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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 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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 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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