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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 2016-2-22 22:29:13 | 只看该作者
本帖最后由 沧笙 于 2016-6-12 23:04 编辑


YEP.39 – Battle Statistics
Ever wanted to log the battle statistics of your actors over the course of the entire gameplay? Well, now you can!

想要你玩家战斗记录统计吗?现在你可以了

This bonus plugin requires the Status Menu Core plugin.

这个插件需要身份菜单核心插件

Introduction
This plugin requires YEP_StatusMenuCore. Make sure this plugin is located under YEP_StatusMenuCore in the plugin list.

这个插件需要YEP_StatusMenuCore,确保它在YEP_StatusMenuCore下面。

If you wish to place the Battle Statistics tab in the Status Menu in a specific spot, place ‘Statistics’ without the quotes in the Status Menu Core’s Command Order parameter. If it’s not present there, it will automatically order itself in the ‘Custom’ tab.

如果你想把战斗记录栏放在菜单,请把‘Statistics‘放入身份菜单核心命令顺序参数里。如果没有设置,将会自动出现在‘Custom’栏。

Instructions
This plugin is plug-and-play. All battle information will be recorded in the Battle Statistics tab. The information will be as follows:

这个插件是即插即用。所以战斗信息将会记录在战斗统计栏。这个信息如下:

Battles Initiated
How many battles the actor was present in the starting party and what ratio.

战斗场数记录

Kills/Deaths/Assists
Displays information about how many kills, deaths, and assists performed by the actor overall. Kills rise when the actor defeats an enemy. Deaths rise if the actor falls in battle. Assists rise if the actor is present during an enemy kill.

显示杀敌数、死亡数和助攻数。杀敌数是玩家击败敌方个数。死亡数是玩家战斗死亡数。助攻数是敌方死亡时玩家在场的个数。

Damage Dealt
Total amount of damage dealt by the actor over the course of the game.

造成伤害数

Damage Taken
Total amount of damage taken by the actor over the course of the game.

遭受伤害数

Healing Dealt
Total amount of healing dealt by the actor over the course of the game.

造成治疗数

Healing Taken
Total amount of healing taken by the actor over the course of the game.

受到治疗数

Happy RPG Making!
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发表于 2016-2-22 21:18:07 | 只看该作者
加油啊希望你能够做下去

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塞糖塞糖  发表于 2016-2-22 22:32
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 楼主| 发表于 2016-2-22 19:38:32 | 只看该作者
本帖最后由 沧笙 于 2016-6-12 23:03 编辑


YEP.41 – Actor Variables
This plugin requires the Status Menu Core. Ever wanted to display unique Game Variables into the status menu to portray your actors? Now you can! These variables can come from a global or individual source per actor. Variables listed in the Global Columns found in the parameters will be listed for all actors. Variables defined in the actor noteboxes will be listed for that actor when displayed.

这个插件需要身份菜单核心插件。你想要展示特有的游戏变量进入你的角色身份菜单吗?现在你可以了!这些变量可以来自全局变量或者每个角色的独有变量。在参数内找到的全局变量都可以被列举。角色备注框里里设置的变量将会展示在角色栏

Introduction
This plugin requires YEP_StatusMenuCore.js.
Place this plugin under YEP_StatusMenuCore.js in the Plugin Manager.

这个插件需要YEP_StatusMenuCore,确保它放在YEP_StatusMenuCore下面

This plugin lets you place variables into the Status Menu Core in a unique page for display as actor data. These variables can come from a global or individual source per actor. Variables listed in the Global Columns found in the parameters will be listed for all actors. Variables defined in the actor noteboxes will be listed for that actor when displayed.

插件让你能够把变量放入身份菜单的特殊页显示出来。这些变量可以来自全局变量或者每个角色的独有变量。在参数内找到的全局变量都可以被列举。角色备注框里里设置的变量将会展示在角色栏

If you wish to place the Actor Variables tab in the Status Menu in a specific spot, place ‘Variables’ without the quotes in the Status Menu Core’s Command Order parameter. If it’s not present there, it will automatically order itself in the ‘Custom’ tab.

如果你想把角色变量栏放入身份菜单,请把‘Variables’ 放入身份菜单核心插件命令参数栏,否则,将会出现在‘Custom’栏

Notetags
Use the following notetags to display variables in your Status Menu.

使用下面的标签可以显示变量

Actor Notetags:
  1. <Column x Variables: y>
  2. <Column x Variables: y, y, y>
  3. <Column x Variables: y to z>
复制代码
This will display in column x (1 through 4) the variable(s) y. If using the y to z notetag, this will display all the variables from y to z.

这将在x行显示变量y。如果你使用了y到z,则会显示y到z的所有变量

Variable Icons and Display
To display icons and change the display of your variables, write the name of your variables like text codes in the variable editor.

如果想要显示图标和改变显示的变量,你可以想文本代码一样写下命令

A variable name like this
  1. \i[42]Variable Name
复制代码
will show up with an icon.

这段命令将会显示一个图标

However, if you wish to make notes that do not appear, you can place the notes between << and >>.

如果你想隐藏名字,你可以用《》来设置

For example:
  1. Hello <<You can’t see me>>World!
复制代码
will show up as ‘Hello World!’ because of the << and >> markers.

例如这段代码,将会显示‘Hello World!’。《》内的不会显示

Happy RPG Making!
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 楼主| 发表于 2016-2-22 18:50:46 | 只看该作者
本帖最后由 沧笙 于 2016-6-12 23:03 编辑


YEP.22 – Instant Cast
A popular request from the RPG Maker VX and Ace versions of Yanfly Engine, Instant Cast makes its way into RPG Maker MV’s plugin library with a few more features now! Instant Cast allows for skills and items to be instantly used after being selected without using up the user’s turn!

来自RPG Maker VX 和VX ACE软件的非常受欢迎的需求。立即释放带给MV插件很多特点。立即释放允许技能或者物品可以立即使用而不需要浪费玩家回合

Introduction
When an action has an instant cast property, that action is used immediately on the spot without needing to wait for the turn to start. After using it, the actor can perform another action. This can add a whole new dimension of battle depth to your game as instant cast actions do not consume a turn. Note that if your actors can perform multiple actions, the instant cast will only occur if it is the very first action selected and not a subsequent one.

当行动拥有立即释放特性时,这个行动将会在这个点立即使用而不用等待回合来开始。使用完后,玩家可以继续使用其他行动。这就可以让你的战斗更加有深度。如果你的角色有多个行动,立即释放这个行动必须是第一个技能并且不在战斗序列内。

In the event an enemy uses an instant cast skill, once the enemy’s turn comes up, it will perform the instant cast skill and then immediately after, perform another skill.

