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[搬运汉化] 【汉化】Yanfly系列--CTB战斗系统及其扩展系统插件

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发表于 2016-1-6 22:45:49 | 显示全部楼层 |阅读模式

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本帖最后由 bennett01 于 2016-1-6 22:49 编辑

---------------------------------------------写在前面---------------------------------------------------------

   哔哔哔,大家好,别看我是论坛新人,但是还有什么比拥有一颗热爱RPG的心更重要的呢?所以不要在乎我的论坛等级,还是把焦点多放在我发帖子的内容上吧。

   本次的汉化工作是正好我开始投入RMMV的制作当中,正好正在研究Yanfly大神的系列插件,然后又正好发现了66论坛,又正好看到了 @沧笙 的汉化整合帖子,所以就自告奋勇的联系了 @沧笙

   表示愿意为插件汉化工作尽一份力,由于时间有限,所以采取了领任务的方式从沧笙同学那里领取了第一批ATB战斗系统及其扩展插件的汉化工作。

   所以第一弹放出的就是这两个插件啦,后续的整合工作就交给沧笙同学了,我单独发帖只是因为如果写到沧笙同学的回复里面,是不是就骗不到大家的回复了呢?才没有啦!就是为了独立出来看起来会更便捷一点。

   至于精华和回复神马的!那都是浮云啊!浮云啊!浮云啊!嗯,重要的事情说三遍。
   ---------------------------------------------------------------------------------------------------------------

   第二弹给大家带来Yanfly大神的CTB战斗系统插件
   
   YEP_X_BattleSysCTB.js

   的汉化...

