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[搬运汉化] 【汉化】YEP系列基础及进阶教程-2018/10/06期

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Lv1.梦旅人

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发表于 2016-2-18 09:59:30 | 只看该作者
沧笙 发表于 2016-2-12 10:37
YEP.13 – Auto Passive States
Add passive states to your game! They can be innate to actors, classes ...

这个感觉很有用,马了。
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 楼主| 发表于 2016-2-18 09:18:48 | 只看该作者
本帖最后由 沧笙 于 2016-6-12 22:56 编辑


YEP.12 – Item Upgrade Slots
This plugin requires the Item Core plugin as this plugin is an extension plugin for it. This plugin enables your players to be able to uprade their weapons and armors through a dedicated slot system.

这个插件需要物品核心插件,这个插件可以让你能够改进物品和装备。

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

插件需要YEP_ItemCore,确保插件位于其下面

This plugin adds Item Upgraders, where you can select the base item and then apply the appropriate Item Upgraders onto it to boost its parameters.

这个插件添加了物品提升系统,你可以选择基础物品,然后提升等级

Notetags
The following notetags can be used to modify item upgrades.

下面的标签可以用来调整提升等级

Weapon, and Armor Notetags
  1. <Upgrade Slots: x>
复制代码
This sets the number of times an item can be upgraded instead of the default amount defined in the database.

设置物品提升的数量
  1. <Slot Variance: x>
复制代码
This makes it so that there is a random variance for the number of slots provided through the item. If this notetag isn’t used, it will go by the setting in the parameters.

提供不同的提升数值,如果没有使用这个标签,则采用插件参数的值
  1. <Upgrade Sound: filename>
复制代码
Changes the upgrade sound played to ‘filename’. If this notetag isn’t used, the ‘Default Sound’ parameter sound will be used instead.

改变提升物品时播放的声音。如果没有使用这个标签,则会采用默认声音
  1. <Upgrade Effect>
  2. effect
  3. effect
  4. </Upgrade Effect>
复制代码
These are the effects applied (in the order they’re listed). Refer to the ‘Upgrade Effects List’ in the next section to have those effects applied to the upgraded item.

物品提升的影响。这里有一个提升列表,可以应用
  1. <Upgrade Item Type: All>
  2. <Upgrade Item Type: Regular>
  3. <Upgrade Item Type: Key>
  4. <Upgrade Item Type: Hidden A>
  5. <Upgrade Item Type: Hidden B>
  6. <Upgrade Item Type: Always>
  7. <Upgrade Item Type: Battle>
  8. <Upgrade Item Type: Menu>
  9. <Upgrade Item Type: Never>
  10. <Upgrade Item Type: string>
复制代码
This makes it so this item can be used to upgrade the item that matches either the item type or the item occassion. If none of those work for you, you can use the following notetag and place an instance for ‘string’ inside of the item upgrade types.

这个是你可以提升物品的类型。如果这里面没有你需要的类型,你可以用下面的标签命令来设置。
  1. <Type: string>
复制代码
Puts this type into the notebox for items (not weapons nor armors) and it will add ‘string’ as its type. You can insert multiple copies of this notetag to enable the item to have more types. Any types in here that match the types for the previous notetag will enable the item to be upgradeable by that upgrade item type.

可以把你想要的物品类型放入物品标签栏。你可以批量插入标签来获得多个类型。
  1. <Upgrade Weapon Type: x>
  2. <Upgrade Weapon Type: x, x, x>
  3. <Upgrade Weapon Type: x through x>
复制代码
This makes it so that only weapon types x can use this item for upgrade. If you use weapon type 0, all weapons can be upgraded using this item.

这可以让武器类型中的第x个可以提升。如果是0,则全部都可以。
  1. <Upgrade Armor Type: x>
  2. <Upgrade Armor Type: x, x, x>
  3. <Upgrade Armor Type: x through x>
复制代码
This makes it so that only armor types x can use this item for upgrade. If you use armor type 0, all armor can be upgraded using this item.

