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 Lv1.梦旅人 
	梦石0 星屑50 在线时间130 小时注册时间2011-3-10帖子65 | 
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本帖最后由 s20810 于 2011-12-26 16:40 编辑
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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  
 就是怎麼把選擇對象時會顯示敵方 或是 我方ID的窗口消除掉= ="
 
 因為跟腳本衝突變成不會顯示怪物跟玩家名稱...一條空白窗口看了很礙眼= =
 
 麻煩幫幫忙囉
  复制代码#============================================================================== 
# ■ Window_Help 
#------------------------------------------------------------------------------ 
# 原作:xuelong 
# 修正:水迭澜 
# 移植:禾西 
#============================================================================== 
class Window_Help < Window_Base
#-------------------------------------------------------------------------- 
# ● 定義 
#-------------------------------------------------------------------------- 
def set 
@phrase,@y= {}, 0 
@scope, @parameter_type = [], [] 
=begin 
@name_size = 名字文字大小 
@size = 描述文字大小 
@word = 每行的描述文字數 
=end 
@name_size = 20 
@size = 16 
@word = 10 
# 不顯示的 屬性 與 狀態 ID 
@unshow_elements = [99] 
@unshow_states = [99] 
# 基本文字設定 
@phrase[:price] = "價格" 
@phrase[:elements] = "屬性 in被動狀態"
@phrase[:states] = "負向狀態 in附加技能" 
@phrase[:guard_elements] = "半減屬性 in被動狀態" 
@phrase[:guard_states] = "免疫狀態 in附加技能" 
#------------------# 
# 物品效果語句 # 
#------------------# 
@phrase[:recover] = "回复" 
@phrase[:hp] = "HP" 
@phrase[:mp] = "MP" 
@phrase[:plus_states] = "狀態附加" 
@phrase[:minus_states] = "狀態解除" 
@phrase[:speed] = "速度補正" 
@phrase[:consumable] = "消耗品" 
@phrase[:base_damage] = "基本傷害" 
#------------------# 
# 特殊效果語句 # 
#------------------# 
@phrase[:special] = "特殊" 
@phrase[:two_handed] = "雙手武器" 
@phrase[:fast_attack] = "回合内先制" 
@phrase[:dual_attack] = "連續攻撃" 
@phrase[:critical_bonus] = "會心提升" 
@phrase[:prevent_critical] = "會心防止" 
@phrase[:half_mp_cost] = "消費MP減半" 
@phrase[:double_exp_gain] = "取得經驗值2倍" 
@phrase[:auto_hp_recover] = "HP自動回覆" 
@phrase[:physical_attack] = "物理攻撃" 
@phrase[:damage_to_mp] = "MP傷害" 
@phrase[:absorb_damage] = "傷害吸収" 
@phrase[:ignore_defense] = "防御力無視" 
#------------------# 
# 技能描述語句 # 
#------------------# 
@phrase[:recovery] = "回覆力" 
@phrase[:mp_cost] = "消耗SP" 
@phrase[:hit] = "命中率" 
#------------------# 
# 效果範圍語句 # 
#------------------# 
@phrase[:scope] = "効果範圍" 
@scope[0] = "特殊" 
@scope[1] = "敵單體" 
@scope[2] = "敵全體" 
@scope[3] = "敵單體 連續" 
@scope[4] = "敵單體 隨機" 
@scope[5] = "敵二體 隨機" 
@scope[6] = "敵三體 隨機" 
@scope[7] = "我方單體" 
@scope[8] = "我方全體" 
@scope[9] = "我方戰鬥不能(單)" 
@scope[10] = "我方戰鬥不能(全)" 
@scope[11] = "使用者" 
#------------------# 
# 效果範圍語句 # 
#------------------# 
@parameter_type[1] = "MaxHP" 
@parameter_type[2] = "MaxMP" 
@parameter_type[3] = $data_system.terms.atk 
@parameter_type[4] = $data_system.terms.def 
@parameter_type[5] = $data_system.terms.spi 
@parameter_type[6] = $data_system.terms.agi 
end 
#-------------------------------------------------------------------------- 
# ● 初始化對象 
#-------------------------------------------------------------------------- 
def initialize 
super(0, 0, 544, WLH + 32) 
self.opacity = 255
self.z = 150 
self.visible = false #true,false
end 
#-------------------------------------------------------------------------- 
# ● 設置文本 
# data : 窗口顯示的字符串/物品資料 
# align : 對齊方式 (0..左對齊、1..中間對齊、2..右對齊) 
#-------------------------------------------------------------------------- 
def set_text(data, align=1) 
#------------------------------------------------------------------------ 
# ● 當資料爲文字時候 
#------------------------------------------------------------------------ 
if data != @text or align != @align 
if data.is_a?(String) 
draw_string(data,align) 
end 
end 
return if data.is_a?(String) 
#------------------------------------------------------------------------ 
# ● 當沒有資料時候 
#------------------------------------------------------------------------ 
if data.nil? 
