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#============================================================================== 
# ■ Scene_Baby 
#------------------------------------------------------------------------------ 
#  对召唤兽的管理菜单 
#============================================================================== 
class Scene_Baby 
  #-------------------------------------------------------------------------- 
  # ● 主处理 
  #-------------------------------------------------------------------------- 
  def initialize(actor_index = 0) 
   $kds_baby = actor_index 
   $baby_face = 0 
   if $game_party.actors[$kds_baby].kds_baby.size > 0 
    if $game_party.actors[$kds_baby].kds_canzhan != 0 
      $baby_index = $game_actors[$game_party.actors[$kds_baby].kds_canzhan] 
    else 
      $baby_index = $game_actors[$game_party.actors[$kds_baby].kds_baby[0]] 
    end 
    $stop = nil 
   else 
    $stop = 0 
   end 
  end 
  def main 
    @help_window = Window_Help.new 
    @help_window.y = 480-64 
    @item_window = Window_Item.new 
    @item_window.active = false 
    @item_window.help_window = @help_window 
    @item_window.index = -1 
    if $game_party.actors[$kds_baby].kds_baby.size > 0 
      if $game_party.actors[$kds_baby].kds_canzhan != 0 
       @skill_window = Window_Skill.new($game_actors[$game_party.actors[$kds_baby].kds_canzhan]) 
       @skill_window.help_window = @help_window 
      else 
       @skill_window = Window_Skill.new($game_actors[$game_party.actors[$kds_baby].kds_baby[0]]) 
       @skill_window.help_window = @help_window 
      end  
    else 
      @skill_window = Window_Skill.new(0) 
    end 
    @skill_window.active = false 
    @skill_window.index = -1 
    @skill_window.update 
    s1 = "设置参战" 
    s2 = "查看技能" 
    s3 = "使用物品" 
    s4 = "能力分配" 
    s5 = "放生宠物" 
    s6 = "退出菜单" 
    @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5,s6]) 
    @command_window.y = 480-64-192-32 
    if $game_party.actors[$kds_baby].kds_baby.size == 0 
    @command_window.disable_item(0) 
    @command_window.disable_item(1) 
    @command_window.disable_item(2) 
    @command_window.disable_item(3) 
    @command_window.disable_item(4) 
    end 
    @command_window.refresh 
    @command_window.update 
     
    s1 = "" 
    s3 = "" 
    s2 = "" 
    s4 = "" 
    s5 = "" 
    @command2_window = Window_Command.new(110, [s1, s2, s3, s4, s5],1,16,14) 
    @command2_window.x = 160+236+125-6 
    @command2_window.y = -4+16+24+22+7+1 
    @command2_window.index = -1 
    @command2_window.back_opacity = 0 
    @command2_window.opacity = 0 
    @command2_window.active = false 
    @command2_window.help_window = @help_window 
     
