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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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Lv1.梦旅人

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发表于 2016-1-28 14:40:00 | 只看该作者
沧笙 发表于 2016-1-28 04:53
YEP.44 – Animated Sideview Enemies
This plugin requires Battle Engine Core. This extension plugin ...

能问一下那几个可爱的史莱姆是哪来来的吗

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http://www.akashics.moe 如果下载需要翻墙可以联系我  发表于 2016-1-28 14:46
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 楼主| 发表于 2016-1-28 12:53:18 | 只看该作者
本帖最后由 沧笙 于 2016-6-12 22:36 编辑


YEP.44 – Animated Sideview Enemies
This plugin requires Battle Engine Core. This extension plugin allows you to animate enemies in a number of ways, from giving static enemies breathing, floating, and scaled attributes to utilizing animated sideview actors as potential battlers for your enemies instead of static graphics to help make your enemies appear more lively!

此插件需要前置插件Battle Engine Core。这个扩展插件可以让敌人变得栩栩如生,其方式可以是让静态的敌人呼吸、飘浮,或者赋予敌人可动的侧面战斗图像来代替静态的图片,这会使敌人看上去更活泼!

Introduction
介绍

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

此插件需要前置插件YEP_BattleEngineCore。请确保此插件在插件列表中位于YEP_BattleEngineCore的下方。

This extension plugin allows you to animate enemies in a number of ways, from giving static enemies breathing, floating, and scaled attributes to utilizing animated sideview actors as potential battlers for your enemies instead of static graphics to help make your enemies appear more lively!

此个扩展插件可以让敌人变得栩栩如生,其方式可以是让静态的敌人呼吸、飘浮,或者赋予敌人可动的侧面战斗图像来代替静态的图片,这会使敌人看上去更活泼!

If you are using YEP_X_ActSeqPack2, and would like the ability to add in floating enemies, place this plugin under YEP_X_ActSeqPack2 as well.

如果你也在使用YEP_X_ActSeqPack2,并且想要把它的功能加入飘浮敌人中,那么也需要把此插件放在YEP_X_ActSeqPack2的下面。

To use this plugin, insert within the enemy’s notebox the notetags you see in the section below:

使用此插件的方法是在敌人的注释栏中输入下述的注释。

Notetags
注释

Insert these notetags into the enemy noteboxes below to change their sidewview battler aspects.

在敌人注释栏内输入下面的注释来改变它们的侧面战斗外貌。

Enemy Notetags:
敌人的注释:

— General —

— 通用 —

<Breathing>
<No Breathing>
Enables or disables a ‘breathing’ effect for the enemy sprite.

对敌怪使用或禁止使用“呼吸”效果。

<Breathing Speed: x>
How many frames does it take to make a full breathing cycle? The lower the x value, the faster the enemy breathes. The higher the x value, the slower the enemy breathes.

需要多少帧来完成一次完整的呼吸动作?x的值越小,敌人呼吸得越快;x的值越大,敌人呼吸得越慢。

<Breathing Rate X: x.y>
<Breathing Rate Y: x.y>
Sets the horizontal and vertical breathing rate to x.y. 1.0 is a 100% variance change while 0.0 is a 0% variance.

将呼吸动作的水平及竖直幅度设为x.y。设为1.0将是100%的变化幅度,而0.0是0%的变化幅度。

<Floating>
Sets the enemy to be animated as if it was floating.

使敌人的活动就像在飘浮。

<Floating Speed: x>
How many frames does it take to do a full floating cycle? The lower the x value, the faster the enemy floats. The higher the x value, the slower the enemy floats.

需要多少帧来完成一次完整的飘浮动作?x的值越小,敌人飘浮得越快;x的值越大,敌人飘浮得越慢。

<Floating Rate: x.y>
Sets the floating rate for the enemy to x.y. 1.0 is a 100% variance change while 0.0 is a 0% variance change.

将飘浮动作的幅度设为x.y。设为1.0将是100%的变化幅度,而0.0是0%的变化幅度。

<Floating Height: x>
Sets the minimum float height for the enemy to x.

设置敌人飘浮的最小高度为x。

<Scale Sprite: x%>
This allows you to scale the sprite larger or smaller by x% of the original sprite size. If you wish to only scale either the width or the height, use the notetags below:

改变怪物的尺寸,将原始尺寸变大(或变小)x%。如果你只想改变宽度或高度,可以用下述注释:

<Scale Sprite Width: x%>
<Scale Sprite Height: x%>
This will scale the sprite’s width or height by x% amount specifically rather than the whole sprite itself by the same ratio.

将怪物的宽度或高度改变x%,而不是按相同比例改变整个怪物的大小。

— Sideview —

— 侧面视图 —

<Sideview Battler: filename>
This is the filename used for the sideview battler found within your project’s img/sv_actors/ folder. Doing this will enable the following notetags to be applied to the battler. This is case-sensitive and used without the image’s file extension.

此注释指明了在文件夹img/sv_actors/中的用于侧视战斗图的文件名,使用之后才能应用下述注释于战斗图。文件名的输入不必包含文件扩展名,但要区分大小写。

Example: SF_Actor3_8.png would be <Sideview Battler: SF_Actor3_8> Note: If more than one of these tags is used, the sideview battler selected will be picked from a random pool. Their settings, however, will match all of the other sideview settings set in the notetags for the sake of simplicity.

例:SF_Actor3_8.png应输入为<Sideview Battler: SF_Actor3_8> 注意:如果使用了多个这样的注释,那么侧视战斗图将会从中随机选取。而它们的设定将同样会满足注释栏中其它的侧视设置。

— Sideview Specific —

— 侧面视图详细设定 —

<Sideview Anchor X: y.z>
<Sideview Anchor Y: y.z>
This sets the anchor location for the enemy’s sideview battler at y.z. This is used for the event you have an odd-proportioned sideview battler.

设置敌人侧视战斗图的原始位置为y.z。可用于侧视战斗图的比例很奇特的情形。

<Sideview Width: x>
<Sideview Height: x>
Sets the width/height of the sideview battler. This is for the event you’re using a battler image that may have different proportions than normal sideview battlers.

设置侧视战斗图的宽度/高度。可用于侧视战斗图的比例与正常战斗图的比例不同的情形。

<Sideview Collapse>
Sets it so that the enemy when it dies will collapse and vanish.

