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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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Lv3.寻梦者

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 楼主| 发表于 2016-3-22 08:41:01 | 只看该作者
本帖最后由 沧笙 于 2016-6-12 23:24 编辑


YEP.85 – Hit Accuracy
Introduction
By default, RPG Maker MV’s action accuracy formula is unintuitive. For what it matters, the accuracy of the skill is determined first, then the evasion of the target is determined second regardless of the accuracy of the first check. This means that even if an attacker has 1000% HIT accuracy, the skill can still be evaded by the enemy’s 5% EVA stat. So instead, this plugin will provide control over an action’s accuracy formula and evasion formula. By this plugin’s default settings, accuracy will now be calculated where the attacker’s HIT and the enemy’s EVA are set against one another for a more intuitive accuracy formula.

默认来说,MV的行动公式是繁杂的,我们将先验证技能精准性,在验证目标躲避率。这意味着即使玩家拥有1000%的伤害精准,技能仍然有可能被5%的躲避率躲避。这个插件提供了行动精准公式的调整。在插件默认设置里面,精准性将会被更简便的公式计算

Instructions
This plugin can be plug-and-play. But, if you wish to modify the accuracy formulas to your liking, adjust the plugin parameters that alter each of the individual aspects.

这个插件是即插即用。但是,如果你想调整你想要的公式,可以调整插件参数

skillHitRate – This is the inherent success rate of the skill/item.

技能成功率

userHitRate – This is the accuracy rate of the user. If it’s a physical action, by default, HIT is used. If it’s a magical action, by default, there will be a 100% modifier from it, meaning it doesn’t alter the success rate.

行动成功率

targetEvadeRate – This is the evasion rate of the target. If it’s a physical action, the EVA stat is used by default. If it’s a magical action, the MEV stat is used by default.

目标躲避率

Happy RPG Making!

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ok  发表于 2016-3-22 20:53
没错,我的世界(MC)的行动公式确实是繁杂的!第七行  发表于 2016-3-22 19:30
任性的什么也不写
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 楼主| 发表于 2016-3-17 09:47:03 | 只看该作者
更新插件包

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真是太感谢了,辛苦了  发表于 2016-3-17 10:52
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Lv1.梦旅人

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发表于 2016-3-13 20:33:25 | 只看该作者
感谢分享,学习了
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发表于 2016-3-4 11:53:50 | 只看该作者
感谢分享
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发表于 2016-3-4 11:16:28 | 只看该作者
有需求的啊

一直默默的关注这个帖子,帮助非常大。

再次感谢楼主长时间的更新!

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谢谢,未来会不定期附上最新插件包和翻译  发表于 2016-3-4 11:42
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 楼主| 发表于 2016-3-3 14:23:32 | 只看该作者
本帖最后由 沧笙 于 2016-6-12 23:23 编辑


YEP.76 – Tick-Based Regeneration
Introduction
This plugin requires YEP_BattleEngineCore.js and YEP_BuffsStatesCore.js. Make sure this plugin is located under both of the listed plugins in the plugin list.

这个插件需要YEP_BattleEngineCore.js和YEP_BuffsStatesCore.js插件,确保它放在他们两个下面

For those running a Tick-Based Battle System with the Battle Engine Core (ie. Active Turn Battle or Charge Turn Battle), this will automatically set your states for Turn End timings to use a Time Based system, but in turn, causes regeneration effects to occur individually.

对于那些使用Tick-Based战斗系统的人,这将自动调整每回合的状态,重新设置效果

This means that if Harold receives Low Healing Regen, then 50 ticks later, receives High Healing Regen, Harold does not regenerate HP at the same time. Instead, he will regenerate individually for both Low Healing Regen and High Healing Regen.

这意味着如果Harold处于低回复状态,50刻后,将会为高回复状态。他并不是同时回复,而是单独计算低回复和高回复

For states that do not function off a Turn End system but still utilize regeneration effects, those effects will also work off a tick-based manner.

对于那些想关闭回合完毕系统的但是需要更新效果的人,可以关闭游戏刻管理

Lunatic Mode Regenerate effects from the Buffs & States Core plugin will also function off of a periodic timed system as opposed to a regular per actor turn system.

如果你使用效果和状态核心插件的自定义模式,将会关闭周期时间系统,使用回合时间系统

If a state has been reapplied, the regeneration counter will also be reset as to synchronize with the state’s turn counter.

如果一个状态被重新赋予,更新会重置来同步

If a battler has passive states, that battler’s regeneration effects will reset at the start of each battle and clear itself at the end of battle. For example, if the amount of time you’ve set in the Battle Engine Core for the states to tick down is 100, at the start of battle, all passive states will be reset to 100 and must reach 0 before the regeneration effects trigger.

如果战斗者有主动状态,战斗更新效果将会在战斗开始重置,在战斗结束清除。例如,如果你设置了状态的游戏刻为100,则在战斗开始时为100,结束后为0

Happy RPG Making!

