- #============================================================================== 
- # ■ 强化系统 优化版 
- #------------------------------------------------------------------------------ 
- #  强化系统  wyongcan制作 
- # 优化版更新内容:优化了语法,修复部分BUG,使代码可读性增强,增加了宝石选择窗口 
- # 发布于66RPG  转载请保留版权信息 
- #============================================================================== 
- module Qiang 
- $maxlv = 12  #最高升到的级数 
- $gailv = [100,80,70,60,50,30,20,10,5,5,5,5,1] #每级提升概率 
- $gemlv = [[60,23],[10,28],[25,29],[40,30]] #使用宝石提高的几率  [提高几率,宝石ID]  
- $uplv = [[12,24],[3,25],[6,26],[9,27]] #强化所需要的强化石 [最大强化到的等级,强化石ID] 
- $xxlv = [0,0,5,10,15,20,25,30,30,40,40,45,60] #每级强化后失败物品消失的几率 
- $jjlv = [0,10,15,20,30,45,55,65,70,70,75,80,100] #每级强化后失败物品降级的几率 
- $tsnl = [10,14,18,22,26,30,34,38,42,46,50,54,65] #每级强化提升能力的百分比 
- $tswp = [31,32] # 意思是:如果有31号物品则失败后物品不消失,如果有32号物品则失败后物品不降级 
- #武器强化后的计算公式为: 原攻击 * (1 + 提升能力百分比) + (0到当前强化级数随机) * 5 + 当前强化级数 
- $gemlv.sort! 
- $uplv.sort!  
- $当前使用宝石id = 0 
- $当前使用宝石加成率 = 0 
- $强化哈希表 = { 
- "最高等级" => $maxlv , 
- "每级概率" => $gailv , 
- "宝石效果" => $gemlv , 
- "消失几率" => $xxlv  , 
- "降级几率" => $jjlv  , 
- "提升能力" => $tsnl  , 
- "特殊物品" => $tswp  , 
- "强化材料" => $uplv  } 
-  def self.idlostitem(id,amount = 1) 
-   $game_party.lose_item(idgetitem(id),amount) 
-  end 
-   
-  def self.idlostequip(id,weapon = true,amount = 1) 
-   weapon == true ? $game_party.lose_item($data_weapons[id],amount,true) : $game_party.lose_item($data_armors[id],amount,true) 
-  end 
-   
-  def self.idgainequip(id,weapon = true,amount = 1) 
-   weapon == true ? $game_party.gain_item($data_weapons[id],amount,true) : $game_party.gain_item($data_armors[id],amount,true) 
-  end 
-   
-  def self.idgetitem(id) 
-   $data_items[id] 
-  end 
-   
-  def self.equipable?(id,weapon = true) 
-   weapon == true ? weaponupisnil(id) : armorupisnil(id) 
-   weapon == true ? equip = $data_weapons[id].dup : equip = $data_armors[id].dup 
-   price = equip.price 
-   @needmoney = price * equip.up 
-   if @needmoney == 0  
-     @needmoney = price / 2  
-   end 
-  #循环取出需要的强化材料 
-   temp = false 
-   for i in $强化哈希表["强化材料"] 
-     if equip.up < i[0] 
-       @lostitem = idgetitem i[1] 
-       $game_party.has_item?(idgetitem(i[1])) ? temp = true : temp = false 
-       break 
-     end 
-   end 
-   $game_party.gold >= @needmoney && temp == true ? true : false 
-  end 
-   
-  def self.upweapon (id) 
-   $message = "" 
-   success = false 
-   weaponupisnil(id) 
-   weapon = $data_weapons[id].dup 
-   gl = 0 
-   fangb = false 
-   fangj = false 
-   return unless weapon.up < $强化哈希表["最高等级"] && weaponupable?(id) 
-   loststh 
-   $message += "本次强化,共消耗:" + Vocab::currency_unit + " " + @needmoney.to_s 
-   $message += " " + @lostitem.name + "\n " 
-   gl = $强化哈希表["每级概率"][weapon.up] 
-   if $usegem == true 
-     gl += $当前使用宝石加成率 
-     idlostitem($当前使用宝石id) 
-     $message += idgetitem($当前使用宝石id).name + " " 
-   end 
-   if $fangb == true 
-     fangb = true 
-     idlostitem $强化哈希表["特殊物品"][0] 
-     $message += idgetitem($强化哈希表["特殊物品"][0]).name + " " 
-   end 
-   if $fangj == true 
-     fangj = true 
-     idlostitem $强化哈希表["特殊物品"][1] 
-     $message += idgetitem($强化哈希表["特殊物品"][1]).name + " " 
-   end 
-   suiji = rand (100) 
-   if suiji <= gl 
-     success = true 
-   end 
-   $message += "\n强化结果:" 
-   if success == true  
-     $message += "强化成功" 
-     idlostequip id 
-     weapon.id = $data_weapons.size 
-     params = weapon.params.dup 
-     params[2] *= 1 + $强化哈希表["提升能力"][weapon.up] / 100 
-     params[2] += rand(weapon.up) * 5 + weapon.up 
-     params[2] += 1 if params[2] == weapon.params[2] 
-     $message += " 攻击力提升:" + (params[2] - weapon.params[2]).to_int.to_s 
-     weapon.up += 1 
-     $data_weapons.insert $data_weapons.size,weapon 
-     $data_weapons[$data_weapons.size-1].params = params 
-     idgainequip weapon.id 
-   else 
-     $message += "强化失败" 
-     suiji = rand (100) 
-     if suiji <= $强化哈希表["消失几率"][weapon.up] 
-       if fangb != true 
-       $message += ",道具消失" 
-       idlostequip id 
-       else 
-       $message += ",由于" + idgetitem($强化哈希表["特殊物品"][0]).name + "的作用,道具未消失" 
-       end 
-     else  
-       suiji = rand (100) 
-       if suiji <= $强化哈希表["降级几率"][weapon.up] 
-         if fangj == false && weapon.up != 0 
-           $message += ",道具降级" 
-           params = weapon.params.dup 
-           params[2] -= weapon.up + rand(weapon.up) * 5 
-           params[2] /= 1 + $强化哈希表["提升能力"][weapon.up] / 100 
-           weapon.params = params 
-           weapon.up -= 1 
