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万能的版主啊~~~~~~~~~`

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雪域妖狼

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发表于 2005-1-23 12:21:40 | 显示全部楼层 |阅读模式
万能的版主啊

帮我翻译一下吧~~~~~~~~啊门

Scenario RPGMaker has some pretty unique features about it, and one of which is the cryptic Switches that you can both create and control in your Worldbuilding.

Switches, very much like in anything, control whether something is on or off, active or inactive, visible or invisible and Scenario is no different.

It is important to realize that when you "flip" a switch, you are reversing the state for the NAME of that switch to either ON or OFF. Off being shown as a NotLitBulb and ON being shown as a LitBulb .

Let's create a simple map field to demonstrate how you can use switches in Scenario and in the Sprite Messenger. A simple example would be a control box that raises or lowers a bridge to let you into another part of the map that can't be reached without the help of the bridge.



<CENTER>
</CENTER>
Notice that there is a little Pillar in the bottom-left-hand corner of the 2nd island. This will be our control box.
At its initial state, the bridge is lowered so you can see easily how to cross from one part of the map to another, but now put the cursor directly on the bridge and hit the following.

Note that the refers to the Left Arrow and not the backspace key.

Be certain that you are zoomed to the same level as Testplay, that is you can only see 7 tiles from top to bottom of the screen. With these keystrokes the bridge tile should now look
smeared.

What's going on here ? Well the key says that you want to INVERT this tile where the tile beneath it swaps places with the tile above it. Each map cel can hold two tiles and is used for showing changes such as switches or smears where the visible tile has the underneath tile's properties.

The or Right-Arrow key just moves the cursor one space to the right. Notice that the cursor does not actually move but the map moves around it. This may take some getting used to so play around with the arrow keys a bit now if you like until you are comfortable with them and how they effect the positioning of the map.

Pressing tells
Scenario that you want to pick UP the tile beneath the cursor, and make it the current paint tile. This is easier then having to press and manually pick out the tile you want every time.

With the
(which is the left arrow and not the backspace) you are going back to the bridge which should appear shazy from hitting .

Lastly, plots it. You will now have a smear. Anytime you smear a tile like this, the tile that is visible in the info window will have that definition, although in Testplay it will visually look like the opposite tile. To reverse it, hit the once again.

You are now ready to add a switch on here which will have the name "Bridge." Hit the following:

With the key you tell Scenario to create or flip the status for a switch. Since there isn't a switch here, it will ask for the name of it
(up to 8 characters).

You'll find that if you press again that instead of asking for a name like it did earlier it will FLIP the status. If it was on, it will now be off, or if it was off, it will now be on.

If you move to a different map cel and hit , it will default select the last switch name that was used. It is important to remember that all switches start turned OFF when you start a new game, so lighting up a switch should be an effect that occurs later in the game, and only after the player has done certain things, such as, in this case, touched the control box.

We haven't written a Sprite Message for that yet so let's do so now.
Move the cursor on to the
Pillar, and hit the following:
.

The first shows that you want to create either a Sprite, Critter, Warp, Treasure, or Lock.
Pressing forces it to the top selection of Sprite with the 2nd confirming it.
Default image is Invisible, which is not really true, it uses the Tile image beneath the cursor, in this case, the Pillar:
.
Pressing again answers YES to the next question, that you do want to enter a Sprite Message now.
Press one more time after having read the brief info window and you will then be in the Sprite Messenger.

Okay ! Let's make a simple message.

GIVE ME YOUR LOVE BEFORE I\'M OLD! Give me your love before i\'m old!!!
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赋予你第五自由

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发表于 2005-1-23 15:05:05 | 显示全部楼层
斑竹不是用来当翻译的吧……

第 五 自 由 -   5th  Freedom   -

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⑦老手

花啊~~~~~

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发表于 2005-1-23 15:46:13 | 显示全部楼层
以下是引用operty在2005-1-23 12:21:40的发言:

万能的版主啊

帮我翻译一下吧~~~~~~~~啊门

Rpg maker在制作情节方面有一些相当独特的地方, 其中之一是您可以制作和控制您的啥米(Worldbuilding)的隐藏开关.

开关,控制某件事情的开启或者关闭,活跃或不活跃,可见的或是无形的,或是情节分歧.



