Zh/Health: Difference between revisions

From Valve Developer Community
< Zh
Jump to navigation Jump to search
No edit summary
No edit summary
Line 1: Line 1:
{{wip}}{{translating}}
{{wip}}{{translating}}
{{LanguageBar}}
{{LanguageBar}}
{{lang|LanguageBar|title =  Health}}
{{lang|LanguageBar|title =  生命值}}
{{Abstract Mapping}}
{{Abstract Mapping}}
<br>
<br>
__NOTOC__
__NOTOC__
'''Health''', or '''Health Points''' ("HP", occasionally "Hit Points"), represents a character's physical status in a video game. Most [[Source]] engine games use a traditional health points system, where a character is spawned with a certain number of health points which are displayed in the [[HUD]]. Taking damage will subtract from the character's health, and the character will die when HP reaches 0. Most games offer powerups and items to restore health.
'''生命值'''(又称'''生命点数''',英文缩写"HP"或偶称"Hit Points")是电子游戏中表征角色生理状态的数值体系。在多数基于 [[Source|起源引擎]] 的游戏中,角色生成时将被赋予特定数值的生命值,该数值通过 [[HUD]] 实时显示。角色承受伤害时将扣除相应生命值,当HP归零时角色死亡。大多数游戏提供可恢复生命值的增益物品。
{{note|Player's or NPCs' health is not updated instantly when it's modified via <code>addoutput "health [number]"</code>. Health will update only when player or NPC receives damage or gains health. If player's or NPC's health is set to 0 or lower they will still be alive but will die in one hit from any damage source.<br>
{{note|当通过 <code>addoutput "health [number]"</code> 指令修改玩家或NPC的生命值时,其生命值不会实时更新。生命值变更仅在实体承受伤害或获得治疗时生效。若将生命值设置为0或负数,实体虽不会立即死亡,但会处于濒死状态——承受任何伤害都会随即死亡。<br>
Most NPC and player entities have a <kbd>SetHealth</kbd> input available to change their health properly, which also respects their <kbd>max_health</kbd> keyvalue.}}
绝大多数NPC与玩家实体都支持通过 <kbd>SetHealth</kbd> 输入项正确设置生命值,该输入将严格遵循实体的 <kbd>max_health</kbd> 键值限制。}}
Some games, such as {{Portal|2}}, use an alternative "regenerating health" scheme, where the player's health quickly regenerates when the player is not taking damage. The health may also not be displayed onscreen.
在部分游戏,例如在 {{Portal|2}} 中,采用了一种名为动态生命恢复的替代机制:当玩家处于非战斗状态时,生命值将快速自动恢复。该模式下,生命值通常不会在屏幕上显示数值。


While in many multiplayer games all characters start with the same amount of health, class-based games such as {{tf2|2}} sometimes assign different starting health values to different classes.
在多数多人在线游戏中,所有角色初始生命值相同;而在职业分工制游戏,例如在 {{tf2|2}} 中,不同职业常采用差异化初始生命值配置。


Following is a list of health-related articles:
以下是与生命值相关的文章列表:


==Health Level Design==
==生命值关卡设置==
* {{tf2}} [[TF2/Resupply Areas|Resupply areas in Team Fortress 2]]
* {{tf2}} [[TF2/Resupply Areas|《军团要塞2》中的补给区]]


== Health Coding ==
== 生命值编码 ==
* [[Adding class based health differences]]
* [[Adding class based health differences|添加职业差异化生命值系统]]
* [[Regenerating Health]]
* [[Regenerating Health|恢复生命值]]
* [[VGUI Health bar]]
* [[VGUI 生命值栏|VGUI 生命值栏]]
* [[VGUI Image Progress Bar]]
* [[VGUI Image Progress Bar|VGUI图像状态栏]]


== {{src}} Source Health Entities==
== {{src}} 起源中关于生命值的实体==
=== {{hl2series|4}} ===
=== {{hl2series|4}} ===
* {{ent|func_recharge}}
* {{ent|func_recharge}}
Line 35: Line 35:
* {{ent|npc_antlion_grub}}
* {{ent|npc_antlion_grub}}


