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 Lv1.梦旅人 
	梦石0 星屑50 在线时间74 小时注册时间2011-2-16帖子23 | 
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#==============================================================================
x
加入我们,或者,欢迎回来。您需要 登录 才可以下载或查看,没有帐号?注册会员  # ■ 仿仙剑4菜单!!!! -- 一叶情尽
 #==============================================================================
 # ■ 灵感原理来自于辕剑式的菜单 -- By 亿万星辰
 #==============================================================================
 # ■ Scene_Menu
 #------------------------------------------------------------------------------
 #  处理菜单画面的类。
 #==============================================================================
 
 class Scene_Menu
 #--------------------------------------------------------------------------
 # ● 初始化对像
 #     menu_index : 命令光标的初期位置
 #--------------------------------------------------------------------------
 def initialize(menu_index = 0,actor_index = 0)
 @menu_index = menu_index
 @actor_index = actor_index
 @item_update = false
 @skill_update = false
 @equip_update = false
 @status_update = false
 @sys_update = false
 @re_update = false
 
 @bgm_se_window_update = false
 end
 #--------------------------------------------------------------------------
 # ● 主处理
 #--------------------------------------------------------------------------
 def main
 #----------------------------- 主菜单 -----------------------------------
 # 生成命令窗口
 @command_window = Window_MenuCommand.new(@menu_index)
 #........................................................................
 @command_window.contents = Bitmap.new("Graphics/System/menu/0.png")
 @command_window.width = 672
 @command_window.height = 128
 #@command_window.x = -16
 #@command_window.y = -16
 #@command_window.opacity = 0 #whbm
 @command_window.x = -16
 @command_window.y = 405
 @command_window.opacity = 0
 #........................................................................
 # 同伴人数为 0 的情况下
 if $game_party.actors.size == 0
 # 物品、特技、装备、状态无效化
 @command_window.disable_item(0)
 @command_window.disable_item(1)
 @command_window.disable_item(2)
 @command_window.disable_item(3)
 $scene = Scene_Title.new
 end
 # 禁止存档的情况下
 if $game_system.save_disabled
 # 存档无效
 @command_window.disable_item(5)#4)
 end
 # 生成动态背景!!!
 #==========================================================================
 @background = Plane.new
 @background.bitmap = RPG::Cache.picture("背景.jpg")
 #==========================================================================
 # 生成金钱窗口
 @gold_window = Window_Gold_Menu.new
 @gold_window.x = 475
 @gold_window.y = 0
 @gold_window.z = 10000
 # 生成状态窗口
 #==========================================================================
 @arrow_status = Sprite.new
 @arrow_status.bitmap = RPG::Cache.picture("角色选择")
 @arrow_status.x = 28
 @arrow_status.y = 47
 @arrow_status.z = 9999
 @arrow_status.visible = false
 #==========================================================================
 @status_window = Window_MenuStatus.new
 #........................................................................
 @back_status = Window_Help.new
 @back_status.height = 480
 @back_status.width = 640
 @back_status.opacity =0
 @back_status.z =1
 @back_status.contents = Bitmap.new("Graphics/System/menu/0.png")
 @back_status.x =-16
 @back_status.y =-16
 #........................................................................
 @status_window.x = -524
 @status_window.y = 32
 @status_window.z = 2
 @status_window.opacity =0
 
 #生成装备窗口
 #==========================================================================
 @status_window1 = Window_MenuEquip.new
 @status_window1.x = -524
 @status_window1.z = 2
 @status_window1.opacity = 0
 @status_window1.y = 32
 @status_window1.visible = false
 #==========================================================================
 @actor = $game_party.actors[@actor_index]
 @equip_left_window = Window_EquipLeft.new(@actor)
 @equip_left_window.z=1002
 @equip_left_window.visible = false
 
 #==========================================================================
 @back_equip = Sprite.new
 @back_equip.bitmap = RPG::Cache.picture("装备菜单界面.png")
 @back_equip.x = 322
 @back_equip.y = 0
 @back_equip.zoom_x = 0.02
 @back_equip.zoom_y = 0.02
 @back_equip.z = 1000
 @back_equip.visible = false
 #==========================================================================
 # 生成物品窗口
 #==========================================================================
 @back_item = Sprite.new
 @back_item.bitmap = RPG::Cache.picture("物品菜单.png")
 @back_item.x = #-640
 @back_item.y = # -480
 @back_item.z = 4
 @back_item.zoom_x = 0.02
 @back_item.zoom_y = 0.02
 @back_item.visible = false
 #==========================================================================
 #@status_window = Window_MenuItem.new
 # @status_window.z=10
 # @status_window.visible = false
 
