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[有事请教] 这个外站的脚本素材该如何下载?

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Lv2.观梦者

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发表于 2018-1-1 11:03:47 | 只看该作者 |只看大图 回帖奖励 |正序浏览 |阅读模式

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https://yanflychannel.wordpress.com/rmvx/core-scripts/help-window-advanced/

翻墙点入Download Link后才发现要MeidaFire下载器?
好像还要中转站什么的,一头雾水。
不知这里的朋友有谁翻墙下载东西,麻烦教导教导,谢谢。
太久没有来6R了,都是新面孔啊。
帮忙宣传游戏ing,虽说不常上线。

Lv2.观梦者

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 楼主| 发表于 2018-1-2 07:32:48 | 只看该作者
soulsaga 发表于 2018-1-1 12:31
#==============================================================================
#
# Yanfly 6 - Help ...

谢谢,无墙真好。这边硬是下不了。
太久没有来6R了,都是新面孔啊。
帮忙宣传游戏ing,虽说不常上线。
回复 支持 反对

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Lv4.逐梦者

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开拓者

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发表于 2018-1-1 15:29:35 | 只看该作者
翻墙大法好
[img]http://service.t.sina.com.cn/widget/qmd/5339802982/c02e16bd/7.png
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Lv5.捕梦者

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发表于 2018-1-1 12:31:59 | 只看该作者
本帖最后由 soulsaga 于 2018-1-1 12:37 编辑

