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[搬运汉化] 【汉化】YEP系列基础及进阶教程-2018/10/06期

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发表于 2016-9-26 18:32:43 | 只看该作者
感謝你的整理
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 楼主| 发表于 2016-9-20 18:42:48 | 只看该作者
YEP.115 – In-Battle Status – RPG Maker MV
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YEP_BattleEngineCore。确保这个插件放在YEP_BattleEngineCore下面

In battle by default, there’s no way to check your party’s status. This plugin will add a new ‘Status’ command to the Party Command Window (with Fight and Escape) to allow players to check party members. Here, the player can view each party member’s current parameters, get a list of all states, buffs, and debuffs. The player can scroll through the list and view newly added help descriptions of the states, buffs, and debuffs in a help window.

在战斗中,我们没有办法查看队伍当前状态,这个插件将会在队伍命令中添加“状态”命令,允许玩家去查看角色状态。在这里,我们可以看到队员的初始参数和状态列表。这个玩家将可以

*Note: If you are using YEP_X_BattleSysCTB.js, place this plugin under that plugin for the best compatibility results.

注意:如果你使用了YEP_X_BattleSysCTB,请把这个插件放在下面以提高兼容性

Notetags
For those who would like to add help descriptions to states, use these following notetags:

想要添加帮助文字的可以用下面的备注

State Notetags:
  1. <Help Description>
  2. text
  3. text
  4. </Help Description>
复制代码

– This will set the help description of the state to the text used in the notetag. You can use text codes.

这可以添加帮助文字

Text Codes
By using certain text codes in your messages, you can have the game replace them with the following:

可以使用文本代码

State Help Function
  1. \th[x]
复制代码
– Replaced by the text used in state x’s help description.

替换为状态帮助文字

Plugin Commands
For those who would like to change whether the ‘Status’ option is shown or hidden midway through the game, you can use the following plugin commands:

想要改变状态菜单命令的,可以用下面插件来设置

Plugin Commands:
  1. ShowInBattleStatus
复制代码

– This will cause the ‘Status’ command to show.

开启战斗状态命令

  1. HideInBattleStatus
复制代码

– This will cause the ‘Status’ command to not show.

关闭战斗状态命令

Happy RPG Making!
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 楼主| 发表于 2016-9-20 18:42:07 | 只看该作者
YEP.114 – Visual State Effects – RPG Maker MV
Introduction
This plugin requires YEP_BattleEngineCore and YEP_BuffsStatesCore. Make sure this plugin is located under both plugins in the plugin list.

这个插件需要YEP_BattleEngineCore和YEP_BuffsStatesCore。确保这个插件在他们下面

If you are running YEP_X_AnimatedSVEnemies, place this plugin under YEP_X_AnimatedSVEnemies on the plugin list for extra compatibility.

如果你正在使用YEP_X_AnimatedSVEnemies,把这个插件放在YEP_X_AnimatedSVEnemies下面来提高兼容度

States are amongst one of the most important aspects of the battle system. Therefore, relaying proper information to the player is extremely important. RPG Maker MV does relay information to the player about the various states and effects, but it is far from perfect. This plugin allows you to add more detail and visual effects regarding states to relay proper data.

状态是战斗系统中很重要的因素。因此展示适当的信息给玩家是非常重要的。RPG Maker MV 确实对多种状态和影响效果做了信息展示,然而远远不够完美。这个插件允许你添加更多细节,和视觉效果。

Notetags
You can use the following notetags to give different various visual effects for your states.

你可以使用下面的备注来制作不同的影响效果

State Notetags:

  1. <State Motion: Walk>

  2. <State Motion: Wait>

  3. <State Motion: Chant>

  4. <State Motion: Guard>

  5. <State Motion: Damage>

  6. <State Motion: Evade>

  7. <State Motion: Thrust>

  8. <State Motion: Swing>

  9. <State Motion: Missile>

  10. <State Motion: Skill>

  11. <State Motion: Spell>

  12. <State Motion: Item>

  13. <State Motion: Escape>

  14. <State Motion: Victory>

  15. <State Motion: Dying>

  16. <State Motion: Abnormal>

  17. <State Motion: Sleep>

  18. <State Motion: Dead>
复制代码

– This allows you to set a custom motion when the battler is affected by this state. If a battler has multiple states with custom motions, then priority will go to the state with the highest priority number (in the database) with this state motion notetag.

这个允许你设置钻状态施加时的自定义动作。如果战斗者有多个状态自定义动作,将会优先执行状态动作备注里最优先的

  1. <State Animation: x>
复制代码

– If a battler is affected by a state with this notetag, then a repeating animation x will play on the battler while in battle. If a battler is affected by multiple states with this notetag, then priority will go to the state with the highest priority number (in the database) with this state animation notetag.

设置自定义动作X

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 楼主| 发表于 2016-9-20 18:41:32 | 只看该作者
YEP.113 – Self Switches & Variables
Introduction
RPG Maker MV comes with Self Switch functionality. However, the number of Self Switches provided is a mere 4 in total, not enough for some of the more complex events. This plugin will let you extend the number of Self Switches. Self Variables, on the other hand, do not exist in RPG Maker MV, so this plugin will provide functionality for that as well.

