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 楼主 |
发表于 2008-11-8 21:37:35
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- # 组合装备脚本 Written by SLICK
 
  
- module RPG
 
 -   class Weapon
 
 -     attr_accessor :combine
 
 -     def description
 
 -       return @description.split(/,/)[0].to_s
 
 -     end
 
 -     def combine
 
 -       ccc = @description.split(/,/)[1].to_i
 
 -       return ccc = nil ? 0 : ccc
 
 -     end  
 
 -   end
 
 -   class Armor
 
 -     attr_accessor :combine
 
 -     def description
 
 -       return @description.split(/,/)[0].to_s
 
 -     end
 
 -     def combine
 
 -       ccc = @description.split(/,/)[1].to_i
 
 -       return ccc = nil ? 0 : ccc
 
 -     end  
 
 -   end
 
 - end  
 
  
- class Scene_Title
 
 -   alias etech_main main
 
 -   def main
 
 -     etech_main
 
 -     $data_weapons[1000] = $data_weapons[0]
 
 -     $data_armors[1000] = $data_armors[0]
 
 -   end  
 
 - end
 
  
- class Scene_Save < Scene_File
 
 -   #--------------------------------------------------------------------------
 
 -   # ● 写入存档数据
 
 -   #     file : 写入用文件对像 (已经打开)
 
 -   #--------------------------------------------------------------------------
 
 -   def write_save_data(file)
 
 -     # 生成描绘存档文件用的角色图形
 
 -     characters = []
 
 -     for i in 0...$game_party.actors.size
 
 -       actor = $game_party.actors[i]
 
 -       characters.push([actor.character_name, actor.character_hue])
 
 -     end
 
 -     # 写入描绘存档文件用的角色数据
 
 -     Marshal.dump(characters, file)
 
 -     # 写入测量游戏时间用画面计数
 
 -     Marshal.dump(Graphics.frame_count, file)
 
 -     # 增加 1 次存档次数
 
 -     $game_system.save_count += 1
 
 -     # 保存魔法编号
 
 -     # (将编辑器保存的值以随机值替换)
 
 -     $game_system.magic_number = $data_system.magic_number
 
 -     # 写入各种游戏对像
 
 -     Marshal.dump($game_system, file)
 
 -     Marshal.dump($game_switches, file)
 
 -     Marshal.dump($game_variables, file)
 
 -     Marshal.dump($game_self_switches, file)
 
 -     Marshal.dump($game_screen, file)
 
 -     Marshal.dump($game_actors, file)
 
 -     Marshal.dump($game_party, file)
 
 -     Marshal.dump($game_troop, file)
 
 -     Marshal.dump($game_map, file)
 
 -     Marshal.dump($game_player, file)
 
 -     Marshal.dump($data_weapons.size, file)
 
 -     for iii in 1000...$data_weapons.size
 
 -       Marshal.dump($data_weapons[iii], file)
 
 -     end 
 
 -     Marshal.dump($data_armors.size, file)
 
 -     for iii in 1000...$data_armors.size
 
 -       Marshal.dump($data_armors[iii], file)
 
 -     end
 
 -   end
 
 - end
 
  
- class Scene_Load < Scene_File
 
 -   #--------------------------------------------------------------------------
 
 -   # ● 读取存档数据
 
 -   #     file : 读取用文件对像 (已经打开)
 
 -   #--------------------------------------------------------------------------
 
 -   def read_save_data(file)
 
 -     # 读取描绘存档文件用的角色数据
 
 -     characters = Marshal.load(file)
 
 -     # 读取测量游戏时间用画面计数
 
 -     Graphics.frame_count = Marshal.load(file)
 
 -     # 读取各种游戏对像
 
 -     $game_system        = Marshal.load(file)
 
 -     $game_switches      = Marshal.load(file)
 
 -     $game_variables     = Marshal.load(file)
 
 -     $game_self_switches = Marshal.load(file)
 
 -     $game_screen        = Marshal.load(file)
 
 -     $game_actors        = Marshal.load(file)
 
 -     $game_party         = Marshal.load(file)
 
 -     $game_troop         = Marshal.load(file)
 
 -     $game_map           = Marshal.load(file)
 
 -     $game_player        = Marshal.load(file)
 
 -     $data_weapons       = []
 
 -     $data_armors        = []
 
 -     $data_weapons       = load_data("Data/Weapons.rxdata")
 
 -     $data_armors        = load_data("Data/Armors.rxdata")
 
 -     iii = Marshal.load(file)
 
 -     for jjj in 1000...iii
 
 -       $data_weapons[jjj]= Marshal.load(file)
 
 -     end
 
 -     iii = Marshal.load(file)
 
 -     for jjj in 1000...iii
 
 -       $data_armors[jjj] = Marshal.load(file)
 
 -     end  
 
 -     # 魔法编号与保存时有差异的情况下
 
 -     # (加入编辑器的编辑过的数据)
 
 -     if $game_system.magic_number != $data_system.magic_number
 
 -       # 重新装载地图
 
 -       $game_map.setup($game_map.map_id)
 