-           $data_weapons[id] = weapon 
-         else 
-           $message += ",由于" + idgetitem($强化哈希表["特殊物品"][1]).name + "的作用,道具未降级" 
-         end 
-       end 
-     end 
-   end 
-    $usegem = false 
-    $fangb = false 
-    $fangj = false 
-  end 
-   
-  def self.weaponupisnil(id) 
-    $data_weapons[id].up = 0 unless $data_weapons[id].up != nil 
-  end 
-   
-  def self.weaponupable?(id) 
-   equipable?(id) 
-  end 
-   
-  def self.uparmor (id) 
-   $message = "" 
-   success = false 
-   armorupisnil(id) 
-   armor = $data_armors[id].dup 
-   gl = 0 
-   fangb = false 
-   fangj = false 
-   return unless armor.up < $强化哈希表["最高等级"] && armorupable?(id) 
-   loststh 
-   $message += "本次强化,共消耗:" + Vocab::currency_unit + " " + @needmoney.to_s 
-   $message += " " + @lostitem.name + "\n " 
-   gl = $强化哈希表["每级概率"][armor.up] 
-   if $usegem == true 
-     gl += $当前使用宝石加成率 
-     idlostitem($当前使用宝石id) 
-     $message += idgetitem($当前使用宝石id).name + " " 
-   end 
-   if $fangb == true 
-     fangb = true 
-     idlostitem $强化哈希表["特殊物品"][0] 
-     $message += idgetitem($强化哈希表["特殊物品"][0]).name + " " 
-   end 
-   if $fangj == true 
-     fangj = true 
-     idlostitem $强化哈希表["特殊物品"][1] 
-     $message += idgetitem($强化哈希表["特殊物品"][1]).name + " " 
-   end 
-   suiji = rand (100) 
-   if suiji <= gl 
-     success = true 
-   end 
-   $message += "\n强化结果:" 
-   if success == true  
-     $message += "强化成功" 
-     idlostequip id,false 
-     armor.id = $data_armors.size 
-     params = armor.params.dup 
-     params[3] *= 1 + $强化哈希表["提升能力"][armor.up] / 100 
-     params[3] += rand(armor.up) * 5 + armor.up 
-     params[3] += 1 if params[3] == armor.params[3] 
-     $message += " 防御力提升:" + (params[3] - armor.params[3]).to_int.to_s 
-     armor.up += 1 
-     $data_armors.insert $data_armors.size,armor 
-     $data_armors[$data_armors.size-1].params = params 
-     idgainequip armor.id,false 
-   else 
-     $message += "强化失败" 
-     suiji = rand (100) 
-     if suiji <= $强化哈希表["消失几率"][armor.up] 
-       if fangb != true 
-       $message += ",道具消失" 
-       idlostequip id,false 
-       else 
-       $message += ",由于" + idgetitem($强化哈希表["特殊物品"][0]).name + "的作用,道具未消失" 
-       end 
-     else  
-       suiji = rand (100) 
-       if suiji <= $强化哈希表["降级几率"][armor.up] 
-         if fangj == false && armor.up != 0 
-           $message += ",道具降级" 
-           params = armor.params.dup 
-           params[3] -= armor.up + rand(armor.up) * 5 
-           params[3] /= 1 + $强化哈希表["提升能力"][armor.up] / 100 
-           armor.params = params 
-           armor.up -= 1 
-           $data_armors[id] = armor 
-         else 
-           $message += ",由于" + idgetitem($强化哈希表["特殊物品"][1]).name + "的作用,道具未降级" 
-         end 
-       end 
-     end 
-   end 
-    $usegem = false 
-    $fangb = false 
-    $fangj = false 
-  end 
-   
-  def self.armorupisnil(id) 
-    $data_armors[id].up = 0 unless $data_armors[id].up != nil 
-  end 
-  def self.armorupable?(id) 
-   equipable?(id,false) 
-  end 
-  def self.loststh() 
-    $game_party.lose_item(@lostitem,1) 
-    $game_party.lose_gold(@needmoney) 
-  end 
-  def self.needmoney 
-    @needmoney 
-  end 
-  def self.lostitem 
-    @lostitem 
-  end 
- end 
- #============================================================================== 
- # ■ Scene_Qiang 
- #------------------------------------------------------------------------------ 
- #  强化画面 
- #============================================================================== 
-   
- class Scene_Qiang < Scene_MenuBase 
-   $wufang = true 
-   $usegem = false 
-   $fangb = false 
-   $fangj = false 
-   #-------------------------------------------------------------------------- 
-   # ● 开始处理 
-   #-------------------------------------------------------------------------- 
-   def start 
-     super 
-     create_help_window 
-     @help_window.hide 
-     create_qianghelp_window 
-     create_command_window 
-     create_qiangxz_window 
-     create_wu_window 
-     create_fang_window 
-     create_choosegem_window 
-   end 
-   #-------------------------------------------------------------------------- 
-   # ● 生成说明窗口 
-   #-------------------------------------------------------------------------- 
-   def create_qianghelp_window 
-     @qianghelp_window = Window_Qianghelp.new 
-     @qianghelp_window.y = Graphics.height - @qianghelp_window.height 
-     @qianghelp_window.viewport = @viewport 
-     @qianghelp_window.hide 
-   end 
