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发表于 2017-12-20 22:17:54
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 本帖最后由 fjm 于 2017-12-20 22:19 编辑  
 
 
感谢肉包,还有个问题就是用了下面那个脚本,加的属性是16,武器具体状态显示还是15,能让武器显示栏里的数值也变16吗 
这个问题能解决吗 
 
#encoding:utf-8 #============================================================================== # ■ 装备说明增强 By wyongcan #============================================================================== module Equipplus   CODE ={     11 => "属性抗性",     12 => "弱化抗性",     13 => "状态抗性",     14 => "状态免疫",     21 => "普通能力",     22 => "添加能力",     23 => "特殊能力",     31 => "攻击附带属性",     32 => "攻击附带状态",     33 => "修正攻击速度",     34 => "添加攻击次数",     41 => "添加技能类型",     42 => "禁用技能类型",     43 => "添加技能",     44 => "禁用技能",     51 => "可装备武器类型",     52 => "可装备护甲类型",     53 => "固定装备",     54 => "禁用装备",     55 => "装备风格",     61 => "添加行动次数",     62 => "特殊标志",     63 => "消失效果",     64 => "队伍能力"}   #特殊标志   FLAG ={                 0 => "自动战斗",                 1 => "擅长防御",                 2 => "保护弱者",                 3 => "特技专注"}   #普通能力         PARAM ={                 0 => "最大HP",                 1 => "最大MP",                 2 => "物理攻击",                 3 => "物理防御",                 4 => "魔法攻击",                 5 => "魔法防御",                 6 => "敏 捷 值",                 7 => "幸 运 值"}   #添加能力         XPARAM ={                 0 => "物理命中几率:",                 1 => "物理闪避几率:",                 2 => "必杀几率:",                 3 => "必杀闪避几率:",                 4 => "魔法闪避几率:",                 5 => "魔法反射几率:",                 6 => "物理反击几率:",                 7 => "体力值再生速度:",                 8 => "魔力值再生速度:",                 9 => "特技值再生速度:"}   #特殊能力         SPARAM ={                 0 => "受到攻击的几率",                 1 => "防御效果比率",                 2 => "恢复效果比率",                 3 => "药理知识",                 4 => "MP消费率",                 5 => "TP消耗率",                 6 => "物理伤害加成",                 7 => "魔法伤害加成",                 8 => "地形伤害加成",                 9 => "经验获得加成"}         @队伍能力 ={                 0 => "遇敌几率减半",                 1 => "随机遇敌无效",                 2 => "敌人偷袭无效",                 3 => "先制攻击几率上升",                 4 => "获得金钱数量双倍",                 5 => "物品掉落几率双倍"}   def self.equiphelpready     @状态 = {}     @武器类型 = {}     @防具类型 = {}     @属性 = {}     $data_states.each{|x| @状态[x.id] = x.name if x != nil}     elements = $data_system.elements     weapon_types = $data_system.weapon_types     armor_types = $data_system.armor_types     elements.each_with_index{|x,y| @属性[y] = x if x != ""}     weapon_types.each_with_index{|x,y| @武器类型[y] = x if x != ""}     armor_types.each_with_index{|x,y| @防具类型[y] = x if x != ""}   end   def self.getequiphelp(equip)     help = ""     param = []     equip.params.each_with_index{|x,y| param.push([PARAM[y],x])}     param = param.select{|x| x[1] != 0}     param.each{|x| help += x[0] + ":" + x[1].to_int.to_s + "\n"}     features = equip.features     features.select{|x| x.code == 55}.each{|x| help += CODE[x.code] + ":双持武器" + "\n"}     features.select{|x| x.code == 11}.each{|x| help += CODE[x.code] + ":" + @属性[x.data_id] + "*" + x.value.to_s + "\n"}     features.select{|x| x.code == 12}.each{|x| help += CODE[x.code] + ":" + PARAM[x.data_id] + "*" + x.value.to_s + "\n"}     features.select{|x| x.code == 13}.each{|x| help += CODE[x.code] + ":" + @状态[x.data_id] + "*" + x.value.to_s + "\n"}     features.select{|x| x.code == 14}.each{|x| help += CODE[x.code] + ":" + @状态[x.data_id] + "\n"}     features.select{|x| x.code == 31}.each{|x| help += CODE[x.code] + ":" + @属性[x.data_id] + "\n"}     features.select{|x| x.code == 32}.each{|x| help += CODE[x.code] + ":" + @状态[x.data_id] + "+" + x.value.to_s + "\n"}     features.select{|x| x.code == 33}.each{|x| help += CODE[x.code] + ":" + x.value.to_s + "\n"}     features.select{|x| x.code == 34}.each{|x| help += CODE[x.code] + ":" + x.value.to_s + "\n"}     features.select{|x| x.code == 41}.each{|x| help += CODE[x.code] + ":" + (x.data_id == 1 ? "特技" : "魔法")  + "\n"}     features.select{|x| x.code == 42}.each{|x| help += CODE[x.code] + ":" + (x.data_id == 1 ? "特技" : "魔法")  + "\n"}     features.select{|x| x.code == 43}.each{|x| help += CODE[x.code] + ":" + $data_skills[x.data_id].name  + "\n"}     features.select{|x| x.code == 44}.each{|x| help += CODE[x.code] + ":" + $data_skills[x.data_id].name  + "\n"}     features.select{|x| x.code == 51}.each{|x| help += CODE[x.code] + ":" + @武器类型[x.data_id]  + "\n"}     features.select{|x| x.code == 52}.each{|x| help += CODE[x.code] + ":" + @防具类型[x.data_id]  + "\n"}     features.select{|x| x.code == 61}.each{|x| help += CODE[x.code] + ":" + x.value.to_s  + "\n"}     features.select{|x| x.code == 62}.each{|x| help += CODE[x.code] + ":" + FLAG[x.data_id]  + "\n"}     features.select{|x| x.code == 64}.each{|x| help += CODE[x.code] + ":" + @队伍能力[x.data_id]  + "\n"}     featuresparam = []     featuresparam.push features.select{|x| x.code == 21}     featuresparam.push features.select{|x| x.code == 22}     featuresparam.push features.select{|x| x.code == 23}     featuresparam[0].each{|x| help += PARAM[x.data_id] + "*" + x.value.to_s + "\n"}     featuresparam[1].each{|x| help += XPARAM[x.data_id] + x.value.to_s + "\n"}     featuresparam[2].each{|x| help += SPARAM[x.data_id] + "*" + x.value.to_s + "\n"}     help   end   def self.getline(text,maxtext)     xtext = []     line = 0     text.each_line{|x| xtext.push x.sub(/\n/){}}     xtext.each{|x| x.size % maxtext != 0 ? line += x.size / maxtext + 1 : line += x.size / maxtext}     line   end end #============================================================================== # ■ Window_Help #------------------------------------------------------------------------------ #  显示特技和物品等的说明、以及角色状态的窗口 #==============================================================================   class Window_Help2 < Window_Base   #--------------------------------------------------------------------------   # ● 初始化对象   #--------------------------------------------------------------------------   def initialize(line_number = 0)     super(0, 0, 210, 0)     self.z = 150     contents.font.size = 14     hide   end   #--------------------------------------------------------------------------   # ● 设置内容   #--------------------------------------------------------------------------   def set_text(text)       @text = text       refresh   end   #--------------------------------------------------------------------------   # ● 清除   #--------------------------------------------------------------------------   def clear     set_text("")   end   #--------------------------------------------------------------------------   # ● 更新帮助位置   #--------------------------------------------------------------------------   def uppos(index,rect,window)     self.height = fitting_height2(Equipplus.getline(@xtext,13))     create_contents     contents.font.size = 14     rect.x -= window.ox     rect.y -= window.oy     ax = rect.x + rect.width + 20     ax = rect.x - self.width + 10 if ax + self.width > window.width + 10     ax += window.x     ax = 0 if ax < 0     ay = rect.y + rect.height+ 20     ay = rect.y - self.height if ay + self.height > window.height     ay += window.y     ay = 0 if ay < 0     self.x = ax     self.y = ay     set_text(@xtext)     show   end   #--------------------------------------------------------------------------   # ● 设置物品   #     item : 技能、物品等   #--------------------------------------------------------------------------   def set_item(item)     if item == nil       set_text("")       return     end     @xtext = ""     @xtext = "名称:" + item.name + "\n"     @xtext += "介绍:" + item.description + "\n"     @xtext += "价格:" + item.price.to_s + "\n" if item.is_a?(RPG::EquipItem) || item.is_a?(RPG::Item)     @xtext += Equipplus.getequiphelp(item) if item.is_a?(RPG::EquipItem)     @xtext = @xtext[0,@text.size - 2] if @xtext[@xtext.size - 2,2] == "\n"   end   #--------------------------------------------------------------------------   # ● 刷新   #--------------------------------------------------------------------------   def refresh     contents.clear     hide if @text == ""     draw_text_ex(4, 0, @text,width,40,false)   end end class Window_Base < Window   #--------------------------------------------------------------------------   # ● 计算窗口显示指定行数时的应用高度2*************************   #--------------------------------------------------------------------------   def fitting_height2(line_number)     line_number * contents.font.size + standard_padding * 2   end #~ draw_text_ex的增强,使其可以自动换行  原作者:叶子 修改:wyongcan   #--------------------------------------------------------------------------   # ● 绘制带有控制符的文本内容   #   如果传递了width参数的话,会自动换行   #--------------------------------------------------------------------------   def draw_text_ex(x, y, text, width = nil,textwidth = nil,normalfont = true)     reset_font_settings if normalfont == true     text = convert_escape_characters(text)     pos = {:x => x, :y => y, :new_x => x, :height => calc_line_height(text)}     if width != nil       pos[:height] = contents.font.size       pos[:width] = width       pos[:textwidth] = textwidth     end     process_character(text.slice!