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lirn 发表于 2013-6-21 12:21 ![]()  
如果仅仅是说添加装备栏,我也还有另外一个,但是那个脚本我不知道如何附加初始装备以及固定初始装备。 
 
 ...  
好吧!!贴给你吧!! 
 
英文注释有详细的使用方法! 
(看不到就百度或谷歌吧----     你X的,你看的懂为毛不汉化呀- -#)- #==============================================================================
 
 - # 
 
 - # ▼ Yanfly Engine Ace - Ace Equip Engine v1.05
 
 - # -- Last Updated: 2012.01.22
 
 - # -- Level: Normal, Hard
 
 - # -- Requires: n/a
 
 - # 
 
 - #==============================================================================
 
  
- $imported = {} if $imported.nil?
 
 - $imported["YEA-AceEquipEngine"] = true
 
  
- #==============================================================================
 
 - # ▼ Updates
 
 - # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
 
 - # 2012.01.22 - Bug Fixed: <equip slot> notetags updated to factor in spaces.
 
 - # 2012.01.05 - Compatibility Update: Equip Dynamic Stats
 
 - # 2011.12.30 - Bug Fixed: Stats didn't update.
 
 - # 2011.12.23 - Script efficiency optimized.
 
 - # 2011.12.18 - Script efficiency optimized.
 
 - # 2011.12.13 - Started Script and Finished.
 
 - # 
 
 - #==============================================================================
 
 - # ▼ Introduction
 
 - # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
 
 - # The default equipment system in RPG Maker VX is the standard equipment system
 
 - # seen in all of the previous iterations, which consists of weapon, shield,
 
 - # headgear, bodygear, and accessory. To break free of that norm, this script
 
 - # allows users access to giving actors and/or classes dynamic equipment setups
 
 - # (including having multiples of the same categories). In addition to having
 
 - # different equip slot setups, newer equipment types can be made to allow for
 
 - # more diversity in armour types.
 
 - # 
 
 - #==============================================================================
 
 - # ▼ Instructions
 
 - # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
 
 - # To install this script, open up your script editor and copy/paste this script
 
 - # to an open slot below ▼ Materials/素材 but above ▼ Main. Remember to save.
 
 - # 
 
 - # -----------------------------------------------------------------------------
 
 - # Actor Notetags - These notetags go in the actors notebox in the database.
 
 - # -----------------------------------------------------------------------------
 
 - # <equip slots>
 
 - #  string
 
 - #  string
 
 - # </equip slots>
 
 - # This sets the actor's default slots to whatever is listed in between the two
 
 - # notetags. An actor's custom equip slots will take priority over a class's
 
 - # custom equip slots, which will take priority over the default equip slots.
 
 - # Replace "string" with the proper equipment type name or when in doubt, use
 
 - # "equip type: x" with x as the equipment type.
 
 - # 
 
 - # <starting gear: x>
 
 - # <starting gear: x, x>
 
 - # Adds armour x to the actor's list of starting gear. This is used primarily
 
 - # for the newer pieces of gear that can't be added through the starting set of
 
 - # equipment through the RPG Maker VX Ace editor by default. Insert multiple of
 
 - # these notetags to add more pieces of starting gear if so desired.
 
 - # 
 
 - # <fixed equip: x>
 
 - # <fixed equip: x, x>
 
 - # This will fix the equip type x. Fixed equip slots mean that the equipment
 
 - # already on it are unable to be exchanged in or out by the player. This tag
 
 - # has been made so that equip types can be fixed for equip type 5 and above.
 
 - # Use multiple of these notetags to add more fixed equipment restrictions.
 
 - # 
 
 - # <sealed equip: x>
 
 - # <sealed equip: x, x>
 
 - # This will seal the equip type x. Sealed equip slots mean that no equipment
 
 - # can be equipped onto that equip type slot. This tag has been made so that
 
 - # equip types can be sealed for equip type 5 and above. Use multiple of these
 
 - # notetags to add more sealed equipment restrictions.
 
 - # 
 
 - # -----------------------------------------------------------------------------
 
 - # Class Notetags - These notetags go in the class notebox in the database.
 
 - # -----------------------------------------------------------------------------
 
 - # <equip slots>
 
 - #  string
 
 - #  string
 
 - # </equip slots>
 
 - # This sets the class's default slots to whatever is listed in between the two
 
 - # notetags. An actor's custom equip slots will take priority over a class's
 
 - # custom equip slots, which will take priority over the default equip slots.
 
 - # Replace "string" with the proper equipment type name or when in doubt, use
 
 - # "equip type: x" with x as the equipment type.
 
 - # 
 
 - # <fixed equip: x>
 
 - # <fixed equip: x, x>
 
 - # This will fix the equip type x. Fixed equip slots mean that the equipment
 
 - # already on it are unable to be exchanged in or out by the player. This tag
 
 - # has been made so that equip types can be fixed for equip type 5 and above.
 
 - # Use multiple of these notetags to add more fixed equipment restrictions.
 
 - # 
 
 - # <sealed equip: x>
 
 - # <sealed equip: x, x>
 
 - # This will seal the equip type x. Sealed equip slots mean that no equipment
 
 - # can be equipped onto that equip type slot. This tag has been made so that
 
 - # equip types can be sealed for equip type 5 and above. Use multiple of these
 
 - # notetags to add more sealed equipment restrictions.
 
 - # 
 
 - # -----------------------------------------------------------------------------
 
 - # Weapon Notetags - These notetags go in the weapons notebox in the database.
 
 - # -----------------------------------------------------------------------------
 
 - # <fixed equip: x>
 
 - # <fixed equip: x, x>
 
 - # This will fix the equip type x. Fixed equip slots mean that the equipment
 
 - # already on it are unable to be exchanged in or out by the player. This tag
 
 - # has been made so that equip types can be fixed for equip type 5 and above.
 
 - # Use multiple of these notetags to add more fixed equipment restrictions.
 
 - # 
 
 - # <sealed equip: x>
 
 - # <sealed equip: x, x>
 
 - # This will seal the equip type x. Sealed equip slots mean that no equipment
 
 - # can be equipped onto that equip type slot. This tag has been made so that
 
 - # equip types can be sealed for equip type 5 and above. Use multiple of these
 
 - # notetags to add more sealed equipment restrictions.
 