 -       $game_player.center($game_player.x, $game_player.y)
 
 -     end
 
 -     # 刷新同伴成员
 
 -     $game_party.refresh
 
 -   end
 
 - end  
 
  
- #==============================================================================
 
 - # ■ Scene_Combine
 
 - #------------------------------------------------------------------------------
 
 - #  处理合成画面的类。
 
 - #==============================================================================
 
  
- class Scene_Combine
 
 -   #--------------------------------------------------------------------------
 
 -   # ● 初始化对像
 
 -   #     actor_index : 角色索引
 
 -   #     equip_index : 装备索引
 
 -   #--------------------------------------------------------------------------
 
 -   def initialize(actor_index = 0)
 
 -     @actor_index = actor_index
 
 -   end
 
 -   
 
 -   def main
 
 -     @help_window = Window_Help.new
 
 -     @name_window = Window_NNName.new($game_party.actors[@actor_index])
 
 -     @combine_window = Window_Material.new
 
 -     @combine_window.help_window = @help_window
 
 -     @equip_window = Window_CombineRight.new($game_party.actors[@actor_index])
 
 -     @equip_window.help_window = @help_window
 
 -     @ccconfirm_window = Window_CCConfirm.new
 
 -     @combine_window.visible = true
 
 -     @combine_window.active = false
 
 -     @equip_window.visible = true
 
 -     @equip_window.active = true
 
 -     @ccconfirm_window.visible = false
 
 -     @ccconfirm_window.active = false
 
 -     # 执行过度
 
 -     Graphics.transition
 
 -     # 主循环
 
 -     loop do
 
 -       # 刷新游戏画面
 
 -       Graphics.update
 
 -       # 刷新输入信息
 
 -       Input.update
 
 -       # 刷新画面
 
 -       update
 
 -       # 如果画面切换就中断循环
 
 -       if $scene != self
 
 -         break
 
 -       end
 
 -     end
 
 -     # 装备过渡
 
 -     Graphics.freeze
 
 -     # 释放窗口
 
 -     @help_window.dispose
 
 -     @combine_window.dispose
 
 -     @equip_window.dispose
 
 -     @name_window.dispose
 
 -     @ccconfirm_window.dispose
 
 -   end  
 
 -   
 
 -   def update
 
 -     @help_window.update
 
 -     @combine_window.update
 
 -     @equip_window.update
 
 -     @ccconfirm_window.update
 
 -     if @combine_window.active
 
 -       update_combine
 
 -       return
 
 -     end  
 
 -     if @equip_window.active
 
 -       update_equip
 
 -       return
 
 -     end
 
 -     if @ccconfirm_window.active
 
 -       update_ccconfirm
 
 -       return
 
 -     end  
 
 -   end  
 
 -   
 
 -   def update_ccconfirm
 
 -      # 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
 
 -       @epro_window.dispose
 
 -       @ccconfirm_window.active = false
 
 -       @ccconfirm_window.visible = false
 
 -       @equip_window.active = true
 
 -       return
 
 -     end
 
 -     if Input.trigger?(Input::C)
 
 -       case @ccconfirm_window.index
 
 -         when 0
 
 -           $game_system.se_play($data_system.decision_se)
 
 -           iiitem = @combine_window.item
 
 -           case @equip_window.index
 
 -             when 0
 
 -               make_new_equip($data_weapons[$game_party.actors[@actor_index].weapon_id], iiitem)
 
 -             when 1
 
 -               make_new_equip($data_armors[$game_party.actors[@actor_index].armor1_id], iiitem)
 
 -             when 2
 
 -               make_new_equip($data_armors[$game_party.actors[@actor_index].armor2_id], iiitem)
 
 -             when 3
 
 -               make_new_equip($data_armors[$game_party.actors[@actor_index].armor3_id], iiitem)
 
 -             when 4
 
 -               make_new_equip($data_armors[$game_party.actors[@actor_index].armor4_id], iiitem)
 
 -           end    
 
 -         when 1
 
 -           # 演奏取消 SE
 
 -           $game_system.se_play($data_system.cancel_se)
 
 -           # 切换到菜单画面
 
 -           @epro_window.dispose
 
 -           @ccconfirm_window.active = false
 
 -           @ccconfirm_window.visible = false
 
 -           @equip_window.active = true
 
 -       end    
 
 -       return
 
 -     end
 
 -     if Input.trigger?(Input::UP)
 
 -       $game_system.se_play($data_system.cursor_se)
 
 -       @ccconfirm_window.index = 0
 
 -       return
 
 -     end
 
 -     if Input.trigger?(Input::DOWN)
 
 -       $game_system.se_play($data_system.cursor_se)
 
 -       @ccconfirm_window.index = 1
 
 -       return
 
 -     end
 
 -   end
 
 -   
 
 -   def make_new_equip(combine1, combine2)
 
 -     $game_switches[49] = true
 
 -     result = rand(100).to_i
 
 -     if result >= $game_variables[50]
 
