【漢化】YEP.165 – Options Core

Introduction

WARNING: This plugin is to be used with RPG Maker MV 1.5.0 or above! This is because the MV 1.5.0+ editor allows for this plugin to be made in an orderly and efficient manner. Please make sure your RPG Maker MV software is up to date before using this plugin.
警告:此插件將與RPG Maker MV 1.5.0或更高版本一起使用专甩!這是因?yàn)镸V 1.5.0+編輯器允許以有序和高效的方式制作插件辆亏。請確保您的RPG Maker MV軟件在使用此插件前是最新的。

The Options Menu can be the one thing that can change how comfortable a player is with your game. Within the Options Menu, the player can alter any given settings to their liking adjusting to their playstyle. By default, settings like ‘Always Dash’ and ‘Command Remember’ are included in RPG Maker MV and other plugins made for RPG Maker MV may also add in newer options to the list. However, the menus themselves were always a bit iffy to look at and/or adjust. This plugin gives the Options Menu a visual makeover and full control over what options can be added to the menu to befit your players!
選項(xiàng)菜單可以改變玩家在游戲中的設(shè)置肿仑。在選項(xiàng)菜單中湿硝,玩家可以根據(jù)自己的喜好改變?nèi)魏卧O(shè)置以適應(yīng)他們的游戲風(fēng)格犀斋。
默認(rèn)情況下,RPG Maker MV中包含“Always Dash”和“Command Remember”等設(shè)置宋光,為MV制作的其他插件也可能會將更新的選項(xiàng)添加到列表中貌矿。
但是,菜單本身總是有點(diǎn)不便罪佳,無法便捷查看或調(diào)整逛漫。這個(gè)插件可以設(shè)置選項(xiàng)菜單的選項(xiàng)以適應(yīng)游戲!

This plugin supports the following plugins:
這個(gè)插件支持以下插件:

- GamepadConfig.js 
- YEP_AnimateTilesOption.js 
- YEP_BattleAniSpeedOpt.js 
- YEP_FpsSynchOption.js 
- YEP_KeyboardConfig.js 
- YEP_X_ActSeqPack3.js 
- YEP_X_BattleSysATB.js 
- YEP_X_DifficultySlider.js

Please update them to the latest versions, too, in order to have compatibility with the Options Core.
請將它們更新到最新版本赘艳,以便與Options Core具有兼容性酌毡。

Instructions – Option Categories Plugin Parameters**

This plugin adds in ‘Option Categories’ into the Options Menu. Aside from the ‘All’ and ‘Exit’ categories, all of the categories are customizable from the way they appear in the menu to the way they behave.
該插件將“選項(xiàng)類別”添加到選項(xiàng)菜單中克握。除了“全部”和“退出”類別之外,所有類別都自定義顯示枷踏。

Here is how each parameter behaves:
以下是每個(gè)參數(shù)的介紹

Name:
– Determines the way the Category name appears. Name or rename categories as you see fit. You can use text codes with this parameter, allowing you to add icons (\i[x]) or change the text color (\c[x]) of the category.
名稱:- 確定顯示的類別名稱菩暗。按照您認(rèn)為合適的名稱重命名類別。您可以使用此參數(shù)的文本代碼旭蠕,允許您添加圖標(biāo)(\ i [x])或更改類別的文本顏色(\ c [x])停团。

Help Description:
– This is the text shown in the help window at the top of the Options Menu whenever this category is highlighted. Use it to describe what types of options will appear in this category and how they will affect the game. You may also use text codes with this parameter.
幫助說明:- 這是幫助中顯示在選項(xiàng)菜單的頂部。用它來描述此類別中將出現(xiàn)哪些選項(xiàng)以及它們將如何影響游戲掏熬。您也可以使用此參數(shù)的文本代碼佑稠。

Options List:
– This is the list of options that appear on the right side of the Options Menu when this category is highlighted or selected. You can add, edit, move around, or delete options from this list as you see fit. For details on how the plugin parameters for the Options List work, look in the next section below:
選項(xiàng)列表:- 這是顯示出現(xiàn)在選項(xiàng)菜單右側(cè)的選項(xiàng)列表。您可以添加旗芬,編輯讶坯,移動或刪除此列表中的選項(xiàng)。有關(guān)選項(xiàng)列表的插件參數(shù)如何工作的詳細(xì)信息岗屏,請參閱下面的下一部分:

