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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 2016-5-16 14:48:30 | 只看该作者
支持楼主,我复制帖子就花了3个下午,可见楼主辛苦了
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 楼主| 发表于 2016-5-14 08:06:43 | 只看该作者
附件包已更新
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 楼主| 发表于 2016-5-14 00:54:34 | 只看该作者
本帖最后由 沧笙 于 2016-6-12 23:52 编辑


YEP.100 – Save Core
Introduction
NOTE: THIS PLUGIN REQUIRES MV VERSION 1.1.0 OR HIGHER!

注意:这个插件只支持1.1.0以上的版本

This plugin provides a new save interface for the player. Along with a new interface, the player can also load and delete saves straight from the menu itself. This will in turn make the save command from the Main Menu always available, but the save option within the new save menu will be enabled depending on whether or not it is allowed or disallowed. From the interface, the player is given more information regarding the save file including the the location the player saved at, the amount of gold available, and any variables that you want to show the player as well.

这个插件提供了一个新的存档界面。通过这个新的界面,玩家可以直接从菜单载入或者删除存档,这也将导致存档命令一直显示在之菜单,但是我们可以关闭或者开启存档选项。从这个界面,玩家可以获得存档的各类信息,例如位置,金钱树,或者任何你想展示的变量。

Instructions – Data Columns
For those who wish to show additional data in the save menu for each save file, you can add various data categories within the ‘Data Columns’ inside the plugin parameters. Separate each category with a comma (,). You can use the following entries for data categories:

对于那些想在每个存档显示额外信息的人,你可以添加插件参数里面的Data Columns,用逗号隔开。你可以使用下面的标签

Data Column Categories:
  1. Empty
复制代码
– Leaves an empty box in the category location. This won’t even show the dark rectangle in the category slot.
显示一个空位置,但是没有外框
  1. Null
复制代码
– Won’t draw any text, but it will draw the dark rectangle in the category slot.
显示一个空位置,但是有外框
  1. Location
复制代码
– Draws the current map location of the save file.
地图坐标
  1. Playtime
复制代码
– Draws the playtime spent for the save file.
游戏时间
  1. Save Count
复制代码
– Draws the number of times saved in that playthrough.
存档数
  1. Gold Count
复制代码
– Draws the current gold count of the safe file.
金钱数
  1. Variable x
复制代码
– Draws the name of the variable and value of the variable. You can use text codes in the variable name. Any text between << and >> will be not be shown when drawn. If the variable name is empty, the value will be centered.
显示变量的名字和值。你可以使用文本代码。任何在<< >>里面的都不会被显示。如果没有变量名,变量的值就会居中
  1. text: stuff
  2. left text: stuff
  3. center text: stuff
  4. right text: stuff
复制代码
– This will draw ‘stuff’ (Replace it with your own text) as text by itself with no data attached. Use ‘left’, ‘center’, or ‘right’ to decide the text alignment. If no alignment is used, it will default to ‘left’ alignment. You can use text codes within the drawn text.
这将显示自定义文本。可以设置显示位置,默认是居左对齐。

Technical – Save Modes
For developers who are planning to publish their RPG Maker MV games on the web, you may want to look into the ‘Technical’ parameters. Here, you can force the game into thinking the game is running on ‘local’ or ‘web’ mode. By default, you’ll want it on ‘auto’ but the forced modes are for testing purposes. Despite being for testing purposes, if you wish for your game to adjust saves as per ‘web’ mode, you can keep it that way even if your game is to be local-only. Games on the web, however, cannot use ‘local’ mode and
will automatically default to ‘web’ mode.

对于想要在网上发布游戏的开发者,你可以看一看Technical里的参数。你可以设置游戏模式,是“本地”,还是“网站”。默认你可以设置为“自动”。如果是为了测试目的,你可以在本地运行时设置web模式。如果游戏运行在网站上,你不可以使用本地模式。

Technical – Save Files
The ‘Local Config’, ‘Local Global’, and ‘Local Save’ can have their filename format changed to your liking. Personally, I don’t recommend messing with this unless you know what you’re doing.

