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Lv3.寻梦者 
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我下了一个图鉴的脚本,但是一直怪物显示资料不明,在数据库里的备注上该怎么写才能在图鉴里被显示出来啊?脚本如下:- #===========================================================================
 
 - # 一、将想显示的属性设定好,是一个数组,最多六个
 
 - # 二、设定不显示的怪物编号
 
 - # 四、在数据库里设置备注成为怪物说明
 
 - # 三、在事件上使用脚本:$Scene = Scene_EnemyDex.new 进入图鉴
 
 - #===========================================================================
 
 - $属性显示 = [9,10,11,12,13,14]
 
 - $不显示的怪物 = []
 
 - #---------------------------------------------------------------------------
 
 - # 对Game_Party添加新的定义
 
 - #---------------------------------------------------------------------------
 
 - class Game_Party
 
 -   #-------------------------------------------------------------------------
 
 -   # 出示化实例变量
 
 -   #-------------------------------------------------------------------------
 
 -   attr_accessor :enemy_view
 
 -   #-------------------------------------------------------------------------
 
 -   # 初始化
 
 -   #-------------------------------------------------------------------------
 
 -   alias new_initialize initialize
 
 -   def initialize
 
 -     new_initialize
 
 -     @enemy_view = []
 
 -     for i in 1...$data_enemies.size
 
 -       @enemy_view[i] = 0
 
 -     end
 
 -   end
 
 -   #-------------------------------------------------------------------------
 
 -   # 打开图鉴
 
 -   #-------------------------------------------------------------------------
 
 -   def add_enemy_view(n)
 
 -     if n == "all"
 
 -       for i in 1...$data_enemies.size
 
 -         @enemy_view[i] += 1
 
 -       end
 
 -     else
 
 -       @enemy_view[n] += 1
 
 -     end
 
 -   end
 
 - end
 
  
- #---------------------------------------------------------------------------
 
 - # 新建图鉴窗口
 
 - #---------------------------------------------------------------------------
 
 - class Window_EnemyDex_Info < Window_Base
 
 -   #-------------------------------------------------------------------------
 
 -   # 初始化
 
 -   #-------------------------------------------------------------------------
 
 -   def initialize(id)
 
 -     super(0,56,544,360)
 
 -     @id = id
 
 -     @now_id = 0
 
 -     @element = $属性显示
 
 -     refresh
 
 -   end
 
 -   #-------------------------------------------------------------------------
 
 -   # 刷新
 
 -   #-------------------------------------------------------------------------
 
 -   def refresh
 
 -     if @now_id != @id
 
 -       self.contents.clear
 
 -       draw_enemy_name(@id)
 
 -       draw_enemy_hp(@id)
 
 -       draw_enemy_mp(@id)
 
 -       draw_enemy_atk(@id)
 
 -       draw_enemy_def(@id)
 
 -       draw_enemy_spi(@id)
 
 -       draw_enemy_agi(@id)
 
 -       draw_enemy_hit(@id)
 
 -       draw_enemy_eva(@id)
 
 -       draw_enemy_exp(@id)
 
 -       draw_enemy_gold(@id)
 
 -       draw_enemy_item1(@id)
 
 -       draw_enemy_item2(@id)
 
 -       draw_enemy_levitate(@id)
 
 -       draw_enemy_has_critical(@id)
 
 -       draw_enemy_element_ranks(@id)
 
 -       draw_enemy_action(@id)
 
 -     end
 
 -     @now_id = @id
 
 -   end
 
 -   #-------------------------------------------------------------------------
 
 -   # 名字
 
 -   #-------------------------------------------------------------------------
 
 -   def draw_enemy_name(id)
 
 -     self.contents.font.color = Color.new(255,255,0,255)
 
 -     self.contents.draw_text(0,0,160,24,$data_enemies[id].name)
 
 -   end
 
 -   #-------------------------------------------------------------------------
 
 -   # 生命
 
 -   #-------------------------------------------------------------------------
 
 -   def draw_enemy_hp(id)
 
 -     self.contents.font.color = system_color
 
 -     self.contents.draw_text(0,24,40,24,"HP")
 
 -     self.contents.font.color = normal_color
 
 -     self.contents.draw_text(40,24,80,24,$data_enemies[id].maxhp)
 
 -   end
 
 -   #-------------------------------------------------------------------------
 
 -   # 精神
 
 -   #-------------------------------------------------------------------------
 
 -   def draw_enemy_mp(id)
 
