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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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发表于 2018-1-1 11:03:47 | 显示全部楼层 |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。
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发表于 2018-1-1 11:35:17 | 显示全部楼层
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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发表于 2018-1-1 12:31:59 | 显示全部楼层
本帖最后由 soulsaga 于 2018-1-1 12:37 编辑

[pre lang="ruby"]#==============================================================================
#
# Yanfly 6 - Help Window Advanced
# --- Last Date Updated: 2011.11.09
# --- Level: Normal, Lunatic
# Requires: n/a
#
#==============================================================================

$imported = {} if $imported == nil
$imported["Y6-HelpWindowAdvanced"] = true

#==============================================================================
# Updates
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# o 2011.11.09 - Bugfix regarding \n[x].
# o 2011.11.03 - Started Script and Finished.
#
#==============================================================================
# Introduction
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This script gives you the ability to expand the help window's number of lines
# up to a maximum of 4 times. You will be able to use unique text codes in your
# help descriptions to change text colour, font, place in icons, and more.
#
# This script also contains Lunatic Mode for those who wish to have custom
# descriptions that vary for items and skills.
#
#==============================================================================
# Instructions
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# To install this script, open up your script editor and copy/paste this script
# to an open slot below 仴 Materials but above 仴 Main. Remember to save.
#
# -----------------------------------------------------------------------------
# Help Window REGEXP Codes - These go inside of your help description.
# -----------------------------------------------------------------------------
#  Code:       Effect:
#    \v[x]       Writes variable x's value.
#    \n[x]       Writes actor x's name.
#    \c[x]       Changes the colour of the text to x.
#
#    |           Line break.
#
#    \fn[x]      Changes the font name to x. Set to 0 to reset font name.
#    \fs[x]      Changes the font size to x. Set to 0 to reset font size.
#    \fb         Changes the font to bold and back.
#    \fi         Changes the font to italic
#    \fh         Changes the font to shadowed and back.
#
#    \i[x]       Draws icon ID x into the message window.
#    \ii[x]      Writes item ID x's name with icon included.
#    \iw[x]      Writes weapon ID x's name with icon included.
#    \ia[x]      Writes armour ID x's name with icon included.
#    \is[x]      Writes skill ID x's name with icon included.
#    \it[x]      Writes state ID x's name with icon included.
#
#    \nc[x]      Writes class ID x's name.
#    \ni[x]      Writes item ID x's name.
#    \nw[x]      Writes weapon ID x's name.
#    \na[x]      Writes armour ID x's name.
#    \ns[x]      Writes skill ID x's name.
#    \nt[x]      Writes state ID x's name.
#
#    \X[x]       Custom conversion code used for Lunatic Mode.
#    \X[x:y]     Custom conversion code used for Lunatic Mode.
#    \X[x:y:z]   Custom conversion code used for Lunatic Mode.
#
#==============================================================================
# Compatibility
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# Note: This script may not work with former Yanfly Engine scripts.
#       Use Yanfly Engine 6 scripts to work with this if available.
#==============================================================================

module Y6
  module HELP
   
    #--------------------------------------------------------------------------
    # - Help Window Settings -
    #--------------------------------------------------------------------------
    # Here, you can adjust the basic settings that govern all the help windows
    # found in the game such as the number of lines it has, the font size, etc.
    #--------------------------------------------------------------------------
    LINES = 2            # Maximum lines is 4. Minimum is 1.
    FONT_SIZE = 16       # Original default font size is 20.
    FONT_NAME = ["UmePlus Gothic", "Verdana", "Arial", "Courier New"]
   
    # Depending on whether or not you have custom scene scripts, you can choose
    # whether or not you want certain scenes to be automatically modified via
    # this script.
    FIX_SCENE_ITEM  = true
    FIX_SCENE_SKILL = true
    FIX_SCENE_EQUIP = true
    FIX_SCENE_FILE  = true   # This will revert Help_Window to 1 line.
   
    # This part adjusts the help window for what windows use the help window
    # in the default battle scene. This does not adjust the windows for custom
    # battle scripts. For custom battle scripts, you will need to manually
    # adjust them to fit in an expanded help window.
    FIX_BATTLE_ITEM  = true
    FIX_BATTLE_SKILL = true
   
