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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 2016-1-30 16:33:35 | 只看该作者
如何下载啊...

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1楼帖子最下面提供了完整版,我会不定期更新  发表于 2016-1-30 17:11
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Lv3.寻梦者

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 楼主| 发表于 2016-1-29 13:07:45 | 只看该作者
本帖最后由 沧笙 于 2016-6-12 22:37 编辑


YEP.30 – Visual HP Gauges
Want to display HP gauges visibly on enemies? And possibly even your allies? Want to give certain enemies different color HP gauges or make it longer than usual? Or make it required that enemies must be defeated first before showing their HP gauge? Well, now you can!

想要显示敌方的血量吗?或者你的同伴?想要显示与平时不同的血量颜色吗?或者需要先击倒敌方才能显示血量?好的,现在可以实现了

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

这个插件需要战斗核心插件,请确保这个插件放在战斗核心插件下面的列表。

This plugin shows the HP Gauges of enemies as they’re selected or while they take damage. You can also opt for actors to show their HP Gauge as well. Adjust the parameters to change the way you want the HP Gauges to appear.

这个插件可以在敌方被击中或者选择时显示血量,你也可以设置队员的血量显示。你可以调整血量显示的参数。

By default, enemies would need to be defeated first in order for the gauges to show up. This can be changed within the parameter settings. However, during battle test, the HP gauges are always shown unless the enemy has a hidden HP gauge.

敌方默认不需要先击倒在显示血量。这个可以通过参数设定。但是,在编辑器战斗测试时,血量会一直显示,除非敌方隐藏。

Notetags
Class and Enemy Notetags:
  1. <Hide HP Gauge>
复制代码
This HP gauge will always be hidden if this notetag is present.

隐藏血量
  1. <Show HP Gauge>
复制代码
This HP gauge will always be shown if this notetag is present while the target is selected or taking damage.

显示血量
  1. <HP Gauge Width: x>
复制代码
This will set the battler’s HP Gauge width to x pixels. However, if this width is less than the minimum width, minimum width will take priority.

血量槽宽度,如果宽度小于最小宽度,将会取最小宽度
  1. <HP Gauge Height: x>
复制代码
This set’s the HP Gauge height to x pixels.

血量槽高度
  1. <HP Gauge Back Color: x>
复制代码
This changes the HP Gauge’s back color to x text color.

血量槽背景颜色
  1. <HP Gauge Color 1: x>
复制代码
This changes the HP Gauge’s color 1 to x text color.

血量槽颜色1
  1. <HP Gauge Color 2: x>
复制代码
This changes the HP Gauge’s color 2 to x text color.

血量槽颜色2

Happy RPG Making!
任性的什么也不写
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Lv1.梦旅人

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发表于 2016-1-29 11:22:10 | 只看该作者
这个YEP的插件合集真的太厉害了,前几天我自己用条件分歧来做事件追逐,功能又单一效果又不好,这个插件的功能好完善啊

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汉化还在进行中,谢谢关注哈  发表于 2016-1-29 12:33
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Lv1.梦旅人

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发表于 2016-1-28 14:40:00 | 只看该作者
沧笙 发表于 2016-1-28 04:53
YEP.44 – Animated Sideview Enemies
This plugin requires Battle Engine Core. This extension plugin ...

能问一下那几个可爱的史莱姆是哪来来的吗

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http://www.akashics.moe 如果下载需要翻墙可以联系我  发表于 2016-1-28 14:46
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 楼主| 发表于 2016-1-28 12:53:18 | 只看该作者
本帖最后由 沧笙 于 2016-6-12 22:36 编辑


YEP.44 – Animated Sideview Enemies
This plugin requires Battle Engine Core. This extension plugin allows you to animate enemies in a number of ways, from giving static enemies breathing, floating, and scaled attributes to utilizing animated sideview actors as potential battlers for your enemies instead of static graphics to help make your enemies appear more lively!

此插件需要前置插件Battle Engine Core。这个扩展插件可以让敌人变得栩栩如生,其方式可以是让静态的敌人呼吸、飘浮,或者赋予敌人可动的侧面战斗图像来代替静态的图片,这会使敌人看上去更活泼!