 - # 
 
 - # -----------------------------------------------------------------------------
 
 - # Armour Notetags - These notetags go in the armour notebox in the database.
 
 - # -----------------------------------------------------------------------------
 
 - # <equip type: x>
 
 - # <equip type: string>
 
 - # For the newer equip types, replace x or string with the equip type ID or the
 
 - # name of the equip type respectively. This will set that armour to that
 
 - # particular equip type.
 
 - # 
 
 - # <fixed equip: x>
 
 - # <fixed equip: x, x>
 
 - # This will fix the equip type x. Fixed equip slots mean that the equipment
 
 - # already on it are unable to be exchanged in or out by the player. This tag
 
 - # has been made so that equip types can be fixed for equip type 5 and above.
 
 - # Use multiple of these notetags to add more fixed equipment restrictions.
 
 - # 
 
 - # <sealed equip: x>
 
 - # <sealed equip: x, x>
 
 - # This will seal the equip type x. Sealed equip slots mean that no equipment
 
 - # can be equipped onto that equip type slot. This tag has been made so that
 
 - # equip types can be sealed for equip type 5 and above. Use multiple of these
 
 - # notetags to add more sealed equipment restrictions.
 
 - # 
 
 - # -----------------------------------------------------------------------------
 
 - # State Notetags - These notetags go in the states notebox in the database.
 
 - # -----------------------------------------------------------------------------
 
 - # <fixed equip: x>
 
 - # <fixed equip: x, x>
 
 - # This will fix the equip type x. Fixed equip slots mean that the equipment
 
 - # already on it are unable to be exchanged in or out by the player. This tag
 
 - # has been made so that equip types can be fixed for equip type 5 and above.
 
 - # Use multiple of these notetags to add more fixed equipment restrictions.
 
 - # 
 
 - # <sealed equip: x>
 
 - # <sealed equip: x, x>
 
 - # This will seal the equip type x. Sealed equip slots mean that no equipment
 
 - # can be equipped onto that equip type slot. This tag has been made so that
 
 - # equip types can be sealed for equip type 5 and above. Use multiple of these
 
 - # notetags to add more sealed equipment restrictions.
 
 - # 
 
 - #==============================================================================
 
 - # ▼ Compatibility
 
 - # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
 
 - # This script is made strictly for RPG Maker VX Ace. It is highly unlikely that
 
 - # it will run with RPG Maker VX without adjusting.
 
 - # 
 
 - #==============================================================================
 
  
- module YEA
 
 -   module EQUIP
 
 -     
 
 -     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
 
 -     # - General Equip Settings -
 
 -     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
 
 -     # This adjusts the default equip configuration. While actors can have their
 
 -     # own unique equipment configurations, it's recommended to not change too
 
 -     # much as things get really hairy when it comes to proper eventing.
 
 -     # 
 
 -     # ID   Equip Type
 
 -     # ---  ------------
 
 -     #  0   Weapon
 
 -     #  1   Shield
 
 -     #  2   Headgear
 
 -     #  3   Bodygear
 
 -     #  4   Accessory
 
 -     # 
 
 -     # Whatever you set the below slots to, the dual wield setup will be exactly
 
 -     # identical except that the second slot will be changed to a weapon (0).
 
 -     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
 
 -     # Adjust this array to set the default slots used for all of your actors
 
 -     # and classes if they do not have a custom equipment slot setup.
 
 -     DEFAULT_BASE_SLOTS = [ 0, 1, 2, 3, 5,7,6,8,4,4]
 
 -     
 
 -     # This hash adjusts the new equip types (past 4+). Adjust them to match
 
 -     # their names properly. You can choose to allow certain types of equipment
 
 -     # be removable or not, or whether or not optimize will affect them.
 
 -     TYPES ={
 
 -     # TypeID => ["Type Name", Removable?, Optimize?],
 
 -            0 => [   "武器",      false,      true],
 
 -            1 => [   "盾",       true,      true],
 
 -            2 => [ "头盔",       true,      true],
 
 -            3 => [ "防具",       true,      true],
 
 -            4 => ["贵重物品",       true,     false],
 
 -           5 => [ "护腕",       true,      false],
 
 -            6 => [ "项链",       true,      true],
 
 -            7 => [ "鞋子",       true,      true],
 
 -            8 => [ "戒指",       true,      true],
 
 -     } # Do not remove this.
 
 -     
 
 -     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
 
 -     # - Equip Command List -
 
 -     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
 
 -     # Here, you can adjust the order at which the commands appear (or even
 
 -     # remove commands as you see fit). Here's a list of which does what:
 
 -     # 
 
 -     # -------------------------------------------------------------------------
 
 -     # :command         Description
 
 -     # -------------------------------------------------------------------------
 
 -     # :equip           Activates the manual equip window. Default.
 
 -     # :optimize        Optimizes equipment for the actor. Default.
 
 -     # :clear           Clears all equipment from the actor. Default
 
 -     # 
 
 -     # And that's all of the currently available commands. This list will be
 
 -     # updated as more scripts become available.
 
 -     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
 
 -     # This array arranges the order of which the commands appear in the Equip
 
 -     # Command window in the Equip Scene.
 
 -     COMMAND_LIST =[
 
 -       :equip,
 
 -       :optimize,
 
 -       :clear,
 
 -     # :custom1,
 
 -     # :custom2,
 
 -     ] # Do not remove this.
 
 -     
 
 -     #--------------------------------------------------------------------------
 
 -     # - Equip Custom Commands -
 
 -     # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
 -     # For those who use scripts to that may produce unique effects for
 
 -     # equipping, use this hash to manage the custom commands for the Equip
 
 -     # Command Window. You can disable certain commands or prevent them from
 
 -     # appearing by using switches. If you don't wish to bind them to a switch,
 
 -     # set the proper switch to 0 for it to have no impact.
 