RUBY 代码复制
  1. #==============================================================================
  2. #
  3. # Yanfly 6 - Help Window Advanced
  4. # --- Last Date Updated: 2011.11.09
  5. # --- Level: Normal, Lunatic
  6. # Requires: n/a
  7. #
  8. #==============================================================================
  9.  
  10. $imported = {} if $imported == nil
  11. $imported["Y6-HelpWindowAdvanced"] = true
  12.  
  13. #==============================================================================
  14. # Updates
  15. # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  16. # o 2011.11.09 - Bugfix regarding \n[x].
  17. # o 2011.11.03 - Started Script and Finished.
  18. #
  19. #==============================================================================
  20. # Introduction
  21. # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  22. # This script gives you the ability to expand the help window's number of lines
  23. # up to a maximum of 4 times. You will be able to use unique text codes in your
  24. # help descriptions to change text colour, font, place in icons, and more.
  25. #
  26. # This script also contains Lunatic Mode for those who wish to have custom
  27. # descriptions that vary for items and skills.
  28. #
  29. #==============================================================================
  30. # Instructions
  31. # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  32. # To install this script, open up your script editor and copy/paste this script
  33. # to an open slot below 仴 Materials but above 仴 Main. Remember to save.
  34. #
  35. # -----------------------------------------------------------------------------
  36. # Help Window REGEXP Codes - These go inside of your help description.
  37. # -----------------------------------------------------------------------------
  38. #  Code:       Effect:
  39. #    \v[x]       Writes variable x's value.
  40. #    \n[x]       Writes actor x's name.
  41. #    \c[x]       Changes the colour of the text to x.
  42. #
  43. #    |           Line break.
  44. #
  45. #    \fn[x]      Changes the font name to x. Set to 0 to reset font name.
  46. #    \fs[x]      Changes the font size to x. Set to 0 to reset font size.
  47. #    \fb         Changes the font to bold and back.
  48. #    \fi         Changes the font to italic
  49. #    \fh         Changes the font to shadowed and back.
  50. #
  51. #    \i[x]       Draws icon ID x into the message window.
  52. #    \ii[x]      Writes item ID x's name with icon included.
  53. #    \iw[x]      Writes weapon ID x's name with icon included.
  54. #    \ia[x]      Writes armour ID x's name with icon included.
  55. #    \is[x]      Writes skill ID x's name with icon included.
  56. #    \it[x]      Writes state ID x's name with icon included.
  57. #
  58. #    \nc[x]      Writes class ID x's name.
  59. #    \ni[x]      Writes item ID x's name.
  60. #    \nw[x]      Writes weapon ID x's name.
  61. #    \na[x]      Writes armour ID x's name.
  62. #    \ns[x]      Writes skill ID x's name.
  63. #    \nt[x]      Writes state ID x's name.
  64. #
  65. #    \X[x]       Custom conversion code used for Lunatic Mode.
  66. #    \X[x:y]     Custom conversion code used for Lunatic Mode.
  67. #    \X[x:y:z]   Custom conversion code used for Lunatic Mode.
  68. #
  69. #==============================================================================
  70. # Compatibility
  71. # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  72. # Note: This script may not work with former Yanfly Engine scripts.
  73. #       Use Yanfly Engine 6 scripts to work with this if available.
  74. #==============================================================================
  75.  
  76. module Y6
  77.   module HELP
  78.  
  79.     #--------------------------------------------------------------------------
  80.     # - Help Window Settings -
  81.     #--------------------------------------------------------------------------
  82.     # Here, you can adjust the basic settings that govern all the help windows
  83.     # found in the game such as the number of lines it has, the font size, etc.
  84.     #--------------------------------------------------------------------------
  85.     LINES = 2            # Maximum lines is 4. Minimum is 1.
  86.     FONT_SIZE = 16       # Original default font size is 20.
  87.     FONT_NAME = ["UmePlus Gothic", "Verdana", "Arial", "Courier New"]
  88.  
  89.     # Depending on whether or not you have custom scene scripts, you can choose
  90.     # whether or not you want certain scenes to be automatically modified via
  91.     # this script.
  92.     FIX_SCENE_ITEM  = true
  93.     FIX_SCENE_SKILL = true
  94.     FIX_SCENE_EQUIP = true
  95.     FIX_SCENE_FILE  = true   # This will revert Help_Window to 1 line.