使敌人在死亡时瓦解并消失。

<Sideview No Collapse>
Sets it so that the enemy when it dies will leave behind a corpse and will not vanish.

使敌人在死亡时留下尸体而不会消失。

<Sideview Frame Speed: x>
Sets the frame speed of this sideview battler to x. The lower the x value, the faster the sideview battler animates. The higher it is, the slower the battler animates.

设置此侧视战斗图的帧速度为x。x的值越小,侧视战斗图动得越快;x的值越大,侧视战斗图动得越慢。

— Motions —

<Sideview Attack Motion: swing>
<Sideview Attack Motion: thrust>
<Sideview Attack Motion: missile>
Sets the basic attack motion for your sideview enemy if the sideview enemy is not using any weapons. You can use any of the following motions:
walk wait chant guard damage evade
thrust swing missile skill spell item
escape victory dying abnormal sleep dead

为没有武器的敌人的侧视图设置基本的攻击动作。你可以使用下述任意动作:

行走(walk) 等待(wait) 吟唱(chant) 防御(guard) 伤害(damage) 躲避(evade)
刺(thrust) 挥舞(swing) 投掷(missile) 技能(skill) 咒语(spell) 物品(item)
逃跑(escape) 胜利(victory) 濒死(dying) 异常状态(abnormal) 睡眠(sleep) 死亡(dead)
<Sideview Weapon: x>
This sets the sprite’s weapon image to x. If you haven’t modified your system images of the weapons, they would be as follows:

0 - Nothing
1 - Dagger 7 - Long Bow 13 - Mace 19 - Slingshot 25 - Book
2 - Sword 8 - Crossbow 14 - Rod 20 - Shotgun 26 - Custom
3 - Flail 9 - Gun 15 - Club 21 - Rifle 27 - Custom
4 - Axe 10 - Claw 16 - Chain 22 - Chainsaw 28 - Custom
5 - Whip 11 - Glove 17 - Sword#2 23 - Railgun 29 - Custom
6 - Staff 12 - Spear 18 - Iron Pipe 24 - Stun Rod 30 - Custom
设置精灵的武器图像为x。如果你没有修改过系统的原始武器图片,那么对应方式如下:

0 - 无
1 - 匕首 7 - 长弓 13 - 杖 19 - 弹弓 25 - 书
2 - 剑 8 - 十字弓 14 - 棍(rod) 20 - 猎枪 26 - 自定义
3 - 枷(flail) 9 - 火枪 15 - 也是棍棒(club) 21 - 狙击枪 27 - 自定义
4 - 斧 10 - 爪 16 - 链子 22 - 锯 28 - 自定义
5 - 鞭子 11 - 手套 17 - 剑#2 23 - 轨道炮 29 - 自定义
6 - 棒(staff) 12 - 矛 18 - 钢管 24 - 电击棒 30 - 自定义
Note: Inserting multiple of these notetags will put them inside a random pool of weapons to use. Keep in mind if you use this notetag, it will use all the default settings found in the plugin’s parameters. If you wish to use more unique settings, use the notetag below:

请注意:若输入多个这样的注释,那么武器图像将会从中随机选取。需要记住的是,此注释将使用插件参数中的默认设置。如果你想用更独特的设置,使用下面的注释:

<Sideview Weapon: x, y, z>
This sets the sprite’s weapon image to x, motion to y, and attack animation to z. An example of how this notetag would be used would be as such:

设置精灵的武器图像为x,动作为y,而攻击动画为z。例如:

<Sideview Weapon: 2, swing, 6>
This will give the battler a sword with the swing motion and playing battle animation 6 when attacking.

给战斗图一把挥动的剑,并在战斗时播放战斗动画6。

<Sideview Idle Motion: x>
Sets the idling motion for your sideview enemy. You can use any of the following motions:
walk wait chant guard damage evade
thrust swing missile skill spell item
escape victory dying abnormal sleep dead

为侧视敌人设置等待(idling)动作。可以使用下述动作:

行走(walk) 等待(wait) 吟唱(chant) 防御(guard) 伤害(damage) 躲避(evade)
刺(thrust) 挥舞(swing) 投掷(missile) 技能(skill) 咒语(spell) 物品(item)
逃跑(escape) 胜利(victory) 濒死(dying) 异常状态(abnormal) 睡眠(sleep) 死亡(dead)
Note: Inserting multiple of these notetags will put them inside a random pool of motions to use.

请注意:若输入多个这样的注释,那么动作将会从中随机选取。

<Sideview Damage Motion: x>
Sets the damaged motion for your sideview enemy. You can use any of the following motions:
walk wait chant guard damage evade
thrust swing missile skill spell item
escape victory dying abnormal sleep dead

为侧视敌人设置受伤(damage)动作。可以使用下述动作:

行走(walk) 等待(wait) 吟唱(chant) 防御(guard) 伤害(damage) 躲避(evade)
刺(thrust) 挥舞(swing) 投掷(missile) 技能(skill) 咒语(spell) 物品(item)
逃跑(escape) 胜利(victory) 濒死(dying) 异常状态(abnormal) 睡眠(sleep) 死亡(dead)
<Sideview Evade Motion: x>
Sets the evasion motion for your sideview enemy. You can use any of the following motions:
walk wait chant guard damage evade
thrust swing missile skill spell item
escape victory dying abnormal sleep dead

为侧视敌人设置躲避(evasion)动作。可以使用下述动作:

行走(walk) 等待(wait) 吟唱(chant) 防御(guard) 伤害(damage) 躲避(evade)
刺(thrust) 挥舞(swing) 投掷(missile) 技能(skill) 咒语(spell) 物品(item)
逃跑(escape) 胜利(victory) 濒死(dying) 异常状态(abnormal) 睡眠(sleep) 死亡(dead)
<Sideview Escape Motion: x>
Sets the escaping motion for your sideview enemy. You can use any of the following motions:
walk wait chant guard damage evade
thrust swing missile skill spell item
escape victory dying abnormal sleep dead

为侧视敌人设置逃跑(escaping)动作。可以使用下述动作:

