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[搬运汉化] 【汉化】YEP系列基础及进阶教程-2018/10/06期

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Lv3.寻梦者

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 楼主| 发表于 2016-2-26 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

Happy RPG Making!
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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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发表于 2016-2-22 21:18:07 | 只看该作者
加油啊希望你能够做下去

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塞糖塞糖  发表于 2016-2-22 22:32
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 楼主| 发表于 2016-2-22 19:38:32 | 只看该作者
本帖最后由 沧笙 于 2016-6-12 23:03 编辑


YEP.41 – Actor Variables
This plugin requires the Status Menu Core. Ever wanted to display unique Game Variables into the status menu to portray your actors? Now you can! These variables can come from a global or individual source per actor. Variables listed in the Global Columns found in the parameters will be listed for all actors. Variables defined in the actor noteboxes will be listed for that actor when displayed.

这个插件需要身份菜单核心插件。你想要展示特有的游戏变量进入你的角色身份菜单吗?现在你可以了!这些变量可以来自全局变量或者每个角色的独有变量。在参数内找到的全局变量都可以被列举。角色备注框里里设置的变量将会展示在角色栏

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,确保它放在YEP_StatusMenuCore下面

This plugin lets you place variables into the Status Menu Core in a unique page for display as actor data. These variables can come from a global or individual source per actor. Variables listed in the Global Columns found in the parameters will be listed for all actors. Variables defined in the actor noteboxes will be listed for that actor when displayed.

插件让你能够把变量放入身份菜单的特殊页显示出来。这些变量可以来自全局变量或者每个角色的独有变量。在参数内找到的全局变量都可以被列举。角色备注框里里设置的变量将会展示在角色栏

If you wish to place the Actor Variables tab in the Status Menu in a specific spot, place ‘Variables’ 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.

如果你想把角色变量栏放入身份菜单,请把‘Variables’ 放入身份菜单核心插件命令参数栏,否则,将会出现在‘Custom’栏

Notetags
Use the following notetags to display variables in your Status Menu.

使用下面的标签可以显示变量

Actor Notetags:
  1. <Column x Variables: y>
  2. <Column x Variables: y, y, y>
  3. <Column x Variables: y to z>
复制代码
This will display in column x (1 through 4) the variable(s) y. If using the y to z notetag, this will display all the variables from y to z.

这将在x行显示变量y。如果你使用了y到z,则会显示y到z的所有变量

Variable Icons and Display
To display icons and change the display of your variables, write the name of your variables like text codes in the variable editor.

如果想要显示图标和改变显示的变量,你可以想文本代码一样写下命令

A variable name like this
  1. \i[42]Variable Name
复制代码
will show up with an icon.

这段命令将会显示一个图标

However, if you wish to make notes that do not appear, you can place the notes between << and >>.

如果你想隐藏名字,你可以用《》来设置

For example:
  1. Hello <<You can’t see me>>World!
复制代码
will show up as ‘Hello World!’ because of the << and >> markers.

例如这段代码,将会显示‘Hello World!’。《》内的不会显示

Happy RPG Making!
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 楼主| 发表于 2016-2-22 18:50:46 | 只看该作者
本帖最后由 沧笙 于 2016-6-12 23:03 编辑


YEP.22 – Instant Cast
A popular request from the RPG Maker VX and Ace versions of Yanfly Engine, Instant Cast makes its way into RPG Maker MV’s plugin library with a few more features now! Instant Cast allows for skills and items to be instantly used after being selected without using up the user’s turn!

来自RPG Maker VX 和VX ACE软件的非常受欢迎的需求。立即释放带给MV插件很多特点。立即释放允许技能或者物品可以立即使用而不需要浪费玩家回合

Introduction
When an action has an instant cast property, that action is used immediately on the spot without needing to wait for the turn to start. After using it, the actor can perform another action. This can add a whole new dimension of battle depth to your game as instant cast actions do not consume a turn. Note that if your actors can perform multiple actions, the instant cast will only occur if it is the very first action selected and not a subsequent one.

当行动拥有立即释放特性时,这个行动将会在这个点立即使用而不用等待回合来开始。使用完后,玩家可以继续使用其他行动。这就可以让你的战斗更加有深度。如果你的角色有多个行动,立即释放这个行动必须是第一个技能并且不在战斗序列内。

In the event an enemy uses an instant cast skill, once the enemy’s turn comes up, it will perform the instant cast skill and then immediately after, perform another skill.

