脚步声插件

============================================================================
Introduction
============================================================================

This plugin gives your player and/or events footsteps when they walk onto
tiles. These footsteps made by players and/or events can have different
sounds based on regions, tilesets, and/or terrain tags. If footsteps are
enabled for events, they can have distance based volumes and pitches to
immerse the player further.

This is a collaboration plugin by Chickie and Yanfly to ensure compatibility
with the Yanfly Engine Plugins library.

============================================================================
Instructions
============================================================================

This plugin requires a bit of setup. Adjust the plugin parameters to set up
a default set of footsteps that are to be played when nothing else has been
set. These sound effects will be played when there are no region-specific
sound effects or terrain tag-specific sound effects.

That said, if you go into your project's database and go to the Tilesets tab
you can set footsteps for each tileset. The tiles can play specific footstep
sounds based on their terrain tag ID. Look in the notetags section below for
the notetag setup on how to make a set of tiles play certain footsteps. The
footsteps made here have higher priority than the default sound effects and
if the player or event steps on a tile that has a footstep sound tied to a
terrain tag, that footstep sound will be played instead.

Even higher on the priority level are the region-based footstep sounds. If
the player or an event steps on a tile that has a region-based footstep
sound, then that sound will be played regardless of the terrain tag setting
made for that specific tile. Look in the notetags section below for the
notetag setup on how to make a specific region ID play a footstep sound.

To sum it up, from lowest to highest priority:

LOWEST - Default Footstep Sound
Terrain Tag Footstep Sound
HIGHEST - Region-Based Footstep Sound

If you wish to give a whole map a certain footsteps sound, use the notetag
to set a region-based footstep sound for region ID 0.

============================================================================
Notetags
============================================================================

Insert the following notetags to add footsteps to your maps.

Event Notetag:

<No Footsteps>
- Insert this into the notebox of any event you wish to not make any
footsteps when moving.

Tileset Notetags:

<Terrain Tag x Footstep Sound: filename>
<Terrain Tag x Footstep Sound: filename, volume>
<Terrain Tag x Footstep Sound: filename, volume, pitch>

地图标记
- Replace 'x' with the terrain tag ID (from 1 to 7). If 0 is used, it will
be ignored. When inserting the filename, the filename must be case
sensitive and must not include the extension. The 'volume' and 'pitch'
variables must be integar values between 0 and 100 if they are used.

Examples:

<Terrain Tag 1 Footstep Sound: Move1>
<Terrain Tag 2 Footstep Sound: Move2, 80>
<Terrain Tag 3 Footstep Sound: Move3, 75, 150>

In the above examples, the tiles marked by terrain tags 1, 2, or 3 will
play their respective sound effect when stepped on by the player or an
event that can trigger footsteps.

Map Notetags:

<Region x Footstep Sound: filename>
<Region x Footstep Sound: filename, volume>
<Region x Footstep Sound: filename, volume, pitch>
- Replace 'x' with the region tag ID (from 1 to 255). If 0 is used, it
will become the default footstep sound. When inserting the filename, the
filename must be case sensitive and must not include the extension. The
'volume' and 'pitch' variables must be integar values between 0 and 100 if
they are used.

Examples:

<Region 10 Footstep Sound: Move1>
<Region 20 Footstep Sound: Move2, 80>
<Region 30 Footstep Sound: Move3, 75, 150>

In the above examples, the tiles marked by regions 10, 20, or 30 will play
their respective sound effect when stepped on by the player or an event
that can trigger footsteps.

============================================================================
Plugin Commands
============================================================================

If at any time you wish to enable/disable footstep sounds in your game, you
can use some plugin commands to do so.

Plugin Commands:

EnableFootsteps
- Turns on footstep sounds.

DisableFootsteps
- Turns off footstep sounds.

YEP_footstepsounds的更多相关文章

随机推荐

  1. 利用kibana插件对Elasticsearch进行文档和索引的CRUD操作

    #添加索引PUT lagou { "settings": { "index": { , } } }#查看 索引设置 GET lagou/_settings GE ...

  2. Django模型操作常用方法

    1.Save() 基本方法:object.save() save顾名思义是保存的意思,在django中既可以进行新增也可以进行修改操作.具体判定的算法如下: 1.如果对象的主键属性为一个求值为True ...

  3. Linux下的文件切割和文件合并

    linux下文件分割可以通过split命令来实现,可以指定按行数分割和按大小分割两种模式.Linux下文件合并可以通过cat命令来实现. 在Linux下用split进行文件分割: ①:指定分割后文件行 ...

  4. React_基本原理_ajax

    React 基本原理 初始化显示界面 创建虚拟DOM树 渲染到 原生 DOM 树 绘制界面显示 更新界面 setState() 更新状态机 重新创建虚拟 DOM 树 新/旧树比较差异 (执行一次 DO ...

  5. 关于word粘贴图片无法显示的原因

    今天在进行word文档粘贴图片编辑操作的时候,老是无法完整的显示图片.或者干脆就不显示图片,以为是qq截图的图片格式无法粘贴到word文档里面,用Photoshop更改图片的格式仍然无法显示(将png ...

  6. linux 软链接和硬链接的区别 和 inode 的理解

    软连接和硬连接的区别:1.创建的方式不同软:ln -s 源文件 连接名硬:ln 源文件 连接名 2.原理不同,和删除源文件对其的影响.硬连接的inode节点和源文件的inode节点一样.也就是同一个i ...

  7. 2019OO第一单元总结

    第一次作业 (你没看错,就一个类...) 通过正则表达式处理输入的字符串,提取出每一项的系数和指数,在输出的时候,应当考虑到合并同类项和正项提前的问题,使得最终的输出最短. 我第一次作业的代码超级难看 ...

  8. nginx break-circus

    upstream : read-timeout,connection-timeout,分级别 500ms,1S,100S,长链接 ---颗粒度[每个服务api health-check]--- --- ...

  9. Linux(CentOs 7)系统重装笔记(一)

    参考文章: https://www.jb51.net/article/95263.htm https://blog.csdn.net/JackLiu16/article/details/7988182 ...

  10. VUE-008-通过路由 router.push 传递 query 参数(路由 path 识别,请求链接显示参数传递)

    在前端页面表单列表修改时,经常需要在页面切换的时候,传递需要修改的表单内容,通常可通过路由进行表单参数的传递. 首先,配置页面跳转路由.在 router/index.js 中配置相应的页面跳转路由,如 ...