 -     self.contents.font.color = system_color
 
 -     self.contents.draw_text(0,48,40,24,"MP")
 
 -     self.contents.font.color = normal_color
 
 -     self.contents.draw_text(40,48,80,24,$data_enemies[id].maxmp)
 
 -   end
 
 -   #-------------------------------------------------------------------------
 
 -   # 图像
 
 -   #-------------------------------------------------------------------------
 
 -   def draw_enemy_picture(id)
 
 -     bitmap = Cache.battler($data_enemies[id].battler_name,$data_enemies[id].battler_hue)
 
 -     src_rect = Rect.new(0,0,bitmap.width,bitmap.height)
 
 -     self.contents.blt(((self.width-32)-bitmap.width)/2,((self.height-32)-bitmap.height)/2,bitmap,src_rect)
 
 -   end
 
 -   #-------------------------------------------------------------------------
 
 -   # 攻击
 
 -   #-------------------------------------------------------------------------
 
 -   def draw_enemy_atk(id)
 
 -     self.contents.font.color = Color.new(255,128,128,255)
 
 -     self.contents.draw_text(0,72,60,24,"攻击力")
 
 -     self.contents.font.color = normal_color
 
 -     self.contents.draw_text(80,72,80,24,$data_enemies[id].atk,2)
 
 -   end
 
 -   #-------------------------------------------------------------------------
 
 -   # 防御
 
 -   #-------------------------------------------------------------------------
 
 -   def draw_enemy_def(id)
 
 -     self.contents.font.color = Color.new(255,128,128,255)
 
 -     self.contents.draw_text(0,96,60,24,"防御力")
 
 -     self.contents.font.color = normal_color
 
 -     self.contents.draw_text(80,96,80,24,$data_enemies[id].def,2)
 
 -   end
 
 -   #-------------------------------------------------------------------------
 
 -   # 精神
 
 -   #-------------------------------------------------------------------------
 
 -   def draw_enemy_spi(id)
 
 -     self.contents.font.color = Color.new(255,128,128,255)
 
 -     self.contents.draw_text(0,120,60,24,"精神力")
 
 -     self.contents.font.color = normal_color
 
 -     self.contents.draw_text(80,120,80,24,$data_enemies[id].spi,2)
 
 -   end
 
 -   #-------------------------------------------------------------------------
 
 -   # 敏捷
 
 -   #-------------------------------------------------------------------------
 
 -   def draw_enemy_agi(id)
 
 -     self.contents.font.color = Color.new(255,128,128,255)
 
 -     self.contents.draw_text(0,144,60,24,"敏捷力")
 
 -     self.contents.font.color = normal_color
 
 -     self.contents.draw_text(80,144,80,24,$data_enemies[id].agi,2)
 
 -   end
 
 -   #-------------------------------------------------------------------------
 
 -   # 命中
 
 -   #-------------------------------------------------------------------------
 
 -   def draw_enemy_hit(id)
 
 -     self.contents.font.color = Color.new(255,128,255,255)
 
 -     self.contents.draw_text(0,168,60,24,"命中率")
 
 -     self.contents.font.color = normal_color
 
 -     self.contents.draw_text(80,168,80,24,$data_enemies[id].hit,2)
 
 -   end
 
 -   #-------------------------------------------------------------------------
 
 -   # 回避
 
 -   #-------------------------------------------------------------------------
 
 -   def draw_enemy_eva(id)
 
 -     self.contents.font.color = Color.new(255,128,255,255)
 
 -     self.contents.draw_text(0,192,60,24,"回避率")
 
 -     self.contents.font.color = normal_color
 
 -     self.contents.draw_text(80,192,80,24,$data_enemies[id].eva,2)
 
 -   end
 
 -   #-------------------------------------------------------------------------
 
 -   # 经验
 
 -   #-------------------------------------------------------------------------
 
 -   def draw_enemy_exp(id)
 
 -     self.contents.font.color = Color.new(240,255,130,255)
 
 -     self.contents.draw_text(0,216,60,24,"经验值")
 
 -     self.contents.font.color = normal_color
 
 -     self.contents.draw_text(80,216,80,24,$data_enemies[id].exp,2)
 
 -   end
 
 -   #-------------------------------------------------------------------------
 
 -   # 金钱
 
 -   #-------------------------------------------------------------------------
 
 -   def draw_enemy_gold(id)
 