 #==========================================================================
 # 生成仙术窗口
 #==========================================================================
 @back_skill = Sprite.new
 @back_skill.bitmap = RPG::Cache.picture("仙术菜单.png")
 @back_skill.x = 644
 @back_skill.y = 0
 @back_skill.zoom_x = 0.02
 @back_skill.zoom_y = 0.02
 @back_skill.z = 1010
 @back_skill.visible = false
 #==========================================================================
 # 生成任务窗口
 #==========================================================================
 # 刷新任务资料
 $game_party.get_tasks_info
 # 生成任务主窗口
 @back_rw = Sprite.new
 @back_rw.bitmap = RPG::Cache.picture("任务")
 @back_rw.x = 322
 @back_rw.y = 238
 @back_rw.zoom_x = 0.02
 @back_rw.zoom_y = 0.02
 @back_rw.z=2000
 @back_rw.visible = false
 #==========================================================================
 # 生成任务名称窗口
 @task_names_window = Window_Task_Name.new($game_party.current_tasks)
 @task_names_window.opacity=0
 #   @task_names_window.active = true
 @task_names_window.visible = false
 if $game_party.current_tasks != []
 @task_names_window.index = $game_party.current_tasks.index($game_party.latest_task)
 end
 #==========================================================================
 # 生成任务内容窗口
 @task_info_window = Window_Task.new($game_party.latest_task)
 @task_info_window.opacity=0
 #    @task_info_window.active = true
 @task_info_window.visible = false
 #==========================================================================
 # 生成系统窗口
 #==========================================================================
 #生成背景窗口
 @back_xt = Sprite.new
 @back_xt.bitmap = RPG::Cache.picture("正规系统背景框.png")
 @back_xt.x = 715
 @back_xt.y = 115
 @back_xt.z=4
 @back_xt.visible = false
 #生成存储按钮
 @save = Sprite.new
 @save.bitmap = RPG::Cache.picture("存储游戏(点击后).png")
 @save.x = 582
 @save.y = 130
 @save.z = 10
 @save.visible = false
 #生成读取按钮
 @load = Sprite.new
 @load.bitmap = RPG::Cache.picture("读取游戏(点击后).png")
 @load.x = 571
 @load.y = 203
 @load.z = 10
 @load.visible = false
 #生成系统设置按钮
 @xt = Sprite.new
 @xt.bitmap = RPG::Cache.picture("系统设定(点击后).png")
 @xt.x = 582
 @xt.y = 270
 @xt.z = 10
 @xt.visible = false
 #生成离开按钮
 @exit = Sprite.new
 @exit.bitmap = RPG::Cache.picture("离开游戏(点击后).png")
 @exit.x = 570
 @exit.y = 330
 @exit.z = 10
 @exit.visible = false
 #生成系统设置滚动条背景
 @move = Sprite.new
 @move.bitmap = RPG::Cache.picture("音量与音效(下栏).png")
 @move.x =-520 #70
 @move.y = 255
 @move.z = 1000
 @move.visible = false
 #生成音量,音效按钮
 @bgm = Sprite.new
 @bgm.bitmap = RPG::Cache.picture("音量1.png")
 @bgm.x = -441    #146
 @bgm.y = 258
 @bgm.z = 1003
 @bgm.visible = false
 #
 @se = Sprite.new
 @se.bitmap = RPG::Cache.picture("音效1.png")
 @se.x = -441   #146
 @se.y = 290
 @se.z = 1003
 @se.visible = false
 #生成滚动条
 @gdt = Sprite.new
 @gdt.bitmap = RPG::Cache.picture("滚动条.png")
 @gdt.x = 235   #146
 @gdt.y = 255
 @gdt.z = 1003
 @gdt.visible = false
 @gdt1 = Sprite.new
 @gdt1.bitmap = RPG::Cache.picture("滚动条.png")
 @gdt1.x = 235   #146
 @gdt1.y = 283
 @gdt1.z = 1003
 @gdt1.visible = false
 #生成显示音量的百分比窗口
 @currentbgm_window = Window_CurrentBGM_Volume.new
 @currentbgm_window.x = 500
 @currentbgm_window.y = 212
 @currentbgm_window.z = 1001
 @currentbgm_window.visible = false
 #生成显示音效的百分比窗口
 @currentsfx_window = Window_CurrentSFX_Volume.new
 @currentsfx_window.x = 500
 @currentsfx_window.y = 243
 @currentsfx_window.z = 1001
 @currentsfx_window.visible = false
 #==========================================================================
 #
 #==========================================================================
 # 遮蔽窗口
 @dummy_window = Window_Base.new(160, 64, 480, 416)
 #........................................................................
 @dummy_sprite = Sprite.new(Viewport.new(0,0,648+ 32,480 + 32))
 @dummy_sprite.x = 0
 @dummy_sprite.y = 0
 @dummy_window.opacity =0       #BSY
 #........................................................................
 @dummy_window.back_opacity =0
 @old_index = @menu_index
 case @menu_index
 when 0
 @pic_now = 0
 @command_window.contents = Bitmap.new("Graphics/System/menu/head/1.png")
 @dummy_sprite.bitmap = Bitmap.new("Graphics/System/menu/底图")
 when 1
 @command_window.contents = Bitmap.new("Graphics/System/menu/head/2.png")
 @dummy_sprite.bitmap = Bitmap.new("Graphics/System/menu/底图")
 when 2
 @command_window.contents = Bitmap.new("Graphics/System/menu/head/3.png")
 @dummy_sprite.bitmap = Bitmap.new("Graphics/System/menu/底图")
 when 3
 @command_window.contents = Bitmap.new("Graphics/System/menu/head/4.png")
 @dummy_sprite.bitmap = Bitmap.new("Graphics/System/menu/底图")
 when 4
 @command_window.contents = Bitmap.new("Graphics/System/menu/head/5.png")
 @dummy_sprite.bitmap = Bitmap.new("Graphics/System/menu/底图")
 when 5
 @command_window.contents = Bitmap.new("Graphics/System/menu/head/6.png")
 @dummy_sprite.bitmap = Bitmap.new("Graphics/System/menu/底图")
 end
 # 执行过渡
 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
 # 如果切换画面就中断循环
 if $scene != self
 break
 end
 end
 # 准备过渡
 Graphics.freeze
 # 释放窗口
 @command_window.dispose
 @gold_window.dispose
 @status_window.dispose
 @status_window1.dispose
 @dummy_window.dispose
 @dummy_sprite.dispose
 #........................................................................
 @back_status.dispose
 #........................................................................
 @arrow_status.dispose
 @back_item.dispose
 ##############################
 @back_skill.dispose
 @equip_left_window.dispose
 ##############################
 #-----------------------------------------------------------
 @task_names_window.dispose
 @task_info_window.dispose
 @back_rw.dispose
 @background.dispose
 @back_xt.dispose
 ############################3
 @save.dispose
 @load.dispose
 @xt.dispose
 @exit.dispose
 @move.dispose
 @currentbgm_window.dispose
 @currentsfx_window.dispose
 #-----------------------------------------------------------
 end
 #--------------------------------------------------------------------------
 # ● 刷新画面
 #--------------------------------------------------------------------------
 def update
 @background.ox += 1  #移动
 #    if @status_window.x < 0
 #      @status_window.x += 16
 #      end
 # 刷新窗口
 #----------------------------- 主菜单 -----------------------------------
 @command_window.update
 @gold_window.update
 @status_window.update
 if @command_window.index == 2
 @status_window.visible = false
 @status_window1.visible = true
 @status_window1.update
 else
 @status_window.visible = true and @status_window1.visible = false if !@status_window.visible
 @status_window.update
 end
 if @command_window.index != @old_index
 case @command_window.index
 when 0
 if @pic_now != 0
 @command_window.contents = Bitmap.new("Graphics/System/menu/head/1.png")
 @pic_now = 0
 @dummy_sprite.bitmap = Bitmap.new("Graphics/System/menu/底图")
 end
 when 1
 if @pic_now != 1
 @command_window.contents = Bitmap.new("Graphics/System/menu/head/2.png")
 @pic_now = 1
 @dummy_sprite.bitmap = Bitmap.new("Graphics/System/menu/底图")
 end
 when 2
 if @pic_now != 2
 @command_window.contents = Bitmap.new("Graphics/System/menu/head/3.png")
 @pic_now = 2
 @dummy_sprite.bitmap = Bitmap.new("Graphics/System/menu/底图")
 end
 when 3
 if @pic_now != 3
 @command_window.contents = Bitmap.new("Graphics/System/menu/head/4.png")
 @pic_now = 3
 @dummy_sprite.bitmap = Bitmap.new("Graphics/System/menu/底图")
 end
 when 4
 if @pic_now != 4
 @command_window.contents = Bitmap.new("Graphics/System/menu/head/5.png")
 @pic_now = 4
 @dummy_sprite.bitmap = Bitmap.new("Graphics/System/menu/底图")
 end
 when 5
 if @pic_now != 5
 @command_window.contents = Bitmap.new("Graphics/System/menu/head/6.png")
 @pic_now = 5
 @dummy_sprite.bitmap = Bitmap.new("Graphics/System/menu/底图")
 end
 end
 @old_index = @command_window.index
 end
 # 命令窗口被激活的情况下: 调用 update_command
 if @command_window.active
 update_command
 return
 end
 # 状态窗口被激活的情况下: 调用 update_status
 if @status_window.active
 if @item_update
 update_item_target
 return
 elsif @skill_update
 update_skill_target
 return
 else
 update_status
 return
 end
 end
 if @status_window1.active
 update_status1
 return
 end
 
 
 
 #----------------------------- 物品菜单 ---------------------------------
 if @item_update
 @item_help_window.update
 @item_window.update
 # 物品窗口被激活的情况下: 调用 update_item
 if @item_window.active
 #........................................................................
 @item_icon_window.set_item(@item_window.item)
 @item_icon_window.refresh
 #........................................................................
 update_item
 return
 end
 #----------------------------- 物品菜单 ---------------------------------
 elsif @rw_update
 # 刷新窗口
 @task_names_window.update
 @task_info_window.update
 update_task_names_window
 return
 #----------------------------- 仙术菜单 ---------------------------------
 elsif @skill_update
 # 刷新窗口
 #      loop do
 