在事件中,如果敌方使用立即释放技能,一旦敌方回合开始,它会立即释放并且之后开始其他技能

It is highly recommended to use this plugin with another plugin that enables skill restrictions.

这个插件通常用来开启技能限制

Notetags
The following are some notetags you can use to apply Instant Cast properties to your actions.

下面标签你可以用来设置立即释放特性

Skill and Item Notetags:
  1. <Instant>
  2. <Instant Cast>
复制代码
Both notetags work the same. This causes this action when selected as the first action for an actor to be instantly cast. When used by an enemy, this will cause the enemy to have a follow up action without consuming the enemy’s turn.

这2个标签是一样的。可以让第一个行动使用时是立即释放,当敌方使用时,这将会让敌方可以继续开始下一个行动。

Actor, Class, Enemy, Weapon, Armor, and State Notetags:
  1. <Instant Skill: x>
  2. <Instant Skill: x, x, x>
  3. <Instant Skill: x to y>
复制代码
This makes skill(s) x into having instant cast properties for the actor, class, enemy, or whenever the weapon or armor is equipped, or whenever the state is applied. If using ‘x to y’, it will be applied to all the skills from x to y.

如果特定角色、敌方、职业或者装备特点武器等,甚至特点状态,这个技能就会被立即释放
  1. <Instant Item: x>
  2. <Instant Item: x, x, x>
  3. <Instant Item: x to y>
复制代码
This makes item(s) x into having instant cast properties for the actor, class, enemy, or whenever the weapon or armor is equipped, or whenever the state is applied. If using ‘x to y’, it will be applied to all the items from x to y.

如果特定角色、敌方、职业或者装备特点武器等,甚至特点状态,这个物品使用就会被立即释放
  1. <Cancel Instant Skill: x>
  2. <Cancel Instant Skill: x, x, x>
  3. <Cancel Instant Skill: x to y>
复制代码
This makes skill(s) x unable to be instantly cast. This will take priority over all other properties that may influence instant casting if the actor, class, enemy, equipment, or states possess this notetag. If using ‘x to y’ then it will be applied to all skills from x to y.

如果特定角色、敌方、职业或者装备特点武器等,甚至特点状态,这个技能立即释放特性被取消
  1. <Cancel Instant Item: x>
  2. <Cancel Instant Item: x, x, x>
  3. <Cancel Instant item: x to y>
复制代码
This makes item(s) x unable to be instantly cast. This will take priority over all other properties that may influence instant casting if the actor, class, enemy, equipment, or states possess this notetag. If using ‘x to y’ then it will be applied to all items from x to y.

如果特定角色、敌方、职业或者装备特点武器等,甚至特点状态,这个物品立即释放特性被取消

Happy RPG Making!
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 楼主| 发表于 2016-2-22 18:29:12 | 只看该作者
本帖最后由 沧笙 于 2016-6-12 23:02 编辑


YEP.43 – Skill Cost Items
Introduction
This plugin requires YEP_SkillCore.
Make sure this plugin is located under YEP_SkillCore in the plugin list.

这个插件需要YEP_SkillCore,确保它在YEP_SkillCore下面

This plugin enables you to be able to set costs for skills using items. The item costs will appear next to the other skill costs displaying the icons of the items needed and the amount of the items to be used. Item costs using this plugin can be altered by set and percentile amounts in addition to being replaced altogether by a substitute item.

你可以设置技能消耗物品。物品消耗将会显示下次使用技能需要的物品图标和数量。物品消耗可以用这个插件来设置并且可以设置替代品

Notetags
To enable skills to utilize items as costs, use the following notetags:

为了能够让技能消耗物品,你需要用下面的标签

Skill Notetags:
  1. <Item x Cost: y>
  2. <Weapon x Cost: y>
  3. <Armor x Cost: y>
复制代码
This will set the cost of the item, weapon, or armor x to require y of it before it can be used. If you are using YEP_ItemCore, independent items cannot be used as item costs as the game will not distinguish which of the independent items is fit to be used. If you use multiple of these tags, the skill will require all the listed items to be available for usage.

设置消耗的物品、武器或者装备,需要数量为y。如果你使用了YEP_ItemCore,独立物品不可以被消耗。如果你使用了多个标签,技能需要消耗所有的东西
  1. <Item Cost: x Potion>
  2. <Item Cost: x Sword>
  3. <Item Cost: x Feather Cap>
复制代码
If you prefer to use the names of the items instead, you can use the above notetag. This will make the skill require x amount of the named item, weapon, or armor. If you have multiple items with the same name, this notetag will give priority to the highest ID value in the order of items, weapons, then armors. If you are using YEP_ItemCore, independent items cannot be used as item costs as the game will not distinguish which of the independent items is fit to be used. If you use multiple of these tags, the skill will require all the listed items to be available for usage.

如果你想要使用物品名字取代,你可以使用这个标签。技能需要x数量的物品。如果你有相同名字物品,优先使用ID最高的。如果你使用了YEP_ItemCore,独立物品不可以被消耗。如果你使用了多个标签,技能需要消耗所有的东西

Class, Weapon, Armor, State Notetags:
  1. <Swap Gauge x: Item y>
  2. <Swap Gauge x: Weapon y>
  3. <Swap Gauge x: Armor y>
复制代码
Swaps out gauge x to display how much of item, weapon, or armor y the player/party has. Priority is given in the following order: Weapons, Armors, States, Class, Enemy

显示队伍拥有物品数量的物品槽。优先按照下面顺序:武器、装备、状态、职业、敌人
  1. <Swap Gauge x: Item Potion>
  2. <Swap Gauge x: Item Sword>
  3. <Swap Gauge x: Item Feather Cap>
复制代码
If you prefer to use the names of the items instead, you can use the above notetag. This will swap out gauge x to display how much of the mentioned item, weapon, or armor the player/party has. If you have multiple items with the same name, this notetag will give priority to the highest ID value in the order of items, weapons, then armors. Priority for the displayed gauge will be given in the following order: Weapons, Armors, States, Class, Enemy.

如果你想使用名字,可以用这个标签。显示队伍拥有物品数量的物品槽。如果你有重名物品,则优先用ID最高的。优先按照下面顺序:武器、装备、状态、职业、敌人

Actor, Class, Weapon, Armor, and State Notetags:
  1. <Item x Cost: +y>
  2. <Item x Cost: -y>
  3. <Weapon x Cost: +y>
  4. <Weapon x Cost: -y>
  5. <Armor x Cost: +y>
  6. <Armor x Cost: -y>
复制代码
Increases or decreases the cost of item, weapon, or armor x when required by a value of y. If the item, weapon, or armor isn’t required, then this effect does not apply to the skill cost.

