MEP1 Style Guide for Bonus Sequence
喝奶茶俱乐部增强规范1——奖励序列描述规范
MilkTeaGroup Enhancement Proposal 1 - Style Guide for Bonus Sequence
Version:0.0.1
Created:2024/12/19
Last Modified:2024/12/22 14:11(UTC+8)
Author:dreamskycx(MTG_dreamskycx),yevech(MTG_Yevech)
Instruction
介绍
本规范提供的奖励序列增强规范主要用于描述 Infinitode 1.9 版本含以后的 BonusSystem 输出信息,并规定其所产生数据的具体存储和传输规范。
This enhancement specification for bonus sequences is primarily used to describe the BonusSystem Output Imformation implementation for Infinitode version 1.9 and later, and specifies the storage and transmission standards for data generated by this system.
本规范指南可能会随着时间的推移而逐步改变。项目和社区可能会有自己的序列描述规范,当出现规范冲突时,以项目或社区自身的规范优先。
This guideline may gradually change over time. Projects and communities may have their own sequence description specifications, and in case of conflicts, the project or community's own specifications take precedence.
你应当知道什么时候遵循此份指南,有时候此规范的建议并不适用,此时你应该遵循自己的判断。
You should know when to follow this guide. Sometimes the recommendations in this specification may not be applicable, in which case you should follow your own judgment.
MTG序列提供服务遵照此规范。
MTG sequence provision services follow this specification.
Select Sequence
选择序列
描述如何通过选择获得此序列的方式。
Describes how to obtain this sequence through selection.
Numeric sequence
数字串
采用阿拉伯数字来描述序列,每五个选择中间存在一个空格。
Use Arabic numerals to describe the sequence, with a space between every five selections.
采用选择记录的方式进行编码,以从左到右的方式描述选择序号,并以可选择项数和是否重置决定最终的记录下标,该下标从 1
开始计数。
Encode using a selection record method, describing selection serial numbers from left to right, with the final record index determined by the number of selectable items and whether a reset occurs, with the index starting from 1.
在当前的 Infinitode 版本中,在未选择 可选项+1(MoreBonusVariantsNextTime)
的情况下,以从左到右数第一项为 1
,第二项为 2
,第三项为 3
。在重置(Reroll)的情况下,第一项为 4
,第二项为 5
,第三项为 6
。
In the current version of Infinitode, without selecting MoreBonusVariantsNextTime
, the first item from left to right is 1
, the second is 2
, the third is 3
. In the case of a reroll, the first item is 4
, the second is 5
, the third is 6
.
在选择 可选项+1
的情况下,以从左到右数第一项为 1
,第二项为 2
,第三项为 3
,第四项为 4
。在重置的情况下,第一项为 5
,第二项为 6
,第三项为 7
,第四项为 8
。
When selecting MoreBonusVariantsNextTime
, the first item from left to right is 1
, the second is 2
, the third is 3
, the fourth is 4
. In the case of a reroll, the first item is 5
, the second is 6
, the third is 7
, the fourth is 8
.
推荐:
Recommended:
32113 21432
14311 12532 34711
不推荐:
Not recommended:
1145141812
Empty sequence
空序列
通常情况下我们不需要空序列,但在某些需要占位符来表示序列的系统中,可以用来表示空序列。
Usually, we do not need empty sequences, but they can be used as placeholders to represent sequences in some systems.
在支持 ASCII 码的情况下,采用 W[ZDW]
字符串的重复表示序列,如:
When ASCII is supported, use the repeated string W[ZDW]
to represent the sequence, such as:
WZDWZ DWZDW
在仅支持数字的情况下,采用 249
字符串的重复表示序列,如:
When only numbers are supported, use the repeated string 249
to represent the sequence, such as:
24924 92492 49249
特别注意,在序列长度较短时,应避免其与常规序列混淆。
Special attention is needed to avoid confusion with regular sequences when the sequence length is short.
在长度为 10
时,亦可使用以下特殊 249
字符串序列表示空序列:
When the length is 10
, the following special 249
string sequence can also be used to represent an empty sequence:
24920 94949
Bounty Sequence Modifiers
赏金序列修饰符
Bounty Sequence Modifiers
部分关卡中,核心中赏金芯片的是否选择会影响可选择序列的生成。
In some levels, whether the bounty chip in the core is selected will affect the generation of selectable sequences.