这可以让装备类型中的第x个可以提升。如果是0,则全部都可以。

Upgrade Effects List
The following is a list of effects you can use for the <Upgrade Effects> notetag to have it apply the desired effects to the upgraded item.

下面这个影响列表你可以用来应用提升效果

Effect Text Upgrade Effect:
Base Name: x
Changes item’s base name to x. *Note2
基础名字改为x

Boost Count: +x
Increases Boost Count by x. *Note2
增量+x

Boost Count: -x
Decreases Boost Count by x. *Note2
增量+x

Eval: x
Runs x as a piece of code. *Note2
执行代码x

Name: x
Changes item’s name to x. *Note2
物品名字改为x

Icon: x
Changes item’s icon to x. *Note2
图标改为x

Prefix: x
Changes item’s prefix to x. *Note2
前缀改为x

Priority Name: x
Sets priority name to x. *Note2
优先名字改为x

Random Stat: x
Increases or decreases ‘Stat’ by 0 to x. *Note1
增加或者减少状态0到x

Random Stat: +x
Increases ‘Stat’ by 0 to x. *Note1
增加状态0到x

Random Stat: -x
Decreases ‘Stat’ by 0 to x. *Note1
减少状态0到x

Reset Base Name
Resets the base name to default.
重置基础名字

Reset Boost Count
Resets the Boost Count to 0.
重置增量

Reset Icon
Resets the icon back to the default icon.
重置图标

Reset Prefix
Resets name prefix to default.
重置前缀

Reset Stat
Resets ‘Stat’ back to base stat values. *Note1
重置状态

Reset Suffix
Resets name suffix to default.
重置后缀

Reset Full
Resets every single aspect about item. *Note3
重置所以方面

Slots: x
Changes the slot consumption cost to x. *Note1
改变提升消耗

Stat: +x
Increases ‘Stat’ by x. *Note1
增加状态x

Stat: -x
Decreases ‘Stat’ by x. *Note1
减少状态x

Suffix: x
Changes item’s suffix to x. *Note2
改变后缀为x


Note1: ‘Stat’ is to be replaced by ‘MaxHP’, ‘MaxMP’, ‘ATK’, ‘DEF’, ‘MAT’, ‘MDF’, ‘AGI’, ‘LUK’, ‘SLOTS’, ‘ALL’ or ‘CURRENT’. ‘ALL’ affects all stats. ‘CURRENT’ affects only non-zero stats. This effect will also increase the boost count (+x) by 1 and update the item’s name.

注意1:状态可以被最大血量,魔法量,攻击,防御等等替代。并且会改变增量和物品名字

Note2: This does not alter boost count nor update the item’s name unless it is altered by the effect.

注意2:这不会改变增量或者物品名字

Note3: Because this effect resets absolutely everything about an item, it will send the player away from the upgrade menu to reset the standings of the item.

注意3:因为重置,会将角色从升级菜单跳出

Plugin Commands
The following are some Plugin Commands you can use for your game regarding the upgrade option in the item menu:

下面的插件命令你可以使用

Plugin Command:
  1. ShowItemUpgrade
复制代码
Shows the upgrade option in the item menu.
显示升级选项
  1. HideItemUpgrade
复制代码
Hides the upgrade option in the item menu.
隐藏升级选项
  1. DisableItemUpgrade
复制代码
Disables the upgrade option in the item menu.
关闭升级选项
  1. EnableItemUpgrade
复制代码
Enables the upgrade option in the item menu.
开启升级选项

You can use those Plugin Commands at any time to adjust the upgrade option.

你可以在任何时候使用插件命令来调整升级选项

Happy RPG Making!
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发表于 2016-2-16 10:21:43 | 只看该作者
技能核心使用后不显示技能名称怎么回事
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 楼主| 发表于 2016-2-12 22:33:58 | 只看该作者
本帖最后由 沧笙 于 2016-6-12 22:51 编辑


YEP.51 – Weapon Unleash
Introduction
This plugin allows your game to be able to replace the Attack and Guard commands or give them the option of having a skill randomly occur when using them in reference to Golden Sun’s Weapon Unleash system!