增加或者减少物品、武器或装备消耗。如果物品不被需要,则这个不会生效。
  1. <Item Cost: +x Potion>
  2. <Item Cost: -x Sword>
  3. <Item Cost: +x Feather Cap>
复制代码
If you prefer to use the names of the items instead, you can use the above notetag format. This will increase or decrease the mentioned item by x amount as long as the item is required as a cost. If you have multiple items with the same name, this notetag will give priority to the highest ID value in the order of items, weapons, then armors.

如果你想使用名字,则用这个标签。增加或者减少物品、武器或装备消耗。如果物品不被需要,则这个不会生效。如果你有重名物品,则优先用ID最高的。
  1. <Item x Cost: y%>
  2. <Weapon x Cost: y%>
  3. <Armor x Cost: y%>
复制代码
Alters the cost of item, weapon, or armor x by y%. If the item, weapon, or armor isn’t required, then this effect does not apply to the skill cost.

改变物品、武器、装备消耗y%。如果物品不被需要,则不会生效。
  1. <Item Cost: x% Potion>
  2. <Item Cost: x% Sword>
  3. <Item Cost: x% Feather Cap>
复制代码
If you prefer to use the names of the items instead, you can use the above notetag format. This will adjust the cost rate of the mentioned item by x% as long as the item is required as a cost. If you have multiple items with the same name, this notetag will give priority to the highest ID value in the order of items, weapons, then armors.

如果你想使用名字,则用这个标签。改变物品、武器、装备消耗x%。如果物品不被需要,则这个不会生效。如果你有重名物品,则优先用ID最高的。
  1. <Replace Type x Cost: Type y>
复制代码
Replace ‘type’ with either ‘item’, ‘weapon’, or ‘armor’. This lets you exchange the costs used for a particular item for another (item y). The replacement is given priority to states, weapons, armors, class, and then actors.

类型可以是物品、武器或则装备。这个让你改变消耗用的类型。替代优先顺序是状态、武器、装备、职业,然后是角色
  1. <Replace Potion Cost: Ether>
  2. <Replace Sword Cost: Dagger>
  3. <Replace Feather Cap Cost: Bandana>
复制代码
If you prefer to use the names of the items instead, you can use the above notetag format. This lets you exchange the costs used for a particular item for another. The replacement is given priority to states, weapons, armors, class, and then actors. If you have multiple items with the same name, this notetag will give priority to the highest ID value in the order of items, weapons, then armors.

如果你想使用名字,则用这个标签。这个让你改变消耗用的类型。替代优先顺序是状态、武器、装备、职业,然后是角色。如果你有重名物品,则优先用ID最高的。

Item, Weapon, Armor Notetags:
  1. <Item Gauge Color 1: x>
  2. <Item Gauge Color 2: x>
复制代码
If this item is the item used as gauge display, you can have it produce a unique color using text color x.

如果物品有显示槽,可以改变显示槽颜色
  1. <Item Gauge Text: x>
复制代码
If this item is the item used as gauge display, you can have it show a different text other than its name. Replace x with what you want to write.

如果物品有显示槽,可以改变显示槽文本
  1. <Item Gauge Text Color: x>
复制代码
If you wish to use a text color other than the one predefined in the plugin’s parameters, use this notetag and replace x with the text color you wish to label the gauge with.

如果物品有显示槽,可以改变显示槽文本颜色

Happy RPG Making!
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 楼主| 发表于 2016-2-22 13:50:41 | 只看该作者
本帖最后由 沧笙 于 2016-6-12 23:02 编辑


YEP.9 – Skill Cooldowns
Skill Cooldowns is an extension plugin for the Skill Core. This plugin enables you to give your skills cooldowns, a game mechanic which prevents skills from being repeatedly used requiring the player to wait a few turns in order for the skill to become available for use again.

技能冷却是一个技能核心的拓展插件。这个插件可以让你实现技能冷却,让玩家需要等待几个回合才能继续使用。

Introduction
This plugin requires YEP_SkillCore.
Make sure this plugin is located under YEP_SkillCore in the plugin list.

这个插件需要YEP_SkillCore,确保它放在YEP_SkillCore下面

This plugin allows you to give your skills cooldowns. Cooldowns are a limit enforced on a skill to prevent them from being used constantly.

这个插件让你实现技能冷却,避免连续使用技能

Cooldown Types
Cooldown (Standard)
The standard cooldown only occurs if the skill has a cooldown to pay. When used, the skill cannot be used for x turns as indicated by the cooldown. There are a number of things that contribute to cooldowns going down. The first would be simply waiting. Each turn in battle causes a cooldown to drop by 1 turn. Skills and the such can be used to speed up this process. The second would be to finish battles. Finishing a battle will cause all cooldowns to drop by a certain amount (can be defined in the parameters). And the third would be walking on the field map. Every certain amount of steps allow a skill’s cooldown to decrease.

标准冷却。当被使用时,技能需要等x回合才可以使用。这里可以利用某些东西让冷却降低。最简单的就是等待,每回合都会降低。技能或者类似的也可以降低冷却。除此之外,你还可以结束战斗,战斗结束后冷却都会到一个定值。第三种方法就是在地图上走动,走动步数可以降低冷却

Warmups
As far as most things go, Warmups do the same thing as Cooldowns: prevent skills from being used until their timer is up. The difference, however, is that warmups only occur once during battle: at the very start of it. If a skill has a warmup timer, it will trigger the moment it goes into battle and instantly disappear after battle. Warmups do not stack on top of any existing cooldowns. If a cooldown is already occurring when a skill is in the warmup phase, both the warmup and cooldown simultaneously update.

就大多数而言,热身和冷却一样,时间结束才可以使用技能,区别是,热身仅仅发生在战斗一开始。如果一个技能有热身时间,他会进入战斗中触发,战斗结束后小时。热身不会叠在任何冷却之上,当技能同时拥有冷却和热身时,会同步更新

Linked Cooldowns
A linked cooldown occurs when a skill that’s used causes another skill in the owner’s skill library to have a cooldown. All other attributes of this cooldown are the same as a standard cooldown’s. This cooldown type will take priority over Skill Type Cooldowns and Global Cooldowns if this value is defined.