 -     #--------------------------------------------------------------------------
 
 -     CUSTOM_EQUIP_COMMANDS ={
 
 -     # :command => ["Display Name", EnableSwitch, ShowSwitch, Handler Method],
 
 -       :custom1 => [ "Custom Name",            0,          0, :command_name1],
 
 -       :custom2 => [ "Custom Text",           13,          0, :command_name2],
 
 -     } # Do not remove this.
 
 -     
 
 -     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
 
 -     # - Misc Window Settings -
 
 -     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
 
 -     # This section adjusts the minor visuals that you see inside of the newly
 
 -     # organized Equip Scene. Adjust the settings as you see fit.
 
 -     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
 
 -     # This sets the font size used for the status window in the lower right
 
 -     # corner of the screen (which shows stats and comparisons).
 
 -     STATUS_FONT_SIZE = 20
 
 -     
 
 -     # This sets the remove equip command in the item window.
 
 -     REMOVE_EQUIP_ICON = 185
 
 -     REMOVE_EQUIP_TEXT = "<Remove Equip>"
 
 -     
 
 -     # This sets the no-equipment text in the slot window.
 
 -     NOTHING_ICON = 185
 
 -     NOTHING_TEXT = "<Empty>"
 
 -     
 
 -     
 
 -   end # EQUIP
 
 - end # YEA
 
  
- #==============================================================================
 
 - # ▼ Editting anything past this point may potentially result in causing
 
 - # computer damage, incontinence, explosion of user's head, coma, death, and/or
 
 - # halitosis so edit at your own risk.
 
 - #==============================================================================
 
  
- module YEA
 
 -   module REGEXP
 
 -   module BASEITEM
 
 -     
 
 -     EQUIP_SLOTS_ON  = /<(?:EQUIP_SLOTS|equip slots)>/i
 
 -     EQUIP_SLOTS_OFF = /<\/(?:EQUIP_SLOTS|equip slots)>/i
 
 -     
 
 -     EQUIP_TYPE_INT = /<(?:EQUIP_TYPE|equip type):[ ]*(\d+)>/i
 
 -     EQUIP_TYPE_STR = /<(?:EQUIP_TYPE|equip type):[ ]*(.*)>/i
 
 -     
 
 -     STARTING_GEAR = /<(?:STARTING_GEAR|starting gear):[ ](\d+(?:\s*,\s*\d+)*)>/i
 
 -     
 
 -     FIXED_EQUIP = /<(?:FIXED_EQUIP|fixed equip):[ ](\d+(?:\s*,\s*\d+)*)>/i
 
 -     SEALED_EQUIP = /<(?:SEALED_EQUIP|sealed equip):[ ](\d+(?:\s*,\s*\d+)*)>/i
 
 -     
 
 -   end # BASEITEM
 
 -   end # REGEXP
 
 - end # YEA
 
  
- #==============================================================================
 
 - # ■ Vocab
 
 - #==============================================================================
 
  
- module Vocab
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # overwrite method: self.etype
 
 -   #--------------------------------------------------------------------------
 
 -   def self.etype(etype)
 
 -     return $data_system.terms.etypes[etype] if [0,1,2,3,4].include?(etype)
 
 -     return YEA::EQUIP::TYPES[etype][0] if YEA::EQUIP::TYPES.include?(etype)
 
 -     return ""
 
 -   end
 
 -   
 
 - end # Vocab
 
  
- #==============================================================================
 
 - # ■ Icon
 
 - #==============================================================================
 
  
- module Icon
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # self.remove_equip
 
 -   #--------------------------------------------------------------------------
 
 -   def self.remove_equip; return YEA::EQUIP::REMOVE_EQUIP_ICON; end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # self.nothing_equip
 
 -   #--------------------------------------------------------------------------
 
 -   def self.nothing_equip; return YEA::EQUIP::NOTHING_ICON; end
 
 -     
 
 - end # Icon
 
  
- #==============================================================================
 
 - # ■ Numeric
 
 - #==============================================================================
 
  
- class Numeric
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # new method: group_digits
 
 -   #--------------------------------------------------------------------------
 
 -   unless $imported["YEA-CoreEngine"]
 
 -   def group; return self.to_s; end
 
 -   end # $imported["YEA-CoreEngine"]
 
 -     
 
 - end # Numeric
 
  
- #==============================================================================
 
 - # ■ DataManager
 
 - #==============================================================================
 
  
- module DataManager
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # alias method: load_database
 
 -   #--------------------------------------------------------------------------
 
 -   class <<self; alias load_database_aee load_database; end
 
 -   def self.load_database
 
 -     load_database_aee
 
 -     load_notetags_aee
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # new method: load_notetags_aee
 
 -   #--------------------------------------------------------------------------
 
 -   def self.load_notetags_aee
 
 -     groups = [$data_actors, $data_classes, $data_weapons, $data_armors,
 
 -       $data_states]
 
 -     for group in groups
 
 -       for obj in group
 
 -         next if obj.nil?
 
 -         obj.load_notetags_aee
 
 -       end
 
 -     end
 
 -   end
 
 -   
 
 - end # DataManager
 
  
- #==============================================================================
 
 - # ■ RPG::BaseItem
 
 - #==============================================================================
 
  
- class RPG::BaseItem
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # public instance variables
 
 -   #--------------------------------------------------------------------------
 
 -   attr_accessor :base_equip_slots
 
 -   attr_accessor :fixed_equip_type
 
 -   attr_accessor :sealed_equip_type
 
 -   attr_accessor :extra_starting_equips
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # common cache: load_notetags_aee
 
 -   #--------------------------------------------------------------------------
 
 -   def load_notetags_aee
 
 -     @base_equip_slots = []
 
 -     @equip_slots_on = false
 
 -     @fixed_equip_type = []
 
 -     @sealed_equip_type = []
 
 -     @extra_starting_equips = []
 
 -     #---
 
 -     self.note.split(/[\r\n]+/).each { |line|
 
 -       case line
 
 -       #---
 
 -       when YEA::REGEXP::BASEITEM::EQUIP_SLOTS_ON
 
 -         next unless self.is_a?(RPG::Actor) ||self.is_a?(RPG::Class)
 
