- #============================================================================== 
- #  
- # ▼ Yanfly Engine Ace - Ace Equip Engine v1.05 
- # -- Last Updated: 2012.01.22 
- # -- Level: Normal, Hard 
- # -- Requires: n/a 
- #  
- #============================================================================== 
-   
- $imported = {} if $imported.nil? 
- $imported["YEA-AceEquipEngine"] = true 
-   
- #============================================================================== 
- # ▼ Updates 
- # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 
- # 2012.01.22 - Bug Fixed: <equip slot> notetags updated to factor in spaces. 
- # 2012.01.05 - Compatibility Update: Equip Dynamic Stats 
- # 2011.12.30 - Bug Fixed: Stats didn't update. 
- # 2011.12.23 - Script efficiency optimized. 
- # 2011.12.18 - Script efficiency optimized. 
- # 2011.12.13 - Started Script and Finished. 
- #  
- #============================================================================== 
- # ▼ Introduction 
- # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 
- # The default equipment system in RPG Maker VX is the standard equipment system 
- # seen in all of the previous iterations, which consists of weapon, shield, 
- # headgear, bodygear, and accessory. To break free of that norm, this script 
- # allows users access to giving actors and/or classes dynamic equipment setups 
- # (including having multiples of the same categories). In addition to having 
- # different equip slot setups, newer equipment types can be made to allow for 
- # more diversity in armour types. 
- #  
- #============================================================================== 
- # ▼ Instructions 
- # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 
- # To install this script, open up your script editor and copy/paste this script 
- # to an open slot below ▼ Materials/素材 but above ▼ Main. Remember to save. 
- #  
- # ----------------------------------------------------------------------------- 
- # Actor Notetags - These notetags go in the actors notebox in the database. 
- # ----------------------------------------------------------------------------- 
- # <equip slots> 
- #  string 
- #  string 
- # </equip slots> 
- # This sets the actor's default slots to whatever is listed in between the two 
- # notetags. An actor's custom equip slots will take priority over a class's 
- # custom equip slots, which will take priority over the default equip slots. 
- # Replace "string" with the proper equipment type name or when in doubt, use 
- # "equip type: x" with x as the equipment type. 
- #  
- # <starting gear: x> 
- # <starting gear: x, x> 
- # Adds armour x to the actor's list of starting gear. This is used primarily 
- # for the newer pieces of gear that can't be added through the starting set of 
- # equipment through the RPG Maker VX Ace editor by default. Insert multiple of 
- # these notetags to add more pieces of starting gear if so desired. 
- #  
- # <fixed equip: x> 
- # <fixed equip: x, x> 
- # This will fix the equip type x. Fixed equip slots mean that the equipment 
- # already on it are unable to be exchanged in or out by the player. This tag 
- # has been made so that equip types can be fixed for equip type 5 and above. 
- # Use multiple of these notetags to add more fixed equipment restrictions. 
- #  
- # <sealed equip: x> 
- # <sealed equip: x, x> 
- # This will seal the equip type x. Sealed equip slots mean that no equipment 
- # can be equipped onto that equip type slot. This tag has been made so that 
- # equip types can be sealed for equip type 5 and above. Use multiple of these 
- # notetags to add more sealed equipment restrictions. 
- #  
- # ----------------------------------------------------------------------------- 
- # Class Notetags - These notetags go in the class notebox in the database. 
- # ----------------------------------------------------------------------------- 
- # <equip slots> 
- #  string 
- #  string 
- # </equip slots> 
- # This sets the class's default slots to whatever is listed in between the two 
- # notetags. An actor's custom equip slots will take priority over a class's 
- # custom equip slots, which will take priority over the default equip slots. 
- # Replace "string" with the proper equipment type name or when in doubt, use 
- # "equip type: x" with x as the equipment type. 
- #  
- # <fixed equip: x> 
- # <fixed equip: x, x> 
- # This will fix the equip type x. Fixed equip slots mean that the equipment 
- # already on it are unable to be exchanged in or out by the player. This tag 
- # has been made so that equip types can be fixed for equip type 5 and above. 
- # Use multiple of these notetags to add more fixed equipment restrictions. 
- #  
- # <sealed equip: x> 
- # <sealed equip: x, x> 
- # This will seal the equip type x. Sealed equip slots mean that no equipment 
- # can be equipped onto that equip type slot. This tag has been made so that 
- # equip types can be sealed for equip type 5 and above. Use multiple of these 
- # notetags to add more sealed equipment restrictions. 
- #  
- # ----------------------------------------------------------------------------- 
- # Weapon Notetags - These notetags go in the weapons notebox in the database. 
- # ----------------------------------------------------------------------------- 
- # <fixed equip: x> 
- # <fixed equip: x, x> 
- # This will fix the equip type x. Fixed equip slots mean that the equipment 
- # already on it are unable to be exchanged in or out by the player. This tag 
- # has been made so that equip types can be fixed for equip type 5 and above. 
- # Use multiple of these notetags to add more fixed equipment restrictions. 
- #  
- # <sealed equip: x> 
- # <sealed equip: x, x> 
- # This will seal the equip type x. Sealed equip slots mean that no equipment 
- # can be equipped onto that equip type slot. This tag has been made so that 
- # equip types can be sealed for equip type 5 and above. Use multiple of these 
- # notetags to add more sealed equipment restrictions. 
- #  
- # ----------------------------------------------------------------------------- 
- # Armour Notetags - These notetags go in the armour notebox in the database. 
- # ----------------------------------------------------------------------------- 
- # <equip type: x> 
- # <equip type: string> 
- # For the newer equip types, replace x or string with the equip type ID or the 
- # name of the equip type respectively. This will set that armour to that 
- # particular equip type. 