(0, 1), text, pos) until text.empty?   end   #--------------------------------------------------------------------------   # ● 文字的处理   #     c    : 文字   #     text : 绘制处理中的字符串缓存(字符串可能会被修改)   #     pos  : 绘制位置 {:x, :y, :new_x, :height}   #--------------------------------------------------------------------------   def process_character(c, text, pos)     case c     when "\r"   # 回车       return     when "\n"   # 换行       process_new_line(text, pos)     when "\f"   # 翻页       process_new_page(text, pos)     when "\e"   # 控制符       process_escape_character(obtain_escape_code(text), text, pos)     else        # 普通文字       pos[:textwidth] == nil ? text_width = text_size(c).width : text_width = pos[:textwidth]       if pos[:width] != nil && pos[:x] - pos[:new_x] + text_width > pos[:width]         process_new_line(text, pos)       end       process_normal_character(c, pos)     end   end end   class Window_ItemList < Window_Selectable   #--------------------------------------------------------------------------   # ● 更新帮助内容   #--------------------------------------------------------------------------   def update_help     @help_window.set_item(item)     @help_window.uppos(index,item_rect(index),self) if index != -1 && item != nil    end end   class Window_SkillList < Window_Selectable   #--------------------------------------------------------------------------   # ● 更新帮助内容   #--------------------------------------------------------------------------   def update_help     @help_window.set_item(item)     @help_window.uppos(index,item_rect(index),self) if index != -1 && item != nil    end end   class Window_ShopBuy < Window_Selectable   #--------------------------------------------------------------------------   # ● 更新帮助内容   #--------------------------------------------------------------------------   def update_help     @help_window.set_item(item) if @help_window     @help_window.uppos(index,item_rect(index),self) if index != -1 && item != nil && @help_window     @status_window.item = item if @status_window   end end   class Window_EquipSlot < Window_Selectable   #--------------------------------------------------------------------------   # ● 更新帮助内容   #--------------------------------------------------------------------------   def update_help     super     @help_window.set_item(item) if @help_window     @help_window.uppos(index,item_rect(index),self) if index != -1 && item != nil && @help_window     @status_window.set_temp_actor(nil) if @status_window   end end   class Scene_Shop < Scene_MenuBase         alias on_sell_ok_old on_sell_ok         def on_sell_ok                 on_sell_ok_old                 @help_window.hide         end         alias on_buy_ok_old on_buy_ok         def on_buy_ok                 on_buy_ok_old                 @help_window.hide         end         alias on_number_ok_old on_number_ok         def on_number_ok                 on_number_ok_old     @help_window.refresh                 @help_window.show         end         alias on_number_cancel_old on_number_cancel         def on_number_cancel                 on_number_cancel_old     @help_window.refresh                 @help_window.show         end end   class Scene_Title < Scene_Base   alias start_old start   def start     start_old     Equipplus.equiphelpready   end end   class Scene_ItemBase < Scene_MenuBase         alias old_on_actor_cancel on_actor_cancel   def on_actor_cancel     old_on_actor_cancel         @help_window.refresh   end         alias old_on_actor_ok on_actor_ok   def on_actor_ok     old_on_actor_ok         @help_window.refresh   end end   class Window_Base < Window         alias old_process_new_line process_new_line         def process_new_line(text, pos)     old_process_new_line(text, pos)                 pos[:height] = contents.font.size if pos[:width] != nil         end end   class Scene_MenuBase < Scene_Base   def create_help_window     @help_window = Window_Help2.new     @help_window.viewport = @viewport   end end class Scene_Battle < Scene_Base   def create_help_window     @help_window = Window_Help2.new     @help_window.visible = false   end end 
 