如果你有经验,你可以根据喜好设置'Local Config', 'Local Global', 和 'Local Save'的名字


However, if you are making a web-based (mobile included), I strongly suggest you look into the ‘Web Config’, ‘Web Global’, and ‘Web Save’ parameters. By default, RPG Maker MV defaults all of the saves to RPG FileX. All web-based RPG Maker MV games would then use the same configuration, same global save file, and all RPG Maker MV games played by an individual would share the same save slots. This can be very problematic.

如果你正在做网站包括移动端的游戏,我建议你看下'Web Config', 'Web Global', 和'Web Save'的参数。所以运行在网站上的游戏都会使用相同的设置。

This plugin’s default settings will solve this sharing issue by making the web save named accordingly to your game’s name provided that you keep the current plugin settings as is or adjust it accordingly. Now, your game will have its own individual identity, use its own configuration, global, and save files without clashing with any other RPG Maker MV games players may have played.

这个插件默认设置解决了网站游戏存档奔溃的一些问题

Happy RPG Making!
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 楼主| 发表于 2016-5-14 00:27:27 | 只看该作者
FlyingDream’s EXP Calculator 经验计算器
For those using the Class Base Parameters plugin, developers are given the option to create their own EXP formula. This tool exists to help game developers figure out what kind of formula to use for their game.
对于那些使用 Class Base Parameters插件的人,开发者如果想要创建自定义经验公式。这个工具可以帮助游戏开发者计算出哪种公式更有用。

点击进去
http://yanfly.moe/tools/expcalculator/
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 楼主| 发表于 2016-5-9 11:16:53 | 只看该作者
本帖最后由 沧笙 于 2016-6-12 23:53 编辑


YEP.99 – Common Event Menu Setup Pack 1
Introduction
This plugin requires YEP_CommonEventMenu. Make sure this plugin is located under YEP_CommonEventMenu in the plugin list.

这个插件需要 YEP_CommonEventMenu,确保放在它下面。

For those using the Common Event Menu and are rearranging windows around, you may have realized that it can take quite a bit of work to do. This extension plugin contains various setups that come easy for you to make quick menu setups for.

对于使用公共事件菜单的人并且想改变窗口位置的人,会意识到这需要花费一些时间去做。这个拓展插件包含了窗口位置的快速设置

Plugin Commands
Use the following plugin commands to change the menu setup of your common event menu before opening it up. To see what the layouts look like, please refer to the Youtube video link and/or this plugin’s page on Yanfly.moe.

你可以使用下面的插件命令来改变公共事件菜单窗口设置。

Plugin Command:
  1. SetCommonEventMenuSettings Reverse Setup
复制代码
– This puts the Help Window at the top of the screen. The picture and subtext menus appear on the left left of the screen. The main list window appears on the right half of the screen.

帮助窗口在顶部,图片和下标文字出现在左边,列表在右边
  1. SetCommonEventMenuSettings Full Single Setup
复制代码
– This makes the main list window cover the entire screen. The help, picture, and subtext windows do not appear. There is only one column used.

列表全屏,不显示帮助,图片,下标
  1. SetCommonEventMenuSettings Full Double Setup
复制代码
– This makes the main list window cover the entire screen. The help, picture, and subtext windows do not appear. There are two columns used.

列表全屏分栏,不显示帮助,图片,下标

  1. SetCommonEventMenuSettings Double Common Setup
复制代码
– The Help Window appears at the top of the screen with the main list window underneath it with two columns. The picture and subtext windows do not appear.

列表分栏,帮助窗口在顶部,不显示图片,下标

  1. SetCommonEventMenuSettings Double Subtext Setup
复制代码
– The Help Window appears at the top of the screen with the main list window underneath it with two columns. The subtext window appears at the bottom of the screen. The picture window does not appear.

列表分栏,帮助窗口在顶部,下标在底部,不显示图片

  1. SetCommonEventMenuSettings Double Picture Setup
复制代码
– The Help Window appears at the top of the screen with the main list window underneath it with two columns. The picture window appears at the bottom of the screen. The subtext window does not appear.

