- /*: 
-  * @plugindesc v1.1 经验储蓄池 
-  * @author CHK 
-  * 
-  * @help  
-  * 【救命!】 
-  * ---------------------------------------------------------------- 
-  * [插件指令] 
-  * 打开储蓄池 
-  *  
-  * ---------------------------------------------------------------- 
-  * [脚本] 
-  * ①打开储蓄池:SceneManager.push(Scene_ExpBox); 
-  * ②变更储蓄池的经验:$gameSystem.BGEWexp(X); 
-  * 【例子-经验+100】$gameSystem.BGEWexp(100); 
-  * 【例子-经验-100】$gameSystem.BGEWexp(-100); 
-  *  
-  * ---------------------------------------------------------------- 
-  * 插件如果有漏洞的话请在这个网站联系我ε=( o`ω′)ノ。 
-  * [url]https://rpg.blue/thread-491758-1-1.html[/url] 
-  * 
-  * 
-  * @param ---经验储蓄设定--- 
-  * @default 
-  * 
-  * @param 通关经验比例 
-  * @desc 战斗通关给与的经验值按比例放入储蓄池中。 
-  * 默认10%(%符号不用写) 
-  * @default 10 
-  * 
-  * @param 储蓄上限 
-  * @desc 储蓄池中保管的经验值上限。默认100万(单位万) 
-  * @default 100 
-  * 
-  * @param [分配经验]命令名称 
-  * @desc 默认[分配经验] 
-  * @default 分配经验 
-  * 
-  * 
-  * 
-  * 
-  * 
-  * @param ---奖励折算设定--- 
-  * @default 
-  * 
-  * @param 折算奖励 
-  * @desc 把储蓄池中的经验值折算为金币、或道具。 
-  * 金币填写0,道具填写它的ID。默认0 
-  * @default 0 
-  * 
-  * @param 转换比例 
-  * @desc 将储蓄池中的经验按比例转换。默认100 
-  * 【100】每100点经验给1枚金币或1个道具。 
-  * @default 100 
-  * 
-  * @param [折算奖励]命令名称 
-  * @desc 默认[折算奖励] 
-  * @default 折算奖励 
-  * 
-  * 
-  * 
-  * 
-  * 
-  * @param ---声音设定--- 
-  * @default 
-  * 
-  * @param 打开-储蓄池时的声音 
-  * @type file 
-  * @dir audio/se/ 
-  * @desc 请确保游戏中有该se声音文件。清空就不播放声音。 
-  * 默认Book1 
-  * @default Book1 
-  *  
-  * @param 打开-声音的音量 
-  * @desc 默认90 
-  * @default 90 
-  *  
-  * @param 打开-声音的加速 
-  * @desc 默认100 
-  * @default 100 
-  * 
-  *  
-  * @param 分配-成功时的声音 
-  * @type file 
-  * @dir audio/se/ 
-  * @desc 请确保游戏中有该se声音文件。清空就不播放声音。 
-  * 默认Recovery 
-  * @default Recovery 
-  *  
-  * @param 分配-声音的音量 
-  * @desc 默认90 
-  * @default 90 
-  *  
-  * @param 分配-声音的加速 
-  * @desc 默认100 
-  * @default 100 
-  * 
-  *  
-  * @param 折算-成功时的声音 
-  * @type file 
-  * @dir audio/se/ 
-  * @desc 请确保游戏中有该se声音文件。清空就不播放声音。 
-  * 默认Shop2 
-  * @default Shop2 
-  *  
-  * @param 折算-声音的音量 
-  * @desc 默认90 
-  * @default 90 
-  *  
-  * @param 折算-声音的加速 
-  * @desc 默认100 
-  * @default 100 
-  * 
-  * 
-  * 
-  * 
-  * 
-  * @param ---文字设定--- 
-  * @default 
-  * 
-  * @param 储蓄池标题 
-  * @desc 默认战斗经验储蓄池。 
-  * @default 战斗经验储蓄池 
-  * 
-  * @param 标题字号大小 
-  * @desc 默认24 
-  * @default 24 
-  * 
-  * @param 命令字号大小 
-  * @desc 默认24 
-  * @default 24 
-  * 
-  * @param 结算字号大小 
-  * @desc 默认24 
-  * @default 24 
-  * 
-  * @param 金币名称 
-  * @desc 默认金币 
-  * @default 金币 
-  * 
-  * @param 背景图片 
-  * @desc 填写图片的名字,不用写格式。默认无。 
-  * 请把图片放在 img/pictures 的文件夹里。 
-  * @default  
-  */ 
-   
-   
- var parameters = PluginManager.parameters('CHK_ExpBox'); 
-   
- var JYCX1 = Number(parameters['通关经验比例'] || 10); 
- JYCX1 *= 0.01; 
- var JYCX2 = Number(parameters['储蓄上限'] || 100); 
- JYCX2 *= 10000; 
- var JYCX3 = String(parameters['[分配经验]命令名称'] || '分配经验'); 
-   
- var JLZS1 = Number(parameters['折算奖励'] || 0); 
- var JLZS2 = Number(parameters['转换比例'] || 100); 
- var JLZS3 = String(parameters['[折算奖励]命令名称'] || '折算奖励'); 
-   