self.visible=false 
else 
self.visible=true 
end 
#------------------------------------------------------------------------ 
# ● 當資料爲物品/技能時候 
#------------------------------------------------------------------------ 
if data != nil && @data != data 
self.width = 210 
self.height = 430 
self.x=0 
self.y=200 
set 
draw_data(data) 
else 
return 
end 
end 
#-------------------------------------------------------------------------- 
# ● 更新帮助窗口 
#-------------------------------------------------------------------------- 
def draw_string(data,align) 
self.width = 544 #修正寬度 
self.height = WLH + 32 #修正高度 
self.x=0 #修正 x 坐標 
self.y=0 #修正 y 坐標 
@text = data #記錄文本資料 
@align = align #記錄對齊方式 
@actor = nil #清空角色資料 
self.contents = Bitmap.new(width - 32, height - 32) if self.contents.nil? 
self.contents.clear 
self.contents.font.color = normal_color 
self.contents.font.size = 20 
self.contents.draw_text(4, 0, self.width - 40, 32, data, align) 
self.visible = true 
end 
#-------------------------------------------------------------------------- 
# ● 更新帮助窗口 
#-------------------------------------------------------------------------- 
def draw_data(data=@data) 
self.width = 186 #修正寬度 
self.height = 430 #修正高度 
self.x=0 #修正 x 坐標 
self.y=150 #修正 y 坐標 
@data = data #記錄 data 資料 
case @data 
when RPG::Item 
set_item_text(@data) 
when RPG::Weapon, RPG::Armor 
set_equipment_text(@data) 
when RPG::Skill 
set_skill_text(@data) 
end 
end 
#-------------------------------------------------------------------------- 
# ● 修正窗口位置 
#-------------------------------------------------------------------------- 
def set_pos(x,y,width,oy,index,column_max) 
cursor_width = width / column_max - 32 
xx = index % column_max * (cursor_width + WLH) 
yy = index / column_max * WLH - oy 
self.x=xx+x+140 
self.y=yy+y+35 
if self.x+self.width>544 
self.x=544-self.width 
end 
if self.y+self.height>416 
self.y=416-self.height 
end 
end 
#------------------------------------------------------------------------ 
# ● 文字描繪 
#------------------------------------------------------------------------ 
def draw_text(text, increase, move=0) 
@y += increase 
self.contents.font.color = Color.new(255, 255, 128, 255)#狀態說明顏色 
self.contents.font.size = @size 
self.contents.draw_text(0+move, @y*@size+5, text.size*6, @size, text, 0) 
end 
#-------------------------------------# 
# 子方法 
#-------------------------------------# 
#-------------------------------------------------------------------------- 
# ● 裝備幫助窗口 
#-------------------------------------------------------------------------- 
def set_equipment_text(equipment) 
#------------------------------------------------------------------------ 
# ● 取得基本質料 
#------------------------------------------------------------------------ 
#----------------------------# 
# 取得屬性、狀態、說明之副本 # 
#----------------------------# 
element_set = equipment.element_set.clone 
state_set = equipment.state_set.clone 
description = equipment.description.clone 
phrase = @phrase 
#----------------------------# 
# 過濾不顯示的屬性與狀態描述 # 
#----------------------------# 
element_set -= @unshow_elements 
state_set -= @unshow_states 
#----------------# 
# 初始化數據設定 # 
#----------------# 
x, h, move = 0, 0, 0 
#------------------# 
# 取得特殊效果數據 # 
#------------------# 
special = [] 
case equipment 
when RPG::Weapon 
special << phrase[:two_handed] if equipment.two_handed 
special << phrase[:fast_attack] if equipment.fast_attack 
special << phrase[:dual_attack] if equipment.dual_attack 
special << phrase[:critical_bonus] if equipment.critical_bonus 
when RPG::Armor 
special << phrase[:prevent_critical]if equipment.prevent_critical 