列表分栏,帮助窗口在顶部,图片在底部,不显示下标

  1. SetCommonEventMenuSettings Double Hybrid Setup
复制代码
– The Help Window appears at the top of the screen with the main list window underneath it with two columns. Both picture and subtext windows appear at the bottom of the screen with the picture window on the left side and the subtext window on the right side.

列表分栏,帮助窗口在顶部,图片在底部左侧,下标在底部右侧

  1. SetCommonEventMenuSettings Double Reverse Hybrid Setup
复制代码
– The Help Window appears at the top of the screen with the main list window underneath it with two columns. Both picture and subtext windows appear at the bottom of the screen with the subtext window on the left side and the picture window on the right side.

列表分栏,帮助窗口在顶部,图片在底部右侧,下标在底部左侧

  1. SetCommonEventMenuSettings Sandwich Single Setup
复制代码
– The Help Window appears at the top of the screen and the subtext window appears at the bottom. The main list is sandwiched in between using only one column.

列表单栏,帮助窗口在顶部,下标在底部

  1. SetCommonEventMenuSettings Sandwich Double Setup
复制代码
– The Help Window appears at the top of the screen and the subtext window appears at the bottom. The main list is sandwiched in between using two columns for the common event list.

列表分栏,帮助窗口在顶部,下标在底部

  1. SetCommonEventMenuSettings Sandwich Picture Setup
复制代码
– The Help Window appears at the top of the screen and the subtext window appears at the bottom. The main list is sandwiched in between using one column on the left side. The picture window is also sandwiched on the right side of the screen.

列表单栏左侧,图片右侧,帮助窗口在顶部,下标在底部

  1. SetCommonEventMenuSettings Sandwich Reverse Picture Setup
复制代码
– The Help Window appears at the top of the screen and the subtext window appears at the bottom. The picture window is sandwiched in between the two windows on the left half of the screen while the main list is sandwiched in between using one column on the right half.

列表单栏右侧,图片左侧,帮助窗口在顶部,下标在底部

Happy RPG Making!
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发表于 2016-5-7 13:19:46 | 只看该作者
支持下,不错哦~~~~~~~~~~~~~~~~~~~~~
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 楼主| 发表于 2016-5-7 11:25:18 | 只看该作者
本帖最后由 沧笙 于 2016-6-12 23:52 编辑


YEP.98 – Common Event Menu
Introduction
The Common Event Menu allows you to create your own custom menu setups. When using it, you can list whatever common events you so wish and generate a menu that when selecting the menu command, it will run the common event. This common event menu setup allows you to utilize a help window, a picture window, and a subtext window to allow for your own personal touch when using the common event window.

公共事件菜单允许制作自定义菜单设置,当你使用它时,你可以选择你希望执行的公共事件列表产生一个菜单。这个公共事件菜单允许你显示帮助信息,图片和下标文本。

Instructions
The common event menu is constructed purely by plugin commands. You’ll have to carefully construct each plugin command to make the common event list appear the way you want. The following is an example of how to set up a common event menu with the default window layout:

这个公共事件菜单可以通过插件命令制作。你可以创建不同的菜单列表。下面是一些例子。
  1. SetCommonEventMenuSettings Default Setup
  2. ClearCommonEventMenu
  3. AddCommonEventMenu 1 2 3 4 5
  4. SetCommonEventMenuCancel 0
  5. OpenCommonEventMenu
复制代码
To find out more details about how to set up the common event menus, be sure to read through the help file carefully!

如果你想知道更多设置细节,请详细阅读帮助文件

Comment Tags
Common Events in RPG Maker MV do not have their own notetags. So to make up for that, we’ll be using comments instead. Simply create a comment event within the common event that will be used inside of the menu and use any of these comment tags:

MV中公共事件并没有他们的标签栏,所以我们使用事件中的注释命令。你可以使用下面的语句来简便的创建菜单

Common Event Comment Tags:
  1. <Menu Name: x>
复制代码
– This changes the appearance of the common event’s text when displayed in the common event menu list. If this tag isn’t used, the text displayed will be the common event’s name. You can use text codes.

