- //============================================================================= 
-  /*: 
-  * @plugindesc 装备界面立绘纸娃娃 
-  * @author Joritian 
-  * 
-  * @param 第一层装备类型ID 
-  * @default 1 
-  * 
-  * @param 第二层装备类型ID 
-  * @default 2 
-  * 
-  * @param 第三层装备类型ID 
-  * @default 3 
-  * 
-  * @param 第四层装备类型ID 
-  * @default 4 
-  * 
-  * @help 立绘图片位于"img/player""人物图片文件名为"player.png",若装备ID为 XXX 则对应的文件应命名为"clothes_XXX.png". 
-  */ 
- //============================================================================= 
-   
- var parameters = PluginManager.parameters('Scene_Equip'); 
- var equipZ = [ 
-         Number(parameters['第四层装备类型ID'] || 4), 
-         Number(parameters['第三层装备类型ID'] || 3), 
-         Number(parameters['第二层装备类型ID'] || 2), 
-         Number(parameters['第一层装备类型ID'] || 1), 
- ]; 
-   
- Scene_Equip.prototype.create = function() { 
-     Scene_MenuBase.prototype.create.call(this); 
-   
-         this.createPlayerPicture(); 
-   
-     this.createHelpWindow(); 
-     this.createStatusWindow(); 
-     this.createCommandWindow(); 
-     this.createSlotWindow(); 
-     this.createItemWindow(); 
-     this.refreshActor(); 
- }; 
-   
- Scene_Equip.prototype.createStatusWindow = function() { 
-     this._statusWindow = new Window_EquipStatus(180, this._helpWindow.height); 
-     this.addWindow(this._statusWindow); 
- }; 
-   
- Scene_Equip.prototype.createCommandWindow = function() { 
-     var wx = this._statusWindow.width + 180; 
-     var wy = this._helpWindow.height; 
-     var ww = Graphics.boxWidth - this._statusWindow.width - 180; 
-     this._commandWindow = new Window_EquipCommand(wx, wy, ww); 
-     this._commandWindow.setHelpWindow(this._helpWindow); 
-     this._commandWindow.setHandler('equip',    this.commandEquip.bind(this)); 
-     this._commandWindow.setHandler('optimize', this.commandOptimize.bind(this)); 
-     this._commandWindow.setHandler('clear',    this.commandClear.bind(this)); 
-     this._commandWindow.setHandler('cancel',   this.popScene.bind(this)); 
-     this._commandWindow.setHandler('pagedown', this.nextActor.bind(this)); 
-     this._commandWindow.setHandler('pageup',   this.previousActor.bind(this)); 
-     this.addWindow(this._commandWindow); 
- }; 
-   
- Scene_Equip.prototype.createSlotWindow = function() { 
-     var wx = this._statusWindow.width + 180; 
-     var wy = this._commandWindow.y + this._commandWindow.height; 
-     var ww = Graphics.boxWidth - this._statusWindow.width - 180; 
-     var wh = this._statusWindow.height - this._commandWindow.height; 
-     this._slotWindow = new Window_EquipSlot(wx, wy, ww, wh); 
-     this._slotWindow.setHelpWindow(this._helpWindow); 
-     this._slotWindow.setStatusWindow(this._statusWindow); 
-     this._slotWindow.setHandler('ok',       this.onSlotOk.bind(this)); 
-     this._slotWindow.setHandler('cancel',   this.onSlotCancel.bind(this)); 
-     this.addWindow(this._slotWindow); 
- }; 
-   
- Scene_Equip.prototype.createItemWindow = function() { 
-     var wx = 180; 
-     var wy = this._statusWindow.y + this._statusWindow.height; 
-     var ww = Graphics.boxWidth - 180; 
-     var wh = Graphics.boxHeight - wy; 
-     this._itemWindow = new Window_EquipItem(wx, wy, ww, wh); 
-     this._itemWindow.setHelpWindow(this._helpWindow); 
-     this._itemWindow.setStatusWindow(this._statusWindow); 
-     this._itemWindow.setHandler('ok',     this.onItemOk.bind(this)); 
-     this._itemWindow.setHandler('cancel', this.onItemCancel.bind(this)); 
-     this._slotWindow.setItemWindow(this._itemWindow); 
-     this.addWindow(this._itemWindow); 
- }; 
-   
- Scene_Equip.prototype.commandOptimize = function() { 
-     SoundManager.playEquip(); 
-     this.actor().optimizeEquipments(); 
-     this._statusWindow.refresh(); 
-     this._slotWindow.refresh(); 
-     this._commandWindow.activate(); 
-         this.updateEquipPictrues(); 
- }; 
-   
- Scene_Equip.prototype.commandClear = function() { 
-     SoundManager.playEquip(); 
-     this.actor().clearEquipments(); 
-     this._statusWindow.refresh(); 
-     this._slotWindow.refresh(); 
-     this._commandWindow.activate(); 
-         this.updateEquipPictrues(); 
- }; 
-   
- Scene_Equip.prototype.onItemOk = function() { 
-     SoundManager.playEquip(); 
-     this.actor().changeEquip(this._slotWindow.index(), this._itemWindow.item()); 
-     this._slotWindow.activate(); 
-     this._slotWindow.refresh(); 
-     this._itemWindow.deselect(); 
-     this._itemWindow.refresh(); 
-     this._statusWindow.refresh(); 
-         this.updateEquipPictrues(); 
- }; 
-   
- // TO DO 
-   
- Scene_Equip.prototype.createPlayerPicture = function() { 
-   
-         this._playerPicture = new Sprite(Bitmap.load("img/player/player.png")); 
-         this._playerPicture.move(30, 150); 
-   
-         this._equipPictrues = new Array(); 
-   
-         this.addChild(this._playerPicture); 
-   
-         for(var i = 0; i < 4; i++) 
-         { 
-                 this._equipPictrues[i] = new Sprite(); 
-                 this._equipPictrues[i].move(30, 150); 
-                 this.addChild(this._equipPictrues[i]); 
-         } 
-   
-         this.updateEquipPictrues(); 
- } 
-   
- Scene_Equip.prototype.updateEquipPictrues = function() { 
-   
-         var playerEquips = $gameActors.actor(1).armors(); 
-   
-         for(var t = 0; t < 4; t++) { 
-                 for(var i = 0; i < 4; i++) { 
-                         if (playerEquips[i]) { 
-                                 if (equipZ[t] == playerEquips[i].etypeId) { 
-                                         this._equipPictrues[t].bitmap = Bitmap.load("img/player/clothes_" + playerEquips[i].id + ".png"); 
-                                         break; 
-                                 } 
-                         } else { 
-                                 this._equipPictrues[t].bitmap = ImageManager.loadEmptyBitmap(); 
-                         } 
-                         this._equipPictrues[t].update(); 
-                 } 
-         } 
- }