Introduction
WARNING: This plugin is best 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 to make the most out of it.
警告:此插件最适用于RPG Maker MV 1.5.0或更高版本!在使用此插件前,请确保您的RPG Maker MV软件是最新的。
Have you ever made an event template to copy and paste from? Good. That’s an efficient way to go about reproducing events that are repeatedly found in your game. But have you ever decided that you suddenly want to make a change to that event… after you’ve copied and pasted it a bunch of times already? Now you’ve gotta go hunt down every single one you’ve copied and replace it.
您是否曾制作过要复制和粘贴的事件模板?这是一种有效的方式来重现在游戏中重复事件。你是不是有过这样的经理,当你决定突然想要改变那个事件但你已经复制并粘贴了很多次,所以你必须去寻找每一个事件并替换它。
What a pain, right? Well, the Event Copier will allow you to streamline that process. You make a template event, and any events that will use this plugin’s notetag will copy everything from that event in the most up to date version in-game. This will include the sprite graphics, the self switches (and self variables if you are using those), the conditions, the pages, the event commands, and even the new Notetags. The only things that won’t be copied over will be the ID, X position, and Y position for obvious reasons.
多么痛苦的事情,Event Copier将简化该过程。你创建了一个模板事件,任何使用这个插件的notetag的事件都将复制游戏中最新版本的事件。这将包括精灵图形,开关,变量,条件,页面,事件命令,甚至是新的Notetag。由于显而易见的原因,唯一不会被复制的东西是ID,X位置和Y位置。
This way, you can streamline your eventing process without having the need to finalize an event before mass producing it.
这样,您可以简化事件过程,而无需在批量生成事件之前完成事件
More information will be explained in the Instructions section of this plugin’s help file.
更多信息将在此插件的帮助文件的“说明”部分中说明。
Instructions
First, set aside a dedicated map (or maps) that will be preloaded each time the game starts. Each preloaded map should contain various events that you wish to completely copy. These can range from templates to trigger events to autorun events to parallel events. Once you’ve made the map(s) you want to preload, open up the Plugin Manager and this plugin. Insert inside this plugin’s ‘Template Maps’ parameter the ID(s) of the map(s) you wish to use.
首先,留出每次游戏开始时预加载的专用地图。每个预加载的地图应包含您希望完全复制的各种事件。这些范围可以从模板到触发事件,从自动运行事件到并行事件。一旦你确定预加载地图,打开插件管理器和这个插件。在此插件的“模板地图”参数中插入您要使用的地图的ID。
If you are using RPG Maker MV 1.5.0+ and wish to make use of template names, add them through the ‘Template Names’ plugin parameter. The data from the Template Names parameters can be changed and all events in-game that use notetags with the respective Template Name will be updated accordingly.
如果您正在使用RPG Maker MV 1.5.0+并希望使用模板名称,请通过“模板名称”插件参数添加它们。可以更改模板名称参数中的数据,并且相应地更新具有相应标记的游戏中的所有事件。
Notetags
To decide if an event will copy from a template map, please follow these instructions below and insert the desired notetag into the event’s notebox.
要确定复制事件,请按照以下说明操作,并将所需的注释插入事件的备忘中。
Event Notetags:
<Copy Event: Map x, Event y>
– Replace ‘x’ with the ID of the map you wish to copy the event from.
– Replace ‘y’ with the ID of the event you wish to copy from that map.
<复制事件:地图x,事件y>
将“x”替换为您要复制事件的地图的ID。
将“y”替换为您要从该地图复制的事件的ID。
– – –
<Copy Event: mapId, eventId>
– Replace ‘mapId’ with the ID of the map you wish to copy the event from.
– Replace ‘eventId’ with the ID of the event you wish to copy from that map.
<复制事件:mapId,eventId>
将'mapId'替换为您要复制事件的地图的ID。
将'eventId'替换为您要从该地图复制的事件的ID。
– – –
<Copy Event: template>
– Replace ‘template’ with a name from the ‘Template Names’ plugin param.
* This will require you to have version 1.5.0+ of RPG Maker MV. All of the Map ID and event ID data from the stored template will be used for this event. This notetag will also have the bonus of having custom Lunatic Code unique only to this template name.
<复制事件:模板>
-将“模板”替换为“模板名称”插件参数中的名称。
这将要求您拥有RPG Maker MV的1.5.0+版本。来自存储模板的所有Map ID和事件ID数据都将用于此事件。此notetag还将具有仅对此模板名称唯一的自定义Lunatic代码的能力。
– – –
When an event is copied, all data will be carried over, from the name of the map, to the graphics used, to the pages, their conditions, and all of the event commands. The only things that will NOT be copied over will be the original event’s ID, x positon, and y position.
复制事件时,所有数据都将从地图名称转移到使用的图形,页面,条件和所有事件命令。唯一不会复制的东西是原始事件的ID,x位置和y位置。
Lunatic Mode – Pre and Post Copy Codes
Lunatic Mode requires version 1.5.0+ of RPG Maker MV. For those with JavaScript experience, you can throw in your own custom code to run upon the loading of a copied event. This can be found in the plugin’s parameters ‘PreCopy Code’ and ‘PostCopy Code’. If you are using Template Names, you can add in ‘PreCopy Code’ and ‘PostCopy Code’ unique to that template.
Lunatic Mode需要1.5.0+版本的RPG Maker MV。对于那些具有JavaScript经验的人,您可以输入自己的自定义代码,以便在加载复制的事件时运行。这可以在插件的参数'PreCopy Code'和'PostCopy Code'中找到。如果您使用的是模板名称,则可以添加该模板特有的“PreCopy代码”和“PostCopy代码”。
For Lunatic Mode, there are some unique variables that you can alter. They are the following:
对于Lunatic模式,您可以更改一些独特的变量。它们如下
PreCopy Codes
* Variables Description
*
* mapId ID of the map to be loaded.
* eventId ID of the event to be loaded.
* target The event before it's copied over.
* player The player character.
Making changes to ‘mapId’ or ‘eventId’ will change the data that will be loaded for the target. However, if ‘mapId’ is changed, you must make sure that the map it’s being changed to is already preloaded or else the event will fail to be copied properly.
对'mapId'或'eventId'进行更改,更改为目标加载的数据。但是,如果更改了'mapId',则必须确保已将其更改为的地图已预先加载,否则将无法正确复制该事件。
PostCopy Codes
* Variables Description
*
* target The loaded event after copied over.
* player The player character.
While the ‘mapId’ and ‘eventId’ variables are available, they cannot be changed and make an impact. You can, however, use them as a conditional check to determine what to do with the target event or player.
虽然'mapId'和'eventId'变量可用,但它们无法更改并产生影响。但是,您可以将它们用作条件检查,以确定如何处理目标事件。
Happy RPG Making!