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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 2016-2-21 18:45:27 | 只看该作者
本帖最后由 沧笙 于 2016-6-12 22:59 编辑


YEP.56 – Limited Skill Uses
Introduction
This plugin requires YEP_SkillCore. Make sure this plugin is located under YEP_SkillCore in the plugin list.

这个插件需要YEP_SkillCore,请确保它放在YEP_SkillCore下面

This plugin enables you to set a limited amount of times certain skills (or all skills) can be used per battle or ever. This adds a different type of skill currency and balance mechanic in limiting the amount of times a skill can be used without directly having alter MP, TP, or the like.

这是技能核心插件拓展插件,能够让你限制一些技能的使用次数。添加了一个不同的技能类型,并且平衡了技能使用的限制次数

Notetags
You can use these notetags to govern the various Limited Uses aspects of your skills.

你可以使用下面标签来给你的技能设置不同的使用限制

Skill Notetags:
  1. <Unlimited Use>
复制代码
If you’ve enabled ‘Limit All Skills’ in the plugin parameters, this will forcefully make the skill unlimited use. If you use this notetag, it will override any of the Limited Use settings.

如果你开启了“限制所有技能”选项,那么这个将会让技能不受限制使用,如果你使用了这个标签,它将会重写你的限制设置
  1. <Limit Uses: x>
复制代码
This will set the number of times the skill can be used to x. If the skill has 0 charges left, the skill cannot be used.

设置技能限制使用次数,如果为0,则不能使用
  1. <Recover All Uses>
  2. <Not Recover All Uses>
复制代码
When using the recover all command, depending on the settings within the plugin parameters, all limited use charges are recovered or not. These notetags will enable you to utilize the other setting for the skill.

当你使用恢复所以的命令,取决插件设置,所有限制将被恢复。这些标签将会让你使用技能的其他设置
  1. <Victory Uses Recover: x>
  2. <Escape uses Recover: x>
  3. <Lose Uses Recover: x>
复制代码
When the player wins a battle, escapes a battle, or loses a battle, the skill use will recover x amount of uses for the respective outcome. If the notetags aren’t used, the amounts restored will be equal to settings made in the plugin’s parameters.

当玩家获得胜利,逃跑或者失败的时候,技能恢复使用次数
  1. <After Battle Uses Recover: x>
复制代码
This will set the recovery rate of victory, escape, or loss of battle to be equal to x indiscriminately.

当玩家完成战斗后恢复技能使用次数

Skill and Item Notetags:
  1. <Global Limited Uses: +x>
  2. <Global Limited Uses: -x>
复制代码
This will change the target’s limited uses by +x or -x for all skills. +x will increase the amount of times the skills can be used. -x will decrease the amount of times the skills can be used.

对技能改变使用次数。+x将会增加,-x将会减少
  1. <SType x Limited Uses: +y>
  2. <SType x Limited Uses: -y>
复制代码
This will change the target’s limited uses by +y or -y for all skills of the skill type x. +y will increase the amount of times the skills can be used. -y will decrease the amount of times the skills can be used.

改变技能类型x的技能使用次数y。+y将会增加,-y将会减少
  1. <Skill x Limited Uses: +y>
  2. <Skill x Limited Uses: -y>
  3. <Skill name Limited Uses: +y>
  4. <Skill name Limited Uses: -y>
复制代码
This will change the target’s limited uses by +y or -y for skill x. If you use the named notetag varient and have multiple skills in the database with the same name, priority will be given to the skill with the highest ID. +y will increase the amount of times the skills can be used. -y will decrease the amount of times the skills can be used.

改变技能x的使用次数y。如果你使用了名字标签,则会优先生效ID最高的。+y将会增加,-y将会减少

Actor, Class, Enemy, Weapon, Armor, and State Notetags:
  1. <Global Use Max: +x>
  2. <Global Use Max: -x>
复制代码
A battler affected by this property will have any Limited Use skills alter the maximum times used by +x or -x.

改变最大使用次数
  1. <SType x Use Max: +y>
  2. <SType x Use Max: -y>
复制代码
A battler affected by this property will have Limited Use skills from skill type x alter the maximum times used by +y or -y.

