sounds off.
  6. * \lsn<filename> - Changes Letter Sound to play filename. This is case sensitive. Do not include the file extension.
  7. * \lsv[x]        - Sets the volume of the Letter Sound to x.
  8. * \lspi[x]       - Sets the pitch of the Letter Sound to x.
  9. * \lspiv[x]      - Sets the pitch variance of the Letter Sound to x.
  10. * \lspa[x]       - Sets the pan of the Letter Sound to x.
  11. * \lspav[x]      - Sets the pan variance of the Letter Sound to x.
  12. * \lsi[x]        - Sets the interval the Letter Sounds play to x.
  13. *
  14. * *Note: Works for message window only.
  15. *
  16. * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  17. *
  18. * NameWindow: Effect:
  19. * \n<x>   - Creates a name box with x string. Left side.
  20. * \nc<x>  - Creates a name box with x string. Centered.
  21. * \nr<x>  - Creates a name box with x string. Right side.
  22. *
  23. * \nd<x>  - Creates a dimmed name box with x string. Left side.
  24. * \ndc<x> - Creates a dimmed name box with x string. Centered.
  25. * \ndr<x> - Creates a dimmed name box with x string. Right side.
  26. *
  27. * \nt<x>  - Creates a transparent name box with x string. Left side.
  28. * \ntc<x> - Creates a transparent name box with x string. Centered.
  29. * \ntr<x> - Creates a transparent name box with x string. Right side.
  30. *
  31. * *Note: Works for message window only.
  32. *
  33. * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  34. *
  35. * MessagePosition Effect:
  36. * \msgposx[x]    - Sets the X position of the Message Window to x.
  37. * \msgposx[auto] - Sets the X position of the Message Window to default.
  38. *
  39. * \msgposy[x]    - Sets the Y position of the Message Window to x.
  40. * \msgposy[auto] - Sets the Y position of the Message Window to default.
  41. *
  42. * \msgevent[x]   - Map Field Only! Positions the X and Y position of the Message Window relative to the event x's position. If you use 0, the window will be placed relative to the player's position on the map.
  43. *
  44. * \msgactor[x]   - Requires Battle Engine Core. Battle Only! Puts the message over actor x's head if actor is in the party. Otherwise, the message will appear in normal location.
  45. *
  46. * \msgparty[x]   - Requires Battle Engine Core. Battle Only! Puts the message over party member x's head if member is present. Otherwise, the message will appear in normal location.
  47. *
  48. * \msgenemy[x]   - Requires Battle Engine Core. Battle Only! Puts the message over enemy member x's head if member is present. Otherwise, the message will appear in normal location.
  49. *
  50. * \msgwidth[x]    - Sets the width of the Message Window to x.
  51. * \msgwidth[auto] - Sets the width of the Message Window to fit the text.
  52. *
  53. * Do not use the auto function with Word Wrap.
  54. *
  55. * \msgrows[x]     - Sets the rows of the Message Window to x.
  56. * \msgrows[auto]  - Sets the rows of the Message Window to text. Do not use the auto function with Word Wrap.
  57. *
  58. * \auto           - Sets the width and rows of the Message window to fit the current message window. Do not use this with Word Wrap.
  59. *
  60. * \autoevent[x]   - Map Field Only! Sets the width and rows of the Message window to fit the current message window and positions it relative to event x. If you use 0, the window will be placed relative to the player's position on the map. Do not use this with Word Wrap.
  61. *
  62. * \autoactor[x]   - Requires Battle Engine Core. Battle Only! Sets the width and rows of the message window to fit the current message window and puts the message over actor x's head if actor is in the party. Otherwise, the message will appear in normal location. Do not use this with Word Wrap.
  63. *
  64. * \autoparty[x]   - Requires Battle Engine Core. Battle Only! Sets the width and rows of the message window to fit the current message window and puts the message over party member x's head if member is present. Otherwise, the message will appear in normal location. Do not use this with Word Wrap.
  65. *
  66. * \autoenemy[x]   - Requires Battle Engine Core. Battle Only! Sets the width and rows of the message window to fit the current message window and puts the message over enemy member x's head if member is present. Otherwise, the message will appear in normal location. Do not use this with Word Wrap.
  67. *
  68. * \msgreset       - Resets all of the positioning settings to default.
  69. *
  70. * * Note: This setting change will remain for just the current message. Going to the next message will reset this setting back to whatever the default setting is in the plugin parameters for the Message Core. If you change the amount of rows past 4, it will not acquire the messages following. You will need to use the 'MessageRows x' plugin command to accomplish that. These notetags work for the message window only.
  71. *
  72. * Do not use the [auto] width and row functions with Word Wrap. Word wrap will cause them to behave erratically.
  73. *
  74. * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  75. *
  76. * FaceIndex Effect:
  77. * \faceindex[x]   - Changes the face index of the currently used face graphic to index x at the start of the message.
  78. *
  79. * *Note: Works for message window only.
  80. *
  81. * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  82. *
  83. * DigitGroup Effect:
  84. * \dg[x]       - Groups the number value x with commas. 12345 becomes 12,345.
  85. *
  86. * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  87. *
  88. * HexColor Effect:
  89. * \hc[rrggbb]  - Changes the text color to a hex color code using red, green, blue format. For example, pure red is \hc[ff0000].
  90. *
  91. * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  92. *
  93. * PlayTime Effect:
  94. * \playtime    - Displays the current playtime of the player.
  95. *
  96. * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  97. *
  98. * MapName Effect:
  99. * \map[x]      - Displays the map name of Map ID x. If x is 0, it will display the name of the map the player is currently on.
  100. *
  101. * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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Plugin Commands

