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[搬运汉化] 【汉化】YEP系列基础及进阶教程-2018/10/06期

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发表于 2016-6-22 10:53:49 | 只看该作者
沧笙 发表于 2016-2-12 11:13
Yanfly Engine Plugins - Screen Resolution
Adjust the parameters to change the size of how you want y ...

请问怎么在某个游戏里,让其生效?我已经黏贴到了JS文件夹里了,在游戏里,看不到这个插件

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YEP_CoreEngine也可以  发表于 2016-6-22 14:06
放到plugins文件夹,然后打开插件管理器导入  发表于 2016-6-22 14:04
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发表于 2016-6-22 10:40:36 | 只看该作者
请问怎样在某个游戏里添加插件,使其生效比如说分辨率插件
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 楼主| 发表于 2016-6-13 23:10:40 | 只看该作者
修复部分视频
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 楼主| 发表于 2016-6-12 20:04:14 | 只看该作者
附件更新,视频更新
任性的什么也不写
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 楼主| 发表于 2016-6-11 11:26:36 | 只看该作者
附件包已更新
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 楼主| 发表于 2016-6-11 11:15:48 | 只看该作者
本帖最后由 沧笙 于 2016-6-12 23:55 编辑


YEP.107 – Element Core – RPG Maker MV
Introduction
Elemental control in RPG Maker MV is pretty lacking. The calculation of how multiple elements are handled aren’t very clear nor are they too intuitive when it comes to certain aspects. This plugin also gives way to skills and items having more than one element, battlers being able to absorb, reflect, amplify elemental damage, and more!

元素属性控制在RPG Maker MV里面是非常缺乏的。我们很难明白多少类型的元素被触发,我们有时候在某些方面只能凭直觉判断。这个插件可以让你的技能或者物品有多个元素属性,战斗者可以吸收,反射或者增强伤害等。

Note: If you are using the Element Reflect and/or Element Absorb plugins, remove them if you are planning on using this plugin. Don’t worry. This plugin uses the same exact notetag format as those two.
如果你使用了 Element Reflect和Element Absorb插件,请关闭他们。不用担心会有什么影响,这个插件使用了和他们一样的标签命令

Note: If you are using the Battle Engine Core, place this plugin under the Battle Engine Core in the plugin list for additional features.
如果你使用了Battle Engine Core,请把这个插件放在它下面来获得更多功能特点。

Note: If you are using the Damage Core, place this plugin underneath the Damage Core plugin in the list for maximum compatibility.
如果你使用了Damage Core,把这个插件放在它下面来提高兼容性

Notetags
Use these notetags if you wish to modify various aspects of elements for your database objects.

你可以使用下面标签来调整数据库里和元素属性相关的内容

Skill and Item Notetags
  1. <Bypass Element Reflect>
复制代码
– Allows this skill/item to ignore elemental reflect properties. This will not bypass reflect properties as a whole, however.

忽略元素属性反射
  1. <Multiple Elements: x>
  2. <Multiple Elements: x to y>
  3. <Multiple Elements: x, x, x>
  4. <Multiple Elements: name, name, name>
复制代码
– This adds elements x (or name) to the skill/item in addition to the skill/item’s current element. Skills and items with multiple elements will follow the Multi-Element Rule when calculating damage rate. Insert more of this notetag to insert more elements.

给技能或者物品增加元素属性种类,他们将会服从混合元素属性规则

<
  1. Multi-Element Rule: Lowest>
  2. <Multi-Element Rule: Add>
  3. <Multi-Element Rule: Multiply>
  4. <Multi-Element Rule: Highest>
  5. <Multi-Element Rule: Average>
复制代码
– This allows you to set the rule for this skill/item if it has multiple elements. Either the lowest rate, the additive sum of all rates, the multiplicative product of all rates, or the highest rate will be used. If average is used, it will be the average of all element rates.

这些规则可以用来限制多元素属性。包括取最低值,叠加,乘积,最高值,平均等

Actor, Class, Enemy, Weapon, Armor, and State Notetags:
  1. <Element Absorb: x>
  2. <Element Absorb: x, x, x>
  3. <Element Absorb: name>
  4. <Element Absorb: name, name, name>
复制代码
– Causes element x to be absorbed and heals the battler. When an element is absorbed, the rate goes down by 200% instead of being just an inverse. This is so that battlers that are originally resistant to the element will absorb more of the element while battlers that are originally vulnerable to the element will absorb less of the element. The minimum amount
absorbed is 0.01%.

设置元素属性吸收。当某个元素属性被吸收时,比率将会下降200%而不是仅仅是个倒数。这意味着抵抗力强的将吸收更多伤害,抵抗力弱的吸收较少伤害。最小值是0.01%
  1. <Element Reflect x: +y%>
  2. <Element Reflect x: -y%>
  3. <Element Reflect name: +y%>
  4. <Element Reflect name: -y%>
复制代码
– Increases or decreases the rate to reflect element x by y%. If a skill or item has multiple elements, the reflect rate is added for each element used by the skill/item.

设置元素属性反射。如果技能或者物品有多个元素属性,反射率会叠加
  1. <Element Amplify x: +y%>
  2. <Element Amplify x: -y%>
  3. <Element Amplify name: +y%>
  4. <Element Amplify name: -y%>
复制代码
– If the user performs a skill or item that utilizes element x (or name), increase or decrease its damage by y%. If a skill or item has multiple elements, the rate is increased additively for each element.
设置元素属性增强。如果技能或者物品有多个元素属性,增强率会叠加
  1. <Element Null>
复制代码
– This will cause the battler to not have elemental attacks when using skills and items. However, this will not bypass the ‘Force Element’ action sequence effect.

