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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 2016-2-28 11:15:55 | 只看该作者
本帖最后由 沧笙 于 2016-6-12 23:07 编辑


YEP.57 – More TP Modes
This is an extension plugin for Enhanced TP. For those who think that 20 TP Modes isn’t enough, this will expand the amount of TP Modes for your game by another 20 each for a total of 100 TP Modes!

这是增强TP系统的拓展插件,对于那些20模式仍然不够的玩家,这个可以让你设置多达100种TP模式

Introduction
This plugin requires YEP_EnhancedTP.
Make sure this plugin is located under YEP_EnhancedTP in the plugin list.

这个插件需要YEP_EnhancedTP,确保位于YEP_EnhancedTP下面

If you have other YEP_X_MoreTPModes plugins, place them in sequential order.

如果你有多个YEP_X_MoreTPModes插件,请按照顺序放置

For those who think that 20 TP Modes isn’t enough, this will expand the amount of TP Modes for your game by another 20 for a total of 40 TP Modes!

每个插件可以拓展20个模式,总共可以拓展4个插件

Happy RPG Making!
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 楼主| 发表于 2016-2-28 09:20:19 | 只看该作者
本帖最后由 沧笙 于 2016-6-12 23:05 编辑


YEP.66 – Steal & Snatch
Introduction
Stealing is a commonly used mechanic found in many traditional RPG’s. This plugin enables you to replicate that mechanic and add more depth upon it.

偷窃技能是很多传统RPG都有的技能。这个插件可以让你能够开启这个能力并且更深度的开发了它

Enemies can have multiple items to steal in addition to their default drops. When an actor goes to steal from an enemy, the actor has a percent change for the steal attempt to be successful. If successful, the actor grabs a random item from the stealable items pool and the party gains the said item.

除了默认掉落,敌方有很多东西可以偷窃。当玩家偷窃敌方时,角色会判断成功率。如果成功则随机得到偷窃池内的物品

In addition to stealing, there is a new mechanic called ‘Snatch’. While stealing allows your actors to grab random items from the enemy, snatching lets your actors target the item they want to steal and focus only on that item alone.

除了偷窃,这里还有新的能力叫做抢劫。相比偷窃允许玩家从敌方获得随机物品,抢劫可以让玩家获得你想偷得物品并且强制得到

Another feature for this plugin is that stealing a piece of equipment can now ‘debuff’ the enemy. If an actor steals a sword that gives 10 ATK, the enemy will lose 10 ATK. This feature can be turned off. Also new (and optional) is the ability to steal the enemy’s drop items. Enemies won’t always necessarily drop their items after being defeated, but stealing from them directly will allow your players to secure those items. Once an item is stolen, it will not drop again at the end of battle.

插件的另一个特点就是抢劫装备碎片可以减益敌方。如果角色偷了一把攻击10的短剑,敌方攻击力掉落10。这个功能可以被关闭。敌方不一定会掉落他们的物品,但是偷窃可以确保你拿到。一旦物品被偷,在战斗结束时将不会掉落

Notetags
Use the following notetags to set up your steal effects.

使用下面的标签来设置你的偷窃效果

Enemy Notetags:
  1. <Steal Item x: y%>
  2. <Steal Weapon x: y%>
  3. <Steal Armor x: y%>
  4. <Steal Gold x: y%>
复制代码
Gives the enemy the respect item to be stolen. x is the item’s ID while y% is the rate at which the item can be stolen from.

设置可以偷的物品及概率
  1. <Steal Potion: y%>
  2. <Steal Short Sword: y%>
  3. <Steal Round Shield: y%>
复制代码
If you decide to use names instead of item ID’s, you can use the above notetag format. If you have multiple items with the same name, priority will be given to the item with the highest item ID in the order of items, weapons, and then armors.

使用名称来设置可以偷的物品及概率
  1. <Steal Resist: +x%>
  2. <Steal Resist: -x%>
复制代码
This is the enemy’s inherent resistance against stealing.

防偷能力增加或减少x%

Skill and Item Notetags:
  1. <Steal>
  2. <Steal: +x%>
  3. <Steal: -x%>
复制代码
This enables the skill/item to have steal properties. Actions with steal properties will have a chance of stealing an item. This notetag applies to all item types. If you use the notetag versions with +x% or -x%, the steal rate is increased/decreased by x%.

开启技能或者物品的偷窃特性。拥有偷窃特性的行动有机会偷得物品。适用于所有物品类型。你还可以设置物品偷窃概率的增减
  1. <Steal Item>
  2. <Steal Item: +x%>
  3. <Steal Item: -x%>
复制代码
This enables the skill/item to have steal properties. Actions with steal properties will have a chance of stealing an item. This notetag adds item types to the stealable item pool. If you use the notetag versions with +x% or -x%, the steal rate is increased/decreased for item types by x%.

开启偷窃物品特性,并设定概率
  1. <Steal Weapon>
  2. <Steal Weapon: +x%>
  3. <Steal Weapon: -x%>
复制代码
This enables the skill/item to have steal properties. Actions with steal properties will have a chance of stealing an item. This notetag adds weapon types to the stealable item pool. If you use the notetag versions with +x% or -x%, the steal rate is increased/decreased weapon item types by x%.

