Equip Plugins 装备插件
Equip Core 装备核心
Equip Core > Change Battle Equip 战斗装备切换
Equip Core > Equip Customize Command 装备自定义命令
Equip Core > Equip Requirements 装备限制
Weapon Animation 武器动画
Weapon Unleash 武器技能
Status Menu Plugins 身份状态菜单插件
Status Menu Core 身份状态菜单核心
Status Menu Core > Actor Variables 角色变量
Status Menu Core > Battle Statistics 战斗统计
Status Menu Core > More Status Menu Pages 更多状态描述页面
Status Menu Core > Profile Status Page 身份信息概述页面
Gameplay Plugins 游戏玩法插件
Auto Passive States 自动被动状态
Auto Passive States > Passive Aura Effects 被动群体状态[
Auto Passive States > Passive Condition Cases 被动状态激活条件
Enemy Levels 敌人等级
Enemy Levels > Difficulty Slider 游戏难度设置(实际归属多功能插件)
Enemy Levels > Enemy Base Parameters 自定义敌方基本参数
Enhanced TP 增强型TP
Enhanced TP > More TP Modes 多TP模式
Equip Battle Skills 战斗技能装备
Equip Battle Skills > Allowed Types 战斗技能装备类型限制
Equip Battle Skills > Equip Skill Tiers 战斗技能装备分类
Job Points 职业点
Party System 队伍系统
Party System > Actor Party Switch 队伍角色切换
Row Formation 编队阵列
Steal & Snatch 偷窃和抢夺系统
Yanfly Engine Plugins is a plugin library made for RPG Maker MV, a wonderful piece of software to help you make that role playing game of your dreams. You can find out more about RPG Maker MV here.
The Core Engine plugin is a plugin that’s made to address the core aspects of your game project, from raising the limits of stats to changing the colors of your window objects. Also to be included with this plugin will be any bug fixes made for RPG Maker MV. This plugin will be periodically updated whenever there is a new bug that is fixed.
Yanfly Engine Plugins’ Core Engine is not a requirement for the plugin library to work.
Yanfly引擎插件的核心对于插件库来说不是必须的
Introduction and Instructions
Yanfly Engine Plugins – Core Engine is made for RPG Maker MV. This plugin functions primarily to fix bugs and to allow the user more control over RPG Maker MV’s various features, such as the screen resolution, font, window colors, and more.
Just place this on top of all the other Yanfly Engine Plugins.
把这个引擎放在其他Yanfly插件的上面
Adjust any parameters as you see fit.
调整你需要更改的参数即可
Gold
You can use the plugin commands to add or remove gold more than the editor’s 9,999,999 limit. You can also place notetags into items, weapons, and armors to over the 999,999 cost limit.
Changes the price of the item to x. This notetag allows you to bypass the editor’s 999,999 gold cost limit.
可以改变物品的价格,这个标签允许你超过编辑器999,999的限制。
Enemy Notetag
敌方备注
<Gold: x
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Changes the gold drop value of enemies to x. This notetag allows you to bypass the editor’s 9,999,999 gold drop limit.
可以改变消灭敌人掉落的奖励,这个标签允许你超过编辑器999,999的限制。
Items
Change the parameters to reflect the maximum number of items a player can hold per item. If you wish to make individual items have different max values, use the following notetag:
可以改变一个玩家可以携带物品的最大数量。如果你希望每个物品有不同的最大值,你可以使用下面的标签。
Item, Weapon, Armor Notetag:
物品,武器,装备标签
<Max Item: x
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This changes the maximum amount of the item to x.
这个可以改变物品的最大数量
Stats
Even with the parameter limits raised, the editor is still confined to RPG Maker MV’s default limits. To break past them, use the following notetags to allow further control over the individual aspects for the parameters.
Changes the actor’s initial level to x. This allows you to bypass the editor’s level 99 limit.
改变角色的初始等级。这可以让你突破99级的限制。
<Max Level: x
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Changes the actor’s max level to x. This allows you to bypass the editor’s level 99 limit.
改变角色的最大等级。这可以让你突破99级的限制。
Class Skill Learn Notetag
技能学习标签
<Learn at Level: x
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When placed inside a class’s “Skills to Learn” notetag, this will cause the class to learn the skill at level x.
当这个标签被放入技能标签栏的时候,你可以让玩家在相应等级习得此技能
Weapon and Armor Notetags
武器和装备标签
<stat: +x
<stat: -x
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Allows the piece of weapon or armor to gain or lose x amount of stat. Replace “stat” with “hp”, “mp”, “atk”, “def”, “mat”, “mdf”, “agi”, or “luk” to alter that specific stat. This allows the piece of equipment to go past the editor’s default limitation so long as the maximum value allows for it.
T his changes the enemy’s stat to x amount. Replace “stat” with “hp”, “mp”, “atk”, “def”, “mat”, “mdf”, “agi”, or “luk” to alter that specific stat. This allows the piece of equipment to go past the editor’s default limitation.
Introduction
This plugin adds the ability for your player to freely change the classes of actors outside of battle from a menu. When changing classes, this script gives the option for the developer to choose whether or not classes have their own levels (causing the actor’s level to reset back to the class’s level) or to maintain the current level.
Notetags
The following are some notetags you can use with the Class Change Core plugin.
下面是一些你可以利用这个插件使用的标签
Actor Notetags:
角色标签
<Unlock Class: x>
<Unlock Class: x, x, x>
<Unlock Class: x to y>
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This actor will have class(es) x unlocked at the start of the game in addition to its current class and access to any of the global classes.
这个角色将会在游戏开始或者进行当中的时候解锁这些职业
<Class x Character: filename y>
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When this actor’s class is x, the actor’s character sprite will become ‘filename’ and index y on the fieldmap.
当游戏角色的职业ID是x的时候,游戏角色画面将成为图片y
<Hero Character: filename y>
<Warrior Character: filename y>
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If you prefer to use class names instead of the class ID, use the above format. When this actor is this class, the actor’s character sprite will become ‘filename’ and index y on the fieldmap.
When this actor’s class is x, the actor’s face graphic will become ‘filename’ and index y for menus.
当角色职业ID为X的时候,他的游戏角色面部图片将成为y
<Hero Face: filename y>
<Warrior Face: filename y>
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If you prefer to use class names instead of the class ID, use the above format. When this actor is this class, the actor’s face graphic will become ‘filename’ and index y for menus.
When this actor’s class is x, the actor’s battler sprite will become ‘filename’ in battle.
当角色职业ID为X的时候,他的游戏角色战斗图片将成为y
<Hero Battler: filename>
<Warrior Battler: filename>
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If you prefer to use class names instead of the class ID, use the above format. When this actor is this class, the actor’s battler sprite will become ‘filename’ in battle.
如果不想使用职业ID,而是采用名字,可以使用这段代码。当游戏角色处于设定职业的时候,他的游戏角色战斗画面将成为图片y
Class Notetags:
<Icon: x>
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Sets the icon for this class to x. This icon is used in the Class Change menu listing.
设置职业图标,这个图标将应用于职业菜单列表中
<Help Description>
Text
Text
</Help Description>
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Sets the help description for the class to the specified text.
设置职业的自定义介绍
<Level Unlock Requirements>
Class x: Level y
Class x: Level y
</Level Unlock Requirements>
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Sets the requirements for unlocking that particular class. The unlocking of the class will require classes x to be at level y. Insert multiple of the strings in between the two opening and closing notetags to require all of the class levels to be met.
If you prefer to use class names instead of the class ID, use the above format. This will set the level requirement for the mentioned class to y. If there are multiple classes with the same name, the class with the highest ID value will be taken.
如果你想要使用职业名字来替代职业ID,可以使用以上这段代码。对于的特定的职业,我们可以设置他的等级需求为y。如果存在多个相同名字的职业,将会匹配ID最高的。
Plugin Commands
Included in this plugin are multiple Plugin Commands to help assist you with class changing for your game.
http://static.hdslb.com/miniloader.swf?aid=3727626&page=40
YEP.34 Subclass
Requires the Class Change Core plugin. This plugin enables your actors to be able to have a secondary class as a subclass! Subclasses can carry over skills, skill types, traits, and stats! How they carry it over is entirely up to you!
This class enables subclassing for your actors. Actors, when subclassing, can gain the benefits of the subclass, usually either by having access to the subclass skill set, weapons, and armor options. Also with this plugin, you can enable what kind of stat bonuses you can get by having a particular subclass enabled for the actor.
Notetags
You can use the following notetags to modify subclassing aspects.
你可以使用下面的标签来改变副职业属性。
Actor Notetag:
<Subclass: x>
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Sets the actor’s default subclass to x.
设置游戏角色默认的副职业为x
<Restrict Class: x>
<Restrict Class: x, x, x>
<Restrict Class: x to y>
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This particular actor cannot switch his or her primary class to class(es) x (to y). This does not apply to the subclass. The actor can still change to this class via event.
特殊的角色不能切换他们的主职业类型。这个不会应用到副职业。但是游戏角色依然可以通过事件来改变职业
<Restrict Subclass: x>
<Restrict Subclass: x, x, x>
<Restrict Subclass: x to y>
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This particular actor cannot switch his or her subclass to class(es) x (to y). This does not apply to the primary class. The actor can still change to this subclass via event.
特殊的角色不能切换他们的副职业类型。这个不会应用到主职业。但是游戏角色依然可以通过事件来改变职业
Class Notetags:
<Primary Only>
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This class can only be class changed to a primary class and nothing more.
这个职业只可以作为主职业。
<Subclass Only>
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This class can only be class changed to a subclass and nothing more.
这个职业只可以作为副职业。
<Subclass x Combo Name: text>
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If this class is the primary and the subclass is class ID x, then the class name displayed will be ‘text’. For example, if the class combination is Warrior/Wizard, the name can appear as Spellblade.
If you choose to use the class’s name instead, you can write out the name of the class in place of Subclass x. If you have multiple classes with the same name, priority will be given to the class with the highest ID.
如果你想使用职业名字来替代ID,你可以在之前x的地方写下名字。如果有多个职业具有相同的名字,则优先赋予给ID值最高的职业。
Skill and Item Notetags:
<Require Class: x>
<Require Class: x, x, x>
<Require Class: x to y>
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Replace x with the class’s ID. This skill/item can only be used by the listed class(es) x. This does not apply to enemies.
使用职业ID替代x。这个技能或者物品只可以被职业x使用。这个并不能应用于敌方。
<Require Subclass: x>
<Require Subclass: x, x, x>
<Require Subclass: x to y>
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Replace x with the class’s ID. This skill/item can only be used by the listed subclass(es) x. This does not apply to enemies.
使用职业ID替代x。这个技能或者物品只可以被副职业x使用。这个并不能应用于敌方。
Plugin Commands
You can use these following plugin commands to change subclassing throughout the game!
你可以使用下面的插件命令来改变副职业选项
Plugin Command:
ShowSubclass
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Shows the Subclass command in the Class Change Menu.
在职业菜单显示副职业选项
HideSubclass
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Hides the Subclass command in the Class Change Menu.
在职业菜单隐藏副职业选项
EnableSubclass
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Enables the Subclass command in the Class Change Menu.
打开主职业菜单的副职业选项
DisableSubclass
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Disables the Subclass command in the Class Change Menu.
关闭主职业菜单的副职业选项
ChangeSubclass x y
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Changes actor x’s subclass to y. Replace y with 0 to remove a subclass.
http://static.hdslb.com/miniloader.swf?aid=3727626&page=20
YEP.14 – Main Menu Manager
Have more control over your main menu straight from the Plugin Manager. Add, remove, hide, show, enable, disable commands from your main menu altogether!
这可以让你对游戏主菜单直接控制,集合了添加,移除,隐藏,显示,开启,关闭等命令
Introduction
For those who wish to alter the various aspects of the main menu commands without needing to touch the source code can use this plugin to do so. Although this plugin mostly ports the menu creation process to the Plugin Manager parameters, it allows for a cleaner way to handle the menu command management process.
How to Use This Plugin
Each section in the parameters is divided up into various parts. Each of these parts play a role in how the menu command functions. Here’s what each part does:
参数里被分成不同的部分。每个部分都发挥了菜单的不同功能。下面是每个部分的定义。
Name
– This is how the command will appear visually in the main menu. This is an eval, which means, it’s code driven. If you want the command to appear just as it is, use ‘quotes’ around it.
Symbol
– This is the identifier for the command. Each command should have a unique symbol, so much as to not cause conflicts with each command. However, shared symbols are perfectly fine as long as you’re fine with them performing the same function when selected.
Show
– This is an eval condition for whether or not the command shows up in the main menu. If you wish for this to always show up, simply use ‘true’ without the quotes.
显示-这是一个关于菜单是否显示的函数状态。如果你希望它显示出来,可以使用没有引号的true
Enabled
– This is an eval condition for whether or not the command is enabled. The difference between showing a command and enabling a command is that a command can show, but it can’t be selected because it isn’t enabled. If you wish for this command to always be enabled, use ‘true’ without the quotes.
Ext
– Stands for extension. This serves as a secondary symbol for the command and it can be used for pretty much anything. It has no direct impact on the command unless the command’s objective is related to the extension value. The majority of commands do not need to make use of the Ext value.
Main Bind
– This is an eval function that is to be ran when this command is selected straight from the main menu. The function that is to be bound to this command needs to be accessible from Scene_Menu is some way or another. For commands that are meant to select an actor first, use ‘this.commandItem.bind(this)’ without the quotes.
Actor Bind
– This is an eval function that is to be ran when an actor is selected after choosing this command, usually to push a scene. This function isn’t needed for any menu commands that don’t require selecting an actor.
Examples
The following are some examples to help you add/alter/change the way commands appear for your main menu.
下面是一些例子来帮助你通过命令来制作主菜单
Name: TextManager.item
Symbol: item
Show: this.needsCommand(‘item’)
Enabled: this.areMainCommandsEnabled()
Ext:
Main Bind: this.commandItem.bind(this)
Actor Bind:
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The item command is made using the above example. ‘TextManager.item’ is how the command name will appear. It draws the name information from the database Text Manager entry for ‘Item’ and uses whatever you put into the database in here. The symbol ‘item’ is used to make the item command’s unique identifier. In order for the command to show, it will run a ‘needsCommand’ function to check if it will appear. This ‘needsCommand’ function is related to your database on whether or not you want the item to appear there. In order for this command to be enabled, it will check for whether or not the main commands are enabled, which is related to whether or not there are actors in the current party. And finally, the line of code ‘this.commandItem.bind(this)’ is the command that will run once the item entry is selected.
The skill command is made using the above example. ‘TextManager.skill’ is how the command name will appear. It draws the name information from the database Text Manager entry for ‘Skill’ and uses whatever you put into the database in here. The symbol ‘skill’ is used to make the skill command’s unique identifier. In order for the command to show, it will run a line code ‘needsCommand’ function to check if it will appear. This ‘needsCommand’ function is related to your database on whether or not you want the skill option to appear there. In order for this command to be enabled, it will check for whether or not the main commands are enabled, which is related to whether or not there are actors in the current party. This time, the main bind command is to send the player to the actor selection process using ‘this.commandPersonal.bind(this)’ instead. Once the player selects an actor, ‘SceneManager.push(Scene_Skill)’ is then ran to send the player to Scene_Skill to manage the actor’s skills.
This is a customized command that is included by default with the plugin. This command’s name is ‘Common Event 1’, but it can be changed to whatever you want by simply changing what’s in between the ‘quotes’ in the parameter settings. The symbol is the identifier for all common events. However, by default, this common event item does not show in the main menu. If you want it to appear, set the Show option to ‘true’ without the quotes and it will appear. Because the Enabled option is ‘true’, the command can always be selected by the player. The Ext actually has a role with this command. The Ext determines which common event is to be played. In this example, the Ext value is 1, which means common event 1 will be ran when this command is selected. Should the Ext value equal to 25, it will be common event 25 that will run once this command is selected. The reason is because the Main Bind for this command option is ‘this.callCommonEvent.bind(this)’, which is a function included in this plugin to allow for common events to be ran.
http://static.hdslb.com/miniloader.swf?aid=3727626&page=7
YEP.2 Message Core
The Message Core plugin adds more functionality to the default RPG Maker MV message system, enabling more text codes, a name box, and adjustable message window sizes!