special << phrase[:half_mp_cost] if equipment.half_mp_cost 
special << phrase[:double_exp_gain] if equipment.double_exp_gain 
special << phrase[:auto_hp_recover] if equipment.auto_hp_recover 
end 
#------------------------------------------------------------------------ 
# ● 確定背景圖片的高度 
#------------------------------------------------------------------------ 
h += (description.size/3/@word) 
h += 1 if (description.size/3%@word) > 0 
now_h = h 
h += 1 #價格 
h += 1 unless equipment.atk.zero? #攻擊力 
h += 1 unless equipment.def.zero? #防禦力 
h += 1 unless equipment.spi.zero? #精神力 
h += 1 unless equipment.agi.zero? #敏捷力 
h += element_set.size + 1 if element_set.size > 0 #屬性 
h += state_set.size + 1 if state_set.size > 0 #狀態 
h += special.size + 1 if special.size > 0 #特殊效果 
#------------------------------------------------------------------------ 
# ● 圖片顯示保證高度 
#------------------------------------------------------------------------ 
#h = 6 + now_h if (h - now_h) < 6 
#------------------------------------------------------------------------ 
# ● 換算高度 
#------------------------------------------------------------------------ 
self.height = h * @size + @name_size + 32 
#------------------------------------------------------------------------ 
# ● 生成背景 
#------------------------------------------------------------------------ 
self.contents = Bitmap.new(self.width - 32, self.height - 32) 
self.contents.clear 
#------------------------------------------------------------------------ 
# ● 名字描繪 
#------------------------------------------------------------------------ 
text = equipment.name 
self.contents.font.color = Color.new(153, 153, 153, 255) #裝備名子顏色(normal_color)
self.contents.font.size = @name_size 
if text.nil? 
self.visible = false 
else 
self.visible = true 
self.contents.draw_text(0, 0, text.size*7, @name_size, text, 0) 
end 
#------------------------------------------------------------------------ 
# ● 說明描繪 
#------------------------------------------------------------------------ 
#------------------------------------------------------------------------ 
# ● 圖標描繪 
#------------------------------------------------------------------------ 
#bitmap = Cache.system("Iconset") 
#rect = Rect.new(equipment.icon_index % 16 * 24, equipment.icon_index / 16 * 24, 24, 24) 
#self.contents.blt(0, y*size + 20, bitmap, rect, 255) 
#------------------------------------------------------------------------ 
# ● 價格描繪 
#------------------------------------------------------------------------ 
unless equipment.price.zero? 
text = phrase[:price] + ":" + equipment.price.to_s 
draw_text(text, 1, move) 
end 
#------------------------------------------------------------------------ 
# ● 攻擊力 
#------------------------------------------------------------------------ 
unless equipment.atk.zero? 
text = $data_system.terms.atk + ":" + equipment.atk.to_s 
draw_text(text, 1, move) 
end 
#------------------------------------------------------------------------ 
# ● 防禦力 
#------------------------------------------------------------------------ 
unless equipment.def.zero? 
text = $data_system.terms.def + ":" + equipment.def.to_s 
draw_text(text, 1, move) 
end 
#------------------------------------------------------------------------ 
# ● 精神力 
#------------------------------------------------------------------------ 
unless equipment.spi.zero? 
text = $data_system.terms.spi + ":" + equipment.spi.to_s 
draw_text(text, 1, move) 
end 
#------------------------------------------------------------------------ 
# ● 敏捷力 
#------------------------------------------------------------------------ 
unless equipment.agi.zero? 
