设为首页收藏本站|繁體中文

Project1

 找回密码
 注册会员
搜索
楼主: 沧笙
打印 上一主题 下一主题

[搬运汉化] 【汉化】YEP系列基础及进阶教程-2018/10/06期

  [复制链接]

Lv3.寻梦者

梦石
0
星屑
4008
在线时间
594 小时
注册时间
2014-1-12
帖子
476
11
 楼主| 发表于 2015-12-24 00:05:47 | 只看该作者
本帖最后由 沧笙 于 2016-6-12 22:49 编辑


YEP.3 – Battle Engine Core
The default battle system for RPG Maker MV now allows for the ever so popular side-view! However, we can beef it up a little bit more using the Battle Engine Core to add more features and capabilities to the battle system!

RPG Maker MV默认的战斗系统已经支持流行的横版战斗,我们可以使用战斗核心引擎来增加更多的特点和能力

Introduction
This plugin alters the various aspects of the default battle system, allowing it to be more streamlined like most modern RPG’s and less clunky like older RPG’s. This ranges from choosing what text will appear in the battle log window at the top and how it will be displayed.

这个插件改变了战斗系统的很多方面,使其看起来更像现代的角色扮演游戏,而不是过时笨重的那种。这改变了战斗界面的文本的显示以及出现方式。

Battle Messages
When changing “Terms” and the “Messages” that appear in battle, inserting the following tag anywhere in the message will cause the message to center itself in the battle log.

当改变了战斗过程中的选项和信息时候,插入下面的标签就可以让信息在战斗记录里居中
  1. <CENTER>
复制代码
This tag must be all caps in order for the battle log window to recognize it as an instruction to center the displayed battle text message.

这个标签可以覆盖所有的战斗记录窗口,并且将视为一种居中战斗文本信息的指令。
Battle Windows
There’s various options to adjust the window settings found in the battle system to make navigating the battle system more intuitive. Such options include starting the turns with the Actor Command Window instead of the Party Command Window (the Fight/Escape Window). The Party Command Window is still accessible but only by pressing cancel on the first actor’s window.

为了使战斗系统的导航更加简便,这里有很多选项来调整战斗系统的角色窗口之后出现。

Battle Order
The battle turn order is also fixed, too. This way, any battlers that have their AGI value changed over the course of battle will reflect those changes during the current turn rather than the following turn. The action speed calculation can also be adjusted and finetuned to have the random factor of its speed calculation formula removed, too, making AGI actually worthwhile as a tactical parameter.

这个战斗回合系统也被修复,这样,任何有敏捷值改变的情况的战斗,将会在当前回合生效而不是下个回合。行动速度计算也被调整过,移除了过去速度计算公式带有随机的因素,让敏捷值可以更加实际的作为一个战术上的因素。

Multiple Hits
Multi-hit action will no longer end prematurely if the target dies midway through the action. This is done through toggling immortal states. To make use of feature, make sure your database has an Immortal State somewhere. If you do not wish to use this feature, set the Parameter for Immortal State ID to 0 instead.

如果伤害标签在行动中消失,多重伤害系统不会中断。这个通过切换永久状态来实现的。如果要使用这个特性,请确保数据库中存在一个永久状态;如果不想使用,请将永久状态参数ID改为0。

Popup Revamp
Although the damage popups may still look the same as the default ones from MV, the process in which they’re created is now different to streamline the damage popup process. Before, popups would only appear one a time with a frame’s different at minimum in order for them to show. Now, any actions that occur at the same frame will now all show popups at the same frame, making for smoother and less clunky damage popups.

尽管伤害数值的弹出系统和原版MV看起来一样,但是他们的进程是完全不同的。在之前,弹出系统在1帧只会弹出一次,但现在,我们可以在同1帧显示所有伤害,这使其看起来更加平滑。

Common Events
Common Events will now occur at the end of each action regardless of whether or not the enemy party is still alive. With proper placing of the action sequence tags, you can make the skill’s common event occur in the middle of an action, too. However, keep in mind if you force an action in the middle of another action, the remainder of the former action’s sequence list will become null and void in favor of the new forced action.

无论敌人队伍是否存活,公共事件将会在每次行动结束的时候执行,通过恰当的放置行动序列标签,你可以让技能的公共事件在一个行动当中执行。但是,请注意如果你让一个行动在另一个行动当中执行,剩余的行动序列将会变成空的来取代新的行动。

Casting Animations
Casting Animations help provide visual hints for players either by letting them know which battler is going to perform an action or what type of skill that action will be. This plugin enables skills to have casting animations that can be modified universally or customized for each individual skill.

角色动作将会协助提供给玩家,让他们明白战斗者是谁,以及技能使用类型。这个插件可以让技能拥有动作,这些动作是可以为单独技能自定调整的

Skill Notetag:
  1. <Cast Animation: x>
复制代码
Sets the skill’s cast animation to animation ID x. Setting x to zero will cause the skill to not have any animaton at all.

设置技能动作ID,设置0将会取消动作
Changing Battle Systems
While the player is not in battle, you can change the battle system using a Plugin Command. With only this plugin, there is only one battle system included: the default battle system.

当玩家不在战斗时,你可以通过插件命令改变战斗系统。如果只使用这个插件,这里只包含了默认的战斗系统

Plugin Command:
  1. setBattleSys DTB
复制代码
Sets battle system to Default Turn Battle.

设置战斗为默认回合制
Other future plugins may include other battle systems that may utilize the Battle Engine Core.

