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 本帖最后由 he11120 于 2012-4-14 22:19 编辑  
 
里面有个对齐方式:左、中、右。 
但我改了好像无效,谁帮我改成中间对齐的? 
(装备的属性和状态描述那块对齐,其余不用),如图这样的,以中间像两边扩散。 
 
- #==============================================================================
 
 - # 禾西製作 / Created by Quarcy
 
 - #==============================================================================
 
 - class Window_Help < Window_Base
 
 -   attr_reader :materia
 
 -   #--------------------------------------------------------------------------
 
 -   # ● 定義不顯示的屬性與狀態
 
 -   #--------------------------------------------------------------------------
 
 -   def unshown
 
 -     @unshow_elements = [9, 10,11,12,13,14,15,16]
 
 -     @unshow_states = []
 
 -   end
 
 -   #--------------------------------------------------------------------------
 
 -   # ● 初始化對象
 
 -   #--------------------------------------------------------------------------
 
 -   def initialize
 
 -     super(0, 0, 640, 64)
 
 -     self.opacity = 150
 
 -     self.z=150
 
 -     self.visible = false
 
 -   end
 
 -   #--------------------------------------------------------------------------
 
 -   # ● 設置文本
 
 -   #     data  : 窗口顯示的字符串/物品資料
 
 -   #     align : 對齊方式 (0..左對齊、1..中間對齊、2..右對齊)
 
 -   #--------------------------------------------------------------------------
 
 -   def set_text(data, align=0)
 
 -     #------------------------------------------------------------------------
 
 -     # ● 當資料爲文字時候
 
 -     #------------------------------------------------------------------------
 
 -     # 如果文本或對齊方式至少一方与上次的不同
 
 -     if data != @text or align != @align
 
 -       if data.is_a?(String)
 
 -         # 再描繪文本
 
 -         self.width = 640
 
 -         self.height = 64
 
 -         self.x=0
 
 -         self.y=0
 
 -         self.contents = Bitmap.new(width - 32, height - 32) if self.contents.nil?
 
 -         self.contents.clear
 
 -         self.contents.font.color = normal_color
 
 -         self.contents.font.size = 20
 
 -         self.contents.draw_text(4, 0, self.width - 40, 32, data, align)
 
 -         @text = data
 
 -         @align = align
 
 -         @actor = nil
 
 -         self.visible = true
 
 -       end
 
 -     end
 
 -     return if data.is_a?(String)
 
 -     #------------------------------------------------------------------------
 
 -     # ● 當沒有資料時候
 
 -     #------------------------------------------------------------------------
 
 -     if data.nil?
 
 -       self.visible=false
 
 -     else
 
 -       self.visible=true
 
 -     end
 
 -     #------------------------------------------------------------------------
 
 -     # ● 當資料爲物品/技能時候
 
 -     #------------------------------------------------------------------------
 
 -     if data != nil && @data != data or self.width != 210
 
 -       self.width = 210
 
 -       self.height = 430
 
 -       self.x=0
 
 -       self.y=200
 
 -       unshown
 
 -       non_auto_update(data)
 
 -     else
 
 -       return
 
 -     end
 
 -   end
 
 -   #--------------------------------------------------------------------------
 
 -   # ● 更新帮助窗口
 
 -   #--------------------------------------------------------------------------
 
 -   def non_auto_update(data=@data)
 
 -     @data = data
 
 -     case @data
 
 -     when RPG::Item
 
 -       set_item_text(@data)
 
 -     when RPG::Weapon
 
 -       set_equipment_text(@data)
 
 -     when RPG::Armor
 
 -       set_equipment_text(@data)
 
 -     when RPG::Skill
 
 -       set_skill_text(@data)
 
 -     end
 
 -   end
 
 -   #--------------------------------------------------------------------------
 
 -   # ● 裝備帮助窗口
 
 -   #--------------------------------------------------------------------------
 
 -   def set_equipment_text(equipment)
 
 -     #------------------------------------------------------------------------
 
 -     # ● 取得基本質料
 
 -     #------------------------------------------------------------------------
 
 -     # 取得屬性、附加狀態、解除狀態之副本
 
 -     case equipment
 
 -     when RPG::Weapon
 
 -       element_set = equipment.element_set.clone
 
 -       plus_state_set = equipment.plus_state_set.clone
 
 -       minus_state_set = equipment.minus_state_set.clone
 
 -       #----------------------#
 
 -       # 過濾不顯示的狀態描述 #
 
 -       #----------------------#
 
 -       plus_state_set -= @unshow_states
 
 -       minus_state_set -= @unshow_states
 
 -     when RPG::Armor
 
 -       element_set = equipment.guard_element_set.clone
 
 -       guard_state_set = equipment.guard_state_set.clone
 
 -       #----------------------#
 
 -       # 過濾不顯示的狀態描述 #
 
 -       #----------------------#
 
 -       auto_state_id = equipment.auto_state_id
 
 -       guard_state_set -= @unshow_states
 
 -     end
 
 -     #----------------------#
 
 -     # 過濾不顯示的屬性描述 #
 
 -     #----------------------#
 
 -     element_set -= @unshow_elements
 
 -     #--------------#
 
 -     # 取得說明文字 #
 
 -     #--------------#
 
 -     description = equipment.description.clone
 
 -     # 初始化數據設定
 
 -     x = 0
 
 -     y = 0
 
 -     h = 0
 
 -     phrase = {}
 
 -     
 
 -     # 基本文字設定
 
 -     phrase["price"] = "价格:"
 
 -     phrase["elements"] = "属性:"
 
 -     phrase["minus_states"] = "解除状态:"
 
 -     phrase["plus_states"] = "附加状态:"
 
 -     phrase["guard_elements"] = "防御属性:"
 
 -     phrase["guard_states"] = "防御状态:"
 
 -     phrase["auto_state"] = "自动状态:"
 
  
-     # 基本數據設定
 
 - =begin
 
 -     name_size = 名字文字大小
 
 -     size = 描述文字大小
 
 -     word = 每行的描述文字數
 
 -     move = 全體描述偏移幅度
 
 - =end
 
 -     name_size = 18
 
 -     size = 14
 
 -     word = 12
 
 -     move = 25
 
 -     #------------------------------------------------------------------------
 
 -     # ● 確定背景圖片的高度
 
 -     #------------------------------------------------------------------------
 
 -     h += (description.size/3/word)
 
 -     h += 1 if (description.size/3%word) > 0
 
 -     h += 1 if equipment.is_a?(RPG::Weapon)
 
 -     now_h = h
 
 -     h += 1
 
 -     h += 1 unless equipment.pdef.zero?
 
 -     h += 1 unless equipment.mdef.zero?
 
 -     h += 1 if element_set.size > 0
 
 -     h += 1 if element_set.size >= 5
 
 -     case equipment
 
 -     when RPG::Weapon
 
 -       h += 1 unless minus_state_set.empty?
 
 -       h += minus_state_set.size
 
 -       h += 1 unless plus_state_set.empty?
 
 -       h += plus_state_set.size
 
 -     when RPG::Armor
 
 -       h += 1 unless guard_state_set.empty?
 
 -       h += guard_state_set.size
 
 -       h += 1 unless auto_state_id.zero?
 
 -     end
 
 -     h += 1
 
 -     h += 1 unless equipment.str_plus.zero?
 
 -     h += 1 unless equipment.dex_plus.zero?
 
 -     h += 1 unless equipment.agi_plus.zero?
 
 -     h += 1 unless equipment.int_plus.zero?
 
 -     h += materia_height_plus(equipment) unless self.materia.nil?
 
 -     #------------------------------------------------------------------------
 
 -     # ● 圖片顯示保證高度
 
 -     #------------------------------------------------------------------------
 
 -     h = 6 + now_h if (h - now_h) < 6
 
 -     #------------------------------------------------------------------------
 
 -     # ● 換算高度
 
 -     #------------------------------------------------------------------------
 
 -     self.height = h * size + name_size + 32
 
 -     #------------------------------------------------------------------------
 
 -     # ● 生成背景
 
 -     #------------------------------------------------------------------------
 
 -     self.contents = Bitmap.new(self.width - 32, self.height - 32)
 
 -     self.contents.clear
 
 -     #------------------------------------------------------------------------
 
 -     # ● 名字描繪
 
 -     #------------------------------------------------------------------------
 
 -     text = equipment.name
 
 -     self.contents.font.color = draw_name_color(equipment)
 
 -     self.contents.font.size = name_size
 
 -     if text.nil?
 
