使用主动时间战斗系统算法的角色扮演游戏战斗节奏的最佳输入

Agrivian Anditya, Agus Sihabuddin
{"title":"使用主动时间战斗系统算法的角色扮演游戏战斗节奏的最佳输入","authors":"Agrivian Anditya, Agus Sihabuddin","doi":"10.1109/ICSTC.2016.7877348","DOIUrl":null,"url":null,"abstract":"This paper discusses the use of the Active Time Battle (ATB) system to improve the default combat/battle system of RPG Maker MV. The default RPG Maker MV battle system is a simple single-phase one in which all battlers take their turns and commence action immediately. The objective of this paper is to find the optimal tick rate time input and gauge speed requirement calculation, which affect time consumption in battle, the speed at which the ATB gauge charges, and whether the ATB system changes the battle flow or not. Implementation of the ATB system was done using a plugin. The results indicate that the optimal time calculation gives a tick rate of 0.1 – 0.15 and gauge speed requirement of 5000–6000 for full gauges and 2000–3000 for charge gauges, while m works best at 100 and 20 for full gauge and charge gauge speed requirements, respectively. With the ATB system implemented, agility statistics have a better role, battle flow is more organized, and an ATB/time bar is displayed as a turn indicator and charges based on the agility of the battler.","PeriodicalId":228650,"journal":{"name":"2016 2nd International Conference on Science and Technology-Computer (ICST)","volume":"12 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2016-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"An optimal input for Role-Playing Game's combat pace using an Active Time Battle system algorithm\",\"authors\":\"Agrivian Anditya, Agus Sihabuddin\",\"doi\":\"10.1109/ICSTC.2016.7877348\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"This paper discusses the use of the Active Time Battle (ATB) system to improve the default combat/battle system of RPG Maker MV. The default RPG Maker MV battle system is a simple single-phase one in which all battlers take their turns and commence action immediately. The objective of this paper is to find the optimal tick rate time input and gauge speed requirement calculation, which affect time consumption in battle, the speed at which the ATB gauge charges, and whether the ATB system changes the battle flow or not. Implementation of the ATB system was done using a plugin. The results indicate that the optimal time calculation gives a tick rate of 0.1 – 0.15 and gauge speed requirement of 5000–6000 for full gauges and 2000–3000 for charge gauges, while m works best at 100 and 20 for full gauge and charge gauge speed requirements, respectively. With the ATB system implemented, agility statistics have a better role, battle flow is more organized, and an ATB/time bar is displayed as a turn indicator and charges based on the agility of the battler.\",\"PeriodicalId\":228650,\"journal\":{\"name\":\"2016 2nd International Conference on Science and Technology-Computer (ICST)\",\"volume\":\"12 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2016-10-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2016 2nd International Conference on Science and Technology-Computer (ICST)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/ICSTC.2016.7877348\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2016 2nd International Conference on Science and Technology-Computer (ICST)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/ICSTC.2016.7877348","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0

摘要

本文讨论了使用主动时间战斗(ATB)系统来改进RPG Maker MV的默认战斗/战斗系统。默认的RPG Maker MV战斗系统是一个简单的单阶段战斗系统,所有战斗人员轮流行动,立即开始行动。本文的目标是找出影响战斗时间消耗、空对空弹药弹药起爆速度以及空对空弹药系统是否改变战斗流程的最优节拍率时间输入和弹药弹药速度需求计算。ATB系统的实现是使用插件完成的。结果表明,最佳时间计算结果为:滴答率为0.1 ~ 0.15,满量规的计速要求为5000 ~ 6000,装药量规的计速要求为2000 ~ 3000,而满量规和装药量规的计速要求分别为100和20 m时最佳。随着ATB系统的实施,敏捷性统计数据发挥了更好的作用,战斗流程更加有组织,并且ATB/时间条作为回合指示器显示,并根据战士的敏捷性收费。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
An optimal input for Role-Playing Game's combat pace using an Active Time Battle system algorithm
This paper discusses the use of the Active Time Battle (ATB) system to improve the default combat/battle system of RPG Maker MV. The default RPG Maker MV battle system is a simple single-phase one in which all battlers take their turns and commence action immediately. The objective of this paper is to find the optimal tick rate time input and gauge speed requirement calculation, which affect time consumption in battle, the speed at which the ATB gauge charges, and whether the ATB system changes the battle flow or not. Implementation of the ATB system was done using a plugin. The results indicate that the optimal time calculation gives a tick rate of 0.1 – 0.15 and gauge speed requirement of 5000–6000 for full gauges and 2000–3000 for charge gauges, while m works best at 100 and 20 for full gauge and charge gauge speed requirements, respectively. With the ATB system implemented, agility statistics have a better role, battle flow is more organized, and an ATB/time bar is displayed as a turn indicator and charges based on the agility of the battler.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信