- var name1 = String(parameters['打开-储蓄池时的声音']); 
- var se1 = name1?{"name":name1,"volume":Number(parameters['打开-声音的音量']||90),"pitch":Number(parameters['打开-声音的加速']||100),"pan":0}:''; 
- var name2 = String(parameters['分配-成功时的声音']); 
- var se2 = name2?{"name":name2,"volume":Number(parameters['分配-声音的音量']||90),"pitch":Number(parameters['分配-声音的加速']||100),"pan":0}:''; 
- var name3 = String(parameters['折算-成功时的声音']); 
- var se3 = name3?{"name":name3,"volume":Number(parameters['折算-声音的音量']||90),"pitch":Number(parameters['折算-声音的加速']||100),"pan":0}:''; 
-   
- var WZSD1 = String(parameters['储蓄池标题'] || '战斗经验储蓄池'); 
- var WZSD2 = Number(parameters['标题字号大小'] || 24); 
- var WZSD3 = Number(parameters['命令字号大小'] || 24); 
- var WZSD4 = Number(parameters['结算字号大小'] || 24); 
- var WZSD5 = String(parameters['金币名称'] || '金币'); 
-   
- var BJSD = String(parameters['背景图片'] || ''); 
- if (BJSD) ImageManager.loadBitmap('img/pictures/', BJSD, 0, true); 
- //----------------------------------------------------------------------------- 
- function Window_ExpBox() { 
-   this.initialize.apply(this, arguments); 
- } 
- Window_ExpBox.prototype = Object.create(Window_Command.prototype); 
- Window_ExpBox.prototype.constructor = Window_ExpBox; 
-   
- Window_ExpBox.prototype.initialize = function() { 
-         Window_Command.prototype.initialize.call(this, 0, 0); 
-         this.refresh(); 
-         if (BJSD) this.opacity = 0; 
- }; 
- Window_ExpBox.prototype.windowWidth = function() { 
-     return 716-180; 
- }; 
- Window_ExpBox.prototype.windowHeight = function() { 
-     return 576; 
- }; 
- Window_ExpBox.prototype.standardFontSize = function() { 
-     return WZSD3; 
- }; 
- Window_ExpBox.prototype.standardPadding = function() { 
-         return 0; 
- }; 
- Window_ExpBox.prototype.itemTextAlign = function() { 
-     return 'center'; 
- }; 
- Window_ExpBox.prototype.itemRect = function(index) { 
-     var rect = new Rectangle(); 
-     var maxCols = this.maxCols(); 
-     rect.width = this.itemWidth()-18*2; 
-     rect.height = this.itemHeight(); 
-     rect.x = index % maxCols * (rect.width + this.spacing()) - this._scrollX+18; 
-     rect.y = Math.floor(index / maxCols) * rect.height - this._scrollY; 
-         rect.y = rect.y+this.windowHeight()-rect.height*2-this.standardPadding()-this.standardFontSize(); 
-     return rect; 
- }; 
- Window_ExpBox.prototype.makeCommandList = function() { 
-     this.addCommand(JYCX3,    'FPexp'); 
-     this.addCommand(JLZS3,  'ZSitem'); 
- }; 
- Window_ExpBox.prototype.refresh = function() { 
-         Window_Command.prototype.refresh.call(this); 
-         if (!BJSD) { 
-                 this.contents.paintOpacity = 77; 
-                 this.contents.fillRect(2, 30, this.contentsWidth()-4, this.contentsHeight()-220, this.textColor(15)); 
-                 this.contents.paintOpacity = 200; 
-                 this.contents.gradientFillRect(2, 2, this.contentsWidth()-4, 28, '#5d76ad', '#000000',90); 
-                 this.contents.gradientFillRect(2, 30, (this.contentsWidth()-4)/2, 1, '#000000', '#5d5d5d'); 