- #  
- # <fixed equip: x> 
- # <fixed equip: x, x> 
- # This will fix the equip type x. Fixed equip slots mean that the equipment 
- # already on it are unable to be exchanged in or out by the player. This tag 
- # has been made so that equip types can be fixed for equip type 5 and above. 
- # Use multiple of these notetags to add more fixed equipment restrictions. 
- #  
- # <sealed equip: x> 
- # <sealed equip: x, x> 
- # This will seal the equip type x. Sealed equip slots mean that no equipment 
- # can be equipped onto that equip type slot. This tag has been made so that 
- # equip types can be sealed for equip type 5 and above. Use multiple of these 
- # notetags to add more sealed equipment restrictions. 
- #  
- # ----------------------------------------------------------------------------- 
- # State Notetags - These notetags go in the states notebox in the database. 
- # ----------------------------------------------------------------------------- 
- # <fixed equip: x> 
- # <fixed equip: x, x> 
- # This will fix the equip type x. Fixed equip slots mean that the equipment 
- # already on it are unable to be exchanged in or out by the player. This tag 
- # has been made so that equip types can be fixed for equip type 5 and above. 
- # Use multiple of these notetags to add more fixed equipment restrictions. 
- #  
- # <sealed equip: x> 
- # <sealed equip: x, x> 
- # This will seal the equip type x. Sealed equip slots mean that no equipment 
- # can be equipped onto that equip type slot. This tag has been made so that 
- # equip types can be sealed for equip type 5 and above. Use multiple of these 
- # notetags to add more sealed equipment restrictions. 
- #  
- #============================================================================== 
- # ▼ Compatibility 
- # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 
- # This script is made strictly for RPG Maker VX Ace. It is highly unlikely that 
- # it will run with RPG Maker VX without adjusting. 
- #  
- #============================================================================== 
-   
- module YEA 
-   module EQUIP 
-   
-     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 
-     # - General Equip Settings - 
-     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 
-     # This adjusts the default equip configuration. While actors can have their 
-     # own unique equipment configurations, it's recommended to not change too 
-     # much as things get really hairy when it comes to proper eventing. 
-     #  
-     # ID   Equip Type 
-     # ---  ------------ 
-     #  0   Weapon 
-     #  1   Shield 
-     #  2   Headgear 
-     #  3   Bodygear 
-     #  4   Accessory 
-     #  
-     # Whatever you set the below slots to, the dual wield setup will be exactly 
-     # identical except that the second slot will be changed to a weapon (0). 
-     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 
-     # Adjust this array to set the default slots used for all of your actors 
-     # and classes if they do not have a custom equipment slot setup. 
-     DEFAULT_BASE_SLOTS = [ 0, 1, 2, 3, 5, 6, 4, 4] 
-   
-     # This hash adjusts the new equip types (past 4+). Adjust them to match 
-     # their names properly. You can choose to allow certain types of equipment 
-     # be removable or not, or whether or not optimize will affect them. 
-     TYPES ={ 
-     # TypeID => ["Type Name", Removable?, Optimize?], 
-            0 => [   "武器",      false,      true], 
-            1 => [   "盾",       true,      true], 
-            2 => [ "头盔",       true,      true], 
-            3 => [ "防具",       true,      true], 
-            4 => ["贵重物品",       true,     false], 
-            5 => [    "钟",       true,      true], 
-            6 => [ "项链",       true,      true], 
-     } # Do not remove this. 
-   
-     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 
-     # - Equip Command List - 
-     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 
-     # Here, you can adjust the order at which the commands appear (or even 
-     # remove commands as you see fit). Here's a list of which does what: 
-     #  
-     # ------------------------------------------------------------------------- 
-     # :command         Description 
-     # ------------------------------------------------------------------------- 
-     # :equip           Activates the manual equip window. Default. 
-     # :optimize        Optimizes equipment for the actor. Default. 
-     # :clear           Clears all equipment from the actor. Default 
-     #  
-     # And that's all of the currently available commands. This list will be 
-     # updated as more scripts become available. 
-     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 
-     # This array arranges the order of which the commands appear in the Equip 
-     # Command window in the Equip Scene. 
-     COMMAND_LIST =[ 
-       :equip, 
-       :optimize, 
-       :clear, 
-     # :custom1, 
-     # :custom2, 
-     ] # Do not remove this. 
-   
-     #-------------------------------------------------------------------------- 
-     # - Equip Custom Commands - 
-     # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 
-     # For those who use scripts to that may produce unique effects for 
-     # equipping, use this hash to manage the custom commands for the Equip 
-     # Command Window. You can disable certain commands or prevent them from 
-     # appearing by using switches. If you don't wish to bind them to a switch, 
-     # set the proper switch to 0 for it to have no impact. 
-     #-------------------------------------------------------------------------- 
-     CUSTOM_EQUIP_COMMANDS ={ 
-     # :command => ["Display Name", EnableSwitch, ShowSwitch, Handler Method], 
-       :custom1 => [ "Custom Name",            0,          0, :command_name1], 
-       :custom2 => [ "Custom Text",           13,          0, :command_name2], 
-     } # Do not remove this. 
-   
-     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 
-     # - Misc Window Settings - 
-     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 
-     # This section adjusts the minor visuals that you see inside of the newly 
-     # organized Equip Scene. Adjust the settings as you see fit. 
-     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 
-     # This sets the font size used for the status window in the lower right 
-     # corner of the screen (which shows stats and comparisons). 
-     STATUS_FONT_SIZE = 20 
-   
-     # This sets the remove equip command in the item window. 
