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如题。希望可以知道如何除去这个脚本中描绘的人物行走图。或者修改行走图的位置?脚本如下 
#============================================================================== #  # ▼ Yanfly Engine Ace - Ace Status Menu v1.01 # -- Last Updated: 2011.12.26 # -- Level: Normal # -- Requires: n/a #  #==============================================================================   $imported = {} if $imported.nil? $imported["YEA-StatusMenu"] = true   #============================================================================== # ▼ Updates # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= # 2011.12.26 - Compatibility Update: Rename Actor # 2011.12.23 - Started Script and Finished. #  #============================================================================== # ▼ Introduction # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= # This script changes the status screen completely to something the player can # interact with more and be able to view actor data with more clarity. The # player is able to view the general information for an actor (parameters and # experience), a parameters bar graph, the various hidden extra parameters # (named properties in the script), and a customizable biography for the actor. # Also with this script, biographies can be changed at any time using a script # call to add more of a personal touch to characters. #  #============================================================================== # ▼ 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. #  # ----------------------------------------------------------------------------- # Script Calls - These commands are used with script calls. # ----------------------------------------------------------------------------- # $game_actors[x].description = string # Changes the biography description for actor x to that of the string. Use \n # to designate linebreaks in the string. If you wish to use text codes, write # them in the strings as \\n[2] or \\c[3] to make them work properly. #  #============================================================================== # ▼ 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 STATUS       #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-     # - Command Window Settings -     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-     # This section adjusts the commands that appear in the command window used     # for the status screen. Rearrange the commands, add new ones, remove them     # as you see fit.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-     COMMANDS =[ # The order at which the menu items are shown.     # [    :command,    "Display"],       [    :general,    "基本信息"],       [ :parameters, "数据"],       [ :properties, "属性"],      [    :custom1,     "技能"],     # [    :custom2,  "Equipment"],     # [    :custom3,      "Class"],     # [  :biography,  "传记"],       [     :rename,     "Rename"],  # Requires YEA - Rename Actor       [    :retitle,    "Retitle"],  # Requires YEA - Rename Actor     ] # Do not remove this.       #--------------------------------------------------------------------------     # - Status Custom Commands -     # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -     # For those who use scripts to that may produce unique effects for the     # status menu, use this hash to manage the custom commands for the Status     # 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_STATUS_COMMANDS ={     # :command => [EnableSwitch, ShowSwitch, Handler Method, Window Draw],       :custom1 => [           0,          0, :command_name1, :draw_custom1],       :custom2 => [           0,          0, :command_name2, :draw_custom2],       :custom3 => [           0,          0, :command_name3, :draw_custom3],     } # Do not remove this.       #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-     # - General Window Settings -     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-     # These settings adjust the way the general window visually appears.     # Not many changes need to be done here other than vocab changes.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-     PARAMETERS_VOCAB = "数据"         # Title used for Parameters.     EXPERIENCE_VOCAB = "经验值"         # Title used for Experience.     NEXT_TOTAL_VOCAB = "下次 %s 经验值总数"  # Label used for total experience.       #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-     # - Parameters Window Settings -     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-     # These settings adjust the way the parameters window visually appears.     # Each of the stats have a non-window colour. Adjust them as you see fit.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-     PARAM_COLOUR ={     # ParamID => [:stat,       Colour1,                   Colour2          ],             2 => [ :atk, Color.new(225, 100, 100), Color.new(240, 150, 150)],             3 => [ :def, Color.new(250, 150,  30), Color.new(250, 180, 100)],             4 => [ :mat, Color.new( 70, 140, 200), Color.new(135, 180, 230)],             5 => [ :mdf, Color.new(135, 130, 190), Color.new(170, 160, 220)],             6 => [ :agi, Color.new( 60, 180,  80), Color.new(120, 200, 120)],             7 => [ :luk, Color.new(255, 240, 100), Color.new(255, 250, 200)],     } # Do not remove this.       #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-     # - Properties Window Settings -     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-     # These settings adjust the way the properties window visually appears.     # The properties have abbreviations, but leaving them as such makes things     # confusing (as it's sometimes hard to figure out what the abbreviations     # mean). Change the way the appear, whether or not they appear, and what     # order they will appear in.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-     PROPERTIES_FONT_SIZE = 16        # Font size used for properties.       # These are the properties that appear in column 1.     PROPERTIES_COLUMN1 =[       [:hit, "命中率"],       [:eva, "躲避"],       [:cri, "致命一击"],       [:cev, "关键躲避"],       [:mev, "魔法躲避"],       [:mrf, "魔法反射"],       [:cnt, "反击"],       [:tgr, "目标攻击"],     ] # Do not remove this.       # These are the properties that appear in column 2.     PROPERTIES_COLUMN2 =[       [:hrg, "hp再生"],       [:mrg, "魔法再生"],       [:trg, "TP再生"],       [:rec, "恢复"],       [:grd, "防御力"],       [:pha, "物品使用"],       [:exr, "经验值获得"],       [:tcr, "TP模式"],     ] # Do not remove this.       # These are the properties that appear in column 3.     PROPERTIES_COLUMN3 =[       [:hcr, "HP消费伤害"],    # Requires YEA - Skill Cost Manager       [:mcr, "MP消费伤害"],       [:tcr, "TP消费伤害"],    # Requires YEA - Skill Cost Manager       [:cdr, "硬直伤害"],   # Requires YEA - Skill Restrictions       [:wur, "激励伤害"],     # Requires YEA - Skill Restrictions       [:pdr, "物理伤害"],       [:mdr, "魔法伤害"],       [:fdr, "基本伤害"],     ] # Do not remove this.       #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-     # - Biography Window Settings -     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-     # These settings adjust the way the biography appears including the title     # used at the top, the font size, and whatnot.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-     BIOGRAPHY_NICKNAME_TEXT = "%s  %s"   # How the nickname will appear.     BIOGRAPHY_NICKNAME_SIZE = 32            # Size of the font used.         end # STATUS 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. #==============================================================================   #============================================================================== # ■ Numeric #==============================================================================   class Numeric     #--------------------------------------------------------------------------   # new method: group_digits   #--------------------------------------------------------------------------   unless $imported["YEA-CoreEngine"]   def group; return self.to_s; end   end # $imported["YEA-CoreEngine"]   end # Numeric   #============================================================================== # ■ Game_Temp #==============================================================================   class Game_Temp     #--------------------------------------------------------------------------   # public instance variables   #--------------------------------------------------------------------------   attr_accessor :scene_status_index   attr_accessor :scene_status_oy   end # Game_Temp   #============================================================================== # ■ Game_Actor #==============================================================================   class Game_Actor < Game_Battler     #--------------------------------------------------------------------------   # new method: description=   #--------------------------------------------------------------------------   def description=(text)     @description = text   end     #--------------------------------------------------------------------------   # overwrite method: description   #--------------------------------------------------------------------------   def description     return @description unless @description.nil?     return actor.description   end   end # Game_Actor   #============================================================================== # ■ Window_StatusCommand #==============================================================================   class Window_StatusCommand < Window_Command     #--------------------------------------------------------------------------   # public instance variables   #--------------------------------------------------------------------------   attr_accessor :item_window     #--------------------------------------------------------------------------   # initialize   #--------------------------------------------------------------------------   def initialize(dx, dy)     super(dx, dy)     @actor = nil   end     #--------------------------------------------------------------------------   # window_width   #--------------------------------------------------------------------------   def window_width; return 160; end     #--------------------------------------------------------------------------   # actor=   #--------------------------------------------------------------------------   def actor=(actor)     return if @actor == actor     @actor = actor     refresh   end     #--------------------------------------------------------------------------   # visible_line_number   #--------------------------------------------------------------------------   def visible_line_number; return 4; end     #--------------------------------------------------------------------------   # ok_enabled?   #--------------------------------------------------------------------------   def ok_enabled?     return handle?(current_symbol)   end     #--------------------------------------------------------------------------   # make_command_list   #--------------------------------------------------------------------------   def make_command_list     return unless @actor     for command in YEA::STATUS::COMMANDS       case command[0]       #--- Default ---       when :general, :parameters, :properties, :biography         add_command(command[1], command[0])       #--- Yanfly Engine Ace ---       when :rename         next unless $imported["YEA-RenameActor"]         add_command(command[1], command[0], @actor.rename_allow?)       when :retitle         next unless $imported["YEA-RenameActor"]         add_command(command[1], command[0], @actor.retitle_allow?)       #--- Custom Commands ---       else         process_custom_command(command)       end     end     if !$game_temp.scene_status_index.nil?       select($game_temp.scene_status_index)       self.oy = $game_temp.scene_status_oy     end     $game_temp.scene_status_index = nil     $game_temp.scene_status_oy = nil   end     #--------------------------------------------------------------------------   # process_ok   #--------------------------------------------------------------------------   def process_ok     $game_temp.scene_status_index = index     $game_temp.scene_status_oy = self.oy     super   end     #--------------------------------------------------------------------------   # process_custom_command   #--------------------------------------------------------------------------   def process_custom_command(command)     return unless YEA::STATUS::CUSTOM_STATUS_COMMANDS.include?(command[0])     show = YEA::STATUS::CUSTOM_STATUS_COMMANDS[command[0]][1]     continue = show <= 0 ? true : $game_switches[show]     return unless continue     text = command[1]     switch = YEA::STATUS::CUSTOM_STATUS_COMMANDS[command[0]][0]     enabled = switch <= 0 ? true : $game_switches[switch]     add_command(text, command[0], enabled)   end     #--------------------------------------------------------------------------   # update   #--------------------------------------------------------------------------   def update     super     update_item_window   end     #--------------------------------------------------------------------------   # update_item_window   #--------------------------------------------------------------------------   def update_item_window     return if @item_window.nil?     return if @current_index == current_symbol     @current_index = current_symbol     @item_window.refresh   end     #--------------------------------------------------------------------------   # item_window=   #--------------------------------------------------------------------------   def item_window=(window)     @item_window = window     update   end     #--------------------------------------------------------------------------   # update_help   #--------------------------------------------------------------------------   def update_help     return if @actor.nil?     @help_window.set_text(@actor.actor.description)   end   end # Window_StatusCommand   #============================================================================== # ■ Window_StatusActor #==============================================================================   class Window_StatusActor < 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)     draw_actor_graphic(@actor, 120, line_height / 2+72.5)   end   end # Window_StatusActor   #============================================================================== # ■ Window_StatusItem #==============================================================================   class Window_StatusItem < Window_Base     #--------------------------------------------------------------------------   # initialize   #--------------------------------------------------------------------------   def initialize(dx, dy, command_window)     super(dx, dy, Graphics.width, Graphics.height - dy)     @command_window = command_window     @actor = nil     refresh   end     #--------------------------------------------------------------------------   # actor=   #--------------------------------------------------------------------------   def actor=(actor)     return if @actor == actor     @actor = actor     refresh   end     #--------------------------------------------------------------------------   # refresh   #--------------------------------------------------------------------------   def refresh     contents.clear     reset_font_settings     return unless @actor     draw_window_contents   end     #--------------------------------------------------------------------------   # draw_window_contents   #--------------------------------------------------------------------------   def draw_window_contents     case @command_window.current_symbol     when :general       draw_actor_general     when :parameters       draw_parameter_graph     when :properties       draw_properties_list     when :biography, :rename, :retitle       draw_actor_biography     else       draw_custom     end   end     #--------------------------------------------------------------------------   # draw_actor_general   #--------------------------------------------------------------------------   def draw_actor_general     change_color(system_color)     text = YEA::STATUS::PARAMETERS_VOCAB     draw_text(0, 0, contents.width/2, line_height, text, 1)     text = YEA::STATUS::EXPERIENCE_VOCAB     draw_text(contents.width/2, 0, contents.width/2, line_height, text, 1)     draw_general_parameters     draw_general_experience   end     #--------------------------------------------------------------------------   # draw_general_parameters   #--------------------------------------------------------------------------   def draw_general_parameters     dx = 24     dy = line_height / 2     draw_actor_level(dx, line_height*1+dy, contents.width/2 - 24)     draw_actor_param(0, dx, line_height*2+dy, contents.width/2 - 24)     draw_actor_param(1, dx, line_height*3+dy, contents.width/2 - 24)     draw_actor_param(2, dx, line_height*4+dy, contents.width/4 - 12)     draw_actor_param(4, dx, line_height*5+dy, contents.width/4 - 12)     draw_actor_param(6, dx, line_height*6+dy, contents.width/4 - 12)     dx += contents.width/4 - 12     draw_actor_param(3, dx, line_height*4+dy, contents.width/4 - 12)     draw_actor_param(5, dx, line_height*5+dy, contents.width/4 - 12)     draw_actor_param(7, dx, line_height*6+dy, contents.width/4 - 12)   end     #--------------------------------------------------------------------------   # draw_actor_level   #--------------------------------------------------------------------------   def draw_actor_level(dx, dy, dw)     colour = Color.new(0, 0, 0, translucent_alpha/2)     rect = Rect.new(dx+1, dy+1, dw-2, line_height-2)     contents.fill_rect(rect, colour)     change_color(system_color)     draw_text(dx+4, dy, dw-8, line_height, Vocab::level)     change_color(normal_color)     draw_text(dx+4, dy, dw-8, line_height, @actor.level.group, 2)   end     #--------------------------------------------------------------------------   # draw_actor_param   #--------------------------------------------------------------------------   def draw_actor_param(param_id, dx, dy, dw)     colour = Color.new(0, 0, 0, translucent_alpha/2)     rect = Rect.new(dx+1, dy+1, dw-2, line_height-2)     contents.fill_rect(rect, colour)     change_color(system_color)     draw_text(dx+4, dy, dw-8, line_height, Vocab::param(param_id))     change_color(normal_color)     draw_text(dx+4, dy, dw-8, line_height, @actor.param(param_id).group, 2)   end     #--------------------------------------------------------------------------   # draw_general_experience   #--------------------------------------------------------------------------   def draw_general_experience     if @actor.max_level?       s1 = @actor.exp.group       s2 = "-------"       s3 = "-------"     else       s1 = @actor.exp.group       s2 = (@actor.next_level_exp - @actor.exp).group       s3 = @actor.next_level_exp.group     end     s_next = sprintf(Vocab::ExpNext, Vocab::level)     total_next_text = sprintf(YEA::STATUS::NEXT_TOTAL_VOCAB, Vocab::level)     change_color(system_color)     dx = contents.width/2 + 12     dy = line_height * 3 / 2     dw = contents.width/2 - 36     draw_text(dx, dy + line_height * 0, dw, line_height, Vocab::ExpTotal)     draw_text(dx, dy + line_height * 2, dw, line_height, s_next)     draw_text(dx, dy + line_height * 4, dw, line_height, total_next_text)     change_color(normal_color)     draw_text(dx, dy + line_height * 1, dw, line_height, s1, 2)     draw_text(dx, dy + line_height * 3, dw, line_height, s2, 2)     draw_text(dx, dy + line_height * 5, dw, line_height, s3, 2)   end     #--------------------------------------------------------------------------   # draw_parameter_graph   #--------------------------------------------------------------------------   def draw_parameter_graph     draw_parameter_title     dy = line_height * 3/2     maximum = 1     minimum = @actor.param_max(2)     for i in 2..7       maximum = [@actor.param(i), maximum].max       minimum = [@actor.param(i), minimum].min     end     maximum += minimum * 0.33 unless maximum == minimum     for i in 2..7       rate = calculate_rate(maximum, minimum, i)       