-                 this.contents.gradientFillRect((this.contentsWidth()-4)/2+2, 30, (this.contentsWidth()-4)/2, 1, '#5d5d5d', '#000000'); 
-                 this.contents.paintOpacity = 255; 
-         }; 
-         var item = JLZS1>0?$dataItems[JLZS1]:null; 
-         var name = JLZS1>0?item.name:WZSD5; 
-         this.changeTextColor(this.textColor(JLZS1>0?(item.meta.颜色?item.meta.颜色:16):6)); 
-         var s = JLZS1>0?$gameParty.numItems(item):$gameParty.gold(); 
-         var max = JLZS1>0?$gameParty.maxItems():$gameParty.maxGold(); 
-         if (s>=max) this.changeTextColor(this.textColor(18)); 
-         this.drawText('背包持有['+name+']:'+s+(s>=max?'(上限)':''), 0, 350, this.contentsWidth(), 'center'); 
-         this.contents.fontSize = 16; 
-         this.changeTextColor(this.textColor(8)); 
-         this.drawText(WZSD1, 0, -3, this.contentsWidth(), 'center'); 
-         this.resetFontSettings(); 
-         var w = 200; 
-         var h = 274; 
-         var x = parseInt((this.contentsWidth()-w)/2); 
-         var y = this.contentsHeight()-h-this.itemHeight()*2-18*2-126; 
-         this.contents.paintOpacity = 155; 
-         this.contents.fillRect(x, y, w, h, this.textColor(15)); 
-         this.contents.paintOpacity = 255; 
-         var s = $gameSystem.EWexpBFB()/100; 
-         h = parseInt(270 * s); 
-         y = this.contentsHeight()-h-this.itemHeight()*2-18*2-130; 
-         this.contents.gradientFillRect(x+2, y+2, w-4, h, this.textColor(24), this.textColor(3),90); 
-         this.changeTextColor(this.textColor(24)); 
-         this.drawText($gameSystem.EWexp()+'('+$gameSystem.EWexpBFB()+'%)', 0, 35, this.contentsWidth(), 'center'); 
-         var yy = 388; 
-         this.changeTextColor(this.textColor(8)); 
-         this.drawText('①战斗通关时敌人经验值的'+(JYCX1*100)+'%累计在此。', 18, yy, this.contentsWidth()); 
-         this.drawText('②经验值最高累计至'+(JYCX2/10000)+'万,超过无效。', 18, yy+this.standardFontSize(), this.contentsWidth()); 
-         this.drawText('③可将经验分配给指定角色,或折算['+name+']。', 18, yy+this.standardFontSize()*2, this.contentsWidth()); 
-         this.resetFontSettings(); 
- }; 
- //----------------------------------------------------------------------------- 
- function Window_ExpActor() { 
-     this.initialize.apply(this, arguments); 
- } 
-   
- Window_ExpActor.prototype = Object.create(Window_MenuStatus.prototype); 
- Window_ExpActor.prototype.constructor = Window_ExpActor; 
-   
- Window_ExpActor.prototype.initialize = function() { 
-     Window_MenuStatus.prototype.initialize.call(this, 0, 0); 
-         this.deactivate(); 
-         this.deselect(); 
-         if (BJSD) this.opacity = 0; 
- }; 
- Window_ExpActor.prototype.windowWidth = function() { 
-     return 180; 
- }; 
- Window_ExpActor.prototype.windowHeight = function() { 
-     return 576; 
- }; 
- Window_ExpActor.prototype.drawItem = function(index) { 
-     var actor = $gameParty.members()[index]; 
-     var rect = this.itemRect(index); 
-     this.changePaintOpacity(!actor.isMaxLevel()); 
-         var h = parseInt((this.windowHeight()-18*2)/4); 
-         this.contents._context.imageSmoothingEnabled = false; 