-   #-------------------------------------------------------------------------- 
-   # ● 生成选择宝石 
-   #-------------------------------------------------------------------------- 
-   def create_choosegem_window 
-     @choosegem_window = Window_Choosegem.new 
-     @choosegem_window.y = Graphics.height - @choosegem_window.height 
-     @choosegem_window.viewport = @viewport 
-     @choosegem_window.z = 120 
-   end 
-   #-------------------------------------------------------------------------- 
-   # ● 生成选择窗口 
-   #-------------------------------------------------------------------------- 
-   def create_qiangxz_window 
-     @qiangxz_window = Window_Qiangxz.new 
-     @qiangxz_window.y = @help_window.height + fitting_height(5) /2 
-     @qiangxz_window.z = 110 
-     @qiangxz_window.viewport = @viewport 
-     @qiangxz_window.set_handler(:gem,    method(:qiangxz_gem)) 
-     @qiangxz_window.set_handler(:fangb,    method(:qiangxz_fangb)) 
-     @qiangxz_window.set_handler(:fangj,    method(:qiangxz_fangj)) 
-     @qiangxz_window.set_handler(:ok, method(:qiangxz_ok)) 
-     @qiangxz_window.set_handler(:cancel, method(:qiangxz_cancel)) 
-     @qiangxz_window.hide 
-     @qiangxz_window.deactivate 
-   end 
-   #-------------------------------------------------------------------------- 
-   # ● 生成指令窗口 
-   #-------------------------------------------------------------------------- 
-   def create_command_window 
-     @command_window = Window_QiangCommand.new 
-     @command_window.viewport = @viewport 
-     @command_window.y = @help_window.height + fitting_height(3) /2 
-     @command_window.set_handler(:qiangwu,    method(:qiangwu)) 
-     @command_window.set_handler(:qiangfang,   method(:qiangfang)) 
-     @command_window.set_handler(:cancel, method(:return_scene)) 
-   end 
-   #-------------------------------------------------------------------------- 
-   # ● 生成武器强化窗口 
-   #-------------------------------------------------------------------------- 
-   def create_wu_window 
-     @wu_window = Window_Qiangwu.new(@qianghelp_window,@qiangxz_window) 
-     @wu_window.viewport = @viewport 
-     @wu_window.y += @help_window.height 
-     @wu_window.hide 
-     @wu_window.help_window= @help_window 
-     @wu_window.set_handler(:cancel, method(:qiangwu_cancel)) 
-     @wu_window.set_handler(:ok,     method(:qiangwu_ok)) 
-   end 
-   #-------------------------------------------------------------------------- 
-   # ● 生成防具强化窗口 
-   #-------------------------------------------------------------------------- 
-   def create_fang_window 
-     @fang_window = Window_Qiangfang.new(@qianghelp_window,@qiangxz_window) 
-     @fang_window.viewport = @viewport 
-     @fang_window.y += @help_window.height 
-     @fang_window.hide 
-     @fang_window.help_window= @help_window 
-     @fang_window.set_handler(:cancel, method(:qiangfang_cancel)) 
-     @fang_window.set_handler(:ok,     method(:qiangfang_ok)) 
-   end 
-   #-------------------------------------------------------------------------- 
-   # ● 计算窗口显示指定行数时的应用高度 
-   #-------------------------------------------------------------------------- 
-   def fitting_height(line_number) 
-     line_number * 24 + 12 * 2 
-   end 
-   #-------------------------------------------------------------------------- 
-   # ● 显示强化武器 
-   #-------------------------------------------------------------------------- 
-   def qiangwu 
-     @command_window.hide 
-     @help_window.show 
-     @wu_window.show 
-     @wu_window.start 
-     @qianghelp_window.show 
-     @wu_window.activate 
-     $wufang = true 
-     @command_window.deactivate 
-   end 
-   #-------------------------------------------------------------------------- 
-   # ● 显示强化防具 
-   #-------------------------------------------------------------------------- 
-   def qiangfang 
-     @command_window.hide 
-     @help_window.show 
-     @fang_window.show 
-     @fang_window.start 
-     @qianghelp_window.show 
-     @fang_window.activate 
-     $wufang = false 
-     @command_window.deactivate 
-   end 
-   #-------------------------------------------------------------------------- 
-   # ● 取消强化武器 
-   #-------------------------------------------------------------------------- 
-   def qiangwu_cancel 
-     @command_window.show 
-     @help_window.hide 
-     @wu_window.hide 
-     @qianghelp_window.hide 
-     @command_window.activate 
-     @qianghelp_window.set_text("") 
-     @help_window.set_text("") 
-   end 
-   #-------------------------------------------------------------------------- 