 -       $game_party.actors[@actor_index].equip(@equip_window.index, 0, 1)
 
 -       $game_variables[49] = 1
 
 -     else  
 
 -       if @equip_window.index == 0
 
 -         iii = $data_weapons.size
 
 -         kkk = $game_party.actors[@actor_index].weapon_id
 
 -         $data_weapons[iii] = $data_weapons[kkk].clone
 
 -         $data_weapons[iii].id = iii
 
 -         if $new_extra != nil
 
 -           $data_weapons[iii].name = ( $data_weapons[kkk].name)
 
 -         end
 
 -         if $new_element_plus != nil
 
 -           $data_weapons[iii].name = ( $data_weapons[kkk].name)
 
 -         end
 
 -         $data_weapons[iii].description = ($data_weapons[kkk].description + "," + [$data_weapons[kkk].combine - 1].to_s)
 
 -         $data_weapons[iii].atk = $data_weapons[kkk].atk + ($atk_plus2 * (80 + rand(41)) / 100).to_i
 
 -         $data_weapons[iii].pdef = $data_weapons[kkk].pdef + ($pdef_plus2 * (80 + rand(41)) / 100).to_i
 
 -         $data_weapons[iii].mdef = $data_weapons[kkk].mdef + ($mdef_plus2 * (80 + rand(41)) / 100).to_i
 
 -         $data_weapons[iii].str_plus = $data_weapons[kkk].str_plus + ($str_plus2 * (80 + rand(41)) / 100).to_i
 
 -         $data_weapons[iii].dex_plus = $data_weapons[kkk].dex_plus + ($dex_plus2 * (80 + rand(41)) / 100).to_i
 
 -         $data_weapons[iii].agi_plus = $data_weapons[kkk].agi_plus + ($agi_plus2 * (80 + rand(41)) / 100).to_i
 
 -         $data_weapons[iii].int_plus = $data_weapons[kkk].int_plus + ($int_plus2 * (80 + rand(41)) / 100).to_i
 
 -         $data_weapons[iii].element_set = $element_plus2
 
 -         $game_party.gain_weapon(iii, 1)
 
 -         for jjj in 1...$data_classes.size
 
 -           if $data_classes[jjj].weapon_set.include?(kkk)
 
 -             $data_classes[jjj].weapon_set.push(iii)
 
 -           end  
 
 -         end  
 
 -       else
 
 -         iii = $data_armors.size
 
 -         case @equip_window.index
 
 -           when 1
 
 -             kkk = $game_party.actors[@actor_index].armor1_id            
 
 -           when 2
 
 -             kkk = $game_party.actors[@actor_index].armor2_id            
 
 -           when 3
 
 -             kkk = $game_party.actors[@actor_index].armor3_id            
 
 -           when 4
 
 -             kkk = $game_party.actors[@actor_index].armor4_id            
 
 -         end  
 
 -         $data_armors[iii] = $data_armors[kkk].clone  
 
 -         $data_armors[iii].id = iii
 
 -         if $new_extra != nil
 
 -           $data_armors[iii].name = ( $data_armors[kkk].name)
 
 -         end
 
 -         if $new_element_plus != nil
 
 -           $data_armors[iii].name = ( $data_armors[kkk].name)
 
 -         end
 
 -         $data_armors[iii].description = ($data_armors[kkk].description + "," + [$data_armors[kkk].combine - 1].to_s)
 
 -         $data_armors[iii].eva = $data_armors[kkk].eva + ($eva_plus2 * (80 + rand(41)) / 100).to_i
 
 -         $data_armors[iii].pdef = $data_armors[kkk].pdef + ($pdef_plus2 * (80 + rand(41)) / 100).to_i
 
 -         $data_armors[iii].mdef = $data_armors[kkk].mdef + ($mdef_plus2 * (80 + rand(41)) / 100).to_i
 
 -         $data_armors[iii].str_plus = $data_armors[kkk].str_plus + ($str_plus2 * (80 + rand(41)) / 100).to_i
 
 -         $data_armors[iii].dex_plus = $data_armors[kkk].dex_plus + ($dex_plus2 * (80 + rand(41)) / 100).to_i
 
 -         $data_armors[iii].agi_plus = $data_armors[kkk].agi_plus + ($agi_plus2 * (80 + rand(41)) / 100).to_i
 
 -         $data_armors[iii].int_plus = $data_armors[kkk].int_plus + ($int_plus2 * (80 + rand(41)) / 100).to_i
 
 -         $data_armors[iii].guard_element_set = $element_plus2
 
 -         $game_party.gain_armor(iii, 1)  
 
 -         for jjj in 1...$data_classes.size
 
 -           if $data_classes[jjj].armor_set.include?(kkk)
 
 -             $data_classes[jjj].armor_set.push(iii)
 
 -           end  
 
 -         end  
 
 -       end  
 
 -       $game_party.actors[@actor_index].equip(@equip_window.index, iii, 1)
 
 -       $game_variables[49] = 0
 
 -     end  
 
 -           
 
 -     $game_party.lose_item(combine2.id, 1)
 