-     REMOVE_EQUIP_ICON = 185 
-     REMOVE_EQUIP_TEXT = "<Remove Equip>" 
-   
-     # This sets the no-equipment text in the slot window. 
-     NOTHING_ICON = 185 
-     NOTHING_TEXT = "<Empty>" 
-   
-   
-   end # EQUIP 
- end # YEA 
-   
- #============================================================================== 
- # ▼ 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. 
- #============================================================================== 
-   
- module YEA 
-   module REGEXP 
-   module BASEITEM 
-   
-     EQUIP_SLOTS_ON  = /<(?:EQUIP_SLOTS|equip slots)>/i 
-     EQUIP_SLOTS_OFF = /<\/(?:EQUIP_SLOTS|equip slots)>/i 
-   
-     EQUIP_TYPE_INT = /<(?:EQUIP_TYPE|equip type):[ ]*(\d+)>/i 
-     EQUIP_TYPE_STR = /<(?:EQUIP_TYPE|equip type):[ ]*(.*)>/i 
-   
-     STARTING_GEAR = /<(?:STARTING_GEAR|starting gear):[ ](\d+(?:\s*,\s*\d+)*)>/i 
-   
-     FIXED_EQUIP = /<(?:FIXED_EQUIP|fixed equip):[ ](\d+(?:\s*,\s*\d+)*)>/i 
-     SEALED_EQUIP = /<(?:SEALED_EQUIP|sealed equip):[ ](\d+(?:\s*,\s*\d+)*)>/i 
-   
-   end # BASEITEM 
-   end # REGEXP 
- end # YEA 
-   
- #============================================================================== 
- # ■ Vocab 
- #============================================================================== 
-   
- module Vocab 
-   
-   #-------------------------------------------------------------------------- 
-   # overwrite method: self.etype 
-   #-------------------------------------------------------------------------- 
-   def self.etype(etype) 
-     return $data_system.terms.etypes[etype] if [0,1,2,3,4].include?(etype) 
-     return YEA::EQUIP::TYPES[etype][0] if YEA::EQUIP::TYPES.include?(etype) 
-     return "" 
-   end 
-   
- end # Vocab 
-   
- #============================================================================== 
- # ■ Icon 
- #============================================================================== 
-   
- module Icon 
-   
-   #-------------------------------------------------------------------------- 
-   # self.remove_equip 
-   #-------------------------------------------------------------------------- 
-   def self.remove_equip; return YEA::EQUIP::REMOVE_EQUIP_ICON; end 
-   
-   #-------------------------------------------------------------------------- 
-   # self.nothing_equip 
-   #-------------------------------------------------------------------------- 
-   def self.nothing_equip; return YEA::EQUIP::NOTHING_ICON; end 
-   
- end # Icon 
-   
- #============================================================================== 
- # ■ Numeric 
- #============================================================================== 
-   
- class Numeric 
-   
-   #-------------------------------------------------------------------------- 
-   # new method: group_digits 
-   #-------------------------------------------------------------------------- 
-   unless $imported["YEA-CoreEngine"] 
-   def group; return self.to_s; end 
-   end # $imported["YEA-CoreEngine"] 
-   
- end # Numeric 
-   
- #============================================================================== 
- # ■ DataManager 
- #============================================================================== 
-   
- module DataManager 
-   
-   #-------------------------------------------------------------------------- 
-   # alias method: load_database 
-   #-------------------------------------------------------------------------- 
-   class <<self; alias load_database_aee load_database; end 
-   def self.load_database 
-     load_database_aee 
-     load_notetags_aee 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # new method: load_notetags_aee 
-   #-------------------------------------------------------------------------- 
-   def self.load_notetags_aee 
-     groups = [$data_actors, $data_classes, $data_weapons, $data_armors, 
-       $data_states] 
-     for group in groups 
-       for obj in group 
-         next if obj.nil? 
-         obj.load_notetags_aee 
-       end 
-     end 
-   end 
-   
- end # DataManager 
-   
- #============================================================================== 
- # ■ RPG::BaseItem 
- #============================================================================== 
-   
- class RPG::BaseItem 
-   
-   #-------------------------------------------------------------------------- 
-   # public instance variables 
-   #-------------------------------------------------------------------------- 
-   attr_accessor :base_equip_slots 
-   attr_accessor :fixed_equip_type 
-   attr_accessor :sealed_equip_type 
-   attr_accessor :extra_starting_equips 
-   
-   #-------------------------------------------------------------------------- 
-   # common cache: load_notetags_aee 
-   #-------------------------------------------------------------------------- 
-   def load_notetags_aee 
-     @base_equip_slots = [] 
-     @equip_slots_on = false 
-     @fixed_equip_type = [] 
-     @sealed_equip_type = [] 
-     @extra_starting_equips = [] 
-     #--- 
-     self.note.split(/[\r\n]+/).each { |line| 
-       case line 
-       #--- 
-       when YEA::REGEXP::BASEITEM::EQUIP_SLOTS_ON 
-         next unless self.is_a?(RPG::Actor) ||self.is_a?(RPG::Class) 
-         @equip_slots_on = true 
-       when YEA::REGEXP::BASEITEM::EQUIP_SLOTS_OFF 
-         next unless self.is_a?(RPG::Actor) ||self.is_a?(RPG::Class) 
-         @equip_slots_on = false 
-       #--- 
-       when YEA::REGEXP::BASEITEM::STARTING_GEAR 
-         next unless self.is_a?(RPG::Actor) 
-         $1.scan(/\d+/).each { |num|  