这个插件可以让你的游戏代替攻击和防御命令,或者放入技能的选项。这个插件参考了Golden Sun的插件

When replacing the Attack and Guard commands, the text can be changed out for the command names as well. These replacements aren’t limited to just equipment in origin, but also from actors, classes, enemies, equipment, and states, too!

当替代攻击和防御命令,可以改变命令的名字。这些替换不仅仅在装备,也可以是角色,职业,敌人,状态等等

Notetags
There’s a few notetags you can use to replace the default attack and provide any weapon unleash effects. Note: If you’re using notetags that write out the skill’s name and you have multiple skills in your database with the same name, priority will be given to the skill with the highest ID.

这里有一些标签,你可以使用它们来替代默认的攻击命令,提供武器发动效果。注意:如果你使用了标签写了技能名字,并且你有多个重复名字的技能,那么将会优先自行ID最高的技能。

Actor, Class, Enemy, Weapon, Armor, State notetags:
— Replace Attack —
  1. <Replace Attack: x>
  2. <Replace Attack: name>
复制代码
This will replace the attack skill used by the battler. If a battler would have multiple attack replacements, priority will be given in the following order in a first-come-first-serve aspect:

这个将会替代攻击技能。如果你的攻击命令有多个替代,会按照下面的顺序,先进先生效

States – Highest to Lowest Priority
Equipment – In order of equip list
Enemy Aspect
Class Aspect
Actor Aspect

状态 从高到低
装备 装备列表顺序
敌人
职业
角色

— Replace Guard —
  1. <Replace Guard: x>
  2. <Replace Guard: name>
复制代码
This will replace the guard skill used by the battler. If a battler would have multiple guard replacements, priority will be given in the following order in a first-come-first-serve aspect:

这个将会替代防御技能。如果你的防御命令有多个替代,会按照下面的顺序,先进先生效

States – Highest to Lowest Priority
Equipment – In order of equip list
Enemy Aspect
Class Aspect
Actor Aspect

状态 从高到低
装备 装备列表顺序
敌人
职业
角色

— Weapon Unleash —
  1. <Weapon Unleash x%: y>
  2. <Weapon Unleash x%: name>
复制代码
This causes the Attack skill to have a x% chance to randomly use skill y (or named). This will apply only to the Attack Command. Insert multiple copies of this notetag to give more weapon unleashes. If a battler would have multiple weapon unleashes, the randomization check will occur in the following order:

这会造成攻击技能有x%的概率使用技能y。这仅仅在攻击命令生效。你可以插入多个副本来生成更多的武器发动技能。如果一个战斗者有多个武器发动技能,会按照下面顺序随机计算

States – Highest to Lowest Priority
Equipment – In order of equip list
Enemy Aspect
Class Aspect
Actor Aspect

状态 从高到低
装备 装备列表顺序
敌人
职业
角色

If a weapon unleash check passes earlier in the list while there are still weapon unleashes later in the list, that weapon unleash will take priority and override all the following weapon unleashes.

如果武器发动效果在列表中较早通过,并且后续列表还有武器发动效果,那么后续发动效果会被优先重写。

— Guard Unleash —
  1. <Guard Unleash x%: y>
  2. <Guard Unleash x%: name>
复制代码
This causes the Guard skill to have a x% chance to randomly use skill y (or named). This will apply only to the Guard Command. Insert multiple copies of this notetag to give more guard unleashes. If a battler would have multiple guard unleashes, the randomization check will occur in the following order:

这会造成防御技能有x%的概率使用技能y。这仅仅在防御命令生效。你可以插入多个副本来生成更多的武器发动技能。如果一个战斗者有多个武器发动技能,会按照下面顺序随机计算

States – Highest to Lowest Priority
Equipment – In order of equip list
Enemy Aspect
Class Aspect
Actor Aspect

状态 从高到低
装备 装备列表顺序
敌人
职业
角色

If a guard unleash check passes earlier in the list while there are still guard unleashes later in the list, that guard unleash will take priority and override all the following guard unleashes.