-   # ● 取消强化防具 
-   #-------------------------------------------------------------------------- 
-   def qiangfang_cancel 
-     @command_window.show 
-     @help_window.hide 
-     @fang_window.hide 
-     @qianghelp_window.hide 
-     @command_window.activate 
-     @qianghelp_window.set_text("") 
-     @help_window.set_text("") 
-   end 
-   #-------------------------------------------------------------------------- 
-   # ● 确定强化武器  
-   #-------------------------------------------------------------------------- 
-   def qiangwu_ok 
-     @wu_window.qiangwu_ok 
-     @qiangxz_window.show 
-     @qiangxz_window.activate 
-   end 
-   #-------------------------------------------------------------------------- 
-   # ● 确定强化防具  
-   #-------------------------------------------------------------------------- 
-   def qiangfang_ok 
-     @fang_window.qiangfang_ok 
-     @qiangxz_window.show 
-     @qiangxz_window.activate 
-   end 
-   #-------------------------------------------------------------------------- 
-   # ● 获取卖出价格 
-   #-------------------------------------------------------------------------- 
-   def selling_price 
-     @item.price / 2 
-   end 
-   
-   def qiangxz_gem 
-     @choosegem_window.start 
-     @qiangxz_window.deactivate 
-     @choosegem_window.qiangxz= @qiangxz_window 
-     if $wufang == true 
-       @choosegem_window.wufangwindow= @wu_window 
-     else 
-       @choosegem_window.wufangwindow= @fang_window 
-     end 
-   end 
-   
-   def qiangxz_fangb 
-     $fangb = !$fangb 
-     if $wufang == true 
-       @wu_window.update_help 
-     else 
-       @fang_window.update_help 
-     end 
-     @qiangxz_window.activate 
-   end 
-   
-   def qiangxz_fangj 
-     $fangj = !$fangj 
-     if $wufang == true 
-       @wu_window.update_help 
-     else 
-       @fang_window.update_help 
-     end 
-     @qiangxz_window.activate 
-   end 
-   
-   def qiangxz_ok 
-     if $wufang == true 
-       Qiang.upweapon(@wu_window.itemid) 
-       qianging 
-       @qianghelp_window.set_text($message) 
-       @qiangxz_window.hide 
-       Graphics.wait(60) 
-       @wu_window.activate 
-       @qiangxz_window.deactivate 
-       $当前使用宝石加成率 = 0 
-       $usegem = false 
-       @fang_window.update_help 
-       @wu_window.refresh 
-       @command_window.deactivate 
-     else 
-       Qiang.uparmor(@fang_window.itemid) 
-       qianging 
-       @qianghelp_window.set_text($message) 
-       @qiangxz_window.hide 
-       Graphics.wait(60) 
-       @fang_window.activate 
-       @qiangxz_window.deactivate 
-       $当前使用宝石加成率 = 0 
-       $usegem = false 
-       @fang_window.update_help 
-       @fang_window.refresh 
-       @command_window.deactivate 
- end 
-   end 
-   
-   def qiangxz_cancel 
-     @wu_window.show 
-     @qiangxz_window.hide 
-     @qiangxz_window.deactivate 
-     if $wufang == true 
-       @wu_window.activate 
-     else 
-       @fang_window.activate 
-     end 
-     $当前使用宝石加成率 = 0 
-     $usegem = false 
-     @command_window.deactivate 
-   end 
-   
-   def qianging 
-     i = 0 
-     while i < 20  
-       i += 1 
-       text = "\n" 
-       text += "★" * i + "☆" * (20 - i) 
-       text = text + "\n强化中,请等待。" 
-       @qianghelp_window.set_text(text) 
-       Graphics.wait(6) 
-     end 
-   end 
- end 
-   
- class RPG::EquipItem < RPG::BaseItem 
-   alias old initialize 
-   def initialize 
-     old 
-     @up = 0 #装备强化次数 
-   end 
-   attr_accessor :up 
- end 
- #============================================================================== 
- # ■ Window_Qiangwu 
- #------------------------------------------------------------------------------ 
- #  强化系统_武器强化窗口 
- #============================================================================== 
-   
- class Window_Qiangwu < Window_ItemList  
-   #-------------------------------------------------------------------------- 
-   # ● 初始化对象 
-   #-------------------------------------------------------------------------- 
-   def initialize(qianghelp,xuanze) 
-     super(0, 0, Graphics.width, fitting_height(8)) 
-     self.openness = 0 
-     deactivate 
-     @qianghelp = qianghelp 
-     @xuanze = xuanze 
-   end 
-   #-------------------------------------------------------------------------- 
-   # ● 开始输入的处理 
-   #-------------------------------------------------------------------------- 
-   def start 
-     self.category = :weapon 
-     refresh 
-     select(0) 
-     open 
-     activate 
-   end 