    # This adjusts the text that appears when \N[0] is used in a scene without
    # an active battler or in a scene that is unsupported by the Help Window.
    N0_NAME = "User"
   
  end # HELP
end # Y6

#==============================================================================
# Lunatic Mode - Custom Message System
#==============================================================================
#
# This portion is for those who know how to script and would like to use
# various tags to produce easy Lunatic Mode shortcuts.
#
# \X[x] or \X[x:y] or \X[x:y:z]
# These let you create your own custom tags. If you use the first tag, there is
# one case for the "custom_convert" definition to return. If you use the second
# tag, there will be two cases for you to select from. And likewise, if there's
# three tags, then the z case will also be taken into account of.
#
#==============================================================================

class Window_Help < Window_Base
  
  #--------------------------------------------------------------------------
  # new method: custom_convert
  #--------------------------------------------------------------------------
  def custom_convert(x_case, y_case = 0, z_case = 0)
    text = ""
    case x_case
    #----------------------------------------------------------------------
    # Start editting here.
    #----------------------------------------------------------------------
    when 1 # Show the full name of the actor.
      case y_case # This is the extra case for the actor.
      when 1
        text = "\\n[1] von Xiguel"
      when 2
        text = "Michelle \\n[2]"
      when 3
        text = "\\n[3] Manfred"
      when 4
        text = "\\n[4] Fernaeus"
      end
      
    when 2 # Show how much gold the party has.
      text = $game_party.gold
      
    when 3 # Show party's max level
      text = $game_party.max_level
      
    #----------------------------------------------------------------------
    # Stop editting past this point.
    #----------------------------------------------------------------------
    end
    return text
  end
  
end # Window_Help

#==============================================================================
# Editting anything past this point may potentially result in causing computer
# damage, incontinence, explosion of user's head, coma, death, and/or halitosis
# so edit at your own risk.
#==============================================================================

#==============================================================================
# ** Scene_Item
#==============================================================================

class Scene_Item < Scene_Base
  
  if Y6::HELP::FIX_SCENE_ITEM
  #--------------------------------------------------------------------------
  # alias method: start
  #--------------------------------------------------------------------------
  alias scene_item_start_hwa start unless $@
  def start
    scene_item_start_hwa
    adjust_hwa
  end
  
  #--------------------------------------------------------------------------
  # new method: adjust_hwa
  #--------------------------------------------------------------------------
  def adjust_hwa
    @item_window.height = Graphics.height - @help_window.height
    @item_window.y = @help_window.height + @help_window.y
    @item_window.refresh
  end
  end # Y6::HELP::FIX_SCENE_ITEM
  
end # Scene_Item

#==============================================================================
# ** Scene_Skill
#==============================================================================

class Scene_Skill < Scene_Base
  
  #--------------------------------------------------------------------------
  # public instance variables
  #--------------------------------------------------------------------------
  attr_accessor :actor
  
  if Y6::HELP::FIX_SCENE_SKILL
  #--------------------------------------------------------------------------
  # alias method: start
  #--------------------------------------------------------------------------
  alias scene_skill_start_hwa start unless $@
  def start
    scene_skill_start_hwa
    adjust_hwa
  end
  
  #--------------------------------------------------------------------------
  # new method: adjust_hwa
  #--------------------------------------------------------------------------
  def adjust_hwa
    @skill_window.height = Graphics.height - @help_window.height - 56
    @status_window.y = @help_window.height + @help_window.y
    @skill_window.y = @help_window.height + @help_window.y + 56
    @skill_window.refresh
  end
  end # Y6::HELP::FIX_SCENE_SKILL
  
end # Scene_Skill

#==============================================================================
# ** Scene_Equip
#==============================================================================

class Scene_Equip < Scene_Base
  
  #--------------------------------------------------------------------------
  # public instance variables
  #--------------------------------------------------------------------------
  attr_accessor :actor
  
  if Y6::HELP::FIX_SCENE_EQUIP
  #--------------------------------------------------------------------------
  # alias method: start
  #--------------------------------------------------------------------------
  alias scene_equip_start_hwa start unless $@
  def start
    scene_equip_start_hwa
    adjust_hwa
  end
  
  #--------------------------------------------------------------------------
  # new method: adjust_hwa
  #--------------------------------------------------------------------------
  def adjust_hwa
    @equip_window.y = @help_window.height + @help_window.y
    @status_window.y = @help_window.height + @help_window.y
    for i in 0...EQUIP_TYPE_MAX
      @item_windows.height = Graphics.height - @help_window.height
      @item_windows.height -= @status_window.height
      @item_windows.refresh
      @item_windows.y = @help_window.height + @help_window.y
      @item_windows.y += @equip_window.height
    end
  end
  end # Y6::HELP::FIX_SCENE_EQUIP
  
end # Scene_Skill

#==============================================================================
# ** Scene_File
#==============================================================================

class Scene_File < Scene_Base
  
  if Y6::HELP::FIX_SCENE_FILE
  #--------------------------------------------------------------------------
  # alias method: start
  #--------------------------------------------------------------------------
  alias scene_file_start_hwa start unless $@
  def start
    scene_file_start_hwa
    adjust_hwa
  end
  