关联冷却是某个技能造成另一个技能冷却时。所有的冷却都看做关联冷却。冷却将会优先考虑技能冷却和全局冷却

Skill Type Cooldowns
When a Skill Type Cooldown occurs, all skills currently in the battler’s skill library with the matching Skill Type will be on cooldown. All other attributes of this cooldown are the same as a standard cooldown’s. This cooldown type will take priority over Global Cooldowns if this value is defined.

当技能类型冷却时,所有匹配的技能类型都在冷却中。另外的技能将会是标准冷却。技能冷却优先考虑全局冷却

When a cooldown is applied for a skill that already has a cooldown, the cooldown will change to whatever is the largest value. This means if a skill has 3 turns for a cooldown and a Skill Type Cooldown would set for 1 turn, the 3 turns would remain. On the flip side, if the skill has 3 turns and the Skill Type Cooldown would set for 5 turns, then the cooldown would be changed to 5 turns instead.

当冷却应用于已存在冷却的技能,冷却将会改变最大值。这意味着,当一个技能有3回合冷却时,技能类型冷却设置为1回合,则3回合会保留。如果技能有3回合冷却,技能类型冷却设置为5回合,冷却时间变更为5回合

Notetags
Use the following notetags to alter the cooldown properties of a skill.

使用下面的标签来改变冷却

Skill Notetags:
  1. <Cooldown: x>
复制代码
Sets the cooldown for the skill to X turns. This cooldown only affects this skill alone. This value will take priority over Skill Type Cooldowns and Global Cooldowns.

设计技能冷却回合数x。这只会影响技能自身。这个值会优先考虑技能类型冷却和全局冷却
  1. <After Battle Cooldown: +x>
  2. <After Battle Cooldown: -x>
复制代码
After a battle ends (victory, loss, or escape), change the cooldown for this skill by +x turns or -x turns.

战斗之后,技能冷却增加或者减少
  1. <Cooldown Steps: x>
复制代码
Outside of battle, every x steps that the Player takes, this skill’s cooldown will drop by 1.

每走x步,技能冷却减少1
  1. <Skill x Cooldown: y>
复制代码
When using this skill, after paying the skill cost, skill x will have a linked cooldown of y turns. This value will take priority over Skill Type Cooldowns and Global Cooldowns.

使用技能后,并且支付技能消耗以后,技能x将会关联冷却y回合。这个值优先考虑技能类型冷却和全局冷却
  1. <SType x Cooldown: y>
复制代码
When using this skill, after paying the skill cost, all skills with the matching Skill Type x to have a cooldown of y. This value will take priority over Global Cooldowns.

使用技能后,并且支付技能消耗以后,所有技能类型x将会关联冷却y回合。这个值优先考虑全局冷却
  1. <Global Cooldown: x>
复制代码
When using this skill, all skills within the battler’s skill library area set to be on cooldown for x turns. This value has less priority than Individual Cooldowns and Skill Type Cooldowns.

使用技能后,所有技能将会设置冷却x回合。这个值优先于独立冷却和技能类型冷却
  1. <Bypass Cooldown>
复制代码
This causes the skill to bypass cooldowns, no matter what. This should be used for skills like Attack, Guard, Escape, etc. that should not have a cooldown assigned to them.

技能不需要冷却。例如攻击,防御,逃跑等不需要冷却的指令。

Skill and Item Notetags:
  1. <Skill x Cooldown: +y>
  2. <Skill x Cooldown: -y>
复制代码
Targets hit by this skill will have skill x’s cooldown adjusted by y. This does not apply to the user and applies only to the targets.

目标技能x的冷却增加或者减少。仅适用于目标,不能用于自己
  1. <SType x Cooldown: +y>
  2. <SType x Cooldown: -y>
复制代码
Targets hit by this skill will have all skills in their skill library with Skill Type x to have their cooldowns adjusted by y. This does not apply to the user and applies only to the targets.

目标技能类型x的冷却增加或者减少。仅适用于目标,不能用于自己
  1. <Global Cooldown: +x>
  2. <Global Cooldown: -x>
复制代码
Targets hit by this skill will have all skills in their skill library to have their cooldowns adjusted by y. This does not apply to the user and applies only to the targets.

目标全部技能的冷却增加或者减少x。仅适用于目标,不能用于自己

Actor, Class, Enemy, Weapon, Armor, and State Notetags:
  1. <Skill x Cooldown Duration: y%>
复制代码
Alters the cooldown duration of skill x to y% when the cooldown cost is applied. This effect only applies to skill x.

改变技能x的冷却持续时间为y%。
  1. <SType x Cooldown Duration: y%>
复制代码
Alters the cooldown duration of skills with Skill Type x to y% when the cooldown cost is applied. This effect only applies to Skill Type x.

改变技能类型x的冷却持续时间为y%。
  1. <Global Cooldown Duration: x%>
复制代码
Alters the cooldown duration of all skills to x% when the cooldown cost is applied.

改变全部技能的冷却持续时间为x%。
  1. <Skill x Cooldown Rate: y%>
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Sets the cooldown rate for skill x to y% when the cooldown counter goes down. This effect only applies to skill x.

冷却需要下降时,技能x的冷却率为y%。
  1. <SType x Cooldown Rate: y%>
复制代码
Sets the cooldown rate for Skill Type x skills to y% when the cooldown counter goes down. This effect only applies to Skill Type x skills.

冷却需要下降时,技能类型x的冷却率为y%。
  1. <Global Cooldown Rate: x%>
复制代码
Sets the cooldown rate for all skills to x% when the cooldown counter goes down.

冷却需要下降时,全部技能的冷却率为x%。
  1. <Skill x Cooldown: +y>
  2. <Skill x Cooldown: -y>
复制代码
If the user performs skill x, it will have an increased or decreased cooldown value as long as the user is the actor, class, enemy, or has the weapon or armor equipped, or is affected by the state with this notetag. These flat cooldown modifications are applied after the rates and duration modifiers have been calculated.

如果玩家是特点玩家,职业,或者装备特定物品时,或者存在特点状态,这个技能x冷却将会改变y。这将在所有计算完成后应用一个平均冷却。
  1. <SType x Cooldown: +y>
  2. <SType x Cooldown: -y>
复制代码
If the user performs skill with skill type x, it will have an increased or decreased cooldown value as long as the user is the actor, class, enemy, or has the weapon or armor equipped, or is affected by the state with this notetag. These flat cooldown modifications are applied after the rates and duration modifiers have been calculated.