开启偷窃武器特性,并设定概率
  1. <Steal Armor>
  2. <Steal Armor: +x%>
  3. <Steal Armor: -x%>
复制代码
This enables the skill/item to have steal properties. Actions with steal properties will have a chance of stealing an item. This notetag adds armor types to the stealable item pool. If you use the notetag versions with +x% or -x%, the steal rate is increased/decreased for armor types by x%.

开启偷窃装备特性,并设定概率
  1. <Steal Gold>
  2. <Steal Gold: +x%>
  3. <Steal Gold: -x%>
复制代码
This enables the skill/item to have steal properties. Actions with steal properties will have a chance of stealing an item. This notetag adds gold types to the stealable item pool. If you use the notetag versions with +x% or -x%, the steal rate is increased/decreased for gold by x%.

开启偷窃物金钱特性,并设定概率
  1. <Snatch>
  2. <Snatch: +x%>
  3. <Snatch: -x%>
复制代码
This enables the skill/item to have snatch properties. Actions with snatch properties are able to select the exact item they wish to steal. This notetag applies to all item types. If you use the notetag versions with +x% or -x%, the snatch rate is increased/decreased by x%.
Note: Snatching only works on skills/items that target.

开启抢劫特性,并设定概率,只适用于技能或者物品目标
  1. <Snatch Item>
  2. <Snatch Item: +x%>
  3. <Snatch Item: -x%>
复制代码
This enables the skill/item to have snatch properties. Actions with snatch properties are able to select the exact item they wish to steal. This notetag adds items to the pool. If you use the notetag versions with +x% or -x%, the snatch rate is Note: Snatching only works on skills/items that target.

开启抢劫物品特性,并设定概率,只适用于技能或者物品目标
  1. <Snatch Weapon>
  2. <Snatch Weapon: +x%>
  3. <Snatch Weapon: -x%>
复制代码
This enables the skill/item to have snatch properties. Actions with snatch properties are able to select the exact item they wish to steal. This notetag adds weapons to the pool. If you use the notetag versions with +x% or -x%, the snatch rate is increased/decreased by x% for weapons.
Note: Snatching only works on skills/items that target.

开启抢劫武器特性,并设定概率,只适用于技能或者物品目标
  1. <Snatch Armor>
  2. <Snatch Armor: +x%>
  3. <Snatch Armor: -x%>
复制代码
This enables the skill/item to have snatch properties. Actions with snatch properties are able to select the exact item they wish to steal. This notetag adds armors to the pool. If you use the notetag versions with +x% or -x%, the snatch rate is increased/decreased by x% for armors.
Note: Snatching only works on skills/items that target.

开启抢劫装备特性,并设定概率,只适用于技能或者物品目标
  1. <Snatch Gold>
  2. <Snatch Gold: +x%>
  3. <Snatch Gold: -x%>
复制代码
This enables the skill/item to have snatch properties. Actions with snatch properties are able to select the exact item they wish to steal. This notetag adds gold targets to the pool. If you use the notetag versions with +x% or -x%, the snatch rate is increased/decreased by x% for gold.
Note: Snatching only works on skills/items that target.

开启抢劫金钱特性,并设定概率,只适用于技能或者物品目标

Item, Weapon, and Armor Notetags:
  1. <Enable Automatic Debuff>
  2. <Disable Automatic Debuff>
复制代码
This let’s you override the ‘Automatic Effect’ settings in the parameters for this individual item. Enabling it will cause any weapons and armors to debuff the enemy’s parameters relative to the piece of equipment stolen. Disabling it will make no such thing occur. Automatic Debuffing is only applied to weapons and armors.

开启和关闭自动减益
  1. <Steal Sound Name: filename>
复制代码
If you wish to give an item a unique sound effect when stolen, use this notetag to accomplish that. Exclude file extensions from the ‘filename’.

偷窃声音设置
  1. <Steal Sound Volume: x>
复制代码
To change the volume for this item’s sound effect when it is stolen, use this notetag and replace x with the volume level desired.

偷窃声音音量设置
  1. <Steal Sound Pitch: x>
复制代码
To change the pitch for this item’s sound effect when it is stolen, use this notetag and replace x with the pitch desired.

偷窃声音音调设置
  1. <Steal Sound Pan: x>
复制代码
To change the pan for this item’s sound effect when it is stolen, use this notetag and replace x with the pan desired.

偷窃声音音域设置

Actor, Class, Weapon, Armor, and State Notetags:
  1. <Steal Rate: +x%>
  2. <Steal Rate: -x%>
  3. <Steal Type Rate: +x%>
  4. <Steal Type Rate: -x%>
复制代码
Increase/decrease the steal rate for the user by x%. If you use the ‘Type’ notetag, replace ‘Type’ with ‘Item’, ‘Weapon’, ‘Armor’, or ‘Gold’ to apply individual steal rate bonuses for just those types.