-   #-------------------------------------------------------------------------- 
-   # ● 查询此物品是否可用 
-   #-------------------------------------------------------------------------- 
-   def enable?(item) 
-     return false unless item != nil 
-     Qiang.weaponupable?(item.id) 
-   end 
-   #-------------------------------------------------------------------------- 
-   # ● 确定强化武器 
-   #-------------------------------------------------------------------------- 
-   def qiangwu_ok 
-     result = item ? item.id : 0 
-   end 
-   #-------------------------------------------------------------------------- 
-   # ● 更新帮助内容 
-   #-------------------------------------------------------------------------- 
-   def update_help 
-     return unless item != nil 
-     @help_window.set_item(item) 
-     needmoney = 0 
-     Qiang.weaponupable?(item.id) 
-     qitemname = Qiang.lostitem.name 
-     if item.up >= $强化哈希表["最高等级"] 
-       qitemname = "无法继续升级" 
-     end 
-     temp = [] 
-     $usegem == true ? temp.push("使用") : temp.push("未使用") 
-     temp.push($data_items[$强化哈希表["特殊物品"][0]].name) 
-     $fangb == true ? temp.push("使用") : temp.push("未使用") 
-     temp.push($data_items[$强化哈希表["特殊物品"][1]].name) 
-     $fangj == true ? temp.push("使用") : temp.push("未使用") 
-     cgl = ($强化哈希表["每级概率"][item.up] + $当前使用宝石加成率).to_s 
-     if item.up == 0  
-       min = item.params[2] + 1 
-       max = min + 5 
-     else 
-       if item.up >= $强化哈希表["最高等级"] 
-         min = item.params[2].to_int 
-         max = min 
-       else 
-     min = (item.params[2] * (1 + $强化哈希表["提升能力"][item.up] / 100)).to_int + item.up 
-     max = min + item.up * 5 
-     end 
-   end 
-     text = "装备名称:" + item.name + " 强化所需" + Vocab::currency_unit + ":" + Qiang.needmoney.to_s 
-     text = text + "\n" + "当前强化等级:" + item.up.to_s + " 强化需要:" +  qitemname 
-     text = text + "\n" + "强化宝石:" + temp [0] + " " + temp[1] + ":" + temp[2]+ " " + temp[3] + ":" + temp[4] 
-     text = text + "\n" + "成功率:" + cgl + "% " + "强化后攻击力范围:" + min.to_s + "~" + max.to_s 
-     @qianghelp.set_text(text) 
-   end 
-   #-------------------------------------------------------------------------- 
-   # ● 获取当前武器等级 
-   #-------------------------------------------------------------------------- 
-   def getweaponup 
-     Qiang.weaponupisnil(item.id) 
-     item.up 
-   end 
-   
-   def itemid 
-     item.id 
-   end 
-   #-------------------------------------------------------------------------- 
-   # ● 选择项目 
-   #-------------------------------------------------------------------------- 
-   def select(index) 
-     self.index = index if index 
-     update_help 
-   end 
- end 
- #============================================================================== 
- # ■ Window_Qiangfang 
- #------------------------------------------------------------------------------ 
- #  强化系统_防具强化窗口 
- #============================================================================== 
-   
- class Window_Qiangfang < Window_ItemList  
-   #-------------------------------------------------------------------------- 
-   # ● 初始化对象 
-   #-------------------------------------------------------------------------- 
-   def initialize(qianghelp,xuanze) 
-     super(0, 0, Graphics.width, fitting_height(8)) 
-     self.openness = 0 
-     deactivate 
-     @qianghelp = qianghelp 
-     @xuanze = xuanze 
-   end 
-   #-------------------------------------------------------------------------- 
-   # ● 开始输入的处理 
-   #-------------------------------------------------------------------------- 
-   def start 
-     self.category = :armor 
-     refresh 
-     select(0) 
-     open 
-     activate 
-   end 
-   #-------------------------------------------------------------------------- 
-   # ● 查询此物品是否可用 
-   #-------------------------------------------------------------------------- 
-   def enable?(item) 
-     return false unless item != nil 
-     Qiang.armorupable?(item.id) 
-   end 
-   #-------------------------------------------------------------------------- 
-   # ● 确定强化防具 
-   #-------------------------------------------------------------------------- 
-   def qiangfang_ok 
-     result = item ? item.id : 0 
-   end 
-   #-------------------------------------------------------------------------- 
-   # ● 更新帮助内容 
-   #-------------------------------------------------------------------------- 
-   def update_help 
-     return unless item != nil 
-     @help_window.set_item(item) 
-     needmoney = 0 
-     Qiang.armorupable?(item.id) 
-     qitemname = Qiang.lostitem.name 