未来其他插件将会包含其他战斗系统

Sideview Actions
In RPG Maker MV’s default battle system, both the sideview and the frontview settings do not display counterattacks, reflected magic attacks, nor any case of substituting for battle members. The Battle Engine Core provides games that are using the sideview settings small amounts of animations to relay information to the player in a more visual sense.

在软件默认的战斗系统里,竖向和横向的战斗方式都没有显示反击,显示魔法攻击,或者任何战斗者的替换队员。这个战斗系统核心引擎可以提供给横版战斗模式的游戏更好的战斗队员显示效果。

Magic Reflection will also display a reflection animation to indicate the battler has reflection properties. This animation can be changed in the parameters, but certain actors, classes, enemies, weapons, armors, and states can display a unique kind of animation for reflection if desired.

魔法攻击也将会显示一个相应的动画,来告诉玩家已经准备好战斗。这个动画可以用参数改变,但是角色,职业,敌人,武器,装备和状态可以根据需要显示独有的动画。

Actor, Class, Enemy, Weapon, Armor, and State Notetag:
  1. <Reflect Animation ID: x>
复制代码
Changes the user’s reflect animation to x. This will take priority in the following order: Actor, Class, Enemy, Weapon, Armor, State, Default.

改变角色的动画为X。这将影响角色,职业,敌人,武器,装备及状态等等
Sometimes, you don’t want your enemies to be able to move. Or you don’t want certain actors to be able to move. They’re just stationary for whatever reason. To accomplish that, you can use this notetag to forbid the battler from moving.

有时,你不希望你的敌人可以移动,或者你不希望某个角色移动。他们只是固定的。为了完成这件事,你可以使用下面这个标签禁止参与战斗者移动。

Actor, Class, Enemy, Weapon, Armor, and State Notetag:
  1. <Sprite Cannot Move>
复制代码
Prevents the battler’s sprite from moving. This will take priority in the following order: Actor, Class, Enemy, Weapon, Armor, and State. If an enemy is unable to move when it performs an action, it will flash white as if it normally does in front view.

阻止了参与战斗者移动。这将影响角色,职业,敌人,武器,装备及状态等等。如果敌人在其行动的时候不能移动,他将会像竖版战斗那样闪烁。
Custom Sideview Battler Anchor
Sideview battlers are generally centered horizontally, and grounded at their feet. However, not all sideview battler spritesheets work this way. In the event you have a sideview battler that doesn’t conform to those standards, you can ‘anchor’ them a different way.

横向战斗时,角色图通常被置于中间,并且固定在脚部,而不是所有的横版战斗都会这样。用这个事件,对于那些不遵从标准的角色,我们可以用不同的手段固定他们。

Actor Notetags:
  1. <Anchor X: y.z>
  2. <Anchor Y: y.z>
复制代码
This sets the anchor location for the actor’s sideview battler at y.z. By default, the X anchor is 0.5 while the Y anchor is 1.0. If you want the X anchor to be a bit more to the left, make it less than 0.5. Make it more than 0.5 to make the X anchor more towards the right. To raise the Y anchor, set the number value to less than 1.0. Keep adjusting until you find that perfect anchor setting.

这个设置了角色横向战斗时,侧视图的位置。系统默认值中,X=0.5,Y=1.0。如果你希望X可以向左一点,你需要设置它小于5.或者设置大于5来使其向右。为了提高Y方向,你需要设置小于1.0的值。请不断调整直到你完成了最正确的设置。
Happy RPG Making!

点评

为什么用了这个插件,战斗都没有侧视图了??菜单也没有了??  发表于 2016-8-1 13:11
这个怎么设置让主角走到敌人的位置攻击而不是在原地攻击啊  发表于 2016-1-28 16:20

评分

参与人数 2星屑 +118 收起 理由
king + 108 精品文章
v2sam + 10 我很赞同

查看全部评分

任性的什么也不写
回复 支持 1 反对 0

使用道具 举报

Lv3.寻梦者

梦石
0
星屑
4008
在线时间
594 小时
注册时间
2014-1-12
帖子
476
10
 楼主| 发表于 2015-12-23 14:18:03 | 只看该作者
qq546431664 发表于 2015-12-23 13:53
哇~太太太棒了,期待战斗插件的汉化


战斗的插件太复杂了,今晚拼了也要出一版,感谢亲的支持
任性的什么也不写
回复 支持 1 反对 0

使用道具 举报

Lv1.梦旅人

梦石
0
星屑
55
在线时间
461 小时
注册时间
2014-7-23
帖子
232
9
发表于 2015-12-23 13:53:34 | 只看该作者
哇~太太太棒了,期待战斗插件的汉化
回复 支持 反对

使用道具 举报

Lv3.寻梦者

梦石
0
星屑
4008
在线时间
594 小时
注册时间
2014-1-12
帖子
476
8
 楼主| 发表于 2015-12-23 12:52:10 | 只看该作者
已更新第一期视频
@xjzsq @luruipeng1
任性的什么也不写
回复 支持 反对

使用道具 举报

Lv1.梦旅人

梦石
0
星屑
50
在线时间
40 小时
注册时间
2014-12-22
帖子
11
7
发表于 2015-12-22 13:52:11 | 只看该作者
这次更新了很多嘛
回复 支持 反对

使用道具 举报

Lv3.寻梦者

梦石
0
星屑
4008
在线时间
594 小时
注册时间
2014-1-12
帖子
476
6
 楼主| 发表于 2015-12-22 10:06:12 | 只看该作者
本帖最后由 沧笙 于 2016-6-12 22:48 编辑


YEP.2 Message Core
The Message Core plugin adds more functionality to the default RPG Maker MV message system, enabling more text codes, a name box, and adjustable message window sizes!