 -         @equip_slots_on = true
 
 -       when YEA::REGEXP::BASEITEM::EQUIP_SLOTS_OFF
 
 -         next unless self.is_a?(RPG::Actor) ||self.is_a?(RPG::Class)
 
 -         @equip_slots_on = false
 
 -       #---
 
 -       when YEA::REGEXP::BASEITEM::STARTING_GEAR
 
 -         next unless self.is_a?(RPG::Actor)
 
 -         $1.scan(/\d+/).each { |num| 
 
 -         @extra_starting_equips.push(num.to_i) if num.to_i > 0 }
 
 -       when YEA::REGEXP::BASEITEM::FIXED_EQUIP
 
 -         $1.scan(/\d+/).each { |num| 
 
 -         @fixed_equip_type.push(num.to_i) if num.to_i > 0 }
 
 -       when YEA::REGEXP::BASEITEM::SEALED_EQUIP
 
 -         $1.scan(/\d+/).each { |num| 
 
 -         @sealed_equip_type.push(num.to_i) if num.to_i > 0 }
 
 -       #---
 
 -       when YEA::REGEXP::BASEITEM::EQUIP_TYPE_INT
 
 -         next unless self.is_a?(RPG::Armor)
 
 -         @etype_id = [1, $1.to_i].max
 
 -       when YEA::REGEXP::BASEITEM::EQUIP_TYPE_STR
 
 -         next unless self.is_a?(RPG::Armor)
 
 -         for key in YEA::EQUIP::TYPES
 
 -           id = key[0]
 
 -           next if YEA::EQUIP::TYPES[id][0].upcase != $1.to_s.upcase
 
 -           @etype_id = [1, id].max
 
 -           break
 
 -         end
 
 -       #---
 
 -       else
 
 -         if @equip_slots_on
 
 -           case line.upcase
 
 -           when /EQUIP TYPE[ ](\d+)/i, /EQUIP TYPE:[ ](\d+)/i
 
 -             id = $1.to_i
 
 -             @base_equip_slots.push(id) if [0,1,2,3,4].include?(id)
 
 -             @base_equip_slots.push(id) if YEA::EQUIP::TYPES.include?(id)
 
 -           when /WEAPON/i
 
 -             @base_equip_slots.push(0)
 
 -           when /SHIELD/i
 
 -             @base_equip_slots.push(1)
 
 -           when /HEAD/i
 
 -             @base_equip_slots.push(2)
 
 -           when /BODY/i, /ARMOR/i, /ARMOUR/i
 
 -             @base_equip_slots.push(3)
 
 -           when /ETC/i, /OTHER/i, /ACCESSOR/i
 
 -             @base_equip_slots.push(4)
 
 -           else
 
 -             text = line.upcase.delete(" ")
 
 -             for key in YEA::EQUIP::TYPES
 
 -               id = key[0]
 
 -               next if YEA::EQUIP::TYPES[id][0].upcase.delete(" ")!= text
 
 -               @base_equip_slots.push(id)
 
 -               break
 
 -             end
 
 -           end
 
 -         end
 
 -       end
 
 -     } # self.note.split
 
 -     #---
 
 -     return unless self.is_a?(RPG::Class)
 
 -     if @base_equip_slots.empty?
 
 -       @base_equip_slots = YEA::EQUIP::DEFAULT_BASE_SLOTS.clone
 
 -     end
 
 -   end
 
 -   
 
 - end # RPG::BaseItem
 
  
- #==============================================================================
 
 - # ■ Game_Temp
 
 - #==============================================================================
 
  
- class Game_Temp
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # public instance variables
 
 -   #--------------------------------------------------------------------------
 
 -   attr_accessor :eds_actor
 
 -   attr_accessor :scene_equip_index
 
 -   attr_accessor :scene_equip_oy
 
 -   
 
 - end # Game_Temp
 
  
- #==============================================================================
 
 - # ■ Game_BaseItem
 
 - #==============================================================================
 
  
- class Game_BaseItem
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # public instance variables
 
 -   #--------------------------------------------------------------------------
 
 -   attr_accessor :item_id
 
 -   
 
 - end # Game_BaseItem
 
  
- #==============================================================================
 
 - # ■ Game_BattlerBase
 
 - #==============================================================================
 
  
- class Game_BattlerBase
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # alias method: equip_type_fixed?
 
 -   #--------------------------------------------------------------------------
 
 -   alias game_battlerbase_equip_type_fixed_aee equip_type_fixed?
 
 -   def equip_type_fixed?(etype_id)
 
 -     return true if fixed_etypes.include?(etype_id) if actor?
 
 -     return game_battlerbase_equip_type_fixed_aee(etype_id)
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # alias method: equip_type_sealed?
 
 -   #--------------------------------------------------------------------------
 
 -   alias game_battlerbase_equip_type_sealed_aee equip_type_sealed?
 
 -   def equip_type_sealed?(etype_id)
 
 -     return true if sealed_etypes.include?(etype_id) if actor?
 
 -     return game_battlerbase_equip_type_sealed_aee(etype_id)
 
 -   end
 
 -   
 
 - end # Game_BattlerBase
 
  
- #==============================================================================
 
 - # ■ Game_Actor
 
 - #==============================================================================
 
  
- class Game_Actor < Game_Battler
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # alias method: init_equips
 
 -   #--------------------------------------------------------------------------
 
 -   alias game_actor_init_equips_aee init_equips
 
 -   def init_equips(equips)
 
 -     game_actor_init_equips_aee(equips)
 
 -     equip_extra_starting_equips
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # new method: equip_extra_starting_equips
 
 -   #--------------------------------------------------------------------------
 
 -   def equip_extra_starting_equips
 
 -     for equip_id in actor.extra_starting_equips
 
 -       armour = $data_armors[equip_id]
 
 -       next if armour.nil?
 
 -       etype_id = armour.etype_id
 
 -       next unless equip_slots.include?(etype_id)
 
 -       slot_id = empty_slot(etype_id)
 
 -       @equips[slot_id].set_equip(etype_id == 0, armour.id)
 
 -     end
 
 -     refresh
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # overwrite method: equip_slots
 
 -   #--------------------------------------------------------------------------
 
 -   def equip_slots
 
 -     return equip_slots_dual if dual_wield?
 