偷窃概率设置

Happy RPG Making!
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 楼主| 发表于 2016-2-27 08:49:34 | 只看该作者
本帖最后由 沧笙 于 2016-6-12 23:04 编辑


YEP.18 – Region Restrictions
本插件可以使用Region图层阻挡事件或者玩家进入某些区域
注意:插件配置中定义的Region为全局生效,即在插件本身定义的region功能会适用于所有地图图层,如果你想在不同的地图定义不同的region阻挡功能,请参照下文的注释命令于各地图配置页面单独设置。

Introduction and Instructions
Not everybody wants NPC’s to travel all over the place. With this plugin, you can set NPC’s to be unable to move pass tiles marked by a specified Region ID. Simply draw out the area you want to enclose NPC’s in on and they’ll be unable to move past it unless they have Through on. Likewise, there are regions that you can prevent the player from moving onto, too!

不是所有人都想让NPC能够随便溜达的!本插件可以让你你的NPC无法穿越某Region图层覆盖的区域。同样的,你也可以使用region图层设置总是允许玩家、NPC穿越的区域,从而忽略地形限制,如此就不必担心过多的具有跟随功能的NPC把你逼近死胡同、堵在大门口,而且能够使一些隐蔽通道、隐藏地区的设计更简单。

Notetags
You can use this notetag inside of your maps.
以下注释命令用于地图属性界面

Map Notetags:
  1. <Player Restrict Region: x>
  2. <Player Restrict Region: x, x, x>
  3. <Player Restrict Region: x to y>
复制代码
Restricts region x for the player on this particular map. Use multiple x to mark more regions. From x to y, you can mark a multitude of regions.
阻止玩家 通过ID为x的region图层,可以单独定义1个ID,也可以定义复数个,还可以定义区间。以下同理
  1. <Event Restrict Region: x>
  2. <Event Restrict Region: x, x, x>
  3. <Event Restrict Region: x to y>
复制代码
Restricts region x for all events on this particular map. Use multiple x to mark more regions. From x to y, you can mark a multitude of regions.

阻止事件 通过ID为x的region图层
  1. <All Restrict Region: x>
  2. <All Restrict Region: x, x, x>
  3. <All Restrict Region: x to y>
复制代码
Restricts region x for the player and all events on this particular map.Use multiple x to mark more regions. From x to y, you can mark a multitude of regions.

阻止事件和玩家 通过ID为x的region图层
  1. <Player Allow Region: x>
  2. <Player Allow Region: x, x, x>
  3. <Player Allow Region: x to y>
复制代码
Allows region x for the player on this particular map. Use multiple x to mark more regions. From x to y, you can mark a multitude of regions.

强制允许玩家 通过ID为x的region图层
  1. <Event Allow Region: x>
  2. <Event Allow Region: x, x, x>
  3. <Event Allow Region: x to y>
复制代码
Allows region x for all events on this particular map. Use multiple x to mark more regions. From x to y, you can mark a multitude of regions.

强制允许事件 通过ID为x的region图层
  1. <All Allow Region: x>
  2. <All Allow Region: x, x, x>
  3. <All Allow Region: x to y>
复制代码
Allows region x for the player and all events on this particular map.Use multiple x to mark more regions. From x to y, you can mark a multitude of regions.

强制允许玩家和事件 通过ID为x的region图层

Happy RPG Making!
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 楼主| 发表于 2016-2-27 08:36:34 | 只看该作者
本帖最后由 沧笙 于 2016-6-12 23:09 编辑


YEP.17 – Region Events
这个插件的功能很简单,可以用地图上的Region ID来调用某个公共事件。
下面的配置就不一一翻译了,从Region1到Region255代表了RegionID的256个图块
默认值default为0 代表该regionID没有绑定任何公共事件,如果你想绑定公共事件
就把0改为公共事件的编号
举个例子:我定义了一个公共事件0005,事件触发效果为屏幕闪烁、玩家队伍HP减少10%
我现在把region1的default值改为5,并在地图上所有沼泽区域覆盖region1图层
那么当角色进入所有沼泽地形时就会触发上述事件,实现地形伤害效果。
这种方法比修改伤害地形类型有效,在于事件可以触发更多连锁效果,比如闪屏、弹出对话框等

Apply common events to specified regions! Simply by stepping on a tile marked by that region will trigger a specific common event!

给特殊区域绑定公共事件。走到贴上公共事件的区域就会触发特殊事件

WARNING: Keep in mind that if you apply this in areas with step encounters, it will not cause the encounter countdown value to go down. This is how RPG Maker MV handles it. The same way if you were to lay out your map with touch-events that trigger common events, the encounter countdown value would not go down either. To get around this, within the common event used, place a script call with $gamePlayer.updateEncounterCount().

警告:如果你设置了遭遇模式,这不会降低步行遭遇数。这是MV软件检索的。类似如果你放置了触碰事件,步行遭遇数也不会降低。如果你在事件触发时改变,可以用上诉脚本命令

Introduction and Instructions
There are 255 Regions you can mark on your map. You can set it so that when players step on those specific Regions, a Common Event will play each time they step on it. To do so, bind a Common Event’s ID to the Region number in this plugin’s parameters. It will make it so that any tile with that very specific Region ID to trigger an on-Player Touch event using the Common Event ID that you have marked for it.