这个信息核心插件为RPG Maker MV的默认信息系统添加了很多功能,可以使用更多的文本代码,名字框,甚至可以调整文本框大小

Introduction
While RPG Maker MV Ace certainly improved the message system a whole lot, it wouldn’t hurt to add in a few more features, such as name windows, converting textcodes to write out the icons and/or names of items, weapons, armours, and* more in quicker fashion. This script also gives the developer the ability to adjust the size of the message window during the game, give it a separate font, and to give the player a text fast-forward feature.

当RPG Maker MV Ace改善了信息系统以后,我们很伤心的发现只有很少的特点,例如名字框,文本代码转换为图标或者物品、武器、装备的名字,以及更多流行的地方。这个脚本可以让开发者自行调整消息框的大小,调整字体或者文本快进的特点

Word Wrapping
Word wrapping is now possible through the message system. You can enable and disable Word wrap using Plugin Commands. While using word wrap, if the word is to extend past the message window’s area, it will automatically go to the following line. That said, word wrap will disable the editor’s line breaks and will require you to use the ones provided by the plugin:

文本换行功能现在可以通过信息系统来调整。你也可以使用插件命令来开启和关闭这个换行功能。当开启文本换行的时候,当你的问题超过了文本框的大小,它将会自动转入下一行。也就是说,文本换行将会关闭编辑器的文本换行功能,并且要求你用下面的代码来实现。
  1. <br>
  2. <line break>
复制代码
is text code to apply a line break. Use this before or after a part in which you wish to start a new line.

这段代码可以实现换行,当你打算换行的时候,请在的一段之前或者之后添加。
Text Codes
By using certain text codes in your messages, you can have the game replace them with the following:

通过使用这些文本命令,你可以通过以下方式替代他们

Text Code Function
  1. \V[n] Replaced by the value of the nth variable.
  2. 显示变量的值

  3. \N[n] Replaced by the name of the nth actor.
  4. 显示角色的名字

  5. \P[n] Replaced by the name of the nth party member.
  6. 显示队伍成员的名字

  7. \G Replaced by the currency unit.
  8. 显示货币

  9. \C[n] Draw the subsequent text in the nth color.
  10. 随后文本的颜色

  11. \I[n] Draw the nth icon.
  12. 显示图标

  13. \{ Increases the text size by one step.
  14. 增大一号文本大小

  15. \} Decreases the text size by one step.
  16. 减少一号文本大小

  17. \\ Replaced with the backslash character.
  18. 反斜线的文字

  19. \$ Opens the gold window.
  20. 打开金币框

  21. \. Waits 1/4th seconds.
  22. 等待0.25秒

  23. \| Waits 1 second.
  24. 等待1秒

  25. \! Waits for button input.
  26. 等待按钮按下

  27. \> Display remaining text on same line all at once.
  28. 在同一行显示文字

  29. \< Cancel the effect that displays text all at once.
  30. 取消显示所有文字

  31. \^ Do not wait for input after displaying text.
  32. 显示文本后不需要等待
复制代码
Wait: Effect:
  1. \w[x] – Waits x frames (60 frames = 1 second). Message window only.
  2. 等待x时间。只对信息框有效。
复制代码
NameWindow: Effect:
  1. \n<x> – Creates a name box with x string. Left side. *Note
  2. 建立靠左的名字框

  3. \nc<x> – Creates a name box with x string. Centered. *Note
  4. 建立居中的名字框

  5. \nr<x> – Creates a name box with x string. Right side.*Note
  6. 建立靠右的名字框

  7. *Note: Works for message window only.
  8. 只对信息框有效
复制代码
Line Break Effect:
  1. <br> – If using word wrap mode, this will cause a line break.
  2. 如果你使用了换行模式,这将导致换行
复制代码
Position: Effect:
  1. \px[x] – Sets x position of text to x.
  2. 设置文本位置为x

  3. \py[x] – Sets y position of text to y.
  4. 设置文本位置为y
  5. Outline: Effect:

  6. \oc[x] – Sets outline colour to x.
  7. 设置轮廓颜色

  8. \ow[x] – Sets outline width to x.
  9. 设置轮廓宽度
  10. Font: Effect:

  11. \fr – Resets all font changes.
  12. 重置文本的改变

  13. \fs[x] – Changes font size to x.
  14. 改变文本大小

  15. \fn<x> – Changes font name to x.
  16. 改变文本字体

  17. \fb – Toggles font boldness.
  18. 加粗

  19. \fi – Toggles font italic.
  20. 倾斜
复制代码
Actor: Effect:
  1. \af[x] – Shows face of actor x. *Note
  2. 显示角色脸图

  3. \ac[x] – Writes out actor’s class name.
  4. 显示角色职业

  5. \an[x] – Writes out actor’s nickname.
  6. 显示角色昵称

  7. *Note: Works for message window only.
  8. 只对信息框有效
复制代码
Party: Effect:
  1. \pf[x] – Shows face of party member x. *Note
  2. 显示队伍成员脸图

  3. \pc[x] – Writes out party member x’s class name.
  4. 显示队伍成员昵称

  5. \pn[x] – Writes out party member x’s nickname.
  6. 显示队伍成员的昵称

  7. *Note: Works for message window only.
  8. 只对信息框有效
复制代码
Names: Effect:
  1. \nc[x] – Writes out class x’s name.
  2. 显示职业名

