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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 2016-2-12 10:55:35 | 只看该作者
Yanfly Engine Plugins - Gamepad Config
Adds a "Gamepad Config" option to the Options Menu if a gamepad is detected.Players can then adjust the button configuration to their liking and it will be loaded automatically each time they play the game. Keep in mind that if at any point where a Gamepad is not detected inside of the Option or Gamepad Config menu, the game will automatically eject the player out the prevent the player from being locked inside.

添加一个“游戏手柄设置”的选项在你的选项菜单里。玩家可以调整他们想要的键位设置,并且每次都会自动载入。考虑到键位冲突,游戏会自动弹出玩家防止玩家锁在里面。
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 楼主| 发表于 2016-2-12 10:37:47 | 只看该作者
本帖最后由 沧笙 于 2016-6-12 22:50 编辑


YEP.13 – Auto Passive States
Add passive states to your game! They can be innate to actors, classes, appear when a piece of equipment is worn, or after an actor learns a skill! Having a passive state increase gameplay depth by a lot!

为你的游戏添加被动状态。当角色装备武器或者学习技能时,可以获得一个永久的状态。为你的游戏添加被动状态提高游戏可玩性吧!

Introduction
Passive states are states that are automatically active. You can think of them as an extension of traits but with more flexibility. They will always be there as long as the actor or enemy has auto passive state notetags.

被动状态是自动添加的。你可以认为他们是更加灵活的拓展特性。只要角色有状态标签,那么就会一直存在状态。

NOTE: For those using Passive States with your skills, the passive states will only be applied from Learned Skills! They will not be applied from skills that are learned through traits. Why? Because without this restriction, a passive skill that applies a passive state that in turn provides a skill through its traits will cause an infinite loop in your game and cause it crash. So if you want your skills to provide a passive state, have your actors learn the skill instead of applying it through a trait.
注意:对于有被动状态的技能,只有学习的时候会被应用。通过特性获得的技能不会造成被动状态。为什么呢?因为如果没有这个限制,被动技能执行被动状态将会让你的游戏进入一个无限循环而造成崩溃。所以如果你希望你的技能提高被动状态,让你的角色去主动学习这个技能而不是通过特性获得。
Notetags
Actor, Class, Skills, Weapon, Armor, Enemy Notetags:
  1. <Passive State: x>
  2. <Passive State: x, x, x>
复制代码
This will allow the actor or enemy to have state x as a passive state. If placed inside a weapon or armor notebox, the user will have that passive state.

允许你的角色获得被动状态x。你可以放在角色、敌方、武器、装备等标签栏
  1. <Passive State: x to y>
复制代码
This will add the states x through y (in a sequence) for the actor or enemy to have as a passive state. If placed inside a weapon or armor notebox, the user will have that passive state.

让你的角色获得状态x到y。你可以放在角色、敌方、武器、装备等标签栏

State Notetags:
  1. <Passive Condition: HP Above x%>
  2. <Passive Condition: HP Below x%>
  3. <Passive Condition: MP Above x%>
  4. <Passive Condition: MP Below x%>
复制代码
If the user’s HP or MP is above/below x% of the MaxHP or MaxMP, this condition will be met for the passive state to appear.

当血量或者魔法量低于或者高于最大值时,被动状态触发。
  1. <Passive Condition: Stat Above x>
  2. <Passive Condition: Stat Below x>
复制代码
Replace ‘stat’ with ‘HP’, ‘MP’, ‘TP’, ‘MAXHP’, ‘MAXMP’, ‘ATK’, ‘DEF’, ‘MAT’, ‘MDF’, ‘AGI’, ‘LUK’. If the above stat is above/below x, then the condition is met for the passive state to appear.

当其他状态低于或者高于x时,被动状态触发
  1. <Passive Condition: Switch x ON>
  2. <Passive Condition: Switch x OFF>
复制代码
If switch x is either ON/OFF, then the condition is met for the passive state to appear.