=== {{hls|4}} & {{hldms|4}} ===
=== {{hls|4}} {{hldms|4}} ===
* <code>[[func healthcharger (Half-Life: Source)|func_healthcharger]]</code>
* <code>[[func healthcharger (Half-Life: Source)|func_healthcharger]]</code>
* <code>[[func recharge (Half-Life: Source)|func_recharge]]</code>
* <code>[[func recharge (Half-Life: Source)|func_recharge]]</code>

Revision as of 07:48, 22 June 2025

Under construction.png
This page is actively undergoing a major edit.
As a courtesy, please do not edit this while this message is displayed.
If this page has not been edited for at least several hours to a few days, please remove this template. This message is intended to help reduce edit conflicts; please remove it between editing sessions to allow others to edit the page.

The person who added this notice will be listed in its edit history should you wish to contact them.

Info content.png
This page is being translated.
You can help by finishing the translation.
If this page cannot be translated for some reason, or is left untranslated for an extended period of time after this notice is posted, the page should be requested to be deleted.
Also, please make sure the article complies with the alternate languages guide.(en)
English (en)中文 (zh)Translate (Translate)
English (en)中文 (zh)Translate (Translate)
概括性的地图制作(en)系列 讨论你的想法——帮助我们写你需要的文章和想法

弹药 | 生物 | 蚁狮 | 光束和激光 | 线缆和绳子 | 动态的天空与云雾 | 颜色理论 | 战斗 | 联合军 | Compression (Source 1) | | 尘土、雾、烟 | 升降机 | 关卡转换 | 环境光效、太阳、天气、室外 | 爆炸 | 火焰 | 植被 | 玻璃和窗户 | Headcrab | Health | 梯子 | 光效 | 优化] | 物理 | 视网膜扫描仪 | 声效和音乐 | 特效 | 地形 | 火车 | 机枪塔 | | Weapons | 僵尸


生命值(又称生命点数,英文缩写"HP"或偶称"Hit Points")是电子游戏中表征角色生理状态的数值体系。在多数基于 起源引擎 的游戏中,角色生成时将被赋予特定数值的生命值,该数值通过 HUD 实时显示。角色承受伤害时将扣除相应生命值,当HP归零时角色死亡。大多数游戏提供可恢复生命值的增益物品。

Note.png注意:当通过 addoutput "health [number]" 指令修改玩家或NPC的生命值时,其生命值不会实时更新。生命值变更仅在实体承受伤害或获得治疗时生效。若将生命值设置为0或负数,实体虽不会立即死亡,但会处于濒死状态——承受任何伤害都会随即死亡。
绝大多数NPC与玩家实体都支持通过 SetHealth 输入项正确设置生命值,该输入将严格遵循实体的 max_health 键值限制。

在部分游戏,例如在 传送门 传送门 中,采用了一种名为动态生命恢复的替代机制:当玩家处于非战斗状态时,生命值将快速自动恢复。该模式下,生命值通常不会在屏幕上显示数值。

在多数多人在线游戏中,所有角色初始生命值相同;而在职业分工制游戏,例如在 军团要塞2 军团要塞2 中,不同职业常采用差异化初始生命值配置。

以下是与生命值相关的文章列表:

生命值关卡设置

生命值编码

起源 起源中关于生命值的实体

Half-Life 2 series Half-Life 2 series

半衰期:起源 半衰期:起源半衰期死亡竞赛:起源 半衰期死亡竞赛:起源

军团要塞2 军团要塞2

求生之路系列求生之路系列 求生之路系列

反恐精英:全球攻势 反恐精英:全球攻势

异形丛生 异形丛生

SiN Episodes SiN Episodes

The Ship: Murder Party The Ship: Murder Party

Dark Messiah of Might and Magic Dark Messiah of Might and Magic

Vampire: The Masquerade – Bloodlines Vampire: The Masquerade – Bloodlines

金源 GoldSrc health entities

半衰期 半衰期, 半衰期:争锋相对 半衰期:争锋相对, 半衰期:蓝色行动 半衰期:蓝色行动

军团要塞 经典 军团要塞 经典