行走(walk) 等待(wait) 吟唱(chant) 防御(guard) 伤害(damage) 躲避(evade)
刺(thrust) 挥舞(swing) 投掷(missile) 技能(skill) 咒语(spell) 物品(item)
逃跑(escape) 胜利(victory) 濒死(dying) 异常状态(abnormal) 睡眠(sleep) 死亡(dead)
<Sideview Guard Motion: x>
Sets the guard motion for your sideview enemy. You can use any of the following motions:
walk wait chant guard damage evade
thrust swing missile skill spell item
escape victory dying abnormal sleep dead

为侧视敌人设置防御(guard)动作。可以使用下述动作:

行走(walk) 等待(wait) 吟唱(chant) 防御(guard) 伤害(damage) 躲避(evade)
刺(thrust) 挥舞(swing) 投掷(missile) 技能(skill) 咒语(spell) 物品(item)
逃跑(escape) 胜利(victory) 濒死(dying) 异常状态(abnormal) 睡眠(sleep) 死亡(dead)
<Sideview Abnormal Motion: x>
Sets the abnormal motion for your sideview enemy. You can use any of the following motions:
walk wait chant guard damage evade
thrust swing missile skill spell item
escape victory dying abnormal sleep dead

为侧视敌人设置异常状态(abnormal)动作。可以使用下述动作:

行走(walk) 等待(wait) 吟唱(chant) 防御(guard) 伤害(damage) 躲避(evade)
刺(thrust) 挥舞(swing) 投掷(missile) 技能(skill) 咒语(spell) 物品(item)
逃跑(escape) 胜利(victory) 濒死(dying) 异常状态(abnormal) 睡眠(sleep) 死亡(dead)
<Sideview Sleep Motion: x>
Sets the sleep motion for your sideview enemy. You can use any of the following motions:
walk wait chant guard damage evade
thrust swing missile skill spell item
escape victory dying abnormal sleep dead

为侧视敌人设置睡眠(sleep)动作。可以使用下述动作:

行走(walk) 等待(wait) 吟唱(chant) 防御(guard) 伤害(damage) 躲避(evade)
刺(thrust) 挥舞(swing) 投掷(missile) 技能(skill) 咒语(spell) 物品(item)
逃跑(escape) 胜利(victory) 濒死(dying) 异常状态(abnormal) 睡眠(sleep) 死亡(dead)
<Sideview Dying Motion: x>
Sets the dying (crisis) motion for your sideview enemy. You can use any of the following motions:
walk wait chant guard damage evade
thrust swing missile skill spell item
escape victory dying abnormal sleep dead

为侧视敌人设置濒死(dying/crisis)动作。可以使用下述动作:

行走(walk) 等待(wait) 吟唱(chant) 防御(guard) 伤害(damage) 躲避(evade)
刺(thrust) 挥舞(swing) 投掷(missile) 技能(skill) 咒语(spell) 物品(item)
逃跑(escape) 胜利(victory) 濒死(dying) 异常状态(abnormal) 睡眠(sleep) 死亡(dead)
<Sideview Dead Motion: x>
Sets the dead motion for your sideview enemy. You can use any of the following motions:
walk wait chant guard damage evade
thrust swing missile skill spell item
escape victory dying abnormal sleep dead

为侧视敌人设置死亡(dead)动作。可以使用下述动作:

行走(walk) 等待(wait) 吟唱(chant) 防御(guard) 伤害(damage) 躲避(evade)
刺(thrust) 挥舞(swing) 投掷(missile) 技能(skill) 咒语(spell) 物品(item)
逃跑(escape) 胜利(victory) 濒死(dying) 异常状态(abnormal) 睡眠(sleep) 死亡(dead)
— Shadows —

— 阴影 —

<Sideview Show Shadow>
Sets it so the enemy will show its shadow for its sideview sprite. The default setting of this is tied to Battle Engine Core’s ‘Show Shadows’.

使敌人的侧视精灵显示阴影。此注释的默认设置依赖于Battle Engine Core的“Show Shadows”。

<Sideview Hide Shadow>
Sets it so the enemy will hide its shadow for its sideview sprite. The default setting of this is tied to Battle Engine Core’s ‘Show Shadows’.

使敌人的侧视精灵隐藏阴影。此注释的默认设置依赖于Battle Engine Core的“Show Shadows”。

<Sideview Shadow Width: x%>
Sets the shadow width to x% larger/smaller than the default shadow size found within the img/system folder.

令阴影宽度与文件夹img/system中的默认阴影尺寸相比增大/减小x%。

<Sideview Shadow Height: x%>
Sets the shadow height to x% larger/smaller than the default shadow size found within the img/system folder.

令阴影高度与文件夹img/system中的默认阴影尺寸相比增大/减小x%。

State Notetags:
状态的注释:

<Hide Sideview Weapon>
This will cause the animated sideview enemy battler to hide its sideview weapon effect. The attack motion will revert back to the barehanded attack motion set for the enemy and the attack animation will be the enemy’s default attack animation.

使动态侧视战斗图隐藏侧视武器效果。敌人的攻击动作将会变回空手的攻击动作,攻击动画会变成敌人的默认攻击动画。

Happy RPG Making!

点评

@邪月长啸 非常感谢你! 还是动态敌人看着比较舒服!  发表于 2016-8-15 12:48
我也是用1.20的版本,把1.01版里的脚本复制进去,有的会出错,去那个网站下载最新插件就可以了  发表于 2016-8-15 12:29
http://yanfly.moe/plugins/en/  发表于 2016-8-15 12:27
我找不到这个插件呀!我是装的1.2版的!  发表于 2016-8-15 08:30
嗯,已解决,谢谢  发表于 2016-8-11 12:43
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 楼主| 发表于 2016-1-25 21:27:35 | 只看该作者
本帖最后由 沧笙 于 2016-6-12 22:36 编辑


YEP.20 – Event Chase Player
Events have a typically bland movement behavior. They either stand in one place, always chase you, always run from you, move randomly, or always just move in specified patterns. This plugin lets your events suddenly switch from their norm to chasing or fleeing from the player.

目前事件只拥有传统乏味的移动行为。他们站在一个地方,追寻你,远离你,随机移动,或者在一个设定路径行走。这个插件让你的事件可以迅速切换靠近角色和远离角色

Introduction
This plugin allows you to make events that will chase the player or flee from the player when the player enters within range of the event or when the event sees the player.