 #       delay(0.1)
 #           if @status_window.x <= -524
 #           break
 #        end
 #      end
 @skill_help_window.update
 @skill_window.update
 # 特技窗口被激活的情况下: 调用 update_skill
 if @skill_window.active
 @arrow_status.visible = false
 if @status_window.x <= -524
 @back_skill.visible = true
 #........................................................................
 @skill_window_icon.set_skill(@skill_window.skill)
 @skill_window_icon.refresh
 #........................................................................
 update_skill
 return
 end
 end
 #----------------------------- 装备菜单 ---------------------------------
 elsif @equip_update
 # 刷新窗口
 @equip_right_window.update
 @equip_item_window.update
 #########################################################################
 @equip_left_window.update
 #########################################################################
 # 设置物品窗口的可视状态
 @equip_item_window1.visible = (@equip_right_window.index == 0)
 @equip_item_window2.visible = (@equip_right_window.index == 1)
 @equip_item_window3.visible = (@equip_right_window.index == 2)
 @equip_item_window4.visible = (@equip_right_window.index == 3)
 @equip_item_window5.visible = (@equip_right_window.index == 4)
 @equip_item_window6.visible = (@equip_right_window.index == 5)
 @equip_item_window7.visible = (@equip_right_window.index == 6)
 @equip_item_window8.visible = (@equip_right_window.index == 7)
 # 获取当前装备中的物品
 item1 = @equip_right_window.item
 #........................................................................
 @equip_window.set_item(item1)
 #........................................................................
 # 设置当前的物品窗口到 @item_window
 case @equip_right_window.index
 #when 0
 #  @equip_item_window = @equip_item_window1
 #when 1
 #  @equip_item_window = @equip_item_window2
 #when 2
 #  @equip_item_window = @equip_item_window3
 #when 3
 #  @equip_item_window = @equip_item_window4
 #when 4
 #  @equip_item_window = @equip_item_window5
 #when 5
 #  @equip_item_window = @equip_item_window6
 #when 6
 #  @equip_item_window = @equip_item_window7
 #when 7
 #  @equip_item_window = @equip_item_window8
 #end
 when 0
 @equip_item_window = @equip_item_window1
 when 1
 @equip_item_window = @equip_item_window2
 when 2
 @equip_item_window = @equip_item_window3
 when 3
 @equip_item_window = @equip_item_window4
 when 4
 @equip_item_window = @equip_item_window5
 when 5
 @equip_item_window = @equip_item_window6
 when 6
 @equip_item_window = @equip_item_window7
 when 7
 @equip_item_window = @equip_item_window8
 end
 # 右窗口被激活的情况下
 if @equip_right_window.active
 # 删除变更装备后的能力
 #@status_window1.set_new_parameters(nil, nil, nil, @status_window1.index)
 
 #########################################################################
 @equip_left_window.set_new_parameters(nil, nil, nil, nil, nil, nil, nil, nil)
 end
 # 物品窗口被激活的情况下
 if @equip_item_window.active
 # 获取现在选中的物品
 item2 = @equip_item_window.item
 #........................................................................
 @equip_window.set_item(item2)
 #........................................................................
 # 变更装备
 last_hp = @actor.hp
 last_sp = @actor.sp
 @actor.equip(@equip_right_window.index, item2 == nil ? 0 : item2.id)
 # 获取变更装备后的能力值
 new_atk = @actor.atk
 new_pdef = @actor.pdef
 new_mdef = @actor.mdef
 #####################################################################
 new_eva = @actor.eva
 new_str = @actor.str
 new_dex = @actor.dex
 new_agi = @actor.agi
 new_int = @actor.int
 #####################################################################
 # 返回到装备
 @actor.equip(@equip_right_window.index, item1 == nil ? 0 : item1.id)
 @actor.hp = last_hp
 @actor.sp = last_sp
 # 描画左窗口
 ##############################################################################
 #@status_window1.set_new_parameters(new_atk, new_pdef, new_mdef, @status_window1.index)
 @equip_left_window.set_new_parameters(new_atk, new_pdef, new_mdef, new_eva, new_str, new_dex, new_agi, new_int)
 #############################################################################
 end
 #........................................................................
 @equip_window.refresh
 #........................................................................
 # 右侧窗口被激活的情况下: 调用 update_right
 if @equip_right_window.active
 update_right
 return
 end
 # 物品窗口被激活的情况下: 调用 update_item
 if @equip_item_window.active
 update_equip_item
 return
 end
 #----------------------------- 状态菜单 ---------------------------------
 elsif @status_update
 update_status_status
 return
 #----------------------------- 系统菜单 ---------------------------------
 elsif @sys_update
 
 
 
 
 if @end_window != nil and !@end_window.disposed?
 update_end
 #=============================================================
 elsif @bgm_se_window_update
 update_bgm_se
 #=============================================================
 
 elsif @bgm_window != nil and !@bgm_window.disposed? and @currentbgm_window != nil and !@currentbgm_window.disposed?
 update_bgm
 elsif @sfx_window != nil and !@sfx_window.disposed? and @currentsfx_window != nil and !@currentsfx_window.disposed?
 update_sfx
 elsif !@system_window.disposed?
 update_system
 end
 return
 end
 end
 
 def update_command
 # 按下 B 键的情况下
 if Input.trigger?(Input::B)
 
 # @back_item.visible = false
 
 # 演奏取消 SE
 $game_system.se_play($data_system.cancel_se)
 # 切换的地图画面
 $scene = Scene_Map.new
 return
 end
 # 按下 C 键的情况下
 if Input.trigger?(Input::C)
 # 同伴人数为 0、存档、游戏结束以外的场合
 if $game_party.actors.size == 0 and @command_window.index < 4
 # 演奏冻结 SE
 $game_system.se_play($data_system.buzzer_se)
 return
 end
 # 命令窗口的光标位置分支
 case @command_window.index
 when 1  # 物品
 # 演奏确定 SE
 $game_system.se_play($data_system.decision_se)
 @back_item.visible = true
 loop do
 if @back_item.zoom_x < 1
 @back_item.zoom_x += 0.07
 end
 if @back_item.zoom_y < 1
 @back_item.zoom_y += 0.07
 end
 delay(0.1)
 if @back_item.zoom_x >= 1
 break
 end
 end
 # 生成帮助窗口、物品窗口
 @item_help_window = Window_Help_New.new
 @item_help_window.x = 180
 @item_help_window.y = 320
 @item_help_window.visible = true
 @item_help_window.height = 100
 @item_window = Window_Item_New.new
 @item_window.z = 2
 @item_window.y = 32+3
 @item_window.visible = true
 @item_window.height = 320
 @item_window.windowskin = RPG::Cache.windowskin("../system/menu/windowskins/palskin")
 @item_window.back_opacity = 0
 #........................................................................
 @item_icon_window = Window_Equip1.new
 @item_icon_window.visible = true
 
 
 #........................................................................
 # 关联帮助窗口
 @item_window.help_window = @item_help_window
 # 生成目标窗口 (设置为不可见・不活动)
 
 # 切换到物品画面
 @item_update = true
 @command_window.active = false
 @arrow_status.visible = false
 when 3  # 仙术
 # 演奏确定 SE
 $game_system.se_play($data_system.decision_se)
 # 激活状态窗口
 @command_window.active = false
 @status_window.active = true
 @status_window.index = 0
 
 @arrow_status.visible = true
 when 2 # 装备
 # 演奏确定 SE
 $game_system.se_play($data_system.decision_se)
 # 激活状态窗口
 @command_window.active = false
 @status_window1.active = true
 @status_window1.index = 0
 @arrow_status.visible = false
 when 4  # 任务
 ###################################
 # 刷新窗口
 @task_names_window.update
 @task_info_window.update
 ####################################
 #@stagg = -1
 # 演奏确定 SE
 $game_system.se_play($data_system.decision_se)
 # 激活合成窗口
 @command_window.active = false
 #      @command_window.active = true
 @back_rw.visible = true
 loop do
 if @back_rw.x > 0
 @back_rw.x -= 23
 end
 if @back_rw.y > 0
 @back_rw.y -= 17
 end
 if @back_rw.zoom_x < 1
 @back_rw.zoom_x += 0.07
 end
 if @back_rw.zoom_y < 1
 @back_rw.zoom_y += 0.07
 end
 delay(0.1)
 if @back_rw.zoom_y >= 1
 break
 end
 end
 @task_names_window.visible = true
 @task_info_window.visible = true
 #        @task_names_window.active = true
 @rw_update = true
 when 0  # 状态
 @stagg = -1
 # 演奏确定 SE
 $game_system.se_play($data_system.decision_se)
 # 激活状态窗口
 @command_window.active = false
 @status_window.active = true
 @status_window.index = 0
 @arrow_status.visible = false
 
 when 5  # 存档
 @status_update = false
 # 演奏确定 SE
 $game_system.se_play($data_system.decision_se)
 @system_window = Window_SysCommand.new
 @system_window.x = 700
 @system_window.z =4 #999999
 @command_window.active = false
 @sys_update = true
 @back_xt.visible = true
 loop do
 if @system_window.x > 550
 @system_window.x -= 15
 end
 if @back_xt.x > 565
 @back_xt.x -= 15
 end
 delay(0.1)
 if @system_window.x <= 550
 break
 end
 end
 
 end
 return
 end
 end
 #==============================================================================
 #    def loadcraft
 #       $scene = Scene_Task.new
 #    end
 