  3. \ni[x] – Writes out item x’s name.
  4. 显示物品名

  5. \nw[x] – Writes out weapon x’s name.
  6. 显示武器名

  7. \na[x] – Writes out armour x’s name.
  8. 显示装备名

  9. \ns[x] – Writes out skill x’s name.
  10. 显示技能名

  11. \nt[x] – Writes out state x’s name.
  12. 显示状态名
复制代码
Icon Names: Effect:
  1. \ii[x] – Writes out item x’s name including icon.
  2. 显示包括图标的物品名

  3. \iw[x] – Writes out weapon x’s name including icon.
  4. 显示包括图标的武器名

  5. \ia[x] – Writes out armour x’s name including icon.
  6. 显示包括图标的装备名

  7. \is[x] – Writes out skill x’s name including icon.
  8. 显示包括图标的技能名

  9. \it[x] – Writes out state x’s name including icon.
  10. 显示包括图标的状态名
复制代码
And those are the text codes added with this script. Keep in mind that some of these text codes only work for the Message Window. Otherwise, they’ll work for help descriptions, actor biographies, and others.

这些文本代码已经添加进了脚本。请注意这里面有一部分文本代码只能用于消息框。而另外一些,可以对于描述文字,角色描述或者其他起作用。

Plugin Commands
The following are some plugin commands you can use through the Event Editor to change various aspects about the Message system.

你可以通过事件编辑器使用下面这些插件命令来改变信息系统很多方面

Plugin Comand
  1. MessageRows 6
复制代码
Changes the Message Rows displayed to 6. If you are using continuous Show Text events, this will continue displaying the following lines’s texts until it hits the row limit. Anything after that is cut off until the next message starts to avoid accidental overlap.

将信息可显示行数改为6行。如果你连续使用显示文本的事件,这将导致文本会一直显示在框内直到达到设定上限。在这之后的文字将会显示在下一个文本框开始的时候,以免造成不必要的重叠。
  1. MessageWidth 400
复制代码
Changes the Message Window Width to 400 pixels. This will cut off any words that are shown too far to the right so adjust accordingly!

将文本框宽度改为400像素。这将把任何超过这个像素的文字删掉。
Happy RPG Making!
任性的什么也不写
回复 支持 反对

使用道具 举报

Lv3.寻梦者

梦石
0
星屑
4008
在线时间
594 小时
注册时间
2014-1-12
帖子
476
5
 楼主| 发表于 2015-12-22 10:05:00 | 只看该作者
本帖最后由 沧笙 于 2016-6-12 22:16 编辑


YEP.14 – Main Menu Manager
Have more control over your main menu straight from the Plugin Manager. Add, remove, hide, show, enable, disable commands from your main menu altogether!

这可以让你对游戏主菜单直接控制,集合了添加,移除,隐藏,显示,开启,关闭等命令

Introduction
For those who wish to alter the various aspects of the main menu commands without needing to touch the source code can use this plugin to do so. Although this plugin mostly ports the menu creation process to the Plugin Manager parameters, it allows for a cleaner way to handle the menu command management process.

对于希望改变主菜单各个方面内容的人来说,不需要接触源代码,使用这个插件就可以做到。尽管这个插件在插件参数里面设置了很多菜单生成的方案,但它依然考虑了采用一个简洁的方式来处理菜单命令。

How to Use This Plugin
Each section in the parameters is divided up into various parts. Each of these parts play a role in how the menu command functions. Here’s what each part does:

参数里被分成不同的部分。每个部分都发挥了菜单的不同功能。下面是每个部分的定义。

Name
– This is how the command will appear visually in the main menu. This is an eval, which means, it’s code driven. If you want the command to appear just as it is, use ‘quotes’ around it.

名字-这是在主菜单实际显示的内容。这是一个函数,这意味着,是代码驱动的。所以如果你想要菜单就是显示你输入的文本,请使用引号('')

Symbol
– This is the identifier for the command. Each command should have a unique symbol, so much as to not cause conflicts with each command. However, shared symbols are perfectly fine as long as you’re fine with them performing the same function when selected.

符号-这是命令的ID。每个命令应该有独有的符号,这样不同命令之间就不会发生冲突。只要你明白被选择的菜单发挥相同的功能,共享符号也是可以的。

Show
– This is an eval condition for whether or not the command shows up in the main menu. If you wish for this to always show up, simply use ‘true’ without the quotes.

显示-这是一个关于菜单是否显示的函数状态。如果你希望它显示出来,可以使用没有引号的true

Enabled
– This is an eval condition for whether or not the command is enabled. The difference between showing a command and enabling a command is that a command can show, but it can’t be selected because it isn’t enabled. If you wish for this command to always be enabled, use ‘true’ without the quotes.

开启-这是一个关于菜单是否开启的函数状态。这和显示命令不同的地方在于,如果菜单不是开启状态,那么即便显示出来也无法选择。如果你希望它开启,可以使用没有引号的true

Ext
– Stands for extension. This serves as a secondary symbol for the command and it can be used for pretty much anything. It has no direct impact on the command unless the command’s objective is related to the extension value. The majority of commands do not need to make use of the Ext value.

拓展-这代表拓展功能。这个服务是作为辅助符号使用的,他可以用来做很多事情。除非你想要命令和某个拓展值联系起来,否则他没有直接的影响。大多数命令不需要使用拓展值

Main Bind
– This is an eval function that is to be ran when this command is selected straight from the main menu. The function that is to be bound to this command needs to be accessible from Scene_Menu is some way or another. For commands that are meant to select an actor first, use ‘this.commandItem.bind(this)’ without the quotes.

主要绑定-这是函数式,当菜单被选择时,它就会运行。这个功能主要是用来绑定命令,这就允许你可以用各种方式来打开视图。对于命令来说,你可以先选择一个角色,然后用this.commandItem.bind(this)这段命令。

Actor Bind
– This is an eval function that is to be ran when an actor is selected after choosing this command, usually to push a scene. This function isn’t needed for any menu commands that don’t require selecting an actor.