-     this.drawActorFace(actor, rect.x+5, rect.y, h-10, h-10); 
-         this.contents._context.imageSmoothingEnabled = true; 
-         this.contents.fontSize = 16; 
-         var y = rect.y+h; 
-         this.drawText(actor.level+'级 '+actor.name(), rect.x, y-40, rect.width, 'center'); 
-         var nexp = actor.currentExp()-actor.expForLevel(actor.level); 
-     var mexp = actor.nextLevelExp()-actor.expForLevel(actor.level); 
-         var changdu = actor.isMaxLevel()? 1 : nexp/mexp; 
-         var text = actor.isMaxLevel()? '∞' : nexp+'/'+mexp; 
-         var yanse1 = actor.isMaxLevel()? '#bda461' : '#00731e'; 
-         var yanse2 = actor.isMaxLevel()? '#f5d682' : '#00ff43'; 
-         this.contents.gradientFillRect(rect.x, y-10, rect.width, 10, '#474747',this.textColor(15),90); 
-         this.contents.gradientFillRect(rect.x+1, y-9, (rect.width-2)*changdu, 8, yanse2, yanse1,90); 
-         this.contents.fontSize = 13; 
-         this.drawText(text, rect.x, y-25, rect.width, 'center'); 
-     this.changePaintOpacity(true); 
- }; 
- //----------------------------------------------------------------------------- 
- function Window_ZsBox() { 
-   this.initialize.apply(this, arguments); 
- } 
- Window_ZsBox.prototype = Object.create(Window_Command.prototype); 
- Window_ZsBox.prototype.constructor = Window_ZsBox; 
-   
- Window_ZsBox.prototype.initialize = function() { 
-         Window_Command.prototype.initialize.call(this, 0, 0); 
-         this.x = Math.ceil((Graphics.width - this.width) / 2)-(536-this.width)/2; 
-         this.y = Math.ceil((Graphics.height - this.height) / 2)-10; 
-         this._ZsShu = 0; 
-         this._Actor = null; 
-         this.deactivate(); 
-         this.hide(); 
- }; 
- Window_ZsBox.prototype.windowWidth = function() { 
-     return 716/2; 
- }; 
- Window_ZsBox.prototype.windowHeight = function() { 
-     return 576/4; 
- }; 
- Window_ZsBox.prototype.standardFontSize = function() { 
-     return WZSD4; 
- }; 
- Window_ZsBox.prototype.maxCols = function() { 
-         if (!this._Actor&&$gameSystem.EWexpBFB()<1&&!this._ZsShu) return 1; 
-     return 5; 
- }; 
- Window_ZsBox.prototype.itemTextAlign = function() { 
-     return 'center'; 
- }; 
- Window_ZsBox.prototype.spacing = function() { 
-     return 0; 
- }; 
- Window_ZsBox.prototype.itemRect = function(index) { 
-     var rect = new Rectangle(); 
-     var maxCols = this.maxCols(); 
-     rect.width = this.itemWidth(); 
-     rect.height = this.itemHeight(); 
-     rect.x = index % maxCols * (rect.width + this.spacing()) - this._scrollX; 
-     rect.y = Math.floor(index / maxCols) * rect.height - this._scrollY; 
-         rect.y = rect.y+this.windowHeight()-rect.height-this.standardPadding()-this.standardFontSize(); 
-     return rect; 
- }; 
- Window_ZsBox.prototype.makeCommandList = function() { 
-         if (!this._Actor&&$gameSystem.EWexpBFB()<1&&!this._ZsShu) return this.addCommand('经验值不足1%无法折算!',    'ZJ4', false); 
-         this.addCommand('+1%',    'ZJ1', $gameSystem.EWexpBFB()>=1); 
-     this.addCommand('+10%',    'ZJ2', $gameSystem.EWexpBFB()>=10); 