   
插件参数设置说明 * @plugindesc v1.07 (Requires YEP_BattleEngineCore.js) Add CTB (Charge
* Turn Battle) into your game using this plugin!
* 排位战斗系统--我暂且这么定义吧,因为实在没有找到合适的官方中文术语
* --翻译 by 抖M俱乐部的 SmithJiong/bennett01/SOAP
* 转载请注明出处
* @author Yanfly Engine Plugins
*
* @param ---CTB Settings--- 排位战斗系统设置
* @default
*
* @param Per Tick
* @desc This is how much speed is gained per tick.
* 类似ATB,这个是决定角色排位顺序的基础值,默认为敏捷.
* @default user.agi
*
* @param Initial Speed
* @desc The speed position of the battler at the start of battle.
* 排位系统的初始速度值,这个值可以参照ATB系统的Speed值.
* This is a formula processed as an eval.
* 可以使用公式来定义.
* @default 0
*
* @param Full Gauge
* @desc The target speed for an CTB gauge to be full.
* 排位槽的最大速度值,表示了开始行动需要积攒多少排位值.
* This is a formula processed as an eval.
* 可以使用公式来定义
* @default Math.max(7000, BattleManager.highestBaseAgi() * 120)
*
* @param Pre-Emptive Bonuses
* @desc How much of the CTB bar do you want filled up for an
* CTB pre-emptive bonus from 0 to 1.
* @default 0.8
*
* @param Surprise Bonuses
* @desc How much of the CTB bar do you want filled up for an
* CTB surprise bonus from 0 to 1.
* @default 0.8
*
* @param ---Escape---逃跑
* @default
*
* @param Escape Ratio
* @desc How CTB calculates escape ratios.
* Default: 0.5 * $gameParty.agility() / $gameTroop.agility()
* CTB系统的逃跑几率,与ATB逃跑几率设置相同。
* @default 0.125 * $gameParty.agility() / $gameTroop.agility()
*
* @param Fail Escape Boost
* @desc Each time the player fails escape, increase the success
* rate by this much. Default: 0.1
* 每次逃跑失败后增加的成功率,与ATB系统的设置相同.
* @default 0.025
*
* @param ---Turn---回合
* @default
*
* @param Full Turn
* @desc This is how many ticks to equal a full battle turn.
* This is a formula processed as an eval.
* 这个选项定义了每次可以填充角色的排位槽的排位值,
* 简单的说该通过调整这个值可以改变排位槽填充的节奏,
* 通常来说这个值越低排位槽移动速度就越慢,战斗节奏就越慢
* @default Math.min(200, BattleManager.lowestBaseAgi() * 8)
*
* @param ---Rubberband---弹性设置
* @default
*
* @param Enable Rubberband
* @desc This is an auto-balance mechanic for AGI.
* Disable - false     Enable - true
* 是否启用弹性设置来平衡排位槽,与ATB系统的设置相同.
* @default true
*
* @param Minimum Speed
* @desc If rubberbanding is enabled, what is the minimum
* speed increase? This is a formula.
* 弹性系统限制下单位每次最少增加的排位值.
* @default 0.5 * BattleManager.highestBaseAgi()
*
* @param Maximum Speed
* @desc If rubberbanding is enabled, what is the maximum
* speed increase? This is a formula.
* 弹性系统限制下单位每次最多增加的排位值
* @default 1.5 * BattleManager.highestBaseAgi()
*
* @param ---Sound--- 声音
* @default
*
* @param Ready Sound
* @desc This is the sound played when the battler is ready.
* 战斗单位准备行动时的音效
* @default Decision1
*
* @param Ready Volume
* @desc This is the volume of the ready sound.
* 准备行动音效的音量
* @default 90
*
* @param Ready Pitch
* @desc This is the pitch of the ready sound.
* 准备行动音效的音高
* @default 120
*
* @param Ready Pan
* @desc This is the pan of the ready sound.
* 准备行动音效的位相
* @default 0
*
* @param ---Turn Order---
* @default
*
* @param Show Turn Order
* @desc Show the battler turn order?
* NO - false     YES - true
* 是否显示战斗行动顺序条 显示-true 不显示-false
* @default true
*
* @param Icon Size
* @desc This is the size of the icons displayed for the turn order.
* 战斗行动顺序条图标的大小,值越大 条越大
* Default: 32
* @default 32
*
* @param Position Y
* @desc Where do you want to align the Y turn order?
* 战斗行动顺序条图标的纵轴位置,数值决定行动条的上下位置
* @default 54
*
* @param Position X
* @desc Which side of the screen should the turn order appear?
* left     center     right
* 战斗行动顺序条图标的横轴位置,有三个选项
* left-左对齐 center-居中 right-右对齐
* @default right
*
* @param Turn Direction
* @desc Which way do you want the turn icons going?
* left     right
* 你想要行动条的玩家头像图标向哪个方向移动
* left-向左移动 right-向右移动
* @default left
*
* @param Ally Border Color
* @desc Text Color used for the borders of allies.
* 盟友头像图标边框的颜色
* @default 4
*
* @param Ally Back Color
* @desc Text Color used for the ally background color.
* 盟友头像图标背景的颜色
* @default 22
*
* @param Ally Icon
* @desc Default icon used for allies. If this value is 0,
* the icon will be the ally's face graphic instead.
* 盟友图标的头像,如果设置为0则代表使用系统默认头像.
* @default 0
*
* @param Enemy Border Color
* @desc Text Color used for the borders of enemies.
* 敌人头像图标边框的颜色
* @default 2
*
* @param Enemy Back Color
* @desc Text Color used for the ally background color.
* 盟友头像图标背景的颜色
* @default 19
*
* @param Enemy Icon
* @desc Default icon used for enemies. If this value is 0,
* the icon will be the enemy's drawn battler instead.
* 敌人图标的头像,如果设置为0则代表使用系统默认头像.
* @default 0
*
* @param Enemy SV Battlers
* @desc If using Animated SV Enemies, draw their battlers if no icon
* is being used? This can become laggy. NO - false  YES - true
* 是否使用动态SV的敌人,如果使用了这类敌人而没有设计专门的静态头像,排位条可能会卡住.
* @default false
*
* @help