如果玩家是特点玩家,职业,或者装备特定物品时,或者存在特点状态,这个技能类型x冷却将会改变y。这将在所有计算完成后应用一个平均冷却。
  1. <Global Cooldown: +x>
  2. <Global Cooldown: -x>
复制代码
If the user performs any skill, it will have an increased or decreased cooldown value as long as the user is the actor, class, enemy, or has the weapon or armor equipped, or is affected by the state with this notetag. These flat cooldown modifications are applied after the rates and duration modifiers have been calculated.

如果玩家是特点玩家,职业,或者装备特定物品时,或者存在特点状态,全部技能冷却将会改变x。这将在所有计算完成后应用一个平均冷却。
  1. <Skill x Warmup: +y>
  2. <Skill x Warmup: -y>
复制代码
At the start of battle, skill x will have an increased or decreased warmup value as long as the user is the actor, class, enemy, or has the weapon or armor equipped, or is affected by the state with this notetag. These flat warmup modifications are applied after the rates and duration modifiers have been calculated.

如果玩家是特点玩家,职业,或者装备特定物品时,或者存在特点状态,战斗开始时,技能x热身时间改变y。这将在所有计算完成后应用一个平均热身时间。
  1. <SType x Warmup: +y>
  2. <SType x Warmup: -y>
复制代码
At the start of battle, all skills with skill type x it will have an increased or decreased warmup value as long as the user is the actor, class, enemy, or has the weapon or armor equipped, or is affected by the state with this notetag. These flat warmup modifications are applied after the rates and duration modifiers have been calculated.

如果玩家是特点玩家,职业,或者装备特定物品时,或者存在特点状态,战斗开始时,技能类型x热身时间改变y。这将在所有计算完成后应用一个平均热身时间。
  1. <Global Warmup: +x>
  2. <Global Warmup: -x>
复制代码
At the start of battle, all skills will have an increased or decreased warmup value as long as the user is the actor, class, enemy, or has the weapon or armor equipped, or is affected by the state with this notetag. These flat warmup modifications are applied after the rates and duration modifiers have been calculated.

如果玩家是特点玩家,职业,或者装备特定物品时,或者存在特点状态,战斗开始时,全部技能热身时间改变x。这将在所有计算完成后应用一个平均热身时间。

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 楼主| 发表于 2016-2-22 10:35:47 | 只看该作者
本帖最后由 沧笙 于 2016-6-12 23:01 编辑


YEP.72 – Item Durability
Introduction
This plugin requires YEP_ItemCore. Make sure this plugin is located under YEP_ItemCore in the plugin list.

这个插件需要YEP_ItemCore,确保它放在YEP_ItemCore下面

Independent Weapons and Armors will now have a Durability value. Over the course of battle, equipment durability will drop based on actions performed, damage taken, and the like. When a piece of equipment’s durability value reaches 0, the piece of equipment will break. Durability can be repaired by items and increased by skills, too.

独立武器和装备现在有了耐久度。通过战斗进程,装备耐久度将会根据战斗行动,受到伤害或者类似的降低耐久度。当你件装备耐久度降为0,这个装备会破损。耐久度可以被物品修复或被技能提升。

Notetags
The following notetags can be used to adjust item durability for equipment.

下面的标签可以被用来调整装备耐久度

Weapon and Armor Notetags:
  1. <Durability: x>
复制代码
This sets the item’s default durability value to x. This is the starting durability value for the item. If this notetag isn’t used, the independent equipment will refer to the value in the plugin parameters.

设置物品默认耐久度。这是初始值。如果没有设置,则会使用插件默认设置。
  1. <Durability Variance: x>
复制代码
This alters the starting durability value with a variance of x. This means there can be a variance of -x to +x for the durability starting value.

改变物品初始耐久度。你可以用增加或者减少
  1. <Durability Maximum: x>
复制代码
This is the maximum durability value the independent equipment can have. When repairing durability, the item’s durability value cannot exceed this amount. This amount is dependent on the base item’s durability value.

物品最大耐久度。当修复耐久度时,物品不能超过值。
  1. <Bypass Durability>
  2. <Unbreakable>
复制代码
This sets the item to not have bypass the durability system and making the independent item unbreakable.

设置物品不消耗耐久度并且不让物品破损
  1. <Break Sound Name: filename>
  2. <Break Sound Volume: x>
  3. <Break Sound Pitch: x>
  4. <Break Sound Pan: +x>
  5. <Break Sound Pan: -x>
复制代码
This changes the sound effect played when using this piece of equipment is broken in battle. Filenames are case sensitive and do not include the file extension into the filename.

这是物品破损时播放的声音。设置名字不包含拓展名

Item, Weapon, Armor Notetags:
  1. <Repair Durability: x>
复制代码
This will repair any weapon or armor’s durability by x. The repair effect is accessed from the weapon or armor’s action menu.

修复耐久度
  1. <Repair Weapon: x>
  2. <Repair Armor: x>
复制代码
This will specifically repair only weapons or armors by x amount. The repair effect is accessed from the weapon or armor’s action menu.

仅仅修复武器或者装备
  1. <Repair WType x: y>
  2. <Repair AType x: y>
复制代码
This will specifically repair only weapon-type x or armor-type x by y amount. The repair is accessed from the weapon or armor’s action menu.

修复武器类型x和装备类型x的耐久度
  1. <Repair Sound Name: filename>
  2. <Repair Sound Volume: x>
  3. <Repair Sound Pitch: x>
  4. <Repair Sound Pan: +x>
  5. <Repair Sound Pan: -x>
复制代码
This changes the sound effect played when using this item to repair the durability of another item.

修复播放声音
  1. <Unbreakable Durability>
复制代码
Removes the equipment’s durability and makes it unbreakable.

移走耐久度并且让装备不再破损
  1. <Unbreakable Weapon>
  2. <Unbreakable Armor>
复制代码
Removes the weapon or armor’s durability and makes it unbreakable.

移走武器和装备的耐久度并且不再破损
  1. <Unbreakable WType x>
  2. <Unbreakable AType x>
复制代码
Removes durability for specifically weapon-type x or armor-type x and makes it unbreakable. Filenames are case sensitive and do not include the file extension into the filename.

移走武器类型x和装备类型x的耐久度并且不再破损

Skill and Item Notetags:
  1. <User Weapon Durability: +x>
  2. <User Weapon Durability: -x>
复制代码
Each hit of this skill/item will cause all of the user’s weapon(s) durability to be altered by +x or -x. If it reaches 0 or lower, the weapon will break.

使用技能或者物品可以增加或者减少耐久度x,如果到达0,则武器破损
  1. <User All Weapon Durability: +x>
  2. <User All Weapon Durability: -x>
复制代码
Each hit of this skill/item will cause all of the user’s weapon(s) durability to be altered by +x or -x. If it reaches 0 or lower, the weapon will break.