在事件中,如果敌方使用立即释放技能,一旦敌方回合开始,它会立即释放并且之后开始其他技能

It is highly recommended to use this plugin with another plugin that enables skill restrictions.

这个插件通常用来开启技能限制

Notetags
The following are some notetags you can use to apply Instant Cast properties to your actions.

下面标签你可以用来设置立即释放特性

Skill and Item Notetags:
  1. <Instant>
  2. <Instant Cast>
复制代码
Both notetags work the same. This causes this action when selected as the first action for an actor to be instantly cast. When used by an enemy, this will cause the enemy to have a follow up action without consuming the enemy’s turn.

这2个标签是一样的。可以让第一个行动使用时是立即释放,当敌方使用时,这将会让敌方可以继续开始下一个行动。

Actor, Class, Enemy, Weapon, Armor, and State Notetags:
  1. <Instant Skill: x>
  2. <Instant Skill: x, x, x>
  3. <Instant Skill: x to y>
复制代码
This makes skill(s) x into having instant cast properties for the actor, class, enemy, or whenever the weapon or armor is equipped, or whenever the state is applied. If using ‘x to y’, it will be applied to all the skills from x to y.

如果特定角色、敌方、职业或者装备特点武器等,甚至特点状态,这个技能就会被立即释放
  1. <Instant Item: x>
  2. <Instant Item: x, x, x>
  3. <Instant Item: x to y>
复制代码
This makes item(s) x into having instant cast properties for the actor, class, enemy, or whenever the weapon or armor is equipped, or whenever the state is applied. If using ‘x to y’, it will be applied to all the items from x to y.

如果特定角色、敌方、职业或者装备特点武器等,甚至特点状态,这个物品使用就会被立即释放
  1. <Cancel Instant Skill: x>
  2. <Cancel Instant Skill: x, x, x>
  3. <Cancel Instant Skill: x to y>
复制代码
This makes skill(s) x unable to be instantly cast. This will take priority over all other properties that may influence instant casting if the actor, class, enemy, equipment, or states possess this notetag. If using ‘x to y’ then it will be applied to all skills from x to y.

如果特定角色、敌方、职业或者装备特点武器等,甚至特点状态,这个技能立即释放特性被取消
  1. <Cancel Instant Item: x>
  2. <Cancel Instant Item: x, x, x>
  3. <Cancel Instant item: x to y>
复制代码
This makes item(s) x unable to be instantly cast. This will take priority over all other properties that may influence instant casting if the actor, class, enemy, equipment, or states possess this notetag. If using ‘x to y’ then it will be applied to all items from x to y.

如果特定角色、敌方、职业或者装备特点武器等,甚至特点状态,这个物品立即释放特性被取消

Happy RPG Making!
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 楼主| 发表于 2016-2-22 18:29:12 | 只看该作者
本帖最后由 沧笙 于 2016-6-12 23:02 编辑


YEP.43 – Skill Cost Items
Introduction
This plugin requires YEP_SkillCore.
Make sure this plugin is located under YEP_SkillCore in the plugin list.

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

This plugin enables you to be able to set costs for skills using items. The item costs will appear next to the other skill costs displaying the icons of the items needed and the amount of the items to be used. Item costs using this plugin can be altered by set and percentile amounts in addition to being replaced altogether by a substitute item.

你可以设置技能消耗物品。物品消耗将会显示下次使用技能需要的物品图标和数量。物品消耗可以用这个插件来设置并且可以设置替代品

Notetags
To enable skills to utilize items as costs, use the following notetags:

为了能够让技能消耗物品,你需要用下面的标签

Skill Notetags:
  1. <Item x Cost: y>
  2. <Weapon x Cost: y>
  3. <Armor x Cost: y>
复制代码
This will set the cost of the item, weapon, or armor x to require y of it before it can be used. If you are using YEP_ItemCore, independent items cannot be used as item costs as the game will not distinguish which of the independent items is fit to be used. If you use multiple of these tags, the skill will require all the listed items to be available for usage.