-         @extra_starting_equips.push(num.to_i) if num.to_i > 0 } 
-       when YEA::REGEXP::BASEITEM::FIXED_EQUIP 
-         $1.scan(/\d+/).each { |num|  
-         @fixed_equip_type.push(num.to_i) if num.to_i > 0 } 
-       when YEA::REGEXP::BASEITEM::SEALED_EQUIP 
-         $1.scan(/\d+/).each { |num|  
-         @sealed_equip_type.push(num.to_i) if num.to_i > 0 } 
-       #--- 
-       when YEA::REGEXP::BASEITEM::EQUIP_TYPE_INT 
-         next unless self.is_a?(RPG::Armor) 
-         @etype_id = [1, $1.to_i].max 
-       when YEA::REGEXP::BASEITEM::EQUIP_TYPE_STR 
-         next unless self.is_a?(RPG::Armor) 
-         for key in YEA::EQUIP::TYPES 
-           id = key[0] 
-           next if YEA::EQUIP::TYPES[id][0].upcase != $1.to_s.upcase 
-           @etype_id = [1, id].max 
-           break 
-         end 
-       #--- 
-       else 
-         if @equip_slots_on 
-           case line.upcase 
-           when /EQUIP TYPE[ ](\d+)/i, /EQUIP TYPE:[ ](\d+)/i 
-             id = $1.to_i 
-             @base_equip_slots.push(id) if [0,1,2,3,4].include?(id) 
-             @base_equip_slots.push(id) if YEA::EQUIP::TYPES.include?(id) 
-           when /WEAPON/i 
-             @base_equip_slots.push(0) 
-           when /SHIELD/i 
-             @base_equip_slots.push(1) 
-           when /HEAD/i 
-             @base_equip_slots.push(2) 
-           when /BODY/i, /ARMOR/i, /ARMOUR/i 
-             @base_equip_slots.push(3) 
-           when /ETC/i, /OTHER/i, /ACCESSOR/i 
-             @base_equip_slots.push(4) 
-           else 
-             text = line.upcase.delete(" ") 
-             for key in YEA::EQUIP::TYPES 
-               id = key[0] 
-               next if YEA::EQUIP::TYPES[id][0].upcase.delete(" ")!= text 
-               @base_equip_slots.push(id) 
-               break 
-             end 
-           end 
-         end 
-       end 
-     } # self.note.split 
-     #--- 
-     return unless self.is_a?(RPG::Class) 
-     if @base_equip_slots.empty? 
-       @base_equip_slots = YEA::EQUIP::DEFAULT_BASE_SLOTS.clone 
-     end 
-   end 
-   
- end # RPG::BaseItem 
-   
- #============================================================================== 
- # ■ Game_Temp 
- #============================================================================== 
-   
- class Game_Temp 
-   
-   #-------------------------------------------------------------------------- 
-   # public instance variables 
-   #-------------------------------------------------------------------------- 
-   attr_accessor :eds_actor 
-   attr_accessor :scene_equip_index 
-   attr_accessor :scene_equip_oy 
-   
- end # Game_Temp 
-   
- #============================================================================== 
- # ■ Game_BaseItem 
- #============================================================================== 
-   
- class Game_BaseItem 
-   
-   #-------------------------------------------------------------------------- 
-   # public instance variables 
-   #-------------------------------------------------------------------------- 
-   attr_accessor :item_id 
-   
- end # Game_BaseItem 
-   
- #============================================================================== 
- # ■ Game_BattlerBase 
- #============================================================================== 
-   
- class Game_BattlerBase 
-   
-   #-------------------------------------------------------------------------- 
-   # alias method: equip_type_fixed? 
-   #-------------------------------------------------------------------------- 
-   alias game_battlerbase_equip_type_fixed_aee equip_type_fixed? 
-   def equip_type_fixed?(etype_id) 
-     return true if fixed_etypes.include?(etype_id) if actor? 
-     return game_battlerbase_equip_type_fixed_aee(etype_id) 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # alias method: equip_type_sealed? 
-   #-------------------------------------------------------------------------- 
-   alias game_battlerbase_equip_type_sealed_aee equip_type_sealed? 
-   def equip_type_sealed?(etype_id) 
-     return true if sealed_etypes.include?(etype_id) if actor? 
-     return game_battlerbase_equip_type_sealed_aee(etype_id) 
-   end 
-   
- end # Game_BattlerBase 
-   
- #============================================================================== 
- # ■ Game_Actor 
- #============================================================================== 
-   
- class Game_Actor < Game_Battler 
-   
-   #-------------------------------------------------------------------------- 
-   # alias method: init_equips 
-   #-------------------------------------------------------------------------- 
-   alias game_actor_init_equips_aee init_equips 
-   def init_equips(equips) 
-     game_actor_init_equips_aee(equips) 
-     equip_extra_starting_equips 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # new method: equip_extra_starting_equips 
-   #-------------------------------------------------------------------------- 
-   def equip_extra_starting_equips 
-     for equip_id in actor.extra_starting_equips 
-       armour = $data_armors[equip_id] 
-       next if armour.nil? 
-       etype_id = armour.etype_id 
-       next unless equip_slots.include?(etype_id) 
-       slot_id = empty_slot(etype_id) 
-       @equips[slot_id].set_equip(etype_id == 0, armour.id) 
-     end 
-     refresh 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # overwrite method: equip_slots 
-   #-------------------------------------------------------------------------- 
-   def equip_slots 
-     return equip_slots_dual if dual_wield? 