You can use the following plugin commands to adjust a few of the settings regarding the Message Window.
你可以使用下面的插件命令来调整
Plugin Commands
— Letter Sounds —
  1. EnableLetterSound
  2. DisableLetterSound
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– These commands will enable or disable the letter sounds respectively.
开启或关闭文本声音
  1. LetterSoundName Cursor2
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– This will replace the current letter sound with the written filename. The filename is case sensitive. Do not use the file extension.
设置文本声音
  1. LetterSoundVolume 100
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– This will change the letter sound volume to 100.
设置文本声音音量
  1. LetterSoundPitch 125
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– This will change the letter sound pitch to 125.
设置文本声音音调
  1. LetterSoundPitchVariance 10
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– This will cause the letter sound’s pitch to fluctuate between -10 & 10.
设置文本声音音调浮动
  1. LetterSoundPan 0
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– This will change the letter sound’s pan to 0.
设置文本声音音域
  1. LetterSoundPanVariance 10
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– This will cause the letter sound’s pan to fluctuate between -10 and 10.
设置文本声音音域浮动
  1. LetterSoundInterval 2
复制代码
– This will change the interval at which the letter sounds are played to 2 letters. Change it to 0 to play on every letter written out.
设置文本声音间隔
  1. LetterSoundReset
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– This will reset the letter sounds to their default settings.
重置文本声音
— Choice Settings —
  1. ChoiceRowMax 4
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– This will set the maximum amount of visible choices to 4.
最大可选择排为4排
— Message Window Positions —
  1. MessageRows 6
复制代码
– Changes the Message Rows displayed to 6. If you are using continuous Show Text events, this will continue displaying the following lines’s texts until it hits the row limit. Anything after that is cut off until the next message starts to avoid accidental overlap.
信息框可显示6排
  1. MessageWidth 400
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– Changes the Message Window Width to 400 pixels. This will cut off any words that are shown too far to the right so adjust accordingly!
信息框宽度400
  1. MessagePositionX 300
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– Sets the Message Window’s X Position to 300. This position will be* relative to its horizontal anchor point.
信息框x位置为300
  1. MessagePositionY 400
复制代码
– Sets the Message Window’s Y Position to 400. This position will be relative to its vertical anchor point.
信息框Y位置为400
  1. MessagePositionXAuto
复制代码
– Sets the Message Window’s X Position to be automatically fitted and not set relative to its vertical anchor point.
信息框自动调整x位置
  1. MessagePositionYAuto
复制代码
– Sets the Message Window’s Y Position to be automatically fitted and not set relative to its vertical anchor point.
信息框自动调整y位置
  1. MessageAnchorX left
复制代码
– Sets the Message Window’s x anchor to ‘left’, ‘center’, or ‘right’ if you are using specified coordinates.
信息框基准点靠左
  1. MessageAnchorY bottom
复制代码
– Sets the Message Window’s y anchor to ‘left’, ‘center’, or ‘right’ if you are using specified coordinates.
信息框基准点在底部
  1. MessagePositionReset
复制代码
– Resets both the Message Window’s X and Y Positions to its automatic positions and not adjusted to its anchor points. The Message Width and the Message Rows.
信息框位置重置

Happy RPG Making!

点评

实在抱歉,在您高手前面露拙了  发表于 2016-6-12 23:13
虽然感谢你的搬运,但还是想说,这程度的汉化跟没有汉化一样  发表于 2016-4-20 22:13
任性的什么也不写
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发表于 2016-3-1 13:07:19 | 只看该作者
沧笙 发表于 2016-2-29 23:03
YEP.69 – Extra Parameter Formula

Introduction

The ‘user.luk / 1000’ is inserted at the end. Assuming everything else comes out to be 10% and the user’s LUK parameter is at 500, it will be 0.1 + 0.5 which means the total comes out to 0.6, hence a 60% CRItical hit rate.

这一句好像没翻译?

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这句就是解释这个公式的构成,你看下公式应该就知道啦  发表于 2016-3-1 13:15
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