  #--------------------------------------------------------------------------
  # new method: adjust_hwa
  #--------------------------------------------------------------------------
  def adjust_hwa
    @help_window.height = 56
    @help_window.create_contents
    @help_window.set_text("")
    if @saving
      @help_window.set_text(Vocab::SaveMessage)
    else
      @help_window.set_text(Vocab::LoadMessage)
    end
  end
  end # Y6::HELP::FIX_SCENE_FILE
  
end # Scene_File

#==============================================================================
# ** Scene_Battle
#==============================================================================

class Scene_Battle < Scene_Base
  
  #--------------------------------------------------------------------------
  # public instance variables
  #--------------------------------------------------------------------------
  attr_accessor :active_battler
  
  if Y6::HELP::FIX_BATTLE_ITEM
  #--------------------------------------------------------------------------
  # alias method: start_item_selection
  #--------------------------------------------------------------------------
  alias start_item_selection_battle_hwa start_item_selection unless $@
  def start_item_selection
    start_item_selection_battle_hwa
    adjust_hwa_battle_item
  end
  
  #--------------------------------------------------------------------------
  # new method: adjust_hwa_battle_item
  #--------------------------------------------------------------------------
  def adjust_hwa_battle_item
    @item_window.height = Graphics.height - @help_window.height - 128
    @item_window.y = @help_window.height + @help_window.y
    @item_window.refresh
  end
  end # Y6::HELP::FIX_BATTLE_ITEM
  
  if Y6::HELP::FIX_BATTLE_SKILL
  #--------------------------------------------------------------------------
  # alias method: start_skill_selection
  #--------------------------------------------------------------------------
  alias start_skill_selection_battle_hwa start_skill_selection unless $@
  def start_skill_selection
    start_skill_selection_battle_hwa
    adjust_hwa_battle_skill
  end
  
  #--------------------------------------------------------------------------
  # new method: adjust_hwa_battle_skill
  #--------------------------------------------------------------------------
  def adjust_hwa_battle_skill
    @skill_window.height = Graphics.height - @help_window.height - 128
    @skill_window.y = @help_window.height + @help_window.y
    @skill_window.refresh
  end
  end # Y6::HELP::FIX_BATTLE_SKILL
  
end # Scene_Battle

#==============================================================================
# ** Window_Help
#==============================================================================

class Window_Help < Window_Base
  
  #--------------------------------------------------------------------------
  # overwrite method: initialize
  #--------------------------------------------------------------------------
  def initialize
    dw = Graphics.width
    dh = 32 + WLH * [[Y6::HELP::LINES, 1].max, 4].min
    super(0, 0, dw, dh)
  end
  
  #--------------------------------------------------------------------------
  # overwrite method: set_text
  #--------------------------------------------------------------------------
  def set_text(text, align = 0)
    test = short_convert(text.clone)
    return unless test != @test or align != @align
    @test = test
    text = convert_special_characters(text.clone)
    @text = text
    @align = align
    contents.font.size = Y6::HELP::FONT_SIZE
    #---
    contents.clear
    contents.font.name = Y6::HELP::FONT_NAME
    contents.font.color = normal_color
    produce_contents
  end
  
  #--------------------------------------------------------------------------
  # new method: short_convert
  #--------------------------------------------------------------------------
  def short_convert(text)
    text.gsub!(/\\X\[(\d+)\]/i) {
      custom_convert($1.to_i) }
    text.gsub!(/\\X\[(\d+):(\d+)\]/i) {
      custom_convert($1.to_i, $2.to_i) }
    text.gsub!(/\\X\[(\d+):(\d+):(\d+)\]/i) {
      custom_convert($1.to_i, $2.to_i, $3.to_i) }
    text.gsub!(/\\V\[(\d+)\]/i)    { $game_variables[$1.to_i] }
    text.gsub!(/\\V\[(\d+)\]/i)    { $game_variables[$1.to_i] }
    text.gsub!(/\\N\[0\]/i)        { current_actor }
    text.gsub!(/\\N\[(\d+)\]/i)    { $game_actors[$1.to_i].name }
    return text
  end
  