菜单名字,如果没有设置,则显示公共事件名字
  1. <Icon: x>
复制代码
– This changes the icon of the common event to x. If this tag isn’t used, the icon used will be the one set in the plugin’s parameters.

菜单图标,如果没有设置,则显示插件参数里的值
  1. <Picture: x>
复制代码
– This sets a picture to be associated with this common event when it is highlighted. If this isn’t used, no picture will be displayed and it will be left empty.

菜单图片,如果没有设置,则不会显示
  1. <Help Description>
  2. text
  3. text
  4. </Help Description>
复制代码
– This sets the help description used for the common event when it is selected in the common even menu list. If this tag isn’t used, the text displayed will be the default text from the plugin’s parameters.

设置帮助文本框,如果没有设置,则显示插件参数里的值
  1. <Subtext>
  2. text
  3. text
  4. </Subtext>
复制代码
– This sets the subtext used for the common event menu’s subtext window while this common event is selected in the common event menu list. If this text isn’t used, the text displayed will be the default text from the plugin’s parameters.

设置帮助下标文本,如果没有设置,则显示插件参数里的值

Lunatic Mode – Enabling/Disabling Common Events
For those with JavaScript experience, you can use the following comment tags for your common events to be enabled or disabled:

如果你有JavaScript经验,可以使用下面的标签

Common Event Comment Tags:
  1. <Menu Enable Eval>
  2. if ($gameSwitches.value(10)) {
  3. enabled = true;
  4. } else {
  5. enabled = false;
  6. }
  7. </Menu Enable Eval>
复制代码
– The ‘enabled’ variable determines if the common event can be selected or not. In the example above, Switch 10 needs to be ON in order for this common event to be selected.

开关10打开,菜单才可以选择

Lunatic Mode – Showing/Hiding Common Events
For those with JavaScript experience, you can use the following comment tags for your common events to be shown or hidden:

如果你有JavaScript经验,可以使用下面的标签

Common Event Comment Tags:
  1. <Menu Visible Eval>
  2. if ($gameSwitches.value(20)) {
  3. visible = true;
  4. } else {
  5. visible = false;
  6. }
  7. </Menu Visible Eval>
复制代码
– The ‘visible’ variable determines if the common event is shown or hidden in the common event menu list. In the example above, Switch 20 needs to be ON in order for this common event to be visible and shown.

开关20打开,菜单才可以显示

Plugin Commands
The following plugin commands are used to work the Common Event Menu. Look over each of the settings carefully:

你可以使用下面的插件命令

Plugin Command:
  1. ClearCommonEventMenu
复制代码
– This clears all the listed common events from the Common Event Menu Data pool meaning it has to be filled again. You can do so with the next plugin command:

清除公共事件菜单所有的事件

  1. AddCommonEventMenu 1
  2. AddCommonEventMenu 2, 3, 4, 5
  3. AddCommonEventMenu 6 through 10
复制代码
– This will add the listed common event numbers into the common event list that will be shown in the common event menu.

添加公共事件

  1. SetCommonEventMenuCancel 20
复制代码
– This will set the cancel button for the common event menu to run common event 20 when canceled. If it is left at 0, no event will run, but the menu can allow the cancel button to be pressed (and prematurely end it).

设置取消按钮执行的公共事件

  1. DisableCommonEventMenuCancel
复制代码
– This will disable the cancel button for the common event menu from being pressed. Pressing cancel while the common event menu is active will do nothing. Use ‘SetCommonEventMenuCancel x’ to re-enable the cancel button.

关闭取消按钮

  1. OpenCommonEventMenu
复制代码
– After you’ve set everything up, this command will be used to open up the common event menu. This can be used on the map. If you are using the Battle Engine Core, this menu can be opened in battle as well. All of the common events listed by the ‘AddCommonEventMenu’ plugin command will appear in this list.