使用技能或者物品可以增加或者减少所有武器的耐久度x,如果到达0,则武器破损
  1. <User Random Weapon Durability: +x>
  2. <User Random Weapon Durability: -x>
复制代码
Each hit of this skill/item will cause a random weapon equipped by the user to have its durability altered by +x or -x. If it reaches 0 or lower, the weapon will break.

使用技能或者物品可以增加或者减少随机武器的耐久度x,如果到达0,则武器破损
  1. <User Armor Durability: +x>
  2. <User Armor Durability: -x>
复制代码
Each hit of this skill/item will cause the user’s armor(s) durability to be altered by +x or -x. Depending on the ‘Damage All’ plugin parameter, this will affect either all armors or affect a random armor piece. If the item reaches 0 or lower, the armor will break.

使用技能或者物品可以增加或者减少装备的耐久度x,如果到达0,则装备破损
  1. <User All Armor Durability: +x>
  2. <User All Armor Durability: -x>
复制代码
Each hit of this skill/item will cause all of the user’s armor(s) durability to be altered by +x or -x. If it reaches 0 or lower, the armor will break.

使用技能或者物品可以增加或者减少所以装备的耐久度x,如果到达0,则装备破损
  1. <User Random Armor Durability: +x>
  2. <User Random Armor Durability: -x>
复制代码
Each hit of this skill/item will cause a random armor equipped by the user to have its durability altered by +x or -x. If it reaches 0 or lower, the armor will break.

使用技能或者物品可以增加或者减少随机装备的耐久度x,如果到达0,则装备破损
  1. <Target Weapon Durability: +x>
  2. <Target Weapon Durability: -x>
复制代码
Each hit of this skill/item will cause all of the target’s weapon(s) durability to be altered by +x or -x. If it reaches 0 or lower, the weapon will break.

使用技能或者物品可以增加或者减少目标武器的耐久度x,如果到达0,则武器破损
  1. <Target All Weapon Durability: +x>
  2. <Target All Weapon Durability: -x>
复制代码
Each hit of this skill/item will cause all of the target’s weapon(s) durability to be altered by +x or -x. If it reaches 0 or lower, the weapon will break.

使用技能或者物品可以增加或者减少所有目标武器的耐久度x,如果到达0,则武器破损
  1. <Target Random Weapon Durability: +x>
  2. <Target Random Weapon Durability: -x>
复制代码
Each hit of this skill/item will cause a random weapon equipped by the target to have its durability altered by +x or -x. If it reaches 0 or lower, the weapon will break.

使用技能或者物品可以增加或者减少随机目标武器的耐久度x,如果到达0,则武器破损
  1. <Target Armor Durability: +x>
  2. <Target Armor Durability: -x>
复制代码
Each hit of this skill/item will cause the target’s armor(s) durability to be altered by +x or -x. Depending on the ‘Damage All’ plugin parameter, this will affect either all armors or affect a random armor piece. If the item reaches 0 or lower, the armor will break.

使用技能或者物品可以增加或者减少目标装备的耐久度x,如果到达0,则装备破损
  1. <Target All Armor Durability: +x>
  2. <Target All Armor Durability: -x>
复制代码
Each hit of this skill/item will cause all of the target’s armor(s) durability to be altered by +x or -x. If it reaches 0 or lower, the armor will break.

使用技能或者物品可以增加或者减少所有目标装备的耐久度x,如果到达0,则装备破损
  1. <Target Random Armor Durability: +x>
  2. <Target Random Armor Durability: -x>
复制代码
Each hit of this skill/item will cause a random armor equipped by the target to have its durability altered by +x or -x. If it reaches 0 or lower, the armor will break.

使用技能或者物品可以增加或者减少随机目标装备的耐久度x,如果到达0,则装备破损

Plugin Commands
There are a few plugin commands you can utilize to show/hide the Repair option in the Item Action Window and/or enable/disable it.

下面的插件命令可以让你开启修复耐久度选项

Plugin Commands
  1. ShowRepairDurability
  2. HideRepairDurability
复制代码
– This will show/hide the Repair command in the Item Action Window.

显示和隐藏修复耐久度菜单
  1. EnableRepairDurability
  2. DisableRepairDurability
复制代码
– This will enable/disable the Repair command in the Item Action Window.

开启和关闭修复耐久度菜单

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 楼主| 发表于 2016-2-21 18:45:27 | 只看该作者
本帖最后由 沧笙 于 2016-6-12 22:59 编辑


YEP.56 – Limited Skill Uses
Introduction
This plugin requires YEP_SkillCore. Make sure this plugin is located under YEP_SkillCore in the plugin list.

这个插件需要YEP_SkillCore,请确保它放在YEP_SkillCore下面

This plugin enables you to set a limited amount of times certain skills (or all skills) can be used per battle or ever. This adds a different type of skill currency and balance mechanic in limiting the amount of times a skill can be used without directly having alter MP, TP, or the like.

这是技能核心插件拓展插件,能够让你限制一些技能的使用次数。添加了一个不同的技能类型,并且平衡了技能使用的限制次数

Notetags
You can use these notetags to govern the various Limited Uses aspects of your skills.

你可以使用下面标签来给你的技能设置不同的使用限制

Skill Notetags:
  1. <Unlimited Use>
复制代码
If you’ve enabled ‘Limit All Skills’ in the plugin parameters, this will forcefully make the skill unlimited use. If you use this notetag, it will override any of the Limited Use settings.

如果你开启了“限制所有技能”选项,那么这个将会让技能不受限制使用,如果你使用了这个标签,它将会重写你的限制设置
  1. <Limit Uses: x>
复制代码
This will set the number of times the skill can be used to x. If the skill has 0 charges left, the skill cannot be used.

设置技能限制使用次数,如果为0,则不能使用
  1. <Recover All Uses>
  2. <Not Recover All Uses>
复制代码
When using the recover all command, depending on the settings within the plugin parameters, all limited use charges are recovered or not. These notetags will enable you to utilize the other setting for the skill.

当你使用恢复所以的命令,取决插件设置,所有限制将被恢复。这些标签将会让你使用技能的其他设置
  1. <Victory Uses Recover: x>
  2. <Escape uses Recover: x>
  3. <Lose Uses Recover: x>
复制代码
When the player wins a battle, escapes a battle, or loses a battle, the skill use will recover x amount of uses for the respective outcome. If the notetags aren’t used, the amounts restored will be equal to settings made in the plugin’s parameters.