-     if item.up >= $强化哈希表["最高等级"] 
-       qitemname = "无法继续升级" 
-     end 
-     temp = [] 
-     $usegem == true ? temp.push("使用") : temp.push("未使用") 
-     temp.push($data_items[$强化哈希表["特殊物品"][0]].name) 
-     $fangb == true ? temp.push("使用") : temp.push("未使用") 
-     temp.push($data_items[$强化哈希表["特殊物品"][1]].name) 
-     $fangj == true ? temp.push("使用") : temp.push("未使用") 
-     cgl = ($强化哈希表["每级概率"][item.up] + $当前使用宝石加成率).to_s 
-     if item.up == 0  
-       min = item.params[3] + 1 
-       max = min + 5 
-     else 
-       if item.up >= $强化哈希表["最高等级"] 
-         min = item.params[3].to_int 
-         max = min 
-       else 
-     min = (item.params[3] * (1 + $强化哈希表["提升能力"][item.up] / 100)).to_int + item.up 
-     max = min + item.up * 5 
-     end 
-   end 
-     text = "装备名称:" + item.name + " 强化所需" + Vocab::currency_unit + ":" + Qiang.needmoney.to_s 
-     text = text + "\n" + "当前强化等级:" + item.up.to_s + " 强化需要:" +  qitemname 
-     text = text + "\n" + "强化宝石:" + temp [0] + " " + temp[1] + ":" + temp[2]+ " " + temp[3] + ":" + temp[4] 
-     text = text + "\n" + "成功率:" + cgl + "% " + "强化后防御力范围:" + min.to_s + "~" + max.to_s 
-     @qianghelp.set_text(text) 
-   end 
-   #-------------------------------------------------------------------------- 
-   # ● 获取当前防具等级 
-   #-------------------------------------------------------------------------- 
-   def getarmorup 
-     Qiang.armorupisnil(item.id) 
-     item.up 
-   end 
-   
-   def itemid 
-     item.id 
-   end 
-   #-------------------------------------------------------------------------- 
-   # ● 选择项目 
-   #-------------------------------------------------------------------------- 
-   def select(index) 
-     self.index = index if index 
-     update_help 
-   end 
- end 
- #============================================================================== 
- # ■ Window_QiangCommand 
- #------------------------------------------------------------------------------ 
- #  强化系统中,处理命令选择的窗口。 
- #============================================================================== 
-   
- class Window_QiangCommand < Window_Command 
-   #-------------------------------------------------------------------------- 
-   # ● 初始化对象 
-   #-------------------------------------------------------------------------- 
-   def initialize 
-     super(0, 0) 
-     update_placement 
-     self.openness = 0 
-     open 
-   end 
-   #-------------------------------------------------------------------------- 
-   # ● 获取窗口的宽度 
-   #-------------------------------------------------------------------------- 
-   def window_width 
-     return 160 
-   end 
-   #-------------------------------------------------------------------------- 
-   # ● 更新窗口的位置 
-   #-------------------------------------------------------------------------- 
-   def update_placement 
-     self.x = (Graphics.width - width) / 2 
-     self.y = (Graphics.height - height) / 2 
-   end 
-   #-------------------------------------------------------------------------- 
-   # ● 生成指令列表 
-   #-------------------------------------------------------------------------- 
-   def make_command_list 
-     add_command("强化武器",    :qiangwu) 
-     add_command("强化防具",    :qiangfang) 
-     add_command(Vocab::ShopCancel, :cancel) 
-   end 
- end 
- #============================================================================== 
- # ■ Window_Qianghelp 
- #------------------------------------------------------------------------------ 
- #  显示说明 
- #============================================================================== 
-   
- class Window_Qianghelp < Window_Base 
-   #-------------------------------------------------------------------------- 
-   # ● 初始化对象 
-   #-------------------------------------------------------------------------- 
-   def initialize 
-     super(0, 0, window_width, fitting_height(4) + 8) 
-     refresh 
-   end 
-   #-------------------------------------------------------------------------- 
-   # ● 获取窗口的宽度 
-   #-------------------------------------------------------------------------- 
-   def window_width 
-     return 544 
-   end 
-   #-------------------------------------------------------------------------- 
-   # ● 获取持有金钱 
-   #-------------------------------------------------------------------------- 
-   def value 
-     $game_party.gold 
-   end 
-   #-------------------------------------------------------------------------- 
-   # ● 获取货币单位 
-   #-------------------------------------------------------------------------- 