 -     @epro_window.dispose
 
 -     $scene = Scene_Map.new
 
 -   end  
 
 -   
 
 -   def update_combine
 
 -     # 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
 
 -       @combine_window.active = false
 
 -       @equip_window.active = true
 
 -       return
 
 -     end
 
 -     if Input.trigger?(Input::C)
 
 -       $game_system.se_play($data_system.decision_se)
 
 -       @combine_window.active = false
 
 -       @combine2 = @combine_window.item
 
 -       @epro_window = Window_EPro.new(@combine1, @combine2)
 
 -       @epro_window.visible = true
 
 -       @epro_window.active = false
 
 -       @ccconfirm_window.active = true
 
 -       @ccconfirm_window.visible = true
 
 -     end  
 
 -   end  
 
 -   
 
 -   def update_equip
 
 -     # 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
 
 -       $game_switches[49] = true
 
 -       $game_variables[49] = 2
 
 -       $scene = Scene_Map.new
 
 -       return
 
 -     end
 
 -     # 按下 C 键的情况下
 
 -     if Input.trigger?(Input::C)
 
 -       case @equip_window.index
 
 -         when 0
 
 -           @combine1 = $data_weapons[$game_party.actors[@actor_index].weapon_id]
 
 -         when 1
 
 -           @combine1 = $data_armors[$game_party.actors[@actor_index].armor1_id] 
 
 -         when 2
 
 -           @combine1 = $data_armors[$game_party.actors[@actor_index].armor2_id]
 
 -         when 3
 
 -           @combine1 = $data_armors[$game_party.actors[@actor_index].armor3_id]
 
 -         when 4
 
 -           @combine1 = $data_armors[$game_party.actors[@actor_index].armor4_id]  
 
 -       end
 
 -       $game_system.se_play($data_system.decision_se)  
 
 -       if @combine1 == nil
 
 -         return
 
 -       end  
 
 -       if @combine1.combine <= 0
 
 -         return
 
 -       end  
 
 -       @combine_window.active = true
 
 -       @equip_window.active = false
 
 -       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_Combine.new(@actor_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_Combine.new(@actor_index)
 
 -       return
 
 -     end
 
 -   end  
 
 - end  
 
  
- #==============================================================================
 
 - # ■ Window_Material
 
 - #------------------------------------------------------------------------------
 
 - #  材料窗口。
 
 - #==============================================================================
 
  
- class Window_Material < Window_Selectable
 
 -   #--------------------------------------------------------------------------
 
 -   # ● 初始化对像
 
 -   #--------------------------------------------------------------------------
 
 -   def initialize
 
 -     super(0, 64, 320, 416)
 
 -     @column_max = 1
 
 -     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
 
 -   #--------------------------------------------------------------------------
 
 -   # ● 获取物品
 
 -   #--------------------------------------------------------------------------
 
 -   def item
 
 -     return @data[self.index]
 
 -   end
 
 -   #--------------------------------------------------------------------------
 
 -   # ● 刷新
 
 -   #--------------------------------------------------------------------------
 
 -   def refresh
 
 -     if self.contents != nil
 
 -       self.contents.dispose
 
 -       self.contents = nil
 
 -     end
 
 -     @data = []
 
 -     # 添加报务
 
 -     for i in 1...$data_items.size
 
 -       if $game_party.item_number(i) > 0
 
 -         if $data_items[i].element_set.include?(31)
 
 -           @data.push($data_items[i])
 
 -         end  
 
 -       end
 
 -     end
 
 -     # 如果项目数不是 0 就生成位图、重新描绘全部项目
 
 -     @item_max = @data.size
 
 -     if @item_max > 0
 
 -       self.contents = Bitmap.new(width - 32, row_max * 32)
 
 -       for i in 0...@item_max
 
 -         draw_item(i)
 
 -       end
 
 -     end
 
 -   end
 
 -   #--------------------------------------------------------------------------
 
 -   # ● 描绘项目
 
 -   #     index : 项目编号
 
 -   #--------------------------------------------------------------------------
 
 -   def draw_item(index)
 
 -     item = @data[index]
 
 -     case item
 
 -     when RPG::Item
 
 -       number = $game_party.item_number(item.id)
 
 -     when RPG::Weapon
 
 -       number = $game_party.weapon_number(item.id)
 
 -     when RPG::Armor
 
 -       number = $game_party.armor_number(item.id)
 
 -     end
 
 -     self.contents.font.color = normal_color
 
 -     x = 4
 
 -     y = index * 32
 
 -     rect = Rect.new(x, y, self.width / @column_max - 32, 32)
 
 -     self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
 
 -     bitmap = RPG::Cache.icon(item.icon_name)
 
 -     opacity = self.contents.font.color == normal_color ? 255 : 128
 
 -     self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
 
 -     self.contents.draw_text(x + 28, y, 212, 32, item.name, 0)
 
 -     self.contents.draw_text(x + 240, y, 16, 32, ":", 1)
 
