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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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 楼主| 发表于 2016-2-29 13:14:54 | 只看该作者
本帖最后由 沧笙 于 2016-6-12 23:15 编辑


YEP.35 – Stop Map Movement
Introduction
A feature that was removed from RPG Maker 2000 and RPG Maker 2003 was the Stop Event Movement event. This event prevented events from automatically moving by themselves, so they don’t intrude on cutscenes, catch up to the player during messages, etc.

有个来自RM2000和RM2003的功能,就是停止事件移动事件。这个事件组织事件的自动移动,可以让事件不会干扰到截图,对话时捕捉玩家等。

This plugin recreates that feature in the form of a plugin command for you to use with RPG Maker MV!

这个插件重塑了这些特点

Plugin Commands
You can use the following plugin commands to produce the following effects:

你可以用下面的插件命令来设置

Plugin Command
  1. StopEventMovement
复制代码
Stops events from automatically moving by themselves. You can still move events through movement routes set by your active event.

停止事件事件自动移动,你仍然可以设置事件移动路线来让其移动
  1. AllowEventMovement
复制代码
Allows events to move automatically by themselves again. If you have any of the plugin parameters disabling events from moving during either events or messages, this will not bypass it.

允许事件自动移动。如果你用插件参数关闭了事件移动,他们不会动
  1. StopPlayerMovement
复制代码
Stops player from being able to move via input. You can still move the player through movement routes set by your active event.

停止玩家移动,你可以移动通过设置移动路径来使其移动
  1. AllowPlayerMovement
复制代码
Allows player to move again via input.

允许玩家移动

Happy RPG Making!
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 楼主| 发表于 2016-2-29 13:06:51 | 只看该作者
本帖最后由 沧笙 于 2016-6-12 23:14 编辑


YEP.68 – Smart Jump
Introduction
For those that may have made their own Jump system before with events, you may have come across the problem of being able to jump off the map, into places you’re not supposed to go, or even on top of events that shouldn’t be allowed to go on top of. This plugin helps faciliate eventing a Jump system for your RPG Maker game by introducing Smart Jumps.

对于那些想制作自己的跳跃系统的人,你也许遇到过跳进你不应该进入的区域或者位于某些事件之上,这个插件将会修复并提供一个智能跳跃系统

Smart Jumps will allow you to jump over areas, but will limit you from jumping on top of places you can’t go, on top of normal priority events, and set up boundaries (such as walls) that you normally cannot jump past.

智能跳跃允许你跳过区域,但是限制你跳在你不能去的地方。

NOTE: For users saying that Smart Jumps bypass On Touch Events and Poison Tiles, they do not. This is not a bug but rather the way events work. Depending on how long you set the wait time after a Smart Jump, it may bypass an ontouch event or not. I found the ideal wait time is 10 frames after a Smart Jump effect. You would encounter the same “problem” with events if you don’t time it right.

注意:对于使用者所说智能跳跃可以忽略接触事件和有毒地段,他们不可以。这不是BUG二更有可能是事件生效的方式。这取决于你设置智能跳跃后的等待时机,它可能会忽略接触事件。我发现如果你设置智能跳跃后的时间是10帧,它将会生效。

Instructions – Setting Up Smart Jumps
Use the Plugin Command ‘SmartJump’ to make the player character perform a Smart Jump.

使用插件命令SmartJump来设置智能跳跃

Inside the plugin parameters, mark the Illegal Regions your player cannot jump past or on and then draw them on the map. Alternatively, you can mark certain tile types within the Database > Tileset tab and use Terrain Tags to restrict where the player cannot jump.

在插件参数里,标记不能跳跃的区域。你也可以在数据库里标记图块来限制玩家跳跃

Notetags
You can use these notetags to set up what Terrain Tags that the player can’t jump on or past.

你可以使用下面的标签来设置玩家不能通过的区域

Tileset Notetags:
  1. <Illegal Jump: x>
  2. <Illegal Jump: x, x, x>
  3. <Illegal Jump: x to y>
复制代码
Replace x with the terrain tags you want to forbid the player from going past or landing on while doing Smart Jumps.

不能跳跃的区域

Event Notetag:
  1. <Illegal Jump>
复制代码
This will prevent the player from being able to jump on or over this event while doing Smart Jumps. If the event is set to Through mode, then the player can jump through or onto the event.