Introduction
While RPG Maker MV Ace certainly improved the message system a whole lot, it wouldn’t hurt to add in a few more features, such as name windows, converting textcodes to write out the icons and/or names of items, weapons, armours, and* more in quicker fashion. This script also gives the developer the ability to adjust the size of the message window during the game, give it a separate font, and to give the player a text fast-forward feature.
Word Wrapping
Word wrapping is now possible through the message system. You can enable and disable Word wrap using Plugin Commands. While using word wrap, if the word is to extend past the message window’s area, it will automatically go to the following line. That said, word wrap will disable the editor’s line breaks and will require you to use the ones provided by the plugin:
\n<x> – Creates a name box with x string. Left side. *Note
建立靠左的名字框
\nc<x> – Creates a name box with x string. Centered. *Note
建立居中的名字框
\nr<x> – Creates a name box with x string. Right side.*Note
建立靠右的名字框
*Note: Works for message window only.
只对信息框有效
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Line Break Effect:
<br> – If using word wrap mode, this will cause a line break.
如果你使用了换行模式,这将导致换行
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Position: Effect:
\px[x] – Sets x position of text to x.
设置文本位置为x
\py[x] – Sets y position of text to y.
设置文本位置为y
Outline: Effect:
\oc[x] – Sets outline colour to x.
设置轮廓颜色
\ow[x] – Sets outline width to x.
设置轮廓宽度
Font: Effect:
\fr – Resets all font changes.
重置文本的改变
\fs[x] – Changes font size to x.
改变文本大小
\fn<x> – Changes font name to x.
改变文本字体
\fb – Toggles font boldness.
加粗
\fi – Toggles font italic.
倾斜
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Actor: Effect:
\af[x] – Shows face of actor x. *Note
显示角色脸图
\ac[x] – Writes out actor’s class name.
显示角色职业
\an[x] – Writes out actor’s nickname.
显示角色昵称
*Note: Works for message window only.
只对信息框有效
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Party: Effect:
\pf[x] – Shows face of party member x. *Note
显示队伍成员脸图
\pc[x] – Writes out party member x’s class name.
显示队伍成员昵称
\pn[x] – Writes out party member x’s nickname.
显示队伍成员的昵称
*Note: Works for message window only.
只对信息框有效
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Names: Effect:
\nc[x] – Writes out class x’s name.
显示职业名
\ni[x] – Writes out item x’s name.
显示物品名
\nw[x] – Writes out weapon x’s name.
显示武器名
\na[x] – Writes out armour x’s name.
显示装备名
\ns[x] – Writes out skill x’s name.
显示技能名
\nt[x] – Writes out state x’s name.
显示状态名
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Icon Names: Effect:
\ii[x] – Writes out item x’s name including icon.
显示包括图标的物品名
\iw[x] – Writes out weapon x’s name including icon.
显示包括图标的武器名
\ia[x] – Writes out armour x’s name including icon.
显示包括图标的装备名
\is[x] – Writes out skill x’s name including icon.
显示包括图标的技能名
\it[x] – Writes out state x’s name including icon.
显示包括图标的状态名
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And those are the text codes added with this script. Keep in mind that some of these text codes only work for the Message Window. Otherwise, they’ll work for help descriptions, actor biographies, and others.
Plugin Commands
The following are some plugin commands you can use through the Event Editor to change various aspects about the Message system.
你可以通过事件编辑器使用下面这些插件命令来改变信息系统很多方面
Plugin Comand
MessageRows 6
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Changes the Message Rows displayed to 6. If you are using continuous Show Text events, this will continue displaying the following lines’s texts until it hits the row limit. Anything after that is cut off until the next message starts to avoid accidental overlap.
http://static.hdslb.com/miniloader.swf?aid=3727626&page=8 YEP.3 – Battle Engine Core
The default battle system for RPG Maker MV now allows for the ever so popular side-view! However, we can beef it up a little bit more using the Battle Engine Core to add more features and capabilities to the battle system!
Introduction
This plugin alters the various aspects of the default battle system, allowing it to be more streamlined like most modern RPG’s and less clunky like older RPG’s. This ranges from choosing what text will appear in the battle log window at the top and how it will be displayed.
Battle Messages
When changing “Terms” and the “Messages” that appear in battle, inserting the following tag anywhere in the message will cause the message to center itself in the battle log.
当改变了战斗过程中的选项和信息时候,插入下面的标签就可以让信息在战斗记录里居中
<CENTER>
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This tag must be all caps in order for the battle log window to recognize it as an instruction to center the displayed battle text message.
这个标签可以覆盖所有的战斗记录窗口,并且将视为一种居中战斗文本信息的指令。 Battle Windows
There’s various options to adjust the window settings found in the battle system to make navigating the battle system more intuitive. Such options include starting the turns with the Actor Command Window instead of the Party Command Window (the Fight/Escape Window). The Party Command Window is still accessible but only by pressing cancel on the first actor’s window.
为了使战斗系统的导航更加简便,这里有很多选项来调整战斗系统的角色窗口之后出现。
Battle Order
The battle turn order is also fixed, too. This way, any battlers that have their AGI value changed over the course of battle will reflect those changes during the current turn rather than the following turn. The action speed calculation can also be adjusted and finetuned to have the random factor of its speed calculation formula removed, too, making AGI actually worthwhile as a tactical parameter.
Multiple Hits
Multi-hit action will no longer end prematurely if the target dies midway through the action. This is done through toggling immortal states. To make use of feature, make sure your database has an Immortal State somewhere. If you do not wish to use this feature, set the Parameter for Immortal State ID to 0 instead.
Popup Revamp
Although the damage popups may still look the same as the default ones from MV, the process in which they’re created is now different to streamline the damage popup process. Before, popups would only appear one a time with a frame’s different at minimum in order for them to show. Now, any actions that occur at the same frame will now all show popups at the same frame, making for smoother and less clunky damage popups.
Common Events
Common Events will now occur at the end of each action regardless of whether or not the enemy party is still alive. With proper placing of the action sequence tags, you can make the skill’s common event occur in the middle of an action, too. However, keep in mind if you force an action in the middle of another action, the remainder of the former action’s sequence list will become null and void in favor of the new forced action.
Casting Animations
Casting Animations help provide visual hints for players either by letting them know which battler is going to perform an action or what type of skill that action will be. This plugin enables skills to have casting animations that can be modified universally or customized for each individual skill.
Sets the skill’s cast animation to animation ID x. Setting x to zero will cause the skill to not have any animaton at all.
设置技能动作ID,设置0将会取消动作 Changing Battle Systems
While the player is not in battle, you can change the battle system using a Plugin Command. With only this plugin, there is only one battle system included: the default battle system.
当玩家不在战斗时,你可以通过插件命令改变战斗系统。如果只使用这个插件,这里只包含了默认的战斗系统
Plugin Command:
setBattleSys DTB
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Sets battle system to Default Turn Battle.
设置战斗为默认回合制
Other future plugins may include other battle systems that may utilize the Battle Engine Core.
未来其他插件将会包含其他战斗系统
Sideview Actions
In RPG Maker MV’s default battle system, both the sideview and the frontview settings do not display counterattacks, reflected magic attacks, nor any case of substituting for battle members. The Battle Engine Core provides games that are using the sideview settings small amounts of animations to relay information to the player in a more visual sense.
Magic Reflection will also display a reflection animation to indicate the battler has reflection properties. This animation can be changed in the parameters, but certain actors, classes, enemies, weapons, armors, and states can display a unique kind of animation for reflection if desired.
Actor, Class, Enemy, Weapon, Armor, and State Notetag:
<Reflect Animation ID: x>
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Changes the user’s reflect animation to x. This will take priority in the following order: Actor, Class, Enemy, Weapon, Armor, State, Default.
改变角色的动画为X。这将影响角色,职业,敌人,武器,装备及状态等等
Sometimes, you don’t want your enemies to be able to move. Or you don’t want certain actors to be able to move. They’re just stationary for whatever reason. To accomplish that, you can use this notetag to forbid the battler from moving.
Actor, Class, Enemy, Weapon, Armor, and State Notetag:
<Sprite Cannot Move>
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Prevents the battler’s sprite from moving. This will take priority in the following order: Actor, Class, Enemy, Weapon, Armor, and State. If an enemy is unable to move when it performs an action, it will flash white as if it normally does in front view.
阻止了参与战斗者移动。这将影响角色,职业,敌人,武器,装备及状态等等。如果敌人在其行动的时候不能移动,他将会像竖版战斗那样闪烁。 Custom Sideview Battler Anchor
Sideview battlers are generally centered horizontally, and grounded at their feet. However, not all sideview battler spritesheets work this way. In the event you have a sideview battler that doesn’t conform to those standards, you can ‘anchor’ them a different way.
This sets the anchor location for the actor’s sideview battler at y.z. By default, the X anchor is 0.5 while the Y anchor is 1.0. If you want the X anchor to be a bit more to the left, make it less than 0.5. Make it more than 0.5 to make the X anchor more towards the right. To raise the Y anchor, set the number value to less than 1.0. Keep adjusting until you find that perfect anchor setting.
YEP.8 – Skill Core
The Skill Core plugin enables you to modify the core aspects of skills such as the cost and effects. With this plugin, HP costs are also implemented, too.
Introduction
Skills in RPG’s consist of three main components: Costs, Damage, and Effects. Although not all components are required for a skill, they certainly make up a good chunk of it. Damage will be handled by another plugin, but this plugin will provide a core handling for skill costs and skill effects.
This plugin also includes the ability for battlers to swap their HP, MP, and/or TP gauges for something different if it would fit the character better (for example, some classes don’t use MP and/or TP).
Changes the skill to cost a percentage of the character’s MaxHP value.
将技能的消耗增加最大HP值的x%。
<MP Cost: x>
Changes the skill to have x as its MP cost. This helps bypass the database’s hard limit of 9999.
将技能的消耗增加x点MP。它可以用来突破数据库的上限9999。
<MP Cost: x%>
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Changes the skill to cost a percentage of the character’s MaxMP value.
将技能的消耗增加最大MP值的x%。
<TP Cost: x>
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Changes the skill to have x as its TP cost. This helps bypass the database’s hard limit of 99.
将技能的消耗增加x点TP。它可以用来突破数据库的上限99。
<TP Cost: x%>
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Changes the skill to cost a percentage of the character’s MaxTP value. Although the default MaxTP is 100, this tag will be useful for any plugins that will alter a character’s MaxTP values.
This will hide and disable the skill during battle.
在战斗中隐藏此技能并使之不能使用。
<Hide in Field>
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This will hide and disable the skill outside of battle.
在战斗外隐藏此技能并使之不能使用。
<Hide if Learned Skill: x>
<Hide if Learned Skill: x, x, x>
<Hide if Learned Skill: x to y>
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Will hide and disable this skill if skill x has been learned. If multiple skills are listed, the skill will be hidden and disabled if any one of the listed skills have been learned.
This plugin also lets you swap around the HP, MP, and TP Gauges to any order you want assuming that all the plugins you use will keep the same order of HP, MP, and TP and does not override the default gauge drawing process. If you use any plugin extensions, they can be swaped in as well.
This will change gauge x (1, 2, or 3) to y. Replace y with ‘HP’, ‘MP’, or ‘TP’ to have it display that gauge type in that gauge slot. If you wish for that slot to display nothing, insert ‘Nothing’ or ‘Null’ in place of y in the notetag.
把数据类型x(1,2或3)改为y。将y替换为“HP”,“MP”或“TP”来把它显示在相应的数据类型位置上。如果你想要在相应位置上什么都不显示,就在注释中y的位置输入“Nothing”或“Null”。
Weapon, Armor, and State Notetags:
武器、防具和特殊状态的注释:
<Swap Gauge x: y>
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Actors with equipment or states that contain these notetags or enemies with states that contain these notetags will display those swapped gauges in place of the default settings or settings defined by the Class or Enemy notetags.
装备了写有此注释的装备的角色、和拥有写有此注释的状态的角色或敌人将显示被置换过的数值类型……。
Priority will go in the following order: Weapons, Armors, States, Class, Enemy
For users who want more control over skill costs and skill effects, there exists notetags that allow you to apply code to the costs and/or effects of a skill. For effects, this will also extend towards item control, as well.
This allows the skill to have a custom HP cost based off of code. For the piece of code, ‘cost’ is a variable already predefined with the HP Cost and the HP percentage cost.
This allows the skill to have a custom MP cost based off of code. For the piece of code, ‘cost’ is a variable already predefined with the MP Cost and the MP percentage cost.
This allows the skill to have a custom TP cost based off of code. For the piece of code, ‘cost’ is a variable already predefined with the TP Cost and the TP percentage cost.
允许技能有一个不基于代码的自定义TP消耗。对于代码部分,“消耗”是一个已经预先由TP消耗和百分比TP消耗定义过的变量。
Lunatic Mode – Custom Show Requirements
“疯狂模式”——自定义显示需求
For those who would like to show certain skills and disable them under any custom conditions using their JavaScript knowledge, use the following:
If the visible is set to true, the skill is shown (not hidden) and enabled if all other conditions are met. If visible is set to false, the skill is disabled and hidden from the list.
若“visible”设为“true”,那么技能就被显示(不被隐藏)而且是可用的,只要其它条件也满足。若“visible”设为“false”,那么技能就不可使用,并且从列表中被隐藏。
Lunatic Mode – Custom Requirements and Execution
“疯狂模式”——自定义需求和执行
For those with a bit of JavaScript experience, you can use the following notetags to restrict a skill and what kind of code to process when executing the said skill.
If value is set to true, the skill will be useable provided that all other requirements have been met. If the value is set to false, the skill won’t be useable.
For those with a bit of JavaScript experience, you can add new ways to display the skill cost.
如果你只有很少的JavaScript的使用经验,可以增加新的方式来显示技能消耗。
Skill Notetags:
技能的注释:
<Cost Display Eval>
var variableId = 1;
var value = 1000;
$gameVariables.setValue(variableId, value);
</Cost Display Eval>
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This notetag runs an eval before displaying the skill’s cost. This is so you can set up variables and whatnot for your skill cost display text.
在显示技能消耗之前重新运算求出参数。这样你可以为你的技能消耗显示文本设置变量等。
<Custom Cost Display>
\c[4]\v[1]\c[0] Gold
</Custom Cost Display>
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This is the custom text displayed before the rest of the skill costs. You can use text codes with this notetag.
这是在其它技能消耗前面显示的自定义文本。你可以通过这条注释来使用文本代码。
Lunatic Mode – The Skill Phases
“疯狂模式”——技能阶段
For this skill, multiple effects are applied and at different phases. The various phases are as follows:
对于技能,在不同的阶段应用多个特效。可以变化的阶段如下:
Before Effect Phase (influenced by this plugin)
if skill successfully lands:
– Pre-Damage Effect Phase (influenced by this plugin)
– Damage Phase
– Post-Damage Effect Phase (influenced by this plugin)
– Item Trait Effects Phase
After Effect Phase (influenced by this plugin)
特效阶段(被插件影响)之前
如果技能成功land:
提前伤害效果阶段(被插件影响)
伤害阶段
后续伤害效果阶段(被插件影响)
物品特性效果阶段
特效阶段(被插件影响)之后
There’s four phases which can be influenced by this plugin. Two of which do not matter if the effect successfully lands or not, two of which do matter if the skill does land.
这里有四个可被插件影响的阶段。其中两个与特效是否land无关,另外两个只当技能land才起作用。
Skill and Item Notetags:
技能和物品注释:
<Before Eval>
code
code
</Before Eval>
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<Pre-Damage Eval>
code
code
</Pre-Damage Eval>
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<Post-Damage Eval>
code
code
</Post-Damage Eval>
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<After Eval>
code
code
</After Eval>
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If you wish to use custom effects for your skill, you can insert the respective notetags into the skill (or item) noteboxes and it will run the code that appears in between the tags. However, using any form of comments in this tag will block out code that follows.
年轻人不要急,请继续关注我,这个战斗插件分上下2部视频,你需要的在第二部,今天更,记得塞糖作者: 百里_飞柳 时间: 2015-12-30 10:01
Terms of Use
Any original material made by Yanfly is free for use with both free and commercial RPG Maker games unless specified otherwise. I do not demand royalties or special liberties if you choose to use Yanfly original content in your commercial games. (Although a free copy of your game would be nice!) I only ask that you provide “Yanfly” or “Yanfly Engine” a spot in your game’s credits.
