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Minecraft: Java Edition
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简介: Visual Mod Edit-VNDialog(可视化VND编辑器)是模组VNDialog的附属模组 提供游戏内gui让玩家方便地编辑对话 详情 1.指令:/vme vndialog gui打开gui 2.gui基本按键 a.顶部“新建”和右边的“+”用来创建新对话 b.“+节点”:用来创建对话节点 c.“保存”:保存此次对话编辑 也可用ctrl+s保存 d.“加载”:读取dialog_json下的文件,可选取导入gui e.“导入”:读取游戏内加载数据包data/<命名空间>/dialogs/下的json文件,可选取导入gui f.“测试”:点击加载此次编辑内容,建议先点击“保存”再点击“测试” 3.编辑页: a.“文本”:编辑说话者名字和对话内容,分为“纯文本”和“翻译键”两种模式,点击按钮“纯文本”或者“翻译键”相互切换,纯文本模式只需要输入对话内容,支持颜色与字体格式编辑;翻译键模式需要输入键名,中文以及英文,完毕后点击“保存翻译键”会生成en_us.json和zh_cn.json保存在config/visual_mod_edit_vndialog/lang/路径 b.“外观”:编辑背景和立绘 c.“逻辑”:编辑节点的连接、选项添加与选项的节点连接以及音效的选择播放,确定该节点对话是否为最终结束对话以及是否允许跳过 4.节点符号说明: ⊗:结束对话 该节点勾选了“结束对话”(endDialog = true),当对话流程到达此节点后就会关闭对话界面。
◆:选项节点 该节点配置了对话选项(至少一个 option)。玩家在阅读完此节点后可以从多个选项中选择一个继续对话。
○:普通节点 既不是结束节点,也没有配置选项,通常会自动跳转到下一个节点或由 nextId 指定连接。
⚠:孤立节点 该节点没有被任何其他节点通过 nextId 或选项的 targetId 指向。它可能是未连接到主流程的备用节点,或是连接丢失的节点。
*:多引用标记 该节点被多个父节点指向(引用次数 > 1)。例如两个不同的选项都跳转到同一个节点时,该节点会显示 * 号。 5.文件说明: dialog_json:存储编辑的对话,一个json文件对应一个对话 portraits:存放立绘图片,编辑器设置立绘时,可读取此文件夹下的文件,供玩家选择 backgrounds:存放背景图片,编辑器设置背景时,可读取此文件夹下的文件,供玩家选择 sounds:存放音效文件(目前仅支持WAV和OGG格式),编辑器设置音效时,可读取此文件夹下的文件,供玩家选择。 lang:存放翻译语言文件,编辑器中的翻译键模式会将翻译写入该文件,通过mixin注入游戏,使对话直接显示翻译文本。 editor_sessions.json:帮助编辑器gui恢复对话标签页。
注意: 1.portraits/backgrounds/sounds文件夹本身不提供任何资源,需玩家自行放入 其中sounds文件仅支持WAV和OGG格式音频,其余文件夹内放入文件命名尽量用小写字母和数字 2.编辑全局生效
Overview: Visual Mod Edit-VNDialog (Visual VND Editor) is an add-on mod for VNDialog. It provides an in-game GUI that allows players to conveniently edit dialogue.
Details
- Command: /vme vndialog gui opens the GUI.
- GUI Basic Buttons a. "New" at the top and the "+" on the right are used to create new dialogues. b. "+ Node": Used to create dialogue nodes. c. "Save": Saves the current dialogue edits. You can also use Ctrl+S to save. d. "Load": Reads files from the dialog_json folder and allows you to select and import them into the GUI. e. "Import": Reads JSON files from the game's loaded datapacks under data/<namespace>/dialogs/ and allows you to select and import them into the GUI. f. "Test": Click to load and preview the current edits. It is recommended to save first before testing.
- Editing Pages: a. "Text": Edit the speaker's name and dialogue content. It has two modes: "Plain Text" and "Translation Key", which can be switched by clicking the button. In Plain Text mode, you just need to input the dialogue content and it supports color and font formatting. In Translation Key mode, you need to input the key name, Chinese, and English. After filling them in, clicking "Save Translation Key" will generate en_us.json and zh_cn.json files in the config/visual_mod_edit_vndialog/lang/ directory. b. "Appearance": Edit background and portraits. c. "Logic": Edit node connections, add options and their node connections, select and play sounds, and determine whether the node's dialogue ends the conversation and whether skipping is allowed.
- Node Symbol Descriptions: ⊗: End Dialogue This node has "End Dialogue" checked (endDialog = true). When the dialogue flow reaches this node, the dialogue interface will close. ◆: Option Node This node has dialogue options configured (at least one option). After reading this node, the player can choose one of the options to continue the dialogue. ○: Normal Node Neither an end node nor has options configured. It usually automatically progresses to the next node or follows the nextId connection. ⚠: Orphan Node This node is not referenced by any other node via nextId or an option's targetId. It may be a backup node not connected to the main flow, or a node whose connections are lost. *: Multiple Reference Marker This node is referenced by multiple parent nodes (reference count > 1). For example, when two different options both lead to the same node, this node will show the * mark.
- File Descriptions: dialog_json: Stores edited dialogues. Each JSON file corresponds to one dialogue. portraits: Stores portrait images. When setting portraits in the editor, files from this folder can be selected. backgrounds: Stores background images. When setting backgrounds in the editor, files from this folder can be selected. sounds: Stores sound effect files (currently supports WAV and OGG formats). When setting sounds in the editor, files from this folder can be selected. lang: Stores translation language files. The Translation Key mode in the editor writes translations to this file, and it is injected into the game via Mixin so that the dialogue can directly display the translated text. editor_sessions.json: Helps the editor GUI restore dialogue tabs.
Notes:
- The portraits, backgrounds, and sounds folders do not come with any resources; players need to put their own files in them. Sounds only support WAV and OGG formats. File names in these folders should preferably use lowercase letters and numbers.
- Edits are globally effective.