改变技能类型x的最大使用次数
  1. <Skill x Use Max: +y>
  2. <Skill x Use Max: -y>
  3. <Skill name Use Max: +y>
  4. <Skill name Use Max: -y>
复制代码
A battler affected by this property will have Limited Use for skill x (or named if you’re using that version of the notetag instead) alter the maximum times used by +y or -y. If you are using the named version of the notetag and have multiple skills in the database with the same name, then priority will be given to the skill with the highest ID.

改变技能x的最大使用次数。

Happy RPG Making!
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 楼主| 发表于 2016-2-19 21:35:40 | 只看该作者
本帖最后由 沧笙 于 2016-6-12 22:59 编辑


YEP.60 – More Currencies
Introduction
This plugin requires YEP_ShopMenuCore. Make sure this plugin is located under YEP_ShopMenuCore in the plugin list.

这个插件需要YEP_ShopMenuCore。确保这个插件在YEP_ShopMenuCore之下。

As an extension of the Shop Menu Core, this plugin enables you to have items cost multiple currencies or different currencies using variables and/or other items themselves.

作为商店菜单插件的拓展插件,可以让你通过变量或者物品有更多的货币

Instructions – Variables as Currency
If you’re planning to use variables as currency (and you should!), you can set them up in a way to have them show an icon. Name your currency variable as such:

如果你想使用变量作为货币,你需要这样设置他们
  1. \i[x]Variable Name
复制代码
When displayed in shops, it will show the icon and the name. However, if you want it to display only the icon and/or exclude some text, place the text inside a << and >> bracket like such:

当显示在商店的时候,它会显示图标和名字。如果你希望只显示图标,可以用《》来隐藏
  1. \i[x]<<Variable Name>>
复制代码
That way, only the icon will be shown while all the next inside the << >> will be hidden.

这个方法,只有图标显示,在《》内的文本被隐藏

Instructions – Proxies
Perhaps in your game, you would like for the player to have multiple ways of purchasing an item through one currency or another. However, inputting the costs for all of the options makes the item cost every single aspect. But, what you can do is make proxies of these items. For example, in the database will will have the following:

在游戏里,你玩家用不同的货币有很多购买方式。对于所有选项重新设置很麻烦。你可以使用物品代理功能,例如,数据库内这样写
  1. Potion – 50 Gold
  2. Potion (Proxy A) – 5 Gems
  3. Potion (Proxy B) – 3 Jewels
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Placing all three items in your shop normally would result in three types of potions that do not stack into the same category. However, by using this proxy notetag, you can make them all attribute to the same Potion item:

如果简单把这3个物品放入商店,将会产生3种相同类型的物品。可以,使用代理标签,你可以设置为一个物品
  1. <Proxy Buy: x>
  2. <Proxy Buy: name>
复制代码
If you’re using this item as a proxy for another item (so you can set a different cost for the item), this item will end up representing item x, weapon x, or armor x of the same type. If you’re using a named notetag and you have multiple entries in your database with the same name, priority will be given to the item, weapon, or armor with the highest ID.

如果你使用了物品代理,这个物品将会代表物品x,武器x,或者装备x。如果你使用了名字标签,你可以代替名字相同的物品,优先选择最高ID物品。

If Proxy A and B link back to the main Potion, then whenever the player buys the Proxies in the shop, they will link back to the main Potion, making it possible to buy the same item using different currencies.

如果代理A和代理B返回主物品,玩家可以通过商店购买代理从而得到主物品,让其实现不同货币来购买同一物品。

Notetags
You can use the following notetags to adjust various properties for more currencies for your items, weapons, and armors.

你可以使用下面的标签来调整货币

Item, Weapon, and Armor Notetags:
  1. <Variable x Buy Price: y>
复制代码
This sets the currency of this item, weapon, or armor to variable x with a buy price of y. You can insert multiples of this notetag to have more than one variable cost for that item, weapon, or armor.

设置变量x来购买,价格为y,你可以插入多个标签来获得多个变量货币来购买物品
  1. <Variable x Sell Price: y>
复制代码
This makes it that when selling this item, weapon, or armor, the player will gain variable x in y amount. You can insert multiples of this notetag to have more than one variable cost for that item, weapon, or armor.