插件介绍和帮助* ============================================================================
* Introduction - 插件介绍
* ============================================================================
*
* The Battle System - Charge Turn Battle plugin is an extension plugin for
* Yanfly Engine Plugins' Battle Engine Core. This extension plugin will not
* work without the main plugin.
*
* To use the CTB system, go to the Battle Engine Core plugin and change the
* 'Default System' setting in the parameters to 'ctb'.
*
* The Charge Turn Battle system functions by calculating every battlers' speed
* and balancing them relative to one another. When it's a battler's turn, the
* battler will either choose an action to perform immediately or charge it for
* later depending if the skill requires charging.
*
* This is a battle system where agility plays an important factor in the
* progress of battle where higher agility values give battlers more advantage
* and lower agility values give battlers less advantage.
*
* OK,其实我很乐意给这类战斗插件做翻译,CTB系统也是一个很经典的回合战斗系统
* 你一定玩过空轨、碧轨、零轨对吧,那你一定对这种战斗系统不陌生,类似于ATB系统
* CTB系统也有一个行动槽,但是与ATB不同,他是所有角色统一的一个排位槽,角色根据
* 自身敏捷进行排位槽积攒排位值,最先攒满的角色进行行动,行动中角色可以使用立即施放,
* 或需咏唱一段时间的技能,在选择咏唱技能后,其他角色的行动槽将继续增长,到达顶点后开始行动.
*
* 类似与ATB插件,本插件也将依靠Battle Engine Core核心插件,安装时务必位于核心插件下方
* 同时要启用CTB战斗系统,你也需要在核心插件的Default System选项中 将键值修改为CTB即可
*
* ============================================================================
* Plugin Commands 插件命令
* ============================================================================
*
* To change your battle system to Charge Turn Battle if it isn't the default
* battle system, you can use the following Plugin Command:
* 与ATB系统的设置相同,CTB模式也允许你是用插件命令在游戏内切换游戏模式
*
* Plugin Command:
* 插件命令:
*   setBattleSys CTB      设置为CTB系统
*   setBattleSys DTB      设置为DTB系统.
*
* Using the above Plugin Commands, you can toggle between the Default Battle
* System and Charge Turn Battle!
* 使用事件内的插件命令,可以实现在游戏内部对战斗系统的转换功能.
*
* ============================================================================
* Notetags-注释命令
* ============================================================================
*
* The following are notetags that pertain to and affect the CTB system.
* 下面的注释命令只会在你启用了CTB战斗系统时生效.
*
* Actor and Enemy Notetags:
* 玩家角色和敌人注释命令:
*   <CTB Icon: x>
*   设置角色或敌人的CTB排位槽的头像图标.
*
*   <CTB Border Color: x>
*   设置角色或敌人的CTB排位槽的边框线条颜色.
*
*   <CTB Background Color: x>
*   设置角色或敌人的CTB排位槽的边框背景颜色.
*
* Actor only Notetags:
* 仅可用于玩家角色的注释命令
*   <Class x CTB Icon: y>
*   This sets it so that if the actor is a specific class, the actor will get
*   a specific icon used for the CTB Turn Order. If the actor is class x, it
*   will receive icon y.
*   给不同职业定义不同的头像图标,x为职业ID,y为头像ID
*
*
*   <Hero CTB Icon: x>
*   <Warrior CTB Icon: x>
*   <Mage CTB Icon: x>
*   <Priest CTB Icon: x>
*   If you prefer to use names instead of class ID's, you can use the above
*   notetag format. If the actor is the named class, it will receive icon x.
*   If you have multiple classes with the same name, priority will be given to
*   the class with the highest ID.
*   如果你要使用职业名称来定义头像也是可以的,但写法略有不同,把上面class x直接替换为职业名称即可.
*
* Skill and Item Notetags:
* 技能和道具注释命令:
*   <CTB Help>
*   text
*   text
*   </CTB Help>
*   For those planning on using multiple battle systems, sometimes you may
*   have your skills perform differently while using CTB. If so, using this
*   notetag will allow skills and items to display different help text while
*   CTB is enabled.
*   给技能和道具添加一个专属的CTB说明信息,这个信息只有在CTB系统启用时会显示.
*
*   <CTB Speed: x>
*   Usable only during CTB. This sets the target's current speed to x.
*   把目标的当前排位值设置为x,这个类似于ATB的speed值
*
*   <CTB Speed: x%>
*   Usable only during CTB. This sets the target's current speed to x% of
*   the CTB turn completion target.
*   把目标的当前排位值设置x%,100%就是直接行动
*
*   <CTB Speed: +x>
*   <CTB Speed: -x>
*   Usable only during CTB. This increases or decreases the target's current
*   speed by x.
*   把目标的当前排位值增加或减少x +/- 起到快速行动或延迟行动的目的
*
*   <CTB Speed: +x%>
*   <CTB Speed: -x%>
*   Usable only during CTB. This increases or decreases the target's current
*   speed or charge by x% of the CTB turn completion target.
*   你也可以使用+/-百分比的形式进行定义
*
*   <CTB Order: +x>
*   <CTB Order: -x>
*   Moves target's position in the turn order by +x or -x. +x will make the
*   target having to wait more before getting their turn while -x will make
*   the target having to wait less. The effect is minimal and will only last
*   for the current turn cycle.
*   使用这个命令按照x参数改变当前目标的综合排序,+x会使目标需要等待更长的时间.
*   这个命令的效果微小,并且只会持续到当前回合的循环结束
*   * Note: If you use this for multiple targets, each target will shift turns
*   individually at a time.
*   要注意:如果你的命令针对了多个目标,每个目标的回合变化将会分别计算
*   翻译者解释:其实就是按照x排序啦,比如你写+1就是把目标的行动推后1位,由于只在当前
*   回合的循环轮生效,所以+100和+1000的效果都是推到最后,但是+1000肯定能够要比+100更靠后
*   如果x相同,那么将会根据原来的角色顺序排序
*   这个命令我认为作者其实主要想用来微调某个角色的行动顺序的功能,因为靠speed参数来调整
*   需要的计算量比较大,而且很不稳定.而这个+1 +2 -1 -2的排序功能设定起来就相对容易多了.
*
*   <After CTB: x>
*   <After CTB: x%>
*   This will set the skill/item user's CTB speed value to x or x%. If 'x' is
*   used, this will be the exact CTB value. If x% is used, this will be the
*   percentage of the CTB turn completion target that it will be at.
*   在行动结束后,将排位槽的值设置为x或x%
*
* Actor, Class, Enemy, Weapon, Armor, and State Notetags:
* 角色,职业,敌人,武器,护甲和状态命令:
*   <CTB Start: +x>
*   <CTB Start: +x%>
*   Usable only during CTB. This will give the actor, class, enemy, weapon,
*   armor, or state the property of starting battle with X CTB Speed or X% of
*   the CTB turn completion target.
*   在CTB模式中,定义角色开始时的排序槽值,第一次行动后从0开始排位.
*
*   <CTB Turn: +x>
*   <CTB Turn: +x%>
*   Usable only during CTB. This will give the actor, class, enemy, weapon,
*   armor, or state the property of starting a turn with X CTB Speed or X% of
*   the CTB turn completion target.
*   每回合开始时目标的排序槽值,行动后依然从x或x%处开始排位.
