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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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Lv1.梦旅人

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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>
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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>
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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>
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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>
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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>
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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>
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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
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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
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—Macro 11—
  1. Macro 11 Text Macro 11
  2. Macro 11 Name abc
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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
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—Macro 11—
  1. Macro 11 Text Macro 11
  2. Macro 11 Name abc123
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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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 楼主| 发表于 2016-3-1 13:14:39 | 只看该作者
本帖最后由 沧笙 于 2016-6-12 23:12 编辑


YEP.65 – Extended Message Pack 1

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,确保它放在YEP_MessageCore.js下面
This plugin extends the amount of things the Message system can do in RPG Maker MV. These features range from text sounds, more name window options, face index control, hex colors, extended choice controls, and more precise window positioning control. New text codes are also added to further ease the usage of the message window.
这个插件拓展了信息系统的很多功能。从文本声音,到更多的名字窗口选项,脸图,索引,文本样式,选项控制,窗口位置设置等。新的文本代码也被添加进来
Text Codes
By using certain text codes in your messages, you can have the game replace them with the following:
你可以使用下面的文本代码
  1. * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  2. *
  3. * LetterSound Effect:
  4. * \lson          - Turns Letter Sounds on.
  5. * \lsoff         - Turns Letter Sounds off.
  6. * \lsn<filename> - Changes Letter Sound to play filename. This is case sensitive. Do not include the file extension.
  7. * \lsv[x]        - Sets the volume of the Letter Sound to x.
  8. * \lspi[x]       - Sets the pitch of the Letter Sound to x.
  9. * \lspiv[x]      - Sets the pitch variance of the Letter Sound to x.
  10. * \lspa[x]       - Sets the pan of the Letter Sound to x.
  11. * \lspav[x]      - Sets the pan variance of the Letter Sound to x.
  12. * \lsi[x]        - Sets the interval the Letter Sounds play to x.
  13. *
  14. * *Note: Works for message window only.
  15. *
  16. * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  17. *
  18. * NameWindow: Effect:
  19. * \n<x>   - Creates a name box with x string. Left side.
  20. * \nc<x>  - Creates a name box with x string. Centered.
  21. * \nr<x>  - Creates a name box with x string. Right side.
  22. *
  23. * \nd<x>  - Creates a dimmed name box with x string. Left side.
  24. * \ndc<x> - Creates a dimmed name box with x string. Centered.
  25. * \ndr<x> - Creates a dimmed name box with x string. Right side.
  26. *
  27. * \nt<x>  - Creates a transparent name box with x string. Left side.
  28. * \ntc<x> - Creates a transparent name box with x string. Centered.
  29. * \ntr<x> - Creates a transparent name box with x string. Right side.
  30. *
  31. * *Note: Works for message window only.
  32. *
  33. * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  34. *
  35. * MessagePosition Effect:
  36. * \msgposx[x]    - Sets the X position of the Message Window to x.
  37. * \msgposx[auto] - Sets the X position of the Message Window to default.
  38. *
  39. * \msgposy[x]    - Sets the Y position of the Message Window to x.
  40. * \msgposy[auto] - Sets the Y position of the Message Window to default.
  41. *
  42. * \msgevent[x]   - Map Field Only! Positions the X and Y position of the Message Window relative to the event x's position. If you use 0, the window will be placed relative to the player's position on the map.
  43. *
  44. * \msgactor[x]   - Requires Battle Engine Core. Battle Only! Puts the message over actor x's head if actor is in the party. Otherwise, the message will appear in normal location.
  45. *
  46. * \msgparty[x]   - Requires Battle Engine Core. Battle Only! Puts the message over party member x's head if member is present. Otherwise, the message will appear in normal location.
  47. *
  48. * \msgenemy[x]   - Requires Battle Engine Core. Battle Only! Puts the message over enemy member x's head if member is present. Otherwise, the message will appear in normal location.
  49. *
  50. * \msgwidth[x]    - Sets the width of the Message Window to x.
  51. * \msgwidth[auto] - Sets the width of the Message Window to fit the text.
  52. *
  53. * Do not use the auto function with Word Wrap.
  54. *
  55. * \msgrows[x]     - Sets the rows of the Message Window to x.
  56. * \msgrows[auto]  - Sets the rows of the Message Window to text. Do not use the auto function with Word Wrap.
  57. *
  58. * \auto           - Sets the width and rows of the Message window to fit the current message window. Do not use this with Word Wrap.
  59. *
  60. * \autoevent[x]   - Map Field Only! Sets the width and rows of the Message window to fit the current message window and positions it relative to event x. If you use 0, the window will be placed relative to the player's position on the map. Do not use this with Word Wrap.
  61. *
  62. * \autoactor[x]   - Requires Battle Engine Core. Battle Only! Sets the width and rows of the message window to fit the current message window and puts the message over actor x's head if actor is in the party. Otherwise, the message will appear in normal location. Do not use this with Word Wrap.
  63. *
  64. * \autoparty[x]   - Requires Battle Engine Core. Battle Only! Sets the width and rows of the message window to fit the current message window and puts the message over party member x's head if member is present. Otherwise, the message will appear in normal location. Do not use this with Word Wrap.
  65. *
  66. * \autoenemy[x]   - Requires Battle Engine Core. Battle Only! Sets the width and rows of the message window to fit the current message window and puts the message over enemy member x's head if member is present. Otherwise, the message will appear in normal location. Do not use this with Word Wrap.
  67. *
  68. * \msgreset       - Resets all of the positioning settings to default.
  69. *
  70. * * Note: This setting change will remain for just the current message. Going to the next message will reset this setting back to whatever the default setting is in the plugin parameters for the Message Core. If you change the amount of rows past 4, it will not acquire the messages following. You will need to use the 'MessageRows x' plugin command to accomplish that. These notetags work for the message window only.
  71. *
  72. * Do not use the [auto] width and row functions with Word Wrap. Word wrap will cause them to behave erratically.
  73. *
  74. * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  75. *
  76. * FaceIndex Effect:
  77. * \faceindex[x]   - Changes the face index of the currently used face graphic to index x at the start of the message.
  78. *
  79. * *Note: Works for message window only.
  80. *
  81. * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  82. *
  83. * DigitGroup Effect:
  84. * \dg[x]       - Groups the number value x with commas. 12345 becomes 12,345.
  85. *
  86. * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  87. *
  88. * HexColor Effect:
  89. * \hc[rrggbb]  - Changes the text color to a hex color code using red, green, blue format. For example, pure red is \hc[ff0000].
  90. *
  91. * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  92. *
  93. * PlayTime Effect:
  94. * \playtime    - Displays the current playtime of the player.
  95. *
  96. * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  97. *
  98. * MapName Effect:
  99. * \map[x]      - Displays the map name of Map ID x. If x is 0, it will display the name of the map the player is currently on.
  100. *
  101. * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
复制代码
Plugin Commands