 -       self.visible = false
 
 -     else
 
 -       self.visible = true
 
 -       self.contents.draw_text(0, 0, text.size*7+50, name_size, "    " + text, 0)
 
 -     end
 
 -     #------------------------------------------------------------------------
 
 -     # ● 說明描繪
 
 -     #------------------------------------------------------------------------
 
 -     x = 0
 
 -     y += 1
 
 -     while ((text = description.slice!(/./m)) != nil)
 
 -       self.contents.font.color = normal_color
 
 -       self.contents.font.size = size
 
 -       self.contents.draw_text(x*size, y*size+5, size, size, text, 0)
 
 -       x+=1
 
 -       if x == word
 
 -         x=0
 
 -         y+=1   
 
 -       end
 
 -     end
 
 -     #------------------------------------------------------------------------
 
 -     # ● 圖標描繪
 
 -     #------------------------------------------------------------------------
 
 -     bitmap = RPG::Cache.icon(equipment.icon_name)
 
 -     if $yanse != 0 and $yanse != nil           #图标颜色随着强化而变
 
 -      bitmap.hue_change($yanse)
 
 -      $yanse = 0
 
 -      end
 
 -     opacity = self.contents.font.color == normal_color ? 255 : 128
 
 -     self.contents.blt(0 ,y*size + 20, bitmap, Rect.new(0, 0, 95, 100), 225)
 
 -     #------------------------------------------------------------------------
 
 -     # ● 鑒定接口
 
 -     #------------------------------------------------------------------------
 
 -     if identified
 
 -       return unless equipment.identified
 
 -     end
 
 -     #------------------------------------------------------------------------
 
 -     # ● 攻擊力描繪(武器)
 
 -     #------------------------------------------------------------------------
 
 -     if equipment.is_a?(RPG::Weapon)
 
 -       x = 0
 
 -       y += 1
 
 -       text = $data_system.words.atk+":"+equipment.atk.to_s
 
 -       self.contents.font.color = normal_color
 
 -       self.contents.font.size = size 
 
 -       self.contents.draw_text(x+move, y*size+5, text.size*6, size, text, 0)
 
 -     end
 
 -     #------------------------------------------------------------------------
 
 -     # ● 價格描繪
 
 -     #------------------------------------------------------------------------
 
 -     x = 0
 
 -     y += 1
 
 -     text = phrase["price"] + equipment.price.to_s
 
 -     self.contents.font.color = normal_color
 
 -     self.contents.font.size = size
 
 -     self.contents.draw_text(x+move, y*size+5, text.size*6, size, text, 0)
 
 -     #------------------------------------------------------------------------
 
 -     # ● 物理防禦
 
 -     #------------------------------------------------------------------------
 
 -     unless equipment.pdef.zero?
 
 -       x = 0
 
 -       y += 1
 
 -       text = $data_system.words.pdef+":"+equipment.pdef.to_s
 
 -       self.contents.font.color = normal_color
 
 -       self.contents.font.size = size
 
 -       self.contents.draw_text(x+move, y*size+5, text.size*6, size, text, 0)
 
 -     end
 
 -     #------------------------------------------------------------------------
 
 -     # ● 魔法防禦
 
 -     #------------------------------------------------------------------------
 
 -     unless equipment.mdef.zero?
 
 -       x = 0
 
 -       y += 1
 
 -       text=$data_system.words.mdef+":"+equipment.mdef.to_s
 
 -       self.contents.font.color = normal_color
 
 -       self.contents.font.size = size
 
 -       self.contents.draw_text(x+move, y*size+5, text.size*6, size, text, 0)
 
 -     end
 
 -     #------------------------------------------------------------------------
 
 -     # ● 屬性
 
 -     #------------------------------------------------------------------------
 
 -     if element_set.size > 0
 
 -       x = 0
 
 -       y += 1
 
 -       text = phrase["elements"]
 
 -       for i in 0...element_set.size
 
 -         break if i > 4
 
 -         text += $data_system.elements[element_set[i]]
 
 -       end
 
 -       self.contents.font.color = normal_color
 
 -       self.contents.font.size = size
 
 -       self.contents.draw_text(x+move, y*size+5, text.size*6, size, text, 0)
 
 -     end
 
 -     if element_set.size >= 5
 
 -       x = (phrase["elements"].size)*5-4
 
 -       y += 1
 
 -       text = ""
 
 -       for i in 4...element_set.size
 
 -         text += $data_system.elements[element_set[i]]
 
 -       end
 
 -       self.contents.font.color = normal_color
 
 -       self.contents.font.size = size
 
 -       self.contents.draw_text(x+move, y*size+5, text.size*6, size, text, 0)
 
 -     end
 
 -     #------------------------------------------------------------------------
 
 -     # ● 描述分流 武器/防具
 
 -     #------------------------------------------------------------------------
 
 -     case equipment
 
 -     when RPG::Weapon
 
 -       #------------------------------------------------------------------------
 
 -       # ● 解除狀態(武器)
 
 -       #------------------------------------------------------------------------
 
 -       unless minus_state_set.empty?
 
 -         x = 0
 
 -         y += 1
 
 -         text=phrase["minus_states"]
 
 -         text=phrase["guard_states"]
 
 -         self.contents.font.color = normal_color
 
 -         self.contents.font.size = size
 
 -         self.contents.draw_text(x+move, y*size+5, text.size*6, size, text, 0)
 
 -         for i in 0...minus_state_set.size
 
 -           y += 1
 
 -           text = $data_states[minus_state_set[i]].name        
 
 -           self.contents.font.color = normal_color
 
 -           self.contents.font.size = size
 
 -           self.contents.draw_text(x+move, y*size+5, text.size*6, size, text, 0)        
 
 -         end
 
 -       end
 
 -       #------------------------------------------------------------------------
 
 -       # ● 附加狀態(武器)
 
 -       #------------------------------------------------------------------------
 
 -       unless plus_state_set.empty?
 
 -         x = 0
 
 -         y += 1
 
 -         text = phrase["plus_states"]
 
 -         self.contents.font.color = normal_color
 
 -         self.contents.font.size = size
 
 -         self.contents.draw_text(x+move, y*size+5, text.size*6, size, text, 0)
 
 -         for i in 0...plus_state_set.size
 
 -           y += 1
 
 -           text=$data_states[plus_state_set[i]].name        
 
 -           self.contents.font.color = normal_color
 
 -           self.contents.font.size = size
 
 -           self.contents.draw_text(x+move, y*size+5, text.size*6, size, text, 0)        
 
 -         end  
 
 -       end
 
 -     when RPG::Armor
 
 -       #------------------------------------------------------------------------
 
 -       # ● 防禦狀態(防具)
 
 -       #------------------------------------------------------------------------
 
 -       unless guard_state_set.empty?
 
 -         x = 0
 
 -         y += 1
 
 -         text=phrase["guard_states"]
 
 -         self.contents.font.color = normal_color
 
 -         self.contents.font.size = size
 
 -         self.contents.draw_text(x+move, y*size+5, text.size*6, size, text, 0)
 
 -         for i in 0...guard_state_set.size
 
 -           y += 1
 
 -           text = $data_states[guard_state_set[i]].name        
 
 -           self.contents.font.color = normal_color
 
 -           self.contents.font.size = size
 
 -           self.contents.draw_text(x+move, y*size+5, text.size*6, size, text, 0)        
 
 -         end
 
 -       end
 
 -       #------------------------------------------------------------------------
 
 -       # ● 自動狀態(防具)
 
 -       #------------------------------------------------------------------------
 
 -       unless auto_state_id.zero?
 
 -         x = 0
 
 -         y += 1
 
 -         text = phrase["auto_state"] + $data_states[auto_state_id].name
 
 -         self.contents.font.color = normal_color
 
 -         self.contents.font.size = size
 
 -         self.contents.draw_text(x+move, y*size+5, text.size*6, size, text, 0)
 
 -       end
 
 -     end
 
 -     #------------------------------------------------------------------------
 
 -     # ● 空行
 
 -     #------------------------------------------------------------------------
 
 -     y+=1
 
 -     #------------------------------------------------------------------------
 
 -     # ● 力量
 
 -     #------------------------------------------------------------------------
 
 -     unless equipment.str_plus.zero?
 
 -       x = 0
 
 -       y += 1
 
 -       h += 1
 
 -       if equipment.str_plus > 0
 
 -         text=$data_system.words.str+" +"+ equipment.str_plus.to_s
 
 -       else
 
 -         text=$data_system.words.str+" -"+ (-equipment.str_plus).to_s
 
 -       end
 
 -       self.contents.font.color = normal_color
 
 -       self.contents.font.size = size
 
 -       self.contents.draw_text(x+move, y*size+5, text.size*6, size, text, 0)  
 
 -     end
 
 -     #------------------------------------------------------------------------
 
 -     # ● 靈巧
 
 -     #------------------------------------------------------------------------
 
 -     unless equipment.dex_plus.zero?
 