dy = line_height * i - line_height/2       draw_param_gauge(i, dy, rate)       change_color(system_color)       draw_text(28, dy, contents.width - 56, line_height, Vocab::param(i))       dw = (contents.width - 48) * rate - 8       change_color(normal_color)       draw_text(28, dy, dw, line_height, @actor.param(i).group, 2)     end   end     #--------------------------------------------------------------------------   # calculate_rate   #--------------------------------------------------------------------------   def calculate_rate(maximum, minimum, param_id)     return 1.0 if maximum == minimum     rate = (@actor.param(param_id).to_f - minimum) / (maximum - minimum).to_f     rate *= 0.67     rate += 0.33     return rate   end     #--------------------------------------------------------------------------   # draw_param_gauge   #--------------------------------------------------------------------------   def draw_param_gauge(param_id, dy, rate)     dw = contents.width - 48     colour1 = param_gauge1(param_id)     colour2 = param_gauge2(param_id)     draw_gauge(24, dy, dw, rate, colour1, colour2)   end     #--------------------------------------------------------------------------   # param_gauge1   #--------------------------------------------------------------------------   def param_gauge1(param_id)     return YEA::STATUS::PARAM_COLOUR[param_id][1]   end     #--------------------------------------------------------------------------   # param_gauge2   #--------------------------------------------------------------------------   def param_gauge2(param_id)     return YEA::STATUS::PARAM_COLOUR[param_id][2]   end     #--------------------------------------------------------------------------   # draw_parameter_title   #--------------------------------------------------------------------------   def draw_parameter_title     colour = Color.new(0, 0, 0, translucent_alpha/2)     rect = Rect.new(0, 0, contents.width, contents.height)     contents.fill_rect(rect, colour)     change_color(system_color)     text = YEA::STATUS::PARAMETERS_VOCAB     draw_text(0, line_height/3, contents.width, line_height, text, 1)   end     #--------------------------------------------------------------------------   # draw_properties_list   #--------------------------------------------------------------------------   def draw_properties_list     contents.font.size = YEA::STATUS::PROPERTIES_FONT_SIZE     draw_properties_column1     draw_properties_column2     draw_properties_column3     reset_font_settings   end     #--------------------------------------------------------------------------   # draw_properties_column1   #--------------------------------------------------------------------------   def draw_properties_column1     dx = 24     dw = (contents.width - 24) / 3 - 24     dy = 0     for property in YEA::STATUS::PROPERTIES_COLUMN1       dy = draw_property(property, dx, dy, dw)     end   end     #--------------------------------------------------------------------------   # draw_properties_column2   #--------------------------------------------------------------------------   def draw_properties_column2     dx = 24 + (contents.width - 24) / 3     dw = (contents.width - 24) / 3 - 24     dy = 0     for property in YEA::STATUS::PROPERTIES_COLUMN2       dy = draw_property(property, dx, dy, dw)     end   end     #--------------------------------------------------------------------------   # draw_properties_column3   #--------------------------------------------------------------------------   def draw_properties_column3     dx = 24 + (contents.width - 24) / 3 * 2     dw = (contents.width - 24) / 3 - 24     dy = 0     for property in YEA::STATUS::PROPERTIES_COLUMN3       dy = draw_property(property, dx, dy, dw)     end   end     #--------------------------------------------------------------------------   # draw_property   #--------------------------------------------------------------------------   def draw_property(property, dx, dy, dw)     case property[0]     #---     when :hit       fmt = "%1.2f%%"       value = sprintf(fmt, @actor.hit * 100)     when :eva       fmt = "%1.2f%%"       value = sprintf(fmt, @actor.eva * 100)     when :cri       fmt = "%1.2f%%"       value = sprintf(fmt, @actor.cri * 100)     when :cev       fmt = "%1.2f%%"       value = sprintf(fmt, @actor.cev * 100)     when :mev       fmt = "%1.2f%%"       value = sprintf(fmt, @actor.mev * 100)     when :mrf       fmt = "%1.2f%%"       value = sprintf(fmt, @actor.mrf * 100)     when :cnt       fmt = "%1.2f%%"       value = sprintf(fmt, @actor.cnt * 100)     when :hrg       fmt = "%1.2f%%"       value = sprintf(fmt, @actor.hrg * 100)     when :mrg       fmt = "%1.2f%%"       value = sprintf(fmt, @actor.mrg * 100)     when :trg       fmt = "%1.2f%%"       value = sprintf(fmt, @actor.trg * 100)     when :tgr       fmt = "%1.2f%%"       value = sprintf(fmt, @actor.tgr * 100)     when :grd       fmt = "%1.2f%%"       value = sprintf(fmt, @actor.grd * 100)     when :rec       fmt = "%1.2f%%"       value = sprintf(fmt, @actor.rec * 100)     when :pha       fmt = "%1.2f%%"       value = sprintf(fmt, @actor.pha * 100)     when :mcr       fmt = "%1.2f%%"       value = sprintf(fmt, @actor.mcr * 100)     when :tcr       fmt = "%1.2f%%"       value = sprintf(fmt, @actor.tcr * 100)     when :pdr       fmt = "%1.2f%%"       value = sprintf(fmt, @actor.pdr * 100)     when :mdr       fmt = "%1.2f%%"       value = sprintf(fmt, @actor.mdr * 100)     when :fdr       fmt = "%1.2f%%"       value = sprintf(fmt, @actor.fdr * 100)     when :exr       fmt = "%1.2f%%"       value = sprintf(fmt, @actor.exr * 100)     when :hcr       return dy unless $imported["YEA-SkillCostManager"]       fmt = "%1.2f%%"       value = sprintf(fmt, @actor.hcr * 100)     when :tcr       return dy unless $imported["YEA-SkillCostManager"]       fmt = "%1.2f%%"       value = sprintf(fmt, @actor.tcr * 100)     when :gcr       return dy unless $imported["YEA-SkillCostManager"]       fmt = "%1.2f%%"       value = sprintf(fmt, @actor.gcr * 100)     when :cdr       return dy unless $imported["YEA-SkillRestrictions"]       fmt = "%1.2f%%"       value = sprintf(fmt, @actor.cdr * 100)     when :wur       return dy unless $imported["YEA-SkillRestrictions"]       fmt = "%1.2f%%"       value = sprintf(fmt, @actor.wur * 100)     #---     else; return dy     end     colour = Color.new(0, 0, 0, translucent_alpha/2)     rect = Rect.new(dx+1, dy+1, dw-2, line_height-2)     contents.fill_rect(rect, colour)     change_color(system_color)     draw_text(dx+4, dy, dw-8, line_height, property[1], 0)     change_color(normal_color)     draw_text(dx+4, dy, dw-8, line_height, value, 2)     return dy + line_height   end     #--------------------------------------------------------------------------   # draw_actor_biography   #--------------------------------------------------------------------------   def draw_actor_biography     fmt = YEA::STATUS::BIOGRAPHY_NICKNAME_TEXT     text = sprintf(fmt, @actor.name, @actor.nickname)     contents.font.size = YEA::STATUS::BIOGRAPHY_NICKNAME_SIZE     draw_text(0, 0, contents.width, line_height*2, text, 1)     reset_font_settings     draw_text_ex(24, line_height*2, @actor.description)   end     #--------------------------------------------------------------------------   # draw_custom   #--------------------------------------------------------------------------   def draw_custom     current_symbol = @command_window.current_symbol     return unless YEA::STATUS::CUSTOM_STATUS_COMMANDS.include?(current_symbol)     method(YEA::STATUS::CUSTOM_STATUS_COMMANDS[current_symbol][3]).call   end     #--------------------------------------------------------------------------   # draw_custom1   #--------------------------------------------------------------------------   def draw_custom1     dx = 0; dy = 0     for skill in @actor.skills       next if skill.nil?       next unless @actor.added_skill_types.include?(skill.stype_id)       draw_item_name(skill, dx, dy)       dx = dx == contents.width / 2 + 16 ? 0 : contents.width / 2 + 16       dy += line_height if dx == 0       return if dy + line_height > contents.height     end   end     #--------------------------------------------------------------------------   # draw_custom2   #--------------------------------------------------------------------------   def draw_custom2     dx = 4; dy = 0; slot_id = 0     for equip in @actor.equips       change_color(system_color)       text = Vocab.etype(@actor.equip_slots[slot_id])       draw_text(dx, dy, contents.width - dx, line_height, text)       reset_font_settings       draw_item_name(equip, dx+92, dy) unless equip.nil?       slot_id += 1       dy += line_height       break if dy + line_height > contents.height     end     dw = Graphics.width * 2 / 5 - 24     dx = contents.width - dw; dy = 0     param_id = 0     8.times do       colour = Color.new(0, 0, 0, translucent_alpha/2)       rect = Rect.new(dx+1, dy+1, dw - 2, line_height - 2)       contents.fill_rect(rect, colour)       size = $imported["YEA-AceEquipEngine"] ? YEA::EQUIP::STATUS_FONT_SIZE : 20       contents.font.size = size       change_color(system_color)       draw_text(dx+4, dy, dw, line_height, Vocab::param(param_id))       change_color(normal_color)       dwa = (Graphics.width * 2 / 5 - 2) / 2       draw_text(dx, dy, dwa, line_height, @actor.param(param_id).group, 2)       reset_font_settings       change_color(system_color)       draw_text(dx + dwa, dy, 22, line_height, "→", 1)       param_id += 1       dy += line_height       break if dy + line_height > contents.height     end   end     #--------------------------------------------------------------------------   # draw_custom3   #--------------------------------------------------------------------------   def draw_custom3     return unless $imported["YEA-ClassSystem"]     data = []     for class_id in YEA::CLASS_SYSTEM::CLASS_ORDER       next if $data_classes[class_id].nil?       item = $data_classes[class_id]       next unless @actor.unlocked_classes.include?(item.id) or          YEA::CLASS_SYSTEM::DEFAULT_UNLOCKS.include?