地图上有255个区域可以标记。你可以通过插件绑定事件ID,来让玩家步行此区域触发。

Keep in mind that if any common event occurs during a touch input, it will clear the touch input as intended by the game engine.

注意如果任何事件通过触碰发动,这将会清除游戏触碰记录

Notetags
You can use this notetag inside of your maps.

以下注释命令用在地图配置界面。

Map Notetags:
  1. <Region x Event: y>
复制代码
If the player steps onto a tile marked by Region x, it will run the common event y. This will override the default settings marked in the editor specifically for that map.

自定义region ID为X的图层块,会触发公共事件Y。注意X范围为1-255,Y的范围为你自定义公共事件的编号。

Happy RPG Making!
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 楼主| 发表于 2016-2-27 08:16:35 | 只看该作者
本帖最后由 沧笙 于 2016-6-12 23:08 编辑


YEP.52 – Region Battlebacks
region战斗背景定义工具--可以使用区域图块组控制你遇敌时的战斗背景
什么叫区域图块组?就是图块组里的R选项卡,里面是1-255的ID标识
同时这个插件还可以让你修改默认地形的遇敌背景,很方便。
--翻译 by 抖M俱乐部的 SmithJiong/bennett01/SOAP
转载请注明出处
注意:下面parameters配置中,Battleback1表示背景图下层,即img\battlebacks1中的文件
Battleback2表示背景图上层,即img\battlebacks2中的文件,不再单独解释。
paremeters配置主要让你修改默认地图战斗背景使用,
如果你想使用region区块标记不同的战斗背景,请使用地图配置界面的注释命令。

Introduction
When using an overworld map, you actually have no control over any of the battlebacks used for the region you’re in. Although they sometimes make sense if you’re using the default RTP graphics, other parts of the terrain do not translate well if you’re using custom graphics with different names. As a result, this can result in certain images not loading and promptly crashing the game.

使用世界地图时,你会发现自己并不能使用region区块来控制战斗背景。当然,本插件还能有效避免因为其他地图上战斗背景名称不匹配和加载失败引起的游戏崩溃。

This plugin will allow you to alter the battlebacks used by default for the overworld in addition to bind specific battlebacks to specific tiles on the map through usage of regions.

本插件可以允许你改变默认地形的默认战斗背景,同时也可以让你用地图注释命令定义使用region区块定义的特别战斗背景

Notetags
To bind specific battlebacks to certain region ID’s, you can use these following notetags:

要绑定背景地图给特殊的region区块,你可以使用下面的的注释命令:

Map Notetags:
  1. <Region x Battleback1: filename>
  2. <Region x Battleback2: filename>
复制代码
This will change the battleback1 or battleback2 for region x to use the battleback image with the matching filename. When writing out the filename, it is case sensitive. Do not insert the file extension.

很简单x为region区块的ID号,filename为背景图片名称。注意这里只需要用文件名,不需要路径,你的所有战斗背景都应该放在游戏工程的原始目录下面。

For example:

If you want Region 5 to use battleback1 Dirt2.png and battleback2 as Forest.png, you would use these two notetags:
  1. <Region 5 Battleback1: Dirt2>
  2. <Region 5 Battleback2: Forest>
复制代码
Insert these combinations into the noteboxes of the maps you wish to use specific battlebacks per region for.

上面的命令实现了如果玩家踏入地图上ID为5的region标记区域触发的战斗都将会使用以Dirt2文件为地、Forest文件为天的战斗背景。

Happy RPG Making!
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 楼主| 发表于 2016-2-26 23:09:56 | 只看该作者
本帖最后由 沧笙 于 2016-6-12 23:08 编辑


YEP.29 – Party System
Introduction
This plugin replaces the “Formation” command found in the in-game menu with a new scene where the player can adjust the party he or she wants in a more comfortable way.

这个插件替代了编队命令,并用一个新的窗口代替,在这里你可以更加方便的调整队伍

If you are using YEP_BattleEngineCore.js and would like to enable party switching mid-battle, place this plugin under YEP_BattleEngineCore.js in the plugin’s list.

如果你使用了YEP_BattleEngineCore,并且想在战斗中开启队伍切换,请把它放在YEP_BattleEngineCore下面

This plugin is plug and play. All you have to do is just turn it on and change the parameters to your liking.

这个插件是即插即用。你只需要打开它并且更改你想要的参数

Plugin Commands
Here are some plugin commands you can use!

这里是你需要的一些插件命令

Plugin Command:
  1. OpenPartyMenu
复制代码
Opens up the Party Menu from the field.

打开队伍菜单

Actors can also be required, meaning the player must have that actor(s) in the party before the player is able to leave the party menu. Required actors can be moved around, unlike locked actors. Keep in mind if you do make some actors required, do not make the game require more actors than the possible maximum battle members or else the player will be stuck in the party menu.

在你离开队伍菜单时,你必须拥有至少一名角色。和锁定角色不同,必需的角色可以移动。记住如果你设置了必需的角色,则不要让必需角色数超过战斗队伍最大上限,否则玩家将会卡死在队伍菜单

Plugin Command:
  1. ShowBattleFormation
复制代码
Shows ‘Formation’ command in battle.