-   def currency_unit 
-     Vocab::currency_unit 
-   end 
-   #-------------------------------------------------------------------------- 
-   # ● 设置内容 
-   #-------------------------------------------------------------------------- 
-   def set_text(text) 
-     if text != @text 
-       @text = text 
-       refresh 
-     end 
-   end 
-   #-------------------------------------------------------------------------- 
-   # ● 清除 
-   #-------------------------------------------------------------------------- 
-   def clear 
-     set_text("") 
-   end 
-   #-------------------------------------------------------------------------- 
-   # ● 刷新 
-   #-------------------------------------------------------------------------- 
-   def refresh 
-     contents.clear 
-     draw_text_ex(4, 0, @text) 
-   end 
- end 
- #============================================================================== 
- # ■ Window_Qiangxz 
- #------------------------------------------------------------------------------ 
- #  强化系统中,选择强化方式的窗口。 
- #============================================================================== 
-   
- class Window_Qiangxz < Window_Command 
-   @havegem = false 
-   @havefangb = false 
-   @havefangj = false 
-   #-------------------------------------------------------------------------- 
-   # ● 初始化对象 
-   #-------------------------------------------------------------------------- 
-   def initialize 
-     super(0, 0) 
-     index = 0 
-     update_placement 
-     self.openness = 0 
-     open 
-   end 
-   #-------------------------------------------------------------------------- 
-   # ● 获取窗口的宽度 
-   #-------------------------------------------------------------------------- 
-   def window_width 
-     return 180 
-   end 
-   #-------------------------------------------------------------------------- 
-   # ● 更新窗口的位置 
-   #-------------------------------------------------------------------------- 
-   def update_placement 
-     self.x = (Graphics.width - width) / 2 
-     self.y = (Graphics.height - height) / 2 
-   end 
-   #-------------------------------------------------------------------------- 
-   # ● 检查可用 
-   #-------------------------------------------------------------------------- 
-   def haveitem 
-     @havegem = false 
-     @havefangb = false 
-     @havefangj = false 
-     for i in $强化哈希表["宝石效果"] 
-         if $game_party.has_item?($data_items[i[1]]) 
-         @havegem = true 
-       end 
-     end 
-     @havefangb = $game_party.has_item?($data_items[$强化哈希表["特殊物品"][0]]) 
-     @havefangj = $game_party.has_item?($data_items[$强化哈希表["特殊物品"][1]]) 
-   end 
-   #-------------------------------------------------------------------------- 
-   # ● 生成指令列表 
-   #-------------------------------------------------------------------------- 
-   def make_command_list 
-     haveitem 
-     add_command("宝石",     :gem, @havegem) 
-     add_command(Qiang.idgetitem($强化哈希表["特殊物品"][0]).name, :fangb, @havefangb) 
-     add_command(Qiang.idgetitem($强化哈希表["特殊物品"][1]).name, :fangj, @havefangj) 
-     add_command("开始强化", :start) 
-     add_command("取消强化", :cancel) 
-   end 
- end 
- #============================================================================== 
- # ■ Window_Base 
- #------------------------------------------------------------------------------ 
- #  游戏中所有窗口的父类 
- #============================================================================== 
-   
- class Window_Base < Window 
-   #-------------------------------------------------------------------------- 
-   # ● 绘制物品名称 
-   #     enabled : 有效的标志。false 的时候使用半透明效果绘制 
-   #-------------------------------------------------------------------------- 
-   def draw_item_name(item, x, y, enabled = true, width = 172) 
-     return unless item 
-     draw_icon(item.icon_index, x, y, enabled) 
-     change_color(normal_color, enabled) 
-   if item.is_a?(RPG::EquipItem) 
-   if item.up != nil && item.up != 0 
-     draw_text(x + 24, y, width, line_height, item.name + "+" + item.up.to_s) 
-   else 
-     draw_text(x + 24, y, width, line_height, item.name) 
-   end 
-   else 
-     draw_text(x + 24, y, width, line_height, item.name) 
-   end 
-   end 
- end 
- class Window_ItemList 
-   #-------------------------------------------------------------------------- 
-   # ● 查询列表中是否含有此物品 
-   #-------------------------------------------------------------------------- 
-   def include?(item) 
-     case @category 
-     when :item 
-       item.is_a?(RPG::Item) && !item.key_item? 
