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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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 楼主| 发表于 2016-5-24 19:18:15 | 只看该作者
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 楼主| 发表于 2016-5-24 19:13:45 | 只看该作者
本帖最后由 沧笙 于 2016-6-12 23:54 编辑


YEP.103 – Animated Tile Option – RPG Maker MV
Some players may experience lag when walking near animated tiles. This is due to the fact that animated tiles constantly draw, delete, and redraw the tiles every few frames. Unfortunately, due to Pixi2’s drawing method, there exists some memory leaks when this kind of drawing occurs. On mobile devices or weak computers with little memory to spare, this can potentially cause some games to crash. The option to enable/disable animated tiles is now in the options menu for players to toggle.

有些玩家在接近动画图块时会感到延迟。这是因为动画图块在不断进行绘画、删除、重绘的操作。不幸的是,Pixi2渲染引擎会泄露大量的内存。在移动设备上或者配置较弱的电脑上,内存不足会使游戏崩溃。这个选项可以让玩家在设置菜单里开启或者关闭动画图块的功能。

For those who decide to make the default settings for the plugin to ‘auto’, any player who is playing on mobile or browser will default to having the setting off while local players will have the setting default to on.

对于使用默认的自动设置的人,将会在移动设备和浏览器网站关闭动画图块功能,在本地计算机会打开
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 楼主| 发表于 2016-5-21 10:48:41 | 只看该作者
本帖最后由 沧笙 于 2016-6-12 23:53 编辑


YEP.102 – Auto Switches – RPG Maker MV
This plugin allows you to set switches that are either always enabled or always disabled based on a various conditions. These conditions are here to help enable easier access to determining the lesser frequently seen flags set by the game such as determining if the game is running via debug mode or on a certain type of browser.

这个插件允许你在特定情况下打开或者关闭开关。这些情况是可以帮我们更方便的来设定比较不常用的设定,例如判断游戏是否运行在调试模式或者在移动设备上允许。
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 楼主| 发表于 2016-5-17 10:24:44 | 只看该作者
本帖最后由 沧笙 于 2016-6-12 23:53 编辑


YEP.101 – Battle Select Cursor
Introduction
This plugin allows you to set custom cursors when selecting allies and/or enemies for targeting while in battle. This is to help with better visual cues when picking a target if the flashing battler isn’t enough.

这个插件允许你设置自定义的战斗选择图标。这将帮助玩家获得更好的视觉体验。

Instructions – Cursor Filenames
Save your cursor into your game project’s img/pictures folder. This will be where your project will get all of its pictures from.

将自定义图标放入img/pictures文件夹,这是你游戏项目获取图片文件的地方

The filename plays an important role in the way the cursors work. It will be used to determine the number of frames used by the cursor. It will work in the following format:

文件名在自定义效果中有重要作用。他决定这个图标的动画效果,下面是一个公式例子
  1. filename_WidthxHeight
复制代码
Therefore, when using ‘Crystal_Blue_4x2’, it means there will be 4 frames usable from left to right and 2 frames usable from top to bottom. It will have a width of 4 frames and a height of 2.

例如,当你使用Crystal_Blue_4x2这样的名字,这意味着将会从左到右播放4帧,从上到下播放2帧。

If the format isn’t used, then the dimensions will default to 1×1.

如果没有设置,默认值是1×1

Notetags
You can use the following notetags to adjust the cursor settings for your actors and enemies.

你可以使用下面的标签来设置玩家或者敌群的图标

Actor and Enemy Notetags:
  1. <Battle Select Cursor: filename>
复制代码
– This will change the filename of the cursor image used for this actor or enemy when selected. The same rules apply as the ones listed in the Instructions – Cursor Filenames section of the help file.

选择图标文件
  1. <Battle Select Cursor Anchor X: Left>
  2. <Battle Select Cursor Anchor X: Center>
  3. <Battle Select Cursor Anchor X: Right>
  4. <Battle Select Cursor Anchor Y: Top>
  5. <Battle Select Cursor Anchor Y: Middle>
  6. <Battle Select Cursor Anchor Y: Bottom>
复制代码
– These notetags determine where the origin point of the cursor sprite should be.

这些决定图标起始位置
  1. <Battle Select Cursor Positon X: Left>
  2. <Battle Select Cursor Positon X: Center>
  3. <Battle Select Cursor Positon X: Right>
  4. <Battle Select Cursor Positon Y: Top>
  5. <Battle Select Cursor Positon Y: Middle>
  6. <Battle Select Cursor Positon Y: Bottom>
复制代码
– These notetags determine where the select cursor will appear on the actor or enemy when targeting them.

这些决定着当图标出现时所在的位置

Sample Cursors
For those who’d like some sample cursors to use, you can download these. Place them inside of your project’s /img/pictures/ folder.