当玩家获得胜利,逃跑或者失败的时候,技能恢复使用次数
  1. <After Battle Uses Recover: x>
复制代码
This will set the recovery rate of victory, escape, or loss of battle to be equal to x indiscriminately.

当玩家完成战斗后恢复技能使用次数

Skill and Item Notetags:
  1. <Global Limited Uses: +x>
  2. <Global Limited Uses: -x>
复制代码
This will change the target’s limited uses by +x or -x for all skills. +x will increase the amount of times the skills can be used. -x will decrease the amount of times the skills can be used.

对技能改变使用次数。+x将会增加,-x将会减少
  1. <SType x Limited Uses: +y>
  2. <SType x Limited Uses: -y>
复制代码
This will change the target’s limited uses by +y or -y for all skills of the skill type x. +y will increase the amount of times the skills can be used. -y will decrease the amount of times the skills can be used.

改变技能类型x的技能使用次数y。+y将会增加,-y将会减少
  1. <Skill x Limited Uses: +y>
  2. <Skill x Limited Uses: -y>
  3. <Skill name Limited Uses: +y>
  4. <Skill name Limited Uses: -y>
复制代码
This will change the target’s limited uses by +y or -y for skill x. If you use the named notetag varient and have multiple skills in the database with the same name, priority will be given to the skill with the highest ID. +y will increase the amount of times the skills can be used. -y will decrease the amount of times the skills can be used.

改变技能x的使用次数y。如果你使用了名字标签,则会优先生效ID最高的。+y将会增加,-y将会减少

Actor, Class, Enemy, Weapon, Armor, and State Notetags:
  1. <Global Use Max: +x>
  2. <Global Use Max: -x>
复制代码
A battler affected by this property will have any Limited Use skills alter the maximum times used by +x or -x.

改变最大使用次数
  1. <SType x Use Max: +y>
  2. <SType x Use Max: -y>
复制代码
A battler affected by this property will have Limited Use skills from skill type x alter the maximum times used by +y or -y.

改变技能类型x的最大使用次数
  1. <Skill x Use Max: +y>
  2. <Skill x Use Max: -y>
  3. <Skill name Use Max: +y>
  4. <Skill name Use Max: -y>
复制代码
A battler affected by this property will have Limited Use for skill x (or named if you’re using that version of the notetag instead) alter the maximum times used by +y or -y. If you are using the named version of the notetag and have multiple skills in the database with the same name, then priority will be given to the skill with the highest ID.

改变技能x的最大使用次数。

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 楼主| 发表于 2016-2-19 21:35:40 | 只看该作者
本帖最后由 沧笙 于 2016-6-12 22:59 编辑


YEP.60 – More Currencies
Introduction
This plugin requires YEP_ShopMenuCore. Make sure this plugin is located under YEP_ShopMenuCore in the plugin list.

这个插件需要YEP_ShopMenuCore。确保这个插件在YEP_ShopMenuCore之下。

As an extension of the Shop Menu Core, this plugin enables you to have items cost multiple currencies or different currencies using variables and/or other items themselves.

作为商店菜单插件的拓展插件,可以让你通过变量或者物品有更多的货币

Instructions – Variables as Currency
If you’re planning to use variables as currency (and you should!), you can set them up in a way to have them show an icon. Name your currency variable as such:

如果你想使用变量作为货币,你需要这样设置他们
  1. \i[x]Variable Name
复制代码
When displayed in shops, it will show the icon and the name. However, if you want it to display only the icon and/or exclude some text, place the text inside a << and >> bracket like such:

当显示在商店的时候,它会显示图标和名字。如果你希望只显示图标,可以用《》来隐藏
  1. \i[x]<<Variable Name>>
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That way, only the icon will be shown while all the next inside the << >> will be hidden.

这个方法,只有图标显示,在《》内的文本被隐藏

Instructions – Proxies
Perhaps in your game, you would like for the player to have multiple ways of purchasing an item through one currency or another. However, inputting the costs for all of the options makes the item cost every single aspect. But, what you can do is make proxies of these items. For example, in the database will will have the following:

在游戏里,你玩家用不同的货币有很多购买方式。对于所有选项重新设置很麻烦。你可以使用物品代理功能,例如,数据库内这样写
  1. Potion – 50 Gold
  2. Potion (Proxy A) – 5 Gems
  3. Potion (Proxy B) – 3 Jewels
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Placing all three items in your shop normally would result in three types of potions that do not stack into the same category. However, by using this proxy notetag, you can make them all attribute to the same Potion item:

如果简单把这3个物品放入商店,将会产生3种相同类型的物品。可以,使用代理标签,你可以设置为一个物品
  1. <Proxy Buy: x>
  2. <Proxy Buy: name>
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If you’re using this item as a proxy for another item (so you can set a different cost for the item), this item will end up representing item x, weapon x, or armor x of the same type. If you’re using a named notetag and you have multiple entries in your database with the same name, priority will be given to the item, weapon, or armor with the highest ID.

如果你使用了物品代理,这个物品将会代表物品x,武器x,或者装备x。如果你使用了名字标签,你可以代替名字相同的物品,优先选择最高ID物品。

If Proxy A and B link back to the main Potion, then whenever the player buys the Proxies in the shop, they will link back to the main Potion, making it possible to buy the same item using different currencies.

如果代理A和代理B返回主物品,玩家可以通过商店购买代理从而得到主物品,让其实现不同货币来购买同一物品。

Notetags
You can use the following notetags to adjust various properties for more currencies for your items, weapons, and armors.

你可以使用下面的标签来调整货币

Item, Weapon, and Armor Notetags:
  1. <Variable x Buy Price: y>
复制代码
This sets the currency of this item, weapon, or armor to variable x with a buy price of y. You can insert multiples of this notetag to have more than one variable cost for that item, weapon, or armor.

设置变量x来购买,价格为y,你可以插入多个标签来获得多个变量货币来购买物品
  1. <Variable x Sell Price: y>
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This makes it that when selling this item, weapon, or armor, the player will gain variable x in y amount. You can insert multiples of this notetag to have more than one variable cost for that item, weapon, or armor.

设置变量x来出售,价格为y,你可以插入多个标签来获得多个变量货币来出售物品
  1. <Item x Buy Price: y>
  2. <Item name Buy Price: y>
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This sets the currency of this item, weapon, or armor to cost item x (or the named item) with a buy price of y. You can insert multiples of this notetag to have more than one item cost for that item, weapon, or armor. If you’re using Item Core, this will not work on independent items. If you are using the named version of the notetag and have multiple items in your database of the same name, priority will be given to the item with the highest ID.