-     return equip_slots_normal 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # new method: equip_slots_normal 
-   #-------------------------------------------------------------------------- 
-   def equip_slots_normal 
-     return self.actor.base_equip_slots if self.actor.base_equip_slots != [] 
-     return self.class.base_equip_slots 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # new method: equip_slots_dual 
-   #-------------------------------------------------------------------------- 
-   def equip_slots_dual 
-     array = equip_slots_normal.clone 
-     array[1] = 0 if array.size >= 2 
-     return array 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # new method: fixed_etypes 
-   #-------------------------------------------------------------------------- 
-   def fixed_etypes 
-     array = [] 
-     array |= self.actor.fixed_equip_type 
-     array |= self.class.fixed_equip_type 
-     for equip in equips 
-       next if equip.nil? 
-       array |= equip.fixed_equip_type 
-     end 
-     for state in states 
-       next if state.nil? 
-       array |= state.fixed_equip_type 
-     end 
-     return array 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # new method: sealed_etypes 
-   #-------------------------------------------------------------------------- 
-   def sealed_etypes 
-     array = [] 
-     array |= self.actor.sealed_equip_type 
-     array |= self.class.sealed_equip_type 
-     for equip in equips 
-       next if equip.nil? 
-       array |= equip.sealed_equip_type 
-     end 
-     for state in states 
-       next if state.nil? 
-       array |= state.sealed_equip_type 
-     end 
-     return array 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # alias method: change_equip 
-   #-------------------------------------------------------------------------- 
-   alias game_actor_change_equip_aee change_equip 
-   def change_equip(slot_id, item) 
-     if item.nil? && !@optimize_clear 
-       etype_id = equip_slots[slot_id] 
-       return unless YEA::EQUIP::TYPES[etype_id][1] 
-     elsif item.nil? && @optimize_clear 
-       etype_id = equip_slots[slot_id] 
-       return unless YEA::EQUIP::TYPES[etype_id][2] 
-     end 
-     game_actor_change_equip_aee(slot_id, item) 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # overwrite method: optimize_equipments 
-   #-------------------------------------------------------------------------- 
-   def optimize_equipments 
-     $game_temp.eds_actor = self 
-     @optimize_clear = true 
-     clear_equipments 
-     @optimize_clear = false 
-     equip_slots.size.times do |i| 
-       next if !equip_change_ok?(i) 
-       next unless can_optimize?(i) 
-       items = $game_party.equip_items.select do |item| 
-         item.etype_id == equip_slots && 
-         equippable?(item) && item.performance >= 0 
-       end 
-       change_equip(i, items.max_by {|item| item.performance }) 
-     end 
-     $game_temp.eds_actor = nil 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # new method: can_optimize? 
-   #-------------------------------------------------------------------------- 
-   def can_optimize?(slot_id) 
-     etype_id = equip_slots[slot_id] 
-     return YEA::EQUIP::TYPES[etype_id][2] 
-   end 
-   
- end # Game_Actor 
-   
- #============================================================================== 
- # ■ Game_Interpreter 
- #============================================================================== 
-   
- class Game_Interpreter 
-   
-   #-------------------------------------------------------------------------- 
-   # overwrite method: change equip 
-   #-------------------------------------------------------------------------- 
-   def command_319 
-     actor = $game_actors[@params[0]] 
-     return if actor.nil? 
-     if @params[1] == 0 && @params[2] != 0 
-       item = $data_weapons[@params[2]] 
-       return unless actor.equip_slots.include?(0) 
-       slot_id = actor.empty_slot(0) 
-     elsif @params[2] != 0 
-       item = $data_armors[@params[2]] 
-       return unless actor.equip_slots.include?(item.etype_id) 
-       slot_id = actor.empty_slot(item.etype_id) 
-     else 
-       slot_id = @params[1] 
-     end 
-     actor.change_equip_by_id(slot_id, @params[2]) 
-   end 
-   
- end # Game_Interpreter 
-   
- #============================================================================== 
- # ■ Window_EquipStatus 
- #============================================================================== 
-   
- class Window_EquipStatus < Window_Base 
-   
-   #-------------------------------------------------------------------------- 
-   # overwrite method: initialize 
-   #-------------------------------------------------------------------------- 
-   def initialize(dx, dy) 
-     super(dx, dy, window_width, Graphics.height - dy) 
-     [url=home.php?mod=space&uid=95897]@actor[/url] = nil 
-     @temp_actor = nil 
-     refresh 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # overwrite method: window_width 
-   #-------------------------------------------------------------------------- 
-   def window_width; return Graphics.width * 2 / 5; end 
-   
-   #-------------------------------------------------------------------------- 
-   # overwrite method: refresh 
-   #-------------------------------------------------------------------------- 
-   def refresh 
-     contents.clear 
-     8.times {|i| draw_item(0, line_height * i, i) } 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # overwrite method: draw_item 
-   #-------------------------------------------------------------------------- 
-   def draw_item(dx, dy, param_id) 
-     draw_background_colour(dx, dy) 
-     draw_param_name(dx + 4, dy, param_id) 
-     draw_current_param(dx + 4, dy, param_id) if @actor 
-     drx = (contents.width + 22) / 2 
-     draw_right_arrow(drx, dy) 
-     draw_new_param(drx + 22, dy, param_id) if @temp_actor 
-     reset_font_settings 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # new method: draw_background_colour 
-   #-------------------------------------------------------------------------- 
-   def draw_background_colour(dx, dy) 
-     colour = Color.new(0, 0, 0, translucent_alpha/2) 
-     rect = Rect.new(dx+1, dy+1, contents.width - 2, line_height - 2) 
-     contents.fill_rect(rect, colour) 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # overwrite method: draw_param_name 
-   #-------------------------------------------------------------------------- 
-   def draw_param_name(dx, dy, param_id) 
-     contents.font.size = YEA::EQUIP::STATUS_FONT_SIZE 
-     change_color(system_color) 
-     draw_text(dx, dy, contents.width, line_height, Vocab::param(param_id)) 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # overwrite method: draw_current_param 
-   #-------------------------------------------------------------------------- 
-   def draw_current_param(dx, dy, param_id) 
-     change_color(normal_color) 
-     dw = (contents.width + 22) / 2 
-     draw_text(0, dy, dw, line_height, @actor.param(param_id).group, 2) 
-     reset_font_settings 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # overwrite method: draw_new_param 