 -     self.contents.font.color = Color.new(240,255,130,255)
 
 -     self.contents.draw_text(0,240,60,24,"金钱")
 
 -     self.contents.font.color = normal_color
 
 -     self.contents.draw_text(80,240,80,24,$data_enemies[id].gold,2)
 
 -   end
 
 -   #-------------------------------------------------------------------------
 
 -   # 物品1
 
 -   #-------------------------------------------------------------------------
 
 -   def draw_enemy_item1(id)
 
 -     self.contents.font.color = Color.new(128,255,128,255)
 
 -     self.contents.draw_text(0,264,60,24,"物品一")
 
 -     self.contents.font.color = normal_color
 
 -     case $data_enemies[id].drop_item1.kind
 
 -     when 0
 
 -       self.contents.draw_text(80,264,80,24,"无",2)
 
 -     when 1
 
 -       self.contents.draw_text(80,264,80,24,$data_items[$data_enemies[id].drop_item1.item_id].name,2)
 
 -     when 2
 
 -       self.contents.draw_text(80,264,80,24,$data_weapons[$data_enemies[id].drop_item1.weapon_id].name,2)
 
 -     when 3
 
 -       self.contents.draw_text(80,264,80,24,$data_armors[$data_enemies[id].drop_item1.armor_id].name,2)
 
 -     end
 
 -   end
 
 -   #-------------------------------------------------------------------------
 
 -   # 物品2
 
 -   #-------------------------------------------------------------------------
 
 -   def draw_enemy_item2(id)
 
 -     self.contents.font.color = Color.new(128,255,128,255)
 
 -     self.contents.draw_text(0,288,60,24,"物品二")
 
 -     self.contents.font.color = normal_color
 
 -     case $data_enemies[id].drop_item2.kind
 
 -     when 0
 
 -       self.contents.draw_text(80,288,80,24,"无",2)
 
 -     when 1
 
 -       self.contents.draw_text(80,288,80,24,$data_items[$data_enemies[id].drop_item2.item_id].name,2)
 
 -     when 2
 
 -       self.contents.draw_text(80,288,80,24,$data_weapons[$data_enemies[id].drop_item2.weapon_id].name,2)
 
 -     when 3
 
 -       self.contents.draw_text(80,288,80,24,$data_armors[$data_enemies[id].drop_item2.armor_id].name,2)
 
 -     end
 
 -   end
 
 -   #-------------------------------------------------------------------------
 
 -   # 空中
 
 -   #-------------------------------------------------------------------------
 
 -   def draw_enemy_levitate(id)
 
 -     self.contents.font.color = $data_enemies[id].levitate == true ? Color.new(255,255,0,255) : Color.new(150,150,150,255)
 
 -     self.contents.draw_text(200,264,160,24,"配置在空中")
 
 -   end
 
 -   #-------------------------------------------------------------------------
 
 -   # 重击
 
 -   #-------------------------------------------------------------------------
 
 -   def draw_enemy_has_critical(id)
 
 -     self.contents.font.color = $data_enemies[id].has_critical == true ? Color.new(255,255,0,255) : Color.new(150,150,150,255)
 
 -     self.contents.draw_text(200,288,160,24,"有会心一击")
 
 -   end
 
 -   #-------------------------------------------------------------------------
 
 -   # 属性
 
 -   #-------------------------------------------------------------------------
 
 -   def draw_enemy_element_ranks(id)
 
 -     self.contents.font.color = Color.new(255,180,255,255)
 
 -     self.contents.draw_text(380,0,60,24,"属性")
 
 -     self.contents.font.color = normal_color
 
 -     x = 0
 
 -     for i in @element
 
 -       self.contents.draw_text(380,x*48+24,80,24,$data_system.elements[i])
 
 -       case $data_enemies[id].element_ranks[i]
 
 -       when 1
 
 -         percent = "200%"
 
 -         width = 100
 
 -         c1 = Color.new(255,255,64,255)
 
 -         c2 = Color.new(255,128,128,255)
 
 -       when 2
 
 -         percent = "150%"
 
 -         width = 75
 
 -         c1 = Color.new(255,255,64,255)
 
 -         c2 = Color.new(255,128,128,255)
 
 -       when 3
 
 -         percent = "100%"
 
 -         width = 50
 
 -         c1 = Color.new(255,255,64,255)
 
 -         c2 = Color.new(128,255,128,255)
 