Any edits made to Yanfly original material are okay as long as you still provide the proper credit. Any non-Original content posted, linked, or shared on my website and channel will still require you to contact the respective parties for permission of use.
I think this is simple. I’d like to keep it simple. I ask of you, as users, to please do not do things that will make me complicate it for everyone.
Happy RPG Making!
使用条款
Yanfly制作的任何原始材料都是免费的,除非另有规定使用,否则均可以用于创造免费或者商业RPG游戏。如果你需要在你的商业游戏中使用Yanfly原创内容,我不需要特许权使用费或其他。(虽然我想免费拿到一份游戏的拷贝!)我只要求在游戏中说明你使用了‘Yanfly’或‘Yanfly插件’。
只要你提供了合适的说明,你可以对Yanfly的原始文件进行的任何修改。任何发布,链接,或在我的网站的共享的非原创内容仍然需要你和相关部门联系取得使用的许可。
我认为这是很简单的。我想保持它的简单化。我希望用户不要做的让我很困扰和繁杂的事情。
制作愉快!
---------------------------------------------------------
咳咳,一眼就看到一个奇怪的翻译地方。
翻译加油作者: 沧笙 时间: 2015-12-30 10:10
百里_飞柳 发表于 2015-12-30 10:01
Terms of Use
Any original material made by Yanfly is free for use with both free and commercial RPG ...
http://static.hdslb.com/miniloader.swf?aid=3727626&page=9
YEP.3b - Battle Engine Core (Part II) Action Sequences
Action Sequences
The Yanfly Engine Plugins – Battle Engine Core includes the capability of using custom action sequences. Action sequences are basic instructions for the game to creating a customized skill both visually and mechanically. The Battle Engine Core, however, will only include the most basic of action sequences so the instructions on how to create a custom action sequence will be included in the Help file on future extension plugins for this plugin.
Adapted and improved from Battle Engine Melody, Action Sequences can now be used for the hardcore users of YEP’s Battle Engine Core. Using Action Sequences, you can create, animate, and alter the individual aspects of any battle action in the game.
Action Sequences – ala Melody
Battle Engine Core includes Yanfly Engine Melody’s Battle Engine system, where each individual aspect of the skill and item effects can be controlled to a degree. These are called Action Sequences, where each command in the action sequence causes the game to perform a distinct individual action.
Each skill and item consists of five different action sequences. They are as follows:
每一个技能和物品序列包含5个不同的行动,如下:
Setup Actions
They prepare the active battler before carrying out the bulk of the action and its individual effects. Usually what you see here are things such as the active battler moving forward a bit, unsheathing their weapon, etc. This step will occur before the active battler expends their skill or item costs.
准备动作
这是执行众多行动和效果之前的准备动作。通常你会看到你的角色向前移动了一步,拔出武器等等。这步将发生在角色释放技能或者使用物品之前。
Whole Actions
These actions will affect all of the targets simultaneously. Although this section does not need to be used, most actions will use this for displaying animations upon all enemies. This step occurs after skill and item costs.
整体动作
这个将会同时影响所有目标。尽管这个序列不是必须的,但是很多动作都会在这个阶段播放攻击动画。这步发生在释放技能和使用物品之后。
Target Actions
This section will affect all of the targets individually. Used primarily for physical attacks that will deliver more personal forms of damage. Actions that occur here will not affect other targets unless specifically ordered to do so otherwise.
目标动作
这步将会单独影响目标。主要放置更加具体的物理攻击效果。这里发生的动作将会不影响指定之外的其他目标。
Follow Actions
This section will dedicate towards cleanup work after the individual targeting actions. Here, it’ll do things such as removing immortal flags, start up common events, and more.
后续动作
这部主要是在目标动作后的清理动作。这里将会移除增益效果,开始执行事件等等。
Finish Actions
This section will have the active battler close up the action sequence. Usually stuff like running waits and holds at the last minute for skills and items, moving back to place, and others.
结束动作
这步将会关闭动作序列。通常是技能或者物品使用后的等待动作,以及角色退回原位置。
Now that you know each of the five steps each action sequence goes through, here’s the tags you can insert inside of skills and items. Pay attention to each tag name.
They will do their own respective action sets. The methods to insert for the action list can be found below in the core of the Help Manual.
他们将执行相应序列的设定。这个列表可以在帮助手册的核心文件里找到。
Furthermore, to prevent overflooding every single one of your database item’s noteboxes with action sequence lists, there’s a shortcut you can take to copy all of the setup actions, whole actions, target actions, follow actions, and finish actions with just one line.
Replace x with “item” or “skill” to set the type for the action list code to directly copy. The integer y is then the ID assigned for that particular object type. For example, to copy 45th skill’s action sequences, the code would be <action copy: skill:45> for anything that will accept these action codes. If you do use this notetag, it will take priority over any custom that you’ve placed in the notebox.
可以用物品或者技能来替代x,这样就可以直接负责标签命令。数字Y就是你要设定的特点主体的ID。例如,复制第45个技能行动序列。<action copy: skill:45>就可以完成。如果你要使用这个标签,请放在其他标签前面。
Target Typing
You may notice that in some of the actions below will say “refer to target typing” which is this section right here. Here’s a quick run down on the various targets you may select.
target, targets; These will select the active targets in question.
目标。被选中的目标。
actors, existing actors; These will select all living actors.
角色。所有存活的角色。
all actors; This will select all actors including dead ones.
所有角色。包括死亡在内的所有角色。
dead actors: This will select only dead actors.
死亡角色。仅死亡的角色。
actors not user; This will select all living actors except for the user.
非使用者。存活且非使用者的角色。
actor x; This will select the actor in slot x.
角色x.选择角色X。
character x; This will select the specific character with actor ID x.
队员x。选择队员x。
enemies, existing enemies; This will select all living enemies.
存活敌方。所有存活的敌方。
all enemies; This will select all enemies, even dead.
所有敌方。包括死亡在内的所有敌方。
dead enemies: This will select only dead enemies.
死亡敌方。仅死亡的敌方。
enemies not user; This will select all enemies except for the user.
非选中敌方。所有非选中的敌方。
enemy x; This will select the enemy in slot x.
敌方x。选择敌方x。
friends; This will select the battler’s alive allies.
队员。所有存活的队员。
all friends; This will select the all of battler’s allies, even dead.
所有队员。包括死亡在内的所有队员。
dead friends; This will select the battler’s dead allies.
死亡队员。仅死亡的队员。
friends not user; This will select the battler’s allies except itself.
非使用者队员。非使用的队员。
friend x: This will select the battler’s ally in slot x.
队员x。选择队员x。
opponents; This will select the battler’s alive opponents.
存活对手。选择存活的对手。
all opponents; This will select the all of the battler’s opponents.
所有对手。所有的对手。
dead opponents; This will select the battler’s dead opponents.
死亡对手。所有死亡的对手。
opponent x: This will select the battler’s opponent in slot x.
对手x。选择对手x。
all alive; Selects all living actors and enemies.
所有存活者。所有角色和敌方的存活者。
all members; Selects all living and dead actors and enemies.
所有成员。所有存活或者死亡的角色和敌方。
all dead; Selects all dead actors and enemies.
所有死亡。所有死亡的角色和敌方。
all not user; This will select all living battlers except user.
非使用者。除了使用者的角色和敌方。
focus; Selects the active battler and its targets.
焦点。选择战斗者和他的目标。
not focus; Selects everything but the active battler and its targets.
非焦点。除了战斗和他的目标外的所有。
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Action Sequences – Action List
The following contains a list of the actions you can use inside the five action sequences. Each action has a unique function and requires certain formats to operate properly.
下面这个列表包含了你可以在动作序列里执行的动作。每一个动作都有单独的功能并且需要明确的代码来开启。
ACTION ANIMATION
Plays the animation assigned to the skill/item. The animation will automatically select the skill’s/item’s assigned targets.
Usage Example:
action animation
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播放技能或者物品动画。动画将会自动选择技能指定的对象。
ACTION COMMON EVENT
Plays the common event found within the skill’s/item’s traits list. This will only play the last common event on the list, following the game engine’s original process. Nothing else will continue on the action list until the common event is finished.
ACTION EFFECT: target
Causes the target(s) to take damage/healing from the skill/item and incurs any changes made to the target(s) such as buffs and states.
Usage Example:
action effect
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通过技能或者物品造成伤害或者回复而产生的改变,比如增益效果等等。例如动作效果。
ANIMATION WAIT: X
Waits x animaiton frames. Each frame for an animation does not last one game frame, but instead, several. To make life easier, you can use this to have the game wait x frames played for the animation.
Usage Example:
animation 5: user
animation 6: target, mirror
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等待x帧。通过用几帧代替一帧来延长时间。为了更方便,你可以用x帧来等待播放。
CAST ANIMATION
Plays an animation on the skill’s user. Will not occur if the action is an item or the user’s default normal attack.
Usage Example:
cast animation
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在技能使用者身上播放动画。如果这个动作是默认动作,就不会发生。
CLEAR BATTLE LOG
Clears all the messages at the top of the screen.
Usage Example:
clear battle log
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清除屏幕顶部信息。
DEATH BREAK
If a user were to die for any reason during the middle of the skill (either via counter attack or reflection), this will force the remainder of the action sequences for the part of the skill/item to shut down and be skipped.
Usage Example:
death break
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如果一个使用者在一场战斗中死亡(通过反击等等也算),这将会强制结束战斗序列。
DISPLAY ACTION
Displays the action’s name at the top of the battle log. It will remain there until the battle log is cleared.
Usage Example:
display action
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在战斗记录里显示动作名称。这将一直持续到记录被清理。
IF … ELSE STATEMENTS
For those familiar with programming, you can use if…else statements to perform different actions based on different conditions. Use ‘if’ to specify a block of code to be executed, if a specified condition is true. Use ‘else’ to specify a block of code to be executed, if the same condition is false. Use ‘else if’ to specify a new condition to test, if the first condition is false. Use ‘end’ to specify where the conditions are to end.
*Note: You do not have to indent the code in between to work. It just looks better that way in your action sequences.
注意:你不必要按照标准格式来书写代码。但是标准格式会看起来很舒服。
IMMORTAL: targets, true/false
Sets the targets to a state of immortality so that they don’t die in the middle of an attack. This is to ensure every action effect goes through.
Usage Example:
immortal: targets true
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设置永久状态使其不会再战斗中消失。这将确保所有行动效果都发生。
MOTION WAIT: target
Makes the game wait 12 frames if the target(s) performing the action is an actor. If the target(s) is not an actor, no waiting will be done.
Usage Example:
motion wait: user
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如果对象是角色,则等待12帧。如果不是角色,则不需要等待。
PERFORM ACTION
Causes actors to step forward and swing their weapon, thrust it, however the motion that is determined will be automatically done by the game.
Usage Example:
perform action
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使角色上前行走一步并挥舞武器,或者推击。这个在系统默认中是自动执行的。
PERFORM FINISH
Causes actor to move back to its home spot.
Usage Example:
perform finish
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使角色向后回到初始位置。
PERFORM START
Causes actor to move forward from its home spot.
Usage Example:
perform start
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是角色向前回到初始位置。
WAIT: frames
Makes the game wait a certain amount of frames before going on to the next action in the action sequence.
Usage Example:
wait: 60
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在进行行动序列的下一步之前等待确定的帧数。
WAIT FOR ANIMATION
Waits for all animations to finish before going on to the next action in the action sequence.
Usage Example:
wait for animation
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在进行行动序列的下一步之前等待所有动画播放完毕。
WAIT FOR EFFECT
Waits for all effects to finish playing before continuing on.
Usage Example:
wait for effect
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在继续之前等待所有效果发生完毕。
WAIT FOR MOVEMENT
Waits for all battler movements to finish before going on to the next action in the action sequence.
Usage Example:
wait for movement
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在进行行动序列的下一步之前等待所有战斗移动完成。
WAIT FOR NEW LINE
Waits for a new line to appear in the log window before going on to the next action in the action sequence.
This plugin enables your game's actors to learn skills from the skill menu. This can be done via either gold, items, or Job Points. It provides the player an alternate way of acquiring skills aside from leveling up.
**Add Ons**
Fox's JP Levels – This Plugin adds levels to the Yanfly's JobPoint System, like Final Fantasy Tactics had. It allows for restrictions on what skills your allowed to buy with the SkillLearnSystem based on the current classes' Job Level. It allows for restrictions on what class your allowed to equip with the ClassChangeCore based on the current classes' Job Level. The Job automatically gains levels just by gaining JobPoints.
This plugin enables your game's actors to learn skills from the skill menu. This can be done via either gold, items, or Job Points. It provides the player an alternate way of acquiring skills aside from leveling up.
It is recommended to place this plugin under the YEP_JobPoints.js plugin in the Plugin Manager.
在插件管理页面中,我们建议把这个插件放在YEP_JobPoints.js的下面。
***
### Notetags
***
Use the following notetags to make use of the Skill Learn System.
通过下述注释来使用技能学习系统。
#### Class Notetag:
职业的注释:
<Learn Skill: x>
<Learn Skill: x, x, x>
<Learn Skill: x to y>
Enables the class to be able to learn skill(s) x from the menu. Replace x with the skill's ID. If x to y is used, this enables the class to learn all the skills from x to y. Replace x and y with skill ID's.
让此职业能够在菜单中学习技能x。如果是第三种情形x to y,它允许职业学习从x到y的所有技能,其中x和y是技能的ID。
#### Skill Notetags:
技能注释:
<Learn Cost: x Gold>
Sets the gold cost of learning this skill to x gold.
设置学习此技能所要花费的金钱为x。
<Learn Cost: x JP>
Sets the JP cost of learning this skill to x JP. This note requires YEP_JobPoints.js in order to work.
设置学习此技能所要花费的JP为x。这一条需要YEP_JobPoints.js插件才能运行。
<Learn Cost>
Item x: y
Weapon x: y
Armor x: y
</Learn Cost>
or
<Learn Cost>
item name: y
item name: y
</Learn Cost>
Allows you to set the item, weapon, and armor costs of learning the skill. Replace x with the item's ID and y with the quantity of that item needed. If you decide to use the item name variant, replace the item name with the item's name as it appears in the database. If multiple items share the same name, the item with the highest ID will be used in the order of item, weapon, and then armor.
*Note: If you are using YEP_ItemCore.js and Independent Items, the learn costs will not include independent items.
<Learn Require Level: x>
Causes the skill to require the actor's current level to be at least x before the skill even appears on the list to learn.
角色等级到达x之后,此技能才会出现在可学习技能的列表上。
<Learn Require Skill: x>
<Learn Require Skill: x, x, x>
<Learn Require Skill: x to y>
In order for the skill to appear, the actor must know the other skill(s) of x. If x to y is used, the actor must know all the skills from x to y. Replace x and/or y with skill ID's.
角色必须已经掌握其他技能x,此技能才会出现(在列表上)。如果是第三种情形x to y,角色必须已经掌握从x到y的所有技能,其中x和/或y是技能的ID。
<Learn Require Switch: x>
<Learn Require Switch: x, x, x>
<Learn Require Switch: x to y>
In order for the skill to appear, the switch(es) x must be on. If x to y is used, all of the switches from x to y must be on in order for the skill to appear. Replace x and/or y with switch ID's.
开关x必须已被打开,此技能才会出现。如果是第三种情形x to y,从x到y的所有开关必须已被打开,技能才会出现,其中x和/或y是开关的ID。
For those who understand a bit of JavaScript and wish to go further with customizing the process for the skill learning process, you can use the following notetags:
<Learn Show Eval>
value = true;
value = false;
</Learn Show Eval>
For using a custom code to hide or show the skill, you can use these notetags. Returning value as true will cause the skill to appear regardless of all other requirements being unmet while returning value as false will cause the skill to appear regardless of all other requirements being met.
<Learn Require Eval>
value = true;
value = false;
</Learn Require Eval>
For those who wish to use their own custom requirements using code. This must return value as true in order for the skill to appear to be learnable. Avoid using comments that may potentially block out further code.
<Learn Cost Eval>
code
code
</Learn Cost Eval>
For those who know JavaScript, you can have custom actions be performed after the learning the skill through the learn skill menu.