 #encoding:utf-8  
#==============================================================================  
# ■ 装备说明增强 By wyongcan  
#==============================================================================  
module Equipplus  
  CODE ={  
    11 => "属性抗性",  
    12 => "弱化抗性",  
    13 => "状态抗性",  
    14 => "状态免疫",  
    21 => "普通能力",  
    22 => "添加能力",  
    23 => "特殊能力",  
    31 => "攻击附带属性",  
    32 => "攻击附带状态",  
    33 => "修正攻击速度",  
    34 => "添加攻击次数",  
    41 => "添加技能类型",  
    42 => "禁用技能类型",  
    43 => "添加技能",  
    44 => "禁用技能",  
    51 => "可装备武器类型",  
    52 => "可装备护甲类型",  
    53 => "固定装备",  
    54 => "禁用装备",  
    55 => "装备风格",  
    61 => "添加行动次数",  
    62 => "特殊标志",  
    63 => "消失效果",  
    64 => "队伍能力"}  
  #特殊标志  
  FLAG ={  
                0 => "自动战斗",  
                1 => "擅长防御",  
                2 => "保护弱者",  
                3 => "特技专注"}  
  #普通能力  
        PARAM ={  
                0 => "最大HP",  
                1 => "最大MP",  
                2 => "物理攻击",  
                3 => "物理防御",  
                4 => "魔法攻击",  
                5 => "魔法防御",  
                6 => "敏 捷 值",  
                7 => "幸 运 值"}  
  #添加能力  
        XPARAM ={  
                0 => "物理命中几率:",  
                1 => "物理闪避几率:",  
                2 => "必杀几率:",  
                3 => "必杀闪避几率:",  
                4 => "魔法闪避几率:",  
                5 => "魔法反射几率:",  
                6 => "物理反击几率:",  
                7 => "体力值再生速度:",  
                8 => "魔力值再生速度:",  
                9 => "特技值再生速度:"}  
  #特殊能力  
        SPARAM ={  
                0 => "受到攻击的几率",  
                1 => "防御效果比率",  
                2 => "恢复效果比率",  
                3 => "药理知识",  
                4 => "MP消费率",  
                5 => "TP消耗率",  
                6 => "物理伤害加成",  
                7 => "魔法伤害加成",  
                8 => "地形伤害加成",  
                9 => "经验获得加成"}  
        @队伍能力 ={  
                0 => "遇敌几率减半",  
                1 => "随机遇敌无效",  
                2 => "敌人偷袭无效",  
                3 => "先制攻击几率上升",  
                4 => "获得金钱数量双倍",  
                5 => "物品掉落几率双倍"}  
  def self.equiphelpready  
    @状态 = {}  
    @武器类型 = {}  
    @防具类型 = {}  
    @属性 = {}  
    $data_states.each{|x| @状态[x.id] = x.name if x != nil}  
    elements = $data_system.elements  
    weapon_types = $data_system.weapon_types  
    armor_types = $data_system.armor_types  
    elements.each_with_index{|x,y| @属性[y] = x if x != ""}  
    weapon_types.each_with_index{|x,y| @武器类型[y] = x if x != ""}  
    armor_types.each_with_index{|x,y| @防具类型[y] = x if x != ""}  
  end  
  def self.getequiphelp(equip)  
    help = ""  
    param = []  
    equip.params.each_with_index{|x,y| param.push([PARAM[y],x])}  
    param = param.select{|x| x[1] != 0}  
    param.each{|x| help += x[0] + ":" + x[1].to_int.to_s + "\n"}  
    features = equip.features  
    features.select{|x| x.code == 55}.each{|x| help += CODE[x.code] + ":双持武器" + "\n"}  