不能跳跃的事件

Happy RPG Making!

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这个要怎么用?  发表于 2016-3-10 18:25
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 楼主| 发表于 2016-2-29 12:49:41 | 只看该作者
本帖最后由 沧笙 于 2016-6-12 23:14 编辑


YEP.62 – Slippery Tiles
Introduction
This plugin enables you to set which tiles are slippery tiles through either regions or notetags. To use regions, change the parameter setting to which region ID you would like to associate with a slippery tile.

这个插件可以让你设置图块的滑动效果。你可以设置区域ID数来设置滑动图块

Notetags
You can use these notetags to add slippery tiles to your tilesets.

你可以使用下面标签来增加滑动图块

Tileset Notetag:
  1. <Slippery Tile: x>
  2. <Slippery Tile: x, x, x>
复制代码
Tiles with terrain ID x will be designated as slippery tiles.

设置图块ID

Happy RPG Making!
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 楼主| 发表于 2016-2-29 12:42:43 | 只看该作者
本帖最后由 沧笙 于 2016-6-12 23:11 编辑


YEP.19 – Save Event Locations
NPC’s often reset their map locations when a player reenters a map. However, you can change that using this plugin by having the game save their event locations!

当玩家重新载入一个地图时,NPC经常重置位置。现在你可以用这个插件来存储事件的位置

Introduction
Normally in RPG Maker MV, leaving a map and returning to it will reset the map positions of all the events. For certain types of maps, such as puzzles, you would want the map to retain their locations.

通常在MV里,离开地图并重新进入,将会重置所以事件的位置。对于某些类型的地图,例如迷宫类,你希望可以存储他们的位置

Notetags
Map Notetag:
  1. <Save Event Locations>
复制代码
This will cause the map to save every event’s location on that map. After leaving and returning to that map, the events will be reloaded onto their last saved positions in addition to the direction they were facing.

这可以存储事件位置。在重新载入地图后,事件将会进入他之前存储的位置

Event Notetag:
  1. <Save Event Location>
复制代码
This will enable this specific event to save its location on this map. After leaving and returning to the map, the event will be reloaded onto its last saved position in addition to the direction it was facing.

这可以存储特定事件的位置。在重新载入地图后,事件将会进入他之前存储的位置。

If you wish to reset the position of the Event, simply use the Event Editor and use “Set Event Location” to anchor the event’s location to the desired point as if you would normally.

如果你想重置事件位置,你可以用事件编辑器设置事件位置到指定即可。

Plugin Commands
Plugin Command
  1. ResetAllEventLocations
复制代码
This resets all the event locations on the map.

重置地图上所有事件位置

Happy RPG Making!
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 楼主| 发表于 2016-2-28 20:54:52 手机端发表。 | 只看该作者
yexiaohangege 发表于 2016-2-28 20:11
加油,这个教材很不错就是有视频就好了。。。

最近贴上视频
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发表于 2016-2-28 20:11:19 | 只看该作者
加油,这个教材很不错就是有视频就好了。。。
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 楼主| 发表于 2016-2-28 14:36:45 | 只看该作者
本帖最后由 沧笙 于 2016-6-12 23:10 编辑


YEP.21 – External Links
Add a way to access your website (or any) from within your game using this plugin! This plugin will also notify the player if the access attempt was also blocked.

使用这个插件可以为你的游戏添加超链接。如果链接对象是空,这个插件会发出通知

Introduction
This plugin allows you to place a “link” to your home page at the title screen’s command window towards the bottom. To adjust where the link goes, change the Home Page URL in the plugin’s parameters.

这个插件可以让你在游戏页面放置外链入口。你可以在插件参数里调整

Plugin Commands
If you wish to send players to other links, you can use the following plugin commands.

如果你想把玩家带到其他链接,可以使用下面的插件命令

Plugin Command
  1. OpenNewTab http://www.google.com/
复制代码
Opens link in a new tab.

前往新标签页打开
  1. OpenNewWindow http://www.google.com/
复制代码
Opens link in a new window.

前往新窗口打开

Some web browsers may not differentiate these commands too much.