 -       x = 0
 
 -       y += 1
 
 -       h += 1
 
 -       if equipment.dex_plus > 0
 
 -         text=$data_system.words.dex+" +"+ equipment.dex_plus.to_s
 
 -       else
 
 -         text=$data_system.words.dex+" -"+ (-equipment.dex_plus).to_s
 
 -       end
 
 -       self.contents.font.color = normal_color
 
 -       self.contents.font.size = size
 
 -       self.contents.draw_text(x+move, y*size+5, text.size*6, size, text, 0) 
 
 -     end
 
 -     #------------------------------------------------------------------------
 
 -     # ● 速度
 
 -     #------------------------------------------------------------------------
 
 -     unless equipment.agi_plus.zero?
 
 -       x = 0
 
 -       y += 1
 
 -       h += 1
 
 -       if equipment.agi_plus > 0
 
 -         text=$data_system.words.agi+" +"+ equipment.agi_plus.to_s
 
 -       else
 
 -         text=$data_system.words.agi+" -"+ (-equipment.agi_plus).to_s
 
 -       end
 
 -       self.contents.font.color = normal_color
 
 -       self.contents.font.size = size
 
 -       self.contents.draw_text(x+move, y*size+5, text.size*6, size, text, 0) 
 
 -     end
 
 -     #------------------------------------------------------------------------
 
 -     # ● 智力
 
 -     #------------------------------------------------------------------------
 
 -     unless equipment.int_plus.zero?
 
 -       x = 0
 
 -       y += 1
 
 -       h += 1
 
 -       if equipment.int_plus > 0
 
 -         text=$data_system.words.int+" +"+ equipment.int_plus.to_s
 
 -       else
 
 -         text=$data_system.words.int+" -"+ (-equipment.int_plus).to_s
 
 -       end
 
 -       self.contents.font.color = normal_color
 
 -       self.contents.font.size = size
 
 -       self.contents.draw_text(x+move, y*size+5, text.size*6, size, text, 0)
 
 -     end
 
 -     #------------------------------------------------------------------------
 
 -     # ● 魔力石描繪
 
 -     #------------------------------------------------------------------------
 
 -     y += draw_materia(equipment, move, y, size) unless self.materia.nil?
 
 -   end
 
 -   #--------------------------------------------------------------------------
 
 -   # ● 物品幫助窗口
 
 -   #--------------------------------------------------------------------------
 
 -   def set_item_text(item)
 
 -     # 取得描述
 
 -     description = item.description.clone
 
 -     # 取得屬性、附加狀態、解除狀態之副本
 
 -     element_set = item.element_set.clone
 
 -     plus_state_set = item.plus_state_set.clone
 
 -     minus_state_set = item.minus_state_set.clone
 
 -     # 過濾不顯示的描述
 
 -     element_set -= @unshow_elements
 
 -     plus_state_set -= @unshow_states
 
 -     minus_state_set -= @unshow_states
 
 -     # 初始化數據設定
 
 -     x = 0
 
 -     y = 0
 
 -     h = 0
 
 -     phrase = {}
 
 -     scope ={}
 
 -     parameter_type = {}
 
 -     
 
 -     # 基本數據設定
 
 - =begin
 
 -     name_size = 名字文字大小
 
 -     size = 描述文字大小
 
 -     word = 每行的描述文字數
 
 -     move = 全體描述偏移幅度
 
 - =end
 
 -     name_size = 18
 
 -     size = 14
 
 -     word = 12
 
 -     move = 80
 
 -     
 
 -     # 基本文字設定
 
 -     phrase["scope"] = "范围:"
 
 -     phrase["price"] = "价格:"
 
 -     phrase["recover_hp_rate"] = "HP 回复率:"
 
 -     phrase["recover_hp"] = "HP 回复量:"
 
 -     phrase["recover_sp_rate"] = "SP 回复率:"
 
 -     phrase["recover_sp"] = "SP 回复量:"
 
 -     phrase["elements"] = "属性:"
 
 -     phrase["plus"] = "附加"
 
 -     phrase["minus"] = "解除"
 
 -     phrase["states"] = "状态"
 
 -     scope[0] = "特殊物品"
 
 -     scope[1] = "特殊物品"
 
 -     scope[2] = "敌单体"
 
 -     scope[3] = "敌全体"
 
 -     scope[4] = "己方单体"
 
 -     scope[5] = "己方全体"
 
 -     scope[6] = "己方昏死单体"
 
 -     scope[7] = "己方昏死全体"
 
 -     scope[8] = "使用者"
 
  
-     parameter_type[1] = "MaxHP"
 
 -     parameter_type[2] = "MaxSP"
 
 -     parameter_type[3] = $data_system.words.str
 
 -     parameter_type[4] = $data_system.words.dex
 
 -     parameter_type[5] = $data_system.words.agi
 
 -     parameter_type[6] = $data_system.words.int
 
 -     
 
 -     #依顯示内容確定自身高
 
 -     h = (description.size/3/word)
 
 -     h +=1 if (description.size/3%word)> 0
 
 -     now_h = h
 
 -     h +=3  # 空行,效果範圍,價格
 
 -     h += 1 unless item.recover_hp_rate.zero?
 
 -     h += 1 unless item.recover_hp.zero?
 
 -     h += 1 unless item.recover_sp_rate.zero?
 
 -     h += 1 unless item.recover_sp.zero?
 
 -     h += 1 unless item.parameter_type.zero?
 
 -     h += 1 unless element_set[0].nil?
 
 -     h += 1 unless element_set[4].nil?
 
 -     h += (1+plus_state_set.size) unless plus_state_set.empty? 
 
 -     h += (1+minus_state_set.size) unless minus_state_set.empty?
 
 -     #------------------------------------------------------------------------
 
 -     # ● 圖片顯示保證高度
 
 -     #------------------------------------------------------------------------
 
 -     h = 6 + now_h if (h - now_h) < 6
 
 -     #------------------------------------------------------------------------
 
 -     # ● 換算高度
 
 -     #------------------------------------------------------------------------
 
 -     self.height = h * size + name_size + 32
 
 -     #------------------------------------------------------------------------
 
 -     # ● 生成背景
 
 -     #------------------------------------------------------------------------
 
 -     self.contents = Bitmap.new(self.width - 32, self.height - 32)
 
 -     self.contents.clear
 
 -     #------------------------------------------------------------------------
 
 -     # ● 名字描繪
 
 -     #------------------------------------------------------------------------
 
 -     text = item.name
 
 -     self.contents.font.color = normal_color#顔色腳本
 
 -     self.contents.font.size = name_size
 
 -     if text.nil?
 
 -       self.visible = false
 
 -     else
 
 -       self.visible = true
 
 -       self.contents.draw_text(0,0, text.size*7, 20, text, 0)
 
 -     end
 
 -     #------------------------------------------------------------------------
 
 -     # ● 說明描繪
 
 -     #------------------------------------------------------------------------
 
 -     x = 0
 
 -     y += 1
 
 -     while ((text = description.slice!(/./m)) != nil)
 
 -       self.contents.font.color = normal_color
 
 -       self.contents.font.size = size
 
 -       self.contents.draw_text(x*size, y*size+5, size, size, text, 0)
 
 -       x+=1
 
 -       if x == word
 
 -         x = 0
 
 -         y += 1
 
 -       end
 
 -     end
 
 -     #------------------------------------------------------------------------
 
 -     # ● 圖標描繪
 
 -     #------------------------------------------------------------------------
 
 -     bitmap = RPG::Cache.icon(item.icon_name) unless item.icon_name.nil?
 
 -     opacity = self.contents.font.color == normal_color ? 255 : 128
 
 -     self.contents.blt(-50 ,y*size + 20, bitmap, Rect.new(0, 0, 95, 100), 225)
 
 -     #------------------------------------------------------------------------
 
 -     # ● 魔力石接口
 
 -     #------------------------------------------------------------------------
 
 -     unless self.materia.nil?
 
