楼主: 芯☆淡茹水

[原创发布] ★ 仿网游装备系统 ★<更新[15/3/14]>

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发表于 2014-5-17 10:30:15 | 显示全部楼层
有个小意见:你更新的哪条脚本可不可以说出来,我不想再全部复制上去啊,可以吗?

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“设置” + “Game_Equip” + “Scene_Renovation”  发表于 2014-5-17 10:34
退隐....
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发表于 2014-5-26 12:24:58 | 显示全部楼层
问题:副手(盾)加了速度,但装备上去没有效果,状态里也不显示
退隐....
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 楼主| 发表于 2014-5-26 21:04:48 | 显示全部楼层
本帖最后由 芯☆淡茹水 于 2014-5-26 21:11 编辑

@y967  

未加之前:

111.JPG



防具盾牌:

222.JPG


加了以后:

333.JPG

如果是状态的话:

未加之前:

111.JPG


防具:

222.JPG

加了之后:

333.JPG
xp vx va mv  va mz 各类型脚本/插件定制
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发表于 2014-6-1 12:29:13 | 显示全部楼层
芯☆淡茹水 发表于 2014-5-26 21:04
@y967  

未加之前:

身上多个装备都有状态会不会一起显示?

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那是状态显示问题。  发表于 2014-6-1 13:44
[img]http://service.t.sina.com.cn/widget/qmd/5339802982/c02e16bd/7.png
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发表于 2014-6-3 16:55:17 | 显示全部楼层
我来试一试,把他整合XAS系统,整合XAS3.9版本问题不大,因为XAS3.9用的就是RM自带的伤害公式。

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楼主这个整合RATB回合战斗系统,要费一般功夫了。  发表于 2014-6-3 16:56
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发表于 2014-6-4 14:45:01 | 显示全部楼层
大大啊!这系统真的是太好了!真不知道该怎么说了,一定给32个赞
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发表于 2014-6-5 16:26:24 | 显示全部楼层
问题:
限制一下20%攻击力石头吧,限制只能武器能镶嵌,要不所有装备都能镶嵌,太变态了

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你把石头的百分比改小点不就得了!再比如多弄几种百分比的,比如:2%;5%;12%,,,,等。  发表于 2014-6-8 05:40
退隐....
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发表于 2014-7-16 20:28:52 | 显示全部楼层
哇,看看,好似好东西啊
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发表于 2014-7-18 20:57:09 | 显示全部楼层
额……我就想要打造什么的系统啊……
555555貌似容错不好啊
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发表于 2014-7-27 09:37:27 | 显示全部楼层
本帖最后由 哆啦溯 于 2014-7-27 09:41 编辑

都是很好的脚本啊!特别是我最需要的显示物品详细信息的脚本也有!
但是...都不容易和其他脚本兼容啊{:2_270:}
我目前用的是【物品分类】【装备能力变化】【装备栏拓展】脚本,不知道能不能在这个基础上增加显示物品详细信息的功能?

——脚本盲一个- -

【物品分类】
[pre lang="ruby" line="1"]# ————————————————————————————————————
# 本脚本来自www.66rpg.com,转载请保留此信息
# ————————————————————————————————————

#==============================================================================
# ■ Harts_Window_ItemTitle
#==============================================================================

class Harts_Window_ItemTitle < Window_Base
  def initialize
    super(0, 0, 160, 64)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.clear
    self.contents.font.color = normal_color
    self.contents.draw_text(4, 0, 120, 32, $data_system.words.item, 1)
  end
end

#==============================================================================
# ■ Harts_Window_ItemCommand
#==============================================================================

class Harts_Window_ItemCommand < Window_Selectable
  attr_accessor :commands
  #--------------------------------------------------------------------------
  # ● 初始化,生成commands窗口
  #--------------------------------------------------------------------------
  def initialize
    super(0, 64, 160, 352)
    self.contents = Bitmap.new(width - 32, height - 32)
    @commands = []
    #————————生成commands窗口
    for i in 1...$data_items.size
      if $game_party.item_number(i) > 0
        push = true
        for com in @commands
          if com == $data_items.desc
            push = false
          end
        end
        if push == true
          @commands.push($data_items.desc)
        end
      end
    end
    for i in 1...$data_weapons.size
      if $game_party.weapon_number(i) > 0
        push = true
        for com in @commands
          if com == $data_weapons.desc
            push = false
          end
        end
        if push == true
          @commands.push($data_weapons.desc)
        end
      end
    end
    for i in 1...$data_armors.size
      if $game_party.armor_number(i) > 0
        push = true
        for com in @commands
          if com == $data_armors.desc
            push = false
          end
        end
        if push == true
          @commands.push($data_armors.desc)
        end
      end
    end
    if @commands == []
      @commands.push("普通物品")
    end      
    @item_max = @commands.size
    refresh
    self.index = 0
  end
  #--------------------------------------------------------------------------
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    for i in 0...@item_max
      draw_item(i, normal_color)
    end
  end
  #--------------------------------------------------------------------------
  #--------------------------------------------------------------------------
  def draw_item(index, color)
    self.contents.font.color = color
    y = index * 32
    self.contents.draw_text(4, y, 128, 32, @commands[index])
  end
  #--------------------------------------------------------------------------
  # 只描绘原文字
  #--------------------------------------------------------------------------
  def update_help
    @help_window.set_text(@commands[self.index])
  end
end

#==============================================================================
# ■ Window_Item
#==============================================================================

class Harts_Window_ItemList < Window_Selectable
  #--------------------------------------------------------------------------
  #--------------------------------------------------------------------------
  def initialize
    super(160, 0, 480, 416)
    refresh
    self.index = 0
  end
  #--------------------------------------------------------------------------
  #--------------------------------------------------------------------------
  def item
    return @data[self.index]
  end
  #--------------------------------------------------------------------------
  #--------------------------------------------------------------------------
  def refresh
    if self.contents != nil
      self.contents.dispose
      self.contents = nil
    end
    @data = []
  end
  #--------------------------------------------------------------------------
  #--------------------------------------------------------------------------
  def set_item(command)
    refresh
    for i in 1...$data_items.size
      if $game_party.item_number(i) > 0 and $data_items.desc == command
        @data.push($data_items)
      end
    end
    for i in 1...$data_weapons.size
      if $game_party.weapon_number(i) > 0 and $data_weapons.desc == command
        @data.push($data_weapons)
      end
    end
    for i in 1...$data_armors.size
      if $game_party.armor_number(i) > 0 and $data_armors.desc == command
        @data.push($data_armors)
      end
    end
    @item_max = @data.size
    if @item_max > 0
      self.contents = Bitmap.new(width - 32, row_max * 32)
      self.contents.clear
      for i in 0...@item_max
        draw_item(i)
      end
    end
  end
  #--------------------------------------------------------------------------
  #--------------------------------------------------------------------------
  def item_number
    return @item_max
  end
  #--------------------------------------------------------------------------
  #--------------------------------------------------------------------------
  def draw_item(index)
    item = @data[index]
    case item
    when RPG::Item
      number = $game_party.item_number(item.id)
    when RPG::Weapon
      number = $game_party.weapon_number(item.id)
    when RPG::Armor
      number = $game_party.armor_number(item.id)
    end
    if item.is_a?(RPG::Item) and
      $game_party.item_can_use?(item.id)
      self.contents.font.color = normal_color
    else
      self.contents.font.color = disabled_color
    end
    x = 4
    y = index * 32
    bitmap = RPG::Cache.icon(item.icon_name)
    opacity = self.contents.font.color == normal_color ? 255 : 128
    self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
    self.contents.draw_text(x + 28, y, 212, 32, item.name, 0)
    self.contents.draw_text(x + 400, y, 16, 32, ":", 1)
    self.contents.draw_text(x + 416, y, 24, 32, number.to_s, 2)
  end
  #--------------------------------------------------------------------------
  #--------------------------------------------------------------------------
  def update_help
    @help_window.set_text(self.item == nil ? "" : self.item.description)
  end
end