-         this.addCommand('全部',    'ZJ3', this._Actor?$gameSystem.EWexp()>0:$gameSystem.EWexpBFB()>=1); 
-         this.addCommand('重置',    'ZJ4', this._ZsShu>0); 
-         this.addCommand('确定',    'ZJok', this._ZsShu>0); 
- }; 
- Window_ZsBox.prototype.refresh = function() { 
-         Window_Command.prototype.refresh.call(this); 
-         this.contents.paintOpacity = 255; 
-         this.contents.fontSize = 20; 
-         var text = this._Actor?'请输入给['+this._Actor.name()+']的额度。':'请输入想要折算的额度。'; 
-         this.drawText(text, 0, -5, this.contentsWidth(), 'center'); 
-         this.contents.fontSize = 18; 
-         this.changeTextColor(this.textColor(24)); 
-         if (this._Actor) { 
-                 var actor = this._Actor; 
-                 var nexp = actor.currentExp()-actor.expForLevel(actor.level); 
-                 var mexp = actor.nextLevelExp()-actor.expForLevel(actor.level); 
-                 text = '距离升级还差'+(mexp-nexp)+'点经验。'; 
-         } else { 
-                 var dw = JLZS1>0?'个。':'枚。'; 
-                 text = '经验值折算比例:1%'+'换'+Math.round(JYCX2*0.01/JLZS2)+dw; 
-         }; 
-         this.drawText(text, 0, this.contents.fontSize, this.contentsWidth(), 'center'); 
-         this.changeTextColor(this.textColor(16)); 
-         text = '折算'+(JLZS1>0?$dataItems[JLZS1].name:WZSD5)+':'+this._ZsShu; 
-         if (this._Actor) text = '给与经验:'+ this._ZsShu; 
-         this.drawText(text, 0, this.contents.fontSize*2, this.contentsWidth(), 'center'); 
-         this.resetFontSettings(); 
- }; 
- //----------------------------------------------------------------------------- 
- function Scene_ExpBox() { 
-     this.initialize.apply(this, arguments); 
- } 
- Scene_ExpBox.prototype = Object.create(Scene_MenuBase.prototype); 
- Scene_ExpBox.prototype.constructor = Scene_ExpBox; 
-   
- Scene_ExpBox.prototype.initialize = function() { 
-     Scene_MenuBase.prototype.initialize.call(this); 
- }; 
- Scene_ExpBox.prototype.create = function() { 
-         Scene_MenuBase.prototype.create.call(this); 
-         if (se1) AudioManager.playSe(se1); 
-         this._ExpBoxWindow = new Window_ExpBox(); 
-         this._ExpBoxWindow.setHandler('FPexp',     this.onFpexpOk.bind(this)); 
-         this._ExpBoxWindow.setHandler('ZSitem',     this.onZSitemOk.bind(this)); 
-         this._ExpBoxWindow.setHandler('cancel', this.popScene.bind(this)); 
-         this.addWindow(this._ExpBoxWindow); 
-         this._ExpActorWindow = new Window_ExpActor(); 
-         this._ExpActorWindow.setHandler('ok', this.onExpActorOk.bind(this)); 
-         this._ExpActorWindow.setHandler('cancel', this.onExpActorCancel.bind(this)); 
-         this.addChild(this._ExpActorWindow); 
-         this._ZsBoxWindow = new Window_ZsBox(); 
-         this._ZsBoxWindow.setHandler('ZJ1', this.onZJ1Ok.bind(this)); 
-         this._ZsBoxWindow.setHandler('ZJ2', this.onZJ2Ok.bind(this)); 
-         this._ZsBoxWindow.setHandler('ZJ3', this.onZJ3Ok.bind(this)); 
-         this._ZsBoxWindow.setHandler('ZJ4', this.onZJ4Ok.bind(this)); 
-         this._ZsBoxWindow.setHandler('ZJok', this.onZJOk.bind(this)); 