如果你想要范例图标,你可以从下面下载并放入/img/pictures/文件



Happy RPG Making!
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 楼主| 发表于 2016-5-16 16:13:52 | 只看该作者
hotface_5 发表于 2016-5-16 14:48
支持楼主,我复制帖子就花了3个下午,可见楼主辛苦了

哈哈~哈哈~哈哈~哈哈~哈哈~哈哈~哈哈~哈哈~
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 楼主| 发表于 2016-5-14 08:06:43 | 只看该作者
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 楼主| 发表于 2016-5-14 00:54:34 | 只看该作者
本帖最后由 沧笙 于 2016-6-12 23:52 编辑


YEP.100 – Save Core
Introduction
NOTE: THIS PLUGIN REQUIRES MV VERSION 1.1.0 OR HIGHER!

注意:这个插件只支持1.1.0以上的版本

This plugin provides a new save interface for the player. Along with a new interface, the player can also load and delete saves straight from the menu itself. This will in turn make the save command from the Main Menu always available, but the save option within the new save menu will be enabled depending on whether or not it is allowed or disallowed. From the interface, the player is given more information regarding the save file including the the location the player saved at, the amount of gold available, and any variables that you want to show the player as well.

这个插件提供了一个新的存档界面。通过这个新的界面,玩家可以直接从菜单载入或者删除存档,这也将导致存档命令一直显示在之菜单,但是我们可以关闭或者开启存档选项。从这个界面,玩家可以获得存档的各类信息,例如位置,金钱树,或者任何你想展示的变量。

Instructions – Data Columns
For those who wish to show additional data in the save menu for each save file, you can add various data categories within the ‘Data Columns’ inside the plugin parameters. Separate each category with a comma (,). You can use the following entries for data categories:

对于那些想在每个存档显示额外信息的人,你可以添加插件参数里面的Data Columns,用逗号隔开。你可以使用下面的标签

Data Column Categories:
  1. Empty
复制代码
– Leaves an empty box in the category location. This won’t even show the dark rectangle in the category slot.
显示一个空位置,但是没有外框
  1. Null
复制代码
– Won’t draw any text, but it will draw the dark rectangle in the category slot.
显示一个空位置,但是有外框
  1. Location
复制代码
– Draws the current map location of the save file.
地图坐标
  1. Playtime
复制代码
– Draws the playtime spent for the save file.
游戏时间
  1. Save Count
复制代码
– Draws the number of times saved in that playthrough.
存档数
  1. Gold Count
复制代码
– Draws the current gold count of the safe file.
金钱数
  1. Variable x
复制代码
– Draws the name of the variable and value of the variable. You can use text codes in the variable name. Any text between << and >> will be not be shown when drawn. If the variable name is empty, the value will be centered.
显示变量的名字和值。你可以使用文本代码。任何在<< >>里面的都不会被显示。如果没有变量名,变量的值就会居中
  1. text: stuff
  2. left text: stuff
  3. center text: stuff
  4. right text: stuff
复制代码
– This will draw ‘stuff’ (Replace it with your own text) as text by itself with no data attached. Use ‘left’, ‘center’, or ‘right’ to decide the text alignment. If no alignment is used, it will default to ‘left’ alignment. You can use text codes within the drawn text.
这将显示自定义文本。可以设置显示位置,默认是居左对齐。

Technical – Save Modes
For developers who are planning to publish their RPG Maker MV games on the web, you may want to look into the ‘Technical’ parameters. Here, you can force the game into thinking the game is running on ‘local’ or ‘web’ mode. By default, you’ll want it on ‘auto’ but the forced modes are for testing purposes. Despite being for testing purposes, if you wish for your game to adjust saves as per ‘web’ mode, you can keep it that way even if your game is to be local-only. Games on the web, however, cannot use ‘local’ mode and
will automatically default to ‘web’ mode.

对于想要在网上发布游戏的开发者,你可以看一看Technical里的参数。你可以设置游戏模式,是“本地”,还是“网站”。默认你可以设置为“自动”。如果是为了测试目的,你可以在本地运行时设置web模式。如果游戏运行在网站上,你不可以使用本地模式。

Technical – Save Files
The ‘Local Config’, ‘Local Global’, and ‘Local Save’ can have their filename format changed to your liking. Personally, I don’t recommend messing with this unless you know what you’re doing.

如果你有经验,你可以根据喜好设置'Local Config', 'Local Global', 和 'Local Save'的名字


However, if you are making a web-based (mobile included), I strongly suggest you look into the ‘Web Config’, ‘Web Global’, and ‘Web Save’ parameters. By default, RPG Maker MV defaults all of the saves to RPG FileX. All web-based RPG Maker MV games would then use the same configuration, same global save file, and all RPG Maker MV games played by an individual would share the same save slots. This can be very problematic.

如果你正在做网站包括移动端的游戏,我建议你看下'Web Config', 'Web Global', 和'Web Save'的参数。所以运行在网站上的游戏都会使用相同的设置。

This plugin’s default settings will solve this sharing issue by making the web save named accordingly to your game’s name provided that you keep the current plugin settings as is or adjust it accordingly. Now, your game will have its own individual identity, use its own configuration, global, and save files without clashing with any other RPG Maker MV games players may have played.