#==============================================================================
# ■ Harts_Scene_Item
#==============================================================================

class Scene_Item
  #--------------------------------------------------------------------------
  #--------------------------------------------------------------------------
  def main
    @itemtitle_window = Harts_Window_ItemTitle.new
    @itemcommand_window = Harts_Window_ItemCommand.new
    @command_index = @itemcommand_window.index
    @itemlist_window = Harts_Window_ItemList.new
    @itemlist_window.active = false
    @help_window = Window_Help.new
    @help_window.x = 0
    @help_window.y = 416
    @itemcommand_window.help_window = @help_window
    @itemlist_window.help_window = @help_window
    @target_window = Window_Target.new
    @target_window.visible = false
    @target_window.active = false
    @itemlist_window.set_item(@itemcommand_window.commands[@command_index])
    Graphics.transition
    loop do
      Graphics.update
      Input.update
      update
      if $scene != self
        break
      end
    end
    Graphics.freeze
    @itemtitle_window.dispose
    @itemcommand_window.dispose
    @itemlist_window.dispose
    @help_window.dispose
    @target_window.dispose
  end
  #--------------------------------------------------------------------------
  #--------------------------------------------------------------------------
  def update
    @itemtitle_window.update
    @itemcommand_window.update
    @itemlist_window.update
    @help_window.update
    @target_window.update
    if @command_index != @itemcommand_window.index
      @command_index = @itemcommand_window.index
      @itemlist_window.set_item(@itemcommand_window.commands[@command_index])
    end
    if @itemcommand_window.active
      update_itemcommand
      return
    end
    if @itemlist_window.active
      update_itemlist
      return
    end
    if @target_window.active
      update_target
      return
    end
  end
  #--------------------------------------------------------------------------
  #--------------------------------------------------------------------------
  def update_itemcommand
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      $scene = Scene_Menu.new(0)
      return
    end
    if Input.trigger?(Input::C)
      if @itemlist_window.item_number == 0
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      $game_system.se_play($data_system.decision_se)
      @itemcommand_window.active = false
      @itemlist_window.active = true
      @itemlist_window.index = 0
      return
    end
  end
  #--------------------------------------------------------------------------
  #--------------------------------------------------------------------------
  def update_itemlist
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      @itemcommand_window.active = true
      @itemlist_window.active = false
      @itemlist_window.index = 0
      @itemcommand_window.index = @command_index
      return
    end
    if Input.trigger?(Input::C)
      @item = @itemlist_window.item
      unless @item.is_a?(RPG::Item)
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      unless $game_party.item_can_use?(@item.id)
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      $game_system.se_play($data_system.decision_se)
      if @item.scope >= 3
        @itemlist_window.active = false
        @target_window.x = 304
        @target_window.visible = true
        @target_window.active = true
        if @item.scope == 4 || @item.scope == 6
          @target_window.index = -1
        else
          @target_window.index = 0
        end
      else
        if @item.common_event_id > 0
          $game_temp.common_event_id = @item.common_event_id
          $game_system.se_play(@item.menu_se)
            if @item.consumable
              $game_party.lose_item(@item.id, 1)
              @itemlist_window.draw_item(@itemlist_window.index)
            end
          $scene = Scene_Map.new
          return
        end
      end
      return
    end
  end
  #--------------------------------------------------------------------------
  #--------------------------------------------------------------------------
  def update_target
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      unless $game_party.item_can_use?(@item.id)
        @itemlist_window.refresh
      end
      @itemlist_window.active = true
      @target_window.visible = false
      @target_window.active = false
      @itemlist_window.set_item(@itemcommand_window.commands[@command_index])
      return
    end
    if Input.trigger?(Input::C)
      if $game_party.item_number(@item.id) == 0
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      if @target_window.index == -1
        used = false
        for i in $game_party.actors
          used |= i.item_effect(@item)
        end
      end
      if @target_window.index >= 0
        target = $game_party.actors[@target_window.index]
        used = target.item_effect(@item)
      end
      if used
        $game_system.se_play(@item.menu_se)
        if @item.consumable
          $game_party.lose_item(@item.id, 1)
          @itemlist_window.draw_item(@itemlist_window.index)
          @itemlist_window.set_item(@itemcommand_window.commands[@command_index])
        end
        @target_window.refresh
        if $game_party.all_dead?
          $scene = Scene_Gameover.new
          return
        end
        if @item.common_event_id > 0
          $game_temp.common_event_id = @item.common_event_id
          $scene = Scene_Map.new
          return
        end
      end
      unless used
        $game_system.se_play($data_system.buzzer_se)
      end
    return
    end
  end
end

#==============================================================================
# ■ RPG追加定义,使用@符号分类
#==============================================================================

module RPG
  class Weapon#武器
    def description
      description = @description.split(/@/)[0]
      return description != nil ? description : ''
    end
    def desc
      desc = @description.split(/@/)[1]
      return desc != nil ? desc : "武器防具"
    end
  end
  class Item#物品
    def description
      description = @description.split(/@/)[0]
      return description != nil ? description : ''
    end
    def desc
      desc = @description.split(/@/)[1]
      return desc != nil ? desc : "物品"
    end
  end
  class Armor#防具
    def description
      description = @description.split(/@/)[0]
      return description != nil ? description : ''
    end
    def desc
      desc = @description.split(/@/)[1]
      return desc != nil ? desc : "武器防具"
    end
  end
end
[/pre]


【装备能力变化】
[pre lang="ruby" line="1"]#==============================================================================
# ■ Window_ShopStatus
#------------------------------------------------------------------------------
#  商店画面、显示物品所持数与角色装备的窗口。
#==============================================================================
class Window_ShopStatus < Window_Base
  #--------------------------------------------------------------------------
  # ● 初始化对像
  #--------------------------------------------------------------------------
  def initialize
    super(368, 128, 272, 352)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.size = 16
    @item = nil
    refresh
  end
  #--------------------------------------------------------------------------
  # ● 刷新
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    if @item == nil
      return
    end
    case @item
    when RPG::Item
      number = $game_party.item_number(@item.id)
    when RPG::Weapon
      number = $game_party.weapon_number(@item.id)
    when RPG::Armor
      number = $game_party.armor_number(@item.id)
    end
    self.contents.font.color = system_color
    self.contents.draw_text(4, 0, 200, 32, "所持数")
    self.contents.font.color = normal_color
    self.contents.draw_text(204, 0, 32, 32, number.to_s, 2)
    if @item.is_a?(RPG::Item)
      return
    end
    # 添加装备品信息
    for i in 0...$game_party.actors.size
      # 获取角色
      actor = $game_party.actors
      # 可以装备为普通文字颜色、不能装备设置为无效文字颜色
      if actor.equippable?(@item)
        self.contents.font.color = normal_color
      else
        self.contents.font.color = disabled_color
      end
      # 描绘角色名字
      j = 70
      self.contents.draw_text(0, 32 + j * i, 120, 32, actor.name)
      # 获取当前的装备品
      if @item.is_a?(RPG::Weapon)
        item1 = $data_weapons[actor.weapon_id]
      elsif @item.kind == 0
        item1 = $data_armors[actor.armor1_id]
      elsif @item.kind == 1
        item1 = $data_armors[actor.armor2_id]
      elsif @item.kind == 2
        item1 = $data_armors[actor.armor3_id]
      else
        item1 = $data_armors[actor.armor4_id]
      end
      # 可以装备的情况
      #if actor.equippable?(@item)
        # 武器的情况
        i += 1
        if @item.is_a?(RPG::Weapon)
         