 -       return if is_materia?(item)
 
 -     end
 
 -     #------------------------------------------------------------------------
 
 -     # ● 效果範圍
 
 -     #------------------------------------------------------------------------
 
 -     text= phrase["scope"] + scope[item.scope]
 
 -     x = 0
 
 -     y += 1
 
 -     self.contents.font.color = normal_color
 
 -     self.contents.font.size = size
 
 -     self.contents.draw_text(x+move, y*size+5, text.size*6, size, text, 0)
 
 -     #------------------------------------------------------------------------
 
 -     # ● 價格
 
 -     #------------------------------------------------------------------------
 
 -     x = 0
 
 -     y += 1      
 
 -     text = phrase["price"] + item.price.to_s
 
 -     self.contents.font.color = normal_color
 
 -     self.contents.font.size = size
 
 -     self.contents.draw_text(x+move, y*size+5, text.size*6, size, text, 0)
 
 -     
 
 -     #------------------------------------------------------------------------
 
 -     # ● HP回復率
 
 -     #------------------------------------------------------------------------
 
 -     unless item.recover_hp_rate.zero?  
 
 -       x = 0
 
 -       y += 1
 
 -       text = phrase["recover_hp_rate"] + item.recover_hp_rate.to_s+"%"
 
 -       self.contents.font.color = normal_color
 
 -       self.contents.font.size = size
 
 -       self.contents.draw_text(x+move, y*size+5, text.size*6, size, text, 0)    
 
 -     end 
 
 -     #------------------------------------------------------------------------
 
 -     # ● HP回復量
 
 -     #------------------------------------------------------------------------
 
 -     unless item.recover_hp.zero?  
 
 -       x = 0
 
 -       y += 1      
 
 -       text = phrase["recover_hp"] + item.recover_hp.to_s
 
 -       self.contents.font.color = normal_color
 
 -       self.contents.font.size = size
 
 -       self.contents.draw_text(x+move, y*size+5, text.size*6, size, text, 0)
 
 -     end
 
 -     #------------------------------------------------------------------------
 
 -     # ● SP回復率
 
 -     #------------------------------------------------------------------------
 
 -     unless item.recover_sp_rate.zero? 
 
 -       x = 0
 
 -       y += 1      
 
 -       text = phrase["recover_sp_rate"] + item.recover_sp_rate.to_s+"%"
 
 -       self.contents.font.color = normal_color
 
 -       self.contents.font.size = size
 
 -       self.contents.draw_text(x+move, y*size+5, text.size*6, size, text, 0)
 
 -     end
 
 -     #------------------------------------------------------------------------
 
 -     # ● SP回復量
 
 -     #------------------------------------------------------------------------
 
 -     unless item.recover_sp.zero?  
 
 -       x = 0
 
 -       y += 1      
 
 -       text = phrase["elements"] + item.recover_sp.to_s
 
 -       self.contents.font.color = normal_color
 
 -       self.contents.font.size = size
 
 -       self.contents.draw_text(x+move, y*size+5, text.size*6, size, text, 0)
 
 -     end
 
 -     #------------------------------------------------------------------------
 
 -     # ● 能力值增加
 
 -     #------------------------------------------------------------------------
 
 -     unless item.parameter_type.zero? 
 
 -       x = 0
 
 -       y += 1      
 
 -       text= parameter_type[item.parameter_type]+" +"+item.parameter_points.to_s
 
  
-       self.contents.font.color = normal_color
 
 -       self.contents.font.size = size
 
 -       self.contents.draw_text(x+move, y*size+5, text.size*6, size, text, 0)
 
 -     end
 
 -     #------------------------------------------------------------------------
 
 -     # ● 屬性
 
 -     #------------------------------------------------------------------------ 
 
 -     if element_set.size > 0
 
 -       x = 0
 
 -       y += 1
 
 -       text = phrase["elements"]
 
 -       for i in 0...element_set.size
 
 -         break if i > 4
 
 -         text += $data_system.elements[element_set[i]]
 
 -       end
 
 -       self.contents.font.color = normal_color
 
 -       self.contents.font.size = size
 
 -       self.contents.draw_text(x+move, y*size+5, text.size*6, size, text, 0)
 
 -     end
 
 -     if element_set.size >= 5
 
 -       x = (phrase["elements"].size)*5-4
 
 -       y += 1
 
 -       text = ""
 
 -       for i in 4...element_set.size
 
 -         text += $data_system.elements[element_set[i]]
 
 -       end
 
 -       self.contents.font.color = normal_color
 
 -       self.contents.font.size = size
 
 -       self.contents.draw_text(x+move, y*size+5, text.size*6, size, text, 0)
 
 -     end
 
 -     #------------------------------------------------------------------------
 
 -     # ● 狀態添加
 
 -     #------------------------------------------------------------------------
 
 -     unless plus_state_set.empty?
 
 -       text = phrase["plus"]
 
 -       x = 0
 
 -       y += 1
 
 -       self.contents.font.color = normal_color
 
 -       self.contents.font.size = size
 
 -       self.contents.draw_text(x+move, y*size+5, text.size*6, size, text, 0)
 
 -       plus_state_set.each do |plus_state|
 
 -         y += 1
 
 -         text = $data_states[plus_state].name        
 
 -         self.contents.font.color = normal_color
 
 -         self.contents.font.size = size
 
 -         self.contents.draw_text(x+move, y*size+5, text.size*6, size, text, 0)      
 
 -       end  
 
 -     end 
 
 -     #------------------------------------------------------------------------
 
 -     # ● 狀態解除
 
 -     #------------------------------------------------------------------------
 
 -     unless minus_state_set.empty?
 
 -       text = phrase["minus"]
 
 -       x = 0
 
 -       y += 1
 
 -       self.contents.font.color = normal_color
 
 -       self.contents.font.size = size
 
 -       self.contents.draw_text(x+move, y*size+5, text.size*6, size, text, 0)
 
 -       minus_state_set.each do |minus_state|
 
 -         y += 1
 
 -         text = $data_states[minus_state].name
 
 -         self.contents.font.color = normal_color
 
 -         self.contents.font.size = size
 
 -         self.contents.draw_text(x+move, y*size+5, text.size*6, size, text, 0)   
 
 -       end
 
 -     end
 
 -   end
 
 -   #--------------------------------------------------------------------------
 
 -   # ● 技能帮助窗口
 
 -   #--------------------------------------------------------------------------
 
 -   def set_skill_text(skill)
 
 -     # 取得描述
 
 -     description = skill.description.clone
 
 -     # 取得屬性、附加狀態、解除狀態之副本
 
 -     element_set = skill.element_set.clone
 
 -     plus_state_set = skill.plus_state_set.clone
 
 -     minus_state_set = skill.minus_state_set.clone
 
 -     # 過濾不顯示的描述
 
 -     element_set -= @unshow_elements
 
 -     plus_state_set -= @unshow_states
 
 -     minus_state_set -= @unshow_states
 
 -     # 初始化設定
 
 -     x = 0
 
 -     y = 0
 
 -     h = 0
 
 -     phrase = {}
 
 -     scope = {}
 
 -     
 
 -     # 基本數據設定
 
 - =begin
 
 -     name_size = 名字文字大小
 
 -     size = 描述文字大小
 
 -     word = 每行的描述文字數
 
 -     move = 全體描述偏移幅度
 
 - =end
 
 -     name_size = 18
 
 -     size = 14
 
 -     word = 12
 
 -     move = 80
 
 -     
 
 -     # 基本文字設定
 
 -     phrase["scope"] = "范围:"
 
 -     #
 
 -     phrase["power"] = "技能攻击力:"
 
 -     phrase["cost_sp"] = "消耗MP:"
 
 -     phrase["hit_rate"] = "命中率:"
 
 -     phrase["elements"] = "攻击属性"
 
 -     #
 
 -     phrase["plus"] = "附加"
 
 -     phrase["minus"] = "解除"
 
 -     phrase["states"] = "状态"
 
 -     scope[0] = "特殊技能"
 
 -     scope[1] = "敌单体"
 
 -     scope[2] = "敌全体"
 
 -     scope[3] = "我方单体"
 
 -     scope[4] = "我方全体"
 
 -     scope[5] = "我方昏死(单体)"
 
 -     scope[6] = "我方昏死(全体)"
 
 -     scope[7] = "自身"
 
  
-     
 
 -     #由描叙确定高
 
 -     h =description.size/3/word
 
 -     h += 1 if (description.size%3/word) > 0
 
 -     h += 4  #空行,效果范围,消费SP,命中率
 
 -     h += 1 unless skill.power.zero?
 
 -     h += 1 unless element_set.empty?
 
 -     h += 1 unless element_set[4].nil?
 