如果你熟悉JavaScript,你可以在通过学习技能菜单学习技能之后自定义一些功能。
<Learn Custom Text>
text
text
</Learn Custom Text>
This will be the custom text shown underneath all the main costs. You can use text codes for this.
在主要花费的下面显示自定义文字。可以在这里使用文本代码。
***
#### Plugin Commands
***
插件命令
You can use the following Plugin Commands from the Event Editor to alter whether or not you want the ‘Learn Skill' command to appear in the skill scene or to have it enabled.
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:
setBattleSys ATB
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Sets battle system to Active Turn Battle.
setBattleSys DTB
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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:
<ATB Help>
text
text
</ATB Help>
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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.
<ATB Speed: x>
<ATB Charge: x>
<ATB Gauge: x>
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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.
<ATB Speed: x%>
<ATB Charge: x%>
<ATB Gauge: x%>
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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.
<ATB Speed: +x> or <ATB Speed: -x>
<ATB Charge: +x> or <ATB Charge: -x>
<ATB Gauge: +x> or <ATB Gauge: -x>
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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.
<ATB Speed: +x%> or <ATB Speed: -x%>
<ATB Charge: +x%> or <ATB Charge: -x%>
<ATB Gauge: +x%> or <ATB Gauge: -x%>
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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.
<After ATB: x>
<After ATB: x%>
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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.
<ATB Interrupt>
<ATB Interrupt: x%>
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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:
<ATB Start: +x>
<ATB Start: +x%>
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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.
<ATB Turn: +x>
<ATB Turn: +x%>
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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:
<Target ATB Eval>
speed = x;
charge = x;
</Target ATB Eval>
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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:
<Target ATB Eval>
speed = target.hp / target.mhp * max;
charge = target.hp / target.mhp * max;
</Target ATB Eval>
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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.
<After ATB Eval>
speed = x;
</After ATB Eval>
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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:
<After ATB Eval>
speed = user.mp / user.mmp * max;
</After ATB Eval>
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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.
<ATB Interrupt Eval>
interrupt = true;
</ATB Interrupt Eval>
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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:
<ATB Interrupt Eval>
if (user.hp > target.hp) {
interrupt = true;
}
</ATB Interrupt Eval>
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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.
ATB CHARGE: target, X
ATB CHARGE: target, X%
ATB CHARGE: targets, +X
ATB CHARGE: targets, +X%
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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.
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.
ATB INTERRUPT: target
Usable only for ATB. If the target is in the charging phase, interrupt it.
Usage Example: atb interrupt: targets
ATB SPEED: target, X
ATB SPEED: target, X%
ATB SPEED: targets, +X
ATB SPEED: targets, +X%
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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.
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。
http://static.hdslb.com/miniloader.swf?aid=3727626&page=37
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.
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.
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.
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.
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:
setBattleSys CTB
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设置为CTB系统
setBattleSys DTB
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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:
<CTB Icon: x>
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设置角色或敌人的CTB排位槽的头像图标.
<CTB Border Color: x>
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设置角色或敌人的CTB排位槽的边框线条颜色.
<CTB Background Color: x>
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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
<Class x CTB Icon: y>
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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
<Hero CTB Icon: x>
<Warrior CTB Icon: x>
<Mage CTB Icon: x>
<Priest CTB Icon: x>
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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.
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.
<CTB Speed: x>
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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
<CTB Speed: x%>
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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
<CTB Speed: +x>
<CTB Speed: -x>
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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
<CTB Speed: +x%>
<CTB Speed: -x%>
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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
<CTB Order: +x>
<CTB Order: -x>
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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.
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:
<CTB Start: +x>
<CTB Start: +x%>
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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.
<CTB Turn: +x>
<CTB Turn: +x%>
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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.
http://static.hdslb.com/miniloader.swf?aid=3727626&page=26
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.
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
this._chaseRange = x
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Event will chase player if reaching x range.
如果角色距离事件x,事件追逐角色。
this._fleeRange = x
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Event will flea from player if reaching x range.
如果角色距离事件x,事件逃离角色。
this._chaseSpeed = x
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Event’s movement speed when chasing.
事件追逐速度
this._fleeSpeed = x
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Event’s movement speed when fleeing.
事件逃离速度
this._sightLock = x
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Event will flee/chase player for x frames.
事件追逐或者逃离角色时间
this._seePlayer = true
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Requires the event to be able to see player.
需要事件能够看到角色
this._seePlayer = false
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Doesn’t require event to be able to see player.
不需要事件能够看到角色
this._alertBalloon = x
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This balloon will play when player is seen.
当看到角色时弹出对白框
this._alertSound = x
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This sound will play when player is seen.
当看到角色时播放音乐
this._alertCommonEvent = x
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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.
http://static.hdslb.com/miniloader.swf?aid=3727626&page=50
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!
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!
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.
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.
<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 - 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:
<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
<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’.
<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’.
<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.
http://static.hdslb.com/miniloader.swf?aid=3727626&page=36
YEP.30 – Visual HP Gauges
Want to display HP gauges visibly on enemies? And possibly even your allies? Want to give certain enemies different color HP gauges or make it longer than usual? Or make it required that enemies must be defeated first before showing their HP gauge? Well, now you can!
Introduction
This plugin requires YEP_BattleEngineCore. Make sure this plugin is located under YEP_BattleEngineCore in the plugin list.
这个插件需要战斗核心插件,请确保这个插件放在战斗核心插件下面的列表。
This plugin shows the HP Gauges of enemies as they’re selected or while they take damage. You can also opt for actors to show their HP Gauge as well. Adjust the parameters to change the way you want the HP Gauges to appear.
这个插件可以在敌方被击中或者选择时显示血量,你也可以设置队员的血量显示。你可以调整血量显示的参数。
By default, enemies would need to be defeated first in order for the gauges to show up. This can be changed within the parameter settings. However, during battle test, the HP gauges are always shown unless the enemy has a hidden HP gauge.
http://static.hdslb.com/miniloader.swf?aid=3727626&page=48
YEP.42 – Battle Status Window
Introduction
This plugin replaces the default battle status window, which was shown in a row format, to a column-based format that also displays the party’s faces.
这个插件代替了默认战斗状态窗口,可以基于队伍行列展示队伍的头像
For frontview users, this plugin also allows you to enable battle animations to be played on top of the actor’s portraits (and showing any damage popups) to give the player a better view of what’s going on in battle.
http://static.hdslb.com/miniloader.swf?aid=3727626&page=13
YEP.7 – Victory Aftermath
Replace the default RPG Maker victory messages with this plugin’s Victory Aftermath windows to provide more accurate and visual data to your players!
替代了默认的胜利窗口,提供更精准和实用的数据
Introduction
This plugin swaps out the victory messages from the default battle system in favor of more informative windows to display. Adjust the parameters to change the settings to fit your game.
插件替代了默认的胜利窗口,展示了更多有用的信息。你可以调整参数来设置游戏。
Victory Aftermath
In the parameters, there’s a ‘Victory Order’ parameter. This parameter lets you choose the order of the steps in the Victory Aftermath.
在参数里面,这里有个“胜利顺序”参数,这个参数可以让你定制胜利后的步骤
The default order is as follows:
exp
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Displays the EXP window.
展示经验窗口
custom
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Displays any custom plugin extensions.
展示自定义拓展
drops
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Displays the drops window.
展示掉落物品
If you switch the order of these steps, add steps, or remove steps from the ‘Victory Order’ plugin, the Victory Aftermath will correspond to any changes you have made.
你可以通过关闭顺序,添加或者移除步骤,来改变你的游戏
Plugin Commands
If you wish to alter the Victory Aftermath sequence a bit, you can use the following Plugin Commands.
如果你希望微调胜利序列,你可以使用下面命令
Plugin Commands:
DisableVictoryAftermath
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Disables the Victory Aftermath sequence and bypasses the Victory Aftermath music, too.
关闭序列
EnableVictoryAftermath
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Enables the Victory Aftermath sequence if it has been previously disabled.
开启序列
DisableVictoryMusic
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Disables the Victory Aftermath music to just continue playing whatever was playing.
关闭声音
EnableVictoryMusic
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Enables the Victory Aftermath music if it has been previously disabled.
http://static.hdslb.com/miniloader.swf?aid=3727626&page=65
YEP.59 – Aftermath Level Up
This plugin is an extension plugin for the Victory Aftermath plugin. This adds a level up section to the Victory Aftermath sequence to show the individual parameter changes the actor has acquired in addition to skills that the actor may have learned. This segment will be omitted if there are no actors to level up or if the game has the segment disabled. When there are multiple actors leveling up, the Victory Aftermath will cycle through each of the actors.
Introduction
This plugin requires YEP_VictoryAftermath. Make sure this plugin is located under YEP_VictoryAftermath in the plugin list.
这个插件需要“胜利窗口”插件。请确保他放在YEP_VictoryAftermath的下面。
This adds a level up section to the Victory Aftermath sequence to show the individual parameter changes the actor has acquired in addition to skills that the actor may have learned. This segment will be omitted if there are no actors to level up or if the game has the segment disabled. When there are multiple actors leveling up, the Victory Aftermath will cycle through each of the actors.
Instructions
While this plugin is plug and play (and doesn’t require much change), if you wish to change the order of when the level up process occurs, insert ‘level’ in the ‘Victory Order’ parameter within the Victory Aftermath plugin’s parameters at the location to appear.
当这个插件插入并且执行时,你可以改变升级后事件顺序,插入“等级”在
“胜利顺序”参数里。
Plugin Commands
You can use these plugin commands to adjust whether or not the Level Up portion of the Victory Aftermath will occur.
你可以用下面的命令调整胜利窗口是否有升级效果
Plugin Command:
ShowVictoryLevelUp
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This will cause the level up segment of the Victory Aftermath to appear if there is an actor that leveled up in the current battle.
开启胜利后升级效果
HideVictoryLevelUp
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This will cause the level up segment of the Victory Aftermath to not appear at all regardless of any actors leveling up in that battle.
http://static.hdslb.com/miniloader.swf?aid=3727626&page=17
YEP.11 – Item Core
The Item Core plugin changes a lot of things about your project, from the item menu to independent items. But more importantly, this plugin builds a bridge for those who wish to do more with their items…
Hello, I am aware that Independent Items have a “maximum” amount. This “maximum” amount only serves to limit the player from buying too many items and filling up the inventory with junk. Gaining items through any other method, such as events and battle drops are still allowed.
你们好,我知道私人包裹有最大数量限制。这个最大数量限制只是为了限制玩家购买太多的物品,导致垃圾填满了仓库。你可以用其他方式来获得物品,例如事件,战斗掉落等。
Now, why is this? Because not every scenario can be envisioned by the developer. In most cases, the developer can be short sighted and may not be aware of the player’s inventory limits at the time. So, to mitigate this, I made it possible for the player to go above the limit but only through events and battle drops.
为什么呢?因为开发者不可能考虑所以情况。大多数下,开发者不能知道玩家的仓库容量。所以,为了减轻这种情况,除非有事件或者战斗掉落,否则玩家只能被限制数量。
Why those two? Because of key items. Key items, if given by events and/or battle drops, are a necessity to progress in a game. Should the developer be unaware of the player’s inventory and provide a key item that cannot be inserted into the inventory, the player will be locked out of the game through no fault of their own. So to prioritize the player, this system is enabled.
又为什么呢?因为关键物品。在游戏中,通过事件或者战斗给与关键物品是游戏重要的换届。如果开发者不知道玩家库存,并且提供的关键物品无法进入仓库,玩家将会被锁住游戏进程不能游戏。所以优先考虑玩家,这个系统被打开。
Therefore, it is functioning as intended as a way to work as a fail safe for the sake of the player incase of any developer shortsight.
所以,这是一项对于开发者来说相对安全的措施
Introduction
This plugin makes a couple of main changes to your game and the way items handled to allow a base core for future plugins.
这个插件改变了游戏很多主要设置,同时也是未来拓展插件所要依赖的核心插件。
1. Independent Items
If you choose to have maximum limit on your items, weapons, and/or armors, those items will become independent and have their own individual stats and whatnot. Independent items are capable of being upgraded, altered, modified, etc. and retain those changed properties independent of other items of the same type. Items without a maximum limit (aka 0), they will continue working as they normally did in RPG Maker MV.
2. New Scene_Item
The item scene has been revamped to look a little bit different. With the new layout, the item list is no longer two columns, but one. Added are a few more windows, such as the item status window (which displays basic item information), an item information window (which shows information applied to the item via upgrades, etc.), and an item action window, which appears when you select an item and it will ask you if you wish to Use the item or any action added via plugins (such as upgrading the item). If you wish to not use this revamp, you can disable it from the parameters.
3. Random Variance
Newly acquired items that aren’t from shop can be given randomized stats to a small degree for items that are independent. Items can be above the stock value or below the stock value by the variance value. If you wish for an item to not have a variance value, you can use a notetag to set the variance value to 0. If you wish for all of your items to not have a variance value, you can set the parameter to 0.
Note: During battle test, independent items are disabled.
注意:在战斗测试中,个人物品菜单是关闭的。
Notetags
If you are using independent items, items that aren’t gained through the shop can have a random variance applied to its stats.
如果你希望使用独立物品,并且有一个随机属性,你可以使用下面标签
Item, Weapon, Armor Notetag
<Random Variance: x>
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If this item is acquired through non-shop means, it will have random stats offset by x amount in either a positive or negative value.
设置随机属性x
<Not Independent item>
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Sets an item that is independent by default to become a nonindependent item, allowing it to stack and making it unable to be affected by independent item modifiers.
非独立物品
<Priority Name>
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This sets the item, weapon, or armor’s priority name to its database entry so that name schemes cannot affect the item.
设置物品的优先名,让数据库内的名字不会影响物品
Plugin Commands
If you wish to be able to add items to your player’s inventory without the random variance being applied to it, you can use the following plugin commands to adjust the settings for that.
如果你不希望为你的物品添加随机属性,你可以使用下面的命令改变设置
Plugin Command:
EnableVarianceStock
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Causes all items acquired from this point forward to have its variance give stock (nonrandom) values.
开启固定值
DisableVarianceStock
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Causes all items acquired from this point forward to have its variance give random values.
开启随机值
A small note is that if you enabled the variance stock values, if the player restarts the game by either going through the title screen or just turning off the program and starting it back up, the random variance will in effect again. This plugin command is meant to exist short term disable.
Eventing Changes
A few changes have been made to eventing in order to adjust for independent items. They are as follows:
我们改变了一些事件让其可以调整独立物品。它们是:
Event Page Conditions and Conditional Branches:
Checking to see if an item exists in the party’s inventory will differ if the item can be independent. Instead, the condition can be fulfilled if there is an item, even when upgraded, that has the selected item as the base item. This means your Long Sword (+1) will fulfill the condition of having the target Long Sword item in the event editor.
条件及分支:当检查你的仓库里是否存在物品时,独立物品的+1属性不会造成影响,可以认为物品存在
Actor Has X Equip:
Just like the previous condition, this condition will be fulfilled if the actor has a weapon whose base item matches the event editor’s target item. The Long Sword (+1) will fulfill the condition of needing the actor to have a Long Sword item equipped.
装备:当检查你的装备里是否存在物品时,独立装备的+1属性不会造成影响,可以认为物装备存在
Change Equipment:
If the target equipment is independent, the game will first check to see if the actor has an item equipped with the matching base item. If not, the game will then check to see if the party has a matching base item in the inventory first and use that. If not, then the game will create a new stock version of the item and equip that to the actor.
Item Name System
For independent items, they have a unique name handling system. Independent items consist of four parts:
对于独立物品,他们有一个特殊的名字索引系统。包括如下:
Prefix Base Name Suffix Boost Count
The prefix, base name, suffix, and boost count are adjusted by plugins. Depending on the effects applied, they can be altered or changed. Using the name system, an item with a prefix of ‘Fiery’, base name of ‘Sword’, suffix being ‘of Might’, and a boost count of 5 will end up looking like:
Fiery Sword of Might (+5)
These item would appear that way only if its various name parts have been altered some way or another. However, there is a fifth name convention, and that is the priority name. If an item has a priority name, it will completely overwrite the current name scheme with just the priority name itself. So even if the item’s name is ‘Fiery Sword of Might (+5)’, if the item’s priority name is ‘Legendary Blade’, then ‘Legendary Blade’ will take priority.