  96.  
  97.     # This part adjusts the help window for what windows use the help window
  98.     # in the default battle scene. This does not adjust the windows for custom
  99.     # battle scripts. For custom battle scripts, you will need to manually
  100.     # adjust them to fit in an expanded help window.
  101.     FIX_BATTLE_ITEM  = true
  102.     FIX_BATTLE_SKILL = true
  103.  
  104.     # This adjusts the text that appears when \N[0] is used in a scene without
  105.     # an active battler or in a scene that is unsupported by the Help Window.
  106.     N0_NAME = "User"
  107.  
  108.   end # HELP
  109. end # Y6
  110.  
  111. #==============================================================================
  112. # Lunatic Mode - Custom Message System
  113. #==============================================================================
  114. #
  115. # This portion is for those who know how to script and would like to use
  116. # various tags to produce easy Lunatic Mode shortcuts.
  117. #
  118. # \X[x] or \X[x:y] or \X[x:y:z]
  119. # These let you create your own custom tags. If you use the first tag, there is
  120. # one case for the "custom_convert" definition to return. If you use the second
  121. # tag, there will be two cases for you to select from. And likewise, if there's
  122. # three tags, then the z case will also be taken into account of.
  123. #
  124. #==============================================================================
  125.  
  126. class Window_Help < Window_Base
  127.  
  128.   #--------------------------------------------------------------------------
  129.   # new method: custom_convert
  130.   #--------------------------------------------------------------------------
  131.   def custom_convert(x_case, y_case = 0, z_case = 0)
  132.     text = ""
  133.     case x_case
  134.     #----------------------------------------------------------------------
  135.     # Start editting here.
  136.     #----------------------------------------------------------------------
  137.     when 1 # Show the full name of the actor.
  138.       case y_case # This is the extra case for the actor.
  139.       when 1
  140.         text = "\\n[1] von Xiguel"
  141.       when 2
  142.         text = "Michelle \\n[2]"
  143.       when 3
  144.         text = "\\n[3] Manfred"
  145.       when 4
  146.         text = "\\n[4] Fernaeus"
  147.       end
  148.  
  149.     when 2 # Show how much gold the party has.
  150.       text = $game_party.gold
  151.  
  152.     when 3 # Show party's max level
  153.       text = $game_party.max_level
  154.  
  155.     #----------------------------------------------------------------------
  156.     # Stop editting past this point.
  157.     #----------------------------------------------------------------------
  158.     end
  159.     return text
  160.   end
  161.  
  162. end # Window_Help
  163.  
  164. #==============================================================================
  165. # Editting anything past this point may potentially result in causing computer
  166. # damage, incontinence, explosion of user's head, coma, death, and/or halitosis
  167. # so edit at your own risk.
  168. #==============================================================================
  169.  
  170. #==============================================================================
  171. # ** Scene_Item
  172. #==============================================================================
  173.  
  174. class Scene_Item < Scene_Base
  175.  
  176.   if Y6::HELP::FIX_SCENE_ITEM
  177.   #--------------------------------------------------------------------------
  178.   # alias method: start
  179.   #--------------------------------------------------------------------------
  180.   alias scene_item_start_hwa start unless $@
  181.   def start
  182.     scene_item_start_hwa
  183.     adjust_hwa
  184.   end
  185.  
  186.   #--------------------------------------------------------------------------
  187.   # new method: adjust_hwa
  188.   #--------------------------------------------------------------------------
  189.   def adjust_hwa
  190.     @item_window.height = Graphics.height - @help_window.height
  191.     @item_window.y = @help_window.height + @help_window.y
  192.     @item_window.refresh
  193.   end
  194.   end # Y6::HELP::FIX_SCENE_ITEM
  195.  
  196. end # Scene_Item
  197.  
  198. #==============================================================================
  199. # ** Scene_Skill
  200. #==============================================================================
  201.  
  202. class Scene_Skill < Scene_Base
  203.  
  204.   #--------------------------------------------------------------------------
  205.   # public instance variables
