英雄无敌:上古纪元
弗朗特之门
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魔法门十战斗系统

EvilP 更新于 2013-08-09 02:45

以下由HeavenK翻译,来源:https://mightandmagicx-legacy.ubi.com/opendev/blog/post/view/520375a2e754b62e12000000

MMX里的战斗——基础 - Fighting in MMX - the basics

In MMX, combat is turn-based, which means your party and their opponents take turns fighting. While you make your move, they can only react (e.g. block an attack) and vice versa. The turn is split into several phases. The first one is the turn of the party, the second one is the monster`s turn. The last phase is used by the environment for triggers, spawning, et cetera.

在MMX中,战斗是回合制的,这意味着你的队伍和你的敌人都是回合战斗。当你行动时,你的敌人只能应对(例如:阻挡一次进攻),反之亦然。每个回合分为几个阶段。第一阶段是队伍的回合;第二阶段是怪物的回合;最后一个阶段用于事件环境,像是事件触发器或是怪物刷新等等。

移动和战斗遭遇 - Movement & Combat Engagement

Monsters come in three sizes; small, medium and large. The size of a monster depends on its 3D mesh, that is, on how big it actually looks in the game. The aggro range of monsters varies, so some monsters will attack while your party is further away, while others will attack only if your party gets closer to them.

怪物有三种体型:小型、中型和巨型。怪物的体型取决于它的3D网格,换句话说,就是它在游戏里实际看起来的大小。怪物的警戒距离各有不同,所以有些怪物会在很远的时候就攻击你的队伍,有的则要等你的队伍离它很近的时候才会攻击。

In MMX, there are two stages of combat: being aggroed and being engaged.

在MMX里,战斗分为两个阶段:进入警戒和开始遭遇。

  • 警戒(Aggro):
    • you and the AI start taking alternate turns
    • 你和AI开始进入不同的回合
    • character actions that do not end the character`s turn do so while having aggro
    • 玩家的行动不会结束玩家的回合
    • resting is not possible anymore
    • 不能进入休息
  • 遭遇(Engaged):
    • 怪物(Monsters)
      • don`t move
      • 不能移动
      • are facing the direction of the party
      • 面向队伍的方向
      • don`t perform range attacks
      • 尚未开始远程攻击
    • 队伍(The Party)
      • can`t perform any party action
      • 不能进行队伍行动
      • can`t launch range attacks
      • 不能进行远程攻击
      • can`t interact with interactive objects
      • 不能与其它交互对象交互
      • characters can not unequip items
      • 人物不能解除装备

In order to be engaged, the party and the monsters have to be on adjacent tiles:

为了进入遭遇状态,队伍和怪物必须进入相邻的格子中:

怪物移动和战斗选择 - Monster Movement & Combat Decisions

All monster movements and attacks are calculated one after the other. The monsters move simultaneously first, and then all monster attacks are animated one after another in the order the attacks have been calculated. During their turn, monsters can either move or attack. Not both!

所有怪物的移动和战斗都是依次进行的。首先,怪物们同时进行移动,然后所有怪物依次进行攻击。在每一轮里,它们要不移动要不攻击,不能两样都进行!

怪物小队 - Monster Groups

Monsters can form groups, and they will use that ability against your party. However, there are no special rules for group behaviour; each monster in a group decides for itself when and where to move. The ways monsters move is determined by a path finding algorithm. However, one tile can hold several monsters at once - up to three small ones, one small and one medium monster, up to two medium monsters or one big monster - as you can see here:

怪物可以组成小队,并且会使用技能来对抗你的队伍。但是,它们的组队行为并没有特殊的规则,小队内每个怪物都单独决定自己何时与如何行动。它们的移动方式取决于一个寻路方程。不过,一个格子内同时容纳的怪物是有限的,最多3个小型、一个小型一个中型、两个中型或是一个大型,可以参见下图:

战斗 - Combat

When it`s your party`s turn, each character can do one of the following:

在你的队伍的回合里,每个人物都可以进行下列行动:

  • execute a ranged attack
  • 进行远程攻击
  • execute a melee attack
  • 进行近战攻击
  • cast a spell
  • 释放魔法
  • execute a warfare ability
  • 使用战术技能
  • prepare to defend attacks
  • 准备防御攻击

However, ranged attacks can only be launched against monsters that are not adjacent to the tile the party stands on and has no blockers in the direct line between party and distance monster.

但是,远程攻击只能对非相邻格子且队伍和怪物的格子之间没有直接阻挡的怪物使用。

目标 - Targeting

When the party is engaged in combat with a group of monsters, one of the monsters in front of the party is selected by default as target for melee attacks or spells. You are free to switch selection to any other monster in front of the party without restrictions and as often as you like. If the selected monster is not in front of the party anymore (for example because it got killed or the party has turned by 90°), another monster gets selected automatically to be the next target.