    features.select{|x| x.code == 11}.each{|x| help += CODE[x.code] + ":" + @属性[x.data_id] + "*" + x.value.to_s + "\n"}  
    features.select{|x| x.code == 12}.each{|x| help += CODE[x.code] + ":" + PARAM[x.data_id] + "*" + x.value.to_s + "\n"}  
    features.select{|x| x.code == 13}.each{|x| help += CODE[x.code] + ":" + @状态[x.data_id] + "*" + x.value.to_s + "\n"}  
    features.select{|x| x.code == 14}.each{|x| help += CODE[x.code] + ":" + @状态[x.data_id] + "\n"}  
    features.select{|x| x.code == 31}.each{|x| help += CODE[x.code] + ":" + @属性[x.data_id] + "\n"}  
    features.select{|x| x.code == 32}.each{|x| help += CODE[x.code] + ":" + @状态[x.data_id] + "+" + x.value.to_s + "\n"}  
    features.select{|x| x.code == 33}.each{|x| help += CODE[x.code] + ":" + x.value.to_s + "\n"}  
    features.select{|x| x.code == 34}.each{|x| help += CODE[x.code] + ":" + x.value.to_s + "\n"}  
    features.select{|x| x.code == 41}.each{|x| help += CODE[x.code] + ":" + (x.data_id == 1 ? "特技" : "魔法")  + "\n"}  
    features.select{|x| x.code == 42}.each{|x| help += CODE[x.code] + ":" + (x.data_id == 1 ? "特技" : "魔法")  + "\n"}  
    features.select{|x| x.code == 43}.each{|x| help += CODE[x.code] + ":" + $data_skills[x.data_id].name  + "\n"}  
    features.select{|x| x.code == 44}.each{|x| help += CODE[x.code] + ":" + $data_skills[x.data_id].name  + "\n"}  
    features.select{|x| x.code == 51}.each{|x| help += CODE[x.code] + ":" + @武器类型[x.data_id]  + "\n"}  
    features.select{|x| x.code == 52}.each{|x| help += CODE[x.code] + ":" + @防具类型[x.data_id]  + "\n"}  
    features.select{|x| x.code == 61}.each{|x| help += CODE[x.code] + ":" + x.value.to_s  + "\n"}  
    features.select{|x| x.code == 62}.each{|x| help += CODE[x.code] + ":" + FLAG[x.data_id]  + "\n"}  
    features.select{|x| x.code == 64}.each{|x| help += CODE[x.code] + ":" + @队伍能力[x.data_id]  + "\n"}  
    featuresparam = []  
    featuresparam.push features.select{|x| x.code == 21}  
    featuresparam.push features.select{|x| x.code == 22}  
    featuresparam.push features.select{|x| x.code == 23}  
    featuresparam[0].each{|x| help += PARAM[x.data_id] + "*" + x.value.to_s + "\n"}  
    featuresparam[1].each{|x| help += XPARAM[x.data_id] + x.value.to_s + "\n"}  
    featuresparam[2].each{|x| help += SPARAM[x.data_id] + "*" + x.value.to_s + "\n"}  
    help  
  end  
  def self.getline(text,maxtext)  
    xtext = []  
    line = 0  
    text.each_line{|x| xtext.push x.sub(/\n/){}}  
    xtext.each{|x| x.size % maxtext != 0 ? line += x.size / maxtext + 1 : line += x.size / maxtext}  
    line  
  end  
end  
#==============================================================================  
# ■ Window_Help  
#------------------------------------------------------------------------------  
#  显示特技和物品等的说明、以及角色状态的窗口  
#==============================================================================  
   