角色绑定-这是函数式。当你选择一名角色再来选择菜单时,他就会运行,通常用来展示。当不需要特定角色展示时,这个功能可以不使用。

Examples
The following are some examples to help you add/alter/change the way commands appear for your main menu.

下面是一些例子来帮助你通过命令来制作主菜单
  1. Name: TextManager.item
  2. Symbol: item
  3. Show: this.needsCommand(‘item’)
  4. Enabled: this.areMainCommandsEnabled()
  5. Ext:
  6. Main Bind: this.commandItem.bind(this)
  7. Actor Bind:
复制代码
The item command is made using the above example. ‘TextManager.item’ is how the command name will appear. It draws the name information from the database Text Manager entry for ‘Item’ and uses whatever you put into the database in here. The symbol ‘item’ is used to make the item command’s unique identifier. In order for the command to show, it will run a ‘needsCommand’ function to check if it will appear. This ‘needsCommand’ function is related to your database on whether or not you want the item to appear there. In order for this command to be enabled, it will check for whether or not the main commands are enabled, which is related to whether or not there are actors in the current party. And finally, the line of code ‘this.commandItem.bind(this)’ is the command that will run once the item entry is selected.

物品菜单就是用这命令制作的。TextManager.item就是绑定名字,这个名字来源于数据库的Item选项。符号item就是用来做这个菜单的特殊ID。为了让菜单显示出来,这里用needsCommand函数来检查,这个函数将和数据库设置的item选项关联,来决定是否显示。为确保菜单开启,我们将会检查主菜单是否开启,这和初始队伍里有无角色有关。最后,this.commandItem.bind(this)是用来开启物品菜单的。
  1. Name: TextManager.skill
  2. Symbol: skill
  3. Show: this.needsCommand(‘skill’)
  4. Enabled: this.areMainCommandsEnabled()
  5. Ext:
  6. Main Bind: this.commandPersonal.bind(this)
  7. Actor Bind: SceneManager.push(Scene_Skill)
复制代码
The skill command is made using the above example. ‘TextManager.skill’ is how the command name will appear. It draws the name information from the database Text Manager entry for ‘Skill’ and uses whatever you put into the database in here. The symbol ‘skill’ is used to make the skill command’s unique identifier. In order for the command to show, it will run a line code ‘needsCommand’ function to check if it will appear. This ‘needsCommand’ function is related to your database on whether or not you want the skill option to appear there. In order for this command to be enabled, it will check for whether or not the main commands are enabled, which is related to whether or not there are actors in the current party. This time, the main bind command is to send the player to the actor selection process using ‘this.commandPersonal.bind(this)’ instead. Once the player selects an actor, ‘SceneManager.push(Scene_Skill)’ is then ran to send the player to Scene_Skill to manage the actor’s skills.

技能菜单就是用这命令制作的。TextManager.skill就是绑定名字,这个名字来源于数据库的skill选项。符号skill就是用来做这个菜单的特殊ID。为了让菜单显示出来,这里用needsCommand函数来检查,这个函数将和数据库设置的item选项关联,来决定是否显示。为确保菜单开启,我们将会检查主菜单是否开启,这和初始队伍里有无角色有关。这次,我们的主要绑定命令会用this.commandPersonal.bind(this)来替代。一旦玩家选择了一名角色,SceneManager.push(Scene_Skill)将会运行来打开角色技能管理。
  1. Name: ‘Common Event 1’
  2. Symbol: common event
  3. Show: false
  4. Enabled: true
  5. Ext: 1
  6. Main Bind: this.callCommonEvent.bind(this)
  7. Actor Bind:
复制代码
This is a customized command that is included by default with the plugin. This command’s name is ‘Common Event 1’, but it can be changed to whatever you want by simply changing what’s in between the ‘quotes’ in the parameter settings. The symbol is the identifier for all common events. However, by default, this common event item does not show in the main menu. If you want it to appear, set the Show option to ‘true’ without the quotes and it will appear. Because the Enabled option is ‘true’, the command can always be selected by the player. The Ext actually has a role with this command. The Ext determines which common event is to be played. In this example, the Ext value is 1, which means common event 1 will be ran when this command is selected. Should the Ext value equal to 25, it will be common event 25 that will run once this command is selected. The reason is because the Main Bind for this command option is ‘this.callCommonEvent.bind(this)’, which is a function included in this plugin to allow for common events to be ran.

这是一个插件默认包含的定制菜单命令。命令名字为公共事件1,但是你可以通过参数设置引号内的文本来自定义。这个符号就是对于所有的公共事件。然而,默认的公共事件选项是隐藏的,因此如果你需要,可以设置显示选项为true。这个命令默认是开启可以被选择的。拓展值实际上发挥了很大的作业,它意味着哪个公共事件被执行。在这里例子,拓展值是1,所以公共事件1将会在菜单被选中时执行,如果设置为25,则公共事件25会被执行。其原理是主要绑定的命令为this.callCommonEvent.bind(this)。这是一个允许公共事件执行的函数。

Happy RPG Making!
任性的什么也不写
回复 支持 反对

使用道具 举报

Lv3.寻梦者

梦石
0
星屑
4008
在线时间
594 小时
注册时间
2014-1-12
帖子
476
4
 楼主| 发表于 2015-12-22 10:03:58 | 只看该作者
本帖最后由 沧笙 于 2016-6-12 22:17 编辑


YEP.34 Subclass
Requires the Class Change Core plugin. This plugin enables your actors to be able to have a secondary class as a subclass! Subclasses can carry over skills, skill types, traits, and stats! How they carry it over is entirely up to you!