Introduction
介绍

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

此插件需要前置插件YEP_BattleEngineCore。请确保此插件在插件列表中位于YEP_BattleEngineCore的下方。

This extension plugin allows you to animate enemies in a number of ways, from giving static enemies breathing, floating, and scaled attributes to utilizing animated sideview actors as potential battlers for your enemies instead of static graphics to help make your enemies appear more lively!

此个扩展插件可以让敌人变得栩栩如生,其方式可以是让静态的敌人呼吸、飘浮,或者赋予敌人可动的侧面战斗图像来代替静态的图片,这会使敌人看上去更活泼!

If you are using YEP_X_ActSeqPack2, and would like the ability to add in floating enemies, place this plugin under YEP_X_ActSeqPack2 as well.

如果你也在使用YEP_X_ActSeqPack2,并且想要把它的功能加入飘浮敌人中,那么也需要把此插件放在YEP_X_ActSeqPack2的下面。

To use this plugin, insert within the enemy’s notebox the notetags you see in the section below:

使用此插件的方法是在敌人的注释栏中输入下述的注释。

Notetags
注释

Insert these notetags into the enemy noteboxes below to change their sidewview battler aspects.

在敌人注释栏内输入下面的注释来改变它们的侧面战斗外貌。

Enemy Notetags:
敌人的注释:

— General —

— 通用 —

<Breathing>
<No Breathing>
Enables or disables a ‘breathing’ effect for the enemy sprite.

对敌怪使用或禁止使用“呼吸”效果。

<Breathing Speed: x>
How many frames does it take to make a full breathing cycle? The lower the x value, the faster the enemy breathes. The higher the x value, the slower the enemy breathes.

需要多少帧来完成一次完整的呼吸动作?x的值越小,敌人呼吸得越快;x的值越大,敌人呼吸得越慢。

<Breathing Rate X: x.y>
<Breathing Rate Y: x.y>
Sets the horizontal and vertical breathing rate to x.y. 1.0 is a 100% variance change while 0.0 is a 0% variance.

将呼吸动作的水平及竖直幅度设为x.y。设为1.0将是100%的变化幅度,而0.0是0%的变化幅度。

<Floating>
Sets the enemy to be animated as if it was floating.

使敌人的活动就像在飘浮。

<Floating Speed: x>
How many frames does it take to do a full floating cycle? The lower the x value, the faster the enemy floats. The higher the x value, the slower the enemy floats.

需要多少帧来完成一次完整的飘浮动作?x的值越小,敌人飘浮得越快;x的值越大,敌人飘浮得越慢。

<Floating Rate: x.y>
Sets the floating rate for the enemy to x.y. 1.0 is a 100% variance change while 0.0 is a 0% variance change.

将飘浮动作的幅度设为x.y。设为1.0将是100%的变化幅度,而0.0是0%的变化幅度。

<Floating Height: x>
Sets the minimum float height for the enemy to x.

设置敌人飘浮的最小高度为x。

<Scale Sprite: x%>
This allows you to scale the sprite larger or smaller by x% of the original sprite size. If you wish to only scale either the width or the height, use the notetags below:

改变怪物的尺寸,将原始尺寸变大(或变小)x%。如果你只想改变宽度或高度,可以用下述注释:

<Scale Sprite Width: x%>
<Scale Sprite Height: x%>
This will scale the sprite’s width or height by x% amount specifically rather than the whole sprite itself by the same ratio.

将怪物的宽度或高度改变x%,而不是按相同比例改变整个怪物的大小。

— Sideview —

— 侧面视图 —

<Sideview Battler: filename>
This is the filename used for the sideview battler found within your project’s img/sv_actors/ folder. Doing this will enable the following notetags to be applied to the battler. This is case-sensitive and used without the image’s file extension.

此注释指明了在文件夹img/sv_actors/中的用于侧视战斗图的文件名,使用之后才能应用下述注释于战斗图。文件名的输入不必包含文件扩展名,但要区分大小写。

Example: SF_Actor3_8.png would be <Sideview Battler: SF_Actor3_8> Note: If more than one of these tags is used, the sideview battler selected will be picked from a random pool. Their settings, however, will match all of the other sideview settings set in the notetags for the sake of simplicity.