         
         
          atk1 = item1 != nil ? item1.atk : 0
          atk2 = @item != nil ? @item.atk : 0
         
          pdef1 = item1 != nil ? item1.pdef : 0
          pdef2 = @item != nil ? @item.pdef : 0
         
          str1 = item1 != nil ? item1.str_plus : 0
          str2 = @item != nil ? @item.str_plus : 0
         
          dex1 = item1 != nil ? item1.dex_plus : 0
          dex2 = @item != nil ? @item.dex_plus : 0
         
          agi1 = item1 != nil ? item1.agi_plus : 0
          agi2 = @item != nil ? @item.agi_plus : 0
         
          int1 = item1 != nil ? item1.int_plus : 0
          int2 = @item != nil ? @item.int_plus : 0
         
         
          @atk = atk2 - atk1
          @str = str2 - str1
          @dex = dex2 - dex1
          @agi = agi2 - agi1
          @int = int2 - int1
          @pdef = pdef2 - pdef1
         
         
         
         
         
         
         
        x = -16
        self.contents.draw_text(80*0,        x+j * i, 112, 32,"攻击",0)
        self.contents.draw_text(80*1,        x+j * i, 112, 32,"力量",0)
        self.contents.draw_text(80*2,        x+j * i, 112, 32,"速度",0)
        self.contents.draw_text(80*0,        x+j * i+16, 112, 32,"敏捷",0)
        self.contents.draw_text(80*1,        x+j * i+16, 112, 32,"魔力",0)
        self.contents.draw_text(80*2,        x+j * i+16, 112, 32,"防御",0)
        
        #---------------------------------------------------------------------
        q=40-10
        if atk2 >= atk1
        self.contents.font.color = Color.new(159,251,162,255)
        self.contents.draw_text(80*0+q,      x+j * i, 112, 32,"↑",0)
        else
        self.contents.font.color = Color.new(255,0,0,255)
        self.contents.draw_text(80*0+q,       x+j * i, 112, 32,"↓",0)
        end
        #---------------------------------------------------------------------
        if str2 >= str1
        self.contents.font.color = Color.new(159,251,162,255)
        self.contents.draw_text(80*1+q,    x+j * i, 112, 32,"↑",0)
        else
        self.contents.font.color = Color.new(255,0,0,255)
        self.contents.draw_text(80*1+q,    x+j * i, 112, 32,"↓",0)
        end
        #---------------------------------------------------------------------
        if dex2 >= dex1
        self.contents.font.color = Color.new(159,251,162,255)
        self.contents.draw_text(80*2+q,    x+j * i, 112, 32,"↑",0)
        else
        self.contents.font.color = Color.new(255,0,0,255)
        self.contents.draw_text(80*2+q,    x+j * i, 112, 32,"↓",0)
        end
      
        #---------------------------------------------------------------------
        if agi2 >= agi1
        self.contents.font.color = Color.new(159,251,162,255)
        self.contents.draw_text(80*0+q,       x+j * i+16, 112, 32,"↑",0)
        else
        self.contents.font.color = Color.new(255,0,0,255)
        self.contents.draw_text(80*0+q,       x+j * i+16, 112, 32,"↓",0)
        end
        #---------------------------------------------------------------------
        if int2 >= int1
        self.contents.font.color = Color.new(159,251,162,255)
        self.contents.draw_text(80*1+q,       x+j * i+16, 112, 32,"↑",0)
        else
        self.contents.font.color = Color.new(255,0,0,255)
        self.contents.draw_text(80*1+q,       x+j * i+16, 112, 32,"↓",0)
        end
        #---------------------------------------------------------------------
        if pdef2 >= pdef1
        self.contents.font.color = Color.new(159,251,162,255)
        self.contents.draw_text(80*2+q,       x+j * i+16, 112, 32,"↑",0)
        else
        self.contents.font.color = Color.new(255,0,0,255)
        self.contents.draw_text(80*2+q,       x+j * i+16, 112, 32,"↓",0)
        end

        
        
        
        
        
        
        #---------------------------------------------------------------------
        self.contents.font.color = Color.new(159,251,162,255)
        q=50
        self.contents.draw_text(80*0+q,    x+j * i, 112, 32,@atk.abs.to_s,0)
        self.contents.draw_text(80*1+q,    x+j * i, 112, 32,@str.abs.to_s,0)
        self.contents.draw_text(80*2+q,    x+j * i, 112, 32,@dex.abs.to_s,0)
        
        #---------------------------------------------------------------------
        self.contents.draw_text(80*0+q,     x+j * i+16, 112, 32,@agi.abs.to_s,0)
        self.contents.draw_text(80*1+q,     x+j * i+16, 112, 32,@int.abs.to_s,0)
        self.contents.draw_text(80*2+q,     x+j * i+16, 112, 32,@pdef.abs.to_s,0)
         
         
         
         
         
         
         
         
         
         
         
         
         
        end
        # 防具的情况
        if @item.is_a?(RPG::Armor)

         
         
          str1 = item1 != nil ? item1.str_plus : 0
          str2 = @item != nil ? @item.str_plus : 0
          dex1 = item1 != nil ? item1.dex_plus : 0
          dex2 = @item != nil ? @item.dex_plus : 0

         
          agi1 = item1 != nil ? item1.agi_plus : 0
          agi2 = @item != nil ? @item.agi_plus : 0
          int1 = item1 != nil ? item1.int_plus : 0
          int2 = @item != nil ? @item.int_plus : 0
         
         
         
          pdef1 = item1 != nil ? item1.pdef : 0
          pdef2 = @item != nil ? @item.pdef : 0
          mdef1 = item1 != nil ? item1.mdef : 0
          mdef2 = @item != nil ? @item.mdef : 0
         
         
          @str  = str2 - str1
          @dex  = dex2 - dex1
          @agi  = agi2 - agi1
          @int  = int2 - int1
          @pdef = pdef2 - pdef1
          @mdef = mdef2 - mdef1
        x=-16  
        self.contents.draw_text(80*0,        x+j * i, 112, 32,"力量",0)
        self.contents.draw_text(80*1,        x+j * i, 112, 32,"速度",0)
        self.contents.draw_text(80*2,        x+j * i, 112, 32,"敏捷",0)
        self.contents.draw_text(80*0,        x+j * i+16, 112, 32,"魔力",0)
        self.contents.draw_text(80*1,        x+j * i+16, 112, 32,"防御",0)
        self.contents.draw_text(80*2,        x+j * i+16, 112, 32,"魔御",0)
        