打开公共事件菜单。如果你使用了 Battle Engine Core,你可以在战斗中打开它。

  1. CommonEventMenuX 0
  2. CommonEventMenuY this.fittingHeight(2)
  3. CommonEventMenuWidth Graphics.boxWidth / 2
  4. CommonEventMenuHeight Graphics.boxHeight – this.fittingHeight(2)
  5. CommonEventMenuOpacity 255
  6. CommonEventMenuColumns 1
复制代码
– These plugin commands allow you to adjust the x, y, width, height, opacity, and the number of columns used for the main common event menu list. Make sure all of these settings are done BEFORE the common event menu is opened with the ‘OpenCommonEventMenu’ plugin command.

这些插件命令可以调整菜单位置,宽高,透明度,列数。确保这些插件命令在OpenCommonEventMenu命令之前

  1. ShowCommonEventMenuHelp
  2. HideCommonEventMenuHelp
复制代码
– This will allow you to decide if the help window will be shown or hidden for the next ‘OpenCommonEventMenu’ plugin command usage.

对于后面的打开菜单命令,隐藏菜单帮助窗口

  1. CommonEventMenuHelpX 0
  2. CommonEventMenuHelpY 0
  3. CommonEventMenuHelpWidth Graphics.boxWidth
  4. CommonEventMenuHelpHeight this.fittingHeight(2)
  5. CommonEventMenuHelpOpacity 255
复制代码
– These plugin commands allow you to adjust the x, y, width, height, and opacity of the help window for the common event menu list. Make sure all of these settings are done BEFORE the common event menu is opened with the ‘OpenCommonEventMenu’ plugin command.

这些插件命令可以调整菜单帮助窗口位置,宽高,透明度。确保这些插件命令在OpenCommonEventMenu命令之前

  1. ShowCommonEventMenuPicture
  2. HideCommonEventMenuPicture
复制代码
– This will allow you to decide if the help window will be shown or hidden for the next ‘OpenCommonEventMenu’ plugin command usage.

对于后面的打开菜单命令,隐藏菜单图片

  1. CommonEventMenuPictureX Graphics.boxWidth / 2
  2. CommonEventMenuPictureY this.fittingHeight(2)
  3. CommonEventMenuPictureWidth Graphics.boxWidth / 2
  4. CommonEventMenuPictureHeight this.fittingHeight(10)
  5. CommonEventMenuPictureOpacity 255
复制代码
– These plugin commands allow you to adjust the x, y, width, height, and opacity of the picture window for the common event menu list. Make sure all of these settings are done BEFORE the common event menu is opened with the ‘OpenCommonEventMenu’ plugin command.

这些插件命令可以调整菜单图片位置,宽高,透明度。确保这些插件命令在OpenCommonEventMenu命令之前

  1. ShowCommonEventMenuSubtext
  2. HideCommonEventMenuSubtext
复制代码
– This will allow you to decide if the help window will be shown or hidden for the next ‘OpenCommonEventMenu’ plugin command usage.

对于后面的打开菜单命令,隐藏菜单下标文本

  1. CommonEventMenuSubtextX Graphics.boxWidth / 2
  2. CommonEventMenuSubtextY Graphics.boxHeight – height
  3. CommonEventMenuSubtextWidth Graphics.boxWidth / 2
  4. CommonEventMenuSubtextHeight Graphics.boxHeight – this.fittingHeight(2) – this.fittingHeight(10)
  5. CommonEventMenuSubtextOpacity 255
复制代码
– These plugin commands allow you to adjust the x, y, width, height, and opacity of the subtext window for the common event menu list. Make sure all of these settings are done BEFORE the common event menu is opened with the ‘OpenCommonEventMenu’ plugin command.

这些插件命令可以调整菜单下标文本位置,宽高,透明度。确保这些插件命令在OpenCommonEventMenu命令之前

  1. SetCommonEventMenuSettings Default Setup
  2. SetCommonEventMenuSettings Basic Setup
复制代码
– This allows you to set the common event windows to position themselves to the default setup provided by the plugin parameters or a basic setup made of just the main list and a help window.

设置菜单为默认设置,或者对于列表和帮助的基本设置

Happy RPG Making!
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 楼主| 发表于 2016-5-6 15:11:27 | 只看该作者
附件包更新
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 楼主| 发表于 2016-5-2 09:59:52 | 只看该作者
本帖最后由 沧笙 于 2016-6-12 23:52 编辑


YEP.97 – Equip Customize Command
Introduction
This plugin requires YEP_ItemCore && YEP_EquipCore.js. Make sure this plugin is located under both of those plugins in the plugin list.

