- #============================================================================== 
- # 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 = [17, 18] 
-     @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 
-         [url=home.php?mod=space&uid=95897]@actor[/url] = 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 
-       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 = 80 
-     #------------------------------------------------------------------------ 
-     # ● 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 = normal_color 
-     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, 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) 
-     opacity = self.contents.font.color == normal_color ? 255 : 128 
-     self.contents.blt(0 ,y*size + 20, bitmap, Rect.new(0, 0, 95, 100), 225) 
-   
-     #------------------------------------------------------------------------ 
-     # ● 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(0 ,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"] = "威力:" 
-     phrase["cost_sp"] = "消耗SP:" 
-     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 
-       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 
- 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_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_EquipLeft 
- #------------------------------------------------------------------------------ 
- #  装备画面的、显示角色能力值变化的窗口。 
- #============================================================================== 
- class Window_EquipLeft < Window_Base 
-   #-------------------------------------------------------------------------- 
-   # ● 初始化对像 
-   #     actor : 角色 
-   #-------------------------------------------------------------------------- 
-   def initialize(actor) 
- # ------------------- 
- # 修改開始  
-     super(0, 64-64, 272, 416+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) 
- # ------------------- 
- # 修改開始  
-     super(272, 64-64, 368, 256+64)#★★★★★★★★★★★★★★★★★★★★ 
- # 修改終了 
- # ------------------- 
-     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 
- #------------------------------------------------------------------------------ 
-   
-   
-   
- #------------------------------------------------------------------------------ 
- #============================================================================== 
- # ■ 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 
-   #-------------------------------------------------------------------------- 
-   # ● 初始化对像 
-   #     actor      : 角色 
-   #     equip_type : 装备部位 (0~3) 
-   #-------------------------------------------------------------------------- 
-   def initialize(actor, equip_type) 
- # ------------------- 
- # 修改開始  
-     super(272, 320, 368, 160)#★★★★★★★★★★★★★★★★★★★★ 
- # 修改終了 
- # ------------------- 
-     @actor = actor 
-     @equip_type = equip_type 
-     @column_max = 1 
-   
-     refresh 
-     self.active = false 
-     self.index = -1 
-   end 
-   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 
- #------------------------------------------------------------------------------ 
-   
- #------------------------------------------------------------------------------ 
- #============================================================================== 
- # ■ 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 
- #------------------------------------------------------------------------------ 
-   
-   
-   
-   
-   
- #‘‘──eu国猪于2012-7-21 12:22补充以下内容: 
-   
- #============================================================================== 
- # 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 = [17, 18] 
-     @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 
-       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 = 80 
-     #------------------------------------------------------------------------ 
-     # ● 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 = Color.new(0, 6, 252) 
-     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, name_size, text, 0) 
-     end 
-     #------------------------------------------------------------------------ 
-     # ● 說明描繪 
-     #------------------------------------------------------------------------ 
-     x = 0 
-     y += 1 
-     while ((text = description.slice!(/./m)) != nil) 
-       self.contents.font.color = Color.new(255, 255, 255) 
-       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) 
-     opacity = self.contents.font.color == normal_color ? 255 : 128 
-     self.contents.blt(0 ,y*size + 20, bitmap, Rect.new(0, 0, 95, 100), 225) 
-   
-     #------------------------------------------------------------------------ 
-     # ● 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 = Color.new(6, 252, 0) 
-       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 = Color.new(255, 19, 119) 
-     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 = $data_system.words.pdef+":"+equipment.pdef.to_s 
-       self.contents.font.color = Color.new(6, 252, 0) 
-       self.contents.font.size = size 
-       self.contents.draw_text(x+move, y*size+5, text.size*6, size, text, 0) 
-     end 
-     #------------------------------------------------------------------------ 
-     # ● 魔法防禦 
-     #------------------------------------------------------------------------ 
-     unless equipment.mdef.zero? 
-       x = 0 
-       y += 1 
-       text=$data_system.words.mdef+":"+equipment.mdef.to_s 
-       self.contents.font.color = Color.new(6, 252, 0) 
-       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 > 0 
-         text += $data_system.elements[element_set[i]] 
-       end 
-       self.contents.font.color = Color.new(255, 0, 255) 
-       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 >= 0 
-       x = (phrase["elements"].size)*0 
-       y += 1 
-       text = "" 
-       for i in 0...element_set.size 
-         text += $data_system.elements[element_set[i]] 
-       end 
-       self.contents.font.color = Color.new(71, 243, 229) 
-       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 = $data_states[minus_state_set[i]].name         
-           self.contents.font.color = normal_color 
-           self.contents.font.size = size 
-           self.contents.draw_text(x+move, y*size+5, text.size*6, size, text, 0)         
-         end 
-       end 
-       #------------------------------------------------------------------------ 
-       # ● 附加狀態(武器) 
-       #------------------------------------------------------------------------ 
-       unless plus_state_set.empty? 