        #---------------------------------------------------------------------
        q=30
        if str2 >= str1
        self.contents.font.color = Color.new(159,251,162,255)
        self.contents.draw_text(80*0+q,       x+j * i, 112, 32,"↑",0)
        else
        self.contents.font.color = Color.new(255,0,0,255)
        self.contents.draw_text(80*0+q,       x+j * i, 112, 32,"↓",0)
        end
        #---------------------------------------------------------------------
        if dex2 >= dex1
        self.contents.font.color = Color.new(159,251,162,255)
        self.contents.draw_text(80*1+q,    x+j * i, 112, 32,"↑",0)
        else
        self.contents.font.color = Color.new(255,0,0,255)
        self.contents.draw_text(80*1+q,    x+j * i, 112, 32,"↓",0)
        end
        #---------------------------------------------------------------------
        if agi2 >= agi1
        self.contents.font.color = Color.new(159,251,162,255)
        self.contents.draw_text(80*2+q,    x+j * i, 112, 32,"↑",0)
        else
        self.contents.font.color = Color.new(255,0,0,255)
        self.contents.draw_text(80*2+q,    x+j * i, 112, 32,"↓",0)
        end
      
        #---------------------------------------------------------------------
        if int2 >= int1
        self.contents.font.color = Color.new(159,251,162,255)
        self.contents.draw_text(80*0+q,       x+j * i+16, 112, 32,"↑",0)
        else
        self.contents.font.color = Color.new(255,0,0,255)
        self.contents.draw_text(80*0+q,       x+j * i+16, 112, 32,"↓",0)
        end
        #---------------------------------------------------------------------
        q=40-10
        if pdef2 >= pdef1
        self.contents.font.color = Color.new(159,251,162,255)
        self.contents.draw_text(80*1+q,       x+j * i+16, 112, 32,"↑",0)
        else
        self.contents.font.color = Color.new(255,0,0,255)
        self.contents.draw_text(80*1+q,       x+j * i+16, 112, 32,"↓",0)
        end
        #---------------------------------------------------------------------
        if mdef2 >= mdef1
        self.contents.font.color = Color.new(159,251,162,255)
        self.contents.draw_text(80*2+q,       x+j * i+16, 112, 32,"↑",0)
        else
        self.contents.font.color = Color.new(255,0,0,255)
        self.contents.draw_text(80*2+q,       x+j * i+16, 112, 32,"↓",0)
        end
        
        
        #---------------------------------------------------------------------
        self.contents.font.color = Color.new(159,251,162,255)
        q=50
        self.contents.draw_text(80*0+q,     x+j * i, 112, 32,@str.abs.to_s,0)
        self.contents.draw_text(80*1+q,    x+j * i, 112, 32,@dex.abs.to_s,0)
        self.contents.draw_text(80*2+q,    x+j * i, 112, 32,@agi.abs.to_s,0)
        
        #---------------------------------------------------------------------
        self.contents.draw_text(80*0+q,     x+j * i+16, 112, 32,@int.abs.to_s,0)
        self.contents.draw_text(80*1+q,       x+j * i+16, 112, 32,@pdef.abs.to_s,0)
        self.contents.draw_text(80*2+q,       x+j * i+16, 112, 32,@mdef.abs.to_s,0)
        end
        end
        
        
        
        
      self.contents.font.color = normal_color
      i -= 1
      #self.contents.font.size = 22
      # 描绘物品
      if item1 != nil
        x = 4
        y = 64 + 64 * i + 32
        #bitmap = RPG::Cache.icon(item1.icon_name)
        #opacity = self.contents.font.color == normal_color ? 255 : 128
        #self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
        #self.contents.draw_text(x + 28, y, 212, 32, item1.name)
      end
    end
  #end
  #--------------------------------------------------------------------------
  # ● 设置物品
  #     item : 新的物品
  #--------------------------------------------------------------------------
  def item=(item)
    if @item != item
      @item = item
      refresh
    end
  end
end[/pre]