例:SF_Actor3_8.png应输入为<Sideview Battler: SF_Actor3_8> 注意:如果使用了多个这样的注释,那么侧视战斗图将会从中随机选取。而它们的设定将同样会满足注释栏中其它的侧视设置。

— Sideview Specific —

— 侧面视图详细设定 —

<Sideview Anchor X: y.z>
<Sideview Anchor Y: y.z>
This sets the anchor location for the enemy’s sideview battler at y.z. This is used for the event you have an odd-proportioned sideview battler.

设置敌人侧视战斗图的原始位置为y.z。可用于侧视战斗图的比例很奇特的情形。

<Sideview Width: x>
<Sideview Height: x>
Sets the width/height of the sideview battler. This is for the event you’re using a battler image that may have different proportions than normal sideview battlers.

设置侧视战斗图的宽度/高度。可用于侧视战斗图的比例与正常战斗图的比例不同的情形。

<Sideview Collapse>
Sets it so that the enemy when it dies will collapse and vanish.

使敌人在死亡时瓦解并消失。

<Sideview No Collapse>
Sets it so that the enemy when it dies will leave behind a corpse and will not vanish.

使敌人在死亡时留下尸体而不会消失。

<Sideview Frame Speed: x>
Sets the frame speed of this sideview battler to x. The lower the x value, the faster the sideview battler animates. The higher it is, the slower the battler animates.

设置此侧视战斗图的帧速度为x。x的值越小,侧视战斗图动得越快;x的值越大,侧视战斗图动得越慢。

— Motions —

<Sideview Attack Motion: swing>
<Sideview Attack Motion: thrust>
<Sideview Attack Motion: missile>
Sets the basic attack motion for your sideview enemy if the sideview enemy is not using any weapons. You can use any of the following motions:
walk wait chant guard damage evade
thrust swing missile skill spell item
escape victory dying abnormal sleep dead

为没有武器的敌人的侧视图设置基本的攻击动作。你可以使用下述任意动作:

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)
<Sideview Weapon: x>
This sets the sprite’s weapon image to x. If you haven’t modified your system images of the weapons, they would be as follows:

0 - Nothing
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
设置精灵的武器图像为x。如果你没有修改过系统的原始武器图片,那么对应方式如下:

0 - 无
1 - 匕首 7 - 长弓 13 - 杖 19 - 弹弓 25 - 书
2 - 剑 8 - 十字弓 14 - 棍(rod) 20 - 猎枪 26 - 自定义
3 - 枷(flail) 9 - 火枪 15 - 也是棍棒(club) 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(staff) 12 - 矛 18 - 钢管 24 - 电击棒 30 - 自定义
Note: Inserting multiple of these notetags will put them inside a random pool of weapons to use. Keep in mind if you use this notetag, it will use all the default settings found in the plugin’s parameters. If you wish to use more unique settings, use the notetag below:

请注意:若输入多个这样的注释,那么武器图像将会从中随机选取。需要记住的是,此注释将使用插件参数中的默认设置。如果你想用更独特的设置,使用下面的注释:

<Sideview Weapon: x, y, z>
This sets the sprite’s weapon image to x, motion to y, and attack animation to z. An example of how this notetag would be used would be as such:

设置精灵的武器图像为x,动作为y,而攻击动画为z。例如:

<Sideview Weapon: 2, swing, 6>
This will give the battler a sword with the swing motion and playing battle animation 6 when attacking.

给战斗图一把挥动的剑,并在战斗时播放战斗动画6。

<Sideview Idle Motion: x>
Sets the idling motion for your sideview enemy. You can use any of the following motions:
walk wait chant guard damage evade
thrust swing missile skill spell item
escape victory dying abnormal sleep dead

为侧视敌人设置等待(idling)动作。可以使用下述动作:

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)
Note: Inserting multiple of these notetags will put them inside a random pool of motions to use.