 -       when 4
 
 -         percent = "50%"
 
 -         width = 25
 
 -         c1 = Color.new(255,128,128,255)
 
 -         c2 = Color.new(255,255,64,255)
 
 -       when 5
 
 -         percent = "0%"
 
 -         width = 0
 
 -         c1 = Color.new(255,128,128,255)
 
 -         c2 = Color.new(255,255,64,255)
 
 -       when 6
 
 -         percent = "-100%"
 
 -         width = 100
 
 -         c1 = Color.new(255,128,255,255)
 
 -         c2 = Color.new(128,255,128,255)
 
 -       end
 
 -       a = 380
 
 -       b = 6
 
 -       for i in 0...12
 
 -         self.contents.fill_rect(a,x*48+48+b,100,1,Color.new(0,0,0,200))
 
 -         a += 0.5
 
 -         b += 1
 
 -       end
 
 -       self.contents.gradient_fill_rect(380,x*48+48+6,width,1,c1,c2)
 
 -       self.contents.gradient_fill_rect(380.5,x*48+48+7,width,1,c1,c2)
 
 -       self.contents.gradient_fill_rect(381,x*48+48+8,width,1,c1,c2)
 
 -       self.contents.gradient_fill_rect(381.5,x*48+48+9,width,1,c1,c2)
 
 -       self.contents.gradient_fill_rect(382,x*48+48+10,width,1,c1,c2)
 
 -       self.contents.gradient_fill_rect(382.5,x*48+48+11,width,1,c1,c2)
 
 -       self.contents.gradient_fill_rect(383,x*48+48+12,width,1,c1,c2)
 
 -       self.contents.gradient_fill_rect(383.5,x*48+48+13,width,1,c1,c2)
 
 -       self.contents.gradient_fill_rect(384,x*48+48+14,width,1,c1,c2)
 
 -       self.contents.gradient_fill_rect(384.5,x*48+48+15,width,1,c1,c2)
 
 -       self.contents.gradient_fill_rect(385,x*48+48+16,width,1,c1,c2)
 
 -       self.contents.gradient_fill_rect(385.5,x*48+48+17,width,1,c1,c2)
 
 -       self.contents.draw_text(380,x*48+40,100,24,percent,2)
 
 -       x += 1
 
 -       break if x >= 6
 
 -     end
 
 -   end
 
 -   #-------------------------------------------------------------------------
 
 -   # 行动
 
 -   #-------------------------------------------------------------------------
 
 -   def draw_enemy_action(id)
 
 -     self.contents.font.color = Color.new(0,255,255,255)
 
 -     self.contents.draw_text(200,0,60,24,"行动")
 
 -     self.contents.font.color = normal_color
 
 -     x = 1
 
 -     for action in $data_enemies[id].actions
 
 -       if action.kind == 0
 
 -         case action.basic
 
 -         when 0
 
 -           self.contents.draw_text(200,x*24,160,24,"#{x}. "+"攻击")
 
 -         when 1
 
 -           self.contents.draw_text(200,x*24,160,24,"#{x}. "+"防御")
 
 -         when 2
 
 -           self.contents.draw_text(200,x*24,160,24,"#{x}. "+"逃跑")
 
 -         when 3
 
 -           self.contents.draw_text(200,x*24,160,24,"#{x}. "+"待机")
 
 -         end
 
 -       else
 
 -         self.contents.draw_text(200,x*24,160,24,"#{x}. "+$data_skills[action.skill_id].name)
 
 -       end
 
 -       x += 1
 
 -       break if x >= 11
 
 -     end
 
 -   end
 
 - end
 
  
- #---------------------------------------------------------------------------
 
 - # 新建图鉴窗口
 
 - #---------------------------------------------------------------------------
 
 - class Window_EnemyDex_Intro < Window_Base
 
 -   #-------------------------------------------------------------------------
 
 -   # 初始化
 
 -   #-------------------------------------------------------------------------
 
 -   def initialize(id)
 
 -     super(0,56,544,360)
 
 -     @id = id
 
 -     @now_id = 0
 
 -     refresh
 
 -   end
 
 -   #-------------------------------------------------------------------------
 
 -   # 刷新
 
 -   #-------------------------------------------------------------------------
 
 -   def refresh
 
 -     if @now_id != @id
 
 -       self.contents.clear
 
 -       draw_enemy_picture(@id)
 