【装备栏拓展】
[pre lang="ruby" line="1"]# ★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★
#
#                                防具类追加
#
# ★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★
module RPG
  class Armor
    def name
      name = @name.split(/,/)[0]
      return name != nil ? name : ''
    end
    def kind
      kind  = @name.split(/,/)[1]
      return kind  != nil ? kind.to_i : @kind
    end
  end
end
# ★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★
#
#                  Game_Actor添加新的防具ID,并对相关方法修正
#
# ★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★
class Game_Actor < Game_Battler
  attr_reader   :armor5_id                # 道具 ID
  attr_reader   :armor6_id                # 装饰品 ID
  #--------------------------------------------------------------------------
  # ● 设置
  #     actor_id : 角色 ID
  #--------------------------------------------------------------------------
  alias old_setup setup
  def setup(actor_id)
    old_setup(actor_id)
    @armor5_id = 0
    @armor6_id = 0
    update_auto_state(nil, $data_armors[@armor5_id])
    update_auto_state(nil, $data_armors[@armor6_id])
  end
  #--------------------------------------------------------------------------
  # ● 取得属性修正值
  #     element_id : 属性 ID
  #--------------------------------------------------------------------------
  def element_rate(element_id)
    # 获取对应属性有效度的数值
    table = [0,200,150,100,50,0,-100]
    result = table[$data_classes[@class_id].element_ranks[element_id]]
    # 防具能防御本属性的情况下效果减半
    for i in [@armor1_id, @armor2_id, @armor3_id, @armor4_id, @armor5_id, @armor6_id]
      armor = $data_armors
      if armor != nil and armor.guard_element_set.include?(element_id)
        result /= 2
      end
    end
    # 状态能防御本属性的情况下效果减半
    for i in @states
      if $data_states.guard_element_set.include?(element_id)
        result /= 2
      end
    end
    # 过程结束
    return result
  end
  #--------------------------------------------------------------------------
  # ● 判定防御属性
  #     state_id : 属性 ID
  #--------------------------------------------------------------------------
  def state_guard?(state_id)
    for i in [@armor1_id, @armor2_id, @armor3_id, @armor4_id, @armor5_id, @armor6_id]
      armor = $data_armors
      if armor != nil
        if armor.guard_state_set.include?(state_id)
          return true
        end
      end
    end
    return false
  end
  #--------------------------------------------------------------------------
  # ● 获取基本力量
  #--------------------------------------------------------------------------
  def base_str
    n = $data_actors[@actor_id].parameters[2, @level]
    weapon = $data_weapons[@weapon_id]
    armor1 = $data_armors[@armor1_id]
    armor2 = $data_armors[@armor2_id]
    armor3 = $data_armors[@armor3_id]
    armor4 = $data_armors[@armor4_id]
    armor5 = $data_armors[@armor5_id]
    armor6 = $data_armors[@armor6_id]
    n += weapon != nil ? weapon.str_plus : 0
    n += armor1 != nil ? armor1.str_plus : 0
    n += armor2 != nil ? armor2.str_plus : 0
    n += armor3 != nil ? armor3.str_plus : 0
    n += armor4 != nil ? armor4.str_plus : 0
    n += armor5 != nil ? armor5.str_plus : 0
    n += armor6 != nil ? armor6.str_plus : 0
    return [[n, 1].max, 999].min
  end
  #--------------------------------------------------------------------------
  # ● 获取基本灵巧
  #--------------------------------------------------------------------------
  def base_dex
    n = $data_actors[@actor_id].parameters[3, @level]
    weapon = $data_weapons[@weapon_id]
    armor1 = $data_armors[@armor1_id]
    armor2 = $data_armors[@armor2_id]
    armor3 = $data_armors[@armor3_id]
    armor4 = $data_armors[@armor4_id]
    armor5 = $data_armors[@armor5_id]
    armor6 = $data_armors[@armor6_id]
    n += weapon != nil ? weapon.dex_plus : 0
    n += armor1 != nil ? armor1.dex_plus : 0
    n += armor2 != nil ? armor2.dex_plus : 0
    n += armor3 != nil ? armor3.dex_plus : 0
    n += armor4 != nil ? armor4.dex_plus : 0
    n += armor5 != nil ? armor5.dex_plus : 0
    n += armor6 != nil ? armor6.dex_plus : 0
    return [[n, 1].max, 999].min
  end
  #--------------------------------------------------------------------------
  # ● 获取基本速度
  #--------------------------------------------------------------------------
  def base_agi
    n = $data_actors[@actor_id].parameters[4, @level]
    weapon = $data_weapons[@weapon_id]
    armor1 = $data_armors[@armor1_id]
    armor2 = $data_armors[@armor2_id]
    armor3 = $data_armors[@armor3_id]
    armor4 = $data_armors[@armor4_id]
    armor5 = $data_armors[@armor5_id]
    armor6 = $data_armors[@armor6_id]
    n += weapon != nil ? weapon.agi_plus : 0
    n += armor1 != nil ? armor1.agi_plus : 0
    n += armor2 != nil ? armor2.agi_plus : 0
    n += armor3 != nil ? armor3.agi_plus : 0
    n += armor4 != nil ? armor4.agi_plus : 0
    n += armor5 != nil ? armor5.agi_plus : 0
    n += armor6 != nil ? armor6.agi_plus : 0
    return [[n, 1].max, 999].min
  end
  #--------------------------------------------------------------------------
  # ● 获取基本魔力
  #--------------------------------------------------------------------------
  def base_int
    n = $data_actors[@actor_id].parameters[5, @level]
    weapon = $data_weapons[@weapon_id]
    armor1 = $data_armors[@armor1_id]
    armor2 = $data_armors[@armor2_id]
    armor3 = $data_armors[@armor3_id]
    armor4 = $data_armors[@armor4_id]
    armor5 = $data_armors[@armor5_id]
    armor6 = $data_armors[@armor6_id]
    n += weapon != nil ? weapon.int_plus : 0
    n += armor1 != nil ? armor1.int_plus : 0
    n += armor2 != nil ? armor2.int_plus : 0
    n += armor3 != nil ? armor3.int_plus : 0
    n += armor4 != nil ? armor4.int_plus : 0
    n += armor5 != nil ? armor5.int_plus : 0
    n += armor6 != nil ? armor6.int_plus : 0
    return [[n, 1].max, 999].min
  end
  #--------------------------------------------------------------------------
  # ● 获取基本物理防御
  #--------------------------------------------------------------------------
  def base_pdef
    weapon = $data_weapons[@weapon_id]
    armor1 = $data_armors[@armor1_id]
    armor2 = $data_armors[@armor2_id]
    armor3 = $data_armors[@armor3_id]
    armor4 = $data_armors[@armor4_id]
    armor5 = $data_armors[@armor5_id]
    armor6 = $data_armors[@armor6_id]
    pdef1 = weapon != nil ? weapon.pdef : 0
    pdef2 = armor1 != nil ? armor1.pdef : 0
    pdef3 = armor2 != nil ? armor2.pdef : 0
    pdef4 = armor3 != nil ? armor3.pdef : 0
    pdef5 = armor4 != nil ? armor4.pdef : 0
    pdef6 = armor5 != nil ? armor5.pdef : 0
    pdef7 = armor6 != nil ? armor6.pdef : 0
    return pdef1 + pdef2 + pdef3 + pdef4 + pdef5 + pdef6 + pdef7
  end
  #--------------------------------------------------------------------------
  # ● 获取基本魔法防御
  #--------------------------------------------------------------------------
  def base_mdef
    weapon = $data_weapons[@weapon_id]
    armor1 = $data_armors[@armor1_id]
    armor2 = $data_armors[@armor2_id]
    armor3 = $data_armors[@armor3_id]
    armor4 = $data_armors[@armor4_id]
    armor5 = $data_armors[@armor5_id]
    armor6 = $data_armors[@armor6_id]
    mdef1 = weapon != nil ? weapon.mdef : 0
    mdef2 = armor1 != nil ? armor1.mdef : 0
    mdef3 = armor2 != nil ? armor2.mdef : 0
    mdef4 = armor3 != nil ? armor3.mdef : 0
    mdef5 = armor4 != nil ? armor4.mdef : 0
    mdef6 = armor5 != nil ? armor5.mdef : 0
    mdef7 = armor6 != nil ? armor6.mdef : 0
    return mdef1 + mdef2 + mdef3 + mdef4 + mdef5 + mdef6 + mdef7
  end
  #--------------------------------------------------------------------------
  # ● 获取基本回避修正
  #--------------------------------------------------------------------------
  def base_eva
    armor1 = $data_armors[@armor1_id]
    armor2 = $data_armors[@armor2_id]
    armor3 = $data_armors[@armor3_id]
    armor4 = $data_armors[@armor4_id]
    armor5 = $data_armors[@armor5_id]
    armor6 = $data_armors[@armor6_id]
    eva1 = armor1 != nil ? armor1.eva : 0
    eva2 = armor2 != nil ? armor2.eva : 0
    eva3 = armor3 != nil ? armor3.eva : 0
    eva4 = armor4 != nil ? armor4.eva : 0
    eva5 = armor5 != nil ? armor5.eva : 0
    eva6 = armor6 != nil ? armor6.eva : 0
    return eva1 + eva2 + eva3 + eva4 + eva5 + eva6
  end
  #--------------------------------------------------------------------------
  # ● 装备固定判定
  #     equip_type : 装备类型
  #--------------------------------------------------------------------------
  def equip_fix?(equip_type)
    case equip_type
    when 0  # 武器
      return $data_actors[@actor_id].weapon_fix
    when 1  # 盾
      return $data_actors[@actor_id].armor1_fix
    when 2  # 头
      return $data_actors[@actor_id].armor2_fix
    when 3  # 身体
      return $data_actors[@actor_id].armor3_fix
    when 4  # 道具
      return $data_actors[@actor_id].armor4_fix
    end
    return false
  end
  #--------------------------------------------------------------------------
  # ● 变更装备
  #     equip_type : 装备类型
  #     id    : 武器 or 防具 ID  (0 为解除装备)
  #--------------------------------------------------------------------------
  def equip(equip_type, id)
    case equip_type
    when 0  # 武器
      if id == 0 or $game_party.weapon_number(id) > 0
        $game_party.gain_weapon(@weapon_id, 1)
        @weapon_id = id
        $game_party.lose_weapon(id, 1)
      end
    when 1  # 盾
      if id == 0 or $game_party.armor_number(id) > 0
        update_auto_state($data_armors[@armor1_id], $data_armors[id])
        $game_party.gain_armor(@armor1_id, 1)
        @armor1_id = id
        $game_party.lose_armor(id, 1)
      end
    when 2  # 头
      if id == 0 or $game_party.armor_number(id) > 0
        update_auto_state($data_armors[@armor2_id], $data_armors[id])
        $game_party.gain_armor(@armor2_id, 1)
        @armor2_id = id
        $game_party.lose_armor(id, 1)
      end
    when 3  # 身体
      if id == 0 or $game_party.armor_number(id) > 0
        update_auto_state($data_armors[@armor3_id], $data_armors[id])
        $game_party.gain_armor(@armor3_id, 1)
        @armor3_id = id
        $game_party.lose_armor(id, 1)
      end
    when 4  # 道具
      if id == 0 or $game_party.armor_number(id) > 0
        update_auto_state($data_armors[@armor4_id], $data_armors[id])
        $game_party.gain_armor(@armor4_id, 1)
        @armor4_id = id
        $game_party.lose_armor(id, 1)
      end
    when 5  # 装饰品
      if id == 0 or $game_party.armor_number(id) > 0
        update_auto_state($data_armors[@armor5_id], $data_armors[id])
        $game_party.gain_armor(@armor5_id, 1)
        @armor5_id = id
        $game_party.lose_armor(id, 1)
      end
    when 6  # 道具
      if id == 0 or $game_party.armor_number(id) > 0
        update_auto_state($data_armors[@armor6_id], $data_armors[id])
        $game_party.gain_armor(@armor6_id, 1)
        @armor6_id = id
        $game_party.lose_armor(id, 1)
      end
    end
  end
  #--------------------------------------------------------------------------
  # ● 更改职业 ID
  #     class_id : 新的职业 ID
  #--------------------------------------------------------------------------
  def class_id=(class_id)
    if $data_classes[class_id] != nil
      @class_id = class_id
      # 避开无法装备的物品
      unless equippable?($data_weapons[@weapon_id])
        equip(0, 0)
      end
      unless equippable?($data_armors[@armor1_id])
        equip(1, 0)
      end
      unless equippable?($data_armors[@armor2_id])
        equip(2, 0)
      end
      unless equippable?($data_armors[@armor3_id])
        equip(3, 0)
      end
      unless equippable?($data_armors[@armor4_id])
        equip(4, 0)
      end
      unless equippable?($data_armors[@armor5_id])
        equip(5, 0)
      end
      unless equippable?($data_armors[@armor6_id])
        equip(6, 0)
      end
    end
  end
end
# ★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★
#
#              Window_Base美化,增加属性增减颜色,及全能力值描绘
#
# ★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★
#==============================================================================
# ■ Window_Base
#------------------------------------------------------------------------------
#  游戏中全部窗口的超级类。
#==============================================================================