如果防御发动效果在列表中较早通过,并且后续列表还有防御发动效果,那么后续发动效果会被优先重写。

— Unleash Rate Modifiers —
  1. <Weapon Unleash: +x%>
  2. <Weapon Unleash: -x%>
复制代码
This alters the weapon unleash rate for all weapon unleashes by +x%/-x%.

对于所有武器发动效果概率增加或者减少x%
  1. <Weapon Unleash x: +y%>
  2. <Weapon Unleash x: -y%>
  3. <Weapon Unleash name: +y%>
  4. <Weapon Unleash name: -y%>
复制代码
This alters the weapon unleash rate for skill x (or name) by +y%/-y%. If you are using the named notetag and you have multiple skills in your database that use multiple names, priority will be given to the skill with the highest ID.

改变武器发动效果为技能x的概率增加或者减少y%。如果你使用了名字标签并且拥有多个重复的名字,优先执行ID最高的
  1. <Guard Unleash: +x%>
  2. <Guard Unleash: -x%>
复制代码
This alters the weapon unleash rate for all weapon unleashes by +x%/-x%.

对于所有防御发动效果概率增加或者减少x%
  1. <Guard Unleash x: +y%>
  2. <Guard Unleash x: -y%>
  3. <Guard Unleash name: +y%>
  4. <Guard Unleash name: -y%>
复制代码
This alters the guard unleash rate for skill x (or name) by +y%/-y%. If you are using the named notetag and you have multiple skills in your database that use multiple names, priority will be given to the skill with the highest ID.

改变防御发动效果为技能x的概率增加或者减少y%。如果你使用了名字标签并且拥有多个重复的名字,优先执行ID最高的

Skill Notetags:
  1. <Command Text: x>
  2. <Attack Text: x>
  3. <Guard Text: x>
复制代码
If you are using Replace Attack or Replace Guard, you can change the way the command name appears in the actor command window to x. If you are using the <Command Text: x> notetag, this will apply to both Attack and Guard names.

如果你替代了攻击或者防御命令,你可以改变显示的命令名字。如果你使用<Command Text: x>的标签,这将应用于攻击和防御。

Happy RPG Making!
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 楼主| 发表于 2016-2-12 12:45:06 | 只看该作者
本帖最后由 沧笙 于 2016-6-12 22:50 编辑


YEP.63 – Weapon Animation
Introduction
Ever wanted to give your swords different images despite being the same sword type? Or how about your axes? Or any weapon? Now you can! On top of that, you can even use custom images to accomplish this.

你是否希望给你的剑不同的图像尽管他们是一种类型的剑。或者是你的斧子?或者任何武器?现在你可以了。在这里,你可以自定义图像。

Note: If you are using the YEP_BattleEngineCore, YEP_X_AnimatedSVEnemies, or any of the Action Sequence Packs, place this plugin under those plugins in the plugin list within the Plugin Manager for the best compatibility.

注意:如果你使用了YEP_BattleEngineCore,YEP_X_AnimatedSVEnemies或者其他动作序列,需要把这个插件放在他们后面。

Notetags
For those who would like to give their weapons a little bit of a change, you can make use of these notetags:

对于那些想对你的物品做出改变的人,你可以使用下面标签

Actor, Class, Enemy, Weapon, Armor, and State Notetags:
  1. <Weapon Image: x>
复制代码
Replace x with a number above 0 and you’ll get an image from img/system’s weapon sheets. Each sheet contains 12 weapon images. If you wish to load a weapon from the first sheet, it’ll be within 1-12. If you wish to load a weapon from the second sheet, it’ll be within 13-24, and so on. The weapon sheets increase in increments of 12, which means that if you wish to load a weapon from weapon sheet 50, x will be between 589 to 600.