请注意:若输入多个这样的注释,那么动作将会从中随机选取。

<Sideview Damage Motion: x>
Sets the damaged motion for your sideview enemy. You can use any of the following motions:
walk wait chant guard damage evade
thrust swing missile skill spell item
escape victory dying abnormal sleep dead

为侧视敌人设置受伤(damage)动作。可以使用下述动作:

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)
<Sideview Evade Motion: x>
Sets the evasion motion for your sideview enemy. You can use any of the following motions:
walk wait chant guard damage evade
thrust swing missile skill spell item
escape victory dying abnormal sleep dead

为侧视敌人设置躲避(evasion)动作。可以使用下述动作:

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)
<Sideview Escape Motion: x>
Sets the escaping motion for your sideview enemy. You can use any of the following motions:
walk wait chant guard damage evade
thrust swing missile skill spell item
escape victory dying abnormal sleep dead

为侧视敌人设置逃跑(escaping)动作。可以使用下述动作:

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)
<Sideview Guard Motion: x>
Sets the guard motion for your sideview enemy. You can use any of the following motions:
walk wait chant guard damage evade
thrust swing missile skill spell item
escape victory dying abnormal sleep dead

为侧视敌人设置防御(guard)动作。可以使用下述动作:

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)
<Sideview Abnormal Motion: x>
Sets the abnormal motion for your sideview enemy. You can use any of the following motions:
walk wait chant guard damage evade
thrust swing missile skill spell item
escape victory dying abnormal sleep dead

为侧视敌人设置异常状态(abnormal)动作。可以使用下述动作:

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)
<Sideview Sleep Motion: x>
Sets the sleep motion for your sideview enemy. You can use any of the following motions:
walk wait chant guard damage evade
thrust swing missile skill spell item
escape victory dying abnormal sleep dead

为侧视敌人设置睡眠(sleep)动作。可以使用下述动作:

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)
<Sideview Dying Motion: x>
Sets the dying (crisis) motion for your sideview enemy. You can use any of the following motions:
walk wait chant guard damage evade
thrust swing missile skill spell item
escape victory dying abnormal sleep dead

为侧视敌人设置濒死(dying/crisis)动作。可以使用下述动作:

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)
<Sideview Dead Motion: x>
Sets the dead motion for your sideview enemy. You can use any of the following motions:
walk wait chant guard damage evade
thrust swing missile skill spell item
escape victory dying abnormal sleep dead

为侧视敌人设置死亡(dead)动作。可以使用下述动作:

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)
— Shadows —

— 阴影 —

<Sideview Show Shadow>
Sets it so the enemy will show its shadow for its sideview sprite. The default setting of this is tied to Battle Engine Core’s ‘Show Shadows’.

使敌人的侧视精灵显示阴影。此注释的默认设置依赖于Battle Engine Core的“Show Shadows”。

<Sideview Hide Shadow>
Sets it so the enemy will hide its shadow for its sideview sprite. The default setting of this is tied to Battle Engine Core’s ‘Show Shadows’.

使敌人的侧视精灵隐藏阴影。此注释的默认设置依赖于Battle Engine Core的“Show Shadows”。

<Sideview Shadow Width: x%>
Sets the shadow width to x% larger/smaller than the default shadow size found within the img/system folder.

令阴影宽度与文件夹img/system中的默认阴影尺寸相比增大/减小x%。

<Sideview Shadow Height: x%>
Sets the shadow height to x% larger/smaller than the default shadow size found within the img/system folder.

令阴影高度与文件夹img/system中的默认阴影尺寸相比增大/减小x%。

State Notetags:
状态的注释:

<Hide Sideview Weapon>
This will cause the animated sideview enemy battler to hide its sideview weapon effect. The attack motion will revert back to the barehanded attack motion set for the enemy and the attack animation will be the enemy’s default attack animation.

使动态侧视战斗图隐藏侧视武器效果。敌人的攻击动作将会变回空手的攻击动作,攻击动画会变成敌人的默认攻击动画。

Happy RPG Making!