class Window_Base < Window
  ################## 属性增减颜色 ##############################
  def up_color
    return Color.new(255, 0, 0)
  end
  def down_color
    return Color.new(0, 255, 0)
  end
  #--------------------------------------------------------------------------
  # ● 描绘能力值
  #     actor : 角色
  #     x     : 描画目标 X 坐标
  #     y     : 描画目标 Y 坐标
  #     type  : 能力值种类 (0~6)
  #--------------------------------------------------------------------------
  def draw_actor_parameter(actor, x, y, type)
    case type
    when 0
      parameter_name = $data_system.words.atk
      parameter_value = actor.atk
    when 1
      parameter_name = $data_system.words.pdef
      parameter_value = actor.pdef
    when 2
      parameter_name = $data_system.words.mdef
      parameter_value = actor.mdef
    when 3
      parameter_name = $data_system.words.str
      parameter_value = actor.str
    when 4
      parameter_name = $data_system.words.dex
      parameter_value = actor.dex
    when 5
      parameter_name = $data_system.words.agi
      parameter_value = actor.agi
    when 6
      parameter_name = $data_system.words.int
      parameter_value = actor.int
    when 7
      parameter_name = "回避"
      parameter_value = actor.eva
    end
    self.contents.font.color = system_color
    self.contents.draw_text(x, y, 120, 32, parameter_name)
    self.contents.font.color = normal_color
    self.contents.draw_text(x + 120, y, 36, 32, parameter_value.to_s, 2)
  end
end
# ★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★
#
#              装备窗口美化,全能力值描绘并追加新的防具装备栏
#
# ★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★
#==============================================================================
# ■ Window_EquipRight
#------------------------------------------------------------------------------
#  装备画面、显示角色现在装备的物品的窗口。
#==============================================================================

class Window_EquipRight < Window_Selectable
  #--------------------------------------------------------------------------
  # ● 初始化对像
  #     actor : 角色
  #--------------------------------------------------------------------------
  def initialize(actor)
    super(272, 64, 368, 256)
    self.contents = Bitmap.new(width - 32, height - 32)
    @actor = actor
    refresh
    self.index = 0
  end
  #--------------------------------------------------------------------------
  # ● 刷新
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    @data = []
    @data.push($data_weapons[@actor.weapon_id])
    @data.push($data_armors[@actor.armor1_id])
    @data.push($data_armors[@actor.armor2_id])
    @data.push($data_armors[@actor.armor3_id])
    @data.push($data_armors[@actor.armor4_id])
    @data.push($data_armors[@actor.armor5_id])
    @data.push($data_armors[@actor.armor6_id])
    @item_max = @data.size
    self.contents.font.color = system_color
    self.contents.draw_text(4, 32 * 0, 92, 32, $data_system.words.weapon)
    self.contents.draw_text(4, 32 * 1, 92, 32, $data_system.words.armor1)
    self.contents.draw_text(4, 32 * 2, 92, 32, $data_system.words.armor2)
    self.contents.draw_text(4, 32 * 3, 92, 32, $data_system.words.armor3)
    self.contents.draw_text(4, 32 * 4, 92, 32, $data_system.words.armor4)
    self.contents.draw_text(4, 32 * 5, 92, 32, "道具")
    self.contents.draw_text(4, 32 * 6, 92, 32, "装饰品")
    draw_item_name(@data[0], 92, 32 * 0)
    draw_item_name(@data[1], 92, 32 * 1)
    draw_item_name(@data[2], 92, 32 * 2)
    draw_item_name(@data[3], 92, 32 * 3)
    draw_item_name(@data[4], 92, 32 * 4)
    draw_item_name(@data[5], 92, 32 * 5)
    draw_item_name(@data[6], 92, 32 * 6)
  end
end

#==============================================================================
# ■ Window_EquipLeft
#------------------------------------------------------------------------------
#  装备画面的、显示角色能力值变化的窗口。
#==============================================================================

class Window_EquipLeft < Window_Base
  #--------------------------------------------------------------------------
  # ● 初始化对像
  #     actor : 角色
  #--------------------------------------------------------------------------
  def initialize(actor)
    super(0, 64, 272, 416)
    self.contents = Bitmap.new(width - 32, height - 32)
    @actor = actor
    refresh
  end
  #--------------------------------------------------------------------------
  # ● 刷新
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    draw_actor_name(@actor, 4, 0)
    draw_actor_level(@actor, 4, 32)