 -     end
 
 -     @now_id = @id
 
 -   end
 
 -   #-------------------------------------------------------------------------
 
 -   # 图像
 
 -   #-------------------------------------------------------------------------
 
 -   def draw_enemy_picture(id)
 
 -     bitmap = Cache.battler($data_enemies[id].battler_name,$data_enemies[id].battler_hue)
 
 -     src_rect = Rect.new(0,0,bitmap.width,bitmap.height)
 
 -     self.contents.blt(((self.width-32)-bitmap.width)/2,((self.height-32)-bitmap.height)/2,bitmap,src_rect)
 
 -   end
 
 - end
 
  
- #---------------------------------------------------------------------------
 
 - # 选择窗口
 
 - #---------------------------------------------------------------------------
 
 - class Window_EnemyDex < Window_Selectable
 
 -   #-------------------------------------------------------------------------
 
 -   # 初始化
 
 -   #-------------------------------------------------------------------------
 
 -   def initialize
 
 -     super(0,56,544,360)
 
 -     @column_max = 2
 
 -     self.index = 0
 
 -     refresh
 
 -   end
 
 -   #-------------------------------------------------------------------------
 
 -   # 获取敌人
 
 -   #-------------------------------------------------------------------------
 
 -   def enemy
 
 -     return @data[self.index]
 
 -   end
 
 -   #-------------------------------------------------------------------------
 
 -   # 刷新
 
 -   #-------------------------------------------------------------------------
 
 -   def refresh
 
 -     @data = []
 
 -     for i in 1...$data_enemies.size
 
 -       if !$不显示的怪物.include?(i)
 
 -         @data.push($data_enemies[i])
 
 -       end
 
 -     end
 
 -     @item_max = @data.size
 
 -     create_contents
 
 -     for i in 0...@item_max
 
 -       draw_item(i)
 
 -     end
 
 -   end
 
 -   #-------------------------------------------------------------------------
 
 -   # 显示
 
 -   #-------------------------------------------------------------------------
 
 -   def draw_item(index)
 
 -     rect = item_rect(index)
 
 -     self.contents.clear_rect(rect)
 
 -     enemy = @data[index]
 
 -     if $game_party.enemy_view[enemy.id] > 0
 
 -       rect.width -= 4
 
 -       self.contents.draw_text(rect.x+4,rect.y,(self.width-32)/2,24,"#{index+1}. " + enemy.name)
 
 -     else
 
 -       rect.width -= 4
 
 -       self.contents.draw_text(rect.x+4,rect.y,(self.width-32)/2,24,"----------------")
 
 -     end
 
 -   end
 
 -   #-------------------------------------------------------------------------
 
 -   # 帮助
 
 -   #-------------------------------------------------------------------------
 
 -   def update_help
 
 -     view = $game_party.enemy_view[enemy.id]
 
 -     @help_window.set_text(view > 0 ? "编号 #{enemy.id}" : "----------------")
 
 -   end
 
 - end
 
  
- #---------------------------------------------------------------------------
 
 - # 图鉴
 
 - #---------------------------------------------------------------------------
 
 - class Scene_EnemyDex < Scene_Base
 
 -   #-------------------------------------------------------------------------
 
 -   # 处理
 
 -   #-------------------------------------------------------------------------
 
 -   def start
 
 -     create_menu_background
 
 -     @help_window = Window_Help.new
 
 -     @enemydex_window = Window_EnemyDex.new
 
 -     @enemydex_window.help_window = @help_window
 
 -     @enemydex_window.active = true
 
 -     @enemydex_info_window = Window_EnemyDex_Info.new(@enemydex_window.enemy.id)
 
 -     @enemydex_info_window.visible = false
 
 -     @enemydex_intro_window = Window_EnemyDex_Intro.new(@enemydex_window.enemy.id)
 
 -     @enemydex_intro_window.visible = false
 
 -   end
 
 -   #--------------------------------------------------------------------------
 
 -   # ● 结束处理
 
 -   #--------------------------------------------------------------------------
 
 -   def terminate
 
 -     super
 
 -     dispose_menu_background
 
 -     @help_window.dispose
 
 -     @enemydex_window.dispose
 
 -     @enemydex_info_window.dispose
 
 -     @enemydex_intro_window.dispose
 
 -   end
 
 -   #--------------------------------------------------------------------------
 
 -   # ● 更新画面
 
 -   #--------------------------------------------------------------------------
 
 -   def update
 
 -     super
 
 -     update_menu_background
 
 -     @help_window.update
 
 -     @enemydex_window.update
 
 -     @enemydex_info_window.update
 
 -     @enemydex_intro_window.update
 
 -     return select_enemy if @enemydex_window.active
 
 -     return in_info if @enemydex_info_window.visible
 
 -     return in_intro if @enemydex_intro_window.visible
 
 -   end
 
 -   #--------------------------------------------------------------------------
 
 -   # 选择敌人
 
 -   #--------------------------------------------------------------------------
 
 -   def select_enemy
 
 -     if Input.trigger?(Input::B)
 