    if $game_party.actors[$kds_baby].kds_baby.size > 0 
      if $game_party.actors[$kds_baby].kds_canzhan != 0 
         @status_window = Window_EquipLeft.new($game_actors[$game_party.actors[$kds_baby].kds_canzhan]) 
      else 
         @status_window = Window_EquipLeft.new($game_actors[$game_party.actors[$kds_baby].kds_baby[0]]) 
      end 
    else 
      @status_window = Window_EquipLeft.new(0) 
    end 
    if $game_party.actors[$kds_baby].kds_baby.size > 0 
      if $game_party.actors[$kds_baby].kds_canzhan != 0 
          @head_window = Window_Head.new($game_actors[$game_party.actors[$kds_baby].kds_canzhan]) 
      else 
          @head_window = Window_Head.new($game_actors[$game_party.actors[$kds_baby].kds_baby[0]]) 
      end 
    else 
      @head_window = Window_Head.new(0) 
    end 
    if $game_party.actors[$kds_baby].kds_baby.size > 0 
      if $game_party.actors[$kds_baby].kds_canzhan != 0 
         @babys_window = Window_Baby.new($game_actors[$game_party.actors[$kds_baby].kds_canzhan]) 
      else 
         @babys_window = Window_Baby.new($game_actors[$game_party.actors[$kds_baby].kds_baby[0]]) 
      end 
    else 
      @babys_window = Window_Baby.new(0) 
    end 
      @babys_window.index = -1 
      @babys_window.update 
      @babys_window.active = false 
      @babys_window.help_window = @help_window 
    Graphics.transition(40, "Graphics/Transitions/" + $data_system.battle_transition) 
    loop do 
      Graphics.update 
      Input.update 
      update 
      if $scene != self 
        break 
      end 
    end 
    # 装备过渡 
    Graphics.freeze 
    # 释放窗口 
    $stop = nil 
    @command_window.dispose 
    @command2_window.dispose 
    @help_window.dispose 
    @item_window.dispose 
    @head_window.dispose 
    @status_window.dispose 
    @skill_window.dispose 
    @babys_window.dispose 
  end 
  #-------------------------------------------------------------------------- 
  # ● 刷新画面 
  #-------------------------------------------------------------------------- 
  def update 
    @help_window.update 
    $baby_face += 1 
    if ($baby_face+12)%12 == 0 and $game_party.actors[$kds_baby].kds_baby.size > 0 
       @head_window.refresh 
       if $baby_face == 36 
          $baby_face = 0 
       end 
    end 
    if @command2_window.active 
      @command2_window.update 
      up_command2 
    end 
    if @babys_window.active 
       @babys_window.update 
       up_babys 
    end 
    if @skill_window.active 
       @skill_window.update 
       up_skill 
    end 
    if @command_window.active 
      @command_window.update 
      up_command 
    end 
    if @item_window.active 
       @item_window.update 
       up_item 
    end 
  end 
   
  def up_command 
    if Input.trigger?(Input::B) 
      $game_system.se_play($data_system.cancel_se) 
      $scene = Scene_Menu.new(7) 
      return 
    end 
    if Input.trigger?(Input::C) 
     $command_index = @command_window.index 
     if @command_window.index != 5 and @command_window.index != 2 
       if $game_party.actors[$kds_baby].kds_baby.size == 0 
          $game_system.se_play($data_system.buzzer_se) 
         return 
       end 
       $game_system.se_play($data_system.decision_se) 
       @command_window.active = false 
       @babys_window.index = 0 
       @babys_window.active = true 
       $baby_index = $game_actors[$game_party.actors[$kds_baby].kds_baby[0]] 
       @baby_index = 0 
       @babys_window.refresh 
       @head_window.refresh 
       @skill_window.refresh 
       @status_window.refresh2 
     elsif @command_window.index == 5 
      $game_system.se_play($data_system.cancel_se) 
      $scene = Scene_Menu.new(7) 
     elsif @command_window.index == 2 
       if $game_party.actors[$kds_baby].kds_baby.size == 0 
          $game_system.se_play($data_system.buzzer_se) 
         return 
       end 
       $game_system.se_play($data_system.decision_se) 
       @item_window.update 
       @item_window.index = -1 
       @command_window.active = false 
       @babys_window.index = 0 
       @babys_window.active = true 
       $baby_index = $game_actors[$game_party.actors[$kds_baby].kds_baby[0]] 
       @baby_index = 0 
       @babys_window.refresh 
       @head_window.refresh 
       @skill_window.refresh 
       @status_window.refresh2 
     end 
     return 
    end 
  end 
   