赏金芯片的选择操作采用数字 0
进行修饰,如:
The selection operation of the bounty chip is modified with the number 0
, such as:
110322 23213
修饰符不占用原本的数字空间,因此不推荐以下写法:
Modifiers do not occupy the original number space, so the following writing is not recommended:
11032 22321 3
满足以下条件后,若需要在此期间选择赏金芯片,我们在第 层和第 层插入赏金序列修饰符:
After meeting the following conditions, if you need to select the bounty chip during this period, we insert the bounty sequence modifier between layer and layer :
-
(若存在第 层的选择,则)已经完成第 层的选择,或已经完成第 层的触发(含重置)
-
(If there is a selection in layer ) The selection of layer has been completed, or the trigger of layer (including reroll) has been completed
-
(若存在第 层的选择,则)还未达成第 层的选择条件
-
(If there is a selection in layer ) The selection condition of layer has not yet been reached
Additional Sequence Description
序列额外描述
通常来说,序列额外描述不是必须的,但一个好的描述可以使得大家不需要游玩就可以提前知道序列信息。
In general, additional sequence descriptions are not necessary, but a good description can let everyone know the sequence information in advance without playing.
-
序列描述可以为空。
-
序列描述不一定需要包含序列的全部信息,或主要信息。
-
序列描述必须是真实的,空序列除外。
-
序列信息不能包含任何带有无关或诱导性的语言。
-
The sequence description can be empty.
-
The sequence description does not necessarily need to include all the information of the sequence, or the main information.
-
The sequence description must be true, except for empty sequences.
-
The sequence information must not contain any irrelevant or misleading language.
Bonus Level Description
奖励等级描述
我们用 奖励等级+奖励名
的方式来进行描述奖励等级,如:
Describes the bonus level using the method Bonus Level + Bonus Name
, such as:
3等级
2伤害
2攻速
在不影响理解的情况下,可以将他们进行合并:
They can be combined if it does not affect understanding:
3等级2伤害2攻速
Bonus Stage Description
奖励层级描述
为了照顾阅读习惯,亦使用 奖励层级+层标识+奖励名
的方式来描述获得奖励的层级,如:
Describes the bonus level using the method Bonus Stage + Stage Identifier + Bonus Name
, such as:
4层全技能
6层橙[核]
2层紫[核]
在描述奖励层级的关卡较多时,可以重复其获取层数。在不会能造成误解的情况下,可以省略层标识。如:
When describing multiple bonus stages, the stages can be repeated. If it does not cause confusion, the stage identifier can be omitted, such as:
4层10层全技能
35层全技能
1卖塔
仅对以下的奖励进行奖励层级描述:
Only the following bonuses are described in terms of bonus stages:
AddRandomCoreTile
AllAbilitiesForRandomTower
MinersSpawnEnemies
MultiplyMdp
NukeOnBonusStage
SellAllTowers
奖励层级描述和奖励等级描述之间推荐包含明显的分割符:
It is recommended to include a clear delimiter between bonus stage descriptions and bonus level descriptions:
双橙3伤害3攻速3易伤3持续,4层全技能
双橙3伤害3攻速3易伤3持续4层全技能
Abbreviation Standards
简写规范
给出常用奖励的中文和英文简写推荐规范,用方括号括起来的内容可以省略。
Recommendations for commonly used bonus abbreviations in Chinese and English, content enclosed in square brackets can be omitted:
- AddAllAbilityCharges,技能,AAC
- AddRandomCoreTile,(紫,橙,紫橙,双紫,双橙)[核],RCORE
- AddRandomPlatform,平台,RPLAT
- AllAbilitiesForRandomTower,全技[能],ALLA
- BaseExplodesOnEnemyPass,基[地]爆[炸],BEEP
- BuildRandomMiner,矿机,RMINE
- CriticalDamage,暴击,CDMG
- DebuffsLastLonger,持续[时间],DLL
- DepositCoinsGeneration,金币[生成],COIN
- DoubleMiningSpeed,矿速,MSPD
- ExtraDamagePerBuff,易伤,DPB
- FirstEnemiesInWaveExplode,敌[人]爆[炸],EWE
- GV_TowersMaxExpLevel,等级,TLV
- GV_MinersMaxUpgradeLevel,矿等[级],MLV
- IncreaseSelectedBonusesPower,ALL
- LightningStrikeOnTowerLevelUp,闪电,LIGHT
- MinersSpawnEnemies,矿[机出]怪|挖怪,MSE
- MultiplyMdps,mdps,MDPS
- NukeOnBonusStage,核弹,NUKE
- SellAllTowers,卖塔,SELL
- SpawnZombiesFromBase,僵尸,ZOMB
- TowersAttackSpeed,攻速,SPD
- TowersDamage,伤害,DMG
- IncreasedTowerToEnemyEfficiescy_A_B,A塔对B怪,A2B