RPG Maker MV拥有独立开关功能。可是,独立开关仅仅提供了4个,对于许多复杂的事件并不够用。这个插件可以让你拓展独立开关的数量。独立变量实际上并不存在,因此这个插件提供了类似的功能

Instructions
In order to set up your custom Self Switches and Self Variables, you must first do a few things.

为了设置自定义独立开关和变量,你需要先做下面的几件事

Open up your Switches/Variables list in the editor.
Name the Switch to have ‘Self Sw’ in its name.
– or –
Name the Variable to have ‘Self Var’ in its name.
1.打开你的开关和变量编辑器
2.在开关前面加‘Self Sw’,在变量前面加 ‘Self Var’

Now, any time you use these following event commands, if the Self Switch or Self Variable is the focus, it will be used instead of the actual Switch or actual variable:

现在你可以使用下面的事件命令了,如果独立开关和变量被强制打开,那么他会替代之前的开关和变量

Self Switches:
– Control Switches
– Conditional Branch
– Set Movement Route (Switch ON/Switch Off)
Self Variables:
– Show Text (using the \v[x] codes)
– Input Number
– Select Item
– Control Variables
– Conditional Branch
– Change Gold
– Change Items
– Change Weapons
– Change Armors
– Change HP
– Change MP
– Change TP
– Recover All
– Change EXP
– Change Level
– Change Parameter
– Change Skill
– Change Equipment
– Change Enemy HP
– Change Enemy MP
– Change Enemy TP


Note that not all plugins that use variables will be necessarily compatible with the custom made Self Switches and Self Variables. Of the YEP library, these plugins are compatible with this plugin:
注意不是所有的插件使用都可以适配自定义开关和变量,下面是YEP插件里面可以适配的

– YEP_EventMiniLabel
– YEP_MapSelectSkill
Non-Yanfly Engine Plugins may or may not be compatible.

非Yanfly引擎的插件可能适配也可能不适配

Plugin Commands
Those who would like to remotely control Self Switches and Self Variables can use the following plugin commands:

想微调独立开关和变量的可以使用下面的插件命令

Plugin Commands:
  1. SelfSwitch Map x, Event y, Switch z to true
  2. SelfSwitch Map x, Event y, Switch z to false
  3. SelfSwitch Map x, Event y, Switch z to code
复制代码

– This will change the Self Switch used for map ‘x’, event ‘y’, and switch ‘z’ to the value of ‘code’ value. You can replace ‘code’ with a ‘true’ or ‘false’ value or a piece of code like ‘$gameSwitches.value(4)’.

这会改变独立开关z在地图x,事件y里面的值

  1. SelfVariable Map x, Event y, Variable z to 12345
  2. SelfVariable Map x, Event y, Variable z to value + 100
  3. SelfVariable Map x, Event y, Variable z to code
复制代码

– This will change the Self Variable used for map ‘x’, event ‘y’, and switch ‘z’ to the value of ‘code’ value. You can replace ‘code’ with a number like ‘12345’, a calculation using ‘value’ (the current value of the Self Variable), or a piece of code like ‘$gameVariables.value(4)’.

这会改变独立变量z在地图x,事件y里面的值

Lunatic Mode – Script Calls
For those who’d rather deal altering self switches and/or self variables inside of the script call event instead, you can use these script calls:

对于那些想要从代码里改变独立开关和变量值得人,可以使用下面的脚本命令

Script Call:
  1. this.getSelfSwitchValue(mapId, eventId, switchId)
复制代码

– Replace mapId with the map ID the event exists on. Replace eventId with the ID of the event. And replace the switchId with the ID of the switch. This will get the true/false value of that event’s self switch.

获得独立开关值

  1. this.getSelfVariableValue(mapId, eventId, varId)
复制代码

– Replace mapId with the map ID the event exists on. Replace eventId with the ID of the event. And replace the varId with the ID of the variable. This will get the value of that event’s self variable.

获得独立变量值

  1. this.setSelfSwitchValue(mapId, eventId, switchId, true)
  2. this.setSelfSwitchValue(mapId, eventId, switchId, false)
复制代码

– Replace mapId with the map ID the event exists on. Replace eventId with the ID of the event. And replace the switchId with the ID of the switch. This will set that self switch to true or false.

打开或者关闭独立开关

  1. this.getSelfVariableValue(mapId, eventId, varId, value)
复制代码

– Replace mapId with the map ID the event exists on. Replace eventId with the ID of the event. And replace the varId with the ID of the variable. This will set that self variable to the value inserted.

设置独立变量的值

Happy RPG Making!
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发表于 2016-9-17 21:12:56 | 只看该作者
大大,谢谢!
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发表于 2016-9-4 02:19:27 | 只看该作者
真的很大帮助,不过.......
有些核心插件,要是有专门的单独讲座视频就好了,比方说菜单插件那个。
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发表于 2016-9-1 01:24:20 | 只看该作者
感谢楼主分享
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发表于 2016-8-27 09:04:06 | 只看该作者
沧笙 发表于 2016-1-22 17:17
YEP.38 Battle System – Charge Turn Battle
Introduction - 插件介绍
The Battle System - Charge Turn ...

请问大神,那个头像ID是怎么看的{:2_249:}
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发表于 2016-8-27 08:39:17 | 只看该作者
谢谢楼主分享
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 楼主| 发表于 2016-8-22 09:12:21 | 只看该作者
目前全面迁移简书,请前往新地址,随时更新,更多资讯
地址http://www.jianshu.com/p/96a3f87a06f5
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