 -     return equip_slots_normal
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # new method: equip_slots_normal
 
 -   #--------------------------------------------------------------------------
 
 -   def equip_slots_normal
 
 -     return self.actor.base_equip_slots if self.actor.base_equip_slots != []
 
 -     return self.class.base_equip_slots
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # new method: equip_slots_dual
 
 -   #--------------------------------------------------------------------------
 
 -   def equip_slots_dual
 
 -     array = equip_slots_normal.clone
 
 -     array[1] = 0 if array.size >= 2
 
 -     return array
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # new method: fixed_etypes
 
 -   #--------------------------------------------------------------------------
 
 -   def fixed_etypes
 
 -     array = []
 
 -     array |= self.actor.fixed_equip_type
 
 -     array |= self.class.fixed_equip_type
 
 -     for equip in equips
 
 -       next if equip.nil?
 
 -       array |= equip.fixed_equip_type
 
 -     end
 
 -     for state in states
 
 -       next if state.nil?
 
 -       array |= state.fixed_equip_type
 
 -     end
 
 -     return array
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # new method: sealed_etypes
 
 -   #--------------------------------------------------------------------------
 
 -   def sealed_etypes
 
 -     array = []
 
 -     array |= self.actor.sealed_equip_type
 
 -     array |= self.class.sealed_equip_type
 
 -     for equip in equips
 
 -       next if equip.nil?
 
 -       array |= equip.sealed_equip_type
 
 -     end
 
 -     for state in states
 
 -       next if state.nil?
 
 -       array |= state.sealed_equip_type
 
 -     end
 
 -     return array
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # alias method: change_equip
 
 -   #--------------------------------------------------------------------------
 
 -   alias game_actor_change_equip_aee change_equip
 
 -   def change_equip(slot_id, item)
 
 -     if item.nil? && !@optimize_clear
 
 -       etype_id = equip_slots[slot_id]
 
 -       return unless YEA::EQUIP::TYPES[etype_id][1]
 
 -     elsif item.nil? && @optimize_clear
 
 -       etype_id = equip_slots[slot_id]
 
 -       return unless YEA::EQUIP::TYPES[etype_id][2]
 
 -     end
 
 -     game_actor_change_equip_aee(slot_id, item)
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # overwrite method: optimize_equipments
 
 -   #--------------------------------------------------------------------------
 
 -   def optimize_equipments
 
 -     $game_temp.eds_actor = self
 
 -     @optimize_clear = true
 
 -     clear_equipments
 
 -     @optimize_clear = false
 
 -     equip_slots.size.times do |i|
 
 -       next if !equip_change_ok?(i)
 
 -       next unless can_optimize?(i)
 
 -       items = $game_party.equip_items.select do |item|
 
 -         item.etype_id == equip_slots[i] &&
 
 -         equippable?(item) && item.performance >= 0
 
 -       end
 
 -       change_equip(i, items.max_by {|item| item.performance })
 
 -     end
 
 -     $game_temp.eds_actor = nil
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # new method: can_optimize?
 
 -   #--------------------------------------------------------------------------
 
 -   def can_optimize?(slot_id)
 
 -     etype_id = equip_slots[slot_id]
 
 -     return YEA::EQUIP::TYPES[etype_id][2]
 
 -   end
 
 -   
 
 - end # Game_Actor
 
  
- #==============================================================================
 
 - # ■ Game_Interpreter
 
 - #==============================================================================
 
  
- class Game_Interpreter
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # overwrite method: change equip
 
 -   #--------------------------------------------------------------------------
 
 -   def command_319
 
 -     actor = $game_actors[@params[0]]
 
 -     return if actor.nil?
 
 -     if @params[1] == 0 && @params[2] != 0
 
 -       item = $data_weapons[@params[2]]
 
 -       return unless actor.equip_slots.include?(0)
 
 -       slot_id = actor.empty_slot(0)
 
 -     elsif @params[2] != 0
 
 -       item = $data_armors[@params[2]]
 
 -       return unless actor.equip_slots.include?(item.etype_id)
 
 -       slot_id = actor.empty_slot(item.etype_id)
 
 -     else
 
 -       slot_id = @params[1]
 
 -     end
 
 -     actor.change_equip_by_id(slot_id, @params[2])
 
 -   end
 
 -   
 
 - end # Game_Interpreter
 
  
- #==============================================================================
 
 - # ■ Window_EquipStatus
 
 - #==============================================================================
 
  
- class Window_EquipStatus < Window_Base
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # overwrite method: initialize
 
 -   #--------------------------------------------------------------------------
 
 -   def initialize(dx, dy)
 
 -     super(dx, dy, window_width, Graphics.height - dy)
 
 -     [url=home.php?mod=space&uid=95897]@actor[/url] = nil
 
 -     @temp_actor = nil
 
 -     refresh
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # overwrite method: window_width
 
 -   #--------------------------------------------------------------------------
 
 -   def window_width; return Graphics.width * 2 / 5; end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # overwrite method: refresh
 
 -   #--------------------------------------------------------------------------
 
 -   def refresh
 
 -     contents.clear
 
 -     8.times {|i| draw_item(0, line_height * i, i) }
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # overwrite method: draw_item
 
 -   #--------------------------------------------------------------------------
 
 -   def draw_item(dx, dy, param_id)
 
 -     draw_background_colour(dx, dy)
 
 -     draw_param_name(dx + 4, dy, param_id)
 
 -     draw_current_param(dx + 4, dy, param_id) if @actor
 
 -     drx = (contents.width + 22) / 2
 
 -     draw_right_arrow(drx, dy)
 
 -     draw_new_param(drx + 22, dy, param_id) if @temp_actor
 
 -     reset_font_settings
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # new method: draw_background_colour
 
 -   #--------------------------------------------------------------------------
 
 -   def draw_background_colour(dx, dy)
 
 -     colour = Color.new(0, 0, 0, translucent_alpha/2)
 
 -     rect = Rect.new(dx+1, dy+1, contents.width - 2, line_height - 2)
 