设置消耗的物品、武器或者装备,需要数量为y。如果你使用了YEP_ItemCore,独立物品不可以被消耗。如果你使用了多个标签,技能需要消耗所有的东西
  1. <Item Cost: x Potion>
  2. <Item Cost: x Sword>
  3. <Item Cost: x Feather Cap>
复制代码
If you prefer to use the names of the items instead, you can use the above notetag. This will make the skill require x amount of the named item, weapon, or armor. If you have multiple items with the same name, this notetag will give priority to the highest ID value in the order of items, weapons, then armors. If you are using YEP_ItemCore, independent items cannot be used as item costs as the game will not distinguish which of the independent items is fit to be used. If you use multiple of these tags, the skill will require all the listed items to be available for usage.

如果你想要使用物品名字取代,你可以使用这个标签。技能需要x数量的物品。如果你有相同名字物品,优先使用ID最高的。如果你使用了YEP_ItemCore,独立物品不可以被消耗。如果你使用了多个标签,技能需要消耗所有的东西

Class, Weapon, Armor, State Notetags:
  1. <Swap Gauge x: Item y>
  2. <Swap Gauge x: Weapon y>
  3. <Swap Gauge x: Armor y>
复制代码
Swaps out gauge x to display how much of item, weapon, or armor y the player/party has. Priority is given in the following order: Weapons, Armors, States, Class, Enemy

显示队伍拥有物品数量的物品槽。优先按照下面顺序:武器、装备、状态、职业、敌人
  1. <Swap Gauge x: Item Potion>
  2. <Swap Gauge x: Item Sword>
  3. <Swap Gauge x: Item Feather Cap>
复制代码
If you prefer to use the names of the items instead, you can use the above notetag. This will swap out gauge x to display how much of the mentioned item, weapon, or armor the player/party has. If you have multiple items with the same name, this notetag will give priority to the highest ID value in the order of items, weapons, then armors. Priority for the displayed gauge will be given in the following order: Weapons, Armors, States, Class, Enemy.

如果你想使用名字,可以用这个标签。显示队伍拥有物品数量的物品槽。如果你有重名物品,则优先用ID最高的。优先按照下面顺序:武器、装备、状态、职业、敌人

Actor, Class, Weapon, Armor, and State Notetags:
  1. <Item x Cost: +y>
  2. <Item x Cost: -y>
  3. <Weapon x Cost: +y>
  4. <Weapon x Cost: -y>
  5. <Armor x Cost: +y>
  6. <Armor x Cost: -y>
复制代码
Increases or decreases the cost of item, weapon, or armor x when required by a value of y. If the item, weapon, or armor isn’t required, then this effect does not apply to the skill cost.

增加或者减少物品、武器或装备消耗。如果物品不被需要,则这个不会生效。
  1. <Item Cost: +x Potion>
  2. <Item Cost: -x Sword>
  3. <Item Cost: +x Feather Cap>
复制代码
If you prefer to use the names of the items instead, you can use the above notetag format. This will increase or decrease the mentioned item by x amount as long as the item is required as a cost. If you have multiple items with the same name, this notetag will give priority to the highest ID value in the order of items, weapons, then armors.

如果你想使用名字,则用这个标签。增加或者减少物品、武器或装备消耗。如果物品不被需要,则这个不会生效。如果你有重名物品,则优先用ID最高的。
  1. <Item x Cost: y%>
  2. <Weapon x Cost: y%>
  3. <Armor x Cost: y%>
复制代码
Alters the cost of item, weapon, or armor x by y%. If the item, weapon, or armor isn’t required, then this effect does not apply to the skill cost.

改变物品、武器、装备消耗y%。如果物品不被需要,则不会生效。
  1. <Item Cost: x% Potion>
  2. <Item Cost: x% Sword>
  3. <Item Cost: x% Feather Cap>
复制代码
If you prefer to use the names of the items instead, you can use the above notetag format. This will adjust the cost rate of the mentioned item by x% as long as the item is required as a cost. If you have multiple items with the same name, this notetag will give priority to the highest ID value in the order of items, weapons, then armors.

如果你想使用名字,则用这个标签。改变物品、武器、装备消耗x%。如果物品不被需要,则这个不会生效。如果你有重名物品,则优先用ID最高的。
  1. <Replace Type x Cost: Type y>
复制代码
Replace ‘type’ with either ‘item’, ‘weapon’, or ‘armor’. This lets you exchange the costs used for a particular item for another (item y). The replacement is given priority to states, weapons, armors, class, and then actors.