    draw_actor_parameter(@actor, 4, 64, 0)
    draw_actor_parameter(@actor, 4, 96, 1)
    draw_actor_parameter(@actor, 4, 128, 2)
    draw_actor_parameter(@actor, 4, 160, 7)
    draw_actor_parameter(@actor, 4, 192, 3)
    draw_actor_parameter(@actor, 4, 224, 4)
    draw_actor_parameter(@actor, 4, 256, 5)
    draw_actor_parameter(@actor, 4, 288, 6)
    if @new_atk != nil
      self.contents.font.color = system_color
      self.contents.draw_text(160, 64, 40, 32, "→", 1)
      self.contents.font.color = @new_atk>@actor.atk ? up_color : down_color
      self.contents.font.color = normal_color if @new_atk == @actor.atk
      self.contents.draw_text(200, 64, 36, 32, @new_atk.to_s, 2)
    end
    if @new_pdef != nil
      self.contents.font.color = system_color
      self.contents.draw_text(160, 96, 40, 32, "→", 1)
      self.contents.font.color = @new_pdef>@actor.pdef ? up_color : down_color
      self.contents.font.color = normal_color if @new_pdef == @actor.pdef
      self.contents.draw_text(200, 96, 36, 32, @new_pdef.to_s, 2)
    end
    if @new_mdef != nil
      self.contents.font.color = system_color
      self.contents.draw_text(160, 128, 40, 32, "→", 1)
      self.contents.font.color = @new_mdef>@actor.mdef ? up_color : down_color
      self.contents.font.color = normal_color if @new_mdef == @actor.mdef
      self.contents.draw_text(200, 128, 36, 32, @new_mdef.to_s, 2)
    end
    if @new_eva != nil
      self.contents.font.color = system_color
      self.contents.draw_text(160, 160, 40, 32, "→", 1)
      self.contents.font.color = @new_eva>@actor.eva ? up_color : down_color
      self.contents.font.color = normal_color if @new_eva == @actor.eva
      self.contents.draw_text(200, 160, 36, 32, @new_eva.to_s, 2)
    end
    if @new_str != nil
      self.contents.font.color = system_color
      self.contents.draw_text(160, 192, 40, 32, "→", 1)
      self.contents.font.color = @new_str>@actor.str ? up_color : down_color
      self.contents.font.color = normal_color if @new_str == @actor.str
      self.contents.draw_text(200, 192, 36, 32, @new_str.to_s, 2)
    end
    if @new_dex != nil
      self.contents.font.color = system_color
      self.contents.draw_text(160, 224, 40, 32, "→", 1)
      self.contents.font.color = @new_dex>@actor.dex ? up_color : down_color
      self.contents.font.color = normal_color if @new_dex == @actor.dex
      self.contents.draw_text(200, 224, 36, 32, @new_dex.to_s, 2)
    end
    if @new_agi != nil
      self.contents.font.color = system_color
      self.contents.draw_text(160, 256, 40, 32, "→", 1)
      self.contents.font.color = @new_agi>@actor.agi ? up_color : down_color
      self.contents.font.color = normal_color if @new_agi == @actor.agi
      self.contents.draw_text(200, 256, 36, 32, @new_agi.to_s, 2)
    end
    if @new_int != nil
      self.contents.font.color = system_color
      self.contents.draw_text(160, 288, 40, 32, "→", 1)
      self.contents.font.color = @new_int>@actor.int ? up_color : down_color
      self.contents.font.color = normal_color if @new_int == @actor.int
      self.contents.draw_text(200, 288, 36, 32, @new_int.to_s, 2)
    end
  end
  #--------------------------------------------------------------------------
  # ● 变更装备后的能力值设置
  #     new_atk  : 变更装备后的攻击力
  #     new_pdef : 变更装备后的物理防御
  #     new_mdef : 变更装备后的魔法防御
  #--------------------------------------------------------------------------
  def set_new_parameters(new_atk, new_pdef, new_mdef, new_eva, new_str, new_dex, new_agi, new_int)
    if @new_atk != new_atk or @new_pdef !=new_pdef or @new_mdef != new_mdef or @new_eva != new_eva or @new_str != new_str or @new_dex !=new_dex or @new_agi != new_agi or @new_int != new_int
      @new_atk = new_atk
      @new_pdef = new_pdef
      @new_mdef = new_mdef
      @new_eva = new_eva
      @new_str = new_str
      @new_dex = new_dex
      @new_agi = new_agi
      @new_int = new_int
      refresh
    end
  end
end
#==============================================================================
# ■ Window_EquipItem
#------------------------------------------------------------------------------
#  装备画面、显示浏览变更装备的候补物品的窗口。
#==============================================================================

class Window_EquipItem < Window_Selectable
  #--------------------------------------------------------------------------
  # ● 初始化对像
  #     actor      : 角色
  #     equip_type : 装备部位 (0~3)
  #--------------------------------------------------------------------------
  def initialize(actor, equip_type)
    super(272, 320, 368, 160)
    @actor = actor
    @equip_type = equip_type
    @column_max = 1
    refresh
    self.active = false
    self.index = -1
  end
  #--------------------------------------------------------------------------
  # ● 项目的描绘
  #     index : 项目符号
  #--------------------------------------------------------------------------
  def draw_item(index)
    item = @data[index]
    x = 4
    y = index * 32
    case item
    when RPG::Weapon
      number = $game_party.weapon_number(item.id)
    when RPG::Armor
      number = $game_party.armor_number(item.id)
    end
    bitmap = RPG::Cache.icon(item.icon_name)
    self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24))
    self.contents.font.color = normal_color
    self.contents.draw_text(x + 28, y, 212, 32, item.name, 0)
    self.contents.draw_text(x + 240, y, 16, 32, ":", 1)
    self.contents.draw_text(x + 256, y, 24, 32, number.to_s, 2)
  end
end

class Scene_Equip
  #--------------------------------------------------------------------------
  # ● 主处理
  #--------------------------------------------------------------------------
  def main
    # 获取角色
    @actor = $game_party.actors[@actor_index]
    # 生成窗口
    @help_window = Window_Help.new
    @left_window = Window_EquipLeft.new(@actor)
    @right_window = Window_EquipRight.new(@actor)
    @item_window1 = Window_EquipItem.new(@actor, 0)
    @item_window2 = Window_EquipItem.new(@actor, 1)
    @item_window3 = Window_EquipItem.new(@actor, 2)
    @item_window4 = Window_EquipItem.new(@actor, 3)
    @item_window5 = Window_EquipItem.new(@actor, 4)
    @item_window6 = Window_EquipItem.new(@actor, 5)
    @item_window7 = Window_EquipItem.new(@actor, 6)
    # 关联帮助窗口
    @right_window.help_window = @help_window
    @item_window1.help_window = @help_window
    @item_window2.help_window = @help_window
    @item_window3.help_window = @help_window
    @item_window4.help_window = @help_window
    @item_window5.help_window = @help_window
    @item_window6.help_window = @help_window
    @item_window7.help_window = @help_window
    # 设置光标位置
    @right_window.index = @equip_index
    refresh
    # 执行过渡
    Graphics.transition
    # 主循环
    loop do
      # 刷新游戏画面
      Graphics.update
      # 刷新输入信息
      Input.update
      # 刷新画面
      update
      # 如果画面切换的话的就中断循环
      if $scene != self
        break
      end
    end
    # 准备过渡
    Graphics.freeze
    # 释放窗口
    @help_window.dispose
    @left_window.dispose
    @right_window.dispose
    @item_window1.dispose
    @item_window2.dispose
    @item_window3.dispose
    @item_window4.dispose
    @item_window5.dispose
    @item_window6.dispose
    @item_window7.dispose
  end
  #--------------------------------------------------------------------------
  # ● 刷新
  #--------------------------------------------------------------------------
  def refresh
    # 设置物品窗口的可视状态
    @item_window1.visible = (@right_window.index == 0)
    @item_window2.visible = (@right_window.index == 1)
    @item_window3.visible = (@right_window.index == 2)
    @item_window4.visible = (@right_window.index == 3)
    @item_window5.visible = (@right_window.index == 4)
    @item_window6.visible = (@right_window.index == 5)
    @item_window7.visible = (@right_window.index == 6)
    # 获取当前装备中的物品
    item1 = @right_window.item
    # 设置当前的物品窗口到 @item_window
    case @right_window.index
    when 0
      @item_window = @item_window1
    when 1
      @item_window = @item_window2
    when 2
      @item_window = @item_window3
    when 3
      @item_window = @item_window4
    when 4
      @item_window = @item_window5
    when 5
      @item_window = @item_window6
    when 6
      @item_window = @item_window7
    end
    # 右窗口被激活的情况下
    if @right_window.active
      # 删除变更装备后的能力
    ###############################################################
      @left_window.set_new_parameters(nil, nil, nil, nil, nil, nil, nil, nil)
    end
    # 物品窗口被激活的情况下
    if @item_window.active
      # 获取现在选中的物品
      item2 = @item_window.item
      # 变更装备
      last_hp = @actor.hp
      last_sp = @actor.sp
      @actor.equip(@right_window.index, item2 == nil ? 0 : item2.id)
    ###############################################################
      # 获取变更装备后的能力值
      new_atk = @actor.atk
      new_pdef = @actor.pdef
      new_mdef = @actor.mdef
      new_eva = @actor.eva
      new_str = @actor.str
      new_dex = @actor.dex
      new_agi = @actor.agi
      new_int = @actor.int
      # 返回到装备
      @actor.equip(@right_window.index, item1 == nil ? 0 : item1.id)
      @actor.hp = last_hp
      @actor.sp = last_sp
      # 描画左窗口
    ###############################################################
      @left_window.set_new_parameters(new_atk, new_pdef, new_mdef, new_eva, new_str, new_dex, new_agi, new_int)
    ###############################################################
    end
  end
end
# ★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★
#
#              状态窗口美化,全防具装备栏描绘
#
# ★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★
#==============================================================================
# ■ Window_Status
#------------------------------------------------------------------------------
#  显示状态画面、完全规格的状态窗口。
#==============================================================================