设置物品x来购买,数量为y,你可以插入多个标签来获得多个物品货币来购买物品。如果你使用了物品核心插件,对于独立物品不会生效。如果你使用了名字代码并且有多个重名的物品,将会优先选择ID最高
  1. <Item x Sell Price: y>
  2. <Item name Sell Price: y>
复制代码
When selling this item, weapon, or armor, the player will get item x (or the named item) with a quantity of y. You can insert multiples of this notetag to have more than one item cost for that item, weapon, or armor. If you’re using Item Core, this will not work on independent items. If you are using the named version of the notetag and have multiple items in your database of the same name, priority will be given to the item with the highest ID.

设置物品x来出售,数量为y,你可以插入多个标签来获得多个物品货币来出售物品。如果你使用了物品核心插件,对于独立物品不会生效。如果你使用了名字代码并且有多个重名的物品,将会优先选择ID最高
  1. <Weapon x Buy Price: y>
  2. <Weapon name Buy Price: y>
复制代码
This sets the currency of this item, weapon, or armor to cost weapon x (or the named weapon) with a buy price of y. You can insert multiples of this notetag to have more than one weapon cost for that item, weapon, or armor. If you’re using Item Core, this will not work on independent items. If you are using the named version of the notetag and have multiple items in your database of the same name, priority will be given to the item with the highest ID.

设置武器x来购买,数量为y,你可以插入多个标签来获得多个武器货币来购买物品。如果你使用了物品核心插件,对于独立物品不会生效。如果你使用了名字代码并且有多个重名的物品,将会优先选择ID最高
  1. <Weapon x Sell Price: y>
  2. <Weapon name Sell Price: y>
复制代码
When selling this item, weapon, or armor, the player will get weapon x (or the named weapon) with a quantity of y. You can insert multiples of this notetag to have more than one weapon cost for that item, weapon, or armor. If you’re using Item Core, this will not work on independent items. If you are using the named version of the notetag and have multiple items in your database of the same name, priority will be given to the item with the highest ID.

设置武器x来出售,数量为y,你可以插入多个标签来获得多个武器货币来出售物品。如果你使用了物品核心插件,对于独立物品不会生效。如果你使用了名字代码并且有多个重名的物品,将会优先选择ID最高
  1. <Armor x Buy Price: y>
  2. <Armor name Buy Price: y>
复制代码
This sets the currency of this item, weapon, or armor to cost armor x (or the named armor) with a buy price of y. You can insert multiples of this notetag to have more than one armor cost for that item, weapon, or armor. If you’re using Item Core, this will not work on independent items. If you are using the named version of the notetag and have multiple items in your database of the same name, priority will be given to the item with the highest ID.

设置装备x来购买,数量为y,你可以插入多个标签来获得多个装备货币来购买物品。如果你使用了物品核心插件,对于独立物品不会生效。如果你使用了名字代码并且有多个重名的物品,将会优先选择ID最高
  1. <Armor x Sell Price: y>
  2. <Armor name Sell Price: y>
复制代码
When selling this item, weapon, or armor, the player will get armor x (or the named armor) with a quantity of y. You can insert multiples of this notetag to have more than one armor cost for that item, weapon, or armor. If you’re using Item Core, this will not work on independent items. If you are using the named version of the notetag and have multiple items in your database of the same name, priority will be given to the item with the highest ID.

设置装备x来出售,数量为y,你可以插入多个标签来获得多个装备货币来出售物品。如果你使用了物品核心插件,对于独立物品不会生效。如果你使用了名字代码并且有多个重名的物品,将会优先选择ID最高
  1. <Proxy Buy: x>
  2. <Proxy Buy: name>
复制代码
If you’re using this item as a proxy for another item (so you can set a different cost for the item), this item will end up representing item x, weapon x, or armor x of the same type. If you’re using a named notetag and you have multiple entries in your database with the same name, priority will be given to the item, weapon, or armor with the highest ID.

如果你使用物品作为代理,这个物品最后代表物品x,或者武器装备x。如果你使用了名字代码,数据库会优先选择ID最高的

Happy RPG Making!
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 楼主| 发表于 2016-2-19 20:44:37 | 只看该作者
本帖最后由 沧笙 于 2016-6-12 22:59 编辑


YEP.53 – Shop Menu Core
Introduction
The shop menu in RPG Maker MV is the same as it was in RPG Maker VX and RPG Maker VX Ace. It’s relatively basic and provides adequate information, but not really enough to let the player know what they’re actually buying or even selling. This plugin enables shops to show more than just the basic information displayed in RPG Maker MV and even allows for custom commands to be inserted into the command window.

商店菜单在MV里面和VX、 VX ACE里面相同。它提供基础的信息,但是不足以让玩家知道他们真正想买或者卖什么。这个插件可以让商店显示更多信息,甚至允许自定义命令来插入命令窗口

This plugin also gives the player the option to tab between a parameter comparison mode with the whole party displaying individual stats at a time or individual actors displaying all stats at a time. The player can switch between the two modes by pressing the ‘tab’ button on the keyboard or with touch input on the name of the actor or parameter.

这个插件允许玩家开启一个窗口,可以让队伍成员显示单独的状态或者显示整个队伍的所有人的某个状态。玩家通过tab键开关这个模式或者点击玩家名字

Instructions
You can add and remove commands from the Command Window by changing the ‘Command Order’ parameter. Here is a list of commands you may use:

你可以添加或者移除命令,通过命令顺序参数。这里是你可以使用的命令列表
  1. Buy
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– This is the buy item command.

购买命令
  1. Sell
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– This is the sell item command.

卖出命令
  1. Equip
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– This is the equip command to directly access an actor’s equipment.

装备命令
  1. Custom
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– If you have any custom shop menu items, they will be displayed here.

自定义命令
  1. Cancel
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– This exits the shop.

退出商店

Notetags
You can use the following notetag to alter various shop aspects

你可以使用下面的标签来改变很多方面

Item, Weapon, and Armor Notetag:
  1. <Price: x>
复制代码
This notetag allows you to exceed the default editor limit for item prices of 999,999 gold.

设置价格,不再受999,999的金钱限制
  1. <Sell Price: x>
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This sets the selling price of the item to x.

设置卖出价格
  1. <Cannot Sell>
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This makes it so that the item cannot be sold.

物品不可以出售
  1. <Can Sell>
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This makes it so that the item can be sold even if it is at 0 gold.

即便价格为0,仍然可以卖出

Happy RPG Making!
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