点评

@邪月长啸 非常感谢你! 还是动态敌人看着比较舒服!  发表于 2016-8-15 12:48
我也是用1.20的版本,把1.01版里的脚本复制进去,有的会出错,去那个网站下载最新插件就可以了  发表于 2016-8-15 12:29
http://yanfly.moe/plugins/en/  发表于 2016-8-15 12:27
我找不到这个插件呀!我是装的1.2版的!  发表于 2016-8-15 08:30
嗯,已解决,谢谢  发表于 2016-8-11 12:43
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 楼主| 发表于 2016-1-25 21:27:35 | 只看该作者
本帖最后由 沧笙 于 2016-6-12 22:36 编辑


YEP.20 – Event Chase Player
Events have a typically bland movement behavior. They either stand in one place, always chase you, always run from you, move randomly, or always just move in specified patterns. This plugin lets your events suddenly switch from their norm to chasing or fleeing from the player.

目前事件只拥有传统乏味的移动行为。他们站在一个地方,追寻你,远离你,随机移动,或者在一个设定路径行走。这个插件让你的事件可以迅速切换靠近角色和远离角色

Introduction
This plugin allows you to make events that will chase the player or flee from the player when the player enters within range of the event or when the event sees the player.

在你靠近事件范围或者事件看到角色时,这个插件可以让你的事件追寻或者逃离角色。

How to Use
Insert these lines into the script call window within the Movement Route event to give an event the chase or flee flag.

把下面这些脚本语句插入事件移动路线里,让其生效。

Note: This doesn’t work with players.

注意:这些对角色不生效。

Script Call lines
  1. this._chaseRange = x
复制代码
Event will chase player if reaching x range.

如果角色距离事件x,事件追逐角色。
  1. this._fleeRange = x
复制代码
Event will flea from player if reaching x range.

如果角色距离事件x,事件逃离角色。
  1. this._chaseSpeed = x
复制代码
Event’s movement speed when chasing.

事件追逐速度
  1. this._fleeSpeed = x
复制代码
Event’s movement speed when fleeing.

事件逃离速度
  1. this._sightLock = x
复制代码
Event will flee/chase player for x frames.

事件追逐或者逃离角色时间
  1. this._seePlayer = true
复制代码
Requires the event to be able to see player.

需要事件能够看到角色
  1. this._seePlayer = false
复制代码
Doesn’t require event to be able to see player.

不需要事件能够看到角色
  1. this._alertBalloon = x
复制代码
This balloon will play when player is seen.

当看到角色时弹出对白框
  1. this._alertSound = x
复制代码
This sound will play when player is seen.

当看到角色时播放音乐
  1. this._alertCommonEvent = x
复制代码
This event will play when player is seen.

当看到角色时执行公共事件

It is best to play this inside of a custom move route for the event at a high frequency rate. Keep in mind these effects only occur after the setting is made and ran, which means upon loading a map, if the event with a low frequency hasn’t loaded up ‘this._chaseRange = x’ in its movement queue yet, the event will not chase the player just yet.

这个最适合用来自定义移动路线的速度。记住这个效果需要事件被设置为移动,这意味着载入地图时,如果事件没有被载入命令,这个事件永远不会追逐角色。

Happy RPG Making!
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发表于 2016-1-24 03:38:33 | 只看该作者
已收藏,非常感谢!
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发表于 2016-1-23 16:05:39 | 只看该作者
非常感谢。
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 楼主| 发表于 2016-1-22 17:17:27 | 只看该作者
本帖最后由 沧笙 于 2016-6-12 22:34 编辑



YEP.38 Battle System – Charge Turn Battle
Introduction - 插件介绍
The Battle System - Charge Turn Battle plugin is an extension plugin forYanfly Engine Plugins' Battle Engine Core. This extension plugin will not work without the main plugin.

To use the CTB system, go to the Battle Engine Core plugin and change the 'Default System' setting in the parameters to 'ctb'.

The Charge Turn Battle system functions by calculating every battlers' speed and balancing them relative to one another. When it's a battler's turn, the battler will either choose an action to perform immediately or charge it for later depending if the skill requires charging.

This is a battle system where agility plays an important factor in the progress of battle where higher agility values give battlers more advantage and lower agility values give battlers less advantage.