 
 #--------------------------------------------------------------------------
 # ● 刷新任务名称窗口
 #--------------------------------------------------------------------------
 def update_task_names_window
 # 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)
 
 
 @task_names_window.visible = false
 @task_info_window.visible = false
 @task_names_window.active = false
 @rw_update = false
 # 这里设置返回的场景,返回地图是Scene_Map.new,菜单是Scene_Menu.new(任务界面index)
 $scene = Scene_Menu.new(4)
 loop do
 if @back_rw.x < 322
 @back_rw.x += 23
 end
 if @back_rw.y < 238
 @back_rw.y += 17
 end
 if @back_rw.zoom_x > 0.02
 @back_rw.zoom_x -= 0.07
 end
 if @back_rw.zoom_y > 0.02
 @back_rw.zoom_y -= 0.07
 end
 delay(0.1)
 if @back_rw.zoom_y <= 0.02
 break
 end
 end
 @command_window.active = true
 @back_rw.visible = false
 return
 end
 # 按下 C 键的情况下
 if Input.trigger?(Input::C)
 @back_rw.visible = true
 @task_names_window.visible = true
 @task_info_window.visible = true
 # 无任务可显示的话
 if @task_names_window.task == nil
 # 演奏冻结 SE
 $game_system.se_play($data_system.buzzer_se)
 return
 end
 # 如果光标没有移动的话,翻页
 if $game_party.latest_task == @task_names_window.task.id
 if @task_info_window.oy + @task_info_window.height - 32 > @task_info_window.contents.height
 @task_info_window.oy = 0
 else
 @task_info_window.oy += 480-32
 end
 if @task_info_window.contents.height > @task_info_window.height - 32
 # 演奏翻页 SE
 Audio.se_play(CHANGE_PAGE_SE)
 end
 else
 @task_info_window.refresh(@task_names_window.task.id)
 $game_party.latest_task = @task_names_window.task.id
 # 演奏确定 SE
 $game_system.se_play($data_system.decision_se)
 end
 end
 end
 #==============================================================================
 #--------------------------------------------------------------------------
 def delay(seconds)
 for i in 0...(seconds * 1)
 sleep 0.01
 Graphics.update
 end
 end
 #------------------------------------------------------------------------------
 
 def update_status
 loop do
 if @status_window.x < -16
 @status_window.x += 48
 @arrow_status.visible = false
 end
 delay(0.1)
 if @status_window.x >= -16
 break
 end
 end
 case @status_window.index
 when 0
 @arrow_status.x = 28
 @arrow_status.y = 47
 when 1
 @arrow_status.x = 28+124
 @arrow_status.y = 47
 when 2
 @arrow_status.x = 28+124+124
 @arrow_status.y = 47
 when 3
 @arrow_status.x = 28+124+124+124
 @arrow_status.y = 47
 end
 @arrow_status.visible = true
 # 按下 B 键的情况下
 if Input.trigger?(Input::B)
 @arrow_status.visible = false
 loop do
 if @status_window.x > -524
 @status_window.x -= 48
 end
 delay(0.1)
 if @status_window.x <= -524
 break
 end
 end
 # 演奏取消 SE
 $game_system.se_play($data_system.cancel_se)
 # 激活命令窗口
 @command_window.active = true
 @status_window.active = false
 @status_window.index = -2
 return
 end
 # 按下 C 键的情况下
 if Input.trigger?(Input::C)
 # 命令窗口的光标位置分支
 case @command_window.index
 when 3  # 仙术
 # 本角色的行动限制在 2 以上的情况下
 if $game_party.actors[@status_window.index].restriction >=4 #2
 # 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)
 @arrow_status.visible = false
 @back_skill.visible = true
 loop do
 if @status_window.x > -524
 @status_window.x -= 48
 end
 delay(0.1)
 if @status_window.x <= -524
 break
 end
 end
 loop do
 if @back_skill.x > 0
 @back_skill.x -= 46
 end
 if @back_skill.zoom_x < 1
 @back_skill.zoom_x += 0.07
 end
 if @back_skill.zoom_y < 1
 @back_skill.zoom_y += 0.07
 end
 delay(0.1)
 if @back_skill.zoom_x >= 1
 break
 end
 end
 if  @back_skill.x >= 0                  #@status_window.x <= -524
 @window_index = @status_window.index
 @actor = $game_party.actors[@status_window.index]
 # 生成帮助窗口、状态窗口、特技窗口
 @skill_help_window = Window_Help_New_Skill.new
 @skill_window = Window_Skill_New.new(@actor)
 @skill_window.z = 1011
 #........................................................................
 @skill_window_icon = Window_Skill_Icon.new
 @skill_window_icon.z=1012
 #........................................................................
 # 关联帮助窗口
 @skill_window.help_window = @skill_help_window
 @status_window.active = false
 @skill_update = true
 end
 when 0  # 状态
 # 演奏确定 SE
 $game_system.se_play($data_system.decision_se)
 # 切换到状态画面
 # 获取角色
 @actor = $game_party.actors[@status_window.index]
 # 生成状态窗口
 @status_status_window = Window_Status_New.new(@actor)
 @status_window.active = false
 @status_update = true
 @arrow_status.visible = false
 end
 return
 end
 end
 #--------------------------------------------------------------------------
 # ● 物品刷新
 #--------------------------------------------------------------------------
 def update_item
 # 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
 @item_help_window.dispose
 @item_window.dispose
 #........................................................................
 @item_icon_window.dispose
 #........................................................................
 @item_update = false
 @command_window.active = true
 loop do
 if @back_item.zoom_x > 0.02
 @back_item.zoom_x -= 0.07
 end
 if @back_item.zoom_y > 0.02
 @back_item.zoom_y -= 0.07
 end
 delay(0.1)
 if @back_item.zoom_x <= 0.02
 break
 end
 end
 @back_item.visible = false
 return
 end
 # 按下 C 键的情况下
 if Input.trigger?(Input::C)
 #      @back_item.visible = false
 
 # 获取物品窗口当前选中的物品数据
 @item = @item_window.item
 # 不使用物品的情况下
 unless @item.is_a?(RPG::Item)
 # 演奏冻结 SE
 $game_system.se_play($data_system.buzzer_se)
 return
 end
 # 不能使用的情况下
 unless $game_party.item_can_use?(@item.id)
 # 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)
 @back_item.visible = false
 @item_help_window.visible = false
 @item_icon_window.visible = false
 #     @status_window.z = 10
 ###############################################################
 @status_window.visible = true
 ###############################################################
 @item_window.visible = false
 
 # 效果范围是我方的情况下
 if @item.scope >= 3
 # 激活目标窗口
 @item_window.active = false
 #@item_window.active = true
 ####################################
 @status_window.active = true
 ####################################
 # 设置效果范围 (单体/全体) 的对应光标位置
 if @item.scope == 4 || @item.scope == 6
 @status_window.index = -1
 else
 @status_window.index = 0
 end
 # 效果在我方以外的情况下
 else
 # 公共事件 ID 有效的情况下
 if @item.common_event_id > 0
 # 预约调用公共事件
 $game_temp.common_event_id = @item.common_event_id
 # 演奏物品使用时的 SE
 $game_system.se_play(@item.menu_se)
 