设置变量x来出售,价格为y,你可以插入多个标签来获得多个变量货币来出售物品
  1. <Item x Buy Price: y>
  2. <Item name Buy Price: y>
复制代码
This sets the currency of this item, weapon, or armor to cost item x (or the named item) with a buy price of y. You can insert multiples of this notetag to have more than one item cost for that item, weapon, or armor. If you’re using Item Core, this will not work on independent items. If you are using the named version of the notetag and have multiple items in your database of the same name, priority will be given to the item with the highest ID.

设置物品x来购买,数量为y,你可以插入多个标签来获得多个物品货币来购买物品。如果你使用了物品核心插件,对于独立物品不会生效。如果你使用了名字代码并且有多个重名的物品,将会优先选择ID最高
  1. <Item x Sell Price: y>
  2. <Item name Sell Price: y>
复制代码
When selling this item, weapon, or armor, the player will get item x (or the named item) with a quantity of y. You can insert multiples of this notetag to have more than one item cost for that item, weapon, or armor. If you’re using Item Core, this will not work on independent items. If you are using the named version of the notetag and have multiple items in your database of the same name, priority will be given to the item with the highest ID.

设置物品x来出售,数量为y,你可以插入多个标签来获得多个物品货币来出售物品。如果你使用了物品核心插件,对于独立物品不会生效。如果你使用了名字代码并且有多个重名的物品,将会优先选择ID最高
  1. <Weapon x Buy Price: y>
  2. <Weapon name Buy Price: y>
复制代码
This sets the currency of this item, weapon, or armor to cost weapon x (or the named weapon) with a buy price of y. You can insert multiples of this notetag to have more than one weapon cost for that item, weapon, or armor. If you’re using Item Core, this will not work on independent items. If you are using the named version of the notetag and have multiple items in your database of the same name, priority will be given to the item with the highest ID.

设置武器x来购买,数量为y,你可以插入多个标签来获得多个武器货币来购买物品。如果你使用了物品核心插件,对于独立物品不会生效。如果你使用了名字代码并且有多个重名的物品,将会优先选择ID最高
  1. <Weapon x Sell Price: y>
  2. <Weapon name Sell Price: y>
复制代码
When selling this item, weapon, or armor, the player will get weapon x (or the named weapon) with a quantity of y. You can insert multiples of this notetag to have more than one weapon cost for that item, weapon, or armor. If you’re using Item Core, this will not work on independent items. If you are using the named version of the notetag and have multiple items in your database of the same name, priority will be given to the item with the highest ID.

设置武器x来出售,数量为y,你可以插入多个标签来获得多个武器货币来出售物品。如果你使用了物品核心插件,对于独立物品不会生效。如果你使用了名字代码并且有多个重名的物品,将会优先选择ID最高
  1. <Armor x Buy Price: y>
  2. <Armor name Buy Price: y>
复制代码
This sets the currency of this item, weapon, or armor to cost armor x (or the named armor) with a buy price of y. You can insert multiples of this notetag to have more than one armor cost for that item, weapon, or armor. If you’re using Item Core, this will not work on independent items. If you are using the named version of the notetag and have multiple items in your database of the same name, priority will be given to the item with the highest ID.

设置装备x来购买,数量为y,你可以插入多个标签来获得多个装备货币来购买物品。如果你使用了物品核心插件,对于独立物品不会生效。如果你使用了名字代码并且有多个重名的物品,将会优先选择ID最高
  1. <Armor x Sell Price: y>
  2. <Armor name Sell Price: y>
复制代码
When selling this item, weapon, or armor, the player will get armor x (or the named armor) with a quantity of y. You can insert multiples of this notetag to have more than one armor cost for that item, weapon, or armor. If you’re using Item Core, this will not work on independent items. If you are using the named version of the notetag and have multiple items in your database of the same name, priority will be given to the item with the highest ID.

设置装备x来出售,数量为y,你可以插入多个标签来获得多个装备货币来出售物品。如果你使用了物品核心插件,对于独立物品不会生效。如果你使用了名字代码并且有多个重名的物品,将会优先选择ID最高
  1. <Proxy Buy: x>
  2. <Proxy Buy: name>
复制代码
If you’re using this item as a proxy for another item (so you can set a different cost for the item), this item will end up representing item x, weapon x, or armor x of the same type. If you’re using a named notetag and you have multiple entries in your database with the same name, priority will be given to the item, weapon, or armor with the highest ID.