text = $data_system.terms.agi + ":" + equipment.agi.to_s 
draw_text(text, 1, move) 
end 
#------------------------------------------------------------------------ 
# ● 屬性 
#------------------------------------------------------------------------ 
if element_set.size > 0 
case equipment 
when RPG::Weapon 
text=phrase[:elements]+":" 
when RPG::Armor 
text=phrase[:guard_elements]+":" 
end 
draw_text(text, 1, move) 
element_set.each do |i| 
text = $data_system.elements[i] 
draw_text(text, 1, move + @size) 
end 
end 
#------------------------------------------------------------------------ 
# ● 狀態 
#------------------------------------------------------------------------ 
if state_set.size > 0 
case equipment 
when RPG::Weapon 
text=phrase[:states]+":" 
when RPG::Armor 
text=phrase[:guard_states]+":" 
end 
draw_text(text, 1, move) 
state_set.each do |i| 
text = $data_states[i].name 
draw_text(text, 1, move + @size) 
end 
end 
#------------------------------------------------------------------------ 
# ● 特殊效果 
#------------------------------------------------------------------------ 
if special.size > 0 
text = phrase[:special]+":" 
draw_text(text, 1, move) 
special.each {|text| draw_text(text, 1, move + @size)} 
end 
end 
#//////////////////////////////////////////////////////////////////////////// 
#-------------------------------------------------------------------------- 
# ● 物品幫助窗口 
#-------------------------------------------------------------------------- 
def set_item_text(item) 
#----------------------------# 
# 取得屬性、狀態、說明之副本 # 
#----------------------------# 
description = item.description.clone 
element_set = item.element_set.clone 
plus_state_set = item.plus_state_set.clone 
minus_state_set = item.minus_state_set.clone 
# 過濾不顯示的描述 
element_set -= @unshow_elements 
plus_state_set -= @unshow_states 
minus_state_set -= @unshow_states 
# 初始化數據設定 
x, h, move = 0, 0, 0 
phrase = @phrase 
scope = @scope 
parameter_type = @parameter_type 
occasion = @occasion 
# 基本文字設定 
#------------------# 
# 取得特殊效果數據 # 
#------------------# 
special=[]
special << phrase[:physical_attack] if item.physical_attack #物理攻撃 
special << phrase[:damage_to_mp] if item.damage_to_mp #MPにダメージ 
special << phrase[:absorb_damage] if item.absorb_damage #ダメージを吸収 
special << phrase[:ignore_defense] if item.ignore_defense #防御力無視 
#------------------------------------------------------------------------ 
# ● 確定背景圖片的高度 
#------------------------------------------------------------------------ 
h += (description.size/3/@word) 
h += 1 if (description.size/3%@word) > 0 
now_h = h 
h += 2 #効果範囲,價格 
h += 1 if item.consumable #消耗品 
h += 1 unless item.speed.zero? #速度補正値 
h += 1 unless item.hp_recovery_rate==0 and item.hp_recovery==0 #HP 回復 
h += 1 unless item.mp_recovery_rate==0 and item.mp_recovery==0 #MP 回復 
h += 1 unless item.parameter_type.zero? #能力値 
h += 1 unless item.base_damage.zero? #基本ダメージ 
h += element_set.size + 1 if element_set.size > 0 #屬性 
h += plus_state_set.size + 1 if plus_state_set.size > 0 #附加狀態 
h += minus_state_set.size + 1 if minus_state_set.size > 0 #解除狀態 
h += special.size + 1 if special.size > 0 #特殊效果 
#------------------------------------------------------------------------ 
# ● 圖片顯示保證高度 
#------------------------------------------------------------------------ 
#h = 6 + now_h if (h - now_h) < 6 
#------------------------------------------------------------------------ 
# ● 換算高度 
#------------------------------------------------------------------------ 
self.height = h * @size + @name_size + 32 
#------------------------------------------------------------------------ 
# ● 生成背景 
#------------------------------------------------------------------------ 
self.contents = Bitmap.new(self.width - 32, self.height - 32) 
self.contents.clear 
#------------------------------------------------------------------------ 
# ● 名字描繪 
#------------------------------------------------------------------------ 
text = item.name 
self.contents.font.color = normal_color#顔色腳本 
self.contents.font.size = @name_size 
if text.nil? 