 # 消耗品的情况下
 if @item.consumable
 # 使用的物品数减 1
 $game_party.lose_item(@item.id, 1)
 # 再描绘物品窗口的项目
 @item_window.draw_item(@item_window.index)
 end
 @item_help_window.dispose
 @item_window.dispose
 #........................................................................
 @equip_window.dispose
 #........................................................................
 ############################
 @status_window.dispose
 ############################
 # 切换到地图画面
 $scene = Scene_Map.new
 return
 end
 end
 return
 end
 end
 def update_item_target
 loop do
 if @status_window.x < -16
 @status_window.x += 48
 @arrow_status.visible = false
 end
 delay(0.1)
 if @status_window.x >= -16
 break
 end
 end
 case @status_window.index
 when 0
 @arrow_status.x = 28
 @arrow_status.y = 47
 when 1
 @arrow_status.x = 28+124
 @arrow_status.y = 47
 when 2
 @arrow_status.x = 28+124+124
 @arrow_status.y = 47
 when 3
 @arrow_status.x = 28+124+124+124
 @arrow_status.y = 47
 end
 
 @arrow_status.visible = true
 # 按下 B 键的情况下
 if Input.trigger?(Input::B)
 loop do
 if @status_window.x > -524
 @status_window.x -= 48
 @arrow_status.visible = false
 end
 delay(0.1)
 if @status_window.x <= -524
 break
 end
 end
 @back_item.visible = true
 @item_window.visible = true
 @item_help_window.visible = true
 @item_icon_window.visible = true
 #@status_window.z = 2
 
 #########################################
 @status_window.visible = false
 #########################################
 
 # 演奏取消 SE
 $game_system.se_play($data_system.cancel_se)
 # 由于物品用完而不能使用的场合
 unless $game_party.item_can_use?(@item.id)
 # 再次生成物品窗口的内容
 @item_window.refresh
 end
 # 删除目标窗口
 @item_window.active = true
 #####################################
 @status_window.index = -2
 @status_window.active = false
 #####################################
 @arrow_status.visible = false
 return
 end
 # 按下 C 键的情况下
 if Input.trigger?(Input::C)
 @arrow_status.visible = true
 # 如果物品用完的情况下
 if $game_party.item_number(@item.id) == 0
 # 演奏冻结 SE
 @back_item.visible = false
 @item_help_window.visible = false
 @item_icon_window.visible = false
 $game_system.se_play($data_system.buzzer_se)
 return
 end
 # 目标是全体的情况下
 if @status_window.index == -1
 @back_item.visible = false
 @item_help_window.visible = false
 @item_icon_window.visible = false
 # 对同伴全体应用物品使用效果
 used = false
 for i in $game_party.actors
 used |= i.item_effect(@item)
 end
 end
 # 目标是单体的情况下
 if @status_window.index >= 0
 # 对目标角色应用物品的使用效果
 @back_item.visible = false
 @item_help_window.visible = false
 @item_icon_window.visible = false
 target = $game_party.actors[@status_window.index]
 used = target.item_effect(@item)
 end
 # 使用物品的情况下
 if used
 # 演奏物品使用时的 SE
 $game_system.se_play(@item.menu_se)
 # 消耗品的情况下
 if @item.consumable
 # 使用的物品数减 1
 $game_party.lose_item(@item.id, 1)
 # 再描绘物品窗口的项目
 @item_window.draw_item(@item_window.index)
 end
 # 再生成目标窗口的内容
 @back_item.visible = false
 @item_help_window.visible = false
 @item_icon_window.visible = false
 @status_window.refresh
 # 全灭的情况下
 if $game_party.all_dead?
 # 切换到游戏结束画面
 $scene = Scene_Gameover.new
 return
 end
 # 公共事件 ID 有效的情况下
 if @item.common_event_id > 0
 # 预约调用公共事件
 $game_temp.common_event_id = @item.common_event_id
 @item_help_window.dispose
 @item_window.dispose
 # 切换到地图画面
 $scene = Scene_Map.new
 return
 end
 end
 # 无法使用物品的情况下
 unless used
 # 演奏冻结 SE
 $game_system.se_play($data_system.buzzer_se)
 end
 return
 end
 end
 #--------------------------------------------------------------------------
 # ● 仙术刷新
 #--------------------------------------------------------------------------
 def update_skill
 ############------------------使用仙术的情况---------------###############
 case @status_window.index
 when 0
 @arrow_status.x = 28
 @arrow_status.y = 47
 when 1
 @arrow_status.x = 28+124
 @arrow_status.y = 47
 when 2
 @arrow_status.x = 28+124+124
 @arrow_status.y = 47
 when 3
 @arrow_status.x = 28+124+124+124
 @arrow_status.y = 47
 end
 # 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)
 @skill_window_icon.dispose
 @skill_help_window.dispose
 @skill_window.dispose
 loop do
 if @back_skill.x < 644
 @back_skill.x += 46
 end
 if @back_skill.zoom_x > 0.02
 @back_skill.zoom_x -= 0.07
 end
 if @back_skill.zoom_y > 0.02
 @back_skill.zoom_y -= 0.07
 end
 delay(0.1)
 if @back_skill.x >= 644
 @back_skill.visible = false
 break
 end
 end
 ##########------显示人物选择-------#######################
 @arrow_status.visible = true
 
 # 切换到菜单画面
 @skill_update = false
 @status_window.active = true
 @status_window.index = @window_index
 return
 end
 # 按下 C 键的情况下
 if Input.trigger?(Input::C)
 