-     when :weapon 
-       item.is_a?(RPG::Weapon) 
-     when :armor 
-       item.is_a?(RPG::Armor) 
-     when :key_item 
-       item.is_a?(RPG::Item) && item.key_item? 
-     when :gem 
-       itemid = item ? item.id : 0 
-       itemid != 0 ? isgem(itemid) : false 
-     else 
-       false 
-     end 
-   end 
-   
-   def isgem(itemid) 
-     for i in $强化哈希表["宝石效果"] 
-       return true if i[1] == itemid 
-     end 
-     false 
-   end 
- end 
- #============================================================================== 
- # ■ Window_Choosegem 
- #------------------------------------------------------------------------------ 
- #  选择强化使用的宝石 
- #============================================================================== 
-   
- class Window_Choosegem < Window_ItemList 
-   #-------------------------------------------------------------------------- 
-   # ● 初始化对象 
-   #-------------------------------------------------------------------------- 
-   def initialize() 
-     super(0, 0, Graphics.width, fitting_height(2)) 
-     self.openness = 0 
-     deactivate 
-     @wufangwindow = nil 
-     @qiangxz = nil 
-     set_handler(:ok,     method(:on_ok)) 
-     set_handler(:cancel, method(:on_cancel)) 
-   end 
-   
-   def wufangwindow=(wufangwindow) 
-     @wufangwindow = wufangwindow 
-   end 
-   def qiangxz=(qiangxz) 
-     @qiangxz = qiangxz 
-   end 
-   #-------------------------------------------------------------------------- 
-   # ● 开始输入的处理 
-   #-------------------------------------------------------------------------- 
-   def start 
-     self.category = :gem 
-     self.y = (Graphics.height - height) / 2 
-     refresh 
-     select(0) 
-     open 
-     activate 
-   end 
-   #-------------------------------------------------------------------------- 
-   # ● 确定时的处理 
-   #-------------------------------------------------------------------------- 
-   def on_ok 
-     result = item ? item.id : 0 
-     if result != 0 
-      $usegem = true 
-      $当前使用宝石id = result 
-      for i in $强化哈希表["宝石效果"] 
-        $当前使用宝石加成率 = i[0] if i[1] == $当前使用宝石id 
-      end 
-    else 
-      $当前使用宝石加成率 = 0 
-      $usegem = false 
-     end 
-     @wufangwindow.update_help 
-     @qiangxz.activate 
-     close 
-   end 
-   #-------------------------------------------------------------------------- 
-   # ● 查询此物品是否可用 
-   #-------------------------------------------------------------------------- 
-   def enable?(item) 
-     true 
-   end 
-   #-------------------------------------------------------------------------- 
-   # ● 取消时的处理 
-   #-------------------------------------------------------------------------- 
-   def on_cancel 
-     $当前使用宝石加成率 = 0 
-     $usegem = false 
-     @wufangwindow.update_help 
-     @qiangxz.activate 
-     close 
-   end 
- end 
- #============================================================================== 
- # ■ 强化系统DataManager 
- #------------------------------------------------------------------------------ 
- #  将武器和防具数据保存入存档 
- #============================================================================== 
- module DataManager 
-   #-------------------------------------------------------------------------- 
-   # ● 生成存档内容 
-   #-------------------------------------------------------------------------- 
-   def self.make_save_contents 
-     contents = {} 
-     contents[:system]        = $game_system 
-     contents[:timer]         = $game_timer 
-     contents[:message]       = $game_message 
-     contents[:switches]      = $game_switches 
-     contents[:variables]     = $game_variables 
-     contents[:self_switches] = $game_self_switches 
-     contents[:actors]        = $game_actors 
-     contents[:party]         = $game_party 
-     contents[:troop]         = $game_troop 
-     contents[:map]           = $game_map 
-     contents[:player]        = $game_player 
-     contents[:weapons]       = $data_weapons  
-     contents[:armors]        = $data_armors 
-     contents 
-   end 
-   #-------------------------------------------------------------------------- 
-   # ● 展开存档内容 
-   #-------------------------------------------------------------------------- 
-   def self.extract_save_contents(contents) 
-     $game_system        = contents[:system] 
-     $game_timer         = contents[:timer] 
-     $game_message       = contents[:message] 
-     $game_switches      = contents[:switches] 
-     $game_variables     = contents[:variables] 
-     $game_self_switches = contents[:self_switches] 
-     $game_actors        = contents[:actors] 
-     $game_party         = contents[:party] 
-     $game_troop         = contents[:troop] 
-     $game_map           = contents[:map] 
-     $game_player        = contents[:player] 
-     $data_weapons       = contents[:weapons] 
-     $data_armors        = contents[:armors] 
-   end 
- end