标题: 话说谁能翻一下脚本?(话说咱英文不好) [打印本页] 作者: 神龙出世 时间: 2009-8-28 19:20 标题: 话说谁能翻一下脚本?(话说咱英文不好) 那个xp仿3d的脚本55,英文版的,注视不懂啊:
#============================================================================
# This script adds a kind of depth for the maps.
# Written by MGCaladtogel
# English version (21/05/07)
#----------------------------------------------------------------------------
# Instructions :
# You must add to the map's name :
#- [M7] : to activate Mode7
#- [#XX] : XX is the slant angle (in degree). Default value is 0 (normal maps)
#- [Y] : Y-map looping
#- [X] : X-map looping. This option needs resources (lower fps).
#- [A] : animated autotiles (with 4 patterns). This option increases
# significantly the loading time, so it may crash for large maps
# (SystemStackError)
#- [C] : to center the map on the hero (even for small maps)
#- [P] : to have a fixed panorama
#- [H] : to have a white horizon
#- [OV] : Overworld Sprite Resize (a Mewsterus's script feature)
#
# OR :
# see the "$mode7_maps_settings" below (l.48) to prapare your settings
#----------------------------------------------------------------------------
# Other commands (for events) :
#- $scene.spriteset.tilemap.mode7_set(new_angle)
# To redraw the map with the new_angle
#- $scene.spriteset.tilemap.mode7_set_p(new_angle)
# To redraw progressively the map from the current angle to the new
#- $scene.spriteset.tilemap.mode7_redraw
# To redraw the map (useful with the following commands)
#- $game_system.map_opacity = value
# To define the opacity for Mode7 maps (it needs to redraw)
#- $game_system.map_gradual_opacity = value
# To define a gradual opacity for Mode7 maps (it needs to redraw)
# (it bugs with horizontal looping)
#- $game_system.map_tone = Color.new(Red, Green, Blue)
# To define the tone for Mode7 maps (it needs to redraw)
#- $game_system.map_gradual_tone = Tone.new(Red, Green, Blue, Gray)
# To define a gradual tone for Mode7 maps (it needs to redraw)
#- $game_system.horizon = value
# To define the view's distance (default : 960) (it needs to redraw)
#- $game_system.reset
# To initialize the previous options
#
#- To obtain flat events :
# just add a comment in the event's commands list with : "Flat"
#
#- To handle the height of a vertical event :
# add a comment in the event's commands list with : "Heigth X", where X is the
# height value ("Heigth 2" will draw the event 64 pixels above its original
# position - you can use floats)
#============================================================================
# The map is drawn from all the tiles of the three layers that do not have a
# terrain_tag's value of 1 or 2.
# The other tiles (terrain_tag = 1 or 2) form elements that are drawn vertically,
# like the 3rd-layer elements in the old version.
# The 2 terrains ID used to form vertical elements
$terrain_tags_vertical_tiles = [1,2] # You can modify these values
# To access maps names
$data_maps = load_data("Data/MapInfos.rxdata")
$mode7_maps_settings = {}
# Prepare your own settings for mode7 maps
# Just put the first parameter in a map's name
# For example :
$mode7_maps_settings["Worldmap"] = ["#60", "X", "Y", "A", "H", "OV"]
# -> will be called when "Worldmap" is included in the name
$mode7_maps_settings["Smallslant"] = ["#20", "A", "S"]
# Add any number of settings you want