-   #-------------------------------------------------------------------------- 
-   def draw_new_param(dx, dy, param_id) 
-     contents.font.size = YEA::EQUIP::STATUS_FONT_SIZE 
-     new_value = @temp_actor.param(param_id) 
-     change_color(param_change_color(new_value - @actor.param(param_id))) 
-     draw_text(0, dy, contents.width-4, line_height, new_value.group, 2) 
-     reset_font_settings 
-   end 
-   
- end # Window_EquipStatus 
-   
- #============================================================================== 
- # ■ Window_EquipCommand 
- #============================================================================== 
-   
- class Window_EquipCommand < Window_HorzCommand 
-   
-   #-------------------------------------------------------------------------- 
-   # overwrite method: make_command_list 
-   #-------------------------------------------------------------------------- 
-   def make_command_list 
-     for command in YEA::EQUIP::COMMAND_LIST 
-       case command 
-       when :equip 
-         add_command(Vocab::equip2, :equip) 
-       when :optimize 
-         add_command(Vocab::optimize, :optimize) 
-       when :clear 
-         add_command(Vocab::clear, :clear) 
-       else 
-         process_custom_command(command) 
-       end 
-     end 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # process_ok 
-   #-------------------------------------------------------------------------- 
-   def process_ok 
-     $game_temp.scene_equip_index = index 
-     $game_temp.scene_equip_oy = self.oy 
-     super 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # new method: process_custom_command 
-   #-------------------------------------------------------------------------- 
-   def process_custom_command(command) 
-     return unless YEA::EQUIP::CUSTOM_EQUIP_COMMANDS.include?(command) 
-     show = YEA::EQUIP::CUSTOM_EQUIP_COMMANDS[command][2] 
-     continue = show <= 0 ? true : $game_switches[show] 
-     return unless continue 
-     text = YEA::EQUIP::CUSTOM_EQUIP_COMMANDS[command][0] 
-     switch = YEA::EQUIP::CUSTOM_EQUIP_COMMANDS[command][1] 
-     enabled = switch <= 0 ? true : $game_switches[switch] 
-     add_command(text, command, enabled) 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # overwrite method: window_width 
-   #-------------------------------------------------------------------------- 
-   def window_width; return 160; end 
-   
-   #-------------------------------------------------------------------------- 
-   # overwrite method: contents_width 
-   #-------------------------------------------------------------------------- 
-   def contents_width; return width - standard_padding * 2; end 
-   
-   #-------------------------------------------------------------------------- 
-   # overwrite method: contents_height 
-   #-------------------------------------------------------------------------- 
-   def contents_height 
-     ch = height - standard_padding * 2 
-     return [ch - ch % item_height, row_max * item_height].max 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # overwrite method: visible_line_number 
-   #-------------------------------------------------------------------------- 
-   def visible_line_number; return 4; end 
-   
-   #-------------------------------------------------------------------------- 
-   # overwrite method: col_max 
-   #-------------------------------------------------------------------------- 
-   def col_max; return 1; end 
-   
-   #-------------------------------------------------------------------------- 
-   # overwrite method: item_rect 
-   #-------------------------------------------------------------------------- 
-   def item_rect(index) 
-     rect = Rect.new 
-     rect.width = item_width 
-     rect.height = item_height 
-     rect.x = index % col_max * (item_width + spacing) 
-     rect.y = index / col_max * item_height 
-     rect 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # overwrite method: ensure_cursor_visible 
-   #-------------------------------------------------------------------------- 
-   def ensure_cursor_visible 
-     self.top_row = row if row < top_row 
-     self.bottom_row = row if row > bottom_row 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # overwrite method: cursor_down 
-   #-------------------------------------------------------------------------- 
-   def cursor_down(wrap = false) 
-     if index < item_max - col_max || (wrap && col_max == 1) 
-       select((index + col_max) % item_max) 
-     end 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # overwrite method: cursor_up 
-   #-------------------------------------------------------------------------- 
-   def cursor_up(wrap = false) 
-     if index >= col_max || (wrap && col_max == 1) 
-       select((index - col_max + item_max) % item_max) 
-     end 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # overwrite method: process_pageup 
-   #-------------------------------------------------------------------------- 
-   def process_pageup 
-     Sound.play_cursor 
-     Input.update 
-     deactivate 
-     call_handler(:pageup) 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # overwrite method: process_pagedown 
-   #-------------------------------------------------------------------------- 
-   def process_pagedown 
-     Sound.play_cursor 
-     Input.update 
-     deactivate 
-     call_handler(:pagedown) 
-   end 
-   
- end # Window_EquipCommand 
-   
- #============================================================================== 
- # ■ Window_EquipSlot 
- #============================================================================== 
-   
- class Window_EquipSlot < Window_Selectable 
-   
-   #-------------------------------------------------------------------------- 
-   # overwrite method: initialize 
-   #-------------------------------------------------------------------------- 
-   def initialize(dx, dy, dw) 
-     super(dx, dy, dw, Graphics.height - dy) 
-     @actor = nil 
-     refresh 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # overwrite method: window_height 
-   #-------------------------------------------------------------------------- 
-   def window_height; return self.height; end 
-   
-   #-------------------------------------------------------------------------- 
-   # overwrite method: visible_line_number 
-   #-------------------------------------------------------------------------- 
-   def visible_line_number; return item_max; end 
-   
-   #-------------------------------------------------------------------------- 
-   # overwrite method: refresh 
-   #-------------------------------------------------------------------------- 
-   def refresh 
-     create_contents 
-     super 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # overwrite method: draw_item 
-   #-------------------------------------------------------------------------- 
-   def draw_item(index) 
-     return unless @actor 
-     rect = item_rect_for_text(index) 
-     change_color(system_color, enable?(index)) 
-     draw_text(rect.x, rect.y, 92, line_height, slot_name(index)) 
-     item = @actor.equips[index] 
-     dx = rect.x + 92 
-     dw = contents.width - dx - 24 
-     if item.nil? 