  #--------------------------------------------------------------------------
  # new method: convert_special_characters
  #--------------------------------------------------------------------------
  def convert_special_characters(text)
    text.gsub!(/\\X\[(\d+)\]/i) {
      custom_convert($1.to_i) }
    text.gsub!(/\\X\[(\d+):(\d+)\]/i) {
      custom_convert($1.to_i, $2.to_i) }
    text.gsub!(/\\X\[(\d+):(\d+):(\d+)\]/i) {
      custom_convert($1.to_i, $2.to_i, $3.to_i) }
    #------------------------------------------------------------------------
    text.gsub!(/\\V\[(\d+)\]/i)    { $game_variables[$1.to_i] }
    text.gsub!(/\\V\[(\d+)\]/i)    { $game_variables[$1.to_i] }
    text.gsub!(/\\N\[0\]/i)        { current_actor }
    text.gsub!(/\\N\[(\d+)\]/i)    { $game_actors[$1.to_i].name }
    text.gsub!(/\\C\[(\d+)\]/i)    { "\x01{#{$1}}" }
    text.gsub!(/\\I\[(\d+)\]/i)    { "\x10{#{$1}}" }
    #------------------------------------------------------------------------
    text.gsub!(/\\FS\[(\d+)\]/i)   { "\x11{#{$1}}" }
    text.gsub!(/\\FN\[(.*?)\]/i)   { "\x12{#{$1}}" }
    text.gsub!(/\\FB/i)            { "\x13" }
    text.gsub!(/\\FI/i)            { "\x14" }
    text.gsub!(/\\FH/i)            { "\x15" }
    #------------------------------------------------------------------------
    text.gsub!(/\\NC\[(\d+)\]/i) {
      $data_classes[$1.to_i].name }
    text.gsub!(/\\NI\[(\d+)\]/i) {
      $data_items[$1.to_i].name }
    text.gsub!(/\\NW\[(\d+)\]/i) {
      $data_weapons[$1.to_i].name }
    text.gsub!(/\\NA\[(\d+)\]/i) {
      $data_armors[$1.to_i].name }
    text.gsub!(/\\NS\[(\d+)\]/i) {
      $data_skills[$1.to_i].name }
    text.gsub!(/\\NT\[(\d+)\]/i) {
      $data_states[$1.to_i].name }
    text.gsub!(/\\II\[(\d+)\]/i) {
      "\x10{#{$data_items[$1.to_i].icon_index}}" +
      "#{$data_items[$1.to_i].name}"}
    text.gsub!(/\\IW\[(\d+)\]/i) {
      "\x10{#{$data_weapons[$1.to_i].icon_index}}" +
      "#{$data_weapons[$1.to_i].name}"}
    text.gsub!(/\\IA\[(\d+)\]/i) {
      "\x10{#{$data_armors[$1.to_i].icon_index}}" +
      "#{$data_armors[$1.to_i].name}"}
    text.gsub!(/\\IS\[(\d+)\]/i) {
      "\x10{#{$data_skills[$1.to_i].icon_index}}" +
      "#{$data_skills[$1.to_i].name}"}
    text.gsub!(/\\IT\[(\d+)\]/i) {
      "\x10{#{$data_states[$1.to_i].icon_index}}" +
      "#{$data_states[$1.to_i].name}"}
    #------------------------------------------------------------------------
    return text
  end
  
  #--------------------------------------------------------------------------
  # new method: current_actor
  #--------------------------------------------------------------------------
  def current_actor
    if $scene.is_a?(Scene_Skill) or $scene.is_a?(Scene_Equip)
      return $scene.actor.name
    elsif $scene.is_a?(Scene_Battle) and $scene.active_battler != nil
      return $scene.active_battler.name
    else
      return Y6::HELP::N0_NAME
    end
  end
  
  #--------------------------------------------------------------------------
  # new method: produce_contents
  #--------------------------------------------------------------------------
  def produce_contents
    @contents_x = 0
    @contents_y = 0
    loop do
      c = @text.slice!(/./m)
      case c
      #----------------------------------------------------------------------
      # Code Settings
      #----------------------------------------------------------------------
      when nil
        break
      when "|"
        @contents_y += WLH
        @contents_x = 0
      when "\x01" # \C[n]  (text character color change)
        @text.sub!(/\{(\d+)\}/, "")
        contents.font.color = text_color($1.to_i)
      when "\x10" # \i  Draws icon ID x
        @text.sub!(/\{(\d+)\}/, "")
        draw_icon($1.to_i, @contents_x, @contents_y)
        @contents_x += 24
      when "\x11" # \fs Font Size Change
        @text.sub!(/\{(\d+)\}/, "")
        size = $1.to_i
        if size <= 0 # If 0, revert back to the default font size.
          size = Y6::HELP::FONT_SIZE
        end
        contents.font.size = size
        text_height = [size + (size / 5), WLH].max
      when "\x12" # \fs Font Name Change
        @text.sub!(/\{(.*?)\}/, "")
        name = $1.to_s
        if name == "0" # If 0, revert back to the default font.
          name = Y6::HELP::FONT_NAME
        end
        contents.font.name = name
      else
        contents.draw_text(@contents_x, @contents_y, 40, WLH, c)
        @contents_x += contents.text_size(c).width
      end
    end
  end
  
end # Window_Help

#===============================================================================
#
# END OF FILE
#
#===============================================================================[/pre]

不需要下载器啊..可直接下载..不就个网盘..
我墙外的..无压力..

MFT.png
右上绿色的按扭点击即可下载..
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 15:29:35 | 显示全部楼层
翻墙大法好
[img]http://service.t.sina.com.cn/widget/qmd/5339802982/c02e16bd/7.png
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 楼主| 发表于 2018-1-2 07:32:48 | 显示全部楼层
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。
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