当开关是开启或者关闭时,被动状态触发
  1. <Passive Condition: Variable x Above y>
  2. <Passive Condition: Variable x Below y>
复制代码
Replace x with the variable you wish to check to see if it’s above/below y, then the condition is met for the passive state to appear.

当变量x高于或者低于y时,被动状态触发

Lunatic Mode – Conditional Passives
For those who understand a bit of JavaScript and would like for their passive states to appear under specific conditions, you can use this notetag to accomplish conditional factors.

对于掌握JS语言并且想把被动状态用于特殊情况时,你可以使用下面的标签来完成。

State Notetags:
  1. <Custom Passive Condition>
  2. if (user.hp / user.mhp <= 0.25) {
  3. condition = true;
  4. } else {
  5. condition = false;
  6. }
  7. </Custom Passive Condition>
复制代码
This enables you to input conditions to be met in order for the passive state to appear. If the ‘condition’ variable returns true, the passive state will appear. If the ‘condition’ returns false, it won’t appear. If condition is not defined, it will return true and the passive state will appear on the battler.

这可以使你选择特定情况来让被动状态出现。如果condition返回为true,这个被动状态就会出现。如果condition返回为false,这个被动状态就不会出现。如果condition没有定义,这个被动状态会出现。

Note: All non-custom passive conditions must be met before this one can be fulfilled and allow the custom condition to appear.

注意:所有非自定义情况会在这个完成之前运行,并且允许自定义情况出现

Happy RPG Making!
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 楼主| 发表于 2016-2-11 14:57:56 | 只看该作者
本帖最后由 沧笙 于 2016-6-12 22:47 编辑


YEP.37 – Status Menu Core
This plugin replaces the Status menu with a whole new layout. Including the function to display more information regarding the actor.

这个插件用完整的新层代替了原有的角色状态菜单。包括可以展示更多角色信息的功能

Introduction
This plugin replaces the Status menu with a whole new layout. Including the function to display more information regarding the actor. You can change the order commands appear in game with the Command Order parameter.

这个插件用完整的新层代替了原有的角色状态菜单。包括可以展示更多角色信息的功能。你可以用命令参数改变命令显示顺序。

To add more commands, insert extension plugins under this plugin in the Plugin Manager. Then, it will appear automatically in the Command Order where you placed the ‘Custom’ string or elsewhere if you’ve placed the extension plugin’s keyword elsewhere.

为了添加更多的命令,在这个底下可以插入拓展插件。

Instructions
You can add and remove commands from the Command Window by changing the ‘Command Order’ parameter. Here is a list of commands you may use:

你可以添加和移除命令,通过命令顺序参数,这里有一个列表:

General
– Displays the current current stats and EXP for the actor.
显示角色原始状态和经验

Parameters
– Displays a parameter gauge of the actor relative to other stats.
显示和状态有关的参数槽,例如攻击力,防御力等

Elements
– Displays the listed elements and their elemental rates.
显示角色基本属性类型

States
– Displays the listed states and their status infliction rates.
显示状态列表和状态概率

Attributes
– Displays the listed attributes and their rates.
显示属性标志

Custom
– If you have any custom status window items to display, they will appear here.
自定义显示

Cancel
– Adds a cancel command for leaving the Status Menu.
取消菜单

Adding Icons to Elements and Attributes
You can use icons for elements and attributes by using text codes.

你可以使用文字代码来为基本介绍和属性使用图标

In the RPG Maker MV editor’s database, types tab, for the elements, name them as such:

在MV默认数据库里,在基本类型里,可以这么写
  1. \i[64]Fire
复制代码
This will enable you to give the element an icon. You can also change the text color and such using any of the available text codes.

这将让你给基本部分一个图标。你可以改变文字颜色,或者使用可运行的文字代码

The same is applied for Attributes except you modify it within this plugin’s parameters. If you wish to display ‘HP Regen Rate’ with an icon, name it:

对于属性来说也是一样的,你也可以通过插件参数来设置。
  1. \i[72]HP Regen Rate
复制代码
The icons will be drawn for the said attributes in addition to any other text code modifications used.