在你靠近事件范围或者事件看到角色时,这个插件可以让你的事件追寻或者逃离角色。

How to Use
Insert these lines into the script call window within the Movement Route event to give an event the chase or flee flag.

把下面这些脚本语句插入事件移动路线里,让其生效。

Note: This doesn’t work with players.

注意:这些对角色不生效。

Script Call lines
  1. this._chaseRange = x
复制代码
Event will chase player if reaching x range.

如果角色距离事件x,事件追逐角色。
  1. this._fleeRange = x
复制代码
Event will flea from player if reaching x range.

如果角色距离事件x,事件逃离角色。
  1. this._chaseSpeed = x
复制代码
Event’s movement speed when chasing.

事件追逐速度
  1. this._fleeSpeed = x
复制代码
Event’s movement speed when fleeing.

事件逃离速度
  1. this._sightLock = x
复制代码
Event will flee/chase player for x frames.

事件追逐或者逃离角色时间
  1. this._seePlayer = true
复制代码
Requires the event to be able to see player.

需要事件能够看到角色
  1. this._seePlayer = false
复制代码
Doesn’t require event to be able to see player.

不需要事件能够看到角色
  1. this._alertBalloon = x
复制代码
This balloon will play when player is seen.

当看到角色时弹出对白框
  1. this._alertSound = x
复制代码
This sound will play when player is seen.

当看到角色时播放音乐
  1. this._alertCommonEvent = x
复制代码
This event will play when player is seen.

当看到角色时执行公共事件

It is best to play this inside of a custom move route for the event at a high frequency rate. Keep in mind these effects only occur after the setting is made and ran, which means upon loading a map, if the event with a low frequency hasn’t loaded up ‘this._chaseRange = x’ in its movement queue yet, the event will not chase the player just yet.

这个最适合用来自定义移动路线的速度。记住这个效果需要事件被设置为移动,这意味着载入地图时,如果事件没有被载入命令,这个事件永远不会追逐角色。

Happy RPG Making!
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发表于 2016-1-24 03:38:33 | 只看该作者
已收藏,非常感谢!
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发表于 2016-1-23 16:05:39 | 只看该作者
非常感谢。
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 楼主| 发表于 2016-1-22 17:17:27 | 只看该作者
本帖最后由 沧笙 于 2016-6-12 22:34 编辑



YEP.38 Battle System – Charge Turn Battle
Introduction - 插件介绍
The Battle System - Charge Turn Battle plugin is an extension plugin forYanfly Engine Plugins' Battle Engine Core. This extension plugin will not work without the main plugin.

To use the CTB system, go to the Battle Engine Core plugin and change the 'Default System' setting in the parameters to 'ctb'.

The Charge Turn Battle system functions by calculating every battlers' speed and balancing them relative to one another. When it's a battler's turn, the battler will either choose an action to perform immediately or charge it for later depending if the skill requires charging.

This is a battle system where agility plays an important factor in the progress of battle where higher agility values give battlers more advantage and lower agility values give battlers less advantage.

OK,其实我很乐意给这类战斗插件做翻译,CTB系统也是一个很经典的回合战斗系统.你一定玩过空轨、碧轨、零轨对吧,那你一定对这种战斗系统不陌生,类似于ATB系统,CTB系统也有一个行动槽,但是与ATB不同,他是所有角色统一的一个排位槽,角色根据自身敏捷进行排位槽积攒排位值,最先攒满的角色进行行动,行动中角色可以使用立即施放,或需咏唱一段时间的技能,在选择咏唱技能后,其他角色的行动槽将继续增长,到达顶点后开始行动.

类似与ATB插件,本插件也将依靠Battle Engine Core核心插件,安装时务必位于核心插件下方
同时要启用CTB战斗系统,你也需要在核心插件的Default System选项中 将键值修改为CTB即可

Plugin Commands 插件命令
To change your battle system to Charge Turn Battle if it isn't the default battle system, you can use the following Plugin Command:

与ATB系统的设置相同,CTB模式也允许你是用插件命令在游戏内切换游戏模式

Plugin Command:
插件命令:
  1. setBattleSys CTB
复制代码
设置为CTB系统
  1. setBattleSys DTB
复制代码
设置为DTB系统.

Using the above Plugin Commands, you can toggle between the Default Battle System and Charge Turn Battle!
使用事件内的插件命令,可以实现在游戏内部对战斗系统的转换功能.

Notetags-注释命令
The following are notetags that pertain to and affect the CTB system.
下面的注释命令只会在你启用了CTB战斗系统时生效.

Actor and Enemy Notetags:
玩家角色和敌人注释命令:
  1. <CTB Icon: x>
复制代码
设置角色或敌人的CTB排位槽的头像图标.
  1. <CTB Border Color: x>
复制代码
设置角色或敌人的CTB排位槽的边框线条颜色.
  1. <CTB Background Color: x>
复制代码
设置角色或敌人的CTB排位槽的边框背景颜色.

Actor only Notetags:
仅可用于玩家角色的注释命令
  1. <Class x CTB Icon: y>
复制代码
This sets it so that if the actor is a specific class, the actor will get a specific icon used for the CTB Turn Order. If the actor is class x, it will receive icon y.

给不同职业定义不同的头像图标,x为职业ID,y为头像ID
  1. <Hero CTB Icon: x>
  2. <Warrior CTB Icon: x>
  3. <Mage CTB Icon: x>
  4. <Priest CTB Icon: x>
复制代码
If you prefer to use names instead of class ID's, you can use the above notetag format. If the actor is the named class, it will receive icon x.
If you have multiple classes with the same name, priority will be given to the class with the highest ID.

如果你要使用职业名称来定义头像也是可以的,但写法略有不同,把上面class x直接替换为职业名称即可.

Skill and Item Notetags:
技能和道具注释命令:
  1. <CTB Help>
  2. text
  3. text
  4. </CTB Help>
复制代码
For those planning on using multiple battle systems, sometimes you may have your skills perform differently while using CTB. If so, using this notetag will allow skills and items to display different help text while CTB is enabled.

给技能和道具添加一个专属的CTB说明信息,这个信息只有在CTB系统启用时会显示.
  1. <CTB Speed: x>
复制代码
Usable only during CTB. This sets the target's current speed to x.