-         x = 0 
-         y += 1 
-         text = phrase["plus_states"] 
-         self.contents.font.color = Color.new(255, 0, 255) 
-         self.contents.font.size = size 
-         self.contents.draw_text(x+move, y*size+5, text.size*6, size, text, 0) 
-         for i in 0...plus_state_set.size 
-           y += 1 
-           text=$data_states[plus_state_set[i]].name         
-           self.contents.font.color = Color.new(255, 240, 74) 
-           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=$data_system.words.str+" -"+ (-equipment.str_plus).to_s 
-       end 
-       self.contents.font.color = Color.new(255, 0, 0) 
-       self.contents.font.size = size 
-       self.contents.draw_text(x+move, y*size+5, text.size*6, size, text, 0)   
-     end 
-     #------------------------------------------------------------------------ 
-     # ● 靈巧 
-     #------------------------------------------------------------------------ 
-     unless equipment.dex_plus.zero? 
-       x = 0 
-       y += 1 
-       h += 1 
-       if equipment.dex_plus > 0 
-         text=$data_system.words.dex+" +"+ equipment.dex_plus.to_s 
-       else 
-         text=$data_system.words.dex+" -"+ (-equipment.dex_plus).to_s 
-       end 
-       self.contents.font.color = Color.new(255, 0, 0) 
-       self.contents.font.size = size 
-       self.contents.draw_text(x+move, y*size+5, text.size*6, size, text, 0)  
-     end 
-     #------------------------------------------------------------------------ 
-     # ● 速度 
-     #------------------------------------------------------------------------ 
-     unless equipment.agi_plus.zero? 
-       x = 0 
-       y += 1 
-       h += 1 
-       if equipment.agi_plus > 0 
-         text=$data_system.words.agi+" +"+ equipment.agi_plus.to_s 
-       else 
-         text=$data_system.words.agi+" -"+ (-equipment.agi_plus).to_s 
-       end 
-       self.contents.font.color = Color.new(255, 0, 0) 
-       self.contents.font.size = size 
-       self.contents.draw_text(x+move, y*size+5, text.size*6, size, text, 0)  
-     end 
-     #------------------------------------------------------------------------ 
-     # ● 智力 
-     #------------------------------------------------------------------------ 
-     unless equipment.int_plus.zero? 
-       x = 0 
-       y += 1 
-       h += 1 
-       if equipment.int_plus > 0 
-         text=$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 = Color.new(255, 0, 0) 
-       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(0 ,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"] = "威力:" 
-     phrase["cost_sp"] = "消耗SP:" 
-     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 = normal_color 
-     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 
-       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 
- 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 
-   
-   
-   
-   
-   
-   
-   
-   
- #------------------------------------------------------------------------------ 
- #============================================================================== 
- # ■ Window_EquipLeft 
- #------------------------------------------------------------------------------ 
- #  装备画面的、显示角色能力值变化的窗口。 
- #============================================================================== 
- class Window_EquipLeft < Window_Base 
-   #-------------------------------------------------------------------------- 
-   # ● 初始化对像 
-   #     actor : 角色 
-   #-------------------------------------------------------------------------- 
-   def initialize(actor) 
- # ------------------- 
- # 修改開始  
-     super(0, 64-64, 272, 416+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) 
- # ------------------- 
- # 修改開始  
-     super(240, 24, 368, 256+64)#★★★★★★★★★★★★★★★★★★★★ 
- # 修改終了 
- # ------------------- 
-     self.contents = Bitmap.new(width - 32, height - 32) 
-        self.opacity = 0 
-     @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 
- #------------------------------------------------------------------------------ 
-   
-   
-   
- #------------------------------------------------------------------------------ 
- #============================================================================== 
- # ■ 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 
-   #-------------------------------------------------------------------------- 
-   # ● 初始化对像 
-   #     actor      : 角色 
-   #     equip_type : 装备部位 (0~3) 
-   #-------------------------------------------------------------------------- 
-   def initialize(actor, equip_type) 
- # ------------------- 
- # 修改開始  
-     super(224, 254, 368, 160)#★★★★★★★★★★★★★★★★★★★★ 
- # 修改終了 
- # ------------------- 
-     @actor = actor 
-     @equip_type = equip_type 
-     @column_max = 1 
-   
-     refresh 
-     self.active = false 
-     self.index = -1 
-   end 
-   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 
- #------------------------------------------------------------------------------ 
-   
- #------------------------------------------------------------------------------ 
- #============================================================================== 
- # ■ 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_Map.new 
-       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 
- #------------------------------------------------------------------------------