类型可以是物品、武器或则装备。这个让你改变消耗用的类型。替代优先顺序是状态、武器、装备、职业,然后是角色
  1. <Replace Potion Cost: Ether>
  2. <Replace Sword Cost: Dagger>
  3. <Replace Feather Cap Cost: Bandana>
复制代码
If you prefer to use the names of the items instead, you can use the above notetag format. This lets you exchange the costs used for a particular item for another. The replacement is given priority to states, weapons, armors, class, and then actors. If you have multiple items with the same name, this notetag will give priority to the highest ID value in the order of items, weapons, then armors.

如果你想使用名字,则用这个标签。这个让你改变消耗用的类型。替代优先顺序是状态、武器、装备、职业,然后是角色。如果你有重名物品,则优先用ID最高的。

Item, Weapon, Armor Notetags:
  1. <Item Gauge Color 1: x>
  2. <Item Gauge Color 2: x>
复制代码
If this item is the item used as gauge display, you can have it produce a unique color using text color x.

如果物品有显示槽,可以改变显示槽颜色
  1. <Item Gauge Text: x>
复制代码
If this item is the item used as gauge display, you can have it show a different text other than its name. Replace x with what you want to write.

如果物品有显示槽,可以改变显示槽文本
  1. <Item Gauge Text Color: x>
复制代码
If you wish to use a text color other than the one predefined in the plugin’s parameters, use this notetag and replace x with the text color you wish to label the gauge with.

如果物品有显示槽,可以改变显示槽文本颜色

Happy RPG Making!
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 楼主| 发表于 2016-2-22 13:50:41 | 只看该作者
本帖最后由 沧笙 于 2016-6-12 23:02 编辑


YEP.9 – Skill Cooldowns
Skill Cooldowns is an extension plugin for the Skill Core. This plugin enables you to give your skills cooldowns, a game mechanic which prevents skills from being repeatedly used requiring the player to wait a few turns in order for the skill to become available for use again.

技能冷却是一个技能核心的拓展插件。这个插件可以让你实现技能冷却,让玩家需要等待几个回合才能继续使用。

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

这个插件需要YEP_SkillCore,确保它放在YEP_SkillCore下面

This plugin allows you to give your skills cooldowns. Cooldowns are a limit enforced on a skill to prevent them from being used constantly.

这个插件让你实现技能冷却,避免连续使用技能

Cooldown Types
Cooldown (Standard)
The standard cooldown only occurs if the skill has a cooldown to pay. When used, the skill cannot be used for x turns as indicated by the cooldown. There are a number of things that contribute to cooldowns going down. The first would be simply waiting. Each turn in battle causes a cooldown to drop by 1 turn. Skills and the such can be used to speed up this process. The second would be to finish battles. Finishing a battle will cause all cooldowns to drop by a certain amount (can be defined in the parameters). And the third would be walking on the field map. Every certain amount of steps allow a skill’s cooldown to decrease.

标准冷却。当被使用时,技能需要等x回合才可以使用。这里可以利用某些东西让冷却降低。最简单的就是等待,每回合都会降低。技能或者类似的也可以降低冷却。除此之外,你还可以结束战斗,战斗结束后冷却都会到一个定值。第三种方法就是在地图上走动,走动步数可以降低冷却

Warmups
As far as most things go, Warmups do the same thing as Cooldowns: prevent skills from being used until their timer is up. The difference, however, is that warmups only occur once during battle: at the very start of it. If a skill has a warmup timer, it will trigger the moment it goes into battle and instantly disappear after battle. Warmups do not stack on top of any existing cooldowns. If a cooldown is already occurring when a skill is in the warmup phase, both the warmup and cooldown simultaneously update.

就大多数而言,热身和冷却一样,时间结束才可以使用技能,区别是,热身仅仅发生在战斗一开始。如果一个技能有热身时间,他会进入战斗中触发,战斗结束后小时。热身不会叠在任何冷却之上,当技能同时拥有冷却和热身时,会同步更新

Linked Cooldowns
A linked cooldown occurs when a skill that’s used causes another skill in the owner’s skill library to have a cooldown. All other attributes of this cooldown are the same as a standard cooldown’s. This cooldown type will take priority over Skill Type Cooldowns and Global Cooldowns if this value is defined.