把目标的当前排位值设置为x,这个类似于ATB的speed值
  1. <CTB Speed: x%>
复制代码
Usable only during CTB. This sets the target's current speed to x% of the CTB turn completion target.
把目标的当前排位值设置x%,100%就是直接行动
  1. <CTB Speed: +x>
  2. <CTB Speed: -x>
复制代码
Usable only during CTB. This increases or decreases the target's current speed by x.

把目标的当前排位值增加或减少x +/- 起到快速行动或延迟行动的目的
  1. <CTB Speed: +x%>
  2. <CTB Speed: -x%>
复制代码
Usable only during CTB. This increases or decreases the target's current speed or charge by x% of the CTB turn completion target.

你也可以使用+/-百分比的形式进行定义
  1. <CTB Order: +x>
  2. <CTB Order: -x>
复制代码
Moves target's position in the turn order by +x or -x. +x will make the target having to wait more before getting their turn while -x will make the target having to wait less. The effect is minimal and will only last for the current turn cycle.

使用这个命令按照x参数改变当前目标的综合排序,+x会使目标需要等待更长的时间.这个命令的效果微小,并且只会持续到当前回合的循环结束

Note: If you use this for multiple targets, each target will shift turns individually at a time.

要注意:如果你的命令针对了多个目标,每个目标的回合变化将会分别计算
翻译者解释:其实就是按照x排序啦,比如你写+1就是把目标的行动推后1位,由于只在当前回合的循环轮生效,所以+100和+1000的效果都是推到最后,但是+1000肯定能够要比+100更靠后.如果x相同,那么将会根据原来的角色顺序排序.这个命令我认为作者其实主要想用来微调某个角色的行动顺序的功能,因为靠speed参数来调整需要的计算量比较大,而且很不稳定.而这个+1 +2 -1 -2的排序功能设定起来就相对容易多了.
  1. <After CTB: x>
  2. <After CTB: x%>
复制代码
This will set the skill/item user's CTB speed value to x or x%. If 'x' is used, this will be the exact CTB value. If x% is used, this will be the percentage of the CTB turn completion target that it will be at.

在行动结束后,将排位槽的值设置为x或x%

Actor, Class, Enemy, Weapon, Armor, and State Notetags:
角色,职业,敌人,武器,护甲和状态命令:
  1. <CTB Start: +x>
  2. <CTB Start: +x%>
复制代码
Usable only during CTB. This will give the actor, class, enemy, weapon,armor, or state the property of starting battle with X CTB Speed or X% of the CTB turn completion target.

在CTB模式中,定义角色开始时的排序槽值,第一次行动后从0开始排位.
  1. <CTB Turn: +x>
  2. <CTB Turn: +x%>
复制代码
Usable only during CTB. This will give the actor, class, enemy, weapon,armor, or state the property of starting a turn with X CTB Speed or X% of the CTB turn completion target.

每回合开始时目标的排序槽值,行动后依然从x或x%处开始排位.

Happy RPG Making!
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 楼主| 发表于 2016-1-6 16:58:16 | 只看该作者
本帖最后由 沧笙 于 2016-6-12 22:31 编辑


YEP.31 – Visual ATB Gauge
Introduction--帮助文件及介绍
翻译 by 抖M俱乐部的 SmithJiong/bennett01/SOAP
转载请感谢我! 没错上面三个都是我!
For Yanfly Engine Plugins – Battle System – ATB users, you can now display ATB gauges for your enemies! This plugin is plug and play but it does require the YEP_BattleSysATB plugin. The gauges can be shown either below or above the enemies.

对于Yanfly的ATB战斗系统插件,你现在可以让你的敌人也有行动槽啦!这个拓展插件需要ATB插件支持。行动槽可以显示在敌人下方。

This plugin requires YEP_BattleEngineCore and YEP_X_BattleSysATB. Make sure this plugin is located under YEP_BattleEngineCore and YEP_X_BattleSysATB in the plugin list.

本插件需要YEP_BattleEngineCore和YEP_X_BattleSysATB两个前置插件请确保启用该插件时,将其放置于上述两个插件下边。

This plugin will show the ATB Gauge for enemies if the current battle system is ATB. The gauges can be shown either below or above the enemies.

本插件将会在ATB战斗模式下,在你敌人的上方或下方显示ATB行动槽。

Notetags
The following are some notetags you can use to adjust the appearance of the enemy’s ATB Gauge.

下面的注释命令会帮助你进一步定制本插件的功能。

Enemy Notetags:
<Show ATB Gauge>
<Hide ATB Gauge>
This will cause the ATB Gauge to be shown or hidden ignoring the default settings found in the parameters.

这个命令将开启或关闭敌人的ATB行动槽显示,让你可以自己控制。
<ATB Gauge Width: x>
This allows you to set the enemy’s ATB Gauge width to x instead of having it match the enemy’s battler graphic width.

你可以自定义该敌人行动槽的宽度,这通常用于你的敌人绘图不规则,而行动槽规格统一导致的显示奇葩问题,比如你可以给史莱姆等小型单位设定更小的行动槽,使其看起来更美观一点。
Happy RPG Making!
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 楼主| 发表于 2016-1-6 16:13:39 | 只看该作者
本帖最后由 沧笙 于 2016-6-12 22:30 编辑



YEP.24 – Battle System – Active Turn Battle
The ever so popularly requested battle system: ATB! Made similarly to match the Final Fantasy series, the ATB system starts off with your characters filling up their gauges before they can input an action. Once an action is inputted, they start to quickly charge it up before going to perform their attack.

This plugin requires the Battle Engine Core plugin.

Introduction
The Battle System – Active Turn Battle plugin is an extension plugin for Yanfly Engine Plugins’ Battle Engine Core. This extension plugin will not work without the main plugin.

To use the ATB system, go to the Battle Engine Core plugin and change the ‘Default System’ setting in the parameters to ‘atb’.

The Active Turn Battle system functions in such where battlers will have a new gauge in battle functioning as their turn gauge. As time goes by without anything happening such as actions, menu selection, etc, the gauge fills up. Once it is full, the battler can commit to an action.

After committing to an action, the battler charges the skill before using it in battle to either attack an enemy, heal an ally, etc. Upon finishing the action, the gauge drains to empty and the battler must charge it up again.

This is a battle system where agility plays an important factor in the progress of battle where higher agility values give battlers more advantage and lower agility values give battlers less advantage.