-       draw_nothing_equip(dx, rect.y, false, dw) 
-     else 
-       draw_item_name(item, dx, rect.y, enable?(index), dw) 
-     end 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # new method: draw_nothing_equip 
-   #-------------------------------------------------------------------------- 
-   def draw_nothing_equip(dx, dy, enabled, dw) 
-     change_color(normal_color, enabled) 
-     draw_icon(Icon.nothing_equip, dx, dy, enabled) 
-     text = YEA::EQUIP::NOTHING_TEXT 
-     draw_text(dx + 24, dy, dw - 24, line_height, text) 
-   end 
-   
- end # Window_EquipSlot 
-   
- #============================================================================== 
- # ■ Window_EquipItem 
- #============================================================================== 
-   
- class Window_EquipItem < Window_ItemList 
-   
-   #-------------------------------------------------------------------------- 
-   # overwrite method: col_max 
-   #-------------------------------------------------------------------------- 
-   def col_max; return 1; end 
-   
-   #-------------------------------------------------------------------------- 
-   # overwrite method: slot_id= 
-   #-------------------------------------------------------------------------- 
-   def slot_id=(slot_id) 
-     return if @slot_id == slot_id 
-     @slot_id = slot_id 
-     @last_item = nil 
-     self.oy = 0 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # overwrite method: draw_item 
-   #-------------------------------------------------------------------------- 
-   def draw_item(index) 
-     item = @data[index] 
-     rect = item_rect(index) 
-     rect.width -= 4 
-     if item.nil? 
-       draw_remove_equip(rect) 
-       return 
-     end 
-     dw = contents.width - rect.x - 24 
-     draw_item_name(item, rect.x, rect.y, enable?(item), dw) 
-     draw_item_number(rect, item) 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # new method: draw_remove_equip 
-   #-------------------------------------------------------------------------- 
-   def draw_remove_equip(rect) 
-     draw_icon(Icon.remove_equip, rect.x, rect.y) 
-     text = YEA::EQUIP::REMOVE_EQUIP_TEXT 
-     rect.x += 24 
-     rect.width -= 24 
-     draw_text(rect, text) 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # overwrite method: include? 
-   #-------------------------------------------------------------------------- 
-   def include?(item) 
-     if item.nil? && !@actor.nil? 
-       etype_id = @actor.equip_slots[@slot_id] 
-       return YEA::EQUIP::TYPES[etype_id][1] 
-     end 
-     return true if item.nil? 
-     return false unless item.is_a?(RPG::EquipItem) 
-     return false if @slot_id < 0 
-     return false if item.etype_id != @actor.equip_slots[@slot_id] 
-     return @actor.equippable?(item) 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # overwrite method: enable? 
-   #-------------------------------------------------------------------------- 
-   def enable?(item) 
-     if item.nil? && !@actor.nil? 
-       etype_id = @actor.equip_slots[@slot_id] 
-       return YEA::EQUIP::TYPES[etype_id][1] 
-     end 
-     return @actor.equippable?(item) 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # new method: show 
-   #-------------------------------------------------------------------------- 
-   def show 
-     @last_item = 0 
-     update_help 
-     super 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # overwrite method: update_help 
-   #-------------------------------------------------------------------------- 
-   def update_help 
-     super 
-     return if @actor.nil? 
-     return if @status_window.nil? 
-     return if @last_item == item 
-     @last_item = item 
-     temp_actor = Marshal.load(Marshal.dump(@actor)) 
-     temp_actor.force_change_equip(@slot_id, item) 
-     @status_window.set_temp_actor(temp_actor) 
-   end 
-   
- end # Window_EquipItem 
-   
- #============================================================================== 
- # ■ Window_EquipActor 
- #============================================================================== 
-   
- class Window_EquipActor < Window_Base 
-   
-   #-------------------------------------------------------------------------- 
-   # initialize 
-   #-------------------------------------------------------------------------- 
-   def initialize(dx, dy) 
-     super(dx, dy, window_width, fitting_height(4)) 
-     @actor = nil 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # window_width 
-   #-------------------------------------------------------------------------- 
-   def window_width; return Graphics.width - 160; end 
-   
-   #-------------------------------------------------------------------------- 
-   # actor= 
-   #-------------------------------------------------------------------------- 
-   def actor=(actor) 
-     return if @actor == actor 
-     @actor = actor 
-     refresh 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # refresh 
-   #-------------------------------------------------------------------------- 
-   def refresh 
-     contents.clear 
-     return unless @actor 
-     draw_actor_face(@actor, 0, 0) 
-     draw_actor_simple_status(@actor, 108, line_height / 2) 
-   end 
-   
- end # Window_EquipActor 
-   
- #============================================================================== 
- # ■ Scene_Equip 
- #============================================================================== 
-   
- class Scene_Equip < Scene_MenuBase 
-   
-   #-------------------------------------------------------------------------- 
-   # overwrite method: create_status_window 
-   #-------------------------------------------------------------------------- 
-   def create_status_window 
-     wx = Graphics.width - (Graphics.width * 2 / 5) 
-     wy = @help_window.height + 120 
-     @status_window = Window_EquipStatus.new(wx, wy) 
-     @status_window.viewport = @viewport 
-     @status_window.actor = @actor 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # overwrite method: create_command_window 
-   #-------------------------------------------------------------------------- 
-   def create_command_window 
-   
-     wx = 0 
-     wy = @help_window.height 
-     ww = 160 
-     @command_window = Window_EquipCommand.new(wx, wy, ww) 
-     @command_window.viewport = @viewport 
-     @command_window.help_window = @help_window 
-     if !$game_temp.scene_equip_index.nil? 