class Window_Help2 < Window_Base  
  #--------------------------------------------------------------------------  
  # ● 初始化对象  
  #--------------------------------------------------------------------------  
  def initialize(line_number = 0)  
    super(0, 0, 210, 0)  
    self.z = 150  
    contents.font.size = 14  
    hide  
  end  
  #--------------------------------------------------------------------------  
  # ● 设置内容  
  #--------------------------------------------------------------------------  
  def set_text(text)  
      @text = text  
      refresh  
  end  
  #--------------------------------------------------------------------------  
  # ● 清除  
  #--------------------------------------------------------------------------  
  def clear  
    set_text("")  
  end  
  #--------------------------------------------------------------------------  
  # ● 更新帮助位置  
  #--------------------------------------------------------------------------  
  def uppos(index,rect,window)  
    self.height = fitting_height2(Equipplus.getline(@xtext,13))  
    create_contents  
    contents.font.size = 14  
    rect.x -= window.ox  
    rect.y -= window.oy  
    ax = rect.x + rect.width + 20  
    ax = rect.x - self.width + 10 if ax + self.width > window.width + 10  
    ax += window.x  
    ax = 0 if ax < 0  
    ay = rect.y + rect.height+ 20  
    ay = rect.y - self.height if ay + self.height > window.height  
    ay += window.y  
    ay = 0 if ay < 0  
    self.x = ax  
    self.y = ay  
    set_text(@xtext)  
    show  
  end  
  #--------------------------------------------------------------------------  
  # ● 设置物品  
  #     item : 技能、物品等  
  #--------------------------------------------------------------------------  
  def set_item(item)  
    if item == nil  
      set_text("")  
      return  
    end  
    @xtext = ""  
    @xtext = "名称:" + item.name + "\n"  
    @xtext += "介绍:" + item.description + "\n"  
    @xtext += "价格:" + item.price.to_s + "\n" if item.is_a?(RPG::EquipItem) || item.is_a?(RPG::Item)  
    @xtext += Equipplus.getequiphelp(item) if item.is_a?(RPG::EquipItem)  
    @xtext = @xtext[0,@text.size - 2] if @xtext[@xtext.size - 2,2] == "\n"  
  end  
  #--------------------------------------------------------------------------  
  # ● 刷新  
  #--------------------------------------------------------------------------  
  def refresh  
    contents.clear  
    hide if @text == ""  
    draw_text_ex(4, 0, @text,width,40,false)  
  end  
end  
class Window_Base < Window  
  #--------------------------------------------------------------------------  
  # ● 计算窗口显示指定行数时的应用高度2*************************  
  #--------------------------------------------------------------------------  
  def fitting_height2(line_number)  
    line_number * contents.font.size + standard_padding * 2  
  end  
#~ draw_text_ex的增强,使其可以自动换行  原作者:叶子 修改:wyongcan  
  #--------------------------------------------------------------------------  
  # ● 绘制带有控制符的文本内容  
  #   如果传递了width参数的话,会自动换行  
  #--------------------------------------------------------------------------  
  def draw_text_ex(x, y, text, width = nil,textwidth = nil,normalfont = true)  
    reset_font_settings if normalfont == true  
    text = convert_escape_characters(text)  
    pos = {:x => x, :y => y, :new_x => x, :height => calc_line_height(text)}  
    if width != nil  
      pos[:height] = contents.font.size  
      pos[:width] = width  
      pos[:textwidth] = textwidth  
    end  
    process_character(text.slice!(0, 1), text, pos) until text.empty?  
  end  
  #--------------------------------------------------------------------------  
  # ● 文字的处理  
  #     c    : 文字  
  #     text : 绘制处理中的字符串缓存(字符串可能会被修改)  
  #     pos  : 绘制位置 {:x, :y, :new_x, :height}  
  #--------------------------------------------------------------------------  
  def process_character(c, text, pos)  
    case c  
    when "\r"   # 回车  
      return  
    when "\n"   # 换行  
      process_new_line(text, pos)  
    when "\f"   # 翻页  
      process_new_page(text, pos)  
    when "\e"   # 控制符  
      process_escape_character(obtain_escape_code(text), text, pos)  
    else        # 普通文字  
      pos[:textwidth] == nil ? text_width = text_size(c).width : text_width = pos[:textwidth]  
      if pos[:width] != nil && pos[:x] - pos[:new_x] + text_width > pos[:width]  
        process_new_line(text, pos)  
      end  
      process_normal_character(c, pos)  
    end  
  end  
end  
   
