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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 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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 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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