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发表于 2005-1-23 15:46:13
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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....
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