设置无元素属性,但是这并不会忽略战斗序列里面的强制元素属性
  1. <Force Element x Rate: y%>
  2. <Force Element name Rate: y%>
复制代码
– This forces the battler’s elemental rate for x (or named) to be y%. This will work in a priority setting of states (highest priority to lowest), equips (first to last), then class, then actor/enemy if more than one notetag is used for the same element. If y is negative, the element is absorbed.

设置强制元素属性。这个的优先级为状态、装备、职业、角色或敌群。如果y是负值,则该元素属性会被吸收

Yanfly Engine Plugins – Battle Engine Extension – Action Sequence Commands
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.

如果你使用了YEP_BattleEngineCore。你可以使用下面的命令
  1. ADD ELEMENT: X
  2. ADD ELEMENT: X, X, X
  3. ADD ELEMENT: NAME
  4. ADD ELEMENT: NAME, NAME, NAME
复制代码
This will add more elements to the currently existing elements. This will not include forced elements.

这会增加元素属性

Usage Example:
  1. add element: 4
  2. add element: 5, 6, 7
  3. add element: fire
  4. add element: ice, wind, water
复制代码

  1. CLEAR ELEMENT
复制代码
This will clear any _ Element action sequence settings and revert element calculation back to normal.

这会清除元素属性

Usage Example:
  1. clear element
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  1. FORCE ELEMENT: X
  2. FORCE ELEMENT: X, X, X
  3. FORCE ELEMENT: NAME
  4. FORCE ELEMENT: NAME, NAME, NAME
复制代码
This will override elemental settings for elemental damage rate calculations except for customized calculations that aim at specific elements. This will ignore all other elements.

除了额外自定义的元素属性计算公式,这会覆盖元素属性设置

Usage Example:
  1. force element: 4
  2. force element: 5, 6, 7
  3. force element: fire
  4. force element: ice, wind, water
复制代码

  1. NULL ELEMENT
复制代码
This will force the elements to null. Calculated elemental damage will always return neutral rate. Using this will clear the Force Element action sequence effect.

这会强制元素属性为空

Usage Example:
  1. null element
复制代码
Happy RPG Making!

点评

好  发表于 2016-6-11 14:14
用属性反射和属性吸収會比較更多人明白  发表于 2016-6-11 13:26
任性的什么也不写
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 楼主| 发表于 2016-6-7 10:53:54 | 只看该作者
附件包已更新
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 楼主| 发表于 2016-6-5 18:33:40 | 只看该作者
本帖最后由 沧笙 于 2016-6-12 23:54 编辑


YEP.105 – Event Encounter Aid
Introduction
For those who have on-screen encounters, you may have discovered that making touch encounters in RPG Maker MV to be rather difficult when it comes to performing a sneak attack upon an event or such. This plugin makes the event encounter checking process easier by providing six conditional script calls for you to utilize when checking event vs player positions.

对于想要设置明雷的玩家,你也许发现很难设置偷袭事件。这个插件通过不同情况的脚步很方便的事件和玩家所处位置

Notetags
You can place these notetags into the notebox at the top of an event’s page. These notetags will enable unique effects for event encounters.

你可以把这些标签放在任何一个事件页顶部,这些事件将会开启事件遭遇的特殊效果

Event Notetag:
  1. <Encounter Lock>
  2. <Encounter Direction Lock>
复制代码
– This will cause the event to not immediately face the player when approached making it possible for the game to check the direction each is facing.

这将让事件不会马上面对玩家,而是检查面对方向
  1. <Follower Touch>
  2. <Follower Trigger>
复制代码
– This will allow the event to trigger if the event touches a follower and not just the main player.

这将允许事件被跟随者触发

Event – Conditional Branch – Script Calls
When using the Conditional Branch event, you can use these following in the ‘Script’ check category:

你可以使用下面的脚本

Script Calls
  1. this.checkEventFacingPlayerFront()
复制代码
– Returns true if the event is facing the player’s front.

事件在玩家前面
  1. this.checkEventFacingPlayerBack()
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– Returns true if the event is facing the player’s back.

事件在玩家后面
  1. this.checkEventFacingPlayerSide()
复制代码
– Returns true if the event is facing the player’s side.

事件在玩家侧面
  1. this.checkPlayerFacingEventFront()
复制代码
– Returns true if the player is facing the event’s front.

玩家在事件前面
  1. this.checkPlayerFacingEventBack()
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– Returns true if the player is facing the event’s back.

玩家在事件后面
  1. this.checkPlayerFacingEventSide()
复制代码
– Returns true if the player is facing the event’s side.

玩家在事件侧面

Make sure these are spelled correctly. They are also case-sensitive. This means that even if you were to misspell or put a single letter in the wrong case, the effect will cease to work as this is code we’re dealing with.

请确保拼写正确,他们是很严格的语句。
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发表于 2016-5-31 22:33:10 | 只看该作者
以后更新插件的时候,可不可以在插件链接哪里说明更新日期?对于不是天天来看的人这可以知道什么时候更新过。
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发表于 2016-5-31 20:25:51 | 只看该作者
感谢你的分享。战斗系统感觉很有趣啊
新人一个,主攻VX……
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