Instructions – Option List Plugin Parameters**

This section explains how the plugin parameters for the Options List operate and how they interact with the rest of the plugin.
本節(jié)介紹Options List的插件參數(shù)以及它們?nèi)绾谓换ァ?/p>

Name:
– Determines the way the Options name appears. Name or rename the option as you see fit. This does not use the command names provided by other plugins by default. You can use text codes with this parameter, allowing you to add icons (\i[x]) or change the text color (\c[x]) of the option.
名稱:- 確定選項(xiàng)名稱的顯示名稱。請重命名該選項(xiàng)漱办。這不會默認(rèn)使用其他插件提供的命令名稱这刷。您可以使用此參數(shù)的文本代碼,允許您添加圖標(biāo)(\ i [x])或更改選項(xiàng)的文本顏色(\ c [x])娩井。

If you name this as ‘EVAL: code’ without the ‘quotes’, the name of this option will be whatever string that the code outputs.
如果您將此名稱命名為'EVAL:code'而不帶'引號'暇屋,則此選項(xiàng)的名稱將為代碼輸出的任何字符串。

Help Description:
– This is the text shown in the help window at the top of the Options Menu whenever this option is highlighted. Use it to describe what this option changes for the game.
幫助說明:- 這是幫助中顯示的在選項(xiàng)菜單的頂部文字洞辣,用它來描述這個(gè)選項(xiàng)在游戲中的變化咐刨。

Symbol:
– This is the identifier for the option. Each option should have a unique symbol, so much as to not cause conflicts within the Options Settings. However, shared symbols are perfectly fine as long as you’re fine with them performing the same functions when selected.
符號:- 這是選項(xiàng)的標(biāo)識符。每個(gè)選項(xiàng)都應(yīng)該有一個(gè)唯一的符號扬霜,以免在選項(xiàng)設(shè)置中導(dǎo)致沖突定鸟。但是,只要您選擇時(shí)執(zhí)行相同的功能著瓶,您就可以使用共享符號联予。

Show/Hide:
– This is the code used to determine if this option will be visible on the list of options within this category.
顯示/隱藏:- 這是用于確定此選項(xiàng)是否可見。

To make sure it always shows, use the following code:
確保它始終顯示材原,請使用以下代碼
show = true;

Enable:
– This is the code used to determine if this option will be enabled. It is recommended that you leave all options as enabled as to not lock away options from the player.
啟用:- 這是用于確定是否啟用此選項(xiàng)的代碼沸久。建議您將所有選項(xiàng)保留為啟用狀態(tài)。
To make sure it is always enabled, use the following code:
要確保它始終處于啟用狀態(tài)余蟹,請使用以下代碼
enabled = true;

Ext:
– Stands for extension. This serves as a secondary symbol for the option and it can be used for pretty much anything. It has no direct impact on the option unless the option’s effect is related to the extension value. The majority of options do not need to make use of the Ext value so it is best to just leave this alone.
分機(jī):- 代表分機(jī)卷胯。這是該選項(xiàng)的第二個(gè)符號,它幾乎可以用于任何事情威酒。它對選項(xiàng)沒有直接的影響窑睁。
To leave it alone the following code:
如下代碼:
ext = 0;

The following section is best left untouched if you do not know any JS programming and don’t have instructions on how to set it up. This is because all of the behaviors related to the options can be controlled from here and a mistake can crash the game.
如果您不熟悉編程挺峡,以下部分最好不要觸動任何JS代碼,這是因?yàn)樗信c選項(xiàng)有關(guān)的行為都可以從這里控制沙郭,而錯誤會導(dǎo)致游戲崩潰。

Make Command Code:
– This is the code used to add the option command to the list of options. Use this to modify the name, symbol, if it is enabled, or change the ext value before finally adding it to the list.
制作命令代碼:- 這是用于將選項(xiàng)命令添加到選項(xiàng)列表的代碼裳朋。使用它來修改名稱病线,符號(如果已啟用),或在最終將其添加到列表之前更改ext值鲤嫡。