 -     contents.fill_rect(rect, colour)
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # overwrite method: draw_param_name
 
 -   #--------------------------------------------------------------------------
 
 -   def draw_param_name(dx, dy, param_id)
 
 -     contents.font.size = YEA::EQUIP::STATUS_FONT_SIZE
 
 -     change_color(system_color)
 
 -     draw_text(dx, dy, contents.width, line_height, Vocab::param(param_id))
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # overwrite method: draw_current_param
 
 -   #--------------------------------------------------------------------------
 
 -   def draw_current_param(dx, dy, param_id)
 
 -     change_color(normal_color)
 
 -     dw = (contents.width + 22) / 2
 
 -     draw_text(0, dy, dw, line_height, @actor.param(param_id).group, 2)
 
 -     reset_font_settings
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # overwrite method: draw_new_param
 
 -   #--------------------------------------------------------------------------
 
 -   def draw_new_param(dx, dy, param_id)
 
 -     contents.font.size = YEA::EQUIP::STATUS_FONT_SIZE
 
 -     new_value = @temp_actor.param(param_id)
 
 -     change_color(param_change_color(new_value - @actor.param(param_id)))
 
 -     draw_text(0, dy, contents.width-4, line_height, new_value.group, 2)
 
 -     reset_font_settings
 
 -   end
 
 -   
 
 - end # Window_EquipStatus
 
  
- #==============================================================================
 
 - # ■ Window_EquipCommand
 
 - #==============================================================================
 
  
- class Window_EquipCommand < Window_HorzCommand
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # overwrite method: make_command_list
 
 -   #--------------------------------------------------------------------------
 
 -   def make_command_list
 
 -     for command in YEA::EQUIP::COMMAND_LIST
 
 -       case command
 
 -       when :equip
 
 -         add_command(Vocab::equip2, :equip)
 
 -       when :optimize
 
 -         add_command(Vocab::optimize, :optimize)
 
 -       when :clear
 
 -         add_command(Vocab::clear, :clear)
 
 -       else
 
 -         process_custom_command(command)
 
 -       end
 
 -     end
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # process_ok
 
 -   #--------------------------------------------------------------------------
 
 -   def process_ok
 
 -     $game_temp.scene_equip_index = index
 
 -     $game_temp.scene_equip_oy = self.oy
 
 -     super
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # new method: process_custom_command
 
 -   #--------------------------------------------------------------------------
 
 -   def process_custom_command(command)
 
 -     return unless YEA::EQUIP::CUSTOM_EQUIP_COMMANDS.include?(command)
 
 -     show = YEA::EQUIP::CUSTOM_EQUIP_COMMANDS[command][2]
 
 -     continue = show <= 0 ? true : $game_switches[show]
 
 -     return unless continue
 
 -     text = YEA::EQUIP::CUSTOM_EQUIP_COMMANDS[command][0]
 
 -     switch = YEA::EQUIP::CUSTOM_EQUIP_COMMANDS[command][1]
 
 -     enabled = switch <= 0 ? true : $game_switches[switch]
 
 -     add_command(text, command, enabled)
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # overwrite method: window_width
 
 -   #--------------------------------------------------------------------------
 
 -   def window_width; return 160; end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # overwrite method: contents_width
 
 -   #--------------------------------------------------------------------------
 
 -   def contents_width; return width - standard_padding * 2; end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # overwrite method: contents_height
 
 -   #--------------------------------------------------------------------------
 
 -   def contents_height
 
 -     ch = height - standard_padding * 2
 
 -     return [ch - ch % item_height, row_max * item_height].max
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # overwrite method: visible_line_number
 
 -   #--------------------------------------------------------------------------
 
 -   def visible_line_number; return 4; end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # overwrite method: col_max
 
 -   #--------------------------------------------------------------------------
 
 -   def col_max; return 1; end
 
 -     
 
 -   #--------------------------------------------------------------------------
 
 -   # overwrite method: item_rect
 
 -   #--------------------------------------------------------------------------
 
 -   def item_rect(index)
 
 -     rect = Rect.new
 
 -     rect.width = item_width
 
 -     rect.height = item_height
 
 -     rect.x = index % col_max * (item_width + spacing)
 
 -     rect.y = index / col_max * item_height
 
 -     rect
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # overwrite method: ensure_cursor_visible
 
 -   #--------------------------------------------------------------------------
 
 -   def ensure_cursor_visible
 
 -     self.top_row = row if row < top_row
 
 -     self.bottom_row = row if row > bottom_row
 
 -   end
 
 -     
 
 -   #--------------------------------------------------------------------------
 
 -   # overwrite method: cursor_down
 
 -   #--------------------------------------------------------------------------
 
 -   def cursor_down(wrap = false)
 
 -     if index < item_max - col_max || (wrap && col_max == 1)
 
 -       select((index + col_max) % item_max)
 
 -     end
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # overwrite method: cursor_up
 
 -   #--------------------------------------------------------------------------
 
 -   def cursor_up(wrap = false)
 
 -     if index >= col_max || (wrap && col_max == 1)
 
 -       select((index - col_max + item_max) % item_max)
 
 -     end
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # overwrite method: process_pageup
 
 -   #--------------------------------------------------------------------------
 
 -   def process_pageup
 
 -     Sound.play_cursor
 
 -     Input.update
 
 -     deactivate
 
 -     call_handler(:pageup)
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # overwrite method: process_pagedown
 
 -   #--------------------------------------------------------------------------
 
 -   def process_pagedown
 
 -     Sound.play_cursor
 
 -     Input.update
 
 -     deactivate
 
 -     call_handler(:pagedown)
 
 -   end
 
 -   
 
 - end # Window_EquipCommand
 
  
- #==============================================================================
 
 - # ■ Window_EquipSlot
 
 - #==============================================================================
 
  
- class Window_EquipSlot < Window_Selectable
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # overwrite method: initialize
 
 -   #--------------------------------------------------------------------------
 
 -   def initialize(dx, dy, dw)
 
 -     super(dx, dy, dw, Graphics.height - dy)
 
 -     @actor = nil
 
 -     refresh
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # overwrite method: window_height
 
 -   #--------------------------------------------------------------------------
 
 -   def window_height; return self.height; end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # overwrite method: visible_line_number
 
 -   #--------------------------------------------------------------------------
 
 -   def visible_line_number; return item_max; end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # overwrite method: refresh
 
 -   #--------------------------------------------------------------------------
 
 -   def refresh
 
 -     create_contents
 
 -     super
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # overwrite method: draw_item
 
 -   #--------------------------------------------------------------------------
 
 -   def draw_item(index)
 
 -     return unless @actor
 
 -     rect = item_rect_for_text(index)
 
 -     change_color(system_color, enable?(index))
 
 -     draw_text(rect.x, rect.y, 92, line_height, slot_name(index))
 
 -     item = @actor.equips[index]
 
 -     dx = rect.x + 92
 
 -     dw = contents.width - dx - 24
 
 -     if item.nil?
 
