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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 2016-2-28 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

Happy RPG Making!
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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

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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。

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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。

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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

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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

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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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