  206.   #--------------------------------------------------------------------------
  207.   attr_accessor :actor
  208.  
  209.   if Y6::HELP::FIX_SCENE_SKILL
  210.   #--------------------------------------------------------------------------
  211.   # alias method: start
  212.   #--------------------------------------------------------------------------
  213.   alias scene_skill_start_hwa start unless $@
  214.   def start
  215.     scene_skill_start_hwa
  216.     adjust_hwa
  217.   end
  218.  
  219.   #--------------------------------------------------------------------------
  220.   # new method: adjust_hwa
  221.   #--------------------------------------------------------------------------
  222.   def adjust_hwa
  223.     @skill_window.height = Graphics.height - @help_window.height - 56
  224.     @status_window.y = @help_window.height + @help_window.y
  225.     @skill_window.y = @help_window.height + @help_window.y + 56
  226.     @skill_window.refresh
  227.   end
  228.   end # Y6::HELP::FIX_SCENE_SKILL
  229.  
  230. end # Scene_Skill
  231.  
  232. #==============================================================================
  233. # ** Scene_Equip
  234. #==============================================================================
  235.  
  236. class Scene_Equip < Scene_Base
  237.  
  238.   #--------------------------------------------------------------------------
  239.   # public instance variables
  240.   #--------------------------------------------------------------------------
  241.   attr_accessor :actor
  242.  
  243.   if Y6::HELP::FIX_SCENE_EQUIP
  244.   #--------------------------------------------------------------------------
  245.   # alias method: start
  246.   #--------------------------------------------------------------------------
  247.   alias scene_equip_start_hwa start unless $@
  248.   def start
  249.     scene_equip_start_hwa
  250.     adjust_hwa
  251.   end
  252.  
  253.   #--------------------------------------------------------------------------
  254.   # new method: adjust_hwa
  255.   #--------------------------------------------------------------------------
  256.   def adjust_hwa
  257.     @equip_window.y = @help_window.height + @help_window.y
  258.     @status_window.y = @help_window.height + @help_window.y
  259.     for i in 0...EQUIP_TYPE_MAX
  260.       @item_windows[i].height = Graphics.height - @help_window.height
  261.       @item_windows[i].height -= @status_window.height
  262.       @item_windows[i].refresh
  263.       @item_windows[i].y = @help_window.height + @help_window.y
  264.       @item_windows[i].y += @equip_window.height
  265.     end
  266.   end
  267.   end # Y6::HELP::FIX_SCENE_EQUIP
  268.  
  269. end # Scene_Skill
  270.  
  271. #==============================================================================
  272. # ** Scene_File
  273. #==============================================================================
  274.  
  275. class Scene_File < Scene_Base
  276.  
  277.   if Y6::HELP::FIX_SCENE_FILE
  278.   #--------------------------------------------------------------------------
  279.   # alias method: start
  280.   #--------------------------------------------------------------------------
  281.   alias scene_file_start_hwa start unless $@
  282.   def start
  283.     scene_file_start_hwa
  284.     adjust_hwa
  285.   end
  286.  
  287.   #--------------------------------------------------------------------------
  288.   # new method: adjust_hwa
  289.   #--------------------------------------------------------------------------
  290.   def adjust_hwa
  291.     @help_window.height = 56
  292.     @help_window.create_contents
  293.     @help_window.set_text("")
  294.     if @saving
  295.       @help_window.set_text(Vocab::SaveMessage)
  296.     else
  297.       @help_window.set_text(Vocab::LoadMessage)
  298.     end
  299.   end
  300.   end # Y6::HELP::FIX_SCENE_FILE
  301.  
  302. end # Scene_File
  303.  
  304. #==============================================================================
  305. # ** Scene_Battle
  306. #==============================================================================
  307.  
  308. class Scene_Battle < Scene_Base
  309.  
  310.   #--------------------------------------------------------------------------
  311.   # public instance variables
  312.   #--------------------------------------------------------------------------
  313.   attr_accessor :active_battler
  314.  
  315.   if Y6::HELP::FIX_BATTLE_ITEM
  316.   #--------------------------------------------------------------------------
  317.   # alias method: start_item_selection
  318.   #--------------------------------------------------------------------------
  319.   alias start_item_selection_battle_hwa start_item_selection unless $@