这个插件需要YEP_ItemCore和YEP_EquipCore.js,确保放在它们下面

Games that use the YEP_X_ItemUpgradeSlots, YEP_X_ItemDurability, and YEP_X_AttachAugment plugins may notice that it’s not too intuitive to modify items from the item menu when they’re equipped to the actors in the equip menu. This plugin will add a “Customize” option to the Equip menu that will function as a shortcut to the Item menu for quick customization access.

如果你在游戏中使用了YEP_X_ItemUpgradeSlots, YEP_X_ItemDurability或者YEP_X_AttachAugment插件,你会注意到,当玩家在装备界面调整装备时,不是很方便的来调整物品。这个插件在装备界面加入了自定义选项,好比是物品菜单入口的捷径。

Plugin Commands
There’s a couple of plugin commands you can use with this plugin.

插件命令

Plugin Command:
  1. ShowEquipCustomize
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– This will show the ‘Customize’ command in the equip menu.

显示自定义选项
  1. HideEquipCustomize
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– This will hide the ‘Customize’ command in the equip menu.

隐藏自定义选项

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 楼主| 发表于 2016-5-1 18:26:39 | 只看该作者
本帖最后由 沧笙 于 2016-6-12 23:51 编辑


YEP.96 – Item Disassemble
Introduction
This plugin requires YEP_ItemCore. Make sure this plugin is located under YEP_ItemCore in the plugin list.

这个插件需要YEP_ItemCore,请放在YEP_ItemCore下面

Sometimes, there are items that are simply not useful to the player anymore. In that case, why not give players the option to break down the item into something a little bit more useful? Using this plugin, players can break down and disassemble items, weapons, and armors into something else. Using different types of disassemblers, the player can get different types of items back, too.

有时候有很多物品道具对玩家没有帮助,在这种情况下,为什么不让玩家选择来分解掉他们获得其他更有用的东西呢?使用这个插件可以分解物品,武器,护甲。使用不同的分解器可以获得不同的物品

Notetags
Making items be disassemble-able can be done with these notetags:
使用下面标签让物品具备可分解的属性

Item, Weapon, and Armor Notetags:
  1. <Disassemble Pool>
  2. item
  3. item
  4. </Disassemble Pool>
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This is the pool of items that will be given when using any disassemblers. Replace the ‘item’ in the notetag setup with one of the syntax in the notetag Item Pool Format list below.

分解后可以获得的物品
  1. <Disassemble Pool: type>
  2. item
  3. item
  4. </Disassemble Pool: type>
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This is the pool of items made specifically for the disassembler type. The items listed in this pool will only drop if the disassembler’s type matches this pool’s type. Replace the ‘item’ in the notetag setup with one of the syntax in the notetag Item Pool Format list below.

设置分解器类型

— Item Pool Format —
物品设置格式
  1. item x
  2. weapon x
  3. armor x
  4. name
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– This adds item, weapon, or armor ID x to the disassemble pool. If you plan on using the item’s name and multiple objects in the database have the same name, priority will be given to items, weapons, then armors in that order. Then, priority is then given to the entry with the highest ID.

物品ID或者名字
  1. item x: y%
  2. weapon x: y%
  3. armor x: y%
  4. name: y%
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– If you wish for a chance of getting an item when disassembling instead of a 100% chance of getting it, you can use this format. For the item, there will be a y% chance of getting the item when disassembling.

分解后得到此物品的概率
  1. x2 item y
  2. x3 weapon y
  3. x4 armor y
  4. x5 name
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– When disassembling, items can yield quantities. You can set the amount of an item given when disassembling using this setup.

分解后得到此物品的数量
  1. x2-3 item y
  2. x3-5 weapon y
  3. x5-8 armor y
  4. x8-10 name
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– If you wish for there to be random quantity amounts, you can use this disassembling format to set the amount of quantity given of an item from a minimum amount to a maximum amount.

