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@ -33,7 +33,7 @@ var $plugins =
{"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 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_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(300, BattleManager.lowestBaseAgi() * 16)","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"}},
{"name":"YEP_X_VisualATBGauge","status":true,"description":"v1.03 时间槽外观☁️","parameters":{"Show Gauges":"true","Minimum Gauge Width":"144","Always Show":"true","Gauge Position":"false","Y Buffer":"-32","Use Thick Gauges":"true"}},
{"name":"YEP_X_VisualHpGauge","status":true,"description":"v1.07 (Requires YEP_BattleEngineCore.js) Reveal HP Gauges\r\nwhen a battler is selected or takes damage in battle.","parameters":{"---General---":"","Display Actor":"false","Defeat First":"false","Always Visible":"true","---Appearance---":"","Minimum Gauge Width":"144","Gauge Height":"18","Back Color":"19","HP Color 1":"20","HP Color 2":"21","Gauge Duration":"30","Gauge Position":"false","Y Buffer":"-16","Use Thick Gauges":"false","---Text Display---":"","Show HP":"true","Show Value":"true","Show Max":"true"}},

@ -498,6 +498,8 @@ Yanfly.DMG.version = 1.06;
* For those who think the damage formula box is too small and would like to
* use the notebox instead to declare the damage formula, you can use the
* notetags below:
* 对于那些认为伤害公式框太小并希望使用注释框来注释伤害公式的人
* 您可以使用下面的注释标签
*
* Skill and Item Notetags:
* <damage formula>
@ -508,26 +510,37 @@ Yanfly.DMG.version = 1.06;
* strings in the middle as the formula instead. Keep in mind that using
* comments here will cancel out anything following after. New variables can
* be used, too, to make damage calculations a bit easier.
* 这将覆盖顶部的伤害公式并使用中间的字符串作为公式
* 请记住在此处使用注释将取消后面的任何内容也可以使用新变量来简化伤害计算
*
* value - Refers to the amount that will become the base damage value.
* 指向将成为基本伤害值的变量
* user - Refers to the actor/enemy using the skill/item.
* 指向使用技能/物品的角色/敌人即行动的发起者
* subject - Refers to the actor/enemy using the skill/item.
* 指向使用技能/物品的角色/敌人
* target - Refers to the target actor/enemy on the receiving end of
* the skill/item.
*
* 指向身为技能/物品接收端的目标角色/敌人
*
* ============================================================================
* Lunatic Mode - Damage Steps
* ============================================================================
*
* The damage formula isn't all there is to calculating the damage that appears
* at the very end. In this plugin's parameters towards the bottom, you'll see
* a large list of Damage Steps. Each one of these steps is a line of code that
* the damage count will run through in order to calculate and finalize the
* damage output.
*
* The purpose of those parameters is to allow you ease of access on where you
* want to insert code that is your own or custom code provided by another
* plugin. Here's a quick reference on how the original damage flow looked like:
* The damage formula isn't all there is to calculating the damage that appears
* at the very end. In this plugin's parameters towards the bottom, you'll see
* a large list of Damage Steps. Each one of these steps is a line of code that
* the damage count will run through in order to calculate and finalize the
* damage output.
* 伤害公式并不是计算最后出现的伤害的全部在这个插件底部的参数中
* 你会看到一大堆伤害步骤这些步骤中的每一个都是一行代码伤害计数将贯穿这些代码
* 以便计算和最终确定损害输出
*
* purpose of those parameters is to allow you ease of access on where you
* want to insert code that is your own or custom code provided by another
* plugin. Here's a quick reference on how the original damage flow looked like:
* 这些参数的目的是让您轻松访问要插入您自己的代码或另一个插件提供的自定义代码的位置
* 以下是有关原始伤害流程的快速参考
*
* Game_Action.prototype.makeDamageValue = function(target, critical) {
* var item = this.item();
@ -553,8 +566,9 @@ Yanfly.DMG.version = 1.06;
*
* In the vein of keeping everything organized, the following lines have been
* incorporated into new functions:
* 为了使一切井井有条以下行已合并到新功能中
*
* Formula New Function
* Formula原始指令 New Function插件代码
* value *= target.pdr value = this.applyPhysicalRate
* value *= target.mdr value = this.applyMagicalRate
* value *= target.rec value = this.applyHealRate
@ -567,11 +581,14 @@ Yanfly.DMG.version = 1.06;
* If you have YEP_BattleEngineCore.js installed with this plugin located
* underneath it in the Plugin Manager, you can make use of these extra
* damage related action sequences.