Plugin Commands
To change your battle system to Active Turn Battle if it isn’t the default battle system, you can use the following Plugin Command:

Plugin Command:
  1. setBattleSys ATB
复制代码
Sets battle system to Active Turn Battle.
  1. setBattleSys DTB
复制代码
Sets battle system to Default Turn Battle.

Using the above Plugin Commands, you can toggle between the Default Battle System and Active Turn Battle!

Notetags
The following are notetags that pertain to and affect the ATB system.

Skill and Item Notetags:
  1. <ATB Help>
  2. text
  3. text
  4. </ATB Help>
复制代码
For those planning on using multiple battle systems, sometimes you may have your skills perform differently while using ATB. If so, using this notetag will allow skills and items to display different help text while ATB is enabled.
  1. <ATB Speed: x>
  2. <ATB Charge: x>
  3. <ATB Gauge: x>
复制代码
Usable only during ATB. This sets the target’s current speed or charge to x. If ‘speed’ or ‘charge’ is used, it will only affect those gauges while in the respective phase. If ‘gauge’ is used, it will affect either.
  1. <ATB Speed: x%>
  2. <ATB Charge: x%>
  3. <ATB Gauge: x%>
复制代码
Usable only during ATB. This sets the target’s current speed or charge to x% of the whole gauge. If ‘speed’ or ‘charge’ is used, it will only affect those gauges while in the respective phase. If ‘gauge’ is used, it will affect either.
  1. <ATB Speed: +x> or <ATB Speed: -x>
  2. <ATB Charge: +x> or <ATB Charge: -x>
  3. <ATB Gauge: +x> or <ATB Gauge: -x>
复制代码
Usable only during ATB. This increases or decreases the target’s current speed or charge by x. If ‘speed’ or ‘charge’ is used, it will only affect those gauges while in the respective phase. If ‘gauge’ is used, it will affect either.
  1. <ATB Speed: +x%> or <ATB Speed: -x%>
  2. <ATB Charge: +x%> or <ATB Charge: -x%>
  3. <ATB Gauge: +x%> or <ATB Gauge: -x%>
复制代码
Usable only during ATB. This increases or decreases the target’s current speed or charge by x% of the whole gauge. If ‘speed’ or ‘charge’ is used, it will only affect those gauges while in the respective phase. If ‘gauge’ is used, it will affect either.
  1. <After ATB: x>
  2. <After ATB: x%>
复制代码
This will set the skill/item user’s ATB speed value to x or x%. If ‘x’ is used, this will be the exact ATB value. If x% is used, this will be the percentage of the ATB gauge that it will be at.
  1. <ATB Interrupt>
  2. <ATB Interrupt: x%>
复制代码
This will give the skill the ability to interrupt and cancel out the target’s current action while it is in the charging phase. If the ‘x%’ notetag version is used, it will have a x% chance of success.

Actor, Class, Enemy, Weapon, Armor, and State Notetags:
  1. <ATB Start: +x>
  2. <ATB Start: +x%>
复制代码
Usable only during ATB. This will give the actor, class, enemy, weapon, armor, or state the property of starting battle with X ATB Speed or X% of the ATB gauge filled up.
  1. <ATB Turn: +x>
  2. <ATB Turn: +x%>
复制代码
Usable only during ATB. This will give the actor, class, enemy, weapon, armor, or state the property of starting a turn with X ATB Speed or X% of the ATB gauge filled up.

Lunatic Mode – Conditional ATB Speed and Conditional ATB Charge
For those who have a bit of JavaScript experience and would like to have more unique ways of performing ATB speed and charge changes, you can use the following notetags:

Skill and Item Notetags:
  1. <Target ATB Eval>
  2. speed = x;
  3. charge = x;
  4. </Target ATB Eval>
复制代码
You can omit speed and/or charge. Whatever you set ‘speed’ to will change the ATB speed of the target. If the target is charging, ‘charge’ will cause the target’s charge to change to that value. To make things more simple, ‘max’ will be the full gauge value.

Here is an example:
  1. <Target ATB Eval>
  2. speed = target.hp / target.mhp * max;
  3. charge = target.hp / target.mhp * max;
  4. </Target ATB Eval>
复制代码
The above code will set the user’s current ATB gauge to position equal to the target’s HP ratio. If the target has 25% HP, the ATB gauge will go to 25% full for the target.
  1. <After ATB Eval>
  2. speed = x;
  3. </After ATB Eval>
复制代码
This is the ATB set after the user has used the skill/item and the custom ATB amount you want the user to be at after. ‘max’ be the value of the full gauge value. Whatever you set ‘speed’, the user’s ATB speed value will change to that much:

Here is an example:
  1. <After ATB Eval>
  2. speed = user.mp / user.mmp * max;
  3. </After ATB Eval>
复制代码
The above code will set the user’s ATB gauge after using the skill/item to equal the user’s MP ratio. If the user has 25% MP, the ATB gauge will go to 25% full for the user.
  1. <ATB Interrupt Eval>
  2. interrupt = true;
  3. </ATB Interrupt Eval>
复制代码
This will allow you to set custom conditions for interrupting a target. Keep in mind that even though it is a custom condition, it still requires the target to be in the charging phase for the interrupt to work. By setting ‘interrupt = true’, the target will be interrupted.

Here is an example:
  1. <ATB Interrupt Eval>
  2. if (user.hp > target.hp) {
  3. interrupt = true;
  4. }
  5. </ATB Interrupt Eval>
复制代码
The above code will state that if the user has more HP than the target, the target will be interrupted.

Yanfly Engine Plugins – Battle Engine Extension – Action Sequence Commands
You can make use of these extra ATB related action sequences.
  1. ATB CHARGE: target, X
  2. ATB CHARGE: target, X%
  3. ATB CHARGE: targets, +X
  4. ATB CHARGE: targets, +X%
复制代码
Usable only for ATB. Sets the target’s ATB charge to X or X%. This only applies when the target is in the ATB charge phase. This will not affect the user to prevent mechanical issues.

Usage Example: atb charge: targets, +5000
atb charge: target, -50%
  1. ATB GAUGE: target, X
  2. ATB GAUGE: target, X%
  3. ATB GAUGE: targets, +X
  4. ATB GAUGE: targets, +X%
复制代码
Usable only for ATB. Sets the target’s ATB speed or charge (whichever the user is currently filling up) to X or X%. This only. This will not affect the user to prevent mechanical issues.