 -       draw_nothing_equip(dx, rect.y, false, dw)
 
 -     else
 
 -       draw_item_name(item, dx, rect.y, enable?(index), dw)
 
 -     end
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # new method: draw_nothing_equip
 
 -   #--------------------------------------------------------------------------
 
 -   def draw_nothing_equip(dx, dy, enabled, dw)
 
 -     change_color(normal_color, enabled)
 
 -     draw_icon(Icon.nothing_equip, dx, dy, enabled)
 
 -     text = YEA::EQUIP::NOTHING_TEXT
 
 -     draw_text(dx + 24, dy, dw - 24, line_height, text)
 
 -   end
 
 -   
 
 - end # Window_EquipSlot
 
  
- #==============================================================================
 
 - # ■ Window_EquipItem
 
 - #==============================================================================
 
  
- class Window_EquipItem < Window_ItemList
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # overwrite method: col_max
 
 -   #--------------------------------------------------------------------------
 
 -   def col_max; return 1; end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # overwrite method: slot_id=
 
 -   #--------------------------------------------------------------------------
 
 -   def slot_id=(slot_id)
 
 -     return if @slot_id == slot_id
 
 -     @slot_id = slot_id
 
 -     @last_item = nil
 
 -     self.oy = 0
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # overwrite method: draw_item
 
 -   #--------------------------------------------------------------------------
 
 -   def draw_item(index)
 
 -     item = @data[index]
 
 -     rect = item_rect(index)
 
 -     rect.width -= 4
 
 -     if item.nil?
 
 -       draw_remove_equip(rect)
 
 -       return
 
 -     end
 
 -     dw = contents.width - rect.x - 24
 
 -     draw_item_name(item, rect.x, rect.y, enable?(item), dw)
 
 -     draw_item_number(rect, item)
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # new method: draw_remove_equip
 
 -   #--------------------------------------------------------------------------
 
 -   def draw_remove_equip(rect)
 
 -     draw_icon(Icon.remove_equip, rect.x, rect.y)
 
 -     text = YEA::EQUIP::REMOVE_EQUIP_TEXT
 
 -     rect.x += 24
 
 -     rect.width -= 24
 
 -     draw_text(rect, text)
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # overwrite method: include?
 
 -   #--------------------------------------------------------------------------
 
 -   def include?(item)
 
 -     if item.nil? && [email protected]?
 
 -       etype_id = @actor.equip_slots[@slot_id]
 
 -       return YEA::EQUIP::TYPES[etype_id][1]
 
 -     end
 
 -     return true if item.nil?
 
 -     return false unless item.is_a?(RPG::EquipItem)
 
 -     return false if @slot_id < 0
 
 -     return false if item.etype_id != @actor.equip_slots[@slot_id]
 
 -     return @actor.equippable?(item)
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # overwrite method: enable?
 
 -   #--------------------------------------------------------------------------
 
 -   def enable?(item)
 
 -     if item.nil? && [email protected]?
 
 -       etype_id = @actor.equip_slots[@slot_id]
 
 -       return YEA::EQUIP::TYPES[etype_id][1]
 
 -     end
 
 -     return @actor.equippable?(item)
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # new method: show
 
 -   #--------------------------------------------------------------------------
 
 -   def show
 
 -     @last_item = 0
 
 -     update_help
 
 -     super
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # overwrite method: update_help
 
 -   #--------------------------------------------------------------------------
 
 -   def update_help
 
 -     super
 
 -     return if @actor.nil?
 
 -     return if @status_window.nil?
 
 -     return if @last_item == item
 
 -     @last_item = item
 
 -     temp_actor = Marshal.load(Marshal.dump(@actor))
 
 -     temp_actor.force_change_equip(@slot_id, item)
 
 -     @status_window.set_temp_actor(temp_actor)
 
 -   end
 
 -   
 
 - end # Window_EquipItem
 
  
- #==============================================================================
 
 - # ■ Window_EquipActor
 
 - #==============================================================================
 
  
- class Window_EquipActor < Window_Base
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # initialize
 
 -   #--------------------------------------------------------------------------
 
 -   def initialize(dx, dy)
 
 -     super(dx, dy, window_width, fitting_height(4))
 
 -     @actor = nil
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # window_width
 
 -   #--------------------------------------------------------------------------
 
 -   def window_width; return Graphics.width - 160; end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # actor=
 
 -   #--------------------------------------------------------------------------
 
 -   def actor=(actor)
 
 -     return if @actor == actor
 
 -     @actor = actor
 
 -     refresh
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # refresh
 
 -   #--------------------------------------------------------------------------
 
 -   def refresh
 
 -     contents.clear
 
 -     return unless @actor
 
 -     draw_actor_face(@actor, 0, 0)
 
 -     draw_actor_simple_status(@actor, 108, line_height / 2)
 
 -   end
 
 -   
 
 - end # Window_EquipActor
 
  
- #==============================================================================
 
 - # ■ Scene_Equip
 
 - #==============================================================================
 
  
- class Scene_Equip < Scene_MenuBase
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # overwrite method: create_status_window
 
 -   #--------------------------------------------------------------------------
 
 -   def create_status_window
 
 -     wx = Graphics.width - (Graphics.width * 2 / 5)
 
 -     wy = @help_window.height + 120
 
 -     @status_window = Window_EquipStatus.new(wx, wy)
 
 -     @status_window.viewport = @viewport
 
 -     @status_window.actor = @actor
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # overwrite method: create_command_window
 
 -   #--------------------------------------------------------------------------
 
 -   def create_command_window
 
 -      
 
 -     wx = 0
 
 -     wy = @help_window.height
 
 -     ww = 160
 
 -     @command_window = Window_EquipCommand.new(wx, wy, ww)
 
 -     @command_window.viewport = @viewport
 
 -     @command_window.help_window = @help_window
 
 -     if !$game_temp.scene_equip_index.nil?
 