self.visible = false 
else 
self.visible = true 
self.contents.draw_text(0,0, text.size*7, 20, text, 0) 
end 
#------------------------------------------------------------------------ 
# ● 說明描繪 
#------------------------------------------------------------------------ 
#x = 0 
#@y += 1 
#while ((text = description.slice!(/./m)) != nil) 
#self.contents.font.color = normal_color 
#self.contents.font.size = @size 
#self.contents.draw_text(x*@size, @y*@size+5, @size, @size, text, 0) 
#x+=1 
#if x == @word 
#x = 0 
#@y += 1 
#end 
#end 
#------------------------------------------------------------------------ 
# ● 圖標描繪 
#------------------------------------------------------------------------ 
#bitmap = Cache.system("Iconset") 
#rect = Rect.new(item.icon_index % 16 * 24, equipment.icon_index / 16 * 24, 24, 24) 
#self.contents.blt(0, y*size + 20, bitmap, rect, 255) 
#------------------------------------------------------------------------ 
# ● 效果範圍 
#------------------------------------------------------------------------ 
text = phrase[:scope] +":"
draw_text(text, 1, move) 
text = scope[item.scope] 
draw_text(text, 1, move + @size) 
#------------------------------------------------------------------------ 
# ● 價格 
#------------------------------------------------------------------------ 
text = phrase[:price] +":" + item.price.to_s
draw_text(text, 1, move) 
#------------------------------------------------------------------------ 
# ● 消耗品 
#------------------------------------------------------------------------ 
if item.consumable 
text = phrase[:consumable] 
draw_text(text, 1, move) 
end 
#------------------------------------------------------------------------ 
# ● 速度補正値 
#------------------------------------------------------------------------ 
unless item.speed.zero? 
text = phrase[:speed] 
draw_text(text, 1, move) 
end 
#------------------------------------------------------------------------ 
# ● HP回復 
#------------------------------------------------------------------------ 
unless item.hp_recovery_rate.zero? and item.hp_recovery.zero? 
if item.hp_recovery_rate > 0 and item.hp_recovery > 0 
text = " + " 
else 
text = "" 
end 
unless item.hp_recovery_rate.zero? 
text = item.hp_recovery_rate.to_s + "%" + text 
end 
unless item.hp_recovery.zero? 
text += item.hp_recovery.to_s 
end 
text = phrase[:recover] +":" + phrase[:hp] + text 
draw_text(text, 1, move) 
end 
#------------------------------------------------------------------------ 
# ● SP回復 
#------------------------------------------------------------------------ 
unless item.mp_recovery_rate.zero? and item.mp_recovery.zero? 
if item.mp_recovery_rate > 0 and item.mp_recovery > 0 
text = " + " 
else 
text = "" 
end 
unless item.mp_recovery_rate.zero? 
text = item.mp_recovery_rate.to_s + "%" + text 
end 
unless item.mp_recovery.zero? 
text += item.mp_recovery.to_s 
end 
text = phrase[:recover] +":" + phrase[:mp] + text 
draw_text(text, 1, move) 
end 
#------------------------------------------------------------------------ 
# ● 能力值增加 
#------------------------------------------------------------------------ 
unless item.parameter_type.zero? 
text= parameter_type[item.parameter_type]+" +"+item.parameter_points.to_s 
draw_text(text, 1, move) 
end 
#------------------------------------------------------------------------ 
# ● 基本ダメージ 
#------------------------------------------------------------------------ 
unless item.base_damage.zero? 
text = phrase[:base_damage] +":" + item.base_damage.to_s 
draw_text(text, 1, move) 
end 
#------------------------------------------------------------------------ 
# ● 屬性 
#------------------------------------------------------------------------ 
if element_set.size > 0 
text = phrase[:elements]+":" 
draw_text(text, 1, move) 
element_set.each do |i| 
text = $data_system.elements[i] 
draw_text(text, 1, move + @size) 
end 
end 
#------------------------------------------------------------------------ 
# ● 添加狀態 
#------------------------------------------------------------------------ 
unless plus_state_set.empty? 