 @arrow_status.visible = false
 # 获取特技窗口现在选择的特技的数据
 @skill = @skill_window.skill
 # 不能使用的情况下
 if @skill == nil or not @actor.skill_can_use?(@skill.id)
 # 演奏冻结 SE
 $game_system.se_play($data_system.buzzer_se)
 return
 end
 #----------法术背景消失----------------
 @back_skill.visible = false
 #----------法术图标消失----------------
 @skill_window_icon.visible = false
 #----------法术说明消失----------------
 @skill_help_window.visible = false
 #----------法术消失!!----------------
 @skill_window.visible = false
 loop do
 if @status_window.x < -16
 @status_window.x += 48
 @arrow_status.visible = false
 end
 delay(0.1)
 if @status_window.x >= -16
 break
 end
 end
 # 演奏确定 SE
 $game_system.se_play($data_system.decision_se)
 # 效果范围是我方的情况下
 if @skill.scope >= 3
 # 激活目标窗口
 @arrow_status.visible = true
 @skill_window.active = false
 @status_window.active = true
 # 设置效果范围 (单体/全体) 的对应光标位置
 if @skill.scope == 4 || @skill.scope == 6
 @status_window.index = -1
 elsif @skill.scope == 7
 @status_window.index = @actor_index - 10
 else
 @status_window.index = 0
 end
 # 效果在我方以外的情况下
 else
 # 公共事件 ID 有效的情况下
 if @skill.common_event_id > 0
 # 预约调用公共事件
 $game_temp.common_event_id = @skill.common_event_id
 # 演奏特技使用时的 SE
 $game_system.se_play(@skill.menu_se)
 # 消耗 SP
 @actor.sp -= @skill.sp_cost
 # 再生成各窗口的内容
 @skill_window.refresh
 @status_window.refresh
 @skill_help_window.dispose
 @skill_window.dispose
 @skill_window_icon.dispose
 @back_skill.dispose
 # 切换到地图画面
 $scene = Scene_Map.new
 return
 end
 end
 return
 end
 end
 def update_skill_target
 case @status_window.index
 when 0
 @arrow_status.x = 28
 @arrow_status.y = 47
 when 1
 @arrow_status.x = 28+124
 @arrow_status.y = 47
 when 2
 @arrow_status.x = 28+124+124
 @arrow_status.y = 47
 when 3
 @arrow_status.x = 28+124+124+124
 @arrow_status.y = 47
 end
 # 按下 B 键的情况下
 if Input.trigger?(Input::B)
 @arrow_status.visible = false
 loop do
 if @status_window.x > -524
 @status_window.x -= 48
 end
 delay(0.1)
 if @status_window.x <= -524
 break
 end
 end
 #----------法术背景出现----------------
 @back_skill.visible = true
 #----------法术图标出现----------------
 @skill_window_icon.visible = true
 #----------法术说明出现----------------
 @skill_help_window。visible = true
 #----------法术出现!!----------------
 @skill_window.visible = true
 # 演奏取消 SE
 $game_system.se_play($data_system.cancel_se)
 # 删除目标窗口
 @skill_window.active = true
 @status_window.index = -2
 @status_window.active = false
 return
 end
 # 按下 C 键的情况下
 if Input.trigger?(Input::C)
 # 因为 SP 不足而无法使用的情况下
 unless @actor.skill_can_use?(@skill.id)
 # 演奏冻结 SE
 $game_system.se_play($data_system.buzzer_se)
 return
 end
 # 目标是全体的情况下
 if @status_window.index == -1
 # 对同伴全体应用特技使用效果
 used = false
 for i in $game_party.actors
 used |= i.skill_effect(@actor, @skill)
 end
 end
 # 目标是使用者的情况下
 if @status_window.index <= -2
 # 对目标角色应用特技的使用效果
 target = $game_party.actors[@status_window.index + 10]
 used = target.skill_effect(@actor, @skill)
 end
 # 目标是单体的情况下
 if @status_window.index >= 0
 # 对目标角色应用特技的使用效果
 target = $game_party.actors[@status_window.index]
 used = target.skill_effect(@actor, @skill)
 end
 # 使用特技的情况下
 if used
 # 演奏特技使用时的 SE
 $game_system.se_play(@skill.menu_se)
 #-----修正------------------------------------------------------
 @actor.skill_sp_cost[@skill.id] = @skill.sp_cost if @actor.skill_sp_cost[@skill.id] == nil
 # SP 消費
 @actor.sp -= @actor.skill_sp_cost[@skill.id]
 #---------------------------------------------------------------
 # 再生成各窗口内容
 @status_window.refresh
 @skill_window.refresh
 # 全灭的情况下
 if $game_party.all_dead?
 # 切换到游戏结束画面
 $scene = Scene_Gameover.new
 return
 end
 # 公共事件 ID 有效的情况下
 if @skill.common_event_id > 0
 # 预约调用公共事件
 $game_temp.common_event_id = @skill.common_event_id
 @skill_help_window.dispose
 @skill_window.dispose
 @back_skill.dispose
 # 释放窗口
 @item_window.dispose
 #          @back_item.dispose
 @status_window.dispose
 # 切换到地图画面
 $scene = Scene_Map.new
 return
 end
 end
 # 无法使用特技的情况下
 unless used
 # 演奏冻结 SE
 $game_system.se_play($data_system.buzzer_se)
 end
 return
 end
 end
 #--------------------------------------------------------------------------
 # ● 装备刷新
 #--------------------------------------------------------------------------
 def update_right
 # 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)
 @arrow_status.visible = false
 #######################################
 @equip_heads.dispose
 @equip_left_window.visible = false
 #######################################
 # 切换到菜单画面
 @equip_help_window.dispose
 @equip_right_window.dispose
 @equip_item_window1.dispose
 @equip_item_window2.dispose
 @equip_item_window3.dispose
 @equip_item_window4.dispose
 @equip_item_window5.dispose
 @equip_item_window6.dispose
 @equip_item_window7.dispose
 @equip_item_window8.dispose
 #........................................................................
 @equip_window.dispose
 #........................................................................
 @equip_update = false
 loop do
 if @back_equip.x < 322
 @back_equip.x += 23
 end
 if @back_equip.zoom_x > 0.02
 @back_equip.zoom_x -= 0.07
 end
 if @back_equip.zoom_y > 0.02
 @back_equip.zoom_y -= 0.07
 end
 delay(0.1)
 if @back_equip.zoom_x <= 0.02
 break
 end
 end
 @back_equip.visible = false
 @status_window1.active = true
 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?(@equip_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
 @equip_right_window.active = false
 @equip_item_window.active = true
 @equip_window.set_item_id
 @equip_item_window.index = 0
 return
 end
 end
 def update_equip_item
 # 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
 @equip_right_window.active = true
 @equip_item_window.active = false
 @equip_item_window.index = -1
 @equip_window.set_item_id
 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 = @equip_item_window.item
 # 变更装备
 @actor.equip(@equip_right_window.index, item == nil ? 0 : item.id)
 # 激活右侧窗口
 @equip_right_window.active = true
 @equip_item_window.active = false
 @equip_item_window.index = -1
 @equip_window.set_item_id
 # 再生成右侧窗口、物品窗口的内容
 @equip_right_window.refresh
 if @equip_right_window.index == 6 or @equip_right_window.index == 7
 @equip_item_window7.refresh
 @equip_item_window8.refresh
 else
 @equip_item_window.refresh
 end
 return
 end
 end
 def update_status1
 loop do
 if @status_window1.x < -16
 @status_window1.x += 48
 @arrow_status.visible = false
 end
 delay(0.1)
 if @status_window1.x >= -16
 break
 end
 end
 case @status_window1.index
 when 0
 @arrow_status.x = 28
 @arrow_status.y = 47
 when 1
 @arrow_status.x = 28+124
 @arrow_status.y = 47
 when 2
 @arrow_status.x = 28+124+124
 @arrow_status.y = 47
 when 3
 @arrow_status.x = 28+124+124+124
 @arrow_status.y = 47
 end
 @arrow_status.visible = true
 # 按下 B 键的情况下
 if Input.trigger?(Input::B)
 loop do
 if @status_window1.x > -524
 @status_window1.x -= 48
 @arrow_status.visible = false
 end
 delay(0.1)
 if @status_window1.x <= -524
 break
 end
 end
 @arrow_status.visible = false
 @back_equip.visible = false
 # 演奏取消 SE
 $game_system.se_play($data_system.cancel_se)
 # 激活命令窗口
 @command_window.active = true
 @status_window1.active = false
 @status_window1.index = -1
 return
 end
 # 进入装备界面选择人物时 按下 C 键的情况下
 if Input.trigger?(Input::C)
 loop do
 if @status_window1.x > -524
 @status_window1.x -= 48
 @arrow_status.visible = false
 end
 delay(0.1)
 if @status_window1.x <= -524
 break
 end
 end
 @back_equip.visible = true
 loop do
 if @back_equip.x > 0
 @back_equip.x -= 23
 end
 if @back_equip.zoom_x < 1
 @back_equip.zoom_x += 0.07
 end
 if @back_equip.zoom_y < 1
 @back_equip.zoom_y += 0.07
 end
 delay(0.1)
 if @back_equip.zoom_y >= 1
 break
 end
 end
 @arrow_status.visible = false
 @equip_left_window.visible = true
 ##########################################################
 @actor = $game_party.actors[@status_window1.index]
 @equip_heads = Window_Equip_heads.new(@actor)
 @equip_heads.z=1002
 @equip_heads.x=25
 @equip_heads.y=-50
 ###########################################################
 # 命令窗口的光标位置分支
 # 演奏确定 SE
 $game_system.se_play($data_system.decision_se)
 @equip_index = 0
 @actor = $game_party.actors[@status_window1.index]
 @equip_help_window = Window_HelpEquip.new
 #@equip_help_window.x = 137
 #@equip_help_window.y = 480 - 64 - 32 - 8