这个插件需要Class Change Core的插件。这个插件可以让你的游戏角色拥有第二个职业作为副职业!副职业可以涵盖所有技能,技能类型,特性和状态等等!它们涵盖的方式将由你来决定!

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

这个插件需要YEP_ClassChangeCore。请确保这个插件安装在YEP_ClassChangeCore的下面。

This class enables subclassing for your actors. Actors, when subclassing, can gain the benefits of the subclass, usually either by having access to the subclass skill set, weapons, and armor options. Also with this plugin, you can enable what kind of stat bonuses you can get by having a particular subclass enabled for the actor.

这个插件可以为你的角色开启副职业。当游戏角色获得副职业的时候,就可以获得相应的收益,可以开启例如副职业技能,武器,装备等等的选项。通过这个插件,你还可以为游戏角色获得额外的状态福利。

Notetags
You can use the following notetags to modify subclassing aspects.

你可以使用下面的标签来改变副职业属性。

Actor Notetag:
  1. <Subclass: x>
复制代码
Sets the actor’s default subclass to x.

设置游戏角色默认的副职业为x
  1. <Restrict Class: x>
  2. <Restrict Class: x, x, x>
  3. <Restrict Class: x to y>
复制代码
This particular actor cannot switch his or her primary class to class(es) x (to y). This does not apply to the subclass. The actor can still change to this class via event.

特殊的角色不能切换他们的主职业类型。这个不会应用到副职业。但是游戏角色依然可以通过事件来改变职业
  1. <Restrict Subclass: x>
  2. <Restrict Subclass: x, x, x>
  3. <Restrict Subclass: x to y>
复制代码
This particular actor cannot switch his or her subclass to class(es) x (to y). This does not apply to the primary class. The actor can still change to this subclass via event.

特殊的角色不能切换他们的副职业类型。这个不会应用到主职业。但是游戏角色依然可以通过事件来改变职业
Class Notetags:
  1. <Primary Only>
复制代码
This class can only be class changed to a primary class and nothing more.

这个职业只可以作为主职业。
  1. <Subclass Only>
复制代码
This class can only be class changed to a subclass and nothing more.

这个职业只可以作为副职业。
  1. <Subclass x Combo Name: text>
复制代码
If this class is the primary and the subclass is class ID x, then the class name displayed will be ‘text’. For example, if the class combination is Warrior/Wizard, the name can appear as Spellblade.

如果当前职业是主职业,并且副职业的ID是x,则主职业的名字将会显示为t所输入文本。例如如果职业组合是武士/魔法师,则可以显示为魔剑士。
  1. <Hero Combo Name: text>
  2. <Warrior Combo Name: text>
复制代码
If you choose to use the class’s name instead, you can write out the name of the class in place of Subclass x. If you have multiple classes with the same name, priority will be given to the class with the highest ID.

如果你想使用职业名字来替代ID,你可以在之前x的地方写下名字。如果有多个职业具有相同的名字,则优先赋予给ID值最高的职业。
Skill and Item Notetags:
  1. <Require Class: x>
  2. <Require Class: x, x, x>
  3. <Require Class: x to y>
复制代码
Replace x with the class’s ID. This skill/item can only be used by the listed class(es) x. This does not apply to enemies.

使用职业ID替代x。这个技能或者物品只可以被职业x使用。这个并不能应用于敌方。
  1. <Require Subclass: x>
  2. <Require Subclass: x, x, x>
  3. <Require Subclass: x to y>
复制代码
Replace x with the class’s ID. This skill/item can only be used by the listed subclass(es) x. This does not apply to enemies.

使用职业ID替代x。这个技能或者物品只可以被副职业x使用。这个并不能应用于敌方。
Plugin Commands
You can use these following plugin commands to change subclassing throughout the game!

你可以使用下面的插件命令来改变副职业选项

Plugin Command:
  1. ShowSubclass
复制代码
Shows the Subclass command in the Class Change Menu.

在职业菜单显示副职业选项
  1. HideSubclass
复制代码
Hides the Subclass command in the Class Change Menu.

在职业菜单隐藏副职业选项
  1. EnableSubclass
复制代码
Enables the Subclass command in the Class Change Menu.

打开主职业菜单的副职业选项
  1. DisableSubclass
复制代码
Disables the Subclass command in the Class Change Menu.

关闭主职业菜单的副职业选项
  1. ChangeSubclass x y
复制代码
Changes actor x’s subclass to y. Replace y with 0 to remove a subclass.

改变游戏角色x的副职业为y。你可以用0替代y来移除一个副职业。
Happy RPG Making!
任性的什么也不写
回复 支持 反对

使用道具 举报

Lv3.寻梦者

梦石
0
星屑
4008
在线时间
594 小时
注册时间
2014-1-12
帖子
476
3
 楼主| 发表于 2015-12-22 10:01:05 | 只看该作者
本帖最后由 沧笙 于 2016-6-12 21:43 编辑


YEP.32 Class Change Core
This plugin creates a system where your player can change classes through the main menu allowing for more customization!

这个插件可以让你通过主菜单改变角色职业或级别来实现用户定制需求,进而创造一个伟大的游戏系统

Introduction
This plugin adds the ability for your player to freely change the classes of actors outside of battle from a menu. When changing classes, this script gives the option for the developer to choose whether or not classes have their own levels (causing the actor’s level to reset back to the class’s level) or to maintain the current level.