这个图标将会绘出属性

Happy RPG Making!
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 楼主| 发表于 2016-2-11 14:30:32 | 只看该作者
已更新最新插件包
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 楼主| 发表于 2016-2-10 18:01:31 | 只看该作者
本帖最后由 沧笙 于 2016-6-12 22:46 编辑


YEP.10 – Equip Core
The Equip Core plugins makes quite a few changes for your projects. It affects the equip menu, equipment type handling, equipment rulings, and parameter control.

装备核心插件改变了游戏很多选项。将会影响装备菜单,装备类型索引,装备规则等等。

Introduction
This plugin alters various aspects regarding equipment handling. The changes are as listed:

插件改变包括如下:

Scene_Equip
Scene_Equip has been modified to look differently. This is primarily done to make the main menu scenes look uniform and keep everything familiar for players. Furthermore, the command window has been adjusted to be better fit for extension plugins in the future that may add commands to the command window and/or the scene.
装备界面:装备界面调整了一下,会略微不同。主要是制作了主菜单让人看起来统一并且对于玩家更加熟悉。更长远来说,命令菜单可以更好的适应未来的拓展插件,以便添加命令

Equipment Type Handling
Characters will no longer have one universal equipment slot setting. Now, different classes can use different setups by simply adding a few notetags to the class notebox. Furthermore, equipment types in the past with matching names would be treated as separate types. Now, equipment types with matching names will be treated as the same type.
装备类型:玩家不只有一个通用的设置。现在,不用的职业可以通过简单的标签来添加不同的设置。还有,之前名字一样的装备类型视为不同的类型,现在,名义一样的装备类型归为一类

Equipment Rulings
Now, certain equipment types can or cannot be removed. For example, this plugin can set it so that the Weapon slot must always have something equipped and that the player cannot manually leave it empty (the game, on the other hand, can achieve this through events). In addition to that, optimizing equipment can be restricted for certain equipment types, which are better off being decided manually (such as accessories).
装备规则:现在,装备类型可以被选择能不能移除。例如,这个插件设置了了武器必须装备,所以玩家武器栏不可以为空。除此之外,可选择装备被确定类型限制,最好关闭自动决定。

Parameter Control
Equipment parameters can now to be adjusted through notetags to have a large value or customized value (through code). This allows for equipment to no longer be static items, but instead, equipment can now be dynamic and may change over the course of the game.
参数控制:装备参数可以同标签设置,来自设置一个较大的值或者自定义值。这将允许装备不再是静态物品而是可以通过游戏改变的

Notetags
You can use the following notetags to change a class’s equipment setup.

你可以用下面的标签改变职业装备设置

Class Notetags:
  1. <Equip Slot: x>
  2. <Equip Slot: x, x, x>
复制代码
Example:
  1. <Equip Slot: 1, 2, 3, 4, 5, 5, 5, 5>
复制代码
Changes this class’s equipment slots to x. Using repeating numbers makes it so that equipment type is duplicated and that the class can equip multiple equipment of that type. To find the Equipment Type ID, go to your database’s Types tab and look for the ID type.

例如:改变角色可以装备的类型ID

If you don’t like the above method for setting equipment slots, you can use the following notetags instead:

如果你不喜欢这个方法,你可以用下面方法替代
  1. <Equip Slot>
  2. string
  3. string
  4. string
  5. string
  6. </Equip Slot>
复制代码
Example:
  1. <Equip Slot>
  2. Weapon
  3. Armor
  4. Accessory
  5. Accessory
  6. </Equip Slot>
复制代码
Replace ‘string’ with the Equipment type’s name entry. This is case sensitive so if the string does not match a name entry perfectly, the slot will not be granted to the class. Multiple copies of a name entry would mean the class can equip multiple equipment of that type. Everything works the same as the previous notetag.