 @equip_help_window.z=10001
 @equip_right_window = Window_EquipRight_New.new(@actor)
 @equip_right_window.z=10001
 @equip_item_window1 = Window_EquipItem_New.new(@actor, 0)
 @equip_item_window1.z=10001
 @equip_item_window2 = Window_EquipItem_New.new(@actor, 1)
 @equip_item_window2.z=10001
 @equip_item_window3 = Window_EquipItem_New.new(@actor, 2)
 @equip_item_window3.z=10001
 @equip_item_window4 = Window_EquipItem_New.new(@actor, 3)
 @equip_item_window4.z=10001
 @equip_item_window5 = Window_EquipItem_New.new(@actor, 4)
 @equip_item_window5.z=10001
 @equip_item_window6 = Window_EquipItem_New.new(@actor, 5)
 @equip_item_window6.z=10001
 @equip_item_window7 = Window_EquipItem_New.new(@actor, 6)
 @equip_item_window7.z=10001
 @equip_item_window8 = Window_EquipItem_New.new(@actor, 6)
 @equip_item_window8.z=10001
 #........................................................................
 @equip_window = Window_Equip.new
 #@equip_window.y = 394
 @equip_window.z=10001
 @equip_window.set_item_id
 #........................................................................
 # 关联帮助窗口
 @equip_right_window.help_window = @equip_help_window
 @equip_item_window1.help_window = @equip_help_window
 @equip_item_window2.help_window = @equip_help_window
 @equip_item_window3.help_window = @equip_help_window
 @equip_item_window4.help_window = @equip_help_window
 @equip_item_window5.help_window = @equip_help_window
 @equip_item_window6.help_window = @equip_help_window
 @equip_item_window7.help_window = @equip_help_window
 @equip_item_window8.help_window = @equip_help_window
 # 设置光标位置
 @equip_right_window.index = @equip_index
 @status_window1.active = false
 @equip_update = true
 # 设置物品窗口的可视状态
 @equip_item_window1.visible = (@equip_right_window.index == 0)
 @equip_item_window2.visible = (@equip_right_window.index == 1)
 @equip_item_window3.visible = (@equip_right_window.index == 2)
 @equip_item_window4.visible = (@equip_right_window.index == 3)
 @equip_item_window5.visible = (@equip_right_window.index == 4)
 @equip_item_window6.visible = (@equip_right_window.index == 5)
 @equip_item_window7.visible = (@equip_right_window.index == 6)
 @equip_item_window8.visible = (@equip_right_window.index == 7)
 # 获取当前装备中的物品
 item1 = @equip_right_window.item
 # 设置当前的物品窗口到 @item_window
 @equip_window.set_item_id
 case @equip_right_window.index
 when 0
 @equip_item_window = @equip_item_window1
 when 1
 @equip_item_window = @equip_item_window2
 when 2
 @equip_item_window = @equip_item_window3
 when 3
 @equip_item_window = @equip_item_window4
 when 4
 @equip_item_window = @equip_item_window5
 when 5
 @equip_item_window = @equip_item_window6
 when 6
 @equip_item_window = @equip_item_window7
 when 7
 @equip_item_window = @equip_item_window8
 end
 # 右窗口被激活的情况下
 if @equip_right_window.active
 ########################################################################
 ########################################################################
 # 删除变更装备后的能力
 #@status_window1.set_new_parameters(nil, nil, nil)
 @equip_left_window.set_new_parameters(nil, nil, nil, nil, nil, nil, nil, nil)
 end
 # 物品窗口被激活的情况下
 if @equip_item_window.active
 # 获取现在选中的物品
 item2 = @equip_item_window.item
 # 变更装备
 last_hp = @actor.hp
 last_sp = @actor.sp
 @actor.equip(@equip_right_window.index, item2 == nil ? 0 : item2.id)
 # 获取变更装备后的能力值
 new_atk = @actor.atk
 new_pdef = @actor.pdef
 new_mdef = @actor.mdef
 ######################################################################
 new_eva = @actor.eva
 new_str = @actor.str
 new_dex = @actor.dex
 new_agi = @actor.agi
 new_int = @actor.int
 ######################################################################
 # 返回到装备
 @actor.equip(@equip_right_window.index, item1 == nil ? 0 : item1.id)
 @actor.hp = last_hp
 @actor.sp = last_sp
 # 描画左窗口
 ###############################################################################
 ###############################################################################
 #@status_window1.set_new_parameters(new_atk, new_pdef, new_mdef)
 @equip_left_window.set_new_parameters(new_atk, new_pdef, new_mdef, new_eva, new_str, new_dex, new_agi, new_int)
 #........................................................................
 @equip_window.set_item(item2)
 #........................................................................
 end
 end
 end
 #--------------------------------------------------------------------------
 # ● 状态刷新
 #--------------------------------------------------------------------------
 def update_status_status
 # 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
 @status_status_window.dispose
 #@bgstatus.dispose
 @status_update = false
 @status_window.active =true
 @status_window.index = 0
 @arrow_status.visible = true
 return
 end
 end
 #===========================================================================
 #===========================================================================
 #===========================================================================
 #--------------------------------------------------------------------------
 # ● 天书刷新
 #--------------------------------------------------------------------------
 def update_system
 @system_window.update
 case @system_window.index
 when 0
 @save.visible = true
 @load.visible = false
 @xt.visible = false
 @exit.visible = false
 when 1
 @save.visible = false
 @load.visible = true
 @xt.visible = false
 @exit.visible = false
 when 2
 @save.visible = false
 @load.visible = false
 @xt.visible = true
 @exit.visible = false
 when 3
 @save.visible = false
 @load.visible = false
 @xt.visible = false
 @exit.visible = true
 end
 # 按下 B 键的情况下
 if Input.trigger?(Input::B)
 @save.visible = false
 @load.visible = false
 @xt.visible = false
 @exit.visible = false
 loop do
 if @system_window.x < 700
 @system_window.x += 15
 end
 if @back_xt.x < 715
 @back_xt.x += 15
 end
 delay(0.1)
 if @system_window.x >= 700
 break
 end
 end
 # 演奏取消 SE
 $game_system.se_play($data_system.cancel_se)
 # 切换到菜单画面
 @system_window.dispose
 @sys_update = false
 @command_window.active = true
 return
 end
 # 按下 C 键的情况下
 if Input.trigger?(Input::C)
 # 演奏确定 SE
 $game_system.se_play($data_system.decision_se)
 case @system_window.index
 ###########
 when 2
 @bgm_se_window = Window_bgm_se.new
 @bgm_se_window.x = -460 #130
 @bgm_se_window.y = 238
 @bgm_se_window.z = 1000
 @system_window.active = false
 @bgm_se_window_update = true
 @move.visible = true
 loop do
 if @move.x < 70
 @move.x += 59
 end
 if @bgm.x < 146
 @bgm.x += 59
 end
 if @se.x < 146
 @se.x += 59
 end
 if @bgm_se_window.x < 130
 @bgm_se_window.x += 59
 end
 delay(0.1)
 if @move.x >= 70
 break
 end
 end
 @currentbgm_window.visible = true
 @currentsfx_window.visible = true
 =begin
 @bgm_window = Window_BGM_Volume.new(80, ["0%", "17%", "34%", "50%", "67%", "84%", "100%"])
 @bgm_window.x = 700
 @currentbgm_window = Window_CurrentBGM_Volume.new
 @currentbgm_window.x = 725
 @system_window.active = false
 loop do
 if @currentbgm_window.x > 575
 @currentbgm_window.x -= 15
 end
 delay(0.1)
 if @currentbgm_window.x <= 575
 break
 end
 end
 loop do
 if @bgm_window.x > 500
 @bgm_window.x -= 10
 end
 delay(0.1)
 if @bgm_window.x <= 500
 break
 end
 end
 #####    when 4
 when 4
 @sfx_window = Window_SFX_Volume.new(80, ["0%", "17%", "34%", "50%", "67%", "84%", "100%"])
 @sfx_window.x = 700
 @currentsfx_window = Window_CurrentSFX_Volume.new
 @currentsfx_window.x = 725
 @system_window.active = false
 loop do
 if @currentsfx_window.x > 575
 @currentsfx_window.x -= 15
 end
 delay(0.1)
 if @currentsfx_window.x <= 575
 break
 end
 end
 loop do
 if @sfx_window.x > 500
 @sfx_window.x -= 10
 end
 delay(0.1)
 if @sfx_window.x <= 500
 break
 end
 end
 =end
 ##################
 when 0
 @system_window.dispose
 @save.visible = false
 @load.visible = false
 @xt.visible = false
 @exit.visible = false
 @back_xt.visible = false
 $scene = Scene_Save.new
 ##################
 when 1
 @save.visible = false
 @load.visible = false
 @xt.visible = false
 @exit.visible = false
 @back_xt.visible = false
 @system_window.dispose
 $scene = Scene_Load.new(true)
 ##################
 when 3
 @end_window = Window_EndCommand.new
 @system_window.active = false
 end
 return
 end
 end
 