在战斗中显示编队命令
  1. HideBattleFormation
复制代码
Hides ‘Formation’ command in battle.

在战斗中隐藏编队命令
  1. EnableBattleFormation
复制代码
Enables ‘Formation’ command in battle.

在战斗中开启编队命令
  1. DisableBattleFormation
复制代码
Disables ‘Formation’ command in battle.

在战斗中关闭编队命令
  1. LockActor 3
复制代码
Locks actor 3.

锁定角色3
  1. LockActor 4 5 6
复制代码
Locks actors 4, 5, and 6.

锁定角色4,5,6
  1. UnlockActor 3
复制代码
Unlocks actor 3.

解锁角色3
  1. UnlockActor 4 5 6
复制代码
Unlocks actors 4, 5, and 6.

解锁角色4,5,6

Locked Actors cannot be moved out of their current position and must be in the party.

锁定的角色不可以被从初始位置移开并且必需在队伍里
  1. RequireActor 3
复制代码
Player must have actor 3 in party.

必需角色3
  1. RequireActor 4 5 6
复制代码
Player must have actors 4, 5, and 6 in party.

必需角色4,5,6
  1. UnrequireActor 3
复制代码
Player no longer needs actor 3 in party.

不在必需角色3
  1. UnrequireActor 4 5 6
复制代码
Player no longer needs actors 4, 5, and 6 in party.

不在必需角色4,5,6

Required Actors must be in the party in order for the player to be able to exit the party menu.

必需角色必需在队伍里才可以退出队伍菜单

Happy RPG Making!
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 楼主| 发表于 2016-2-23 21:59:25 | 只看该作者
本帖最后由 沧笙 于 2016-6-12 23:07 编辑


YEP.27 – Job Points
This plugin by itself will not change any major game functions, but instead, it works in combination with other plugins that make use of this plugin’s functions should you decide to incorporate Job Points into your game.

这个插件不会改变游戏的主要功能,但是相反,你可以结合其他插件来结合职业点放入游戏

Add Ons

Fox’s JP Levels – This plugin adds levels to the Yanfly’s JobPoint System, like Final Fantasy Tactics had. It allows for restrictions on what skills your allowed to buy with the SkillLearnSystem based on the current classes’ Job Level. It allows for restrictions on what class your allowed to equip with the ClassChangeCore based on the current classes’ Job Level. The Job automatically gains levels just by gaining JobPoints.
这个插件为为职业点系统添加了等级,就像最终幻想那种。允许为利用技能学习系统购买的技能添加限制,为职业改变系统改变的职业添加限制。职业将通过获得职业点自动升级
MuteDay’s Job Point Extension – This plugin adds extended functionality to Job Points, by allowing trickle mechanics and how much subclasses gain while gaining JP for the primary class.
这个插件拓展了职业点功能,允许其缓慢增加并且可以设置主职业获得点数同时副职业的获得数
MuteDay’s Job Mastery – if you have learned all learnable skills for a job it gets marked as mastered and if you have Fox’s addon it will visibly show that on the menu.
如果你学习了某个职业所有的技能,你就成为大师,如果你使用了Fox插件,你可以让它显示在菜单上

Introduction
This plugin by itself will not change any major game functions, but instead, it works in combination with other plugins that make use of this plugin’s functions should you decide to incorporate Job Points into your game.

这个插件不会改变游戏的主要功能,但是相反,你可以结合其他插件来结合职业点放入游戏

When Job Points are earned, they are given to the actor’s current class. If the actor were to switch classes, then the Job Points will be changed to that class’s Job Points until reverted back.

当获得职业点时,他们赋予给玩家的职业。如果玩家切换职业,职业点将会变成这个职业的,除非他们被还原。

Victory Aftermath Compatibility
If you have the YEP_VictoryAftermath plugin installed and wish to make use of the JP windows, position this plugin lower than YEP_VictoryAftermath in the Plugin Manager.

如果你有YEP_VictoryAftermath这个插件并且希望使用JP窗口,你可以把这个放在YEP_VictoryAftermath下面

After that, if you wish to define the timing of the JP window to appear at a certain point instead of the plugin doing it automatically, insert “JP” in the “Victory Order” parameter within Victory Aftermath where you want the JP window to appear.

在这之后,如果你希望决定JP窗口出现的时间,可以插入“JP”在“Victory Order” 参数里

Notetags
Here are some notetags related to Job Points.

这里有一些标签

Actor Notetags
  1. <Starting JP: x>
复制代码
Sets the actor’s starting JP value to be x for the actor’s initial class.

设置职业初始职业点
  1. <Class x Starting JP: y>
复制代码
Sets the actor’s starting JP value for class x to be y.

设置职业x的初始职业点y
  1. <JP Rate: x%>
复制代码
This changes the rate of JP gained by x%. By default, all objects have a default rate of 100%. Increasing this to 200% will increase JP gained by twice as much while 50% will halve the amount of JP gained.

设置职业点增加率。默认是100%。如果设置200%则会获得2倍职业点,50%则获得一半。

Skill and Item Notetags
  1. <JP Gain: x>
复制代码
This makes it so that the actor using this skill or item will gain x amount of JP instead of the default amount of JP found in the parameters.