  320.   def start_item_selection
  321.     start_item_selection_battle_hwa
  322.     adjust_hwa_battle_item
  323.   end
  324.  
  325.   #--------------------------------------------------------------------------
  326.   # new method: adjust_hwa_battle_item
  327.   #--------------------------------------------------------------------------
  328.   def adjust_hwa_battle_item
  329.     @item_window.height = Graphics.height - @help_window.height - 128
  330.     @item_window.y = @help_window.height + @help_window.y
  331.     @item_window.refresh
  332.   end
  333.   end # Y6::HELP::FIX_BATTLE_ITEM
  334.  
  335.   if Y6::HELP::FIX_BATTLE_SKILL
  336.   #--------------------------------------------------------------------------
  337.   # alias method: start_skill_selection
  338.   #--------------------------------------------------------------------------
  339.   alias start_skill_selection_battle_hwa start_skill_selection unless $@
  340.   def start_skill_selection
  341.     start_skill_selection_battle_hwa
  342.     adjust_hwa_battle_skill
  343.   end
  344.  
  345.   #--------------------------------------------------------------------------
  346.   # new method: adjust_hwa_battle_skill
  347.   #--------------------------------------------------------------------------
  348.   def adjust_hwa_battle_skill
  349.     @skill_window.height = Graphics.height - @help_window.height - 128
  350.     @skill_window.y = @help_window.height + @help_window.y
  351.     @skill_window.refresh
  352.   end
  353.   end # Y6::HELP::FIX_BATTLE_SKILL
  354.  
  355. end # Scene_Battle
  356.  
  357. #==============================================================================
  358. # ** Window_Help
  359. #==============================================================================
  360.  
  361. class Window_Help < Window_Base
  362.  
  363.   #--------------------------------------------------------------------------
  364.   # overwrite method: initialize
  365.   #--------------------------------------------------------------------------
  366.   def initialize
  367.     dw = Graphics.width
  368.     dh = 32 + WLH * [[Y6::HELP::LINES, 1].max, 4].min
  369.     super(0, 0, dw, dh)
  370.   end
  371.  
  372.   #--------------------------------------------------------------------------
  373.   # overwrite method: set_text
  374.   #--------------------------------------------------------------------------
  375.   def set_text(text, align = 0)
  376.     test = short_convert(text.clone)
  377.     return unless test != @test or align != @align
  378.     @test = test
  379.     text = convert_special_characters(text.clone)
  380.     @text = text
  381.     @align = align
  382.     contents.font.size = Y6::HELP::FONT_SIZE
  383.     #---
  384.     contents.clear
  385.     contents.font.name = Y6::HELP::FONT_NAME
  386.     contents.font.color = normal_color
  387.     produce_contents
  388.   end
  389.  
  390.   #--------------------------------------------------------------------------
  391.   # new method: short_convert
  392.   #--------------------------------------------------------------------------
  393.   def short_convert(text)
  394.     text.gsub!(/\\X\[(\d+)\]/i) {
  395.       custom_convert($1.to_i) }
  396.     text.gsub!(/\\X\[(\d+):(\d+)\]/i) {
  397.       custom_convert($1.to_i, $2.to_i) }
  398.     text.gsub!(/\\X\[(\d+):(\d+):(\d+)\]/i) {
  399.       custom_convert($1.to_i, $2.to_i, $3.to_i) }
  400.     text.gsub!(/\\V\[(\d+)\]/i)    { $game_variables[$1.to_i] }
  401.     text.gsub!(/\\V\[(\d+)\]/i)    { $game_variables[$1.to_i] }
  402.     text.gsub!(/\\N\[0\]/i)        { current_actor }
  403.     text.gsub!(/\\N\[(\d+)\]/i)    { $game_actors[$1.to_i].name }
  404.     return text
  405.   end
  406.  
  407.   #--------------------------------------------------------------------------
  408.   # new method: convert_special_characters
  409.   #--------------------------------------------------------------------------
  410.   def convert_special_characters(text)
  411.     text.gsub!(/\\X\[(\d+)\]/i) {
  412.       custom_convert($1.to_i) }
  413.     text.gsub!(/\\X\[(\d+):(\d+)\]/i) {
  414.       custom_convert($1.to_i, $2.to_i) }
  415.     text.gsub!(/\\X\[(\d+):(\d+):(\d+)\]/i) {
  416.       custom_convert($1.to_i, $2.to_i, $3.to_i) }
  417.     #------------------------------------------------------------------------
  418.     text.gsub!(/\\V\[(\d+)\]/i)    { $game_variables[$1.to_i] }
  419.     text.gsub!(/\\V\[(\d+)\]/i)    { $game_variables[$1.to_i] }
  420.     text.gsub!(/\\N\[0\]/i)        { current_actor }
  421.     text.gsub!(/\\N\[(\d+)\]/i)    { $game_actors[$1.to_i].name }
  422.     text.gsub!(/\\C\[(\d+)\]/i)    { "\x01{#{$1}}" }
  423.     text.gsub!(/\\I\[(\d+)\]/i)    { "\x10{#{$1}}" }