class Window_ItemList < Window_Selectable  
  #--------------------------------------------------------------------------  
  # ● 更新帮助内容  
  #--------------------------------------------------------------------------  
  def update_help  
    @help_window.set_item(item)  
    @help_window.uppos(index,item_rect(index),self) if index != -1 && item != nil   
  end  
end  
   
class Window_SkillList < Window_Selectable  
  #--------------------------------------------------------------------------  
  # ● 更新帮助内容  
  #--------------------------------------------------------------------------  
  def update_help  
    @help_window.set_item(item)  
    @help_window.uppos(index,item_rect(index),self) if index != -1 && item != nil   
  end  
end  
   
class Window_ShopBuy < Window_Selectable  
  #--------------------------------------------------------------------------  
  # ● 更新帮助内容  
  #--------------------------------------------------------------------------  
  def update_help  
    @help_window.set_item(item) if @help_window  
    @help_window.uppos(index,item_rect(index),self) if index != -1 && item != nil && @help_window  
    @status_window.item = item if @status_window  
  end  
end  
   
class Window_EquipSlot < Window_Selectable  
  #--------------------------------------------------------------------------  
  # ● 更新帮助内容  
  #--------------------------------------------------------------------------  
  def update_help  
    super  
    @help_window.set_item(item) if @help_window  
    @help_window.uppos(index,item_rect(index),self) if index != -1 && item != nil && @help_window  
    @status_window.set_temp_actor(nil) if @status_window  
  end  
end  
   
class Scene_Shop < Scene_MenuBase  
        alias on_sell_ok_old on_sell_ok  
        def on_sell_ok  
                on_sell_ok_old  
                @help_window.hide  
        end  
        alias on_buy_ok_old on_buy_ok  
        def on_buy_ok  
                on_buy_ok_old  
                @help_window.hide  
        end  
        alias on_number_ok_old on_number_ok  
        def on_number_ok  
                on_number_ok_old  
    @help_window.refresh  
                @help_window.show  
        end  
        alias on_number_cancel_old on_number_cancel  
        def on_number_cancel  
                on_number_cancel_old  
    @help_window.refresh  
                @help_window.show  
        end  
end  
   
class Scene_Title < Scene_Base  
  alias start_old start  
  def start  
    start_old  
    Equipplus.equiphelpready  
  end  
end  
   
class Scene_ItemBase < Scene_MenuBase  
        alias old_on_actor_cancel on_actor_cancel  
  def on_actor_cancel  
    old_on_actor_cancel  
        @help_window.refresh  
  end  
        alias old_on_actor_ok on_actor_ok  
  def on_actor_ok  
    old_on_actor_ok  
        @help_window.refresh  
  end  
end  
   
class Window_Base < Window  
        alias old_process_new_line process_new_line  
        def process_new_line(text, pos)  
    old_process_new_line(text, pos)  
                pos[:height] = contents.font.size if pos[:width] != nil  
        end  
end  
   
class Scene_MenuBase < Scene_Base  
  def create_help_window  
    @help_window = Window_Help2.new  
    @help_window.viewport = @viewport  
  end  
end  
class Scene_Battle < Scene_Base  
  def create_help_window  
    @help_window = Window_Help2.new  
    @help_window.visible = false  
  end  
end  
 
  
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