用特定的物品类型放入代码即可。

Weapon and Armor Notetags:
  1. <stat: +x>
  2. <stat: -x>
复制代码
Allows the piece of weapon or armor to gain or lose x amount of stat. Replace “stat” with “hp”, “mp”, “atk”, “def”, “mat”, “mdf”, “agi”, or “luk” to alter that specific stat. This allows the piece of equipment to go past the editor’s default limitation so long as the maximum value allows for it. Changes made here alter the base parameters.
允许武器装备或者或者失去某些值。你可以用血量、魔法值、攻击力、防御力、魔法攻击力、魔法防御力、速度或者幸运值来代替。这将允许装备可以突破默认编辑器的限制。

Lunatic Mode – Custom Parameters
  1. <Custom Parameters>
  2. code
  3. code
  4. code
  5. code
  6. </Code Parameters>
复制代码
Example:
  1. <Custom Parameters>
  2. atk = $gameVariables.value(1);
  3. mat = atk / 2;
  4. all = $gameParty.members().length;
  5. </Custom Parameters>
复制代码
Allows for parameters to have custom rates adjusted by code. The following parameters are defined: ‘maxhp’, ‘maxmp’, ‘atk’, ‘def’, ‘mat’, ‘mdf’, ‘agi’, ‘luk’, and ‘all’. The ‘all’ parameter will affect all parameters. Changes made here do not alter the base parameters, but instead, are added onto the base parameters.

允许玩家自定义参数。

Happy RPG Making!
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 楼主| 发表于 2016-2-9 16:54:25 | 只看该作者
本帖最后由 沧笙 于 2016-6-12 22:46 编辑


YEP.11 – Item Core
The Item Core plugin changes a lot of things about your project, from the item menu to independent items. But more importantly, this plugin builds a bridge for those who wish to do more with their items…

物品核心插件改变了游戏的很多内容,从物品菜单到个人包裹,更重要的是这个插件为希望设置更多物品选项的人搭建了桥梁。

Hello, I am aware that Independent Items have a “maximum” amount. This “maximum” amount only serves to limit the player from buying too many items and filling up the inventory with junk. Gaining items through any other method, such as events and battle drops are still allowed.
你们好,我知道私人包裹有最大数量限制。这个最大数量限制只是为了限制玩家购买太多的物品,导致垃圾填满了仓库。你可以用其他方式来获得物品,例如事件,战斗掉落等。

Now, why is this? Because not every scenario can be envisioned by the developer. In most cases, the developer can be short sighted and may not be aware of the player’s inventory limits at the time. So, to mitigate this, I made it possible for the player to go above the limit but only through events and battle drops.
为什么呢?因为开发者不可能考虑所以情况。大多数下,开发者不能知道玩家的仓库容量。所以,为了减轻这种情况,除非有事件或者战斗掉落,否则玩家只能被限制数量。

Why those two? Because of key items. Key items, if given by events and/or battle drops, are a necessity to progress in a game. Should the developer be unaware of the player’s inventory and provide a key item that cannot be inserted into the inventory, the player will be locked out of the game through no fault of their own. So to prioritize the player, this system is enabled.
又为什么呢?因为关键物品。在游戏中,通过事件或者战斗给与关键物品是游戏重要的换届。如果开发者不知道玩家库存,并且提供的关键物品无法进入仓库,玩家将会被锁住游戏进程不能游戏。所以优先考虑玩家,这个系统被打开。

Therefore, it is functioning as intended as a way to work as a fail safe for the sake of the player incase of any developer shortsight.
所以,这是一项对于开发者来说相对安全的措施

Introduction
This plugin makes a couple of main changes to your game and the way items handled to allow a base core for future plugins.

这个插件改变了游戏很多主要设置,同时也是未来拓展插件所要依赖的核心插件。

1. Independent Items
If you choose to have maximum limit on your items, weapons, and/or armors, those items will become independent and have their own individual stats and whatnot. Independent items are capable of being upgraded, altered, modified, etc. and retain those changed properties independent of other items of the same type. Items without a maximum limit (aka 0), they will continue working as they normally did in RPG Maker MV.