当您\"flip\" 一个开关, you are reversing the state for the NAME of that switch to either ON or OFF. Off being shown as a NotLitBulb and ON being shown as a LitBulb .

Let\'s create a simple map field to demonstrate how you can use switches in Scenario and in the Sprite Messenger. A simple example would be a control box that raises or lowers a bridge to let you into another part of the map that can\'t be reached without the help of the bridge.



<CENTER>
</CENTER>
Notice that there is a little Pillar in the bottom-left-hand corner of the 2nd island. This will be our control box.
At its initial state, the bridge is lowered so you can see easily how to cross from one part of the map to another, but now put the cursor directly on the bridge and hit the following.

Note that the refers to the Left Arrow and not the backspace key.

Be certain that you are zoomed to the same level as Testplay, that is you can only see 7 tiles from top to bottom of the screen. With these keystrokes the bridge tile should now look
smeared.

What\'s going on here ? Well the key says that you want to INVERT this tile where the tile beneath it swaps places with the tile above it. Each map cel can hold two tiles and is used for showing changes such as switches or smears where the visible tile has the underneath tile\'s properties.

The or Right-Arrow key just moves the cursor one space to the right. Notice that the cursor does not actually move but the map moves around it. This may take some getting used to so play around with the arrow keys a bit now if you like until you are comfortable with them and how they effect the positioning of the map.

Pressing tells
Scenario that you want to pick UP the tile beneath the cursor, and make it the current paint tile. This is easier then having to press and manually pick out the tile you want every time.

With the
(which is the left arrow and not the backspace) you are going back to the bridge which should appear shazy from hitting .

Lastly, plots it. You will now have a smear. Anytime you smear a tile like this, the tile that is visible in the info window will have that definition, although in Testplay it will visually look like the opposite tile. To reverse it, hit the once again.

You are now ready to add a switch on here which will have the name \"Bridge.\" Hit the following:

With the key you tell Scenario to create or flip the status for a switch. Since there isn\'t a switch here, it will ask for the name of it
(up to 8 characters).

You\'ll find that if you press again that instead of asking for a name like it did earlier it will FLIP the status. If it was on, it will now be off, or if it was off, it will now be on.

If you move to a different map cel and hit , it will default select the last switch name that was used. It is important to remember that all switches start turned OFF when you start a new game, so lighting up a switch should be an effect that occurs later in the game, and only after the player has done certain things, such as, in this case, touched the control box.

We haven\'t written a Sprite Message for that yet so let\'s do so now.
Move the cursor on to the
Pillar, and hit the following:
.

The first shows that you want to create either a Sprite, Critter, Warp, Treasure, or Lock.
Pressing forces it to the top selection of Sprite with the 2nd confirming it.
Default image is Invisible, which is not really true, it uses the Tile image beneath the cursor, in this case, the Pillar:
.
Pressing again answers YES to the next question, that you do want to enter a Sprite Message now.
Press one more time after having read the brief info window and you will then be in the Sprite Messenger.

Okay ! Let\'s make a simple message.

不行了烦了....
在前苏联一位小白训导师如是说:К чёрту,юнец!
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诈尸是种精神!

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发表于 2005-1-23 16:15:13 | 显示全部楼层
斑竹不是万能的,但没有斑竹是万万不能的
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 楼主| 发表于 2005-1-23 18:43:23 | 显示全部楼层
万能地版主啊
偶机豆作啦。
楼上地,偶很界界你了
GIVE ME YOUR LOVE BEFORE I\'M OLD! Give me your love before i\'m old!!!
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诈尸是种精神!

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发表于 2005-1-23 21:19:24 | 显示全部楼层
???翻译!!我要请翻译,楼上说的话偶听8懂
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 楼主| 发表于 2005-1-23 22:40:56 | 显示全部楼层
It meaning is
偶几豆作啦→我知道错啦
楼上的偶很界界你啦→楼上地我很谢谢你啦
你地明白?
不要生气噢
[em01]
GIVE ME YOUR LOVE BEFORE I\'M OLD! Give me your love before i\'m old!!!
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发表于 2005-1-25 13:07:57 | 显示全部楼层
以下是引用operty在2005-1-23 22:40:56的发言:

It meaning is
………………

果然素英文苦手……
我已经很老很老了...老到已经记不清RMXP是什么东西了....
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发表于 2005-1-25 13:31:03 | 显示全部楼层
以下是引用operty在2005-1-23 12:21:40的发言:

万能的版主啊

帮我翻译一下吧~~~~~~~~啊门

Rpg maker在制作情节方面有一些相当独特的地方, 其中之一是您可以制作和控制您的啥米(Worldbuilding)的隐藏开关.