使用技能或者物品可以获得x个职业点
  1. <Target JP Gain: x>
复制代码
This makes it so that the target actor affected by this skill or item will gain x amount of JP.

目标角色可以获得x个职业点

Class, Weapon, Armor, and State Notetag
  1. <JP Rate: x%>
复制代码
This changes the rate of JP gained by x%. By default, all objects have a default rate of 100%. Increasing this to 200% will increase JP gained by twice as much while 50% will halve the amount of JP gained.

设置职业点增加率。默认是100%。如果设置200%则会获得2倍职业点,50%则获得一半。

Enemy Notetag
  1. <JP: x>
复制代码
When the enemy is defeated, the party members present will gain x JP each.

敌方被击败时,每个队伍成员获得x职业点

Plugin Commands
For those wondering how to manually give, remove, or set JP for an actor, you can use the following Plugin Commands.

如果你手动赋予,移除或者设置职业点给玩家,你可以用下面的插件命令

Plugin Commands:
  1. gainJp actorId jp
  2. gainJp actorId jp classId
复制代码
Replace ‘actorId’ with the ID of the actor you wish to change the JP of. Replace ‘jp’ with the amount of JP you wish to alter. If you are using ‘classId’, replace it with the ID of the actor’s class you wish to alter. This command will let the actor gain JP.

指定ID的角色甚至指定职业获得职业点
  1. loseJp actorId jp
  2. loseJp actorId jp classId
复制代码
Replace ‘actorId’ with the ID of the actor you wish to change the JP of. Replace ‘jp’ with the amount of JP you wish to alter. If you are using ‘classId’, replace it with the ID of the actor’s class you wish to alter. This command will cause the actor to lose JP.

指定ID的角色甚至指定职业失去职业点
  1. setJp actorId jp
  2. setJp actorId jp classId
复制代码
Replace ‘actorId’ with the ID of the actor you wish to change the JP of. Replace ‘jp’ with the amount of JP you wish to alter. If you are using ‘classId’, replace it with the ID of the actor’s class you wish to alter. This command will set the actor’s JP to a particular value.

指定ID的角色甚至指定职业的职业点

Happy RPG Making!
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 楼主| 发表于 2016-2-23 19:05:58 | 只看该作者
本帖最后由 沧笙 于 2016-6-12 23:06 编辑


YEP.64 – Enemy Levels
Introduction
This plugin allows enemies to function off of a leveling system. An enemy’s level will be increased relative to the player under specific rulings and will increase its stats based on its level.

这个插件允许敌方可以等级系统。通过特殊的规则,敌方等级可以提升,并且基于等级提升状态

Default Level Types
When an enemy is made in battle, it will create its initial level off of a set of rules. These are the various rules you can change the ‘Default Type’ plugin parameter to reflect.

当敌方在战斗中时,将会创造初始等级。这里有很多规则你可以用来改变默认类型

Type:

– Type 0 – Lowest level of all actors that have joined the player party.
– Type 1 – Lowest level of all actors that are in the battling party.
– Type 2 – Average level of all actors that have joined the player party.
– Type 3 – Average level of all actors that are in the battling party.
– Type 4 – Highest level of all actors that have joined the player party.
– Type 5 – Highest level of all actors that are in the battling party.

类型0-角色队伍里最低等级
类型1-战斗队伍里最低等级
类型2-角色队伍里平均等级
类型3-战斗队伍里平均等级
类型4-角色队伍里最高等级
类型5-战斗队伍里最高等级


After the level type has been determined for the enemy, random level fluctuations are then added.

在等级类型决定之后,会添加等级波动

Notetags
You can use these notetags to adjust how enemy levels are handled individually per enemy.

你可以使用下面的标签来调整敌方等级

Enemy Notetags:
  1. <Show Level>
  2. <Hide Level>
复制代码
This will cause the enemy to show or hide its level upon target selection.

显示或者隐藏敌方等级
  1. <Minimum Level: x>
  2. <Maximum Level: x>
复制代码
This sets the enemy’s minimum and maximum levels respectively to x. This will cause the enemy, upon the start of battle, to adjust levels within this particular range. Any skills that alter enemy levels are able to bypass these limits unless if it were to bypass the maximum cap.

设置敌方最小和最大等级x。这将造成敌人战斗开始等级将会在这个范围波动。任何改变敌方等级的技能都可以不受这个限制除非超过最大上限
  1. <Static Level: x>
复制代码
This sets the enemy’s starting level to exactly x. This will cause the enemy, upon the start of battle, to adjust levels within this particular range. Any skills that alter enemy levels are able to bypass these limits unless if it were to bypass the maximum cap.

设置敌方初始等级x.这将造成敌人战斗开始等级将会在这个范围波动。任何改变敌方等级的技能都可以不受这个限制除非超过最大上限
  1. <Starting Level Type: x>
复制代码
This sets the enemy’s starting level type to x from 0 to 5. Refer to the ‘Default Level Types’ party of the Help File.

设置敌方初始等级类型x。
  1. <Positive Level Fluctuation: x>
  2. <Negative Level Fluctuation: x>
复制代码
This sets the positive/negative level fluctuation for the enemy. Any level fluctuation is calculated at the start of battle, but after the starting level type has been determined.