关联冷却是某个技能造成另一个技能冷却时。所有的冷却都看做关联冷却。冷却将会优先考虑技能冷却和全局冷却

Skill Type Cooldowns
When a Skill Type Cooldown occurs, all skills currently in the battler’s skill library with the matching Skill Type will be on cooldown. All other attributes of this cooldown are the same as a standard cooldown’s. This cooldown type will take priority over Global Cooldowns if this value is defined.

当技能类型冷却时,所有匹配的技能类型都在冷却中。另外的技能将会是标准冷却。技能冷却优先考虑全局冷却

When a cooldown is applied for a skill that already has a cooldown, the cooldown will change to whatever is the largest value. This means if a skill has 3 turns for a cooldown and a Skill Type Cooldown would set for 1 turn, the 3 turns would remain. On the flip side, if the skill has 3 turns and the Skill Type Cooldown would set for 5 turns, then the cooldown would be changed to 5 turns instead.

当冷却应用于已存在冷却的技能,冷却将会改变最大值。这意味着,当一个技能有3回合冷却时,技能类型冷却设置为1回合,则3回合会保留。如果技能有3回合冷却,技能类型冷却设置为5回合,冷却时间变更为5回合

Notetags
Use the following notetags to alter the cooldown properties of a skill.

使用下面的标签来改变冷却

Skill Notetags:
  1. <Cooldown: x>
复制代码
Sets the cooldown for the skill to X turns. This cooldown only affects this skill alone. This value will take priority over Skill Type Cooldowns and Global Cooldowns.

设计技能冷却回合数x。这只会影响技能自身。这个值会优先考虑技能类型冷却和全局冷却
  1. <After Battle Cooldown: +x>
  2. <After Battle Cooldown: -x>
复制代码
After a battle ends (victory, loss, or escape), change the cooldown for this skill by +x turns or -x turns.

战斗之后,技能冷却增加或者减少
  1. <Cooldown Steps: x>
复制代码
Outside of battle, every x steps that the Player takes, this skill’s cooldown will drop by 1.

每走x步,技能冷却减少1
  1. <Skill x Cooldown: y>
复制代码
When using this skill, after paying the skill cost, skill x will have a linked cooldown of y turns. This value will take priority over Skill Type Cooldowns and Global Cooldowns.

使用技能后,并且支付技能消耗以后,技能x将会关联冷却y回合。这个值优先考虑技能类型冷却和全局冷却
  1. <SType x Cooldown: y>
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When using this skill, after paying the skill cost, all skills with the matching Skill Type x to have a cooldown of y. This value will take priority over Global Cooldowns.

使用技能后,并且支付技能消耗以后,所有技能类型x将会关联冷却y回合。这个值优先考虑全局冷却
  1. <Global Cooldown: x>
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When using this skill, all skills within the battler’s skill library area set to be on cooldown for x turns. This value has less priority than Individual Cooldowns and Skill Type Cooldowns.

使用技能后,所有技能将会设置冷却x回合。这个值优先于独立冷却和技能类型冷却
  1. <Bypass Cooldown>
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This causes the skill to bypass cooldowns, no matter what. This should be used for skills like Attack, Guard, Escape, etc. that should not have a cooldown assigned to them.

技能不需要冷却。例如攻击,防御,逃跑等不需要冷却的指令。

Skill and Item Notetags:
  1. <Skill x Cooldown: +y>
  2. <Skill x Cooldown: -y>
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Targets hit by this skill will have skill x’s cooldown adjusted by y. This does not apply to the user and applies only to the targets.

目标技能x的冷却增加或者减少。仅适用于目标,不能用于自己
  1. <SType x Cooldown: +y>
  2. <SType x Cooldown: -y>
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Targets hit by this skill will have all skills in their skill library with Skill Type x to have their cooldowns adjusted by y. This does not apply to the user and applies only to the targets.

目标技能类型x的冷却增加或者减少。仅适用于目标,不能用于自己
  1. <Global Cooldown: +x>
  2. <Global Cooldown: -x>
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Targets hit by this skill will have all skills in their skill library to have their cooldowns adjusted by y. This does not apply to the user and applies only to the targets.

目标全部技能的冷却增加或者减少x。仅适用于目标,不能用于自己

Actor, Class, Enemy, Weapon, Armor, and State Notetags:
  1. <Skill x Cooldown Duration: y%>
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Alters the cooldown duration of skill x to y% when the cooldown cost is applied. This effect only applies to skill x.