这个插件将赋予你的游戏角色在战斗之外,通过菜单更改职业的能力。当改变职业的时候,这个脚本可以让游戏开发者选择是否为他们的职业设定自己专属的等级(这将造成角色等级重置为职业等级)或者保持现有的等级

Notetags
The following are some notetags you can use with the Class Change Core plugin.

下面是一些你可以利用这个插件使用的标签

Actor Notetags:
角色标签
  1. <Unlock Class: x>
  2. <Unlock Class: x, x, x>
  3. <Unlock Class: x to y>
复制代码
This actor will have class(es) x unlocked at the start of the game in addition to its current class and access to any of the global classes.

这个角色将会在游戏开始或者进行当中的时候解锁这些职业
  1. <Class x Character: filename y>
复制代码
When this actor’s class is x, the actor’s character sprite will become ‘filename’ and index y on the fieldmap.

当游戏角色的职业ID是x的时候,游戏角色画面将成为图片y
  1. <Hero Character: filename y>
  2. <Warrior Character: filename y>
复制代码
If you prefer to use class names instead of the class ID, use the above format. When this actor is this class, the actor’s character sprite will become ‘filename’ and index y on the fieldmap.

如果不想使用职业ID,而是采用名字,可以使用这段代码。当游戏角色处于设定职业的时候,他的游戏角色画面将成为图片y
  1. <Class x Face: filename y>
复制代码
When this actor’s class is x, the actor’s face graphic will become ‘filename’ and index y for menus.

当角色职业ID为X的时候,他的游戏角色面部图片将成为y
  1. <Hero Face: filename y>
  2. <Warrior Face: filename y>
复制代码
If you prefer to use class names instead of the class ID, use the above format. When this actor is this class, the actor’s face graphic will become ‘filename’ and index y for menus.

如果不想使用职业ID,而是采用名字,可以使用这段代码。当游戏角色处于设定职业的时候,他的游戏角色面部画面将成为图片y
  1. <Class x Battler: filename>
复制代码
When this actor’s class is x, the actor’s battler sprite will become ‘filename’ in battle.

当角色职业ID为X的时候,他的游戏角色战斗图片将成为y
  1. <Hero Battler: filename>
  2. <Warrior Battler: filename>
复制代码
If you prefer to use class names instead of the class ID, use the above format. When this actor is this class, the actor’s battler sprite will become ‘filename’ in battle.

如果不想使用职业ID,而是采用名字,可以使用这段代码。当游戏角色处于设定职业的时候,他的游戏角色战斗画面将成为图片y
Class Notetags:
  1. <Icon: x>
复制代码
Sets the icon for this class to x. This icon is used in the Class Change menu listing.

设置职业图标,这个图标将应用于职业菜单列表中
  1. <Help Description>
  2. Text
  3. Text
  4. </Help Description>
复制代码
Sets the help description for the class to the specified text.

设置职业的自定义介绍
  1. <Level Unlock Requirements>
  2. Class x: Level y
  3. Class x: Level y
  4. </Level Unlock Requirements>
复制代码
Sets the requirements for unlocking that particular class. The unlocking of the class will require classes x to be at level y. Insert multiple of the strings in between the two opening and closing notetags to require all of the class levels to be met.

设置解锁特定职业的等级。职业x将在角色处于等级y的时候开启。可以在开启和关闭的标签之内插入这串代码,就可以匹配所以的职业等级
  1. <Level Unlock Requirements>
  2. Hero: Level y
  3. Warrior: Level y
  4. </Level Unlock Requirements>
复制代码
If you prefer to use class names instead of the class ID, use the above format. This will set the level requirement for the mentioned class to y. If there are multiple classes with the same name, the class with the highest ID value will be taken.

如果你想要使用职业名字来替代职业ID,可以使用以上这段代码。对于的特定的职业,我们可以设置他的等级需求为y。如果存在多个相同名字的职业,将会匹配ID最高的。
Plugin Commands
Included in this plugin are multiple Plugin Commands to help assist you with class changing for your game.

在这个插件里面,我们集成了很多插件命令来帮助你改变游戏设计。
Plugin Command
  1. OpenClass
复制代码
This opens the class changing scene.

打开职业变更窗口
  1. ShowClass
复制代码
This shows the Class option from the main menu.

显示主菜单职业选项
  1. HideClass
复制代码
This hides the Class option from the main menu.

隐藏主菜单职业选项
  1. EnableClass
复制代码
This makes the Class option enabled.

打开职业选项
  1. DisableClass
复制代码
This makes the Class option disabled.

关闭职业选项
  1. UnlockClass 5 6
复制代码
This allows Actor 5 to unlock Class 6.

允许角色5解锁职业6
  1. RemoveClass 5 7
复制代码
This causes Actor 5 to no longer access Class 7.

允许角色5不能使用职业7
  1. UnlockClassAll 8
复制代码
This unlocks Class 8 for the global pool.

为所有人解锁职业8
  1. RemoveClassAll 9
复制代码
This removes Class 9 from the global pool.

为所有人移除职业9
Happy RPG Making!
任性的什么也不写
回复 支持 反对

使用道具 举报

Lv3.寻梦者

梦石
0
星屑
4008
在线时间
594 小时
注册时间
2014-1-12
帖子
476
2
 楼主| 发表于 2015-12-22 09:58:58 | 只看该作者
本帖最后由 沧笙 于 2016-6-12 21:33 编辑



YEP.1 Core Engine

Yanfly Engine Plugins is a plugin library made for RPG Maker MV, a wonderful piece of software to help you make that role playing game of your dreams. You can find out more about RPG Maker MV here.