OK,其实我很乐意给这类战斗插件做翻译,CTB系统也是一个很经典的回合战斗系统.你一定玩过空轨、碧轨、零轨对吧,那你一定对这种战斗系统不陌生,类似于ATB系统,CTB系统也有一个行动槽,但是与ATB不同,他是所有角色统一的一个排位槽,角色根据自身敏捷进行排位槽积攒排位值,最先攒满的角色进行行动,行动中角色可以使用立即施放,或需咏唱一段时间的技能,在选择咏唱技能后,其他角色的行动槽将继续增长,到达顶点后开始行动.

类似与ATB插件,本插件也将依靠Battle Engine Core核心插件,安装时务必位于核心插件下方
同时要启用CTB战斗系统,你也需要在核心插件的Default System选项中 将键值修改为CTB即可

Plugin Commands 插件命令
To change your battle system to Charge Turn Battle if it isn't the default battle system, you can use the following Plugin Command:

与ATB系统的设置相同,CTB模式也允许你是用插件命令在游戏内切换游戏模式

Plugin Command:
插件命令:
  1. setBattleSys CTB
复制代码
设置为CTB系统
  1. setBattleSys DTB
复制代码
设置为DTB系统.

Using the above Plugin Commands, you can toggle between the Default Battle System and Charge Turn Battle!
使用事件内的插件命令,可以实现在游戏内部对战斗系统的转换功能.

Notetags-注释命令
The following are notetags that pertain to and affect the CTB system.
下面的注释命令只会在你启用了CTB战斗系统时生效.

Actor and Enemy Notetags:
玩家角色和敌人注释命令:
  1. <CTB Icon: x>
复制代码
设置角色或敌人的CTB排位槽的头像图标.
  1. <CTB Border Color: x>
复制代码
设置角色或敌人的CTB排位槽的边框线条颜色.
  1. <CTB Background Color: x>
复制代码
设置角色或敌人的CTB排位槽的边框背景颜色.

Actor only Notetags:
仅可用于玩家角色的注释命令
  1. <Class x CTB Icon: y>
复制代码
This sets it so that if the actor is a specific class, the actor will get a specific icon used for the CTB Turn Order. If the actor is class x, it will receive icon y.

给不同职业定义不同的头像图标,x为职业ID,y为头像ID
  1. <Hero CTB Icon: x>
  2. <Warrior CTB Icon: x>
  3. <Mage CTB Icon: x>
  4. <Priest CTB Icon: x>
复制代码
If you prefer to use names instead of class ID's, you can use the above notetag format. If the actor is the named class, it will receive icon x.
If you have multiple classes with the same name, priority will be given to the class with the highest ID.

如果你要使用职业名称来定义头像也是可以的,但写法略有不同,把上面class x直接替换为职业名称即可.

Skill and Item Notetags:
技能和道具注释命令:
  1. <CTB Help>
  2. text
  3. text
  4. </CTB Help>
复制代码
For those planning on using multiple battle systems, sometimes you may have your skills perform differently while using CTB. If so, using this notetag will allow skills and items to display different help text while CTB is enabled.

给技能和道具添加一个专属的CTB说明信息,这个信息只有在CTB系统启用时会显示.
  1. <CTB Speed: x>
复制代码
Usable only during CTB. This sets the target's current speed to x.

把目标的当前排位值设置为x,这个类似于ATB的speed值
  1. <CTB Speed: x%>
复制代码
Usable only during CTB. This sets the target's current speed to x% of the CTB turn completion target.
把目标的当前排位值设置x%,100%就是直接行动
  1. <CTB Speed: +x>
  2. <CTB Speed: -x>
复制代码
Usable only during CTB. This increases or decreases the target's current speed by x.

把目标的当前排位值增加或减少x +/- 起到快速行动或延迟行动的目的
  1. <CTB Speed: +x%>
  2. <CTB Speed: -x%>
复制代码
Usable only during CTB. This increases or decreases the target's current speed or charge by x% of the CTB turn completion target.

你也可以使用+/-百分比的形式进行定义
  1. <CTB Order: +x>
  2. <CTB Order: -x>
复制代码
Moves target's position in the turn order by +x or -x. +x will make the target having to wait more before getting their turn while -x will make the target having to wait less. The effect is minimal and will only last for the current turn cycle.