You can use the following plugin commands to adjust a few of the settings regarding the Message Window.
你可以使用下面的插件命令来调整
Plugin Commands
— Letter Sounds —
  1. EnableLetterSound
  2. DisableLetterSound
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– These commands will enable or disable the letter sounds respectively.
开启或关闭文本声音
  1. LetterSoundName Cursor2
复制代码
– This will replace the current letter sound with the written filename. The filename is case sensitive. Do not use the file extension.
设置文本声音
  1. LetterSoundVolume 100
复制代码
– This will change the letter sound volume to 100.
设置文本声音音量
  1. LetterSoundPitch 125
复制代码
– This will change the letter sound pitch to 125.
设置文本声音音调
  1. LetterSoundPitchVariance 10
复制代码
– This will cause the letter sound’s pitch to fluctuate between -10 & 10.
设置文本声音音调浮动
  1. LetterSoundPan 0
复制代码
– This will change the letter sound’s pan to 0.
设置文本声音音域
  1. LetterSoundPanVariance 10
复制代码
– This will cause the letter sound’s pan to fluctuate between -10 and 10.
设置文本声音音域浮动
  1. LetterSoundInterval 2
复制代码
– This will change the interval at which the letter sounds are played to 2 letters. Change it to 0 to play on every letter written out.
设置文本声音间隔
  1. LetterSoundReset
复制代码
– This will reset the letter sounds to their default settings.
重置文本声音
— Choice Settings —
  1. ChoiceRowMax 4
复制代码
– This will set the maximum amount of visible choices to 4.
最大可选择排为4排
— Message Window Positions —
  1. MessageRows 6
复制代码
– 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.
信息框可显示6排
  1. MessageWidth 400
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– Changes the Message Window Width to 400 pixels. This will cut off any words that are shown too far to the right so adjust accordingly!
信息框宽度400
  1. MessagePositionX 300
复制代码
– Sets the Message Window’s X Position to 300. This position will be* relative to its horizontal anchor point.
信息框x位置为300
  1. MessagePositionY 400
复制代码
– Sets the Message Window’s Y Position to 400. This position will be relative to its vertical anchor point.
信息框Y位置为400
  1. MessagePositionXAuto
复制代码
– Sets the Message Window’s X Position to be automatically fitted and not set relative to its vertical anchor point.
信息框自动调整x位置
  1. MessagePositionYAuto
复制代码
– Sets the Message Window’s Y Position to be automatically fitted and not set relative to its vertical anchor point.
信息框自动调整y位置
  1. MessageAnchorX left
复制代码
– Sets the Message Window’s x anchor to ‘left’, ‘center’, or ‘right’ if you are using specified coordinates.
信息框基准点靠左
  1. MessageAnchorY bottom
复制代码
– Sets the Message Window’s y anchor to ‘left’, ‘center’, or ‘right’ if you are using specified coordinates.
信息框基准点在底部
  1. MessagePositionReset
复制代码
– Resets both the Message Window’s X and Y Positions to its automatic positions and not adjusted to its anchor points. The Message Width and the Message Rows.
信息框位置重置

Happy RPG Making!

点评

实在抱歉,在您高手前面露拙了  发表于 2016-6-12 23:13
虽然感谢你的搬运,但还是想说,这程度的汉化跟没有汉化一样  发表于 2016-4-20 22:13
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发表于 2016-3-1 13:07:19 | 只看该作者
沧笙 发表于 2016-2-29 23:03
YEP.69 – Extra Parameter Formula

Introduction

The ‘user.luk / 1000’ is inserted at the end. Assuming everything else comes out to be 10% and the user’s LUK parameter is at 500, it will be 0.1 + 0.5 which means the total comes out to 0.6, hence a 60% CRItical hit rate.

这一句好像没翻译?

点评

这句就是解释这个公式的构成,你看下公式应该就知道啦  发表于 2016-3-1 13:15
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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
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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
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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
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Allows player to move again via input.

允许玩家移动

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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>
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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>
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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!

点评

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

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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
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This resets all the event locations on the map.

重置地图上所有事件位置

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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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