如果你使用物品作为代理,这个物品最后代表物品x,或者武器装备x。如果你使用了名字代码,数据库会优先选择ID最高的

Happy RPG Making!
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 楼主| 发表于 2016-2-19 20:44:37 | 只看该作者
本帖最后由 沧笙 于 2016-6-12 22:59 编辑


YEP.53 – Shop Menu Core
Introduction
The shop menu in RPG Maker MV is the same as it was in RPG Maker VX and RPG Maker VX Ace. It’s relatively basic and provides adequate information, but not really enough to let the player know what they’re actually buying or even selling. This plugin enables shops to show more than just the basic information displayed in RPG Maker MV and even allows for custom commands to be inserted into the command window.

商店菜单在MV里面和VX、 VX ACE里面相同。它提供基础的信息,但是不足以让玩家知道他们真正想买或者卖什么。这个插件可以让商店显示更多信息,甚至允许自定义命令来插入命令窗口

This plugin also gives the player the option to tab between a parameter comparison mode with the whole party displaying individual stats at a time or individual actors displaying all stats at a time. The player can switch between the two modes by pressing the ‘tab’ button on the keyboard or with touch input on the name of the actor or parameter.

这个插件允许玩家开启一个窗口,可以让队伍成员显示单独的状态或者显示整个队伍的所有人的某个状态。玩家通过tab键开关这个模式或者点击玩家名字

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:

你可以添加或者移除命令,通过命令顺序参数。这里是你可以使用的命令列表
  1. Buy
复制代码
– This is the buy item command.

购买命令
  1. Sell
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– This is the sell item command.

卖出命令
  1. Equip
复制代码
– This is the equip command to directly access an actor’s equipment.

装备命令
  1. Custom
复制代码
– If you have any custom shop menu items, they will be displayed here.

自定义命令
  1. Cancel
复制代码
– This exits the shop.

退出商店

Notetags
You can use the following notetag to alter various shop aspects

你可以使用下面的标签来改变很多方面

Item, Weapon, and Armor Notetag:
  1. <Price: x>
复制代码
This notetag allows you to exceed the default editor limit for item prices of 999,999 gold.

设置价格,不再受999,999的金钱限制
  1. <Sell Price: x>
复制代码
This sets the selling price of the item to x.

设置卖出价格
  1. <Cannot Sell>
复制代码
This makes it so that the item cannot be sold.

物品不可以出售
  1. <Can Sell>
复制代码
This makes it so that the item can be sold even if it is at 0 gold.

即便价格为0,仍然可以卖出

Happy RPG Making!
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 楼主| 发表于 2016-2-19 20:01:25 | 只看该作者
本帖最后由 沧笙 于 2016-6-12 22:57 编辑


YEP.58 – Item Synthesis
Introduction
Item synthesis is now a pretty common aspect of most RPG’s where the player can craft their own items after acquiring recipes. This plugin enables your players to be able to do that after acquiring the said recipes. Recipes can come in the form of items, weapons, and/or armors and transcribed in them are what items, weapons, and/or armors they can make. These items can be made from the main menu and/or synthesis locations!

物品合成系统是大多数角色扮演游戏常见的方面,玩家可以通过制作书合成他们自己的物品。这个插件让玩家实现这个功能。制作书可以涉及物品,武器或者装备,并且可以合成物品,武器或者装备。这些物品可以从主菜单或者合成菜单制作。

Notetags
To allow the player the ability to craft a certain item, that item must be included in a recipe notetag in an item that the player possesses.

为了让玩家打造出某个物品,这些物品必须拥有制作书的标签

Item, Weapon, and Armor Notetags:
  1. <Item Recipe: x>
  2. <Item Recipe: x, x, x>
  3. <Item Recipe: x to y>
复制代码
This will change this item into a recipe for x item(s). As long as this item is in possession by the party as a whole, item(s) x can be synthesized by the player provided that the player has the proper quantity of ingredients.