 -       @command_window.select($game_temp.scene_equip_index)
 
 -       @command_window.oy = $game_temp.scene_equip_oy
 
 -     end
 
 -     $game_temp.scene_equip_index = nil
 
 -     $game_temp.scene_equip_oy = nil
 
 -     @command_window.set_handler(:equip,    method(:command_equip))
 
 -     @command_window.set_handler(:optimize, method(:command_optimize))
 
 -     @command_window.set_handler(:clear,    method(:command_clear))
 
 -     @command_window.set_handler(:cancel,   method(:return_scene))
 
 -     @command_window.set_handler(:pagedown, method(:next_actor))
 
 -     @command_window.set_handler(:pageup,   method(:prev_actor))
 
 -     process_custom_equip_commands
 
 -     create_actor_window
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # new method: create_actor_window
 
 -   #--------------------------------------------------------------------------
 
 -   def create_actor_window
 
 -     wy = @help_window.height
 
 -     @actor_window = Window_EquipActor.new(@command_window.width, wy)
 
 -     @actor_window.viewport = @viewport
 
 -     @actor_window.actor = @actor
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # new method: process_custom_equip_commands
 
 -   #--------------------------------------------------------------------------
 
 -   def process_custom_equip_commands
 
 -     for command in YEA::EQUIP::COMMAND_LIST
 
 -       next unless YEA::EQUIP::CUSTOM_EQUIP_COMMANDS.include?(command)
 
 -       called_method = YEA::EQUIP::CUSTOM_EQUIP_COMMANDS[command][3]
 
 -       @command_window.set_handler(command, method(called_method))
 
 -     end
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # overwrite method: create_slot_window
 
 -   #--------------------------------------------------------------------------
 
 -   def create_slot_window
 
 -     wx = 0
 
 -     wy = @command_window.y + @command_window.height
 
 -     ww = Graphics.width - @status_window.width
 
 -     @slot_window = Window_EquipSlot.new(wx, wy, ww)
 
 -     @slot_window.viewport = @viewport
 
 -     @slot_window.help_window = @help_window
 
 -     @slot_window.status_window = @status_window
 
 -     @slot_window.actor = @actor
 
 -     @slot_window.set_handler(:ok,       method(:on_slot_ok))
 
 -     @slot_window.set_handler(:cancel,   method(:on_slot_cancel))
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # overwrite method: create_item_window
 
 -   #--------------------------------------------------------------------------
 
 -   def create_item_window
 
 -     wx = @slot_window.x
 
 -     wy = @slot_window.y
 
 -     ww = @slot_window.width
 
 -     wh = @slot_window.height
 
 -     @item_window = Window_EquipItem.new(wx, wy, ww, wh)
 
 -     @item_window.viewport = @viewport
 
 -     @item_window.help_window = @help_window
 
 -     @item_window.status_window = @status_window
 
 -     @item_window.actor = @actor
 
 -     @item_window.set_handler(:ok,     method(:on_item_ok))
 
 -     @item_window.set_handler(:cancel, method(:on_item_cancel))
 
 -     @slot_window.item_window = @item_window
 
 -     @item_window.hide
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # alias method: command_optimize
 
 -   #--------------------------------------------------------------------------
 
 -   alias scene_equip_command_optimize_aee command_optimize
 
 -   def command_optimize
 
 -     scene_equip_command_optimize_aee
 
 -     @actor_window.refresh
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # alias method: command_clear
 
 -   #--------------------------------------------------------------------------
 
 -   alias scene_equip_command_clear_aee command_clear
 
 -   def command_clear
 
 -     scene_equip_command_clear_aee
 
 -     @actor_window.refresh
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # alias method: on_slot_ok
 
 -   #--------------------------------------------------------------------------
 
 -   alias scene_equip_on_slot_ok_aee on_slot_ok
 
 -   def on_slot_ok
 
 -     scene_equip_on_slot_ok_aee
 
 -     @slot_window.hide
 
 -     @item_window.refresh
 
 -     @item_window.show
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # alias method: on_item_ok
 
 -   #--------------------------------------------------------------------------
 
 -   alias scene_equip_on_item_ok_aee on_item_ok
 
 -   def on_item_ok
 
 -     scene_equip_on_item_ok_aee
 
 -     @actor_window.refresh
 
 -     @slot_window.show
 
 -     @item_window.hide
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # alias method: on_item_cancel
 
 -   #--------------------------------------------------------------------------
 
 -   alias scene_equip_on_item_cancel_aee on_item_cancel
 
 -   def on_item_cancel
 
 -     scene_equip_on_item_cancel_aee
 
 -     @slot_window.show
 
 -     @item_window.hide
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # alias method: on_actor_change
 
 -   #--------------------------------------------------------------------------
 
 -   alias scene_equip_on_actor_change_aee on_actor_change
 
 -   def on_actor_change
 
 -     scene_equip_on_actor_change_aee
 
 -     @actor_window.actor = @actor
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # new method: command_name1
 
 -   #--------------------------------------------------------------------------
 
 -   def command_name1
 
 -     # Do nothing.
 
 -   end
 
 -   
 
 -   #--------------------------------------------------------------------------
 
 -   # new method: command_name2
 
 -   #--------------------------------------------------------------------------
 
 -   def command_name2
 
 -     # Do nothing.
 
 -   end
 
 -   
 
 - end # Scene_Equip
 
  
- #==============================================================================
 
 - # 
 
 - # ▼ End of File
 
 - # 
 
 - #==============================================================================
 
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