*
* ============================================================================
* Lunatic Mode - Conditional CTB Speed and Conditional CTB Charge
* 以下不翻了..看不懂E文的基本不会用...会JS脚本的基本都能看懂..我就不做无用功了
* ============================================================================
*
* For those who have a bit of JavaScript experience and would like to have
* more unique ways of performing CTB speed and charge changes, you can use the
* following notetags:
*
* Skill and Item Notetags:
*   <Target CTB Speed Eval>
*   speed = x;
*   charge = x;
*   </Target CTB Speed Eval>
*   You can omit speed and/or charge. Whatever you set 'speed' to will change
*   the CTB speed of the target. If the target is charging, 'charge' will
*   cause the target's charge to change to that value. To make things more
*   simple, 'max' will be the full gauge value.
*
*   Here is an example:
*
*   <Target CTB Speed Eval>
*   speed = target.hp / target.mhp * max;
*   charge = target.hp / target.mhp * max;
*   </Target CTB Speed Eval>
*   The above code will set the user's current CTB gauge to position equal to
*   the target's HP ratio. If the target has 25% HP, the CTB gauge will go to
*   25% full for the target.
*
*   --- --- --- --- ---
*
*   <Target CTB Order Eval>
*   order = x;
*   </Target CTB Order Eval>
*   Set the 'order' variable to how much you want to alter the target's
*   current turn order by. If 'order' is positive, the order will need to wait
*   that many more turns before its turn comes up. If 'order' is negative, it
*   will will that amount of turns less before the order comes up.
*
*   Here is an example:
*
*   <Target CTB Order Eval>
*   if (target.hp > 1000) {
*     order = 3;
*   } else {
*     order = -1;
*   }
*   </Target CTB Order Eval>
*   If the target when attacked has over 1000 HP left, the target will have to
*   wait 3 more turns before its turn arrives. If the target has 1000 or less,
*   the target actually waits 1 less turn.
*
*   --- --- --- --- ---
*
*   <After CTB Eval>
*   speed = x;
*   </After CTB Eval>
*   This is the CTB set after the user has used the skill/item and the custom
*   CTB amount you want the user to be at after. 'max' be the value of the
*   full gauge value. Whatever you set 'speed', the user's CTB speed value
*   will change to that much:
*
*   Here is an example:
*
*   <After CTB Eval>
*   speed = user.mp / user.mmp * max;
*   </After CTB Eval>
*   The above code will set the user's CTB gauge after using the skill/item to
*   equal the user's MP ratio. If the user has 25% MP, the CTB gauge will go
*   to 25% full for the user.
*
* ============================================================================
* Yanfly Engine Plugins - Battle Engine Extension - Action Sequence Commands
* ============================================================================
*
* You can make use of these extra CTB related action sequences.
*
*=============================================================================
* CTB ORDER: target, +X
* CTB ORDER: target, -X
*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
* Usable only for CTB. Moves target's position in the turn order by +x or -x.
* +x will make the target having to wait more before getting their turn while
* -x will make the target having to wait less. The effect is minimal and will
* only last for the current turn cycle.
* * Note: If you use this for multiple targets, each target will shift turns
* individually at a time.
*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
* Usage Example: ctb order: target, -2
*                ctb order: target, +3
*=============================================================================
*
*=============================================================================
* CTB SPEED: target, X
* CTB SPEED: target, X%
* CTB SPEED: targets, +X
* CTB SPEED: targets, +X%
*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
* Usable only for CTB. Sets the target's CTB speed to X or X%. This only
* applies when the target is filling up its CTB gauge. This will not affect
* the user to prevent mechanical issues.
*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
* Usage Example: ctb speed: targets, +5000
*                ctb speed: target, -50%
*=============================================================================
*
* ============================================================================
* Changelog
* ============================================================================
*
* Version 1.07:
* - Made a mechanic change so that turn 0 ends immediately upon battle start
* rather than requiring a full turn to end.
*
* Version 1.06:
* - Fixed a bug that would cause a crash when a party member leaves the party.
*
* Version 1.05c:
* - Implemented a Forced Action queue list. This means if a Forced Action
* takes place in the middle of an action, the action will resume after the
* forced action finishes rather than cancels it out like MV does.
* - Fixed a graphical issue where enemies appearing midway don't have letters
* attached to their icons.
* - Added a fail safe for loaded saves that did not have CTB installed before.
*
* Version 1.04:
* - Added a speed position check for Instant Casts to maintain order position.
*
* Version 1.03:
* - Fixed a bug that doesn't update state turns properly.
* - Removed 'Turn Structure parameter' as it goes against the nature of a
* Tick-Based battle system.
*
* Version 1.02:
* - Added failsafe for battlers without actions.
* - Added speed rebalance formulas for tick-based systems (innate).
* - Added <Class x CTB Icon: y> and <classname CTB Icon: x> notetags.
*
* Version 1.01:
* - Provided loop breaks to prevent lock-ups with non-Yanfly plugins.
* - Added 'Icon Size' parameter to allow customization of icon sizes.
*
* Version 1.00:
* - It's doooooooooone!