 -     h += plus_state_set.size 
 
 -     h += minus_state_set.size
 
 -     #------------------------------------------------------------------------
 
 -     # ● 換算高度
 
 -     #------------------------------------------------------------------------
 
 -     self.height=h * size + name_size + 32  
 
 -     self.contents = Bitmap.new(self.width - 32,self.height - 32)
 
 -     self.contents.clear
 
 -     
 
 -     #------------------------------------------------------------------------
 
 -     # ● 名字描述
 
 -     #------------------------------------------------------------------------
 
 -     text = skill.name
 
 -     self.contents.font.color = Color.new(255, 255, 128, 255)
 
 -     self.contents.font.size = name_size
 
 -     if text!=nil
 
 -       self.visible = true
 
 -       self.contents.draw_text(0,0, text.size*7, name_size, text, 0)
 
 -     else
 
 -       self.visible = false
 
 -     end
 
 -     
 
 -     #------------------------------------------------------------------------
 
 -     # ● 說明描述
 
 -     #------------------------------------------------------------------------
 
 -     x = 0
 
 -     y += 1
 
 -     text = description
 
 -     while ((text = description.slice!(/./m)) != nil)
 
 -       self.contents.font.color = normal_color
 
 -       self.contents.font.size = size
 
 -       self.contents.draw_text(x*size, y*size+5, size, size, text, 0)
 
 -       x+=1
 
 -       if x==word#每行10个字
 
 -         x = 0
 
 -         y += 1       
 
 -       end
 
 -     end
 
 -     
 
 -     #------------------------------------------------------------------------
 
 -     # ● 攻擊範圍
 
 -     #------------------------------------------------------------------------
 
 -     text = phrase["scope"] + scope[skill.scope]
 
 -     x = 0
 
 -     y += 1
 
 -     self.contents.font.color = normal_color
 
 -     self.contents.font.size = size
 
 -     self.contents.draw_text(x, y*size+5, text.size*6, size, text, 0)
 
 -     #------------------------------------------------------------------------
 
 -     # ● 空一行
 
 -     #------------------------------------------------------------------------
 
 -     y += 1
 
 -     #------------------------------------------------------------------------
 
 -     # ● 威力描述
 
 -     #------------------------------------------------------------------------
 
 -     unless skill.power.zero? 
 
 -       power = skill.power > 0 ? skill.power : -1 * skill.power
 
 -       if  skill.id ==15           #战士技能说明修正
 
 -         power /= skill.atk_f / 50
 
 -         end
 
 -       text = phrase["power"] + power.to_s
 
 -       x = 0
 
 -       y += 1
 
 -       self.contents.font.color = normal_color
 
 -       self.contents.font.size = size  
 
 -       self.contents.draw_text(x, y*size+5, text.size*6, size, text, 0)
 
 -     end  
 
 -     #------------------------------------------------------------------------
 
 -     # ● 消費SP描述
 
 -     #------------------------------------------------------------------------
 
 -     text = phrase["cost_sp"] + skill.sp_cost.to_s
 
 -     x = 0
 
 -     y += 1
 
 -     self.contents.font.color = normal_color
 
 -     self.contents.font.size = size   
 
 -     self.contents.draw_text(x, y*size+5, text.size*6, size, text, 0)
 
 -     #------------------------------------------------------------------------
 
 -     # ● 命中率描述
 
 -     #------------------------------------------------------------------------
 
 -     text = phrase["hit_rate"] + skill.hit.to_s + "%"
 
 -     x = 0
 
 -     y += 1
 
 -     self.contents.font.color = normal_color
 
 -     self.contents.font.size = size
 
 -     self.contents.draw_text(x, y*size+5, text.size*6, size, text, 0)
 
 -     #------------------------------------------------------------------------
 
 -     # ● 攻擊屬性
 
 -     #------------------------------------------------------------------------
 
 -     if element_set.size > 0
 
 -       text=phrase["elements"]
 
 -       for i in 0...element_set.size
 
 -         if i < 4
 
 -           text+=$data_system.elements[element_set[i]]
 
 -         else
 
 -           break
 
 -         end        
 
 -       end
 
 -       x = 0
 
 -       y += 1
 
 -       self.contents.font.color = normal_color
 
 -       self.contents.font.size = size
 
 -       self.contents.draw_text(x, y*size+5, text.size*6, size, text, 0)
 
 -     end
 
 -     if element_set.size >= 5
 
 -       text=""
 
 -       for i in 4...element_set.size
 
 -         text+=$data_system.elements[element_set[i]]
 
 -       end
 
 -       x= (phrase["elements"].size)*3
 
 -       y += 1
 
 -       self.contents.font.color = normal_color
 
 -       self.contents.font.size = size
 
 -       self.contents.draw_text(x, y*size+5, text.size*6, size, text, 0)
 
 -     end
 
 -     #------------------------------------------------------------------------
 
 -     # ● 狀態附加
 
 -     #------------------------------------------------------------------------
 
 -     unless plus_state_set.empty?
 
 -       text= phrase["plus"]
 
 -       x = 0
 
 -       y += 1
 
 -       self.contents.font.color = normal_color
 
 -       self.contents.font.size = size
 
 -       self.contents.draw_text(x, y*size+5, text.size*6, size, text, 0)
 
 -       plus_state_set.each do |plus_state|
 
 -         y += 1
 
 -         text=$data_states[plus_state].name        
 
 -         self.contents.font.color = normal_color
 
 -         self.contents.font.size = size
 
 -         self.contents.draw_text(x, y*size+5, text.size*6, size, text, 0)        
 
 -       end  
 
 -     end
 
 -     #------------------------------------------------------------------------
 
 -     # ●狀態解除
 
 -     #------------------------------------------------------------------------
 
 -     unless minus_state_set.empty?
 
 -       text = phrase["minus"]
 
 -       x = 0
 
 -       y += 1
 
 -       self.contents.font.color = normal_color
 
 -       self.contents.font.size=size
 
 -       self.contents.draw_text(x, y*size+5, text.size*6, size, text, 0)
 
 -       minus_state_set.each do |minus_state|
 
 -         y += 1
 
 -         text=$data_states[minus_state].name        
 
 -         self.contents.font.color = normal_color
 
 -         self.contents.font.size=size
 
 -         self.contents.draw_text(x, y*size+5, text.size*6, size, text, 0)        
 
 -       end  
 
 -     end     
 
 -   end 
 
 -   #--------------------------------------------------------------------------
 
 -   # ● 设置角色
 
 -   #     actor : 要显示状态的角色
 
 -   #--------------------------------------------------------------------------
 
 -   def set_actor(actor)
 
 -     if actor != @actor
 
 -       self.contents.clear
 
 -       draw_actor_name(actor, 4, 0)
 
 -       draw_actor_state(actor, 140, 0)
 
 -       draw_actor_hp(actor, 284, 0)
 
 -       draw_actor_sp(actor, 460, 0)
 
 -       @actor = actor
 
 -       @text = nil
 
 -       self.visible = true
 
 -     end
 
 -   end
 
 -   #--------------------------------------------------------------------------
 
 -   # ● 設置角色
 
 -   #     actor : 要顯示狀態之角色
 
 -   #--------------------------------------------------------------------------
 
 -   def set_actor(actor)
 
 -     self.contents = Bitmap.new(width - 32, height - 32) if self.contents.nil?
 
 -     if actor != @actor
 
 -       self.contents.clear
 
 -       draw_actor_name(actor, 4, 0)
 
 -       draw_actor_state(actor, 140, 0)
 
 -       draw_actor_hp(actor, 284, 0)
 
 -       draw_actor_sp(actor, 460, 0)
 
 -       @actor = actor
 
 -       @text = nil
 
 -       self.visible = true
 
 -     end
 
 -   end
 
 -   #--------------------------------------------------------------------------
 
 -   # ● 設置敵人
 
 -   #     enemy : 要顯示名字與狀態之敵人
 
 -   #--------------------------------------------------------------------------
 
 -   def set_enemy(enemy)
 
 -     self.contents = Bitmap.new(width - 32, height - 32) if self.contents.nil?
 