设置等级的正波动和负波动。等级波动在战斗开始并且等级类型选择之后计算好
  1. <Level Fluctuation: x>
复制代码
This sets both the positive and negative level fluctuation for the enemy to x. Any level fluctuation is calculated at the start of battle, but after the starting level type has been determined.

设置等级波动x。等级波动在战斗开始并且等级类型选择之后计算好
  1. <stat Rate: +x% per level>
  2. <stat Rate: -x% per level>
  3. <stat Rate: +x.y per level>
  4. <stat Rate: -x.y per level>
复制代码
Replace ‘stat’ with ‘maxhp’, ‘maxmp’, ‘atk’, ‘def’, ‘mat’, ‘mdf’, ‘agi’, ‘luk’, ‘exp’, or ‘gold’. This will set this enemy to have an increase or decrease of x% rate per level. If you use the x.y formula, it will have a rate increase of +x.y or -x.y per level.

可以按比例改变多个状态。这将改变每次提升等级,改变状态。
  1. <stat Flat: +x per level>
  2. <stat Flat: -x per level>
  3. <stat Flat: +x.y per level>
  4. <stat Flat: -x.y per level>
复制代码
Replace ‘stat’ with ‘maxhp’, ‘maxmp’, ‘atk’, ‘def’, ‘mat’, ‘mdf’, ‘agi’, ‘luk’, ‘exp’, or ‘gold’. This will set this enemy to have an increase or decrease of flat x value per level. If you use the x.y formula, it will have a flat increase of +x.y or -x.y per level.

可以直接改变多个状态。这将改变每次提升等级,改变状态。
  1. <Resist Level Change>
复制代码
This will cause the enemy to be immune to any form of level changing through skills and items. However, the enemy is not immune to any level changing through script calls.

这可以让地方不受任何改变等级的技能或者物品影响。但是敌方不能免疫脚本的修改
  1. <Skill x Require Level: y>
  2. <Skill name Require Level: y>
复制代码
If this enemy is to use skill x (or named skill), it must be at least level y to be able to use it. If the enemy is under level y, the skill will be sealed and cannot be used.

如果敌方想要使用技能x,他必须最低等级为y。如果低于等级y,技能则被封存不能使用

Skill and Item Notetags:
  1. <Reset Enemy Level>
复制代码
This will reset the target enemy’s level back to what it was at the start of battle.

重置敌方等级
  1. <Change Enemy Level: +x>
  2. <Change Enemy Level: -x>
复制代码
If this action is used against an enemy, it will change the enemy’s level by +x or -x. If an action contains both a reset and level change, the reset will occur first before the level change.

如果行动目标是敌方,则会改变其等级。如果行动包含重置和等级改变,重置效果将会优先发动

Plugin Commands
If you wish to change enemy levels through plugin commands, you can use the following plugin commands to alter them. These plugin commands are only used inside battle.

如果你想要通过插件命令改变敌方等级。你可以用下面的命令改变。只可以在战斗中使用

Plugin Command:
  1. EnemyLevelChange 2 to 50
复制代码
– This will reset the enemy in position 2’s level to 50.

重置位置2的敌方等级为50
  1. EnemyLevelChangeAll 50
复制代码
– This will change the levels of all enemies to 50.

重置所有敌方等级为50
  1. EnemyGainLevel 3 by 20
复制代码
– This will cause the enemy in positon 3 to gain 20 levels.

增加位置3的敌方等级20
  1. EnemyGainLevelAll 20
复制代码
– This will cause all enemies to gain 20 levels.

增加所有敌方等级20
  1. EnemyLoseLevel 4 by 10
复制代码
– This will cause the enemy in positon 4 to lose 10 levels.

减少位置4的敌方等级10
  1. EnemyLoseLevelAll 10
复制代码
– This will cause all enemies to lose 10 levels.

减少所有敌方等级10
  1. EnemyLevelReset 5
复制代码
– This will reset the enemy in position 5’s level to the level it had at the start of battle.

重置位置5的敌方等级
  1. EnemyLevelResetAll
复制代码
– This will reset all enemy levels to their original levels.

重置所有敌方等级

Happy RPG Making!
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 楼主| 发表于 2016-2-23 17:53:01 | 只看该作者
本帖最后由 沧笙 于 2016-6-12 23:06 编辑


YEP.48 – Profile Status Page
Introduction
This plugin requires YEP_StatusMenuCore.js.
Place this plugin under YEP_StatusMenuCore.js in the Plugin Manager.

这个插件需要YEP_StatusMenuCore,确保它在YEP_StatusMenuCore下面

This plugin adds a new ‘Profile’ command to the Status Menu where the player can read up on the actor’s biography. Pictures can be added in. Text can be updated mid-game, too!

这个插件需要角色状态菜单核心插件。这个插件添加了“概述”命令,在这里玩家可以阅读角色的出生历史。在这里可以添加图片。文本也可以在游戏中更新

Notetags
The following notetags are used for actors specifically to alter the profile page properties for the Status Menu.

