本帖最后由 VIPArcher 于 2014-8-11 22:30 编辑  
 
不知道你还需要吗?- #encoding:utf-8
 
 - #==============================================================================
 
 - # ■ Scene_Equip
 
 - #------------------------------------------------------------------------------
 
 - #  装备画面
 
 - #==============================================================================
 
  
- class Scene_Equip < Scene_MenuBase
 
 -   #--------------------------------------------------------------------------
 
 -   # ● 开始处理
 
 -   #--------------------------------------------------------------------------
 
 -   def start
 
 -     super
 
 -     create_help_window
 
 -     create_status_window
 
 -     create_slot_window
 
 -     create_item_window
 
 -     command_equip
 
 -   end
 
 -   #--------------------------------------------------------------------------
 
 -   # ● 生成状态窗口
 
 -   #--------------------------------------------------------------------------
 
 -   def create_status_window
 
 -     wx = @help_window.height + 50
 
 -     @status_window = Window_EquipStatus.new(0, wx)
 
 -     @status_window.height = Graphics.height - wx
 
 -     @status_window.viewport = @viewport
 
 -     @status_window.actor = @actor
 
 -   end
 
 -   #--------------------------------------------------------------------------
 
 -   # ● 生成装备栏窗口
 
 -   #--------------------------------------------------------------------------
 
 -   def create_slot_window
 
 -     wx = 0
 
 -     wy = @help_window.height
 
 -     ww = @status_window.width
 
 -     wh = 36
 
 -     @slot_window = Window_EquipSlot.new(wx, wy, ww)
 
 -     @slot_window.viewport = @viewport
 
 -     @slot_window.height = 50
 
 -     @slot_window.help_window = @help_window
 
 -     @slot_window.status_window = @status_window
 
 -     @slot_window.actor = @actor
 
 -     @slot_window.set_handler(:ok,       method(:on_slot_ok))
 
 -     @slot_window.set_handler(:cancel,   method(:return_scene))
 
 -     @slot_window.set_handler(:pagedown, method(:next_actor))
 
 -     @slot_window.set_handler(:pageup,   method(:prev_actor))
 
 -   end
 
 -   #--------------------------------------------------------------------------
 
 -   # ● 生成物品窗口
 
 -   #--------------------------------------------------------------------------
 
 -   def create_item_window
 
 -     wx = @status_window.width
 
 -     wy = @help_window.height
 
 -     ww = Graphics.width - wx
 
 -     wh = Graphics.height - wy
 
 -     @item_window = Window_EquipItem.new(wx, wy, ww, wh)
 
 -     @item_window.viewport = @viewport
 
 -     @item_window.help_window = @help_window
 
 -     @item_window.status_window = @status_window
 
 -     @item_window.actor = @actor
 
 -     @item_window.set_handler(:ok,     method(:on_item_ok))
 
 -     @item_window.set_handler(:cancel, method(:on_item_cancel))
 
 -     @slot_window.item_window = @item_window
 
 -   end
 
 -   #--------------------------------------------------------------------------
 
 -   # ● 指令“更换装备”
 
 -   #--------------------------------------------------------------------------
 
 -   def command_equip
 
 -     @slot_window.activate
 
 -     @slot_window.select(0)
 
 -   end
 
 -   #--------------------------------------------------------------------------
 
 -   # ● 指令“最强装备”
 
 -   #--------------------------------------------------------------------------
 
 -   def command_optimize
 
 -     Sound.play_equip
 
 -     @actor.optimize_equipments
 
 -     @status_window.refresh
 
 -     @slot_window.refresh
 
 -     @command_window.activate
 
 -   end
 
 -   #--------------------------------------------------------------------------
 
 -   # ● 指令“全部卸下”
 
 -   #--------------------------------------------------------------------------
 
 -   def command_clear
 
 -     Sound.play_equip
 
 -     @actor.clear_equipments
 
 -     @status_window.refresh
 
 -     @slot_window.refresh
 
 -     @command_window.activate
 
 -   end
 
 -   #--------------------------------------------------------------------------
 
 -   # ● 装备栏“确定”
 
 -   #--------------------------------------------------------------------------
 
 -   def on_slot_ok
 
 -     @item_window.activate
 
 -     @item_window.select(0)
 
 -   end
 
 -   #--------------------------------------------------------------------------
 
 -   # ● 装备栏“取消”
 
 -   #--------------------------------------------------------------------------
 
 -   def on_slot_cancel
 
 -     @slot_window.unselect
 
 -     @command_window.activate
 
 -   end
 
 -   #--------------------------------------------------------------------------
 
 -   # ● 物品“确定”
 
 -   #--------------------------------------------------------------------------
 
 -   def on_item_ok
 
 -     Sound.play_equip
 
 -     @actor.change_equip(@slot_window.index, @item_window.item)
 
 -     @slot_window.activate
 
 -     @slot_window.refresh
 
 -     @item_window.unselect
 
 -     @item_window.refresh
 
 -   end
 
 -   #--------------------------------------------------------------------------
 
 -   # ● 物品“取消”
 
 -   #--------------------------------------------------------------------------
 
 -   def on_item_cancel
 
 -     @slot_window.activate
 
 -     @item_window.unselect
 
 -   end
 
 -   #--------------------------------------------------------------------------
 
 -   # ● 切换角色
 
 -   #--------------------------------------------------------------------------
 
 -   def on_actor_change
 
 -     @status_window.actor = @actor
 
 -     @slot_window.actor = @actor
 
 -     @item_window.actor = @actor
 
 -     command_equip
 
 -   end
 
 - end
 
 
  复制代码 你可能会用到 
#装备画面中,显示可替换装备的窗口。只显示一列 class Window_EquipItem < Window_ItemList   #--------------------------------------------------------------------------   # ● 获取列数   #--------------------------------------------------------------------------   def col_max     return 1   end end 
 
 #装备画面中,显示可替换装备的窗口。只显示一列  
class Window_EquipItem < Window_ItemList  
  #--------------------------------------------------------------------------  
  # ● 获取列数  
  #--------------------------------------------------------------------------  
  def col_max  
    return 1  
  end  
end  
 
  |