 -     text = enemy.name.sub(/\\[Ff]\[([0-9]+)\]/) {""}
 
 -     state_text = make_battler_state_text(enemy, 112, false)
 
 -     if state_text != ""
 
 -       text += "  " + state_text
 
 -     end
 
 -     set_text(text, 1)
 
 -     self.visible = true
 
 -   end
 
 -   #--------------------------------------------------------------------------
 
 -   # ● 校正帮助窗口位置
 
 -   #--------------------------------------------------------------------------
 
 -   def set_pos(x,y,width,oy,index,column_max)
 
 -     #光标坐标
 
 -     cursor_width = width / column_max - 32
 
 -     xx = index % column_max * (cursor_width + 32)
 
 -     yy = index / column_max * 32 - oy
 
 -     self.x=xx+x+150
 
 -     self.y=yy+y+30
 
 -     if self.x+self.width>640
 
 -       self.x=640-self.width
 
 -     end
 
 -     if self.y+self.height>480
 
 -       self.y=480-self.height
 
 -     end  
 
 -   end
 
 -   #------------------------------------------------------------------------
 
 -   # ● 裝備名字顔色變化 接口
 
 -   #------------------------------------------------------------------------
 
 -   def draw_name_color(equipment)
 
 -     return normal_color
 
 -   end
 
 -   #------------------------------------------------------------------------
 
 -   # ● 自身身份確認
 
 -   #------------------------------------------------------------------------
 
 -   def original_help?
 
 -     return false
 
 -   end
 
 -   #------------------------------------------------------------------------
 
 -   # ● 鑒定確認
 
 -   #------------------------------------------------------------------------
 
 -   def identified
 
 -     return false
 
 -   end
 
 - end
 
  
- #------------------------------------------------------------------------------
 
  
 
 
- #------------------------------------------------------------------------------
 
 - #==============================================================================
 
 - # ■ Window_Item
 
 - #------------------------------------------------------------------------------
 
 - #  物品画面、战斗画面、显示浏览物品的窗口。
 
 - #==============================================================================
 
  
- class Window_Item < Window_Selectable
 
 -   #--------------------------------------------------------------------------
 
 -   # ● 初始化对像
 
 -   #--------------------------------------------------------------------------
 
 -   def initialize
 
 -     super(0, 64-64, 640, 416+64)
 
 -     @column_max = 2
 
 -     refresh
 
 -     self.index = 0
 
 -     # 战斗中的情况下将窗口移至中央并将其半透明化
 
 -     if $game_temp.in_battle
 
 -       self.y = 64
 
 -       self.height = 256
 
 -       self.back_opacity = 160
 
 -     end
 
 -   end
 
 -   #--------------------------------------------------------------------------
 
 -   # ● 刷新帮助文本
 
 -   #--------------------------------------------------------------------------
 
 -   def update_help
 
 -     @help_window.set_text(item)
 
 -     #校正帮助窗口位置
 
 -     @help_window.set_pos(self.x,self.y,self.width,self.oy,self.index,@column_max)
 
 -   end
 
 - end
 
 - #------------------------------------------------------------------------------
 
  
 
 
- #------------------------------------------------------------------------------
 
 - #==============================================================================
 
 - # ■ Window_Skill
 
 - #------------------------------------------------------------------------------
 
 - #  特技画面、战斗画面、显示可以使用的特技浏览的窗口。
 
 - #==============================================================================
 
  
- class Window_Skill < Window_Selectable
 
 -   #--------------------------------------------------------------------------
 
 -   # ● 初始化对像
 
 -   #     actor : 角色
 
 -   #--------------------------------------------------------------------------
 
 -   def initialize(actor)
 
 -     super(0, 128, 640, 352)
 
 -     @actor = actor
 
 -     @column_max = 2
 
 -     
 
 -     refresh
 
 -     self.index = 0
 
 -     # 战斗中的情况下将窗口移至中央并将其半透明化
 
 -     if $game_temp.in_battle
 
 -       self.y = 64
 
 -       self.height = 256
 
 -       self.back_opacity = 160
 
 -     end
 
 -   end
 
 -   #--------------------------------------------------------------------------
 
 -   # ● 刷新帮助文本
 
 -   #--------------------------------------------------------------------------
 
  
-   def update_help
 
 -     @help_window.set_text(skill)
 
 -     #校正帮助窗口位置
 
 -     @help_window.set_pos(self.x,self.y,self.width,self.oy,self.index,@column_max)
 
 -   end
 
 - end
 
 - #------------------------------------------------------------------------------
 
  
 
 
- #------------------------------------------------------------------------------
 
 - #==============================================================================
 
 - # ■ Window_SkillStatus
 
 - #------------------------------------------------------------------------------
 
 - #  显示特技画面、特技使用者的窗口。
 
 - #==============================================================================
 
  
- class Window_SkillStatus < Window_Base
 
 -   #--------------------------------------------------------------------------
 
 -   # ● 初始化对像
 
 -   #     actor : 角色
 
 -   #--------------------------------------------------------------------------
 
 -   def initialize(actor)
 
 - # -------------------
 
 - # 修改開始 
 
 -     super(0, 64-64, 640, 64+64)#★★★★★★★★★★★★★★★★★★★★
 
 - # 修改終了
 
 - # -------------------
 
 -     self.contents = Bitmap.new(width - 32, height - 32)
 
 -     @actor = actor
 
 -     refresh
 
 -   end
 
 - end
 
 - #------------------------------------------------------------------------------
 
  
 
 
- #------------------------------------------------------------------------------
 
  
 
- #------------------------------------------------------------------------------
 
 - #==============================================================================
 
 - # ■ Window_EquipRight
 
 - #------------------------------------------------------------------------------
 
 - #  装备画面、显示角色现在装备的物品的窗口。
 
 - #==============================================================================
 
  
- class Window_EquipRight < Window_Selectable
 
 -   #--------------------------------------------------------------------------
 
 -   # ● 初始化对像
 
 -   #     actor : 角色
 
 -   #--------------------------------------------------------------------------
 
 -   def initialize(actor)
 
 -     super(272, 64-64, 368, 192+64)
 
 -     self.contents = Bitmap.new(width - 32, height - 32)
 
 -     @actor = actor
 
 -     refresh
 
 -     self.index = 0
 
 -   end
 
 -   #--------------------------------------------------------------------------
 
 -   # ● 刷新帮助文本
 
 -   #--------------------------------------------------------------------------
 
  
-   def update_help
 
 -     @help_window.set_text(item)
 
 -     #校正帮助窗口位置
 
 -     @help_window.set_pos(self.x,self.y,self.width,self.oy,self.index,@column_max)
 
 -   end
 
 - end
 
 - class Window_EquipLeft < Window_Base
 
 -   #--------------------------------------------------------------------------
 
 -   # ● 初始化对像
 
 -   #     actor : 角色
 
 -   #--------------------------------------------------------------------------
 
 -   def initialize(actor)
 
 -     super(0, 64-64, 272, 192+64)
 
 -     self.contents = Bitmap.new(width - 32, height - 32)
 
 -     @actor = actor
 
 -     refresh
 
 -   end
 
 - end
 
 - #------------------------------------------------------------------------------
 
  
 
 
- #------------------------------------------------------------------------------
 
 - #==============================================================================
 
 - # ■ Window_EquipItem
 
 - #------------------------------------------------------------------------------
 
 - #  装备画面、显示浏览变更装备的候补物品的窗口。
 
 - #==============================================================================
 
  
- class Window_EquipItem < Window_Selectable
 
 -   def update_help
 
 -     @help_window.set_text(item)
 
 -     #校正帮助窗口位置
 
 -    @help_window.set_pos(self.x,self.y,self.width,self.oy,self.index,@column_max)
 
 -   end
 
 - end
 
 - #------------------------------------------------------------------------------
 
  
 
 
- #------------------------------------------------------------------------------
 
 - #==============================================================================
 
 - # ■ Window_ShopCommand
 
 - #------------------------------------------------------------------------------
 
 - #  商店画面、选择要做的事的窗口
 
 - #==============================================================================
 
  
- class Window_ShopCommand < Window_Selectable
 
 -   #--------------------------------------------------------------------------
 
 -   # ● 初始化对像
 
 -   #--------------------------------------------------------------------------
 
 -   def initialize
 
 - # -------------------
 
 - # 修改開始 
 
 -     super(0, 64-64, 480, 64)#★★★★★★★★★★★★★★★★★
 
 - # 修改終了
 
 - # -------------------
 
 -     self.contents = Bitmap.new(width - 32, height - 32)
 
 -     @item_max = 3
 
 -     @column_max = 3
 
 -     @commands = ["买", "卖", "取消"]
 
 -     refresh
 
 -     self.index = 0
 
 -   end
 
 - end
 
 - #------------------------------------------------------------------------------
 
  
 
 
- #------------------------------------------------------------------------------
 
 - #========================================================================================================================
 
 - # ■ Window_ShopBuy
 
 - #------------------------------------------------------------------------------
 
 - #  商店画面、浏览显示可以购买的商品的窗口。
 
 - #==============================================================================
 
  
- class Window_ShopBuy < Window_Selectable
 
 -   #--------------------------------------------------------------------------
 
 -   # ● 初始化对像
 
 -   #     shop_goods : 商品
 
 -   #--------------------------------------------------------------------------
 
 -   def initialize(shop_goods)
 