text = phrase[:plus_states]+":" 
draw_text(text, 1, move) 
plus_state_set.each do |i| 
text = $data_states[i].name 
draw_text(text, 1, move + @size) 
end 
end 
#------------------------------------------------------------------------ 
# ● 解除狀態 
#------------------------------------------------------------------------ 
unless minus_state_set.empty? 
text = phrase[:minus_states]+":" 
draw_text(text, 1, move) 
minus_state_set.each do |i| 
text = $data_states[i].name 
draw_text(text, 1, move + @size) 
end 
end 
#------------------------------------------------------------------------ 
# ● 特殊效果 
#------------------------------------------------------------------------ 
if special.size > 0 
text = phrase[:special]+":" 
draw_text(text, 1, move) 
special.each {|text| draw_text(text, 1, move + @size)} 
end 
end 
#//////////////////////////////////////////////////////////////////////////// 
#-------------------------------------------------------------------------- 
# ● 技能帮助窗口 
#-------------------------------------------------------------------------- 
def set_skill_text(skill) 
#----------------------------# 
# 取得屬性、狀態、說明之副本 # 
#----------------------------# 
description = skill.description.clone 
element_set = skill.element_set.clone 
plus_state_set = skill.plus_state_set.clone 
minus_state_set = skill.minus_state_set.clone 
# 初始化設定 
x ,h, move = 0, 0, 0 
phrase = @phrase 
scope = @scope 
#------------------# 
# 取得特殊效果數據 # 
#------------------# 
special = [] 
special << phrase[:physical_attack] if skill.physical_attack #物理攻撃 
special << phrase[:damage_to_mp] if skill.damage_to_mp #MPにダメージ 
special << phrase[:absorb_damage] if skill.absorb_damage #ダメージを吸収 
special << phrase[:ignore_defense] if skill.ignore_defense #防御力無視 
#------------------------------------------------------------------------ 
# ● 確定背景圖片的高度 
#------------------------------------------------------------------------ 
h += (description.size/3/@word) 
h += 1 if (description.size/3%@word) > 0 
now_h = h 
h += 4 #効果範囲,消費MP,命中率 
h += 1 unless skill.speed.zero? #速度補正値 
h += 1 unless skill.base_damage.zero? #基本ダメージ 
h += element_set.size + 1 if element_set.size > 0 #屬性 
h += plus_state_set.size + 1 if plus_state_set.size > 0 #附加狀態 
h += minus_state_set.size + 1 if minus_state_set.size > 0 #解除狀態 
h += special.size + 1 if special.size > 0 #特殊效果 
#------------------------------------------------------------------------ 
# ● 換算高度 
#------------------------------------------------------------------------ 
self.height=h * @size + @name_size + 32 
self.contents = Bitmap.new(self.width - 32,self.height - 32) 
self.contents.clear 
#------------------------------------------------------------------------ 
# ● 名字描述 
#------------------------------------------------------------------------ 
text = skill.name 
self.contents.font.color = Color.new(255, 255, 128, 255) 
self.contents.font.size = @name_size 
if text!=nil 
self.visible = true 
self.contents.draw_text(0,0, text.size*7, @name_size, text, 0) 
else 
self.visible = false 
end 
#------------------------------------------------------------------------ 
# ● 說明描述 
#------------------------------------------------------------------------ 
#------------------------------------------------------------------------ 
# ● 攻擊範圍 
#------------------------------------------------------------------------ 
text = phrase[:scope] +":" 
draw_text(text, 1, move) 
text = scope[skill.scope] 
draw_text(text, 1, move + @size) 
#------------------------------------------------------------------------ 
# ● 基本ダメージ 
#------------------------------------------------------------------------ 
unless skill.base_damage .zero? 