  424.     #------------------------------------------------------------------------
  425.     text.gsub!(/\\FS\[(\d+)\]/i)   { "\x11{#{$1}}" }
  426.     text.gsub!(/\\FN\[(.*?)\]/i)   { "\x12{#{$1}}" }
  427.     text.gsub!(/\\FB/i)            { "\x13" }
  428.     text.gsub!(/\\FI/i)            { "\x14" }
  429.     text.gsub!(/\\FH/i)            { "\x15" }
  430.     #------------------------------------------------------------------------
  431.     text.gsub!(/\\NC\[(\d+)\]/i) {
  432.       $data_classes[$1.to_i].name }
  433.     text.gsub!(/\\NI\[(\d+)\]/i) {
  434.       $data_items[$1.to_i].name }
  435.     text.gsub!(/\\NW\[(\d+)\]/i) {
  436.       $data_weapons[$1.to_i].name }
  437.     text.gsub!(/\\NA\[(\d+)\]/i) {
  438.       $data_armors[$1.to_i].name }
  439.     text.gsub!(/\\NS\[(\d+)\]/i) {
  440.       $data_skills[$1.to_i].name }
  441.     text.gsub!(/\\NT\[(\d+)\]/i) {
  442.       $data_states[$1.to_i].name }
  443.     text.gsub!(/\\II\[(\d+)\]/i) {
  444.       "\x10{#{$data_items[$1.to_i].icon_index}}" +
  445.       "#{$data_items[$1.to_i].name}"}
  446.     text.gsub!(/\\IW\[(\d+)\]/i) {
  447.       "\x10{#{$data_weapons[$1.to_i].icon_index}}" +
  448.       "#{$data_weapons[$1.to_i].name}"}
  449.     text.gsub!(/\\IA\[(\d+)\]/i) {
  450.       "\x10{#{$data_armors[$1.to_i].icon_index}}" +
  451.       "#{$data_armors[$1.to_i].name}"}
  452.     text.gsub!(/\\IS\[(\d+)\]/i) {
  453.       "\x10{#{$data_skills[$1.to_i].icon_index}}" +
  454.       "#{$data_skills[$1.to_i].name}"}
  455.     text.gsub!(/\\IT\[(\d+)\]/i) {
  456.       "\x10{#{$data_states[$1.to_i].icon_index}}" +
  457.       "#{$data_states[$1.to_i].name}"}
  458.     #------------------------------------------------------------------------
  459.     return text
  460.   end
  461.  
  462.   #--------------------------------------------------------------------------
  463.   # new method: current_actor
  464.   #--------------------------------------------------------------------------
  465.   def current_actor
  466.     if $scene.is_a?(Scene_Skill) or $scene.is_a?(Scene_Equip)
  467.       return $scene.actor.name
  468.     elsif $scene.is_a?(Scene_Battle) and $scene.active_battler != nil
  469.       return $scene.active_battler.name
  470.     else
  471.       return Y6::HELP::N0_NAME
  472.     end
  473.   end
  474.  
  475.   #--------------------------------------------------------------------------
  476.   # new method: produce_contents
  477.   #--------------------------------------------------------------------------
  478.   def produce_contents
  479.     @contents_x = 0
  480.     @contents_y = 0
  481.     loop do
  482.       c = @text.slice!(/./m)
  483.       case c
  484.       #----------------------------------------------------------------------
  485.       # Code Settings
  486.       #----------------------------------------------------------------------
  487.       when nil
  488.         break
  489.       when "|"
  490.         @contents_y += WLH
  491.         @contents_x = 0
  492.       when "\x01" # \C[n]  (text character color change)
  493.         @text.sub!(/\{(\d+)\}/, "")
  494.         contents.font.color = text_color($1.to_i)
  495.       when "\x10" # \i  Draws icon ID x
  496.         @text.sub!(/\{(\d+)\}/, "")
  497.         draw_icon($1.to_i, @contents_x, @contents_y)
  498.         @contents_x += 24
  499.       when "\x11" # \fs Font Size Change
  500.         @text.sub!(/\{(\d+)\}/, "")
  501.         size = $1.to_i
  502.         if size <= 0 # If 0, revert back to the default font size.
  503.           size = Y6::HELP::FONT_SIZE
  504.         end
  505.         contents.font.size = size
  506.         text_height = [size + (size / 5), WLH].max
  507.       when "\x12" # \fs Font Name Change
  508.         @text.sub!(/\{(.*?)\}/, "")
  509.         name = $1.to_s
  510.         if name == "0" # If 0, revert back to the default font.
  511.           name = Y6::HELP::FONT_NAME
  512.         end
  513.         contents.font.name = name
  514.       else
  515.         contents.draw_text(@contents_x, @contents_y, 40, WLH, c)
  516.         @contents_x += contents.text_size(c).width
  517.       end
  518.     end
  519.   end
  520.  
  521. end # Window_Help
  522.  
  523. #===============================================================================
  524. #
  525. # END OF FILE
  526. #
  527. #===============================================================================


不需要下载器啊..可直接下载..不就个网盘..
我墙外的..无压力..


右上绿色的按扭点击即可下载..

MFT.png (104.91 KB, 下载次数: 14)

MFT.png

Y6_Help_Window_Advanced.zip

3.95 KB, 下载次数: 75

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发表于 2018-1-1 11:35:17 | 只看该作者
中转站只是帮你下载那些需要会员的网盘,他可以很快的速度下好,存到他的空间里,然后你在他那里下载。
按流量收费,不贵。
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