 
 
 #==========================================================================
 def update_bgm_se
 @bgm_se_window.update
 if $game_system.bgm_volume == 0
 @gdt.x = 235
 end
 if $game_system.bgm_volume == 17
 @gdt.x = 235+41
 end
 if $game_system.bgm_volume == 34
 @gdt.x = 235+41+41
 end
 if $game_system.bgm_volume == 50
 @gdt.x = 235+41+41+41
 end
 if $game_system.bgm_volume == 67
 @gdt.x = 235+41+41+41+41
 end
 if $game_system.bgm_volume == 84
 @gdt.x = 235+41+41+41+41+41
 end
 if $game_system.bgm_volume == 100
 @gdt.x = 235+41+41+41+41+41+41
 end
 if $game_system.se_volume == 0
 @gdt1.x = 235
 end
 if $game_system.se_volume == 17
 @gdt1.x = 235+41
 end
 if $game_system.se_volume == 34
 @gdt1.x = 235+41+41
 end
 if $game_system.se_volume == 50
 @gdt1.x = 235+41+41+41
 end
 if $game_system.se_volume == 67
 @gdt1.x = 235+41+41+41+41
 end
 if $game_system.se_volume == 84
 @gdt1.x = 235+41+41+41+41+41
 end
 if $game_system.se_volume == 100
 @gdt1.x = 235+41+41+41+41+41+41
 end
 @gdt1.visible = true
 @gdt.visible = true
 case @bgm_se_window.index
 when 0
 @bgm.visible = true
 @se.visible = false
 when 1
 @bgm.visible = false
 @se.visible = true
 end
 if Input.trigger?(Input::B)
 $game_system.se_play($data_system.cancel_se)
 @gdt1.visible = false
 @gdt.visible = false
 @currentbgm_window.visible = false
 @currentsfx_window.visible = false
 loop do
 if @move.x > -520
 @move.x -= 59
 end
 if @bgm.x > -441
 @bgm.x -= 59
 end
 if @se.x > -441
 @se.x -= 59
 end
 if @bgm_se_window.x > -460
 @bgm_se_window.x -= 59
 end
 delay(0.1)
 if @move.x <= -520
 break
 end
 end
 @bgm.visible = false
 @se.visible = false
 @move.visible = false
 @bgm_se_window.dispose
 @bgm_se_window_update = false
 @system_window.active = true
 return
 end
 if Input.trigger?(Input::C)
 $game_system.se_play($data_system.decision_se)
 case @bgm_se_window.index
 when 0
 #    @bgm_se_window.dispose
 #    @system_window.dispose
 @bgm_window = Window_BGM_Volume.new(15, ["", "", "", "", "", "", ""])
 @bgm_window.x = 220 ##700
 @bgm_window.y = 245
 @system_window.active = false
 @bgm_se_window_update = false
 when 1
 #    @bgm_se_window.dispose
 #    @system_window.dispose
 @sfx_window = Window_SFX_Volume.new(80, ["", "", "", "", "", "", ""])
 @sfx_window.x = 220
 @sfx_window.y = 270
 @system_window.active = false
 @bgm_se_window_update = false
 return
 end
 end
 #################################-----------------------------------
 
 def update_bgm
 if $game_system.bgm_volume == 0
 @gdt.x = 235
 end
 if $game_system.bgm_volume == 17
 @gdt.x = 235+41
 end
 if $game_system.bgm_volume == 34
 @gdt.x = 235+41+41
 end
 if $game_system.bgm_volume == 50
 @gdt.x = 235+41+41+41
 end
 if $game_system.bgm_volume == 67
 @gdt.x = 235+41+41+41+41
 end
 if $game_system.bgm_volume == 84
 @gdt.x = 235+41+41+41+41+41
 end
 if $game_system.bgm_volume == 100
 @gdt.x = 235+41+41+41+41+41+41
 end
 @gdt.visible = true
 @bgm_window.update
 if Input.trigger?(Input::B)
 $game_system.se_play($data_system.cancel_se)
 @bgm_se_window_update = true
 @system_window.active = false
 @gdt.visible = false
 @bgm_window.dispose
 return
 end
 if Input.trigger?(Input::C)
 case @bgm_window.index
 when 0
 $game_system.bgm_volume = 0
 @currentbgm_window.refresh
 @gdt.x = 235
 when 1
 $game_system.bgm_volume = 17
 @currentbgm_window.refresh
 @gdt.x = 235+41
 when 2
 $game_system.bgm_volume = 34
 @currentbgm_window.refresh
 @gdt.x = 235+41+41
 when 3
 $game_system.bgm_volume = 50
 @currentbgm_window.refresh
 @gdt.x = 235+41+41+41
 when 4
 $game_system.bgm_volume = 67
 @currentbgm_window.refresh
 @gdt.x = 235+41+41+41+41
 when 5
 $game_system.bgm_volume = 84
 @currentbgm_window.refresh
 @gdt.x = 235+41+41+41+41+41
 when 6
 $game_system.bgm_volume = 100
 @currentbgm_window.refresh
 @gdt.x = 235+41+41+41+41+41+41
 end
 $game_map.autoplay
 return
 end
 end
 def update_sfx
 if $game_system.se_volume == 0
 @gdt1.x = 235
 end
 if $game_system.se_volume == 17
 @gdt1.x = 235+41
 end
 if $game_system.se_volume == 34
 @gdt1.x = 235+41+41
 end
 if $game_system.se_volume == 50
 @gdt1.x = 235+41+41+41
 end
 if $game_system.se_volume == 67
 @gdt1.x = 235+41+41+41+41
 end
 if $game_system.se_volume == 84
 @gdt1.x = 235+41+41+41+41+41
 end
 if $game_system.se_volume == 100
 @gdt1.x = 235+41+41+41+41+41+41
 end
 @gdt1.visible = true
 @sfx_window.update
 if Input.trigger?(Input::B)
 $game_system.se_play($data_system.cancel_se)
 @bgm_se_window_update = true
 @system_window.active = false
 @sfx_window.dispose
 return
 end
 if Input.trigger?(Input::C)
 case @sfx_window.index
 when 0
 $game_system.se_volume = 0
 $game_system.se_play($data_system.decision_se)
 @currentsfx_window.refresh
 when 1
 $game_system.se_volume = 17
 $game_system.se_play($data_system.decision_se)
 @currentsfx_window.refresh
 when 2
 $game_system.se_volume = 34
 $game_system.se_play($data_system.decision_se)
 @currentsfx_window.refresh
 when 3
 $game_system.se_volume = 50
 $game_system.se_play($data_system.decision_se)
 @currentsfx_window.refresh
 when 4
 $game_system.se_volume = 67
 $game_system.se_play($data_system.decision_se)
 @currentsfx_window.refresh
 when 5
 $game_system.se_volume = 84
 $game_system.se_play($data_system.decision_se)
 @currentsfx_window.refresh
 when 6
 $game_system.se_volume = 100
 $game_system.se_play($data_system.decision_se)
 @currentsfx_window.refresh
 end
 $game_map.autoplay
 return
 end
 end
 def update_end
 @end_window.update
 if Input.trigger?(Input::B)
 $game_system.se_play($data_system.cancel_se)
 @end_window.dispose
 @system_window.active = true
 return
 end
 if Input.trigger?(Input::C)
 case @end_window.index
 when 0
 @end_window.dispose
 @system_window.dispose
 command_to_title
 when 1
 command_shutdown
 end
 return
 end
 end
 def command_to_title
 $game_system.se_play($data_system.decision_se)
 Audio.bgm_fade(800)
 Audio.bgs_fade(800)
 Audio.me_fade(800)
 $scene = Scene_Title.new
 end
 
 def command_shutdown
 $game_system.se_play($data_system.decision_se)
 Audio.bgm_fade(800)
 Audio.bgs_fade(800)
 Audio.me_fade(800)
 $scene = nil
 end
 end
 end
 #end
 里的@equip_heads = Window_Equip_heads.new(@actor)
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