  
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http://pan.baidu.com/s/1qXn13BI

提取码:iea9

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发表于 2016-1-7 01:09:58 | 显示全部楼层
沙发~这次能用了吧~
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发表于 2016-1-7 01:34:02 | 显示全部楼层
什么时候能有类似网游的ARPG就好了
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发表于 2016-1-7 09:52:39 | 显示全部楼层
这个也出错了- -;undefined is not a function
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发表于 2016-1-7 10:52:31 | 显示全部楼层
正在一步一步探索学习中
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 楼主| 发表于 2016-1-7 11:41:13 | 显示全部楼层
梧桐晔语 发表于 2016-1-7 09:52
这个也出错了- -;undefined is not a function

亲测可用,请注意插件顺序和命令格式
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发表于 2016-1-7 12:48:51 | 显示全部楼层
用原版1.0的可以用,我没改过设置,不知道为啥,亲汉化的1.07版里好像有一项比1.0版缺少了!
turn structure
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发表于 2016-1-7 14:19:17 | 显示全部楼层
谢谢楼主的分享。~~~~~~
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发表于 2016-1-27 21:51:47 | 显示全部楼层
我是小白首先,然后我也是undefined is not a function,为啥呢,我把核心放前面了呀
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发表于 2016-1-27 22:04:40 | 显示全部楼层
cannot read property call of undefined,然后我调整了3个插件的位置后变成了这个
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