下面这个标签可以更加具体改变角色的个人信息概述

Actor Notetags:
  1. <Profile Text>
  2. text
  3. text
  4. </Profile Text>
复制代码
Changes the profile text from the default profile text to the text used in between the two notetags. You can use text codes for the text here. Word wrap is not supported.

改变默认的个人信息概述。你可以使用文本代码。不支持文字的自动换行。
  1. <Profile Image: filename>
复制代码
If you wish to associate a profile image for the actor, replace ‘filename’ with the filename of a picture located in your img/pictures folder. Do not include the file extension. If your image is Aldo.png, just use ‘Aldo’ and do not include the ‘.png’ extension.

如果你希望设定角色的个人概述图片,可以用文件名代替filename,不需要包含拓展名。如果你的图片是Aldo.png,你使用Aldo即可,不需要.png。
  1. <Profile Image Align: Left>
  2. <Profile Image Align: Center>
  3. <Profile Image Align: Right>
复制代码
If you wish to use a different alignment from the one in the plugin’s parameter settings, you can use these notetags. If you use a nonexistant word, then the right alignment will be decided by default.

如果你想设置不同的位置,可以使用这个标签。如果你没用,则会默认右侧

Plugin Commands
The following plugin commands can be used to alter an actor’s profile page.

下面的插件命令可以用来改变角色概况页

Plugin Commands:
  1. ClearProfileText actorId
复制代码
This will clear out all of actorId’s profile text.

清除角色概况文本
  1. AddProfileText actorId text
复制代码
This will add to actorId’s profile text the line of text.

增加角色概况文本
  1. ProfileTextLine lineIndex actorId text
复制代码
This will change the specific lineIndex of the profile text for actorId to display a specific text. For example, if you wish to the 50th line of the profile text for actor 3 to ‘Hello World’, you’ll write this out as the plugin command: ProfileTextLine 49 3 Hello World

你可以改变角色文本概述特定行的文本。例如如果你希望角色ID3的人物概述第50行为‘Hello World’,你可以这么写:ProfileTextLine 49 3 Hello World
  1. ProfileImage actorId filename
复制代码
This will change the profile image for actorId to filename without the file extension. For example, if you wish to change actor 3’s profile image to Aldo.png, you’ll write out this as the plugin command: ProfileImage 3 Aldo

这可以改变角色概述的图片显示。例如你想改变角色ID3的概述图片为Aldo.png,你可以这么写ProfileImage 3 Aldo
  1. ProfileImageAlign actorId align
复制代码
This will change the profile image alignment for actorId. Replace ‘align’ with ‘left’, ‘center’, or ‘right’ without the quotes. If a nonexistant word is used for the alignment, then the right alignment will be used. If you wish to make the image aligned to the left for actor 3, you’ll use: ProfileImageAlign 3 Left

这可以改变概述图片位置。可以用‘left’, ‘center’, 或者‘right’ 替代‘align’。如果没有没写,默认是右侧。如果你想要让角色ID3图片在左侧,你可以用ProfileImageAlign 3 Left

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 楼主| 发表于 2016-2-22 22:29:13 | 只看该作者
本帖最后由 沧笙 于 2016-6-12 23:04 编辑


YEP.39 – Battle Statistics
Ever wanted to log the battle statistics of your actors over the course of the entire gameplay? Well, now you can!

想要你玩家战斗记录统计吗?现在你可以了

This bonus plugin requires the Status Menu Core plugin.

这个插件需要身份菜单核心插件

Introduction
This plugin requires YEP_StatusMenuCore. Make sure this plugin is located under YEP_StatusMenuCore in the plugin list.

这个插件需要YEP_StatusMenuCore,确保它在YEP_StatusMenuCore下面。

If you wish to place the Battle Statistics tab in the Status Menu in a specific spot, place ‘Statistics’ without the quotes in the Status Menu Core’s Command Order parameter. If it’s not present there, it will automatically order itself in the ‘Custom’ tab.

如果你想把战斗记录栏放在菜单,请把‘Statistics‘放入身份菜单核心命令顺序参数里。如果没有设置,将会自动出现在‘Custom’栏。

Instructions
This plugin is plug-and-play. All battle information will be recorded in the Battle Statistics tab. The information will be as follows:

这个插件是即插即用。所以战斗信息将会记录在战斗统计栏。这个信息如下:

Battles Initiated
How many battles the actor was present in the starting party and what ratio.

战斗场数记录

Kills/Deaths/Assists
Displays information about how many kills, deaths, and assists performed by the actor overall. Kills rise when the actor defeats an enemy. Deaths rise if the actor falls in battle. Assists rise if the actor is present during an enemy kill.

显示杀敌数、死亡数和助攻数。杀敌数是玩家击败敌方个数。死亡数是玩家战斗死亡数。助攻数是敌方死亡时玩家在场的个数。

Damage Dealt
Total amount of damage dealt by the actor over the course of the game.

造成伤害数

Damage Taken
Total amount of damage taken by the actor over the course of the game.

遭受伤害数

Healing Dealt
Total amount of healing dealt by the actor over the course of the game.

造成治疗数

Healing Taken
Total amount of healing taken by the actor over the course of the game.

受到治疗数

Happy RPG Making!
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