Usage Example: atb gauge: targets, +5000
atb gauge: target, -50%

ATB INTERRUPT: target
Usable only for ATB. If the target is in the charging phase, interrupt it.

Usage Example: atb interrupt: targets
  1. ATB SPEED: target, X
  2. ATB SPEED: target, X%
  3. ATB SPEED: targets, +X
  4. ATB SPEED: targets, +X%
复制代码
Usable only for ATB. Sets the target’s ATB speed to X or X%. This only applies when the target is filling up its ATB gauge. This will not affect the user to prevent mechanical issues.

Usage Example: atb speed: targets, +5000
atb speed: target, -50%

Happy RPG Making!
Introduction-关于本插件的介绍
翻译 by 抖M俱乐部的 SmithJiong/bennett01/SOAP
转载请感谢我! 没错上面三个都是我!
The Battle System - Active Turn Battle是一个基于Yanfly大神Battle Engine Core插件的拓展插件,
所以它无法脱离核心战斗插件独立工作,安装时务必将该插件放置于战斗核心插件-Battle Engine Core下方,
要启用ATB战斗系统,请在战斗核心插件的配置中,将Default System 选项由dtb修改为atb即可。

ATB战斗系统是一个出色的动态战斗系统,它给角色定义了一个行动槽,当行动槽填充时,角色不能进行任何操作,
只有行动槽充满时,才可以进行相关操作如攻击、技能等等,行动后清空行动槽,当行动槽再次充满后,角色才可进行下一次行动。
角色选择技能以后,会进入第二阶段行动槽填充,通常被成为咏唱时间条的填充,第二阶段行动槽填满后,角色才会释放技能。
这种经典的战斗系统被很频繁用到了如最终幻想系列等很多游戏当中,这也使得传统RPG原本枯燥的回合战斗变得更加紧张、刺激和有趣味,
使用本系统,将使回合战斗中的更多战术和策略技能的设计研发成为可能。

ATB战斗系统使各角色的敏捷属性不再是花瓶,敏捷将直接决定角色的出手顺序和出手速度,
通常来说敏捷高的角色比敏捷低的角色更具备优势,前提是你不要弄个负敏神兽出来...

插件命令
你可以使用下面的命令在游戏内事件里调用插件命令,来更改当前游戏的战斗系统:

插件命令:
  1. setBattleSys ATB  
复制代码
将战斗模式改为 ATB 动态回合战斗系统.
  1. setBattleSys DTB   
复制代码
将战斗模式改为 DTB 默认回合战斗系统.
使用这个命令可以实现游戏对战斗模式的实时切换。
注释命令
以下为影响的ATB系统的相关注释命令

技能与道具注释
  1. <ATB Help>
  2. text
  3. text
  4. </ATB Help>
复制代码
这个命令可以给技能或道具添加专有的ATB说明信息,即如果启用了ATB战斗系统,
则在技能/道具说明中显示<ATB Help>中的text文字说明,如果使用DTB系统,则显示默认说明。
  1. <ATB Speed: x>
  2. <ATB Charge: x>
  3. <ATB Gauge: x>
复制代码
仅在ATB模式启用时可用。可以将目标单位的ATB行动值-speed、
咏唱值-Charge、综合值-Gauge的设置为一个固定数值。简单解释:
speed参数-决定了行动阶段行动槽的值
Charge参数-咏唱阶段的行动槽的值
Gauge参数-这个参数会同时影响以上两个阶段的行动槽值
例子:道具注释中写上<ATB Speed: 1000> 即表示使用该道具后,目标的行动槽值将被设置为1000
你要注意的是,如果你的行动槽值已经积攒到了10000,使用该道具后,将被置于1000,相当于减速,如果为0则反之。
  1. <ATB Speed: x%>
  2. <ATB Charge: x%>
  3. <ATB Gauge: x%>
复制代码
参照上面的命令,你可以将具体的X数值更换为百分比,这样ATB系统将根据行动槽最大值
来计算你要实现的具体数值大小
例子:道具注释中写明<ATB Charge: 50%> 表示该道具使用后咏唱槽数值将被设置为50%,如果目标未咏唱,则不生效。
如果目标咏唱超过50%,则将被强制重置为50%,相当于减速,如果为0反之。
  1. <ATB Speed: +x>   or   <ATB Speed: -x>
  2. <ATB Charge: +x>  or   <ATB Charge: -x>
  3. <ATB Gauge: +x>   or   <ATB Gauge: -x>
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同上,你可以将x参数上加入+号或者-号来表示在当前行动槽基础上增加或者减少,这个命令通常被用于加速/减速道具或技能的设计。
例子:<ATB Gauge: +50%>
  1. <ATB Speed: +x%>   or   <ATB Speed: -x%>
  2. <ATB Charge: +x%>  or   <ATB Charge: -x%>
  3. <ATB Gauge: +x%>   or   <ATB Gauge: -x%>
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同上,你同样可以把增加减少数值修改为百分比。
  1. <After ATB: x>
  2. <After ATB: x%>
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顾名思义,你可以在道具和技能注释中加入这个命令,标识使用该道具或技能后,对使用者行动槽的影响。
因为使用技能或道具后,行动槽必定会被清空,所以+/-就没有意义了,你要把X替换为数值或百分比。
例子:我在电光火石这个技能的注释中加入了<After ATB: 50%>这个命令,表示我使用电光火石技能后,
使用者的回合结束后,行动槽将从50%处开始增加,相当于下回合行动更快速了,是不是很吊?
  1. <ATB Interrupt>
  2. <ATB Interrupt: x%>
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这个命令比较强悍,就是打断!没错,Iterrupt命令会在对进入咏唱条的角色使用后生效,打断对方目标咏唱,
清空目标行动槽。如果你使用了百分比参数,则表示有多少百分比的几率成功。
例子:我在小石头这个道具的注释命令中添加了<ATB Interrupt: 50%>这个命令,表示当我使用这个道具后,
目标如果正在咏唱,则有50%概率被打断,技能释放失败。如果目标没有在咏唱,则道具无效。
  1. <Cannot ATB Interrupt>
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当然你可以在技能中加入<Cannot ATB Interrupt>这个注释,表示该技能无法被打断,
如果有这个命令,任何带有打断命令的技能和道具都不会对这个技能生效了,请叫我BOSS
下面这些命令可以用在角色、职业、敌人、武器、护甲和状态注释命令中,不要用错地方哦:
  1. <ATB Start: +x>
  2. <ATB Start: +x%>
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上面的命令可以让你在回合开始时,获得行动槽的加成,x为数值或者百分比。第一回合结束后,行动槽将从0开始计算。
例子:哈罗德的角色注释中我加入了<ATB Start: +20%>命令,表示哈罗德每次战斗开始时行动槽都会从20%开始计算,而不是0
在第一回合之后,哈罗德的行动槽恢复正常,与其他角色一样从0开始。
  1. <ATB Turn: +x>
  2. <ATB Turn: +x%>
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这个命令表示每个回合的行动槽获得行动力加成,x为数值或者百分比。包括第一回合在内的每一个回合,行动槽都会从X或x%开始计算。
例子:我在时魔法师的职业注释中加入了<ATB Turn: +50%>这个命令,然后我把玛莎转职成了时魔法师,但是悲剧的小明还是黑魔法师
所以小明的行动槽每回合是从头开始计算的,而玛莎美女每回合的行动力都是从50%处开始计算,所以,玛莎比小明更快,此题得证。
Lunatic Mode - Conditional ATB Speed and Conditional ATB Charge
狂人模式已开启?Lunatic这个单词我并不熟..然而我也不是二次元党,
据说二次元可以把这个词儿翻译成萝莉..