The default code:
this.addCommand(name, symbol, enabled, ext);

Draw Option Code:
– This is how the option is ‘drawn’ onto the Options window and seen by your players. Everything here controls the way the option looks from the way it is named to the position of the text. The majority of the variables defined towards the beginning of the default code is placed there for the sake of convenience.
繪制選項(xiàng)代碼:- 這是如何將選項(xiàng)“繪制”到“選項(xiàng)”窗口并由玩家看到的送挑。這里的一切都控制著選項(xiàng)從命名方式到文本位置的方式。為了方便起見暖眼,將定義在默認(rèn)代碼開始處的大部分變量放在那里惕耕。

The default code:

var rect = this.itemRectForText(index);
var statusWidth = this.statusWidth();
var titleWidth = rect.width – statusWidth;
this.resetTextColor();
this.changePaintOpacity(this.isCommandEnabled(index));
this.drawOptionsName(index);
this.drawOptionsOnOff(index);

Process OK Code:
– This is the code that runs when the player presses any kind of confirm button (Z, Enter, Left Click) on this option. For most options, this will switch between an ON/OFF option. For others, this will make the value of the option scale upwards until it loops back.
處理OK代碼:- 這是當(dāng)玩家在此選項(xiàng)上按下任何種類的確認(rèn)按鈕(Z,Enter诫肠,Left Click)時(shí)運(yùn)行的代碼司澎。對于大多數(shù)選項(xiàng),這將在ON / OFF選項(xiàng)之間切換栋豫,或者循環(huán)選項(xiàng)挤安。
The default code:

var symbol = this.commandSymbol(index);
var value = this.getConfigValue(symbol);
this.changeValue(symbol, !value);

Cursor Right Code:
– This is the code that runs when the player presses the RIGHT button. Usually, this will move most options into an ON position. For others, this will scale the value of the option upward.
光標(biāo)右代碼:- 這是當(dāng)玩家按下右鍵按鈕時(shí)運(yùn)行的代碼。通常情況下丧鸯,這會將大部分選項(xiàng)移至ON位置蛤铜,或者選擇上一個(gè)。

The default code:
var index = this.index();
var symbol = this.commandSymbol(index);
var value = this.getConfigValue(symbol);
this.changeValue(symbol, true);

Cursor Left Code:
– This is the code that runs when the player presses the LEFT button. Usually, this will move most options into an OFF position. For others, this will scale the value of the option downward.
光標(biāo)左代碼:- 這是當(dāng)玩家按下左鍵時(shí)運(yùn)行的代碼丛肢。通常情況下围肥,這會將大多數(shù)選項(xiàng)移至OFF位置,選擇下一個(gè)蜂怎。

The default code:

var symbol = this.commandSymbol(index);
var value = this.getConfigValue(symbol);
this.changeValue(symbol, false);

Default Config Code:
– When creating new options, this determines the default value of the option. For most options, this starts in an OFF position, which is usually represented by a ‘false’ boolean.
默認(rèn)配置代碼:- 創(chuàng)建新選項(xiàng)時(shí)穆刻,這決定了選項(xiàng)的默認(rèn)值。對于大多數(shù)選項(xiàng)來說杠步,這從OFF位置開始蛹批,通常由“假”布爾值表示。

The default code:
ConfigManager[symbol] = false;

Save Config Code:
– This determines how saving the Options Settings is done through code. Normally, this takes on the value as it is for the ConfigManager.
保存配置代碼:- 這決定了如何通過代碼保存選項(xiàng)設(shè)置篮愉。通常情況下腐芍,它的值與ConfigManager相同。

The default code:
config[symbol] = ConfigManager[symbol];

Load Config Code:
– This determines how the ConfigManager loads the saved Options Settings upon the loading of the game. Normally, this takes on whatever settings stored within the config file and plants it straight into the ConfigManager directly.
加載配置代碼:- 這決定了ConfigManager在加載游戲時(shí)如何加載保存的選項(xiàng)設(shè)置试躏。通常情況下猪勇,這會采用配置文件中存儲的任何設(shè)置,并直接將其直接植入ConfigManager中颠蕴。
The default code:
ConfigManager[symbol] = !!config[symbol];

Happy RPG Making!

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