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 楼主| 发表于 2016-3-1 23:25:37 | 只看该作者
本帖最后由 沧笙 于 2016-6-12 23:19 编辑


YEP.5 – Action Sequence Pack 2
The second of three action sequence packs for the Battle Engine Core focus on visual aspects of an action such as moving, jumping, changing the screen tint, and more!
这个拓展包可以强制改变动作移动,跳跃,改变屏幕色调等等
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发表于 2016-3-1 21:54:17 | 只看该作者
沧笙大大辛苦了!

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等级不够,嗷的一声哭了出来  发表于 2016-3-1 23:00
塞糖塞糖  发表于 2016-3-1 22:56
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 楼主| 发表于 2016-3-1 21:00:40 | 只看该作者
本帖最后由 沧笙 于 2016-6-12 23:16 编辑


YEP.50 – Buffs & States Core

Introduction

If you are using YEP_BattleEngineCore.js, please this plugin under YEP_BattleEngineCore in the plugin list for the best effect.
如果你在使用YEP_BattleEngineCore.js,请放在YEP_BattleEngineCore.js下面
Alter the basic mechanics behind buffs and states that aren’t adjustable within the RPG Maker editor. Such mechanics include altering the maximum number of times buffs can stack, changing the turns remaining on buffs and states, and the rules involved when reapplying states.
这可以改变增益效果和状态。这些包括增益效果持续时间,回合等等
A turn indicator has been added to show the amount of turns remaining on buffs, debuffs, and states. Buffs and debuffs will operate off the plugin parameter settings while states can operate on individual settings if you choose for them to have unique settings.
我们为增益效果、减益效果、状态等添加了一个回合指示器。你可以通过插件参数来设置增益和减益效果,或者也可以用单独的设置来改变状态
Furthermore, a lot of Lunatic Mode options are added with this plugin to allow those with JavaScript proficiency maximum control with states and any unique effects that follow.
并且,有很多自定义模式可以来设置,你可以用JS语言来更好的设置状态或者其他特殊影响

Notetags

The following are various notetags you can use to modify states and buffs.
下面这个标签你可以用来调整状态和效果
— Buff Related —
Actor, Class, Enemy, Weapon, Armor, and State notetags:
  1. <Max stat Buff: +x>
  2. <Max stat Buff: -x>
  3. <Max stat Debuff: +x>
  4. <Max stat Debuff: -x>
复制代码
Replace ‘stat’ with ‘maxhp’, ‘maxmp’, ‘atk’, ‘def’, ‘mat’, ‘mdf’, ‘agi’, or ‘luk’ without the quotes. This notetag adjusts the maximum number of times the stat can be buffed or debuffed to the Maximum Limit cap in the plugin parameters.
设置状态调整数值
Skill and Item Notetags:
  1. <stat Buff Turns: +x>
  2. <stat Buff Turns: -x>
  3. <stat Debuff Turns: +x>
  4. <stat Debuff Turns: -x>
复制代码
Modifies already applied buff/debuff turns on target by x value. If this brings a buff/debuff to 0 or below, the buff/debuff is removed.
设置持续回合
— State Related —
State Notetags:
  1. <Show Turns>
  2. <Hide Turns>
复制代码
Show/hide the turn count remaining for the state. This will override the default setting.
显示回合数
  1. <Turn Font Size: x>
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Sets the font size used for this specific state to be x. This will override the default setting.
显示回合数文本大小
  1. <Turn Alignment: Left>
  2. <Turn Alignment: Center>
  3. <Turn Alignment: Right>
复制代码
This sets the text alignment for the turn count indicator. This will override the default setting.
显示回合数的位置
  1. <Turn Buffer X: +x>
  2. <Turn Buffer X: -x>
  3. <Turn Buffer Y: +x>
  4. <Turn Buffer Y: -x>
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Allows you to adjust the x/y position manually for the turn count for this particular state. This will override the default settings.
调整显示回合数的位置
  1. <Turn Color: x>
复制代码
This will set the turn count display color to text color x. This will override the default setting.
显示回合数的文本颜色
  1. <Reapply Ignore Turns>
  2. <Reapply Reset Turns>
  3. <Reapply Add Turns>
复制代码
Changes the rules when this state is reapplied on a battler. When ignored, the turn count remains unchanged. When reset, the turn count is set back to the default amount with variance. When added, the turn count is added upon with variance.
当状态再次应用时的规则。如果是忽略,则继续计回合数,如果重置,则回合数为默认值,如果叠加,则加到原有回合数上
Skill and Item Notetags:
  1. <State x Turns: +y>
  2. <State x Turns: -y>
  3. <State named Turns: +y>
  4. <State named Turns: -y>
复制代码
Modifies already applied state x turns on target by y value. If this brings the state to 0 or below turns, the state is removed. If you are using named states and have multiple states with the same name, priority will be given to the state with the highest ID.
改变状态持续时间。如果你使用名字来设置,当重名时,优先考虑ID最高的
Enemy Notetags:
  1. <Show State Turns>
  2. <Hide State Turns>
复制代码
Affected by the Battle Engine Core. When selecting enemies, the state turns will show up in the help window. You can use this to have certain enemies show the state turns or hide them.
显示状态持续回合