等等,上面那些基本命令已经满足不了你的编程小心脏了吗?我们为您提供了可以在注释区域混合JavaScript脚本拓展
命令的专用模式已经开启,Lunatic Mode 可以让你在注释命令区间内按你们的想法设置条件和触发器,前提是,你要懂
这方面的技术。喂喂,懂脚本什么的(说我吗?)应该都懂点点E文吧,不懂的我翻了这段有啥意义吗?好纠结...掀桌

技能和道具命令
  1. <Target ATB Eval>
  2. speed = x;
  3. charge = x;
  4. </Target ATB Eval>
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不同于直接的<ATB Speed/Charge/Gauge>命令,这段命令的格式如上,你可以在注释区的Lunatic Mode中
使用更复杂的语句和公式定义speed charge参数,也支持if else while for等javascript脚本命令。

给一个例子:
  1. <Target ATB Eval>
  2. speed = target.hp / target.mhp  max;
  3. charge = target.hp / target.mhp  max;
  4. </Target ATB Eval>
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上面这段代码实现了speed和charge按照目标单位的hp和最大hp的百分比进行修改,即目标血越少行动条填充的越多。
延伸一点,你也可以使用触发器,使用if target.hp < target.mhp  30% 这种条件来决定这个技能什么时候可以被触发。

--- --- --- --- ---
  1. <After ATB Eval>
  2. speed = x;
  3. </After ATB Eval>
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这个命令类似于<Afer ATB> 可以让你设计动作完毕后,该动作对角色行动槽的影响,当然你也可以设计的很复杂。

例子君出现了:
  1. <After ATB Eval>
  2. speed = user.mp / user.mmp  ;
  3. </After ATB Eval>
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上面的代码实现了按照人物MP最大百分比来加成施法后行动条的回复量的功能。

--- --- --- --- ---
  1. <ATB Interrupt Eval>
  2. interrupt = true;
  3. </ATB Interrupt Eval>
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打断,没什么好说的,加入各种触发器和公式命令都是可以的。

例子君出现了:
  1. <ATB Interrupt Eval>
  2. if (user.hp > target.hp) {
  3.    interrupt = true;
  4. }
  5. </ATB Interrupt Eval>
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上面的命令实现了当使用者的当前hp大于目标的hp时,打断才能成功。
给一个延伸的例子,通常我们想要给打断技能一个固定几率,然后增加一个附加值
比如,默认50%的概率
Yanfly Engine Plugins - Battle Engine Extension - Action Sequence Commands
下面部分的命令将会与Battle Engine带来的基础Action行为密切相关,在学习命令时
建议先去Battle Engine插件中掌握如何使用Action Sequence的相关命令和内容

You can make use of these extra ATB related action sequences.

本插件提供了更多的关于atb系统的action sequences命令,快把他们加入到你的
技能和战斗中来吧。
  1. ATB CHARGE: target, X
  2. ATB CHARGE: target, X%
  3. ATB CHARGE: targets, +X
  4. ATB CHARGE: targets, +X%
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上面的命令参照charge咏唱条的设定,不过你可以把targets更换为其他值了,
具体请参照action sequence的帮助文件

Usage Example:
  1. atb charge: targets, +5000
  2. atb charge: target, -50%
  3. ATB GAUGE: target, X
  4. ATB GAUGE: target, X%
  5. ATB GAUGE: targets, +X
  6. ATB GAUGE: targets, +X%
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参照Gauge设置,针对speed和charge两个参数同时生效。

Usage Example:
  1. atb gauge: targets, +5000
  2. atb gauge: target, -50%
  3. ATB INTERRUPT: target
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打断命令,没什么好说的,用sequence系统可以做成群体打断,全体打断,打断自己人,好开心

Usage Example:
  1. atb interrupt: targets
  2. ATB SPEED: target, X
  3. ATB SPEED: target, X%
  4. ATB SPEED: targets, +X
  5. ATB SPEED: targets, +X%
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参照speed参数设置,你可以实现更多目标

Usage Example:
  1. atb speed: targets, +5000
  2. atb speed: target, -50%
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任性的什么也不写
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Lv1.梦旅人

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发表于 2016-1-6 14:29:02 | 只看该作者
ATB和扩展的插件的汉化交作业了。 为了便于整理,我单独发了一贴
https://rpg.blue/forum.php?mod=v ... p;page=1#pid2657500

可以分配新的任务了(σ゚д゚)σ
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发表于 2016-1-6 11:31:10 | 只看该作者
bennett01 发表于 2016-1-4 10:38
楼主我帮你翻几个吧 你可以私信给我翻哪些 一次2个 翻完了给你再有新的再分配 正好最近我也在研究这个系列 ...

我翻完了 怎么发给你?
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