 -     self.contents.draw_text(x + 256, y, 24, 32, number.to_s, 2)
 
 -   end
 
 -   #--------------------------------------------------------------------------
 
 -   # ● 刷新帮助文本
 
 -   #--------------------------------------------------------------------------
 
 -   def update_help
 
 -     @help_window.set_text(self.item == nil ? "" : self.item.description)
 
 -   end
 
 - end
 
 - #==============================================================================
 
 - # ■ Window_EquipRight
 
 - #------------------------------------------------------------------------------
 
 - #  装备画面、显示角色现在装备的物品的窗口。
 
 - #==============================================================================
 
  
- class Window_NNName < Window_Base
 
 -   #--------------------------------------------------------------------------
 
 -   # ● 初始化对像
 
 -   #     actor : 角色
 
 -   #--------------------------------------------------------------------------
 
 -   def initialize(actor)
 
 -     super(320, 64, 320, 64)
 
 -     self.contents = Bitmap.new(width - 32, height - 32)
 
 -     self.contents.draw_text(4, 0, 256, 32, actor.name, 0)
 
 -   end
 
 - end  
 
  
- class Window_CombineRight < Window_Selectable
 
 -   #--------------------------------------------------------------------------
 
 -   # ● 初始化对像
 
 -   #     actor : 角色
 
 -   #--------------------------------------------------------------------------
 
 -   def initialize(actor)
 
 -     super(320, 128, 320, 352)
 
 -     self.contents = Bitmap.new(width - 32, height - 32)
 
 -     @actor = actor
 
 -     refresh
 
 -     self.index = 0
 
 -   end
 
 -   #--------------------------------------------------------------------------
 
 -   # ● 获取物品
 
 -   #--------------------------------------------------------------------------
 
 -   def item
 
 -     return @data[self.index]
 
 -   end
 
 -   #--------------------------------------------------------------------------
 
 -   # ● 刷新
 
 -   #--------------------------------------------------------------------------
 
 -   def refresh
 
 -     self.contents.clear
 
 -     @data = []
 
 -     @data.push($data_weapons[@actor.weapon_id])
 
 -     @data.push($data_armors[@actor.armor1_id])
 
 -     @data.push($data_armors[@actor.armor2_id])
 
 -     @data.push($data_armors[@actor.armor3_id])
 
 -     @data.push($data_armors[@actor.armor4_id])
 
 -     @item_max = @data.size
 
 -     self.contents.draw_text(4, 32 * 0, 92, 32, $data_system.words.weapon)
 
 -     self.contents.draw_text(4, 32 * 1, 92, 32, $data_system.words.armor1)
 
 -     self.contents.draw_text(4, 32 * 2, 92, 32, $data_system.words.armor2)
 
 -     self.contents.draw_text(4, 32 * 3, 92, 32, $data_system.words.armor3)
 
 -     self.contents.draw_text(4, 32 * 4, 92, 32, $data_system.words.armor4)
 
 -     draw_item_name(@data[0], 92, 32 * 0)
 
 -     draw_item_name(@data[1], 92, 32 * 1)
 
 -     draw_item_name(@data[2], 92, 32 * 2)
 
 -     draw_item_name(@data[3], 92, 32 * 3)
 
 -     draw_item_name(@data[4], 92, 32 * 4)
 
 -   end
 
 -   #--------------------------------------------------------------------------
 
 -   # ● 刷新帮助文本
 
 -   #--------------------------------------------------------------------------
 
 -   def update_help
 
 -     if self.item != nil
 
 -     ssstring = self.item.description
 
 -     case self.index
 
 -       when 0
 
 -         ssstring += "  还可以组合" + $data_weapons[@actor.weapon_id].combine.to_s + "次"
 
 -       when 1
 
 -         ssstring += "  还可以组合" + $data_armors[@actor.armor1_id].combine.to_s + "次"
 
 -       when 2
 
 -         ssstring += "  还可以组合" + $data_armors[@actor.armor2_id].combine.to_s + "次"
 
 -       when 3
 
 -         ssstring += "  还可以组合" + $data_armors[@actor.armor3_id].combine.to_s + "次"
 
 -       when 4
 
 -         ssstring += "  还可以组合" + $data_armors[@actor.armor4_id].combine.to_s + "次"
 
 -     end    
 
 -       
 
 -     end  
 
 -     @help_window.set_text(self.item == nil ? "" : ssstring)
 
 -   end
 
 - end
 
  
- #==============================================================================
 
 - # ■ Window_EPro
 
 - #------------------------------------------------------------------------------
 
 - #  装备合成界面中的组装前后比较窗口。
 
 - #==============================================================================
 
  
- class Window_EPro < Window_Base
 
 -   #--------------------------------------------------------------------------
 
 -   # ● 初始化对像
 
 -   #     
 
 -   #--------------------------------------------------------------------------
 
 -   def initialize(combine1, combine2)
 
 -     super(0, 0, 384, 480)
 
 -     self.contents = Bitmap.new(width - 32, height - 32)
 