分解后得到此物品的数量在一个范围内波动
  1. x2 item y: z%
  2. x3 weapon y: z%
  3. x4 armor y: z%
  4. x5 name: z%
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– To make an item yield a larger quantity than 1 with a random success rate of doing it, use the above format for the item line.

分解后得到此物品的数量和概率
  1. x2-3 item y: z%
  2. x3-5 weapon y: z%
  3. x5-8 armor y: z%
  4. x8-10 name: z%
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– To give a random amount of item quantities while having a random success rate of acquiring them item during a disassembling process, use the above item line format.

分解后得到此物品随机数量和概率



*NOTE: When turning an item into a Disassembler, it will become a non-Independent item.

注意:当把一个物品设置为分解器时,他就不是独立物品了
  1. <Disassembler>
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– This item can be used to disassemble all types of items. This will fall under the ‘All’ category.

设置为分解器
  1. <Disassembler: +x%>
  2. <Disassembler: -x%>
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– This item can be used to disassemble all types of items with a +/- x% success rate than normal. This will fall under the ‘All’ category.

改变分解器概率
  1. <Disassembler: type>
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– This item can be used to disassemble item categories for ‘All’ and ‘type’ where ‘type’ is the disassemble pool type. Insert multiples of this notetag if you want this item to be able to disassemble more pool types.

设置分解器类型
  1. <Disassembler: type +x%>
  2. <Disassembler: type -x%>
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– This item can be used to disassemble item categories for ‘All’ and ‘type’ where ‘type’ is the disassemble pool type. This has a success rate change of +/-% than normal. Insert multiples of this notetag if you want this item to be able to disassemble more pool types.

设置特定分解器类型的分解成功率
  1. <Disassemble Sound Name: filename>
  2. <Disassemble Sound Volume: x>
  3. <Disassemble Sound Pitch: x>
  4. <Disassemble Sound Pan: +x> or <Disassemble Sound Pan: -x>
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– When this item is disassembled, it will play this sound effect. The filename is case sensitive. Do not include the filename extension.

分解时播放的声音设置

Lunatic Mode – Custom Disassembled Effect
For those with JavaScript experience, you can have custom effects occur when an item is disassembled using the following notetag:

自定义模式

Item, Weapon, and Armor Notetags:
  1. <Custom Disassembled Effect>
  2. if (targetItem.name === ‘Great Sword’) {
  3. results.push($dataItems[1]);
  4. } else if (effectItem.name === ‘Salvage Kit’) {
  5. results.push($dataItems[2]);
  6. }
  7. </Custom Disassembled Effect>
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– The ‘results’ variable is an array that contains all of the items that have been collected. The variable ‘targetItem’ refers to the item being disassembled and ‘effectItem’ refers to the item disassembling the target item. This will occur before any custom disassembler effects.

自定义分解器和分解物品的效果

*NOTE: This requires that item to have items to gain when disassembling to begin with or else the item cannot be disassembled.

Lunatic Mode – Custom Disassembler Effect
For those with JavaScript experience, you can have custom effects occur when an item is used to disassemble using the following notetag:

自定义模式

Item, Weapon, and Armor Notetags:
  1. <Custom Disassembler Effect>
  2. if (targetItem.name === ‘Great Sword’) {
  3. results.push($dataItems[1]);
  4. } else if (effectItem.name === ‘Salvage Kit’) {
  5. results.push($dataItems[2]);
  6. }
  7. </Custom Disassembler Effect>
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– The ‘results’ variable is an array that contains all of the items that have been collected. The variable ‘targetItem’ refers to the item being disassembled and ‘effectItem’ refers to the item disassembling the target item. This will occur after any custom disassembled effects.

自定义分解器效果

*NOTE: This item is required to have a disassembler type.

Plugin Commands
You can use the following plugin commands to alter Item Disassemble related aspects of your game:

插件命令

Plugin Command:
  1. ShowItemDisassemble
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– Shows the Disassemble command in the item menu if the item permits disassembling.

显示菜单中的分解命令
  1. HideItemDisassemble
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– Hides the Disassemble command in the item menu regardless.

隐藏菜单中的分解命令

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