当你的队伍遭遇一组怪物时,队伍正前方的其中一个怪物会被自动选为近战或是法术的目标。你可以无限制的随时自由切换其它面对的怪物作为目标。如果被选择的怪物不在队伍的正前方(例如它已经被干掉了或是队伍转了90°),另一个怪物会被自动选择作为下一个目标。

攻击过程 - Attack Procedures

命中率(Hit Chance)

Party characters and monsters have an attack value for melee and/or range attacks. Characters get their attack value from skills, monsters have a fix value. The attack value and the defender`s evade value determine the hit chance for a strike (strikes are part of attacks).

小队人物和怪物的近战或是远程攻击都有一个攻击加值。玩家人物的攻击加值取决于技能,怪物的则是固定值。这个攻击加值和防御方的闪避加值决定了袭击的命中率。(袭击是攻击的一个部分)

护甲值(Armor Value)

每个护甲都有一定的护甲值,可以减免一定数值的所受到的近战和远程伤害。

Each armor has a certain armor value that reduces the incoming melee and range damage by a certain extent.

抵抗值(Resistance Value)

A character`s resistance towards the different schools of magic determines how big the chance is that the respective character avoids a spell/magic effect of that school. Also, the incoming magic damage of that school is decreased by a certain extent.

人物不同魔法学派的抗性决定了有多大的几率该玩家抵抗一个该学派的法术或魔法效果。同时,受到的该学派魔法伤害也会减免一定的数值。

防御行动(Defend Action)

If characters use the defend action, their turn ends and their evade value is increased until the start of the party`s next turn.

当玩家人物选择了防御行动后,该人物的回合结束,其闪避值增加并持续到队伍的下回合开始时。

袭击(Strikes)

Both melee and range attacks consist of strikes. A strike is the confrontation of an attacker and a defender. Some skills may add additional strikes with a certain weapon (this only applies when the attacker has two melee weapons equipped) to a certain target during the attack.

近战和远程攻击都包括袭击。一次袭击是进攻方和防御方的一次对抗。有些技能在装备特定武器时可以获得对同一个对象的额外袭击机会(只有当进攻方装备两把近战武器时)。

A default range attack consists of one strike with the character`s range weapon, while a default melee attack consists of one strike with each equipped weapon. Strikes for the main-hand are always executed before strikes with the off-hand.

默认的远程攻击只包括一次使用人物的远程武器进行的袭击,而默认的近战攻击对于人物装备的每把武器都有一次袭击。主手武器发动的袭击永远先于副手武器发动的袭击。

Both monsters and characters have a certain amount of block attempts at each enemy`s turn.

怪物和玩家人物在对方的回合都有一定的阻挡几率。

经验和拾取 - Experience and Loot

Every single enemy has information on the nature and quantity of the resources and or items it will drop once defeated. Each time you start a new game, the loot of every monster in the game will be randomly determined.

每个敌人掉落资源和/或物品的品质和数量都有一定的信息。每次你开始一个新的游戏,游戏中每个怪物的掉落都会随机决定。

  • Whenever your party defeats a monster, this is what happens with regard to loot and experience:
  • 当你的队伍击败一个怪物后,会发生如下事情:
  • the items will be automatically put into the party inventory
  • 物品会自动放入队伍的背包里
  • the resources (gold, gems) are added to the resource pools of the party
  • 资源(金子、宝石)会自动加到队伍的钱包里
  • the experience points are evenly distributed amongst all characters; the slayer of the monster receives some extra XP
  • 经验会在小队成员之间平分,最终杀死怪物的人物会获得一个额外的经验奖励
  • the loot and experience distribution gets printed to the combat log
  • 拾取和经验分配显示在战斗记录里
  • if one or more items can`t be added to the party inventory automatically (because all slots are full), an interactive loot object will be placed on the grid the party is currently standing on. It will remain there for the rest of the game unless someone empties it completely.
  • 如果有物品没法放入背包(背包已满),那么这些物品会自动放置在队伍所在的格子里,成为一个可拾取的交互对象。这些物品会一直放在那里,直到有人拾取了这些物品。
sdsal 回复于 2013-08-12 10:21:
呃……我怎么看不懂这是棋盘游戏还是沙盘游戏了?
 难道遭遇敌人时不是在大地图直接开打,而是像英雄无敌一样进入独立的战斗场景?
塞勒斯 回复于 2013-08-11 13:52:
当初还想损这浓浓的山寨气息……
 现在看过开发故事后,有些感动,确实不容易……
 毕竟真的是“民间”的……
oyw 回复于 2013-08-09 23:34:
难道取消了即时制么,不能切换就少了很多乐趣啊
wudevils 回复于 2013-08-09 08:58:
沙发,怎么觉得像英雄无敌了


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