 -     @combine1 = combine1
 
 -     @combine2 = combine2
 
 -     refresh
 
 -     self.z = 300
 
 -   end
 
 -   
 
 -   def refresh
 
 -     self.contents.clear
 
 -     if @combine1.is_a?(RPG::Weapon)
 
 -       self.contents.font.color = system_color
 
 -       self.contents.draw_text(4, 0, 192, 32, "欲组装的武器:", 0)
 
 -       self.contents.font.color = normal_color
 
 -       self.contents.draw_text(164, 0, 192, 32, @combine1.name.to_s, 0)
 
 -       self.contents.font.color = system_color
 
 -       self.contents.draw_text(128, 32, 80, 32, "组装前", 0)
 
 -       self.contents.draw_text(256, 32, 80, 32, "组装后", 0)
 
 -       self.contents.draw_text(4, 64, 80, 32, "攻击力", 0)
 
 -       self.contents.draw_text(4, 96, 80, 32, "物理防", 0)
 
 -       self.contents.draw_text(4, 128, 80, 32, "魔法防", 0)
 
 -       self.contents.draw_text(4, 160, 80, 32, "加力量", 0)
 
 -       self.contents.draw_text(4, 192, 80, 32, "加灵巧", 0)
 
 -       self.contents.draw_text(4, 224, 80, 32, "加速度", 0)
 
 -       self.contents.draw_text(4, 256, 80, 32, "加魔力", 0)
 
 -       self.contents.draw_text(4, 288, 80, 32, "属性", 0)
 
 -       self.contents.font.color = normal_color
 
 -       self.contents.draw_text(128, 64, 80, 32, @combine1.atk.to_s, 0)
 
 -       self.contents.draw_text(128, 96, 80, 32, @combine1.pdef.to_s, 0)
 
 -       self.contents.draw_text(128, 128, 80, 32, @combine1.mdef.to_s, 0)
 
 -       self.contents.draw_text(128, 160, 80, 32, @combine1.str_plus.to_s, 0)
 
 -       self.contents.draw_text(128, 192, 80, 32, @combine1.dex_plus.to_s, 0)
 
 -       self.contents.draw_text(128, 224, 80, 32, @combine1.agi_plus.to_s, 0)
 
 -       self.contents.draw_text(128, 256, 80, 32, @combine1.int_plus.to_s, 0)
 
 -       $str_plus2 = 0
 
 -       $dex_plus2 = 0
 
 -       $agi_plus2 = 0
 
 -       $int_plus2 = 0
 
 -       $atk_plus2 = 0
 
 -       $new_extra = nil
 
 -       case @combine2.parameter_type
 
 -         when 1
 
 -           $atk_plus2 = @combine2.parameter_points
 
 -           $new_extra = ""
 
 -         when 3
 
 -           $str_plus2 = @combine2.parameter_points
 
 -           $new_extra = ""
 
 -         when 4
 
 -           $dex_plus2 = @combine2.parameter_points
 
 -           $new_extra = "敏"
 
 -         when 5
 
 -           $agi_plus2 = @combine2.parameter_points
 
 -           $new_extra = "疾"
 
 -         when 6  
 
 -           $int_plus2 = @combine2.parameter_points
 
 -           $new_extra = "灵"
 
 -       end
 
 -       if $new_extra == nil and @combine2.pdef_f != 0
 
 -         $new_extra = "坚"
 
 -       end  
 
 -       if $new_extra == nil and @combine2.mdef_f != 0
 
 -         $new_extra = "圣"
 
 -       end 
 
 -       $pdef_plus2 = @combine2.pdef_f
 
 -       $mdef_plus2 = @combine2.mdef_f
 
 -       self.contents.draw_text(256, 64, 80, 32, $atk_plus2.to_s, 0)
 
 -       self.contents.draw_text(256, 96, 80, 32, $pdef_plus2.to_s, 0)
 
 -       self.contents.draw_text(256, 128, 80, 32, $mdef_plus2.to_s, 0)
 
 -       self.contents.draw_text(256, 160, 80, 32, $str_plus2.to_s, 0)
 
 -       self.contents.draw_text(256, 192, 80, 32, $dex_plus2.to_s, 0)
 
 -       self.contents.draw_text(256, 224, 80, 32, $agi_plus2.to_s, 0)
 
 -       self.contents.draw_text(256, 256, 80, 32, $int_plus2.to_s, 0)
 
 -       jjj = 288
 
 -       for iii in 1..16
 
 -         if @combine1.element_set.include?(iii)
 
 -           self.contents.draw_text(128, jjj, 80, 32, $data_system.elements[iii], 0)
 
 -           jjj += 32
 
 -         end  
 
 -       end  
 
 -       $element_plus2 = []
 
 -       $new_element_plus = nil
 
 -       for iii in 1..16
 
 -         if @combine1.element_set.include?(iii)
 
 -           $element_plus2.push(iii)
 
 -         end
 
 -         if @combine2.element_set.include?(iii)
 