-       @command_window.select($game_temp.scene_equip_index) 
-       @command_window.oy = $game_temp.scene_equip_oy 
-     end 
-     $game_temp.scene_equip_index = nil 
-     $game_temp.scene_equip_oy = nil 
-     @command_window.set_handler(:equip,    method(:command_equip)) 
-     @command_window.set_handler(:optimize, method(:command_optimize)) 
-     @command_window.set_handler(:clear,    method(:command_clear)) 
-     @command_window.set_handler(:cancel,   method(:return_scene)) 
-     @command_window.set_handler(:pagedown, method(:next_actor)) 
-     @command_window.set_handler(:pageup,   method(:prev_actor)) 
-     process_custom_equip_commands 
-     create_actor_window 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # new method: create_actor_window 
-   #-------------------------------------------------------------------------- 
-   def create_actor_window 
-     wy = @help_window.height 
-     @actor_window = Window_EquipActor.new(@command_window.width, wy) 
-     @actor_window.viewport = @viewport 
-     @actor_window.actor = @actor 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # new method: process_custom_equip_commands 
-   #-------------------------------------------------------------------------- 
-   def process_custom_equip_commands 
-     for command in YEA::EQUIP::COMMAND_LIST 
-       next unless YEA::EQUIP::CUSTOM_EQUIP_COMMANDS.include?(command) 
-       called_method = YEA::EQUIP::CUSTOM_EQUIP_COMMANDS[command][3] 
-       @command_window.set_handler(command, method(called_method)) 
-     end 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # overwrite method: create_slot_window 
-   #-------------------------------------------------------------------------- 
-   def create_slot_window 
-     wx = 0 
-     wy = @command_window.y + @command_window.height 
-     ww = Graphics.width - @status_window.width 
-     @slot_window = Window_EquipSlot.new(wx, wy, ww) 
-     @slot_window.viewport = @viewport 
-     @slot_window.help_window = @help_window 
-     @slot_window.status_window = @status_window 
-     @slot_window.actor = @actor 
-     @slot_window.set_handler(:ok,       method(:on_slot_ok)) 
-     @slot_window.set_handler(:cancel,   method(:on_slot_cancel)) 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # overwrite method: create_item_window 
-   #-------------------------------------------------------------------------- 
-   def create_item_window 
-     wx = @slot_window.x 
-     wy = @slot_window.y 
-     ww = @slot_window.width 
-     wh = @slot_window.height 
-     @item_window = Window_EquipItem.new(wx, wy, ww, wh) 
-     @item_window.viewport = @viewport 
-     @item_window.help_window = @help_window 
-     @item_window.status_window = @status_window 
-     @item_window.actor = @actor 
-     @item_window.set_handler(:ok,     method(:on_item_ok)) 
-     @item_window.set_handler(:cancel, method(:on_item_cancel)) 
-     @slot_window.item_window = @item_window 
-     @item_window.hide 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # alias method: command_optimize 
-   #-------------------------------------------------------------------------- 
-   alias scene_equip_command_optimize_aee command_optimize 
-   def command_optimize 
-     scene_equip_command_optimize_aee 
-     @actor_window.refresh 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # alias method: command_clear 
-   #-------------------------------------------------------------------------- 
-   alias scene_equip_command_clear_aee command_clear 
-   def command_clear 
-     scene_equip_command_clear_aee 
-     @actor_window.refresh 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # alias method: on_slot_ok 
-   #-------------------------------------------------------------------------- 
-   alias scene_equip_on_slot_ok_aee on_slot_ok 
-   def on_slot_ok 
-     scene_equip_on_slot_ok_aee 
-     @slot_window.hide 
-     @item_window.refresh 
-     @item_window.show 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # alias method: on_item_ok 
-   #-------------------------------------------------------------------------- 
-   alias scene_equip_on_item_ok_aee on_item_ok 
-   def on_item_ok 
-     scene_equip_on_item_ok_aee 
-     @actor_window.refresh 
-     @slot_window.show 
-     @item_window.hide 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # alias method: on_item_cancel 
-   #-------------------------------------------------------------------------- 
-   alias scene_equip_on_item_cancel_aee on_item_cancel 
-   def on_item_cancel 
-     scene_equip_on_item_cancel_aee 
-     @slot_window.show 
-     @item_window.hide 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # alias method: on_actor_change 
-   #-------------------------------------------------------------------------- 
-   alias scene_equip_on_actor_change_aee on_actor_change 
-   def on_actor_change 
-     scene_equip_on_actor_change_aee 
-     @actor_window.actor = @actor 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # new method: command_name1 
-   #-------------------------------------------------------------------------- 
-   def command_name1 
-     # Do nothing. 
-   end 
-   
-   #-------------------------------------------------------------------------- 
-   # new method: command_name2 
-   #-------------------------------------------------------------------------- 
-   def command_name2 
-     # Do nothing. 
-   end 
-   
- end # Scene_Equip 
-   
- #============================================================================== 
- #  
- # ▼ End of File 
- #  
- #==============================================================================