Yanfly引擎是一个为PRG Maker MV制作的插件库,它是一个很棒的软件,可以用来帮你制作你自己梦想的游戏。你可以在这里找到很多关于RPG Maker MV的东西

The Core Engine plugin is a plugin that’s made to address the core aspects of your game project, from raising the limits of stats to changing the colors of your window objects. Also to be included with this plugin will be any bug fixes made for RPG Maker MV. This plugin will be periodically updated whenever there is a new bug that is fixed.

这个引擎插件的核心就是致力于处理游戏项目的核心方面,从提高游戏状态的限制到改变你窗口的颜色。同时通过这个插件,我们也会修复一些软件上的错误。只要有新的错误出现,这个插件会定期更新来修复

Yanfly Engine Plugins’ Core Engine is not a requirement for the plugin library to work.

Yanfly引擎插件的核心对于插件库来说不是必须的

Introduction and Instructions
Yanfly Engine Plugins – Core Engine is made for RPG Maker MV. This plugin functions primarily to fix bugs and to allow the user more control over RPG Maker MV’s various features, such as the screen resolution, font, window colors, and more.

Yanfly引擎插件的核心引擎是为RPG Maker MV制作的。这个插件的功能主要是修复错误和允许用户对于软件特性有更多的控制,例如屏幕显示,字体,窗口颜色等等。

Just place this on top of all the other Yanfly Engine Plugins.

把这个引擎放在其他Yanfly插件的上面

Adjust any parameters as you see fit.

调整你需要更改的参数即可

Gold
You can use the plugin commands to add or remove gold more than the editor’s 9,999,999 limit. You can also place notetags into items, weapons, and armors to over the 999,999 cost limit.

你可以使用这个插件命令来改变游戏内金钱9,999,999的上限。你也可以改变其他项目999,999的限制,例如物品,武器,装备等。

Plugin Command:

插件命令
  1. GainGold 1234567890
复制代码
Party gains 1234567890 gold.

队伍获得1234567890金钱
  1. LoseGold 9876543210
复制代码
Party loses 9876543210 gold.

队伍丢失9876543210金钱

Item, Weapon, Armor Notetags

物品,武器,装备标签
  1. <Price: x
复制代码
Changes the price of the item to x. This notetag allows you to bypass the editor’s 999,999 gold cost limit.

可以改变物品的价格,这个标签允许你超过编辑器999,999的限制。
Enemy Notetag

敌方备注
  1. <Gold: x
复制代码
Changes the gold drop value of enemies to x. This notetag allows you to bypass the editor’s 9,999,999 gold drop limit.

可以改变消灭敌人掉落的奖励,这个标签允许你超过编辑器999,999的限制。

Items
Change the parameters to reflect the maximum number of items a player can hold per item. If you wish to make individual items have different max values, use the following notetag:

可以改变一个玩家可以携带物品的最大数量。如果你希望每个物品有不同的最大值,你可以使用下面的标签。

Item, Weapon, Armor Notetag:

物品,武器,装备标签
  1. <Max Item: x
复制代码
This changes the maximum amount of the item to x.

这个可以改变物品的最大数量

Stats
Even with the parameter limits raised, the editor is still confined to RPG Maker MV’s default limits. To break past them, use the following notetags to allow further control over the individual aspects for the parameters.

事件参数的限制的提升,我们可以对编辑器默认的限制操作。为了解除限制,我们可以使用下面的标签来获得对参数的更高控制权。

Actor Notetag

角色标签
  1. <Initial Level: x
复制代码
Changes the actor’s initial level to x. This allows you to bypass the editor’s level 99 limit.

改变角色的初始等级。这可以让你突破99级的限制。
  1. <Max Level: x
复制代码
Changes the actor’s max level to x. This allows you to bypass the editor’s level 99 limit.

改变角色的最大等级。这可以让你突破99级的限制。
Class Skill Learn Notetag

技能学习标签
  1. <Learn at Level: x
复制代码
When placed inside a class’s “Skills to Learn” notetag, this will cause the class to learn the skill at level x.

当这个标签被放入技能标签栏的时候,你可以让玩家在相应等级习得此技能

Weapon and Armor Notetags

武器和装备标签
  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.

这可以让武器或者装备能够失去或者获得某些状态。例如你可以替换stat状态为hp血量,mp蓝量,atk攻击,def防御,mat魔攻,mdf魔防,agi速度,luk幸运等。这将允许装备属性超过编辑器的默认值,只要符合最大允许范围

Enemy Notetags

敌方标签
  1. <stat: x
复制代码
T his changes the enemy’s stat to x amount. 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.

这将改变敌方的状态。例如你可以替换stat状态为hp血量,mp蓝量,atk攻击,def防御,mat魔攻,mdf魔防,agi速度,luk幸运等。这将允许装备属性超过编辑器的默认值,只要符合最大允许范围
  1. <exp: x
复制代码
This changes the enemy’s exp given out to x amount. This allows the enemy give out more exp than the editor’s default 9,999,999 limit.

这将改变消灭敌方的经验值。它允许玩家得打超过编辑器默认9,999,999的更高经验值

Happy RPG Making!
任性的什么也不写
回复 支持 反对

使用道具 举报

您需要登录后才可以回帖 登录 | 注册会员

本版积分规则

拿上你的纸笔,建造一个属于你的梦想世界,加入吧。
 注册会员
找回密码

站长信箱:[email protected]|手机版|小黑屋|无图版|Project1游戏制作

GMT+8, 2024-4-28 00:44

Powered by Discuz! X3.1

© 2001-2013 Comsenz Inc.

快速回复 返回顶部 返回列表