如果设置了其他名字,则不会显示带有前后缀增量的名字
Lunatic Mode – Custom Info Window Display
If you want to display unique and custom stuff into your info window on the side, you can use the following notetags:
如果你想自定义一些选项,可以使用如下:
Item, Weapon, Armor Notetags:
<Info Text Top>
text
text
</Info Text Top>
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Type in extra information you wish to type in for the item info window here, whether it is lore or other information. Text codes can be used. Information here is is displayed towards the top of the info window.
顶部显示文字
<Info Text Bottom>
text
text
</Info Text Bottom>
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Type in extra information you wish to type in for the item info window here, whether it is lore or other information. Text codes can be used. Information here is is displayed towards the bottom of the info window.
底部显示文字
<Info Eval>
var variableId = 1;
var value = 500;
$gameVariables.setValue(variableId, value);
</Info Eval>
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If you know JavaScript, you can use these notetags to run some code before displaying any new info. This way, if you plan on using text codes that display variable values, you can run a bit of code before displaying them to synch up what’s shown in the item info window.
http://static.hdslb.com/miniloader.swf?aid=3727626&page=16
YEP.10 – Equip Core
The Equip Core plugins makes quite a few changes for your projects. It affects the equip menu, equipment type handling, equipment rulings, and parameter control.
装备核心插件改变了游戏很多选项。将会影响装备菜单,装备类型索引,装备规则等等。
Introduction
This plugin alters various aspects regarding equipment handling. The changes are as listed:
插件改变包括如下:
Scene_Equip
Scene_Equip has been modified to look differently. This is primarily done to make the main menu scenes look uniform and keep everything familiar for players. Furthermore, the command window has been adjusted to be better fit for extension plugins in the future that may add commands to the command window and/or the scene.
装备界面:装备界面调整了一下,会略微不同。主要是制作了主菜单让人看起来统一并且对于玩家更加熟悉。更长远来说,命令菜单可以更好的适应未来的拓展插件,以便添加命令
Equipment Type Handling
Characters will no longer have one universal equipment slot setting. Now, different classes can use different setups by simply adding a few notetags to the class notebox. Furthermore, equipment types in the past with matching names would be treated as separate types. Now, equipment types with matching names will be treated as the same type.
装备类型:玩家不只有一个通用的设置。现在,不用的职业可以通过简单的标签来添加不同的设置。还有,之前名字一样的装备类型视为不同的类型,现在,名义一样的装备类型归为一类
Equipment Rulings
Now, certain equipment types can or cannot be removed. For example, this plugin can set it so that the Weapon slot must always have something equipped and that the player cannot manually leave it empty (the game, on the other hand, can achieve this through events). In addition to that, optimizing equipment can be restricted for certain equipment types, which are better off being decided manually (such as accessories).
装备规则:现在,装备类型可以被选择能不能移除。例如,这个插件设置了了武器必须装备,所以玩家武器栏不可以为空。除此之外,可选择装备被确定类型限制,最好关闭自动决定。
Parameter Control
Equipment parameters can now to be adjusted through notetags to have a large value or customized value (through code). This allows for equipment to no longer be static items, but instead, equipment can now be dynamic and may change over the course of the game.
参数控制:装备参数可以同标签设置,来自设置一个较大的值或者自定义值。这将允许装备不再是静态物品而是可以通过游戏改变的
Notetags
You can use the following notetags to change a class’s equipment setup.
你可以用下面的标签改变职业装备设置
Class Notetags:
<Equip Slot: x>
<Equip Slot: x, x, x>
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Example:
<Equip Slot: 1, 2, 3, 4, 5, 5, 5, 5>
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Changes this class’s equipment slots to x. Using repeating numbers makes it so that equipment type is duplicated and that the class can equip multiple equipment of that type. To find the Equipment Type ID, go to your database’s Types tab and look for the ID type.
例如:改变角色可以装备的类型ID
If you don’t like the above method for setting equipment slots, you can use the following notetags instead:
如果你不喜欢这个方法,你可以用下面方法替代
<Equip Slot>
string
string
string
string
</Equip Slot>
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Example:
<Equip Slot>
Weapon
Armor
Accessory
Accessory
</Equip Slot>
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Replace ‘string’ with the Equipment type’s name entry. This is case sensitive so if the string does not match a name entry perfectly, the slot will not be granted to the class. Multiple copies of a name entry would mean the class can equip multiple equipment of that type. Everything works the same as the previous notetag.
用特定的物品类型放入代码即可。
Weapon and Armor Notetags:
<stat: +x>
<stat: -x>
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Allows the piece of weapon or armor to gain or lose x amount of stat. Replace “stat” with “hp”, “mp”, “atk”, “def”, “mat”, “mdf”, “agi”, or “luk” to alter that specific stat. This allows the piece of equipment to go past the editor’s default limitation so long as the maximum value allows for it. Changes made here alter the base parameters.
允许武器装备或者或者失去某些值。你可以用血量、魔法值、攻击力、防御力、魔法攻击力、魔法防御力、速度或者幸运值来代替。这将允许装备可以突破默认编辑器的限制。
Lunatic Mode – Custom Parameters
<Custom Parameters>
code
code
code
code
</Code Parameters>
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Example:
<Custom Parameters>
atk = $gameVariables.value(1);
mat = atk / 2;
all = $gameParty.members().length;
</Custom Parameters>
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Allows for parameters to have custom rates adjusted by code. The following parameters are defined: ‘maxhp’, ‘maxmp’, ‘atk’, ‘def’, ‘mat’, ‘mdf’, ‘agi’, ‘luk’, and ‘all’. The ‘all’ parameter will affect all parameters. Changes made here do not alter the base parameters, but instead, are added onto the base parameters.
Introduction
This plugin replaces the Status menu with a whole new layout. Including the function to display more information regarding the actor. You can change the order commands appear in game with the Command Order parameter.
To add more commands, insert extension plugins under this plugin in the Plugin Manager. Then, it will appear automatically in the Command Order where you placed the ‘Custom’ string or elsewhere if you’ve placed the extension plugin’s keyword elsewhere.
为了添加更多的命令,在这个底下可以插入拓展插件。
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:
你可以添加和移除命令,通过命令顺序参数,这里有一个列表:
General
– Displays the current current stats and EXP for the actor.
显示角色原始状态和经验
Parameters
– Displays a parameter gauge of the actor relative to other stats.
显示和状态有关的参数槽,例如攻击力,防御力等
Elements
– Displays the listed elements and their elemental rates.
显示角色基本属性类型
States
– Displays the listed states and their status infliction rates.
显示状态列表和状态概率
Attributes
– Displays the listed attributes and their rates.
显示属性标志
Custom
– If you have any custom status window items to display, they will appear here.
自定义显示
Cancel
– Adds a cancel command for leaving the Status Menu.
取消菜单
Adding Icons to Elements and Attributes
You can use icons for elements and attributes by using text codes.
你可以使用文字代码来为基本介绍和属性使用图标
In the RPG Maker MV editor’s database, types tab, for the elements, name them as such:
在MV默认数据库里,在基本类型里,可以这么写
\i[64]Fire
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This will enable you to give the element an icon. You can also change the text color and such using any of the available text codes.
这将让你给基本部分一个图标。你可以改变文字颜色,或者使用可运行的文字代码
The same is applied for Attributes except you modify it within this plugin’s parameters. If you wish to display ‘HP Regen Rate’ with an icon, name it:
对于属性来说也是一样的,你也可以通过插件参数来设置。
\i[72]HP Regen Rate
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The icons will be drawn for the said attributes in addition to any other text code modifications used.
http://static.hdslb.com/miniloader.swf?aid=3727626&page=19
YEP.13 – Auto Passive States
Add passive states to your game! They can be innate to actors, classes, appear when a piece of equipment is worn, or after an actor learns a skill! Having a passive state increase gameplay depth by a lot!
Introduction
Passive states are states that are automatically active. You can think of them as an extension of traits but with more flexibility. They will always be there as long as the actor or enemy has auto passive state notetags.
NOTE: For those using Passive States with your skills, the passive states will only be applied from Learned Skills! They will not be applied from skills that are learned through traits. Why? Because without this restriction, a passive skill that applies a passive state that in turn provides a skill through its traits will cause an infinite loop in your game and cause it crash. So if you want your skills to provide a passive state, have your actors learn the skill instead of applying it through a trait.
注意:对于有被动状态的技能,只有学习的时候会被应用。通过特性获得的技能不会造成被动状态。为什么呢?因为如果没有这个限制,被动技能执行被动状态将会让你的游戏进入一个无限循环而造成崩溃。所以如果你希望你的技能提高被动状态,让你的角色去主动学习这个技能而不是通过特性获得。
Notetags
Actor, Class, Skills, Weapon, Armor, Enemy Notetags:
<Passive State: x>
<Passive State: x, x, x>
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This will allow the actor or enemy to have state x as a passive state. If placed inside a weapon or armor notebox, the user will have that passive state.
允许你的角色获得被动状态x。你可以放在角色、敌方、武器、装备等标签栏
<Passive State: x to y>
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This will add the states x through y (in a sequence) for the actor or enemy to have as a passive state. If placed inside a weapon or armor notebox, the user will have that passive state.
让你的角色获得状态x到y。你可以放在角色、敌方、武器、装备等标签栏
State Notetags:
<Passive Condition: HP Above x%>
<Passive Condition: HP Below x%>
<Passive Condition: MP Above x%>
<Passive Condition: MP Below x%>
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If the user’s HP or MP is above/below x% of the MaxHP or MaxMP, this condition will be met for the passive state to appear.
当血量或者魔法量低于或者高于最大值时,被动状态触发。
<Passive Condition: Stat Above x>
<Passive Condition: Stat Below x>
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Replace ‘stat’ with ‘HP’, ‘MP’, ‘TP’, ‘MAXHP’, ‘MAXMP’, ‘ATK’, ‘DEF’, ‘MAT’, ‘MDF’, ‘AGI’, ‘LUK’. If the above stat is above/below x, then the condition is met for the passive state to appear.
当其他状态低于或者高于x时,被动状态触发
<Passive Condition: Switch x ON>
<Passive Condition: Switch x OFF>
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If switch x is either ON/OFF, then the condition is met for the passive state to appear.
当开关是开启或者关闭时,被动状态触发
<Passive Condition: Variable x Above y>
<Passive Condition: Variable x Below y>
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Replace x with the variable you wish to check to see if it’s above/below y, then the condition is met for the passive state to appear.
当变量x高于或者低于y时,被动状态触发
Lunatic Mode – Conditional Passives
For those who understand a bit of JavaScript and would like for their passive states to appear under specific conditions, you can use this notetag to accomplish conditional factors.
对于掌握JS语言并且想把被动状态用于特殊情况时,你可以使用下面的标签来完成。
State Notetags:
<Custom Passive Condition>
if (user.hp / user.mhp <= 0.25) {
condition = true;
} else {
condition = false;
}
</Custom Passive Condition>
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This enables you to input conditions to be met in order for the passive state to appear. If the ‘condition’ variable returns true, the passive state will appear. If the ‘condition’ returns false, it won’t appear. If condition is not defined, it will return true and the passive state will appear on the battler.
Note: All non-custom passive conditions must be met before this one can be fulfilled and allow the custom condition to appear.
注意:所有非自定义情况会在这个完成之前运行,并且允许自定义情况出现
Happy RPG Making!作者: 沧笙 时间: 2016-2-12 10:55
Yanfly Engine Plugins - Gamepad Config
Adds a "Gamepad Config" option to the Options Menu if a gamepad is detected.Players can then adjust the button configuration to their liking and it will be loaded automatically each time they play the game. Keep in mind that if at any point where a Gamepad is not detected inside of the Option or Gamepad Config menu, the game will automatically eject the player out the prevent the player from being locked inside.
添加一个“游戏手柄设置”的选项在你的选项菜单里。玩家可以调整他们想要的键位设置,并且每次都会自动载入。考虑到键位冲突,游戏会自动弹出玩家防止玩家锁在里面。作者: 沧笙 时间: 2016-2-12 11:04
Yanfly Engine Plugins - ItemBook
Originally provided by Ojima with the RPG Maker MV package, this one contains an update that makes it compatible with YEP Item Core.
原作者是Ojima,这个包含了一个更新,可以让插件适配YEP Item Core插件。作者: 沧笙 时间: 2016-2-12 11:11
Yanfly Engine Plugins - Template
This plugin allows players to change their keyboard configuration from the in-game Options menu provided that they're using a computer to play the game and not from a mobile device. The "Keyboard Config" option will send the player to a different screen where they can assign actions to each of the allowed keys on the keyboard.
Certain measures are made to prevent the player from locking himself or herself in the configuration screen. These measures are that the Enter keys and arrow keys cannot be changed. Almost every other key is capable of being changed to something of the player's liking.
我们有一个明确的方法来防止玩家锁死在游戏设置场景。这些方法回让确认键及特殊按键不能被干部。除此之外几乎所有的按键都可以被更改为玩家想要的。作者: 沧笙 时间: 2016-2-12 11:13
Yanfly Engine Plugins - Screen Resolution
Adjust the parameters to change the size of how you want your game's screen resolution to appear.
可以用参数改变你游戏窗口显示的大小作者: 沧笙 时间: 2016-2-12 11:23
Yanfly Engine Plugins - Element Absorb
Introduction
This plugin reenables the ability for actors,classes, enemies, weapons,armors, and states to gain elemental absorbing as a gameplay mechanic.
这个插件可以让玩家、职业、敌人、武器、装备、状态等获得一个基本属性消减的能力
Note: This plugin will be updated more extensively later.
注意:这个插件将会被更新的更加易拓展
Notetags
Actor, Class, Enemy, Weapon, Armor, and State Notetags:
<Element Absorb: x>
<Element Absorb: x, x, x>
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Causes element x to be absorbed and heals the battler.
让基本属性x逐渐消减
<Element Absorb: x to y>
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Causes elements x through y to be absorbed and heal the battler.
让基本属性x到y逐渐消减作者: 沧笙 时间: 2016-2-12 11:30
Yanfly Engine Plugins - Element Reflect
Introduction
Lets battlers reflect specific types of elemental skills back at the opponent rather than all magic types.
让战斗者可以反伤特殊类型的技能。
Note: This plugin will be updated more extensively later.
注意:这个插件会被更新的更易拓展
Notetags
Actor, Class, Enemy, Weapon, Armor, and State Notetags
<Element Reflect x: +y%>
<Element Reflect x: -y%>
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Increases or decreases the rate to reflect element x by y%.
http://static.hdslb.com/miniloader.swf?aid=3727626&page=69
YEP.63 – Weapon Animation
Introduction
Ever wanted to give your swords different images despite being the same sword type? Or how about your axes? Or any weapon? Now you can! On top of that, you can even use custom images to accomplish this.
Note: If you are using the YEP_BattleEngineCore, YEP_X_AnimatedSVEnemies, or any of the Action Sequence Packs, place this plugin under those plugins in the plugin list within the Plugin Manager for the best compatibility.
Notetags
For those who would like to give their weapons a little bit of a change, you can make use of these notetags:
对于那些想对你的物品做出改变的人,你可以使用下面标签
Actor, Class, Enemy, Weapon, Armor, and State Notetags:
<Weapon Image: x>
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Replace x with a number above 0 and you’ll get an image from img/system’s weapon sheets. Each sheet contains 12 weapon images. If you wish to load a weapon from the first sheet, it’ll be within 1-12. If you wish to load a weapon from the second sheet, it’ll be within 13-24, and so on. The weapon sheets increase in increments of 12, which means that if you wish to load a weapon from weapon sheet 50, x will be between 589 to 600.
If you have created a custom folder to place unique weapon sheets, you can use this notetag to acquire them. The filename is case sensitive. Do not include the file extension. If your weapon sheet is called DaggerBlue.png, then the notetag you’d use would be <Weapon Image: DaggerBlue> only.
This will dictate the motion the battler will use when attacking if you’re using a custom weapon animation. If nothing is placed here, the motion will default to the ‘Default Motion’ value in the plugin parameters. You can use any of the following motions:
For those who would like to use different hues with your weapon animation, use this notetag in the same notebox as the <Weapon Image: x> notetag to change the hue of the weapon animation to x.