 -           if $new_element_plus == nil
 
 -             $new_element_plus = $data_system.elements[iii].to_s
 
 -           end  
 
 -           $element_plus2.push(iii)
 
 -         end
 
 -       end  
 
 -       jjj = 288
 
 -       for iii in 1..16
 
 -         if $element_plus2.include?(iii)
 
 -           self.contents.draw_text(256, jjj, 80, 32, $data_system.elements[iii], 0)
 
 -           jjj += 32
 
 -         end  
 
 -       end  
 
 -     else
 
 -       self.contents.font.color = system_color
 
 -       self.contents.draw_text(4, 0, 192, 32, "欲组装的防具:", 0)
 
 -       self.contents.font.color = normal_color
 
 -       self.contents.draw_text(164, 0, 192, 32, @combine1.name.to_s, 0)
 
 -       self.contents.font.color = system_color
 
 -       self.contents.draw_text(128, 32, 80, 32, "组装前", 0)
 
 -       self.contents.draw_text(256, 32, 80, 32, "组装后", 0)
 
 -       self.contents.draw_text(4, 64, 80, 32, "物理防", 0)
 
 -       self.contents.draw_text(4, 96, 80, 32, "魔法防", 0)
 
 -       self.contents.draw_text(4, 128, 80, 32, "加回避", 0)
 
 -       self.contents.draw_text(4, 160, 80, 32, "加力量", 0)
 
 -       self.contents.draw_text(4, 192, 80, 32, "加灵巧", 0)
 
 -       self.contents.draw_text(4, 224, 80, 32, "加速度", 0)
 
 -       self.contents.draw_text(4, 256, 80, 32, "加魔力", 0)
 
 -       self.contents.draw_text(4, 288, 80, 32, "属性防御", 0)
 
 -       self.contents.font.color = normal_color
 
 -       self.contents.draw_text(128, 64, 80, 32, @combine1.pdef.to_s, 0)
 
 -       self.contents.draw_text(128, 96, 80, 32, @combine1.mdef.to_s, 0)
 
 -       self.contents.draw_text(128, 128, 80, 32, @combine1.eva.to_s, 0)
 
 -       self.contents.draw_text(128, 160, 80, 32, @combine1.str_plus.to_s, 0)
 
 -       self.contents.draw_text(128, 192, 80, 32, @combine1.dex_plus.to_s, 0)
 
 -       self.contents.draw_text(128, 224, 80, 32, @combine1.agi_plus.to_s, 0)
 
 -       self.contents.draw_text(128, 256, 80, 32, @combine1.int_plus.to_s, 0)
 
 -       $str_plus2 = 0
 
 -       $dex_plus2 = 0
 
 -       $agi_plus2 = 0
 
 -       $int_plus2 = 0
 
 -       $eva_plus2 = 0
 
 -       $new_extra = nil
 
 -       case @combine2.parameter_type
 
 -         when 1
 
 -           $new_extra = "刚"
 
 -           $eva_plus2 = @combine2.parameter_points
 
 -         when 3
 
 -           $new_extra = "劲"
 
 -           $str_plus2 = @combine2.parameter_points
 
 -         when 4
 
 -           $new_extra = "敏"
 
 -           $dex_plus2 = @combine2.parameter_points
 
 -         when 5
 
 -           $new_extra = "疾"
 
 -           $agi_plus2 = @combine2.parameter_points
 
 -         when 6  
 
 -           $new_extra = "灵"
 
 -           $int_plus2 = @combine2.parameter_points
 
 -       end
 
 -       if $new_extra == nil and @combine2.pdef_f != 0
 
 -         $new_extra = "坚"
 
 -       end  
 
 -       if $new_extra == nil and @combine2.mdef_f != 0
 
 -         $new_extra = "圣"
 
 -       end 
 
 -       $pdef_plus2 = @combine2.pdef_f
 
 -       $mdef_plus2 = @combine2.mdef_f
 
 -       self.contents.draw_text(256, 64, 80, 32, $pdef_plus2.to_s, 0)
 
 -       self.contents.draw_text(256, 96, 80, 32, $mdef_plus2.to_s, 0)
 
 -       self.contents.draw_text(256, 128, 80, 32, $eva_plus2.to_s, 0)
 
 -       self.contents.draw_text(256, 160, 80, 32, $str_plus2.to_s, 0)
 
 -       self.contents.draw_text(256, 192, 80, 32, $dex_plus2.to_s, 0)
 
 -       self.contents.draw_text(256, 224, 80, 32, $agi_plus2.to_s, 0)
 
 -       self.contents.draw_text(256, 256, 80, 32, $int_plus2.to_s, 0)
 
 -       jjj = 288
 
 -       for iii in 1..16
 
 -         if @combine1.guard_element_set.include?(iii)
 
 -           self.contents.draw_text(128, jjj, 80, 32, $data_system.elements[iii], 0)
 
 -           jjj += 32
 
 -         end  
 
 -       end  
 
 -       $element_plus2 = []
 
 -       $new_element_plus = nil
 
 -       for iii in 1..16
 
 -         if @combine1.guard_element_set.include?(iii)
 