这个插件默认设置解决了网站游戏存档奔溃的一些问题

Happy RPG Making!
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 楼主| 发表于 2016-5-14 00:27:27 | 只看该作者
FlyingDream’s EXP Calculator 经验计算器
For those using the Class Base Parameters plugin, developers are given the option to create their own EXP formula. This tool exists to help game developers figure out what kind of formula to use for their game.
对于那些使用 Class Base Parameters插件的人,开发者如果想要创建自定义经验公式。这个工具可以帮助游戏开发者计算出哪种公式更有用。

点击进去
http://yanfly.moe/tools/expcalculator/
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 楼主| 发表于 2016-5-9 11:16:53 | 只看该作者
本帖最后由 沧笙 于 2016-6-12 23:53 编辑


YEP.99 – Common Event Menu Setup Pack 1
Introduction
This plugin requires YEP_CommonEventMenu. Make sure this plugin is located under YEP_CommonEventMenu in the plugin list.

这个插件需要 YEP_CommonEventMenu,确保放在它下面。

For those using the Common Event Menu and are rearranging windows around, you may have realized that it can take quite a bit of work to do. This extension plugin contains various setups that come easy for you to make quick menu setups for.

对于使用公共事件菜单的人并且想改变窗口位置的人,会意识到这需要花费一些时间去做。这个拓展插件包含了窗口位置的快速设置

Plugin Commands
Use the following plugin commands to change the menu setup of your common event menu before opening it up. To see what the layouts look like, please refer to the Youtube video link and/or this plugin’s page on Yanfly.moe.

你可以使用下面的插件命令来改变公共事件菜单窗口设置。

Plugin Command:
  1. SetCommonEventMenuSettings Reverse Setup
复制代码
– This puts the Help Window at the top of the screen. The picture and subtext menus appear on the left left of the screen. The main list window appears on the right half of the screen.

帮助窗口在顶部,图片和下标文字出现在左边,列表在右边
  1. SetCommonEventMenuSettings Full Single Setup
复制代码
– This makes the main list window cover the entire screen. The help, picture, and subtext windows do not appear. There is only one column used.

列表全屏,不显示帮助,图片,下标
  1. SetCommonEventMenuSettings Full Double Setup
复制代码
– This makes the main list window cover the entire screen. The help, picture, and subtext windows do not appear. There are two columns used.

列表全屏分栏,不显示帮助,图片,下标

  1. SetCommonEventMenuSettings Double Common Setup
复制代码
– The Help Window appears at the top of the screen with the main list window underneath it with two columns. The picture and subtext windows do not appear.

列表分栏,帮助窗口在顶部,不显示图片,下标

  1. SetCommonEventMenuSettings Double Subtext Setup
复制代码
– The Help Window appears at the top of the screen with the main list window underneath it with two columns. The subtext window appears at the bottom of the screen. The picture window does not appear.

列表分栏,帮助窗口在顶部,下标在底部,不显示图片

  1. SetCommonEventMenuSettings Double Picture Setup
复制代码
– The Help Window appears at the top of the screen with the main list window underneath it with two columns. The picture window appears at the bottom of the screen. The subtext window does not appear.

列表分栏,帮助窗口在顶部,图片在底部,不显示下标

  1. SetCommonEventMenuSettings Double Hybrid Setup
复制代码
– The Help Window appears at the top of the screen with the main list window underneath it with two columns. Both picture and subtext windows appear at the bottom of the screen with the picture window on the left side and the subtext window on the right side.

列表分栏,帮助窗口在顶部,图片在底部左侧,下标在底部右侧

  1. SetCommonEventMenuSettings Double Reverse Hybrid Setup
复制代码
– The Help Window appears at the top of the screen with the main list window underneath it with two columns. Both picture and subtext windows appear at the bottom of the screen with the subtext window on the left side and the picture window on the right side.

列表分栏,帮助窗口在顶部,图片在底部右侧,下标在底部左侧

  1. SetCommonEventMenuSettings Sandwich Single Setup
复制代码
– The Help Window appears at the top of the screen and the subtext window appears at the bottom. The main list is sandwiched in between using only one column.

列表单栏,帮助窗口在顶部,下标在底部

  1. SetCommonEventMenuSettings Sandwich Double Setup
复制代码
– The Help Window appears at the top of the screen and the subtext window appears at the bottom. The main list is sandwiched in between using two columns for the common event list.

列表分栏,帮助窗口在顶部,下标在底部

  1. SetCommonEventMenuSettings Sandwich Picture Setup
复制代码
– The Help Window appears at the top of the screen and the subtext window appears at the bottom. The main list is sandwiched in between using one column on the left side. The picture window is also sandwiched on the right side of the screen.

列表单栏左侧,图片右侧,帮助窗口在顶部,下标在底部

  1. SetCommonEventMenuSettings Sandwich Reverse Picture Setup
复制代码
– The Help Window appears at the top of the screen and the subtext window appears at the bottom. The picture window is sandwiched in between the two windows on the left half of the screen while the main list is sandwiched in between using one column on the right half.

列表单栏右侧,图片左侧,帮助窗口在顶部,下标在底部

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