Happy RPG Making!
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 楼主| 发表于 2016-3-1 13:31:50 | 只看该作者
本帖最后由 沧笙 于 2016-6-12 23:13 编辑


YEP.73 – Message Macros

Introduction

This plugin requires YEP_MessageCore.js to run. Place this plugin under YEP_MessageCore.js in the plugin list.
这个插件需要YEP_MessageCore.js,请放在YEP_MessageCore.js下面
Ever get tired of having to do \n<\c[6]\n[1]\c[0]>? With this plugin you can create a macro where you can type \m[1] and it will do just that. This is a utility plugin for RPG Maker MV developers. Using this plugin, you can now develop macros for the message system or anywhere that uses text codes in general. This plugin will allow you to define what macro ID’s will change into what text in-game!
大家都厌倦了使用复杂的文本代码,现在你可以创造宏命令,只需要简单的代码即可实现之前的功能。

Instructions – Setting Up Your macros

In the plugin parameters, you’ll see something along the lines of
在插件参数里,你可以看到这些
—Macro 1—
  1. Macro 1 Text \n<\c[6]\n[1]\c[0]>
  2. Macro 1 Name Harold
复制代码
How this works is, whenever you type out ‘\m[1]’ in the Show Text event, it will convert that to ‘\n<\c[6]\n[1]\c[0]>’, which is then converted to its own text codes. The text written out is assigned by Macro 1 Text’s plugin parameter settings.
当你需要\n<\c[6]\n[1]\c[0]>时,你可以使用\m[1]来代替。
At the same time, if you cannot remember which macro would give yield to ‘\n<\c[6]\n[1]\c[0]>’, you can also type out ‘\m[Harold]’ to give way to the same deal as ‘\m[1]’ to write out ‘\n<\c[6]\n[1]\c[0]>’.
如果你记不住ID,你可以用\m[Harold]
WARNING
If for some reason you have multiple macros with the same name identifier, then priority will be given to the macro with the lower ID. For example:
如果你有多个重名的,会优先ID最低的
—Macro 10—
  1. Macro 10 Text Macro 10
  2. Macro 10 Name abc
复制代码
—Macro 11—
  1. Macro 11 Text Macro 11
  2. Macro 11 Name abc
复制代码
Here, typing out ‘\m[abc]’ will result in ‘Macro 10’ instead of ‘Macro 11’. This is because the macro name reference ‘abc’ has a lower ID for 10 than 11 does in the macro list.
\m[abc]将会执行—Macro 10—

Instructions – Quick Macros

In YEP_X_MessageMacros1.js, there is the option ‘Enable Quick Macro’. If this is set to true, then you can use macros in a quicker fashion. Assuming that this is the setup:
在这个插件里,你可以选择开启快速宏命令。
—Macro 1—
  1. Macro 1 Text \n<\c[6]\n[1]\c[0]>
  2. Macro 1 Name Harold
复制代码
Then ‘\m[1]’ would yield ‘\n<\c[6]\n[1]\c[0]>’. ‘\m[Harold]’ would also yield ‘\n<\c[6]\n[1]\c[0]>’. However, with quick macros enabled, then ‘\Harold’ would also yield  \n<\c[6]\n[1]\c[0]>’ allowing you to type out the macros even faster.
开启快速宏命令,使用\Harold即可实现\m[Harold]的效果
WARNING
However, there are some things to keep in mind. If you ever set up a macro that will clash with other text codes, then the macro will take priority over the text code. For example, if you made the quick macro ‘\c’, then all of the color text codes will cease to work as priority is given to the quick macro instead.
这里有些事情需要注意。如果宏命令和文本代码冲突,优先执行文本代码。例如如果你使用了快速宏命令\c,将会设置颜色而不是执行宏
Furthermore, quick macros will give priority to quick macros with lower ID’s than quick macros with higher ID’s if there are similar macro name setups. For example:
如果有相同的名字,快速宏命令优先执行ID低的
—Macro 10—
  1. Macro 10 Text Macro 10
  2. Macro 10 Name abc
复制代码
—Macro 11—
  1. Macro 11 Text Macro 11
  2. Macro 11 Name abc123
复制代码
Typing out ‘\abc123’ will result in ‘Macro 10’ because Macro 10 has ‘\abc’, which contains the first three letters of ‘\abc123’ and has a higher ID than that of ‘\abc’, which then gets the priority.
\abc123优先执行—Macro 10—

Happy RPG Making!
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