改变技能x的冷却持续时间为y%。
  1. <SType x Cooldown Duration: y%>
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Alters the cooldown duration of skills with Skill Type x to y% when the cooldown cost is applied. This effect only applies to Skill Type x.

改变技能类型x的冷却持续时间为y%。
  1. <Global Cooldown Duration: x%>
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Alters the cooldown duration of all skills to x% when the cooldown cost is applied.

改变全部技能的冷却持续时间为x%。
  1. <Skill x Cooldown Rate: y%>
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Sets the cooldown rate for skill x to y% when the cooldown counter goes down. This effect only applies to skill x.

冷却需要下降时,技能x的冷却率为y%。
  1. <SType x Cooldown Rate: y%>
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Sets the cooldown rate for Skill Type x skills to y% when the cooldown counter goes down. This effect only applies to Skill Type x skills.

冷却需要下降时,技能类型x的冷却率为y%。
  1. <Global Cooldown Rate: x%>
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Sets the cooldown rate for all skills to x% when the cooldown counter goes down.

冷却需要下降时,全部技能的冷却率为x%。
  1. <Skill x Cooldown: +y>
  2. <Skill x Cooldown: -y>
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If the user performs skill x, it will have an increased or decreased cooldown value as long as the user is the actor, class, enemy, or has the weapon or armor equipped, or is affected by the state with this notetag. These flat cooldown modifications are applied after the rates and duration modifiers have been calculated.

如果玩家是特点玩家,职业,或者装备特定物品时,或者存在特点状态,这个技能x冷却将会改变y。这将在所有计算完成后应用一个平均冷却。
  1. <SType x Cooldown: +y>
  2. <SType x Cooldown: -y>
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If the user performs skill with skill type x, it will have an increased or decreased cooldown value as long as the user is the actor, class, enemy, or has the weapon or armor equipped, or is affected by the state with this notetag. These flat cooldown modifications are applied after the rates and duration modifiers have been calculated.

如果玩家是特点玩家,职业,或者装备特定物品时,或者存在特点状态,这个技能类型x冷却将会改变y。这将在所有计算完成后应用一个平均冷却。
  1. <Global Cooldown: +x>
  2. <Global Cooldown: -x>
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If the user performs any skill, it will have an increased or decreased cooldown value as long as the user is the actor, class, enemy, or has the weapon or armor equipped, or is affected by the state with this notetag. These flat cooldown modifications are applied after the rates and duration modifiers have been calculated.

如果玩家是特点玩家,职业,或者装备特定物品时,或者存在特点状态,全部技能冷却将会改变x。这将在所有计算完成后应用一个平均冷却。
  1. <Skill x Warmup: +y>
  2. <Skill x Warmup: -y>
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At the start of battle, skill x will have an increased or decreased warmup value as long as the user is the actor, class, enemy, or has the weapon or armor equipped, or is affected by the state with this notetag. These flat warmup modifications are applied after the rates and duration modifiers have been calculated.

如果玩家是特点玩家,职业,或者装备特定物品时,或者存在特点状态,战斗开始时,技能x热身时间改变y。这将在所有计算完成后应用一个平均热身时间。
  1. <SType x Warmup: +y>
  2. <SType x Warmup: -y>
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At the start of battle, all skills with skill type x it will have an increased or decreased warmup value as long as the user is the actor, class, enemy, or has the weapon or armor equipped, or is affected by the state with this notetag. These flat warmup modifications are applied after the rates and duration modifiers have been calculated.

如果玩家是特点玩家,职业,或者装备特定物品时,或者存在特点状态,战斗开始时,技能类型x热身时间改变y。这将在所有计算完成后应用一个平均热身时间。
  1. <Global Warmup: +x>
  2. <Global Warmup: -x>
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At the start of battle, all skills will have an increased or decreased warmup value as long as the user is the actor, class, enemy, or has the weapon or armor equipped, or is affected by the state with this notetag. These flat warmup modifications are applied after the rates and duration modifiers have been calculated.

如果玩家是特点玩家,职业,或者装备特定物品时,或者存在特点状态,战斗开始时,全部技能热身时间改变x。这将在所有计算完成后应用一个平均热身时间。

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