如果你想要有物品的最大数量限制,那么这些物品会有独立的统计等。独立的。独立物品可以被提升,改变,修改等同时保留物品类型。没有最大数量限制的物品,他们将会以默认的物品管理方式运行。

2. New Scene_Item
The item scene has been revamped to look a little bit different. With the new layout, the item list is no longer two columns, but one. Added are a few more windows, such as the item status window (which displays basic item information), an item information window (which shows information applied to the item via upgrades, etc.), and an item action window, which appears when you select an item and it will ask you if you wish to Use the item or any action added via plugins (such as upgrading the item). If you wish to not use this revamp, you can disable it from the parameters.

物品界面看起来略微不同。有了分层,物品列表不在是2列,而是一列。并且添加了更多的界面,例如物品重要程度,物品信息,物品动作等。如果你不想使用这个修改,你可以用参数关闭它。

3. Random Variance
Newly acquired items that aren’t from shop can be given randomized stats to a small degree for items that are independent. Items can be above the stock value or below the stock value by the variance value. If you wish for an item to not have a variance value, you can use a notetag to set the variance value to 0. If you wish for all of your items to not have a variance value, you can set the parameter to 0.

不是从商店买来的物品可以一定程度上获得随机属性。数值可以在一个范围内浮动,如果你不希望有浮动,你可以使用标签设置为0.如果你希望所有物品都没有浮动,你可以设置参数为0.

Note: During battle test, independent items are disabled.
注意:在战斗测试中,个人物品菜单是关闭的。

Notetags
If you are using independent items, items that aren’t gained through the shop can have a random variance applied to its stats.

如果你希望使用独立物品,并且有一个随机属性,你可以使用下面标签

Item, Weapon, Armor Notetag
  1. <Random Variance: x>
复制代码
If this item is acquired through non-shop means, it will have random stats offset by x amount in either a positive or negative value.

设置随机属性x
  1. <Not Independent item>
复制代码
Sets an item that is independent by default to become a nonindependent item, allowing it to stack and making it unable to be affected by independent item modifiers.

非独立物品
  1. <Priority Name>
复制代码
This sets the item, weapon, or armor’s priority name to its database entry so that name schemes cannot affect the item.

设置物品的优先名,让数据库内的名字不会影响物品

Plugin Commands
If you wish to be able to add items to your player’s inventory without the random variance being applied to it, you can use the following plugin commands to adjust the settings for that.

如果你不希望为你的物品添加随机属性,你可以使用下面的命令改变设置

Plugin Command:
  1. EnableVarianceStock
复制代码
Causes all items acquired from this point forward to have its variance give stock (nonrandom) values.

开启固定值
  1. DisableVarianceStock
复制代码
Causes all items acquired from this point forward to have its variance give random values.

开启随机值

A small note is that if you enabled the variance stock values, if the player restarts the game by either going through the title screen or just turning off the program and starting it back up, the random variance will in effect again. This plugin command is meant to exist short term disable.

有个小提示需要注意,如果你开启了固定值,玩家重新通过游戏标题界面再次进入游戏或者关闭程序重新启动,随机值将会开启。插件命令只是一个暂时的关闭

Eventing Changes
A few changes have been made to eventing in order to adjust for independent items. They are as follows:

我们改变了一些事件让其可以调整独立物品。它们是:

Event Page Conditions and Conditional Branches:
Checking to see if an item exists in the party’s inventory will differ if the item can be independent. Instead, the condition can be fulfilled if there is an item, even when upgraded, that has the selected item as the base item. This means your Long Sword (+1) will fulfill the condition of having the target Long Sword item in the event editor.

条件及分支:当检查你的仓库里是否存在物品时,独立物品的+1属性不会造成影响,可以认为物品存在

Actor Has X Equip:
Just like the previous condition, this condition will be fulfilled if the actor has a weapon whose base item matches the event editor’s target item. The Long Sword (+1) will fulfill the condition of needing the actor to have a Long Sword item equipped.