-         this._ZsBoxWindow.setHandler('cancel', this.onZJCancel.bind(this)); 
-         this.addChild(this._ZsBoxWindow); 
-         var w1 = this._ExpBoxWindow; 
-         var w2 = this._ExpActorWindow; 
-         w1.x = Math.ceil((Graphics.width - w1.width - w2.width) / 2); 
-         w1.y = w2.y = Math.ceil((Graphics.height - w1.height) / 2); 
-         w2.x = Math.ceil((Graphics.width - w2.width + w1.width) / 2); 
- }; 
- Scene_ExpBox.prototype.createWindowLayer = function() { 
-     var width = Graphics.boxWidth; 
-     var height = Graphics.boxHeight; 
-     var x = (Graphics.width - width) / 2; 
-     var y = (Graphics.height - height) / 2; 
-     this._windowLayer = new WindowLayer(); 
-     this._windowLayer.move(x, y, width, height); 
-     this.addChild(this._windowLayer); 
- }; 
- Scene_ExpBox.prototype.createBackground = function() { 
-         Scene_MenuBase.prototype.createBackground.call(this); 
-         if (BJSD) { 
-                 this._ExpBoxBJ = new Sprite(ImageManager.loadPicture("lidexin1")); 
-                 this.addChild(this._ExpBoxBJ); 
-                 this._ExpBoxBJ.x = (Graphics.width-this._ExpBoxBJ.width)/2; 
-                 this._ExpBoxBJ.y = (Graphics.height-this._ExpBoxBJ.height)/2; 
-         }; 
- }; 
- Scene_ExpBox.prototype.onFpexpOk = function() { 
-         this._ExpActorWindow.activate(); 
-         this._ExpActorWindow.refresh(); 
-         this._ExpActorWindow.select(0); 
- }; 
- Scene_ExpBox.prototype.onZSitemOk = function() { 
-         this._ZsBoxWindow.show(); 
-         this._ZsBoxWindow.activate(); 
-         this._ZsBoxWindow.refresh(); 
-         this._ZsBoxWindow.select(0); 
- }; 
- Scene_ExpBox.prototype.onExpActorOk = function() { 
-         this._ZsBoxWindow._Actor = $gameParty.members()[this._ExpActorWindow.index()]; 
-         this._ZsBoxWindow.show(); 
-         this._ZsBoxWindow.activate(); 
-         this._ZsBoxWindow.refresh(); 
-         this._ZsBoxWindow.select(0);// 
- }; 
- Scene_ExpBox.prototype.onExpActorCancel = function() { 
-         this._ZsBoxWindow._Actor = null; 
-         this._ExpActorWindow.deselect(); 
-         this._ExpBoxWindow.activate(); 
-         this._ExpBoxWindow.refresh(); 
-         this._ExpBoxWindow.select(0); 
- }; 
- Scene_ExpBox.prototype.onZJ1Ok = function() { 
-         var zs = this._ZsBoxWindow._Actor?1:JLZS2; 
-         var s = Math.round(JYCX2*0.01/zs); 
-         this._ZsBoxWindow._ZsShu += s; 
-         $gameSystem.BGEWexp(-s*zs); 
-         this._ZsBoxWindow.activate(); 
-         this._ZsBoxWindow.refresh(); 
-         this._ExpBoxWindow.refresh(); 
- }; 
- Scene_ExpBox.prototype.onZJ2Ok = function() { 
-         var zs = this._ZsBoxWindow._Actor?1:JLZS2; 
-         var s = Math.round(JYCX2*0.1/zs); 
-         this._ZsBoxWindow._ZsShu += s; 
-         $gameSystem.BGEWexp(-s*zs); 
-         this._ZsBoxWindow.activate(); 
-         this._ZsBoxWindow.refresh(); 
-         this._ExpBoxWindow.refresh(); 
- }; 
- Scene_ExpBox.prototype.onZJ3Ok = function() { 
-         var zs = this._ZsBoxWindow._Actor?1:JLZS2; 
-         var s = Math.round($gameSystem.EWexp()/zs); 