class Window_Status < Window_Base
  #--------------------------------------------------------------------------
  # ● 刷新
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    draw_actor_graphic(@actor, 40, 112)
    draw_actor_name(@actor, 4, 0)
    draw_actor_class(@actor, 4 + 144, 0)
    draw_actor_level(@actor, 96, 32)
    draw_actor_state(@actor, 96, 64)
    draw_actor_hp(@actor, 96, 112, 172)
    draw_actor_sp(@actor, 96, 144, 172)
    draw_actor_parameter(@actor, 96, 192, 0)
    draw_actor_parameter(@actor, 96, 224, 1)
    draw_actor_parameter(@actor, 96, 256, 2)
    draw_actor_parameter(@actor, 96, 304, 3)
    draw_actor_parameter(@actor, 96, 336, 4)
    draw_actor_parameter(@actor, 96, 368, 5)
    draw_actor_parameter(@actor, 96, 400, 6)
    self.contents.font.color = system_color
    self.contents.draw_text(320, 48, 80, 32, "EXP")
    self.contents.draw_text(320, 80, 80, 32, "NEXT")
    self.contents.font.color = normal_color
    self.contents.draw_text(320 + 80, 48, 84, 32, @actor.exp_s, 2)
    self.contents.draw_text(320 + 80, 80, 84, 32, @actor.next_rest_exp_s, 2)
    self.contents.font.color = system_color
    self.contents.draw_text(320, 160, 96, 32, "装备")
    draw_item_name($data_weapons[@actor.weapon_id], 320 + 16, 208)
    draw_item_name($data_armors[@actor.armor1_id], 320 + 16, 240)
    draw_item_name($data_armors[@actor.armor2_id], 320 + 16, 272)
    draw_item_name($data_armors[@actor.armor3_id], 320 + 16, 304)
    draw_item_name($data_armors[@actor.armor4_id], 320 + 16, 336)
    draw_item_name($data_armors[@actor.armor5_id], 320 + 16, 368)
    draw_item_name($data_armors[@actor.armor6_id], 320 + 16, 400)
  end
  def dummy
    self.contents.font.color = system_color
    self.contents.draw_text(320, 112, 96, 32, $data_system.words.weapon)
    self.contents.draw_text(320, 176, 96, 32, $data_system.words.armor1)
    self.contents.draw_text(320, 240, 96, 32, $data_system.words.armor2)
    self.contents.draw_text(320, 304, 96, 32, $data_system.words.armor3)
    self.contents.draw_text(320, 368, 96, 32, $data_system.words.armor4)
    draw_item_name($data_weapons[@actor.weapon_id], 320 + 24, 144)
    draw_item_name($data_armors[@actor.armor1_id], 320 + 24, 208)
    draw_item_name($data_armors[@actor.armor2_id], 320 + 24, 272)
    draw_item_name($data_armors[@actor.armor3_id], 320 + 24, 336)
    draw_item_name($data_armors[@actor.armor4_id], 320 + 24, 400)
  end
end
# ★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★
#
#              商店购买窗口美化,增加对新装备位置的描述
#
# ★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★
#==============================================================================
# ■ Window_ShopStatus
#------------------------------------------------------------------------------
#  商店画面、显示物品所持数与角色装备的窗口。
#==============================================================================

class Window_ShopStatus < Window_Base
  #--------------------------------------------------------------------------
  # ● 刷新
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    if @item == nil
      return
    end
    case @item
    when RPG::Item
      number = $game_party.item_number(@item.id)
    when RPG::Weapon
      number = $game_party.weapon_number(@item.id)
    when RPG::Armor
      number = $game_party.armor_number(@item.id)
    end
    self.contents.font.color = system_color
    self.contents.draw_text(4, 0, 200, 32, "所持数")
    self.contents.font.color = normal_color
    self.contents.draw_text(204, 0, 32, 32, number.to_s, 2)
    if @item.is_a?(RPG::Item)
      return
    end
    # 添加装备品信息
    for i in 0...$game_party.actors.size
      # 获取角色
      actor = $game_party.actors
      # 可以装备为普通文字颜色、不能装备设置为无效文字颜色
      if actor.equippable?(@item)
        self.contents.font.color = normal_color
      else
        self.contents.font.color = disabled_color
      end
      # 描绘角色名字
      self.contents.draw_text(4, 64 + 64 * i, 120, 32, actor.name)
      # 获取当前的装备品
      if @item.is_a?(RPG::Weapon)
        item1 = $data_weapons[actor.weapon_id]
      elsif @item.kind == 0
        item1 = $data_armors[actor.armor1_id]
      elsif @item.kind == 1
        item1 = $data_armors[actor.armor2_id]
      elsif @item.kind == 2
        item1 = $data_armors[actor.armor3_id]
      elsif @item.kind == 3
        item1 = $data_armors[actor.armor4_id]
      elsif @item.kind == 4
        item1 = $data_armors[actor.armor5_id]
      else# if @item.kind == 5
        item1 = $data_armors[actor.armor6_id]
      end
      # 可以装备的情况
      if actor.equippable?(@item)
        # 武器的情况
        if @item.is_a?(RPG::Weapon)
          atk1 = item1 != nil ? item1.atk : 0
          atk2 = @item != nil ? @item.atk : 0
          change = atk2 - atk1
        end
        # 防具的情况
        if @item.is_a?(RPG::Armor)
          pdef1 = item1 != nil ? item1.pdef : 0
          mdef1 = item1 != nil ? item1.mdef : 0
          pdef2 = @item != nil ? @item.pdef : 0
          mdef2 = @item != nil ? @item.mdef : 0
          change = pdef2 - pdef1 + mdef2 - mdef1
        end
        # 描绘能力值变化
        self.contents.draw_text(124, 64 + 64 * i, 112, 32,
          sprintf("%+d", change), 2)
      end
      # 描绘物品
      if item1 != nil
        x = 4
        y = 64 + 64 * i + 32
        bitmap = RPG::Cache.icon(item1.icon_name)
        opacity = self.contents.font.color == normal_color ? 255 : 128
        self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
        self.contents.draw_text(x + 28, y, 212, 32, item1.name)
      end
    end
  end
end[/pre]
支持一下下我的这个游戏吧~~
大雄与空间军团
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