对于想使用不同颜色的动画的人,可以用这个标签来改变色调
<Weapon Animation: x>
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If you would like to override the attack animation when using this weapon, you can use x to dictate which animation will be used for regular attacks.
如果想优先设置动画,你可以用x来设置动画
If you haven’t noticed yet, these notetags are made for actors, classes, enemies, weapons, armors, and also states. What this means is, the weapon animation changes will behave more like traits. Priorities will occur in the following order:
如果你没有设置标签,这些标签会自动执行。这就意味着,动画将会像特性一样。
States
Weapons
Armors
Classes
Actors
Enemies
This means that if a battler is affected by a state that would modify its weapon appearance, any other weapon animation changes that the user would have will be overwritten by the state’s weapon animation change until the state wears off.
这意味着,如果战斗者如果被一个改变武器的状态影响,动画将会改变直到状态消失
Instructions – Custom Weapon Images
The weapon sheet format will follow RPG Maker MV’s weapon sheet format in individual frame dimensions. However, unlike RPG Maker MV’s weapon sheet format. That said, these custom weapon images will need to be made a certain way in order to look properly with RPG Maker MV’s default battlers.
http://static.hdslb.com/miniloader.swf?aid=3727626&page=57
YEP.51 – Weapon Unleash
Introduction
This plugin allows your game to be able to replace the Attack and Guard commands or give them the option of having a skill randomly occur when using them in reference to Golden Sun’s Weapon Unleash system!
When replacing the Attack and Guard commands, the text can be changed out for the command names as well. These replacements aren’t limited to just equipment in origin, but also from actors, classes, enemies, equipment, and states, too!
当替代攻击和防御命令,可以改变命令的名字。这些替换不仅仅在装备,也可以是角色,职业,敌人,状态等等
Notetags
There’s a few notetags you can use to replace the default attack and provide any weapon unleash effects. Note: If you’re using notetags that write out the skill’s name and you have multiple skills in your database with the same name, priority will be given to the skill with the highest ID.
This will replace the attack skill used by the battler. If a battler would have multiple attack replacements, priority will be given in the following order in a first-come-first-serve aspect:
这个将会替代攻击技能。如果你的攻击命令有多个替代,会按照下面的顺序,先进先生效
States – Highest to Lowest Priority
Equipment – In order of equip list
Enemy Aspect
Class Aspect
Actor Aspect
状态 从高到低
装备 装备列表顺序
敌人
职业
角色
— Replace Guard —
<Replace Guard: x>
<Replace Guard: name>
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This will replace the guard skill used by the battler. If a battler would have multiple guard replacements, priority will be given in the following order in a first-come-first-serve aspect:
这个将会替代防御技能。如果你的防御命令有多个替代,会按照下面的顺序,先进先生效
States – Highest to Lowest Priority
Equipment – In order of equip list
Enemy Aspect
Class Aspect
Actor Aspect
状态 从高到低
装备 装备列表顺序
敌人
职业
角色
— Weapon Unleash —
<Weapon Unleash x%: y>
<Weapon Unleash x%: name>
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This causes the Attack skill to have a x% chance to randomly use skill y (or named). This will apply only to the Attack Command. Insert multiple copies of this notetag to give more weapon unleashes. If a battler would have multiple weapon unleashes, the randomization check will occur in the following order:
States – Highest to Lowest Priority
Equipment – In order of equip list
Enemy Aspect
Class Aspect
Actor Aspect
状态 从高到低
装备 装备列表顺序
敌人
职业
角色
If a weapon unleash check passes earlier in the list while there are still weapon unleashes later in the list, that weapon unleash will take priority and override all the following weapon unleashes.
如果武器发动效果在列表中较早通过,并且后续列表还有武器发动效果,那么后续发动效果会被优先重写。
— Guard Unleash —
<Guard Unleash x%: y>
<Guard Unleash x%: name>
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This causes the Guard skill to have a x% chance to randomly use skill y (or named). This will apply only to the Guard Command. Insert multiple copies of this notetag to give more guard unleashes. If a battler would have multiple guard unleashes, the randomization check will occur in the following order:
States – Highest to Lowest Priority
Equipment – In order of equip list
Enemy Aspect
Class Aspect
Actor Aspect
状态 从高到低
装备 装备列表顺序
敌人
职业
角色
If a guard unleash check passes earlier in the list while there are still guard unleashes later in the list, that guard unleash will take priority and override all the following guard unleashes.
如果防御发动效果在列表中较早通过,并且后续列表还有防御发动效果,那么后续发动效果会被优先重写。
— Unleash Rate Modifiers —
<Weapon Unleash: +x%>
<Weapon Unleash: -x%>
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This alters the weapon unleash rate for all weapon unleashes by +x%/-x%.
对于所有武器发动效果概率增加或者减少x%
<Weapon Unleash x: +y%>
<Weapon Unleash x: -y%>
<Weapon Unleash name: +y%>
<Weapon Unleash name: -y%>
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This alters the weapon unleash rate for skill x (or name) by +y%/-y%. If you are using the named notetag and you have multiple skills in your database that use multiple names, priority will be given to the skill with the highest ID.
This alters the weapon unleash rate for all weapon unleashes by +x%/-x%.
对于所有防御发动效果概率增加或者减少x%
<Guard Unleash x: +y%>
<Guard Unleash x: -y%>
<Guard Unleash name: +y%>
<Guard Unleash name: -y%>
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This alters the guard unleash rate for skill x (or name) by +y%/-y%. If you are using the named notetag and you have multiple skills in your database that use multiple names, priority will be given to the skill with the highest ID.
If you are using Replace Attack or Replace Guard, you can change the way the command name appears in the actor command window to x. If you are using the <Command Text: x> notetag, this will apply to both Attack and Guard names.
http://static.hdslb.com/miniloader.swf?aid=3727626&page=18
YEP.12 – Item Upgrade Slots
This plugin requires the Item Core plugin as this plugin is an extension plugin for it. This plugin enables your players to be able to uprade their weapons and armors through a dedicated slot system.
这个插件需要物品核心插件,这个插件可以让你能够改进物品和装备。
Introduction
This plugin requires YEP_ItemCore.
Make sure this plugin is located under YEP_ItemCore in the plugin list.
插件需要YEP_ItemCore,确保插件位于其下面
This plugin adds Item Upgraders, where you can select the base item and then apply the appropriate Item Upgraders onto it to boost its parameters.
这个插件添加了物品提升系统,你可以选择基础物品,然后提升等级
Notetags
The following notetags can be used to modify item upgrades.
下面的标签可以用来调整提升等级
Weapon, and Armor Notetags
<Upgrade Slots: x>
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This sets the number of times an item can be upgraded instead of the default amount defined in the database.
设置物品提升的数量
<Slot Variance: x>
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This makes it so that there is a random variance for the number of slots provided through the item. If this notetag isn’t used, it will go by the setting in the parameters.
提供不同的提升数值,如果没有使用这个标签,则采用插件参数的值
<Upgrade Sound: filename>
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Changes the upgrade sound played to ‘filename’. If this notetag isn’t used, the ‘Default Sound’ parameter sound will be used instead.
改变提升物品时播放的声音。如果没有使用这个标签,则会采用默认声音
<Upgrade Effect>
effect
effect
</Upgrade Effect>
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These are the effects applied (in the order they’re listed). Refer to the ‘Upgrade Effects List’ in the next section to have those effects applied to the upgraded item.
物品提升的影响。这里有一个提升列表,可以应用
<Upgrade Item Type: All>
<Upgrade Item Type: Regular>
<Upgrade Item Type: Key>
<Upgrade Item Type: Hidden A>
<Upgrade Item Type: Hidden B>
<Upgrade Item Type: Always>
<Upgrade Item Type: Battle>
<Upgrade Item Type: Menu>
<Upgrade Item Type: Never>
<Upgrade Item Type: string>
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This makes it so this item can be used to upgrade the item that matches either the item type or the item occassion. If none of those work for you, you can use the following notetag and place an instance for ‘string’ inside of the item upgrade types.
这个是你可以提升物品的类型。如果这里面没有你需要的类型,你可以用下面的标签命令来设置。
<Type: string>
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Puts this type into the notebox for items (not weapons nor armors) and it will add ‘string’ as its type. You can insert multiple copies of this notetag to enable the item to have more types. Any types in here that match the types for the previous notetag will enable the item to be upgradeable by that upgrade item type.
可以把你想要的物品类型放入物品标签栏。你可以批量插入标签来获得多个类型。
<Upgrade Weapon Type: x>
<Upgrade Weapon Type: x, x, x>
<Upgrade Weapon Type: x through x>
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This makes it so that only weapon types x can use this item for upgrade. If you use weapon type 0, all weapons can be upgraded using this item.
这可以让武器类型中的第x个可以提升。如果是0,则全部都可以。
<Upgrade Armor Type: x>
<Upgrade Armor Type: x, x, x>
<Upgrade Armor Type: x through x>
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This makes it so that only armor types x can use this item for upgrade. If you use armor type 0, all armor can be upgraded using this item.
这可以让装备类型中的第x个可以提升。如果是0,则全部都可以。
Upgrade Effects List
The following is a list of effects you can use for the <Upgrade Effects> notetag to have it apply the desired effects to the upgraded item.
下面这个影响列表你可以用来应用提升效果
Effect Text Upgrade Effect:
Base Name: x
Changes item’s base name to x. *Note2
基础名字改为x
Boost Count: +x
Increases Boost Count by x. *Note2
增量+x
Boost Count: -x
Decreases Boost Count by x. *Note2
增量+x
Eval: x
Runs x as a piece of code. *Note2
执行代码x
Name: x
Changes item’s name to x. *Note2
物品名字改为x
Icon: x
Changes item’s icon to x. *Note2
图标改为x
Prefix: x
Changes item’s prefix to x. *Note2
前缀改为x
Priority Name: x
Sets priority name to x. *Note2
优先名字改为x
Random Stat: x
Increases or decreases ‘Stat’ by 0 to x. *Note1
增加或者减少状态0到x
Random Stat: +x
Increases ‘Stat’ by 0 to x. *Note1
增加状态0到x
Random Stat: -x
Decreases ‘Stat’ by 0 to x. *Note1
减少状态0到x
Reset Base Name
Resets the base name to default.
重置基础名字
Reset Boost Count
Resets the Boost Count to 0.
重置增量
Reset Icon
Resets the icon back to the default icon.
重置图标
Reset Prefix
Resets name prefix to default.
重置前缀
Reset Stat
Resets ‘Stat’ back to base stat values. *Note1
重置状态
Reset Suffix
Resets name suffix to default.
重置后缀
Reset Full
Resets every single aspect about item. *Note3
重置所以方面
Slots: x
Changes the slot consumption cost to x. *Note1
改变提升消耗
Stat: +x
Increases ‘Stat’ by x. *Note1
增加状态x
Stat: -x
Decreases ‘Stat’ by x. *Note1
减少状态x
Suffix: x
Changes item’s suffix to x. *Note2
改变后缀为x
Note1: ‘Stat’ is to be replaced by ‘MaxHP’, ‘MaxMP’, ‘ATK’, ‘DEF’, ‘MAT’, ‘MDF’, ‘AGI’, ‘LUK’, ‘SLOTS’, ‘ALL’ or ‘CURRENT’. ‘ALL’ affects all stats. ‘CURRENT’ affects only non-zero stats. This effect will also increase the boost count (+x) by 1 and update the item’s name.
注意1:状态可以被最大血量,魔法量,攻击,防御等等替代。并且会改变增量和物品名字
Note2: This does not alter boost count nor update the item’s name unless it is altered by the effect.
注意2:这不会改变增量或者物品名字
Note3: Because this effect resets absolutely everything about an item, it will send the player away from the upgrade menu to reset the standings of the item.
注意3:因为重置,会将角色从升级菜单跳出
Plugin Commands
The following are some Plugin Commands you can use for your game regarding the upgrade option in the item menu:
下面的插件命令你可以使用
Plugin Command:
ShowItemUpgrade
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Shows the upgrade option in the item menu.
显示升级选项
HideItemUpgrade
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Hides the upgrade option in the item menu.
隐藏升级选项
DisableItemUpgrade
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Disables the upgrade option in the item menu.
关闭升级选项
EnableItemUpgrade
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Enables the upgrade option in the item menu.
开启升级选项
You can use those Plugin Commands at any time to adjust the upgrade option.
你可以在任何时候使用插件命令来调整升级选项
Happy RPG Making!作者: 单满对极 时间: 2016-2-18 09:59
沧笙 发表于 2016-2-12 10:37
YEP.13 – Auto Passive States
Add passive states to your game! They can be innate to actors, classes ...
http://static.hdslb.com/miniloader.swf?aid=3727626&page=64
YEP.58 – Item Synthesis
Introduction
Item synthesis is now a pretty common aspect of most RPG’s where the player can craft their own items after acquiring recipes. This plugin enables your players to be able to do that after acquiring the said recipes. Recipes can come in the form of items, weapons, and/or armors and transcribed in them are what items, weapons, and/or armors they can make. These items can be made from the main menu and/or synthesis locations!
Notetags
To allow the player the ability to craft a certain item, that item must be included in a recipe notetag in an item that the player possesses.
为了让玩家打造出某个物品,这些物品必须拥有制作书的标签
Item, Weapon, and Armor Notetags:
<Item Recipe: x>
<Item Recipe: x, x, x>
<Item Recipe: x to y>
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This will change this item into a recipe for x item(s). As long as this item is in possession by the party as a whole, item(s) x can be synthesized by the player provided that the player has the proper quantity of ingredients.
Note: Entries without names will not be included. Entries without both a synthesis cost and without an ingredient list will not be included.
可以把这些物品放入制作书,只要队伍拥有这个物品,他就可以被玩家和其他原料一起合成
<Weapon Recipe: x>
<Weapon Recipe: x, x, x>
<Weapon Recipe: x to y>
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This will change this item into a recipe for x weapon(s). As long as this item is in possession by the party as a whole, weapon(s) x can be synthesized by the player provided that the player has the proper quantity of ingredients.
可以把这些武器放入制作书,只要队伍拥有这个武器,他就可以被玩家和其他原料一起合成
Note: Entries without names will not be included. Entries without both a synthesis cost and without an ingredient list will not be included.
注意:没有名字的条目,以及没有合成消耗和合成原料列表的条目都不会参与合成
<Armor Recipe: x>
<Armor Recipe: x, x, x>
<Armor Recipe: x to y>
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This will change this item into a recipe for x armor(s). As long as this item is in possession by the party as a whole, armor(s) x can be synthesized by the player provided that the player has the proper quantity of ingredients.
可以把这些装备放入制作书,只要队伍拥有这个装备,他就可以被玩家和其他原料一起合成
Note: Entries without names will not be included. Entries without both a synthesis cost and without an ingredient list will not be included.
注意:没有名字的条目,以及没有合成消耗和合成原料列表的条目都不会参与合成
<Synthesis Ingredients>
item id
item id: x
weapon id
weapon id: x
armor id
armor id: x
gold: x
named item
named item: x
</Synthesis Ingredients>
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Using the above tag in an item will set those items as the ingredients required for the player to synthesize. Replace “id” with the proper item, weapon, or armor ID’s. If no “:x” is used, the database will register that as only needing 1 of that item as an ingredient. If “gold: x” is used, that will be the cost required to synthesize the item.
If you are using named entries, priority will be given to the highest ID in the order of items, weapons, then armors.
如果你使用名字,则会优先使用ID最高的
Note: If you are using Item Core, Independent Items cannot become an ingredient for a recipe and will therefore be automatically omitted.
注意:如果你使用了物品核心插件。独立物品不能成为合成原料,将会自动被漏掉
<Mask Name: x>
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If you are masking unknown items’ names, you can change the text shown for the unknown item with x. This will cause the game to use the mask name instead of the usual ??? (if that’s what you’re using) to mask the item. This can give a player a general idea of what they may be synthesizing such as “Strange Liquid” or “Weird Crystal”.
http://static.hdslb.com/miniloader.swf?aid=3727626&page=44
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.
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.
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
Buy
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– This is the buy item command.
购买命令
Sell
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– This is the sell item command.
卖出命令
Equip
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– This is the equip command to directly access an actor’s equipment.
装备命令
Custom
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– If you have any custom shop menu items, they will be displayed here.