有些浏览器不能区分这2个命令

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 楼主| 发表于 2016-2-28 14:29:53 | 只看该作者
本帖最后由 沧笙 于 2016-6-12 23:09 编辑


YEP.40 – Event Mini Label
This plugin lets you place text above the heads of various events using a miniature label through a comment tag. The text used can also use text codes so text, icons, colors, etc. whatever it is, you can use it as a label!

这个插件可以让你在事件头顶上使用标签。文字可以使用文本代码,所以文本,图标,颜色都是可以使用的

Introduction
This plugin lets you place text above the heads of various events using a miniature label through a comment tag.

这个插件可以让你在事件头顶上使用标签。

Comment Tags
Comment tags are ‘notetags’ used within the lines of an event’s comments. The reason I’m using the comment tags instead of the notetags is because each page of an event can yield a different potential name.

注解标签是使用事件注解功能做的标签。我用注解标签而不是标签栏是因为每一页事件都可以有一个不同的名字

To use this, make a comment within the event you wish to make the mini label for and insert the following:

为了使用这个功能,你需要在事件注解功能里面插入下面语句
  1. <Mini Label: text>
复制代码
This will display the ‘text’ above the event. You can use text codes for this comment tag and it will create dynamic messages.

显示文本
  1. <Mini Label Font Size: x>
复制代码
This will change the font size used for the mini label to x. If this tag isn’t used, the font size will be the default value in the parameters.

文本大小
  1. <Mini Label Y Buffer: +x>
  2. <Mini Label Y Buffer: -x>
复制代码
This will adjust the Y buffer for the mini label by x value. If this tag isn’t used, the Y buffer will be the default value in the parameters.

文本位置
  1. <Always Show Mini Label>
复制代码
This will make the mini label to always be shown, even when the plugin command to hide mini labels is used.

总是显示迷你标签

Plugin Commands
If you would like to shut off the Event Mini Label mid-game or turn it on, you can use the following plugin commands:

如果你想关闭或者开启事件迷你标签,你可以使用下面插件命令

Plugin Command:
  1. HideMiniLabel
复制代码
Hides all Event Mini Label.

隐藏所以事件迷你标签
  1. ShowMiniLabel
复制代码
Shows all Event Mini Label.

显示所以事件迷你标签

Happy RPG Making!
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 楼主| 发表于 2016-2-28 12:19:28 | 只看该作者
本帖最后由 沧笙 于 2016-6-12 23:08 编辑


YEP.49 – Credits Page
Introduction
This plugin adds a ‘Credits’ command to the title screen that will bring up a window of a credits page made the way you want. Text codes can be used for the credits page to allow for more customization options. Furthermore, specific entries can be tied to URL’s so you can link back to those you’ve provided credit for!

这个插件为标题菜单添加了致谢的页面命令,你可以在这个页面使用文本代码,甚至你可以添加超链接

Instructions
In the plugin’s parameters, where it says Line x Text, this is how the text will appear. Using text codes here will cause the credits page to write it out with text code properties.

在插件参数里面,这里可以设置每一行文本,你可以使用文本代码

If you provide a URL with the Line x URL entry, then this specific entry will open up a new window that will link the player to the specified URL. This is optional. If nothing is used, no linking will occur.

如果你设置了超链接,将会打开一个新的窗口来跳转

If an entry is left blank, it will be skipped. If you wish to leave an empty line, provide at least one space ‘ ‘ in the text entry.

如果没有输入文本,则会默认忽略。如果你想空行,请输入一个空格。

Happy RPG Making!
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 楼主| 发表于 2016-2-28 11:34:44 | 只看该作者
本帖最后由 沧笙 于 2016-6-12 23:07 编辑


YEP.15 – Base Troop Events
Wanted to place an event in every single battle but copy/pasting it is too inefficient? Now, you can do it using Base Troop Events, where every single battle takes a template of events from the selected troop you want it to!

想要放置一个事件在每个战斗中,但是复制粘贴太麻烦?现在可以使用基础敌群事件系统,每一个单独敌群事件都可以设置一个你想要事件

Introduction
For all the eventers out there who love to customize their battles through custom event pages, you can now save yourself some time by drawing all the event pages from a base troop event to occur in every fight. All of the events will be present in every single battle.

对于那些事件党酷爱制作战斗自定义事件的,你可以存储自己的事件,让其发生在每个战斗。

Happy RPG Making!
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