使用这个命令按照x参数改变当前目标的综合排序,+x会使目标需要等待更长的时间.这个命令的效果微小,并且只会持续到当前回合的循环结束

Note: If you use this for multiple targets, each target will shift turns individually at a time.

要注意:如果你的命令针对了多个目标,每个目标的回合变化将会分别计算
翻译者解释:其实就是按照x排序啦,比如你写+1就是把目标的行动推后1位,由于只在当前回合的循环轮生效,所以+100和+1000的效果都是推到最后,但是+1000肯定能够要比+100更靠后.如果x相同,那么将会根据原来的角色顺序排序.这个命令我认为作者其实主要想用来微调某个角色的行动顺序的功能,因为靠speed参数来调整需要的计算量比较大,而且很不稳定.而这个+1 +2 -1 -2的排序功能设定起来就相对容易多了.
  1. <After CTB: x>
  2. <After CTB: x%>
复制代码
This will set the skill/item user's CTB speed value to x or x%. If 'x' is used, this will be the exact CTB value. If x% is used, this will be the percentage of the CTB turn completion target that it will be at.

在行动结束后,将排位槽的值设置为x或x%

Actor, Class, Enemy, Weapon, Armor, and State Notetags:
角色,职业,敌人,武器,护甲和状态命令:
  1. <CTB Start: +x>
  2. <CTB Start: +x%>
复制代码
Usable only during CTB. This will give the actor, class, enemy, weapon,armor, or state the property of starting battle with X CTB Speed or X% of the CTB turn completion target.

在CTB模式中,定义角色开始时的排序槽值,第一次行动后从0开始排位.
  1. <CTB Turn: +x>
  2. <CTB Turn: +x%>
复制代码
Usable only during CTB. This will give the actor, class, enemy, weapon,armor, or state the property of starting a turn with X CTB Speed or X% of the CTB turn completion target.

每回合开始时目标的排序槽值,行动后依然从x或x%处开始排位.

Happy RPG Making!
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 楼主| 发表于 2016-1-6 16:58:16 | 只看该作者
本帖最后由 沧笙 于 2016-6-12 22:31 编辑


YEP.31 – Visual ATB Gauge
Introduction--帮助文件及介绍
翻译 by 抖M俱乐部的 SmithJiong/bennett01/SOAP
转载请感谢我! 没错上面三个都是我!
For Yanfly Engine Plugins – Battle System – ATB users, you can now display ATB gauges for your enemies! This plugin is plug and play but it does require the YEP_BattleSysATB plugin. The gauges can be shown either below or above the enemies.

对于Yanfly的ATB战斗系统插件,你现在可以让你的敌人也有行动槽啦!这个拓展插件需要ATB插件支持。行动槽可以显示在敌人下方。

This plugin requires YEP_BattleEngineCore and YEP_X_BattleSysATB. Make sure this plugin is located under YEP_BattleEngineCore and YEP_X_BattleSysATB in the plugin list.

本插件需要YEP_BattleEngineCore和YEP_X_BattleSysATB两个前置插件请确保启用该插件时,将其放置于上述两个插件下边。

This plugin will show the ATB Gauge for enemies if the current battle system is ATB. The gauges can be shown either below or above the enemies.

本插件将会在ATB战斗模式下,在你敌人的上方或下方显示ATB行动槽。

Notetags
The following are some notetags you can use to adjust the appearance of the enemy’s ATB Gauge.

下面的注释命令会帮助你进一步定制本插件的功能。

Enemy Notetags:
<Show ATB Gauge>
<Hide ATB Gauge>
This will cause the ATB Gauge to be shown or hidden ignoring the default settings found in the parameters.

这个命令将开启或关闭敌人的ATB行动槽显示,让你可以自己控制。
<ATB Gauge Width: x>
This allows you to set the enemy’s ATB Gauge width to x instead of having it match the enemy’s battler graphic width.

你可以自定义该敌人行动槽的宽度,这通常用于你的敌人绘图不规则,而行动槽规格统一导致的显示奇葩问题,比如你可以给史莱姆等小型单位设定更小的行动槽,使其看起来更美观一点。
Happy RPG Making!
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