*
* 如果您在插件管理器中安装了位于其下方的YEP_BattleEngineCore.js插件
* 则可以使用这些与伤害相关的额外操作序列
*
*=============================================================================
* BYPASS DAMAGE CAP
*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
* This will override all damage caps. This is applied to healing, too.
* 这将覆盖所有伤害上限这也适用于治疗
*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
* Usage Example: bypass damage cap
*=============================================================================
@ -582,6 +599,7 @@ Yanfly.DMG.version = 1.06;
*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
* This sets the action's damage cap to x, overriding all over damage caps in
* play except its own. This will also apply to healing, too.
* 这会将动作的伤害上限设置为 x覆盖游戏中除自身之外的所有伤害上限这也适用于治疗
*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
* Usage Example: damage cap: 999
* healing cap: 999999
@ -595,6 +613,8 @@ Yanfly.DMG.version = 1.06;
* This changes the damage rate across all types of damage (physical, magical,
* and certain hit). The damage rate is reset at the end of each action
* sequence. If you use a variable, it is treated as a percentage.
* 这会改变所有类型的伤害物理魔法和必定命中的伤害率
* 伤害率在每个动作序列结束时重置如果使用变量则将其视为百分比
*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
* Usage Example: damage rate: 50%
* damage rate: 8.667
@ -609,6 +629,8 @@ Yanfly.DMG.version = 1.06;
* This adds a flat damage across all types of damage (physical, magical, and
* certain hit). The flat damage is reset at the end of each action sequence.
* If you use a variable, it is added onto the damage.
* 这会在所有类型的伤害物理魔法和特定命中上增加额外伤害
* 额外伤害在每个动作序列结束时重置如果使用变量则会将其添加到伤害中
*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
* Usage Example: flat damage: +100
* flat damage: -250
@ -624,6 +646,8 @@ Yanfly.DMG.version = 1.06;
* (physical, magical, and certain hit). The flat damage and heal is reset at
* the end of each action sequence. If you use a variable, it is added onto the
* damage and heal.
* 这会增加平坦的全局伤害并在所有类型的伤害物理魔法和特定命中中恢复
* 平坦的伤害和治疗在每个动作序列结束时重置如果您使用变量它会添加到伤害和治疗中
*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
* Usage Example: flat global: +100
* flat global: -250
@ -638,6 +662,8 @@ Yanfly.DMG.version = 1.06;
* This adds a flat heal across all types of damage (physical, magical, and
* certain hit). The flat heal is reset at the end of each action sequence.
* If you use a variable, it is added onto the heal.
* 这在所有类型的伤害物理魔法和特定命中上都增加了平坦的治疗
* 平坦愈合在每个动作序列结束时重置如果使用变量则会将其添加到修复中
*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
* Usage Example: flat heal: +100
* flat heal: -250
@ -653,6 +679,8 @@ Yanfly.DMG.version = 1.06;
* (physical, magical, and certain hit). The damage and healing rates are reset
* at the end of each action sequence. If you use a variable, it is treated as
* a percentage.
* 这会改变所有类型的伤害物理魔法和特定命中的伤害率和治疗率
* 伤害和治疗率在每个动作序列结束时重置如果使用变量则将其视为百分比
*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
* Usage Example: global rate: 50%
* global rate: 8.667
@ -667,6 +695,8 @@ Yanfly.DMG.version = 1.06;
* This changes the healing rate across all types of damage (physical, magical,
* and certain hit). The healing rate is reset at the end of each action
* sequence. If you use a variable, it is treated as a percentage.
* 这会改变所有类型的伤害物理魔法和特定命中的治疗率
* 在每个动作序列结束时重置治疗速率如果使用变量则将其视为百分比
*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
* Usage Example: heal rate: 50%
* heal rate: 8.667
@ -679,6 +709,7 @@ Yanfly.DMG.version = 1.06;
* This will reset the damage cap implemented by the Damage Cap action
* sequence. This will also reset the effects of the Bypass Damage Cap
* action sequence.
* 这将重置由伤害上限操作序列实现的伤害上限这也将重置绕过伤害上限动作序列的效果
*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
* Usage Example: reset damage cap
*=============================================================================
@ -689,6 +720,8 @@ Yanfly.DMG.version = 1.06;
* This will cause all damage and healing modifiers caused by action sequences
* to reset. While they normally reset at the end of each action sequence, this
* will allow you to do it manually.
* 这将导致动作序列导致的所有伤害和治疗修改器重置
* 虽然它们通常在每个操作序列结束时重置但这将允许您手动执行此操作
*- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
* Usage Example: reset damage modifiers
*=============================================================================

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