开关,控制某件事情的开启或者关闭,活跃或不活跃,可见的或是无形的,或是情节分歧.



当您点击一个开关,你可以通过设置开关的ON与OFF来“颠倒”这个舞台。为OFF时是这样
,而为ON时又是这样显示 .

让我们来创建一个基于demonstrate的样例地图来示范怎么在情节和“精灵信使”中使用开关。一个简单的例子便是通过控制器来升降一个桥梁使您可以过去地图那边。



<CENTER>
</CENTER>
注意,在第二个岛的左下角有一根小柱子,这便是我们的控制器。在最初的舞台,桥是降下的所以你能够很轻松的穿过去地图那边,但是现在将指针直接放在桥上 并点击。

注意 是使用左箭头而不是BACKSPACE键。

进入该地图进行测试,从上往下你只能看见7块石板,随着键击,桥会渐渐被抹去……


这儿发生了什么 ? Well the key says that you want to INVERT this tile where the tile beneath it swaps places with the tile above it. Each map cel can hold two tiles and is used for showing changes such as switches or smears where the visible tile has the underneath tile\'s properties.

The or Right-Arrow key just moves the cursor one space to the right. Notice that the cursor does not actually move but the map moves around it. This may take some getting used to so play around with the arrow keys a bit now if you like until you are comfortable with them and how they effect the positioning of the map.

Pressing tells
Scenario that you want to pick UP the tile beneath the cursor, and make it the current paint tile. This is easier then having to press and manually pick out the tile you want every time.

With the
(which is the left arrow and not the backspace) you are going back to the bridge which should appear shazy from hitting .

Lastly, plots it. You will now have a smear. Anytime you smear a tile like this, the tile that is visible in the info window will have that definition, although in Testplay it will visually look like the opposite tile. To reverse it, hit the once again.

You are now ready to add a switch on here which will have the name \"Bridge.\" Hit the following:

With the key you tell Scenario to create or flip the status for a switch. Since there isn\'t a switch here, it will ask for the name of it
(up to 8 characters).

You\'ll find that if you press again that instead of asking for a name like it did earlier it will FLIP the status. If it was on, it will now be off, or if it was off, it will now be on.

If you move to a different map cel and hit , it will default select the last switch name that was used. It is important to remember that all switches start turned OFF when you start a new game, so lighting up a switch should be an effect that occurs later in the game, and only after the player has done certain things, such as, in this case, touched the control box.

We haven\'t written a Sprite Message for that yet so let\'s do so now.
Move the cursor on to the
Pillar, and hit the following:
.

The first shows that you want to create either a Sprite, Critter, Warp, Treasure, or Lock.
Pressing forces it to the top selection of Sprite with the 2nd confirming it.
Default image is Invisible, which is not really true, it uses the Tile image beneath the cursor, in this case, the Pillar:
.
Pressing again answers YES to the next question, that you do want to enter a Sprite Message now.
Press one more time after having read the brief info window and you will then be in the Sprite Messenger.

Okay ! Let\'s make a simple message.

接着师傅的进度翻了一点点…………汗--#
累啊……(有错误不要打我)
我已经很老很老了...老到已经记不清RMXP是什么东西了....
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漩渦鳴人的大哥.

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发表于 2005-1-25 15:39:34 | 显示全部楼层
脚本RPGMaker关于它有一些相当独特的特征,并且其中一是你既能建立又能在你的Worldbuilding里控制的秘密的开关。 开关,非常在任何东西内喜欢,控制东西开或关,活跃还是不活泼,可见或者看不见和脚本不不同。 意识到你\"用指头弹\"一个开关是重要的, 关上被证明一NotLitBulb和关于

。。。[em07]
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