自定义命令
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:
<Price: x>
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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
<Sell Price: x>
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This sets the selling price of the item to x.
设置卖出价格
<Cannot Sell>
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This makes it so that the item cannot be sold.
物品不可以出售
<Can Sell>
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This makes it so that the item can be sold even if it is at 0 gold.
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
\i[x]Variable Name
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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
\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:
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
<Proxy Buy: x>
<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.
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.
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:
<Variable x Buy Price: y>
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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
<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
<Item x Buy Price: y>
<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.
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.
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.
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.
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.
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.
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.
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.
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:
<Unlimited Use>
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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.
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
<Recover All Uses>
<Not Recover All Uses>
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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
<Victory Uses Recover: x>
<Escape uses Recover: x>
<Lose Uses Recover: x>
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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
<After Battle Uses Recover: x>
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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:
<Global Limited Uses: +x>
<Global Limited Uses: -x>
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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
<SType x Limited Uses: +y>
<SType x Limited Uses: -y>
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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
<Skill x Limited Uses: +y>
<Skill x Limited Uses: -y>
<Skill name Limited Uses: +y>
<Skill name Limited Uses: -y>
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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:
<Global Use Max: +x>
<Global Use Max: -x>
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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
<SType x Use Max: +y>
<SType x Use Max: -y>
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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
<Skill x Use Max: +y>
<Skill x Use Max: -y>
<Skill name Use Max: +y>
<Skill name Use Max: -y>
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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.
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.
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:
<Durability: x>
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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。
<Durability Variance: x>
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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
<Durability Maximum: x>
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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。
<Bypass Durability>
<Unbreakable>
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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
<Break Sound Name: filename>
<Break Sound Volume: x>
<Break Sound Pitch: x>
<Break Sound Pan: +x>
<Break Sound Pan: -x>
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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:
<Repair Durability: x>
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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
<Repair Weapon: x>
<Repair Armor: x>
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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
<Repair WType x: y>
<Repair AType x: y>
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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
<Repair Sound Name: filename>
<Repair Sound Volume: x>
<Repair Sound Pitch: x>
<Repair Sound Pan: +x>
<Repair Sound Pan: -x>
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This changes the sound effect played when using this item to repair the durability of another item.
修复播放声音
<Unbreakable Durability>
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Removes the equipment’s durability and makes it unbreakable.
移走耐久度并且让装备不再破损
<Unbreakable Weapon>
<Unbreakable Armor>
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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
<Unbreakable WType x>
<Unbreakable AType x>
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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:
<User Weapon Durability: +x>
<User Weapon Durability: -x>
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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
<User All Weapon Durability: +x>
<User All Weapon Durability: -x>
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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
<User Random Weapon Durability: +x>
<User Random Weapon Durability: -x>
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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
<User Armor Durability: +x>
<User Armor Durability: -x>
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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
<User All Armor Durability: +x>
<User All Armor Durability: -x>
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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
<User Random Armor Durability: +x>
<User Random Armor Durability: -x>
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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
<Target Weapon Durability: +x>
<Target Weapon Durability: -x>
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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
<Target All Weapon Durability: +x>
<Target All Weapon Durability: -x>
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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
<Target Random Weapon Durability: +x>
<Target Random Weapon Durability: -x>
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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
<Target Armor Durability: +x>
<Target Armor Durability: -x>
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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
<Target All Armor Durability: +x>
<Target All Armor Durability: -x>
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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
<Target Random Armor Durability: +x>
<Target Random Armor Durability: -x>
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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
ShowRepairDurability
HideRepairDurability
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– This will show/hide the Repair command in the Item Action Window.
显示和隐藏修复耐久度菜单
EnableRepairDurability
DisableRepairDurability
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– This will enable/disable the Repair command in the Item Action Window.
http://static.hdslb.com/miniloader.swf?aid=3727626&page=15
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.
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.
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.
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.
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.
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:
<Cooldown: x>
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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
<After Battle Cooldown: +x>
<After Battle Cooldown: -x>
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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
<Cooldown Steps: x>
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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
<Skill x Cooldown: y>
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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
<SType x Cooldown: y>
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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
<Global Cooldown: x>
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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
<Bypass Cooldown>
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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:
<Skill x Cooldown: +y>
<Skill x Cooldown: -y>
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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
<SType x Cooldown: +y>
<SType x Cooldown: -y>
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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
<Global Cooldown: +x>
<Global Cooldown: -x>
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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:
<Skill x Cooldown Duration: y%>
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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%。
<SType x Cooldown Duration: y%>
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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%。
<Global Cooldown Duration: x%>
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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%。
<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%。
<SType x Cooldown Rate: y%>
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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%。
<Global Cooldown Rate: x%>
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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%。
<Skill x Cooldown: +y>
<Skill x Cooldown: -y>
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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.
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.
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.
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.
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.
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.
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.
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:
<Item x Cost: y>
<Weapon x Cost: y>
<Armor x Cost: y>
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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.
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.
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
<Swap Gauge x: Item Potion>
<Swap Gauge x: Item Sword>
<Swap Gauge x: Item Feather Cap>
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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.
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。
<Item Cost: +x Potion>
<Item Cost: -x Sword>
<Item Cost: +x Feather Cap>
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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.
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。
<Item Cost: x% Potion>
<Item Cost: x% Sword>
<Item Cost: x% Feather Cap>
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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.
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.
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.
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
<Item Gauge Text: x>
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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
<Item Gauge Text Color: x>
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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.
http://static.hdslb.com/miniloader.swf?aid=3727626&page=28
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!
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.
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:
<Instant>
<Instant Cast>
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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.
Actor, Class, Enemy, Weapon, Armor, and State Notetags:
<Instant Skill: x>
<Instant Skill: x, x, x>
<Instant Skill: x to y>
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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
<Instant Item: x>
<Instant Item: x, x, x>
<Instant Item: x to y>
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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
<Cancel Instant Skill: x>
<Cancel Instant Skill: x, x, x>
<Cancel Instant Skill: x to y>
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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
<Cancel Instant Item: x>
<Cancel Instant Item: x, x, x>
<Cancel Instant item: x to y>
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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.
http://static.hdslb.com/miniloader.swf?aid=3727626&page=47
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.
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.
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.
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:
<Column x Variables: y>
<Column x Variables: y, y, y>
<Column x Variables: y to z>
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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
\i[42]Variable Name
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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:
Hello <<You can’t see me>>World!
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will show up as ‘Hello World!’ because of the << and >> markers.
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.
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.
This plugin adds a new ‘Profile’ command to the Status Menu where the player can read up on the actor’s biography. Pictures can be added in. Text can be updated mid-game, too!
Notetags
The following notetags are used for actors specifically to alter the profile page properties for the Status Menu.
下面这个标签可以更加具体改变角色的个人信息概述
Actor Notetags:
<Profile Text>
text
text
</Profile Text>
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Changes the profile text from the default profile text to the text used in between the two notetags. You can use text codes for the text here. Word wrap is not supported.
改变默认的个人信息概述。你可以使用文本代码。不支持文字的自动换行。
<Profile Image: filename>
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If you wish to associate a profile image for the actor, replace ‘filename’ with the filename of a picture located in your img/pictures folder. Do not include the file extension. If your image is Aldo.png, just use ‘Aldo’ and do not include the ‘.png’ extension.
If you wish to use a different alignment from the one in the plugin’s parameter settings, you can use these notetags. If you use a nonexistant word, then the right alignment will be decided by default.
如果你想设置不同的位置,可以使用这个标签。如果你没用,则会默认右侧
Plugin Commands
The following plugin commands can be used to alter an actor’s profile page.
下面的插件命令可以用来改变角色概况页
Plugin Commands:
ClearProfileText actorId
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This will clear out all of actorId’s profile text.
清除角色概况文本
AddProfileText actorId text
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This will add to actorId’s profile text the line of text.
增加角色概况文本
ProfileTextLine lineIndex actorId text
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This will change the specific lineIndex of the profile text for actorId to display a specific text. For example, if you wish to the 50th line of the profile text for actor 3 to ‘Hello World’, you’ll write this out as the plugin command: ProfileTextLine 49 3 Hello World
你可以改变角色文本概述特定行的文本。例如如果你希望角色ID3的人物概述第50行为‘Hello World’,你可以这么写:ProfileTextLine 49 3 Hello World
ProfileImage actorId filename
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This will change the profile image for actorId to filename without the file extension. For example, if you wish to change actor 3’s profile image to Aldo.png, you’ll write out this as the plugin command: ProfileImage 3 Aldo
This will change the profile image alignment for actorId. Replace ‘align’ with ‘left’, ‘center’, or ‘right’ without the quotes. If a nonexistant word is used for the alignment, then the right alignment will be used. If you wish to make the image aligned to the left for actor 3, you’ll use: ProfileImageAlign 3 Left
这可以改变概述图片位置。可以用‘left’, ‘center’, 或者‘right’ 替代‘align’。如果没有没写,默认是右侧。如果你想要让角色ID3图片在左侧,你可以用ProfileImageAlign 3 Left
http://static.hdslb.com/miniloader.swf?aid=3727626&page=70
YEP.64 – Enemy Levels
Introduction
This plugin allows enemies to function off of a leveling system. An enemy’s level will be increased relative to the player under specific rulings and will increase its stats based on its level.
这个插件允许敌方可以等级系统。通过特殊的规则,敌方等级可以提升,并且基于等级提升状态
Default Level Types
When an enemy is made in battle, it will create its initial level off of a set of rules. These are the various rules you can change the ‘Default Type’ plugin parameter to reflect.
当敌方在战斗中时,将会创造初始等级。这里有很多规则你可以用来改变默认类型
Type:
– Type 0 – Lowest level of all actors that have joined the player party.
– Type 1 – Lowest level of all actors that are in the battling party.
– Type 2 – Average level of all actors that have joined the player party.
– Type 3 – Average level of all actors that are in the battling party.
– Type 4 – Highest level of all actors that have joined the player party.
– Type 5 – Highest level of all actors that are in the battling party.
After the level type has been determined for the enemy, random level fluctuations are then added.
在等级类型决定之后,会添加等级波动
Notetags
You can use these notetags to adjust how enemy levels are handled individually per enemy.
你可以使用下面的标签来调整敌方等级
Enemy Notetags:
<Show Level>
<Hide Level>
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This will cause the enemy to show or hide its level upon target selection.
显示或者隐藏敌方等级
<Minimum Level: x>
<Maximum Level: x>
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This sets the enemy’s minimum and maximum levels respectively to x. This will cause the enemy, upon the start of battle, to adjust levels within this particular range. Any skills that alter enemy levels are able to bypass these limits unless if it were to bypass the maximum cap.
This sets the enemy’s starting level to exactly x. This will cause the enemy, upon the start of battle, to adjust levels within this particular range. Any skills that alter enemy levels are able to bypass these limits unless if it were to bypass the maximum cap.
This sets the enemy’s starting level type to x from 0 to 5. Refer to the ‘Default Level Types’ party of the Help File.
设置敌方初始等级类型x。
<Positive Level Fluctuation: x>
<Negative Level Fluctuation: x>
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This sets the positive/negative level fluctuation for the enemy. Any level fluctuation is calculated at the start of battle, but after the starting level type has been determined.
设置等级的正波动和负波动。等级波动在战斗开始并且等级类型选择之后计算好
<Level Fluctuation: x>
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This sets both the positive and negative level fluctuation for the enemy to x. Any level fluctuation is calculated at the start of battle, but after the starting level type has been determined.
设置等级波动x。等级波动在战斗开始并且等级类型选择之后计算好
<stat Rate: +x% per level>
<stat Rate: -x% per level>
<stat Rate: +x.y per level>
<stat Rate: -x.y per level>
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Replace ‘stat’ with ‘maxhp’, ‘maxmp’, ‘atk’, ‘def’, ‘mat’, ‘mdf’, ‘agi’, ‘luk’, ‘exp’, or ‘gold’. This will set this enemy to have an increase or decrease of x% rate per level. If you use the x.y formula, it will have a rate increase of +x.y or -x.y per level.
可以按比例改变多个状态。这将改变每次提升等级,改变状态。
<stat Flat: +x per level>
<stat Flat: -x per level>
<stat Flat: +x.y per level>
<stat Flat: -x.y per level>
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Replace ‘stat’ with ‘maxhp’, ‘maxmp’, ‘atk’, ‘def’, ‘mat’, ‘mdf’, ‘agi’, ‘luk’, ‘exp’, or ‘gold’. This will set this enemy to have an increase or decrease of flat x value per level. If you use the x.y formula, it will have a flat increase of +x.y or -x.y per level.
可以直接改变多个状态。这将改变每次提升等级,改变状态。
<Resist Level Change>
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This will cause the enemy to be immune to any form of level changing through skills and items. However, the enemy is not immune to any level changing through script calls.
这可以让地方不受任何改变等级的技能或者物品影响。但是敌方不能免疫脚本的修改
<Skill x Require Level: y>
<Skill name Require Level: y>
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If this enemy is to use skill x (or named skill), it must be at least level y to be able to use it. If the enemy is under level y, the skill will be sealed and cannot be used.
如果敌方想要使用技能x,他必须最低等级为y。如果低于等级y,技能则被封存不能使用
Skill and Item Notetags:
<Reset Enemy Level>
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This will reset the target enemy’s level back to what it was at the start of battle.
重置敌方等级
<Change Enemy Level: +x>
<Change Enemy Level: -x>
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If this action is used against an enemy, it will change the enemy’s level by +x or -x. If an action contains both a reset and level change, the reset will occur first before the level change.
如果行动目标是敌方,则会改变其等级。如果行动包含重置和等级改变,重置效果将会优先发动
Plugin Commands
If you wish to change enemy levels through plugin commands, you can use the following plugin commands to alter them. These plugin commands are only used inside battle.
如果你想要通过插件命令改变敌方等级。你可以用下面的命令改变。只可以在战斗中使用
Plugin Command:
EnemyLevelChange 2 to 50
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– This will reset the enemy in position 2’s level to 50.
重置位置2的敌方等级为50
EnemyLevelChangeAll 50
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– This will change the levels of all enemies to 50.
重置所有敌方等级为50
EnemyGainLevel 3 by 20
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– This will cause the enemy in positon 3 to gain 20 levels.
增加位置3的敌方等级20
EnemyGainLevelAll 20
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– This will cause all enemies to gain 20 levels.
增加所有敌方等级20
EnemyLoseLevel 4 by 10
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– This will cause the enemy in positon 4 to lose 10 levels.
减少位置4的敌方等级10
EnemyLoseLevelAll 10
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– This will cause all enemies to lose 10 levels.
减少所有敌方等级10
EnemyLevelReset 5
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– This will reset the enemy in position 5’s level to the level it had at the start of battle.
重置位置5的敌方等级
EnemyLevelResetAll
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– This will reset all enemy levels to their original levels.
http://static.hdslb.com/miniloader.swf?aid=3727626&page=33
YEP.27 – Job Points
This plugin by itself will not change any major game functions, but instead, it works in combination with other plugins that make use of this plugin’s functions should you decide to incorporate Job Points into your game.
这个插件不会改变游戏的主要功能,但是相反,你可以结合其他插件来结合职业点放入游戏
Add Ons
Fox’s JP Levels – This plugin adds levels to the Yanfly’s JobPoint System, like Final Fantasy Tactics had. It allows for restrictions on what skills your allowed to buy with the SkillLearnSystem based on the current classes’ Job Level. It allows for restrictions on what class your allowed to equip with the ClassChangeCore based on the current classes’ Job Level. The Job automatically gains levels just by gaining JobPoints.
这个插件为为职业点系统添加了等级,就像最终幻想那种。允许为利用技能学习系统购买的技能添加限制,为职业改变系统改变的职业添加限制。职业将通过获得职业点自动升级
MuteDay’s Job Point Extension – This plugin adds extended functionality to Job Points, by allowing trickle mechanics and how much subclasses gain while gaining JP for the primary class.
这个插件拓展了职业点功能,允许其缓慢增加并且可以设置主职业获得点数同时副职业的获得数
MuteDay’s Job Mastery – if you have learned all learnable skills for a job it gets marked as mastered and if you have Fox’s addon it will visibly show that on the menu.