用大于0的数代替x,然后你可以从你的img文件夹中获得图像。每一个完整部分包含12个武器图像。如果希望载入第一个部分的物品,他可能在1-12之间。如果你希望从第二部分载入,他可能在13-24之间等等。这个每次增长值为12,这意味着如果你想要武器从第50部分获得,x位于589到600之间。

By default, these are the number values associated with each:

默认,有下面的值参考

1 - Dagger 7 - Long Bow 13 - Mace 19 - Slingshot 25 - Book
2 - Sword 8 - Crossbow 14 - Rod 20 - Shotgun 26 - Custom
3 - Flail 9 - Gun 15 - Club 21 - Rifle 27 - Custom
4 - Axe 10 - Claw 16 - Chain 22 - Chainsaw 28 - Custom
5 - Whip 11 - Glove 17 - Sword#2 23 - Railgun 29 - Custom
6 - Staff 12 - Spear 18 - Iron Pipe 24 - Stun Rod 30 - Custom

1 - 匕首 7 - 长弓 13 - 杖 19 - 弹弓 25 - 书
2 - 剑 8 - 十字弓 14 - 棍 20 - 猎枪 26 - 自定义
3 - 枷 9 - 火枪 15 - 也是棍棒 21 - 狙击枪 27 - 自定义
4 - 斧 10 - 爪 16 - 链子 22 - 锯 28 - 自定义
5 - 鞭子 11 - 手套 17 - 剑#2 23 - 轨道炮 29 - 自定义
6 - 棒 12 - 矛 18 - 钢管 24 - 电击棒 30 - 自定义
  1. <Weapon Image: filename>
复制代码
If you have created a custom folder to place unique weapon sheets, you can use this notetag to acquire them. The filename is case sensitive. Do not include the file extension. If your weapon sheet is called DaggerBlue.png, then the notetag you’d use would be <Weapon Image: DaggerBlue> only.

如果你创建了一个文件放置自定义武器部分,你可以使用这个标签来获得路径。这个名字不需要带有拓展名。例如你的物品部分叫做DaggerBlue.png,你可以使用这个命令
  1. <Weapon Motion: thrust>
  2. <Weapon Motion: swing>
  3. <Weapon Motion: missile>
复制代码
This will dictate the motion the battler will use when attacking if you’re using a custom weapon animation. If nothing is placed here, the motion will default to the ‘Default Motion’ value in the plugin parameters. You can use any of the following motions:

当你使用自定义武器动画时,你可以这些来描述动作,你过没有设置,动作将会采用插件中的默认值

行走(walk) 等待(wait) 吟唱(chant) 防御(guard) 伤害(damage) 躲避(evade)
刺(thrust) 挥舞(swing) 投掷(missile) 技能(skill) 咒语(spell) 物品(item)
逃跑(escape) 胜利(victory) 濒死(dying) 异常状态(abnormal) 睡眠(sleep) 死亡(dead)
  1. <Weapon Hue: x>
复制代码
For those who would like to use different hues with your weapon animation, use this notetag in the same notebox as the <Weapon Image: x> notetag to change the hue of the weapon animation to x.

对于想使用不同颜色的动画的人,可以用这个标签来改变色调
  1. <Weapon Animation: x>
复制代码
If you would like to override the attack animation when using this weapon, you can use x to dictate which animation will be used for regular attacks.

如果想优先设置动画,你可以用x来设置动画

If you haven’t noticed yet, these notetags are made for actors, classes, enemies, weapons, armors, and also states. What this means is, the weapon animation changes will behave more like traits. Priorities will occur in the following order:

如果你没有设置标签,这些标签会自动执行。这就意味着,动画将会像特性一样。

States
Weapons
Armors
Classes
Actors
Enemies

This means that if a battler is affected by a state that would modify its weapon appearance, any other weapon animation changes that the user would have will be overwritten by the state’s weapon animation change until the state wears off.

