- #encoding:utf-8 
- #============================================================================== 
- # ■ Scene_Battle 
- #------------------------------------------------------------------------------ 
- #  战斗画面·改 
- #============================================================================== 
-   
- class Scene_Battle < Scene_Base 
-   #-------------------------------------------------------------------------- 
-   # ● 更新信息显示的显示端口 
-   #-------------------------------------------------------------------------- 
-   def update_info_viewport 
- #    move_info_viewport(0)   if @party_command_window.active 
-     move_info_viewport(128) if @actor_command_window.active 
-     move_info_viewport(64)  if BattleManager.in_turn? 
-   end 
-   #-------------------------------------------------------------------------- 
-   # ● 信息窗口打开时的更新 
-   #    在状态窗口关闭完成前,信息窗口的打开度设置为 0 。 
-   #-------------------------------------------------------------------------- 
-   def update_message_open 
-     if $game_message.busy? && !@status_window.close? 
-       @message_window.openness = 0 
-       @status_window.close 
- #      @party_command_window.close 
-       @actor_command_window.close 
-     end 
-   end 
-   #-------------------------------------------------------------------------- 
-   # ● 生成所有窗口 
-   #-------------------------------------------------------------------------- 
-   def create_all_windows 
-     create_message_window 
-     create_scroll_text_window 
-     create_log_window 
-     create_status_window 
-     create_info_viewport 
- #    create_party_command_window 
-     create_actor_command_window 
-     create_help_window 
-     create_skill_window 
-     create_item_window 
-     create_actor_window 
-     create_enemy_window 
-   end 
-   #-------------------------------------------------------------------------- 
-   # ● 生成角色指令窗口 
-   #-------------------------------------------------------------------------- 
-   def create_actor_command_window 
-     @actor_command_window = Window_ActorCommand.new 
-     @actor_command_window.viewport = @info_viewport 
-     @actor_command_window.set_handler(:attack, method(:command_attack)) 
-     @actor_command_window.set_handler(:skill,  method(:command_skill)) 
-     @actor_command_window.set_handler(:guard,  method(:command_guard)) 
-     @actor_command_window.set_handler(:item,   method(:command_item)) 
-     @actor_command_window.set_handler(:escape, method(:command_escape)) 
-     @actor_command_window.set_handler(:cancel, method(:prior_command)) 
-     @actor_command_window.x = Graphics.width 
-   end 
-   #-------------------------------------------------------------------------- 
-   # ● 开始队伍指令的选择 
-   #-------------------------------------------------------------------------- 
-   def start_party_command_selection 
-     unless scene_changing? 
-       refresh_status 
-       @status_window.unselect 
-       @status_window.open 
-       if BattleManager.input_start 
- #        @actor_command_window.close 
- #        @party_command_window.setup 
-         @actor_command_window.active 
-         command_fight 
-       else 
- #        @party_command_window.deactivate 
-         turn_start 
-       end 
-     end 
-   end 
-   #-------------------------------------------------------------------------- 
-   # ● 开始角色指令的选择 
-   #-------------------------------------------------------------------------- 
-   def start_actor_command_selection 
-     @status_window.select(BattleManager.actor.index) 
- #    @party_command_window.close 
-     @actor_command_window.setup(BattleManager.actor) 
-   end 
-   #-------------------------------------------------------------------------- 
-   # ● 回合开始 
-   #-------------------------------------------------------------------------- 
-   def turn_start 
-  #   @party_command_window.close 
-     @actor_command_window.close 
-     @status_window.unselect 
-     @subject =  nil 
-     BattleManager.turn_start 
-     @log_window.wait 
-     @log_window.clear 
-   end 
- end 
-   
-   
-   
- #============================================================================== 
- # ■ Window_ActorCommand·改 
- #------------------------------------------------------------------------------ 
- #  战斗画面中,选择角色行动的窗口。 
- #============================================================================== 
-   
- class Window_ActorCommand < Window_Command 
-   #-------------------------------------------------------------------------- 
-   # ● 生成指令列表 
-   #-------------------------------------------------------------------------- 
-   def make_command_list 
-     return unless @actor 
-     add_attack_command 
-     add_skill_commands 
-     add_guard_command 
-     add_item_command 
-     add_escape_command 
-   end 
-   #-------------------------------------------------------------------------- 
-   # ● 添加逃跑指令 
-   #-------------------------------------------------------------------------- 
-   def add_escape_command 
-     add_command(Vocab::escape, :escape, BattleManager.can_escape?) 
-   end 
- end