如果你学习了某个职业所有的技能,你就成为大师,如果你使用了Fox插件,你可以让它显示在菜单上
Introduction
This plugin by itself will not change any major game functions, but instead, it works in combination with other plugins that make use of this plugin’s functions should you decide to incorporate Job Points into your game.
这个插件不会改变游戏的主要功能,但是相反,你可以结合其他插件来结合职业点放入游戏
When Job Points are earned, they are given to the actor’s current class. If the actor were to switch classes, then the Job Points will be changed to that class’s Job Points until reverted back.
当获得职业点时,他们赋予给玩家的职业。如果玩家切换职业,职业点将会变成这个职业的,除非他们被还原。
Victory Aftermath Compatibility
If you have the YEP_VictoryAftermath plugin installed and wish to make use of the JP windows, position this plugin lower than YEP_VictoryAftermath in the Plugin Manager.
After that, if you wish to define the timing of the JP window to appear at a certain point instead of the plugin doing it automatically, insert “JP” in the “Victory Order” parameter within Victory Aftermath where you want the JP window to appear.
Notetags
Here are some notetags related to Job Points.
这里有一些标签
Actor Notetags
<Starting JP: x>
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Sets the actor’s starting JP value to be x for the actor’s initial class.
设置职业初始职业点
<Class x Starting JP: y>
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Sets the actor’s starting JP value for class x to be y.
设置职业x的初始职业点y
<JP Rate: x%>
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This changes the rate of JP gained by x%. By default, all objects have a default rate of 100%. Increasing this to 200% will increase JP gained by twice as much while 50% will halve the amount of JP gained.
设置职业点增加率。默认是100%。如果设置200%则会获得2倍职业点,50%则获得一半。
Skill and Item Notetags
<JP Gain: x>
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This makes it so that the actor using this skill or item will gain x amount of JP instead of the default amount of JP found in the parameters.
使用技能或者物品可以获得x个职业点
<Target JP Gain: x>
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This makes it so that the target actor affected by this skill or item will gain x amount of JP.
目标角色可以获得x个职业点
Class, Weapon, Armor, and State Notetag
<JP Rate: x%>
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This changes the rate of JP gained by x%. By default, all objects have a default rate of 100%. Increasing this to 200% will increase JP gained by twice as much while 50% will halve the amount of JP gained.
设置职业点增加率。默认是100%。如果设置200%则会获得2倍职业点,50%则获得一半。
Enemy Notetag
<JP: x>
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When the enemy is defeated, the party members present will gain x JP each.
敌方被击败时,每个队伍成员获得x职业点
Plugin Commands
For those wondering how to manually give, remove, or set JP for an actor, you can use the following Plugin Commands.
如果你手动赋予,移除或者设置职业点给玩家,你可以用下面的插件命令
Plugin Commands:
gainJp actorId jp
gainJp actorId jp classId
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Replace ‘actorId’ with the ID of the actor you wish to change the JP of. Replace ‘jp’ with the amount of JP you wish to alter. If you are using ‘classId’, replace it with the ID of the actor’s class you wish to alter. This command will let the actor gain JP.
指定ID的角色甚至指定职业获得职业点
loseJp actorId jp
loseJp actorId jp classId
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Replace ‘actorId’ with the ID of the actor you wish to change the JP of. Replace ‘jp’ with the amount of JP you wish to alter. If you are using ‘classId’, replace it with the ID of the actor’s class you wish to alter. This command will cause the actor to lose JP.
指定ID的角色甚至指定职业失去职业点
setJp actorId jp
setJp actorId jp classId
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Replace ‘actorId’ with the ID of the actor you wish to change the JP of. Replace ‘jp’ with the amount of JP you wish to alter. If you are using ‘classId’, replace it with the ID of the actor’s class you wish to alter. This command will set the actor’s JP to a particular value.
http://static.hdslb.com/miniloader.swf?aid=3727626&page=35
YEP.29 – Party System
Introduction
This plugin replaces the “Formation” command found in the in-game menu with a new scene where the player can adjust the party he or she wants in a more comfortable way.
这个插件替代了编队命令,并用一个新的窗口代替,在这里你可以更加方便的调整队伍
If you are using YEP_BattleEngineCore.js and would like to enable party switching mid-battle, place this plugin under YEP_BattleEngineCore.js in the plugin’s list.
This plugin is plug and play. All you have to do is just turn it on and change the parameters to your liking.
这个插件是即插即用。你只需要打开它并且更改你想要的参数
Plugin Commands
Here are some plugin commands you can use!
这里是你需要的一些插件命令
Plugin Command:
OpenPartyMenu
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Opens up the Party Menu from the field.
打开队伍菜单
Actors can also be required, meaning the player must have that actor(s) in the party before the player is able to leave the party menu. Required actors can be moved around, unlike locked actors. Keep in mind if you do make some actors required, do not make the game require more actors than the possible maximum battle members or else the player will be stuck in the party menu.
Introduction
When using an overworld map, you actually have no control over any of the battlebacks used for the region you’re in. Although they sometimes make sense if you’re using the default RTP graphics, other parts of the terrain do not translate well if you’re using custom graphics with different names. As a result, this can result in certain images not loading and promptly crashing the game.
This plugin will allow you to alter the battlebacks used by default for the overworld in addition to bind specific battlebacks to specific tiles on the map through usage of regions.
Notetags
To bind specific battlebacks to certain region ID’s, you can use these following notetags:
要绑定背景地图给特殊的region区块,你可以使用下面的的注释命令:
Map Notetags:
<Region x Battleback1: filename>
<Region x Battleback2: filename>
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This will change the battleback1 or battleback2 for region x to use the battleback image with the matching filename. When writing out the filename, it is case sensitive. Do not insert the file extension.
Apply common events to specified regions! Simply by stepping on a tile marked by that region will trigger a specific common event!
给特殊区域绑定公共事件。走到贴上公共事件的区域就会触发特殊事件
WARNING: Keep in mind that if you apply this in areas with step encounters, it will not cause the encounter countdown value to go down. This is how RPG Maker MV handles it. The same way if you were to lay out your map with touch-events that trigger common events, the encounter countdown value would not go down either. To get around this, within the common event used, place a script call with $gamePlayer.updateEncounterCount().
Introduction and Instructions
There are 255 Regions you can mark on your map. You can set it so that when players step on those specific Regions, a Common Event will play each time they step on it. To do so, bind a Common Event’s ID to the Region number in this plugin’s parameters. It will make it so that any tile with that very specific Region ID to trigger an on-Player Touch event using the Common Event ID that you have marked for it.
地图上有255个区域可以标记。你可以通过插件绑定事件ID,来让玩家步行此区域触发。
Keep in mind that if any common event occurs during a touch input, it will clear the touch input as intended by the game engine.
注意如果任何事件通过触碰发动,这将会清除游戏触碰记录
Notetags
You can use this notetag inside of your maps.
以下注释命令用在地图配置界面。
Map Notetags:
<Region x Event: y>
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If the player steps onto a tile marked by Region x, it will run the common event y. This will override the default settings marked in the editor specifically for that map.
Introduction and Instructions
Not everybody wants NPC’s to travel all over the place. With this plugin, you can set NPC’s to be unable to move pass tiles marked by a specified Region ID. Simply draw out the area you want to enclose NPC’s in on and they’ll be unable to move past it unless they have Through on. Likewise, there are regions that you can prevent the player from moving onto, too!
Notetags
You can use this notetag inside of your maps.
以下注释命令用于地图属性界面
Map Notetags:
<Player Restrict Region: x>
<Player Restrict Region: x, x, x>
<Player Restrict Region: x to y>
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Restricts region x for the player on this particular map. Use multiple x to mark more regions. From x to y, you can mark a multitude of regions.
阻止玩家 通过ID为x的region图层,可以单独定义1个ID,也可以定义复数个,还可以定义区间。以下同理
<Event Restrict Region: x>
<Event Restrict Region: x, x, x>
<Event Restrict Region: x to y>
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Restricts region x for all events on this particular map. Use multiple x to mark more regions. From x to y, you can mark a multitude of regions.
阻止事件 通过ID为x的region图层
<All Restrict Region: x>
<All Restrict Region: x, x, x>
<All Restrict Region: x to y>
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Restricts region x for the player and all events on this particular map.Use multiple x to mark more regions. From x to y, you can mark a multitude of regions.
阻止事件和玩家 通过ID为x的region图层
<Player Allow Region: x>
<Player Allow Region: x, x, x>
<Player Allow Region: x to y>
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Allows region x for the player on this particular map. Use multiple x to mark more regions. From x to y, you can mark a multitude of regions.
强制允许玩家 通过ID为x的region图层
<Event Allow Region: x>
<Event Allow Region: x, x, x>
<Event Allow Region: x to y>
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Allows region x for all events on this particular map. Use multiple x to mark more regions. From x to y, you can mark a multitude of regions.
强制允许事件 通过ID为x的region图层
<All Allow Region: x>
<All Allow Region: x, x, x>
<All Allow Region: x to y>
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Allows region x for the player and all events on this particular map.Use multiple x to mark more regions. From x to y, you can mark a multitude of regions.
http://static.hdslb.com/miniloader.swf?aid=3727626&page=72
YEP.66 – Steal & Snatch
Introduction
Stealing is a commonly used mechanic found in many traditional RPG’s. This plugin enables you to replicate that mechanic and add more depth upon it.
偷窃技能是很多传统RPG都有的技能。这个插件可以让你能够开启这个能力并且更深度的开发了它
Enemies can have multiple items to steal in addition to their default drops. When an actor goes to steal from an enemy, the actor has a percent change for the steal attempt to be successful. If successful, the actor grabs a random item from the stealable items pool and the party gains the said item.
In addition to stealing, there is a new mechanic called ‘Snatch’. While stealing allows your actors to grab random items from the enemy, snatching lets your actors target the item they want to steal and focus only on that item alone.
Another feature for this plugin is that stealing a piece of equipment can now ‘debuff’ the enemy. If an actor steals a sword that gives 10 ATK, the enemy will lose 10 ATK. This feature can be turned off. Also new (and optional) is the ability to steal the enemy’s drop items. Enemies won’t always necessarily drop their items after being defeated, but stealing from them directly will allow your players to secure those items. Once an item is stolen, it will not drop again at the end of battle.
Notetags
Use the following notetags to set up your steal effects.
使用下面的标签来设置你的偷窃效果
Enemy Notetags:
<Steal Item x: y%>
<Steal Weapon x: y%>
<Steal Armor x: y%>
<Steal Gold x: y%>
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Gives the enemy the respect item to be stolen. x is the item’s ID while y% is the rate at which the item can be stolen from.
设置可以偷的物品及概率
<Steal Potion: y%>
<Steal Short Sword: y%>
<Steal Round Shield: y%>
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If you decide to use names instead of item ID’s, you can use the above notetag format. If you have multiple items with the same name, priority will be given to the item with the highest item ID in the order of items, weapons, and then armors.
使用名称来设置可以偷的物品及概率
<Steal Resist: +x%>
<Steal Resist: -x%>
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This is the enemy’s inherent resistance against stealing.
防偷能力增加或减少x%
Skill and Item Notetags:
<Steal>
<Steal: +x%>
<Steal: -x%>
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This enables the skill/item to have steal properties. Actions with steal properties will have a chance of stealing an item. This notetag applies to all item types. If you use the notetag versions with +x% or -x%, the steal rate is increased/decreased by x%.
This enables the skill/item to have steal properties. Actions with steal properties will have a chance of stealing an item. This notetag adds item types to the stealable item pool. If you use the notetag versions with +x% or -x%, the steal rate is increased/decreased for item types by x%.
开启偷窃物品特性,并设定概率
<Steal Weapon>
<Steal Weapon: +x%>
<Steal Weapon: -x%>
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This enables the skill/item to have steal properties. Actions with steal properties will have a chance of stealing an item. This notetag adds weapon types to the stealable item pool. If you use the notetag versions with +x% or -x%, the steal rate is increased/decreased weapon item types by x%.
开启偷窃武器特性,并设定概率
<Steal Armor>
<Steal Armor: +x%>
<Steal Armor: -x%>
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This enables the skill/item to have steal properties. Actions with steal properties will have a chance of stealing an item. This notetag adds armor types to the stealable item pool. If you use the notetag versions with +x% or -x%, the steal rate is increased/decreased for armor types by x%.
开启偷窃装备特性,并设定概率
<Steal Gold>
<Steal Gold: +x%>
<Steal Gold: -x%>
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This enables the skill/item to have steal properties. Actions with steal properties will have a chance of stealing an item. This notetag adds gold types to the stealable item pool. If you use the notetag versions with +x% or -x%, the steal rate is increased/decreased for gold by x%.
开启偷窃物金钱特性,并设定概率
<Snatch>
<Snatch: +x%>
<Snatch: -x%>
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This enables the skill/item to have snatch properties. Actions with snatch properties are able to select the exact item they wish to steal. This notetag applies to all item types. If you use the notetag versions with +x% or -x%, the snatch rate is increased/decreased by x%.
Note: Snatching only works on skills/items that target.
开启抢劫特性,并设定概率,只适用于技能或者物品目标
<Snatch Item>
<Snatch Item: +x%>
<Snatch Item: -x%>
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This enables the skill/item to have snatch properties. Actions with snatch properties are able to select the exact item they wish to steal. This notetag adds items to the pool. If you use the notetag versions with +x% or -x%, the snatch rate is Note: Snatching only works on skills/items that target.
开启抢劫物品特性,并设定概率,只适用于技能或者物品目标
<Snatch Weapon>
<Snatch Weapon: +x%>
<Snatch Weapon: -x%>
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This enables the skill/item to have snatch properties. Actions with snatch properties are able to select the exact item they wish to steal. This notetag adds weapons to the pool. If you use the notetag versions with +x% or -x%, the snatch rate is increased/decreased by x% for weapons.
Note: Snatching only works on skills/items that target.
开启抢劫武器特性,并设定概率,只适用于技能或者物品目标
<Snatch Armor>
<Snatch Armor: +x%>
<Snatch Armor: -x%>
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This enables the skill/item to have snatch properties. Actions with snatch properties are able to select the exact item they wish to steal. This notetag adds armors to the pool. If you use the notetag versions with +x% or -x%, the snatch rate is increased/decreased by x% for armors.
Note: Snatching only works on skills/items that target.
开启抢劫装备特性,并设定概率,只适用于技能或者物品目标
<Snatch Gold>
<Snatch Gold: +x%>
<Snatch Gold: -x%>
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This enables the skill/item to have snatch properties. Actions with snatch properties are able to select the exact item they wish to steal. This notetag adds gold targets to the pool. If you use the notetag versions with +x% or -x%, the snatch rate is increased/decreased by x% for gold.
Note: Snatching only works on skills/items that target.
开启抢劫金钱特性,并设定概率,只适用于技能或者物品目标
Item, Weapon, and Armor Notetags:
<Enable Automatic Debuff>
<Disable Automatic Debuff>
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This let’s you override the ‘Automatic Effect’ settings in the parameters for this individual item. Enabling it will cause any weapons and armors to debuff the enemy’s parameters relative to the piece of equipment stolen. Disabling it will make no such thing occur. Automatic Debuffing is only applied to weapons and armors.
开启和关闭自动减益
<Steal Sound Name: filename>
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If you wish to give an item a unique sound effect when stolen, use this notetag to accomplish that. Exclude file extensions from the ‘filename’.
偷窃声音设置
<Steal Sound Volume: x>
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To change the volume for this item’s sound effect when it is stolen, use this notetag and replace x with the volume level desired.
偷窃声音音量设置
<Steal Sound Pitch: x>
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To change the pitch for this item’s sound effect when it is stolen, use this notetag and replace x with the pitch desired.
偷窃声音音调设置
<Steal Sound Pan: x>
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To change the pan for this item’s sound effect when it is stolen, use this notetag and replace x with the pan desired.
偷窃声音音域设置
Actor, Class, Weapon, Armor, and State Notetags:
<Steal Rate: +x%>
<Steal Rate: -x%>
<Steal Type Rate: +x%>
<Steal Type Rate: -x%>
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Increase/decrease the steal rate for the user by x%. If you use the ‘Type’ notetag, replace ‘Type’ with ‘Item’, ‘Weapon’, ‘Armor’, or ‘Gold’ to apply individual steal rate bonuses for just those types.