Note: Entries without names will not be included. Entries without both a synthesis cost and without an ingredient list will not be included.
可以把这些物品放入制作书,只要队伍拥有这个物品,他就可以被玩家和其他原料一起合成
  1. <Weapon Recipe: x>
  2. <Weapon Recipe: x, x, x>
  3. <Weapon Recipe: x to y>
复制代码
This will change this item into a recipe for x weapon(s). As long as this item is in possession by the party as a whole, weapon(s) x can be synthesized by the player provided that the player has the proper quantity of ingredients.

可以把这些武器放入制作书,只要队伍拥有这个武器,他就可以被玩家和其他原料一起合成

Note: Entries without names will not be included. Entries without both a synthesis cost and without an ingredient list will not be included.

注意:没有名字的条目,以及没有合成消耗和合成原料列表的条目都不会参与合成
  1. <Armor Recipe: x>
  2. <Armor Recipe: x, x, x>
  3. <Armor Recipe: x to y>
复制代码
This will change this item into a recipe for x armor(s). As long as this item is in possession by the party as a whole, armor(s) x can be synthesized by the player provided that the player has the proper quantity of ingredients.

可以把这些装备放入制作书,只要队伍拥有这个装备,他就可以被玩家和其他原料一起合成

Note: Entries without names will not be included. Entries without both a synthesis cost and without an ingredient list will not be included.

注意:没有名字的条目,以及没有合成消耗和合成原料列表的条目都不会参与合成
  1. <Synthesis Ingredients>
  2. item id
  3. item id: x
  4. weapon id
  5. weapon id: x
  6. armor id
  7. armor id: x
  8. gold: x
  9. named item
  10. named item: x
  11. </Synthesis Ingredients>
复制代码
Using the above tag in an item will set those items as the ingredients required for the player to synthesize. Replace “id” with the proper item, weapon, or armor ID’s. If no “:x” is used, the database will register that as only needing 1 of that item as an ingredient. If “gold: x” is used, that will be the cost required to synthesize the item.

使用这个标签,可以让物品通过这些原料合成。替代ID即可。如果没有指定ID,数据库认为只需要任何一件物品作为原料即可。如果金钱被指定,则需要消耗如此数量金钱来合成物品

If you are using named entries, priority will be given to the highest ID in the order of items, weapons, then armors.

如果你使用名字,则会优先使用ID最高的

Note: If you are using Item Core, Independent Items cannot become an ingredient for a recipe and will therefore be automatically omitted.

注意:如果你使用了物品核心插件。独立物品不能成为合成原料,将会自动被漏掉
  1. <Mask Name: x>
复制代码
If you are masking unknown items’ names, you can change the text shown for the unknown item with x. This will cause the game to use the mask name instead of the usual ??? (if that’s what you’re using) to mask the item. This can give a player a general idea of what they may be synthesizing such as “Strange Liquid” or “Weird Crystal”.

如果你伪装了物品名字,你可以改变物品显示的文本。这将造成游戏采用伪装名代替平时使用的。这可以让玩家生成他们想要的合成品例如“奇异水”或者“特殊水晶”等

Plugin Commands
The following are Plugin Commands you may use with events.
下面的插件命令可以使用在事件里面

Plugin Command:
  1. OpenSynthesis
复制代码
Opens up the Synthesis Scene from the field.

打开合成界面
  1. ShowSynthesis
复制代码
Shows the Synthesis command from the main menu.

主菜单显示合成命令
  1. HideSynthesis
复制代码
Hides the Synthesis command from the main menu.

主菜单隐藏合成命令
  1. EnableSynthesis
复制代码
Enables the Synthesis command from the main menu.

开启主菜单合成命令
  1. DisableSynthesis
复制代码
Disables the Synthesis command from the main menu.、、
关闭主菜单合成命令

Happy RPG Making!

点评

我研究了一晚上,可以用name来指定,但是要删去冒号,后面直接跟物品ID  发表于 2016-5-12 01:17
可以参考JS文件是否包含自定义模式  发表于 2016-4-21 09:40
能不能进行扩展? 消耗SP  发表于 2016-4-21 09:09
目前使用很正常! 不过,能扩展,例如,消耗SP,不止是物品  发表于 2016-4-21 09:08
这个插件是不是有BUG啊,合成清单只有消耗金钱才有效,替换ID的物品武器防具根本没用啊  发表于 2016-4-12 23:16
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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%
任性的什么也不写
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