 -       Sound.play_cancel
 
 -       $scene = Scene_Map.new
 
 -     end
 
 -     if Input.trigger?(Input::C)
 
 -       if $game_party.enemy_view[@enemydex_window.enemy.id] > 0
 
 -         Sound.play_decision
 
 -         @enemydex_window.active = false
 
 -         @enemydex_window.visible = false
 
 -         @enemydex_intro_window = Window_EnemyDex_Intro.new(@enemydex_window.enemy.id)
 
 -         @enemydex_intro_window.visible = true
 
 -       else
 
 -         Sound.play_buzzer
 
 -       end
 
 -     end
 
 -   end
 
 -   #--------------------------------------------------------------------------
 
 -   # 详情察看
 
 -   #--------------------------------------------------------------------------
 
 -   def in_info
 
 -     view = $game_party.enemy_view[@enemydex_window.enemy.id]
 
 -     @help_window.set_text("发现数:#{view}")
 
 -     if Input.trigger?(Input::UP) or Input.trigger?(Input::DOWN)
 
 -       @enemydex_window.visible = false
 
 -       @enemydex_intro_window = Window_EnemyDex_Intro.new(@enemydex_window.enemy.id)
 
 -       @enemydex_intro_window.visible = true
 
 -       @enemydex_info_window.visible = false
 
 -     end
 
 -     if Input.trigger?(Input::B) or Input.trigger?(Input::C)
 
 -       Sound.play_cancel
 
 -       @enemydex_window.visible = true
 
 -       @enemydex_window.active = true
 
 -       @enemydex_info_window.visible = false
 
 -       @help_window.set_text(view > 0 ? "编号 #{@enemydex_window.enemy.id}" : "----------------")
 
 -     end
 
 -   end
 
 -   #--------------------------------------------------------------------------
 
 -   # 详情察看
 
 -   #--------------------------------------------------------------------------
 
 -   def in_intro
 
 -     @b = ""
 
 -     text = @enemydex_window.enemy.note.dup
 
 -     text.split(/[\r\n]+/).each { |line|
 
 -     if line =~ /\[(note|备注|備註) \w+\]/
 
 -       a = line.split(/ /)[1]
 
 -       while ((c = a.slice!(/./m)) != nil)
 
 -         @b += c if c != "]"
 
 -       end
 
 -     end;}
 
 -     @b = @b != "" ? @b : "资料不详"
 
 -     @help_window.set_text(@b)
 
 -     if Input.trigger?(Input::UP) or Input.trigger?(Input::DOWN)
 
 -       @enemydex_window.visible = false
 
 -       @enemydex_info_window = Window_EnemyDex_Info.new(@enemydex_window.enemy.id)
 
 -       @enemydex_info_window.visible = true
 
 -       @enemydex_intro_window.visible = false
 
 -     end
 
 -     if Input.trigger?(Input::B) or Input.trigger?(Input::C)
 
 -       Sound.play_cancel
 
 -       @enemydex_window.visible = true
 
 -       @enemydex_window.active = true
 
 -       @enemydex_intro_window.visible = false
 
 -       view = $game_party.enemy_view[@enemydex_window.enemy.id]
 
 -       @help_window.set_text(view > 0 ? "编号 #{@enemydex_window.enemy.id}" : "----------------")
 
 -     end
 
 -   end
 
 - end
 
  
- #----------------------------------------------------------------------------
 
 - # 追加定义
 
 - #----------------------------------------------------------------------------
 
 - class Scene_Battle
 
 -   alias new_battle_end battle_end
 
 -   def battle_end(result)
 
 -     if result == 0
 
 -       for enemy in $game_troop.members
 
 -         $game_party.add_enemy_view(enemy.enemy_id)
 
 -       end
 
 -     end
 
 -     new_battle_end(result)
 
 -   end
 
 - end
 
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