装备:当检查你的装备里是否存在物品时,独立装备的+1属性不会造成影响,可以认为物装备存在

Change Equipment:
If the target equipment is independent, the game will first check to see if the actor has an item equipped with the matching base item. If not, the game will then check to see if the party has a matching base item in the inventory first and use that. If not, then the game will create a new stock version of the item and equip that to the actor.

装备改变:如果装备标签是独立物品,这个游戏会检查基础装备来适配,如果没找找到,则会检查个人仓库;如果依旧没有,则会创建一个类别。

Item Name System
For independent items, they have a unique name handling system. Independent items consist of four parts:

对于独立物品,他们有一个特殊的名字索引系统。包括如下:

Prefix Base Name Suffix Boost Count
The prefix, base name, suffix, and boost count are adjusted by plugins. Depending on the effects applied, they can be altered or changed. Using the name system, an item with a prefix of ‘Fiery’, base name of ‘Sword’, suffix being ‘of Might’, and a boost count of 5 will end up looking like:

前缀,名字,后缀,增量可以用插件来调整。如下便是一个例子:前缀Fiery,名字Sword,后缀of Might,增量5.

Fiery Sword of Might (+5)
These item would appear that way only if its various name parts have been altered some way or another. However, there is a fifth name convention, and that is the priority name. If an item has a priority name, it will completely overwrite the current name scheme with just the priority name itself. So even if the item’s name is ‘Fiery Sword of Might (+5)’, if the item’s priority name is ‘Legendary Blade’, then ‘Legendary Blade’ will take priority.

如果设置了其他名字,则不会显示带有前后缀增量的名字

Lunatic Mode – Custom Info Window Display
If you want to display unique and custom stuff into your info window on the side, you can use the following notetags:
如果你想自定义一些选项,可以使用如下:

Item, Weapon, Armor Notetags:
  1. <Info Text Top>
  2. text
  3. text
  4. </Info Text Top>
复制代码
Type in extra information you wish to type in for the item info window here, whether it is lore or other information. Text codes can be used. Information here is is displayed towards the top of the info window.

顶部显示文字
  1. <Info Text Bottom>
  2. text
  3. text
  4. </Info Text Bottom>
复制代码
Type in extra information you wish to type in for the item info window here, whether it is lore or other information. Text codes can be used. Information here is is displayed towards the bottom of the info window.

底部显示文字
  1. <Info Eval>
  2. var variableId = 1;
  3. var value = 500;
  4. $gameVariables.setValue(variableId, value);
  5. </Info Eval>
复制代码
If you know JavaScript, you can use these notetags to run some code before displaying any new info. This way, if you plan on using text codes that display variable values, you can run a bit of code before displaying them to synch up what’s shown in the item info window.

显示自定义信息

Happy RPG Making!

点评

不好意思,我想问下什么是独立物品,是贵重物品的意思吗?  发表于 2016-6-26 09:03
<Priority Name> 我直接把这个放进物品备注,进入游戏获得物品又不见有什么反应  发表于 2016-2-21 20:28
应该放进去就可以呀  发表于 2016-2-21 19:27
想问下怎么用 物品的优先名这个指令 直接放入物品注释不起作用  发表于 2016-2-21 19:20
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Lv1.梦旅人

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发表于 2016-2-6 23:42:18 | 只看该作者
这个必须顶了
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发表于 2016-2-4 18:44:10 | 只看该作者
因为B站有人投过这个:【生肉】RPGMakerMV引擎插件-Yanfly Engine Plugins
http://www.bilibili.com/video/av3174787/

要不楼主就贴这个UP主的视频或链接    反正应该挺全的  
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 楼主| 发表于 2016-2-4 13:35:19 | 只看该作者
本帖最后由 沧笙 于 2016-6-12 22:45 编辑


YEP.59 – Aftermath Level Up
This plugin is an extension plugin for the Victory Aftermath plugin. This adds a level up section to the Victory Aftermath sequence to show the individual parameter changes the actor has acquired in addition to skills that the actor may have learned. This segment will be omitted if there are no actors to level up or if the game has the segment disabled. When there are multiple actors leveling up, the Victory Aftermath will cycle through each of the actors.