 - # -------------------
 
 - # 修改開始 
 
 -     super(0, 128-64, 368, 352+64)#★★★★★★★★★★★★★★★★
 
 - # 修改終了
 
 - # -------------------
 
 -     @shop_goods = shop_goods
 
 -     
 
 -     refresh
 
 -     self.index = 0
 
 -   end
 
 -   #--------------------------------------------------------------------------
 
 -   # ● 刷新帮助文本
 
 -   #--------------------------------------------------------------------------
 
  
-   def update_help
 
 -     @help_window.set_text(item)
 
 -     #校正帮助窗口位置
 
 -     @help_window.set_pos(self.x,self.y,self.width,self.oy,self.index,@column_max)
 
 -   end
 
 - end
 
 - #------------------------------------------------------------------------------
 
  
 
 
- #------------------------------------------------------------------------------
 
 - #==============================================================================
 
 - # ■ Window_ShopSell
 
 - #------------------------------------------------------------------------------
 
 - #  商店画面、浏览显示可以卖掉的商品的窗口。
 
 - #==============================================================================
 
  
- class Window_ShopSell < Window_Selectable
 
 -   #--------------------------------------------------------------------------
 
 -   # ● 初始化对像
 
 -   #--------------------------------------------------------------------------
 
 -   def initialize
 
 - # -------------------
 
 - # 修改開始 
 
 -     super(0, 128-64, 640, 352+64)#★★★★★★★★★★★★★★★★
 
 - # 修改終了
 
 - # -------------------
 
 -     @column_max = 2
 
 -     
 
 -     refresh
 
 -     self.index = 0
 
 -   end
 
 -   #--------------------------------------------------------------------------
 
 -   # ● 刷新帮助文本
 
 -   #--------------------------------------------------------------------------
 
  
-   def update_help
 
 -     @help_window.set_text(item)
 
 -     #校正帮助窗口位置
 
 -     @help_window.set_pos(self.x,self.y,self.width,self.oy,self.index,@column_max)
 
 -   end
 
 - end
 
 - #------------------------------------------------------------------------------
 
  
 
 
- #------------------------------------------------------------------------------
 
 - #==============================================================================
 
 - # ■ Window_ShopNumber
 
 - #------------------------------------------------------------------------------
 
 - #  商店画面、输入买卖数量的窗口。
 
 - #==============================================================================
 
 - class Window_ShopNumber < Window_Base
 
 -   #--------------------------------------------------------------------------
 
 -   # ● 初始化对像
 
 -   #--------------------------------------------------------------------------
 
 -   def initialize
 
 - # -------------------
 
 - # 修改開始 
 
 -     super(0, 128-64, 368, 352+64)#★★★★★★★★★★★★★★★★
 
 - # 修改終了
 
 - # -------------------
 
 -     self.contents = Bitmap.new(width - 32, height - 32)
 
 -     @item = nil
 
 -     @max = 1
 
 -     @price = 0
 
 -     @number = 1
 
 -   end
 
 - end
 
 - #------------------------------------------------------------------------------
 
  
 
 
- #------------------------------------------------------------------------------
 
 - #==============================================================================
 
 - # ■ Window_ShopStatus
 
 - #------------------------------------------------------------------------------
 
 - #  商店画面、显示物品所持数与角色装备的窗口。
 
 - #==============================================================================
 
  
- class Window_ShopStatus < Window_Base
 
 -   #--------------------------------------------------------------------------
 
 -   # ● 初始化对像
 
 -   #--------------------------------------------------------------------------
 
 -   def initialize
 
 - # -------------------
 
 - # 修改開始 
 
 -     super(368, 128-64, 272, 352+64)#★★★★★★★★★★★★
 
 - # 修改終了
 
 - # -------------------
 
 -     self.contents = Bitmap.new(width - 32, height - 32)
 
 -     @item = nil
 
 -     refresh
 
 -   end
 
 - end
 
 - #------------------------------------------------------------------------------
 
  
 
 
- #------------------------------------------------------------------------------
 
 - #==============================================================================
 
 - # ■ Scene_Equip
 
 - #------------------------------------------------------------------------------
 
 - #  处理装备画面的类。
 
 - #==============================================================================
 
  
- class Scene_Equip
 
 -   #--------------------------------------------------------------------------
 
 -   # ● 刷新画面 (右侧窗口被激活的情况下)
 
 -   #--------------------------------------------------------------------------
 
 -   def update_right
 
 - # -------------------
 
 - # 修改開始 
 
 -     if @right_window.item==nil
 
 -         @help_window.visible=false
 
 -     else
 
 -         @help_window.visible=true
 
 -     end
 
 - # 修改終了
 
 - # -------------------
 
 -     # 按下 B 键的情况下
 
 -     if Input.trigger?(Input::B)
 
 -       # 演奏取消 SE
 
 -       $game_system.se_play($data_system.cancel_se)
 
 -       # 切换到菜单画面
 
 -       $scene = Scene_Menu.new(2)
 
 -       return
 
 -     end
 
 -     # 按下 C 键的情况下
 
 -     if Input.trigger?(Input::C)
 
 -       # 固定装备的情况下
 
 -       if @actor.equip_fix?(@right_window.index)
 
 -         # 演奏冻结 SE
 
 -         $game_system.se_play($data_system.buzzer_se)
 
 -         return
 
 -       end
 
 -       # 演奏确定 SE
 
 -       $game_system.se_play($data_system.decision_se)
 
 -       # 激活物品窗口
 
 -       @right_window.active = false
 
 -       @item_window.active = true
 
 -       @item_window.index = 0
 
 -       return
 
 -     end
 
 -     # 按下 R 键的情况下
 
 -     if Input.trigger?(Input::R)
 
 -       # 演奏光标 SE
 
 -       $game_system.se_play($data_system.cursor_se)
 
 -       # 移至下一位角色
 
 -       @actor_index += 1
 
 -       @actor_index %= $game_party.actors.size
 
 -       # 切换到别的装备画面
 
 -       $scene = Scene_Equip.new(@actor_index, @right_window.index)
 
 -       return
 
 -     end
 
 -     # 按下 L 键的情况下
 
 -     if Input.trigger?(Input::L)
 
 -       # 演奏光标 SE
 
 -       $game_system.se_play($data_system.cursor_se)
 
 -       # 移至上一位角色
 
 -       @actor_index += $game_party.actors.size - 1
 
 -       @actor_index %= $game_party.actors.size
 
 -       # 切换到别的装备画面
 
 -       $scene = Scene_Equip.new(@actor_index, @right_window.index)
 
 -       return
 
 -     end
 
 -   end
 
 -   #--------------------------------------------------------------------------
 
 -   # ● 刷新画面 (物品窗口被激活的情况下)
 
 -   #--------------------------------------------------------------------------
 
 -   def update_item
 
 - # -------------------
 
 - # 修改開始 
 
 -     if @item_window.item==nil
 
 -         @help_window.visible=false
 
 -     else
 
 -         @help_window.visible=true
 
 -     end
 
 - # 修改終了
 
 - # -------------------
 
 -     # 按下 B 键的情况下
 
 -     if Input.trigger?(Input::B)
 
 -       # 演奏取消 SE
 
 -       $game_system.se_play($data_system.cancel_se)
 
 -       # 激活右侧窗口
 
 -       @right_window.active = true
 
 -       @item_window.active = false
 
 -       @item_window.index = -1
 
 -       return
 
 -     end
 
 -     # 按下 C 键的情况下
 
 -     if Input.trigger?(Input::C)
 
 -       # 演奏装备 SE
 
 -       $game_system.se_play($data_system.equip_se)
 
 -       # 获取物品窗口现在选择的装备数据
 
 -       item = @item_window.item
 
 -       # 变更装备
 
 -       @actor.equip(@right_window.index, item == nil ? 0 : item.id)
 
 -       # 激活右侧窗口
 
 -       @right_window.active = true
 
 -       @item_window.active = false
 
 -       @item_window.index = -1
 
 -       # 再生成右侧窗口、物品窗口的内容
 
 -       @right_window.refresh
 
 -       @item_window.refresh
 
 -       return
 
 -     end
 
 -   end
 
 - end
 
 - #------------------------------------------------------------------------------
 
  
 
 
- #------------------------------------------------------------------------------
 
 - #========================================================================================================================
 
 - # ■ Scene_Battle (分割定义 3)
 
 - #------------------------------------------------------------------------------
 
 - #  处理战斗画面的类。
 
 - #========================================================================================================================
 