  def up_babys 
    if @babys_window.index != @baby_index 
       @baby_index = @babys_window.index 
       $baby_index = $game_actors[$game_party.actors[$kds_baby].kds_baby[@babys_window.index]] 
       @babys_window.refresh 
       @head_window.refresh 
       @skill_window.refresh 
       @status_window.refresh2 
    end 
    if Input.trigger?(Input::B) 
      $game_system.se_play($data_system.cancel_se) 
       Graphics.freeze 
       @babys_window.index = -1 
       @babys_window.active = false 
       @command_window.active = true 
       @help_window.set_text("") 
       Graphics.transition 
      return 
    end 
    if Input.trigger?(Input::C) 
       Graphics.freeze 
       $game_system.se_play($data_system.decision_se) 
       @chong = $game_actors[$game_party.actors[$kds_baby].kds_baby[@babys_window.index]] 
       @zhu = $game_party.actors[$kds_baby] 
      case  @command_window.index 
      when 0 
       if $game_party.actors[$kds_baby].kds_canzhan == $game_party.actors[$kds_baby].kds_baby[@babys_window.index] 
          $game_party.actors[$kds_baby].kds_canzhan = 0 
       else 
          $game_party.actors[$kds_baby].kds_canzhan = $game_party.actors[$kds_baby].kds_baby[@babys_window.index] 
       end 
       @babys_window.refresh 
      when 1 
       @babys_window.active = false 
       @skill_window.index = 0 
       @skill_window.active = true 
      when 2 
       @babys_window.active = false 
       @item_window.index = 0 
       @item_window.active = true 
      when 3 
       @babys_window.active = false 
       @command2_window.index = 0 
       @command2_window.active = true 
      when 4 
       $game_variables[29] = $game_party.actors[$kds_baby].id 
       $game_party.remove_actor(@chong.id) 
       @baby_index = 0 
       if @babys_window.index > 0 
       @babys_window.index -= 1 
       end 
       if @zhu.kds_baby.size == 0 
        $stop = 0 
        @babys_window.index = -1 
        @babys_window.active = false 
        @command_window.active = true 
        @help_window.set_text("") 
        @command_window.disable_item(0) 
        @command_window.disable_item(1) 
        @command_window.disable_item(2) 
        @command_window.disable_item(3) 
        @command_window.disable_item(4) 
        @command_window.refresh 
        @command_window.update 
       end 
        @babys_window.refresh 
        @head_window.refresh 
        @skill_window.refresh 
        @status_window.refresh2 
      end 
      Graphics.transition 
      return 
    end 
  end 
   
  def up_skill 
    if Input.trigger?(Input::B) 
      $game_system.se_play($data_system.cancel_se) 
       Graphics.freeze 
       @babys_window.active = true 
       @skill_window.index = -1 
       @skill_window.active = false 
       Graphics.transition 
      return 
    end 
  end 
     
  def up_item 
    if Input.trigger?(Input::B) 
      $game_system.se_play($data_system.cancel_se) 
       Graphics.freeze 
       @babys_window.active = true 
       @item_window.index = -1 
       @item_window.active = false 
       Graphics.transition 
      return 
    end 
    if Input.trigger?(Input::C) 
      @item = @item_window.item 
       if @item == nil 
          $game_system.se_play($data_system.buzzer_se) 
         return 
       end   
          
       if @item.element_set.include?(11) 
        if @chong.skills.include?(@item.recover_hp) == false 
          @chong.learn_skill(@item.recover_hp) 
        else 
          $game_system.se_play($data_system.buzzer_se) 
         return 
        end 
       elsif @item.element_set.include?(12) 
          @chong.level = 1 
          @chong.maxhp = @chong.base_maxhp 
          @chong.maxsp = @chong.base_maxsp 
          @chong.str = @chong.base_str 
          @chong.dex = @chong.base_dex 
          @chong.agi = @chong.base_agi 
          @chong.int = @chong.base_int 
          @chong.qianli = 0 
       end 
        $game_system.se_play(@item.menu_se) 
        if @item.consumable 
          $game_party.lose_item(@item.id, 1) 
        end 
        @item_window.refresh 
        @skill_window.refresh 
        @status_window.refresh2 
      return 
    end 
  end 
  def  up_command2 
    if Input.trigger?(Input::B) 
       $game_system.se_play($data_system.cancel_se) 
       Graphics.freeze 
       @babys_window.active = true 
       @command2_window.index = -1 
       @command2_window.active = false 
       Graphics.transition 
      return 
    end 
    if Input.trigger?(Input::C) 
      if @chong.qianli <= 0 
        $game_system.se_play($data_system.buzzer_se) 
        return 
      end 
      $game_system.se_play($data_system.decision_se) 
      case @command2_window.index 
      when 0 
        @chong.maxhp += 10 
        @chong.hp += 10 
      when 1 
        @chong.maxsp += 6 
        @chong.int += 1 
      when 2 
        @chong.str += 1 
      when 3 
        @chong.dex += 1 
      when 4 
        @chong.agi += 1 
      end 
      @chong.qianli -= 1 
      @status_window.refresh2 
    end 
  end 
end |   
 
 
 
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