这是胜利窗口插件的拓展插件。这个可以增加胜利后升级的选项,来让玩家可以获得额外的技能。如果没有玩家升级或者关闭设置,这个效果会被忽略。当多名玩家升级,插件会循环执行每个角色。

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

这个插件需要“胜利窗口”插件。请确保他放在YEP_VictoryAftermath的下面。

This adds a level up section to the Victory Aftermath sequence to show the individual parameter changes the actor has acquired in addition to skills that the actor may have learned. This segment will be omitted if there are no actors to level up or if the game has the segment disabled. When there are multiple actors leveling up, the Victory Aftermath will cycle through each of the actors.

这是胜利窗口插件的拓展插件。这个可以增加胜利后升级的选项,来让玩家可以获得额外的技能。如果没有玩家升级或者关闭设置,这个效果会被忽略。当多名玩家升级,插件会循环执行每个角色。

Instructions
While this plugin is plug and play (and doesn’t require much change), if you wish to change the order of when the level up process occurs, insert ‘level’ in the ‘Victory Order’ parameter within the Victory Aftermath plugin’s parameters at the location to appear.

当这个插件插入并且执行时,你可以改变升级后事件顺序,插入“等级”在
“胜利顺序”参数里。

Plugin Commands
You can use these plugin commands to adjust whether or not the Level Up portion of the Victory Aftermath will occur.

你可以用下面的命令调整胜利窗口是否有升级效果

Plugin Command:
  1. ShowVictoryLevelUp
复制代码
This will cause the level up segment of the Victory Aftermath to appear if there is an actor that leveled up in the current battle.

开启胜利后升级效果
  1. HideVictoryLevelUp
复制代码
This will cause the level up segment of the Victory Aftermath to not appear at all regardless of any actors leveling up in that battle.

关闭胜利后升级效果

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 楼主| 发表于 2016-2-4 13:20:23 | 只看该作者
本帖最后由 沧笙 于 2016-6-12 22:45 编辑


YEP.7 – Victory Aftermath
Replace the default RPG Maker victory messages with this plugin’s Victory Aftermath windows to provide more accurate and visual data to your players!

替代了默认的胜利窗口,提供更精准和实用的数据

Introduction
This plugin swaps out the victory messages from the default battle system in favor of more informative windows to display. Adjust the parameters to change the settings to fit your game.

插件替代了默认的胜利窗口,展示了更多有用的信息。你可以调整参数来设置游戏。

Victory Aftermath
In the parameters, there’s a ‘Victory Order’ parameter. This parameter lets you choose the order of the steps in the Victory Aftermath.

在参数里面,这里有个“胜利顺序”参数,这个参数可以让你定制胜利后的步骤

The default order is as follows:
  1. exp
复制代码
Displays the EXP window.

展示经验窗口
  1. custom
复制代码
Displays any custom plugin extensions.

展示自定义拓展
  1. drops
复制代码
Displays the drops window.

展示掉落物品

If you switch the order of these steps, add steps, or remove steps from the ‘Victory Order’ plugin, the Victory Aftermath will correspond to any changes you have made.

你可以通过关闭顺序,添加或者移除步骤,来改变你的游戏

Plugin Commands
If you wish to alter the Victory Aftermath sequence a bit, you can use the following Plugin Commands.

如果你希望微调胜利序列,你可以使用下面命令

Plugin Commands:
  1. DisableVictoryAftermath
复制代码
Disables the Victory Aftermath sequence and bypasses the Victory Aftermath music, too.

关闭序列
  1. EnableVictoryAftermath
复制代码
Enables the Victory Aftermath sequence if it has been previously disabled.

开启序列
  1. DisableVictoryMusic
复制代码
Disables the Victory Aftermath music to just continue playing whatever was playing.

关闭声音
  1. EnableVictoryMusic
复制代码
Enables the Victory Aftermath music if it has been previously disabled.

开启声音

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