 -           $element_plus2.push(iii)
 
 -         end
 
 -         if @combine2.element_set.include?(iii)
 
 -           if $new_element_plus == nil
 
 -             $new_element_plus = $data_system.elements[iii].to_s
 
 -           end  
 
 -           $element_plus2.push(iii)
 
 -         end
 
 -       end   
 
 -       jjj = 288
 
 -       for iii in 1..16
 
 -         if $element_plus2.include?(iii)
 
 -           self.contents.draw_text(256, jjj, 80, 32, $data_system.elements[iii], 0)
 
 -           jjj += 32
 
 -         end  
 
 -       end  
 
 -     end
 
 -     self.contents.draw_text(224, 64, 80, 32, "+", 0)
 
 -     self.contents.draw_text(224, 96, 80, 32, "+", 0)
 
 -     self.contents.draw_text(224, 128, 80, 32, "+", 0)
 
 -     self.contents.draw_text(224, 160, 80, 32, "+", 0)
 
 -     self.contents.draw_text(224, 192, 80, 32, "+", 0)
 
 -     self.contents.draw_text(224, 224, 80, 32, "+", 0)
 
 -     self.contents.draw_text(224, 256, 80, 32, "+", 0)
 
 -     self.contents.draw_text(224, 288, 80, 32, "+", 0)
 
 -     self.contents.draw_text(0, 384, 352, 32, "数值的增加只能表示大概,实际组成", 0)
 
 -     self.contents.draw_text(0, 416, 352, 32, "会上下浮动20%,确定要组合吗?", 0)
 
 -   end  
 
 -   
 
 -   def update
 
 -     refresh
 
 -   end  
 
 - end  
 
  
- class Window_CCConfirm < Window_Selectable
 
 -   def initialize
 
 -     super(384, 384, 128, 96)
 
 -     self.contents = Bitmap.new(width - 32, height - 32)
 
 -     refresh
 
 -     @column_max = 1
 
 -     @item_max = 2
 
 -     self.index = 0
 
 -     self.z = 300
 
 -   end
 
 -   def refresh
 
 -     self.contents.clear
 
 -     self.contents.draw_text(0, 0, 64, 32, "好的", 0)
 
 -     self.contents.draw_text(0, 32, 64, 32, "不好", 0)
 
 -   end
 
 -   def update
 
 -     refresh
 
 -   end  
 
 - end  
 
  
- class Game_Actor < Game_Battler
 
 -   #--------------------------------------------------------------------------
 
 -   # ● 变更装备
 
 -   #     equip_type : 装备类型
 
 -   #     id    : 武器 or 防具 ID  (0 为解除装备)
 
 -   #--------------------------------------------------------------------------
 
 -   def equip(equip_type, id, loseit = 0)
 
 -     case equip_type
 
 -     when 0  # 武器
 
 -       if id == 0 or $game_party.weapon_number(id) > 0
 
 -         if loseit == 0  
 
 -           $game_party.gain_weapon(@weapon_id, 1)
 
 -         end  
 
 -         @weapon_id = id
 
 -         $game_party.lose_weapon(id, 1)
 
 -       end
 
 -     when 1  # 盾
 
 -       if id == 0 or $game_party.armor_number(id) > 0
 
 -         update_auto_state($data_armors[@armor1_id], $data_armors[id])
 
 -         if loseit == 0  
 
 -           $game_party.gain_armor(@armor1_id, 1)
 
 -         end  
 
 -         @armor1_id = id
 
 -         $game_party.lose_armor(id, 1)
 
 -       end
 
 -     when 2  # 头
 
 -       if id == 0 or $game_party.armor_number(id) > 0
 
 -         update_auto_state($data_armors[@armor2_id], $data_armors[id])
 
 -         if loseit == 0  
 
 -           $game_party.gain_armor(@armor2_id, 1)
 
 -         end  
 
 -         @armor2_id = id
 
 -         $game_party.lose_armor(id, 1)
 
 -       end
 
 -     when 3  # 身体
 
 -       if id == 0 or $game_party.armor_number(id) > 0
 
 -         update_auto_state($data_armors[@armor3_id], $data_armors[id])
 
 -         if loseit == 0  
 
 -           $game_party.gain_armor(@armor3_id, 1)
 
 -         end  
 
 -         @armor3_id = id
 
 -         $game_party.lose_armor(id, 1)
 
 -       end
 
 -     when 4  # 装饰品
 
 -       if id == 0 or $game_party.armor_number(id) > 0
 
 -         update_auto_state($data_armors[@armor4_id], $data_armors[id])
 
 -         if loseit == 0  
 
 -           $game_party.gain_armor(@armor4_id, 1)
 
 -         end  
 
 -         @armor4_id = id
 
 -         $game_party.lose_armor(id, 1)
 
 -       end
 
 -     end
 
 -   end
 
 - end  
 
  
- #==============================================================================
 
 - # ■ Window_EquipLeft
 
  复制代码 |   
 
 
 
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