  
- class Scene_Battle
 
 -   #--------------------------------------------------------------------------
 
 -   # ● 刷新画面 (角色命令回合 : 选择特技)
 
 -   #--------------------------------------------------------------------------
 
 -   alias first_reupdate_phase3_skill_select update_phase3_skill_select
 
 -   def update_phase3_skill_select
 
 - # -------------------
 
 - # 修改開始
 
 -     @skill_window.help_window.visible = false#★★★★★★★★★★★★★
 
 - # 修改終了
 
 - # -------------------
 
 -     first_reupdate_phase3_skill_select
 
 -   end
 
 -   #--------------------------------------------------------------------------
 
 -   # ● 刷新画面 (角色命令回合 : 选择物品)
 
 -   #--------------------------------------------------------------------------
 
 -   alias first_reupdate_phase3_item_select update_phase3_item_select  
 
 -   def update_phase3_item_select
 
 - # -------------------
 
 - # 修改開始
 
 -     @item_window.help_window.visible = false#★★★★★★★★★★★★
 
 - # 修改終了
 
 - # -------------------
 
 -     first_reupdate_phase3_item_select
 
 -   end
 
 -   #--------------------------------------------------------------------------
 
 -   # ● 开始选择特技
 
 -   #--------------------------------------------------------------------------
 
 -   def start_skill_select
 
 -     @skill_window = Window_Skill.new(@active_battler)
 
 -     @skill_window.help_window = Window_Help.new
 
 -     @actor_command_window.active = false
 
 -     @actor_command_window.visible = false
 
 -   end
 
 -   #--------------------------------------------------------------------------
 
 -   # ● 选择特技结束
 
 -   #--------------------------------------------------------------------------
 
 -   alias first_update_end_skill_select end_skill_select  
 
 -   def end_skill_select
 
 - # -------------------
 
 - # 修改開始
 
 -     @skill_window.help_window.visible = false#★★★★★★★★★★★★
 
 - # 修改終了
 
 - # -------------------
 
 -     first_update_end_skill_select
 
 -   end
 
 -   #--------------------------------------------------------------------------
 
 -   # ● 开始选择物品
 
 -   #--------------------------------------------------------------------------
 
 -   def start_item_select
 
 -     # 生成物品窗口
 
 -     @item_window = Window_Item.new
 
 -     # 关联帮助窗口
 
 - # -------------------
 
 - # 修改開始
 
 -     @item_window.help_window =  Window_Help.new#★★★★★★★★★★★★
 
 - # 修改終了
 
 - # -------------------
 
 -     # 无效化角色指令窗口
 
 -     @actor_command_window.active = false
 
 -     @actor_command_window.visible = false
 
 -   end
 
 -   #--------------------------------------------------------------------------
 
 -   # ● 结束选择物品
 
 -   #--------------------------------------------------------------------------
 
 -   alias first_update_end_item_select end_item_select 
 
 -   def end_item_select
 
 - # -------------------
 
 - # 修改開始
 
 -     @item_window.help_window.visible = false#★★★★★★★★★★★★
 
 - # 修改終了
 
 - # -------------------
 
 -     first_update_end_item_select
 
 -   end
 
 - end
 
 - #------------------------------------------------------------------------------
 
  
 
 
- #------------------------------------------------------------------------------
 
 - #==============================================================================
 
 - # ■ Scene_Shop
 
 - #------------------------------------------------------------------------------
 
 - #  处理商店画面的类。
 
 - #==============================================================================
 
  
- class Scene_Shop
 
 -   #--------------------------------------------------------------------------
 
 -   # ● 主处理
 
 -   #--------------------------------------------------------------------------
 
 - # --------------------
 
 - # 衝突可能
 
 -   def main
 
 -     # 生成帮助窗口
 
 - # -------------------
 
 - # 修改開始
 
 -     @help_window = Window_Help.new#★★★★★★★★★★★★★★★★
 
 - # 修改終了
 
 - # -------------------
 
 -     # 生成指令窗口
 
 -     @command_window = Window_ShopCommand.new
 
 -     # 生成金钱窗口
 
 -     @gold_window = Window_Gold.new
 
 -     @gold_window.x = 480
 
 - # -------------------
 
 - # 修改開始
 
 -     @gold_window.y = 64-64#★★★★★★★★★★★★★
 
 - # 修改終了
 
 - # -------------------
 
 -     # 生成时间窗口
 
 - # -------------------
 
 - # 修改開始
 
 -     @dummy_window = Window_Base.new(0, 128-64, 640, 352+64)#★★★★★★★★★★★★★
 
 - # 修改終了
 
 - # -------------------
 
 -     # 生成购买窗口
 
 -     @buy_window = Window_ShopBuy.new($game_temp.shop_goods)
 
 -     @buy_window.active = false
 
 -     @buy_window.visible = false
 
 -     @buy_window.help_window = @help_window
 
 -     # 生成卖出窗口
 
 -     @sell_window = Window_ShopSell.new
 
 -     @sell_window.active = false
 
 -     @sell_window.visible = false
 
 -     @sell_window.help_window = @help_window
 
 -     # 生成数量输入窗口
 
 -     @number_window = Window_ShopNumber.new
 
 -     @number_window.active = false
 
 -     @number_window.visible = false
 
 -     # 生成状态窗口
 
 -     @status_window = Window_ShopStatus.new
 
 -     @status_window.visible = false
 
 -     # 执行过渡
 
 -     Graphics.transition
 
 -     # 主循环
 
 -     loop do
 
 -       # 刷新游戏画面
 
 -       Graphics.update
 
 -       # 刷新输入信息
 
 -       Input.update
 
 -       # 刷新画面
 
 -       update
 
 -       # 如果画面切换的话就中断循环
 
 -       if $scene != self
 
 -         break
 
 -       end
 
 -     end
 
 -     # 准备过渡
 
 -     Graphics.freeze
 
 -     # 释放窗口
 
 -     @help_window.dispose
 
 -     @command_window.dispose
 
 -     @gold_window.dispose
 
 -     @dummy_window.dispose
 
 -     @buy_window.dispose
 
 -     @sell_window.dispose
 
 -     @number_window.dispose
 
 -     @status_window.dispose
 
 -   end
 
 -   #--------------------------------------------------------------------------
 
 -   # ● 刷新画面
 
 -   #--------------------------------------------------------------------------
 
 - # --------------------
 
 - # 衝突可能
 
 -   def update
 
 -     # 刷新窗口
 
 -     @help_window.update
 
 -     @command_window.update
 
 -     @gold_window.update
 
 -     @dummy_window.update
 
 -     @buy_window.update
 
 -     @sell_window.update
 
 -     @number_window.update
 
 -     @status_window.update
 
 -     # 指令窗口激活的情况下: 调用 update_command
 
 -     if @command_window.active
 
 - # -------------------
 
 - # 修改開始
 
 -       @help_window.visible=false#★★★★★★★★★★★★★★★★
 
 - # 修改終了
 
 - # -------------------
 
 -       update_command
 
 -       return
 
 -     end
 
 -     # 购买窗口激活的情况下: 调用 update_buy
 
 -     if @buy_window.active
 
 - # -------------------
 
 - # 修改開始
 
 -       @help_window.visible=true#★★★★★★★★★★★★★★★★
 
 -       if @buy_window.item==nil#★★★★★★★★★★★★★★★★
 
 -         @help_window.visible=false#★★★★★★★★★★★★★★★★
 
 -       end #★★★★★★★★★★★★★★★★     
 
 - # 修改終了
 
 - # -------------------
 
 -       update_buy
 
 -       return
 
 -     end
 
 -     # 卖出窗口激活的情况下: 调用 update_sell
 
 -     if @sell_window.active
 
 - # -------------------
 
 - # 修改開始
 
 -       @help_window.visible=true#★★★★★★★★★★★★★★★★
 
 -       if @sell_window.item==nil#★★★★★★★★★★★★★★★★
 
 -         @help_window.visible=false#★★★★★★★★★★★★★★★★
 
 -       end #★★★★★★★★★★★★★★★★ 
 
 - # 修改終了
 
 - # -------------------      
 
 -       update_sell
 
 -       return
 
 -     end
 
 -     # 个数输入窗口激活的情况下: 调用 update_number
 
 -     if @number_window.active
 
 - # -------------------
 
 - # 修改開始
 
 -       @help_window.visible=false#★★★★★★★★★★★★★★★★
 
 - # 修改終了
 
 - # -------------------
 
 -       update_number
 
 -       return
 
 -     end
 
 -   end
 
 - end
 
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