text = skill.base_damage > 0 ? phrase[:base_damage] : phrase[:recovery] 
text += ":" + skill.base_damage.abs.to_s 
draw_text(text, 1, move) 
end 
#------------------------------------------------------------------------ 
# ● 消費SP描述 
#------------------------------------------------------------------------ 
text = phrase[:mp_cost] +":"+ skill.mp_cost.to_s 
draw_text(text, 1, move) 
#------------------------------------------------------------------------ 
# ● 命中率描述 
#------------------------------------------------------------------------ 
text = phrase[:hit] + ":" + skill.hit.to_s + "%" 
draw_text(text, 1, move) 
#------------------------------------------------------------------------ 
# ● 屬性 
#------------------------------------------------------------------------ 
if element_set.size > 0 
text = phrase[:elements]+":" 
draw_text(text, 1, move) 
element_set.each do |i| 
text = $data_system.elements[i] 
draw_text(text, 1, move + @size) 
end 
end 
#------------------------------------------------------------------------ 
# ● 添加狀態 
#------------------------------------------------------------------------ 
unless plus_state_set.empty? 
text = phrase[:plus_states]+":" 
draw_text(text, 1, move) 
plus_state_set.each do |i| 
text = $data_states[i].name 
draw_text(text, 1, move + @size) 
end 
end 
#------------------------------------------------------------------------ 
# ● 解除狀態 
#------------------------------------------------------------------------ 
unless minus_state_set.empty? 
text = phrase[:minus_states]+":" 
draw_text(text, 1, move) 
minus_state_set.each do |i| 
text = $data_states[i].name 
draw_text(text, 1, move + @size) 
end 
end 
#------------------------------------------------------------------------ 
# ● 特殊效果 
#------------------------------------------------------------------------ 
if special.size > 0 
text = phrase[:special]+":" 
draw_text(text, 1, move) 
special.each {|text| draw_text(text, 1, move + @size)} 
end 
end
end
#============================================================================== 
# ■ Window_Item 
#------------------------------------------------------------------------------ 
#  アイテム画面などで、所持アイテムの一覧を表示するウィンドウです。 
#============================================================================== 
class Window_Item < Window_Selectable 
#-------------------------------------------------------------------------- 
# ● ヘルプテキスト更新 
#-------------------------------------------------------------------------- 
def update_help 
@help_window.set_text(item) 
#修正窗口位置 
@help_window.set_pos(self.x,self.y,self.width,self.oy,self.index,@column_max) 
end 
end 
#============================================================================== 
# ■ Window_Skill 
#------------------------------------------------------------------------------ 
#  スキル画面などで、使用できるスキルの一覧を表示するウィンドウです。 
#============================================================================== 
class Window_Skill < Window_Selectable
#-------------------------------------------------------------------------- 
# ● ヘルプテキスト更新 
#-------------------------------------------------------------------------- 
def update_help 
@help_window.set_text(skill) 
#修正窗口位置 
@help_window.set_pos(self.x,self.y,self.width,self.oy,self.index,@column_max) 
end 
end 
#============================================================================== 
# ■ Window_Equip 
#------------------------------------------------------------------------------ 
#  装備画面で、アクターが現在装備しているアイテムを表示するウィンドウです。 
#============================================================================== 
class Window_Equip < Window_Selectable 
#-------------------------------------------------------------------------- 
# ● ヘルプテキスト更新 
#-------------------------------------------------------------------------- 
def update_help 
@help_window.set_text(item) 
#修正窗口位置 
@help_window.set_pos(self.x,self.y,self.width,self.oy,self.index,@column_max) 
end 
end 
#============================================================================== 
# ■ Window_ShopBuy 
#------------------------------------------------------------------------------ 
#  ショップ画面で、購入できる商品の一覧を表示するウィンドウです。 
#============================================================================== 
class Window_ShopBuy < Window_Selectable 
#-------------------------------------------------------------------------- 
# ● ヘルプテキスト更新 
#-------------------------------------------------------------------------- 
def update_help 
@help_window.set_text(item) 
#修正窗口位置 
@help_window.set_pos(self.x,self.y,self.width,self.oy,self.index,@column_max) 
end
end 
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