-         this._ZsBoxWindow._ZsShu += s; 
-         $gameSystem.BGEWexp(-s*zs); 
-         this._ZsBoxWindow.activate(); 
-         this._ZsBoxWindow.refresh(); 
-         this._ZsBoxWindow.select(4); 
-         this._ExpBoxWindow.refresh(); 
- }; 
- Scene_ExpBox.prototype.onZJ4Ok = function() { 
-         var zs = this._ZsBoxWindow._Actor?1:JLZS2; 
-         $gameSystem.BGEWexp(this._ZsBoxWindow._ZsShu*zs); 
-         this._ZsBoxWindow._ZsShu = 0; 
-         this._ZsBoxWindow.activate(); 
-         this._ZsBoxWindow.refresh(); 
-         this._ExpBoxWindow.refresh(); 
- }; 
- Scene_ExpBox.prototype.onZJOk = function() { 
-         var s = this._ZsBoxWindow._ZsShu; 
-         if (this._ZsBoxWindow._Actor) { 
-                 if (se2) AudioManager.playSe(se2); 
-                 var i = this._ZsBoxWindow._Actor; 
-                 i.changeExp(i.currentExp()+s, false); 
-         } else { 
-                 if (se3) AudioManager.playSe(se3); 
-                 if (JLZS1>0) { 
-                         $gameParty.gainItem($dataItems[JLZS1], s); 
-                 } else { 
-                         $gameParty.gainGold(s); 
-                 } 
-         }; 
-         this._ZsBoxWindow._ZsShu = 0; 
-         this.onZJCancel(); 
- }; 
- Scene_ExpBox.prototype.onZJCancel = function() { 
-         if (this._ZsBoxWindow._ZsShu>0) { 
-                 var zs = this._ZsBoxWindow._Actor?1:JLZS2; 
-                 $gameSystem.BGEWexp(this._ZsBoxWindow._ZsShu*zs); 
-                 this._ZsBoxWindow._ZsShu = 0; 
-         }; 
-         this._ZsBoxWindow.refresh(); 
-         this._ZsBoxWindow.hide(); 
-         this._ZsBoxWindow.deselect(); 
-         if (this._ZsBoxWindow._Actor) { 
-                 this._ExpActorWindow.activate(); 
-                 this._ExpActorWindow.refresh(); 
-                 this._ExpBoxWindow.refresh(); 
-         } else { 
-                 this._ExpBoxWindow.activate(); 
-                 this._ExpBoxWindow.refresh(); 
-         }; 
- }; 
- //----------------------------------------------------------------------------- 
- Game_System.prototype.EWexp = function() { 
-         if (!this._DREWexp) this._DREWexp = 0; 
-         return this._DREWexp.clamp(0, JYCX2); 
- }; 
- Game_System.prototype.BGEWexp = function(s) { 
-         var exp = this.EWexp(); 
-         s = Math.round(s); 
-         if (exp+s>JYCX2) s = JYCX2-exp; 
-         this._DREWexp += s; 
- }; 
- Game_System.prototype.EWexpBFB = function() { 
-         return parseInt(this.EWexp() / JYCX2 * 100).clamp(0, 100); 
- }; 
- var _EWBattleManager_gainExp = BattleManager.gainExp; 
- BattleManager.gainExp = function() { 
-         _EWBattleManager_gainExp.call(this); 
-         if (this._rewards && this._rewards.exp) $gameSystem.BGEWexp(parseInt(this._rewards.exp*JYCX1)); 
- }; 
-   
- var _EWGame_Interpreter_pluginCommand = Game_Interpreter.prototype.pluginCommand; 
- Game_Interpreter.prototype.pluginCommand = function(command, args) { 
-     _EWGame_Interpreter_pluginCommand.call(this, command, args) 
-     if (command === '打开储蓄池') SceneManager.push(Scene_ExpBox); 
- };