这意味着,如果战斗者如果被一个改变武器的状态影响,动画将会改变直到状态消失

Instructions – Custom Weapon Images
The weapon sheet format will follow RPG Maker MV’s weapon sheet format in individual frame dimensions. However, unlike RPG Maker MV’s weapon sheet format. That said, these custom weapon images will need to be made a certain way in order to look properly with RPG Maker MV’s default battlers.

这个武器部分格式将会遵从软件默认方式。但是,不像默认的武器部分格式,这些自定义图像需要被明确定义使其可以在默认战斗里面正确显示

Here is the weapon sheet format:

这里有一个武器部分格式

Sheet Width: 288
Sheet Height: 64
Frame Width: 96
Frame Height: 64

As long as you make them in that format, the weapon sheets will work with RPG Maker’s default battlers.

只要这样设置,就可以战斗中正确生效

And last but not least! The Beam Swords!
Here they are! Be sure to save them into the img/weapons/ folder!

这里有一些图像,你可以把他们放入img/weapons/文件夹

And for those who would like to download the entire package: click here.

这些可以在网站下载到

Happy RPG Making!
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 楼主| 发表于 2016-2-12 11:30:37 | 只看该作者
Yanfly Engine Plugins - Element Reflect
Introduction
Lets battlers reflect specific types of elemental skills back at the opponent rather than all magic types.

让战斗者可以反伤特殊类型的技能。

Note: This plugin will be updated more extensively later.

注意:这个插件会被更新的更易拓展

Notetags
Actor, Class, Enemy, Weapon, Armor, and State Notetags
  1. <Element Reflect x: +y%>
  2. <Element Reflect x: -y%>
复制代码
Increases or decreases the rate to reflect element x by y%.

增加或者降低反伤基本属性x的值y%
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 楼主| 发表于 2016-2-12 11:23:59 | 只看该作者
Yanfly Engine Plugins - Element Absorb
Introduction
This plugin reenables the ability for actors,classes, enemies, weapons,armors, and states to gain elemental absorbing as a gameplay mechanic.

这个插件可以让玩家、职业、敌人、武器、装备、状态等获得一个基本属性消减的能力

Note: This plugin will be updated more extensively later.

注意:这个插件将会被更新的更加易拓展

Notetags
Actor, Class, Enemy, Weapon, Armor, and State Notetags:
  1. <Element Absorb: x>
  2. <Element Absorb: x, x, x>
复制代码
Causes element x to be absorbed and heals the battler.

让基本属性x逐渐消减
  1. <Element Absorb: x to y>
复制代码
Causes elements x through y to be absorbed and heal the battler.

让基本属性x到y逐渐消减
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 楼主| 发表于 2016-2-12 11:13:40 | 只看该作者
Yanfly Engine Plugins - Screen Resolution
Adjust the parameters to change the size of how you want your game's screen resolution to appear.

可以用参数改变你游戏窗口显示的大小
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 楼主| 发表于 2016-2-12 11:11:37 | 只看该作者
Yanfly Engine Plugins - Template
This plugin allows players to change their keyboard configuration from the in-game Options menu provided that they're using a computer to play the game and not from a mobile device. The "Keyboard Config" option will send the player to a different screen where they can assign actions to each of the allowed keys on the keyboard.

这个插件可以让玩家通过游戏内部选项菜单改变键位设置,这样可以使用电脑而不是移动设备。键位设置选项会把玩家送入一个不同的场景,在这里玩家可以设置键位

Certain measures are made to prevent the player from locking himself or herself in the configuration screen. These measures are that the Enter keys and arrow keys cannot be changed. Almost every other key is capable of being changed to something of the player's liking.

我们有一个明确的方法来防止玩家锁死在游戏设置场景。这些方法回让确认键及特殊按键不能被干部。除此之外几乎所有的按键都可以被更改为玩家想要的。
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 楼主| 发表于 2016-2-12 11:04:56 | 只看该作者
Yanfly Engine Plugins - ItemBook
Originally provided by Ojima with the RPG Maker MV package, this one contains an update that makes it compatible with YEP Item Core.

原作者是Ojima,这个包含了一个更新,可以让插件适配YEP Item Core插件。
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