(item.id)       data.push(item)     end     dx = 0; dy = 0; class_index = 0     for class_id in data       item = data[class_index]       reset_font_settings       if item == @actor.class         change_color(text_color(YEA::CLASS_SYSTEM::CURRENT_CLASS_COLOUR))       elsif item == @actor.subclass         change_color(text_color(YEA::CLASS_SYSTEM::SUBCLASS_COLOUR))       else         change_color(normal_color)       end       icon = item.icon_index       draw_icon(icon, dx, dy)       text = item.name       draw_text(24, dy, contents.width-24, line_height, text)       next if YEA::CLASS_SYSTEM::MAINTAIN_LEVELS       level = @actor.class_level(item.id)       contents.font.size = YEA::CLASS_SYSTEM::LEVEL_FONT_SIZE       text = sprintf(YEA::CLASS_SYSTEM::CLASS_LEVEL, level.group)       dwa = contents.width - (Graphics.width * 2 / 5 - 24) - 28       draw_text(dx, dy, dwa, line_height, text, 2)       class_index += 1       dy += line_height       break if dy + line_height > contents.height     end     dw = Graphics.width * 2 / 5 - 24     dx = contents.width - dw; dy = 0     param_id = 0     8.times do       colour = Color.new(0, 0, 0, translucent_alpha/2)       rect = Rect.new(dx+1, dy+1, dw - 2, line_height - 2)       contents.fill_rect(rect, colour)       contents.font.size = YEA::CLASS_SYSTEM::PARAM_FONT_SIZE       change_color(system_color)       draw_text(dx+4, dy, dw, line_height, Vocab::param(param_id))       change_color(normal_color)       dwa = (Graphics.width * 2 / 5 - 2) / 2       draw_text(dx, dy, dwa, line_height, @actor.param(param_id).group, 2)       reset_font_settings       change_color(system_color)       draw_text(dx + dwa, dy, 22, line_height, "→", 1)       param_id += 1       dy += line_height       break if dy + line_height > contents.height     end   end   end # Window_StatusItem   #============================================================================== # ■ Scene_Status #==============================================================================   class Scene_Status < Scene_MenuBase     #--------------------------------------------------------------------------   # start   #--------------------------------------------------------------------------   def start     super       #create_help_window     create_command_window     create_status_window     create_item_window     relocate_windows   end     #--------------------------------------------------------------------------   # create_command_window   #--------------------------------------------------------------------------   def create_command_window #    wy = @help_window.height     @command_window = Window_StatusCommand.new(0, 0)#wy)     @command_window.viewport = @viewport     @command_window.actor = @actor     @command_window.help_window = @help_window     @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_status_commands   end     #--------------------------------------------------------------------------   # process_custom_status_commands   #--------------------------------------------------------------------------   def process_custom_status_commands     for command in YEA::STATUS::COMMANDS       next unless YEA::STATUS::CUSTOM_STATUS_COMMANDS.include?(command[0])       called_method = YEA::STATUS::CUSTOM_STATUS_COMMANDS[command[0]][2]       @command_window.set_handler(command[0], method(called_method))     end   end     #--------------------------------------------------------------------------   # create_status_window   #--------------------------------------------------------------------------   def create_status_window     #wy = @help_window.height     @status_window = Window_StatusActor.new(@command_window.width, 0)#wy)     @status_window.viewport = @viewport     @status_window.actor = @actor   end     #--------------------------------------------------------------------------   # create_item_window   #--------------------------------------------------------------------------   def create_item_window     dy = @command_window.y + @command_window.height     @item_window = Window_StatusItem.new(0, dy, @command_window)     @item_window.viewport = @viewport     @item_window.actor = @actor     @command_window.item_window = @item_window   end     #--------------------------------------------------------------------------   # relocate_windows   #--------------------------------------------------------------------------   def relocate_windows     return unless $imported["YEA-AceMenuEngine"]     case Menu.help_window_location     when 0 # Top       @help_window.y = 0       @command_window.y = @help_window.height       @item_window.y = @command_window.y + @command_window.height     when 1 # Middle       @command_window.y = 0       @help_window.y = @command_window.height       @item_window.y = @help_window.y + @help_window.height     else # Bottom       @command_window.y = 0       @item_window.y = @command_window.height       @help_window.y = @item_window.y + @item_window.height     end     @status_window.y = @command_window.y   end     #--------------------------------------------------------------------------   # on_actor_change   #--------------------------------------------------------------------------   def on_actor_change     @command_window.actor = @actor     @status_window.actor = @actor     @item_window.actor = @actor     @command_window.activate   end     #--------------------------------------------------------------------------   # new method: command_name1   #--------------------------------------------------------------------------   def command_name1     SceneManager.call(Scene_Skill)   end     #--------------------------------------------------------------------------   # new method: command_name2   #--------------------------------------------------------------------------   def command_name2     SceneManager.call(Scene_Equip)   end     #--------------------------------------------------------------------------   # new method: command_name3   #--------------------------------------------------------------------------   def command_name3     unless $imported["YEA-ClassSystem"]       @command_window.activate       return     end     SceneManager.call(Scene_Class)   end   end # Scene_Status   #============================================================================== #  # ▼ End of File #  #============================================================================== 
 
 #==============================================================================  
#   
# ▼ Yanfly Engine Ace - Ace Status Menu v1.01  
# -- Last Updated: 2011.12.26  
# -- Level: Normal  
# -- Requires: n/a  
#   
#==============================================================================  
   
$imported = {} if $imported.nil?  
$imported["YEA-StatusMenu"] = true  
   
#==============================================================================  
# ▼ Updates  
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=  
# 2011.12.26 - Compatibility Update: Rename Actor  
# 2011.12.23 - Started Script and Finished.  
#   
#==============================================================================  
# ▼ Introduction  
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=  
# This script changes the status screen completely to something the player can  
# interact with more and be able to view actor data with more clarity. The  
# player is able to view the general information for an actor (parameters and  
# experience), a parameters bar graph, the various hidden extra parameters  
# (named properties in the script), and a customizable biography for the actor.  
# Also with this script, biographies can be changed at any time using a script  
# call to add more of a personal touch to characters.  
#   
#==============================================================================  
# ▼ 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.  
#   
# -----------------------------------------------------------------------------  
# Script Calls - These commands are used with script calls.  
# -----------------------------------------------------------------------------  
# $game_actors[x].description = string  
# Changes the biography description for actor x to that of the string. Use \n  
# to designate linebreaks in the string. If you wish to use text codes, write  
# them in the strings as \\n[2] or \\c[3] to make them work properly.  
#   
#==============================================================================  
# ▼ 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 STATUS  
   
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-  
    # - Command Window Settings -  
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-  
    # This section adjusts the commands that appear in the command window used  
    # for the status screen. Rearrange the commands, add new ones, remove them  
    # as you see fit.  
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-  
    COMMANDS =[ # The order at which the menu items are shown.  
    # [    :command,    "Display"],  
      [    :general,    "基本信息"],  
      [ :parameters, "数据"],  
      [ :properties, "属性"],  
     [    :custom1,     "技能"],  
    # [    :custom2,  "Equipment"],  
    # [    :custom3,      "Class"],  
    # [  :biography,  "传记"],  
      [     :rename,     "Rename"],  # Requires YEA - Rename Actor  
      [    :retitle,    "Retitle"],  # Requires YEA - Rename Actor  
    ] # Do not remove this.  
   
    #--------------------------------------------------------------------------  
    # - Status Custom Commands -  
    # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -  
    # For those who use scripts to that may produce unique effects for the  
    # status menu, use this hash to manage the custom commands for the Status  
    # 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_STATUS_COMMANDS ={  
    # :command => [EnableSwitch, ShowSwitch, Handler Method, Window Draw],  
      :custom1 => [           0,          0, :command_name1, :draw_custom1],  
      :custom2 => [           0,          0, :command_name2, :draw_custom2],  
      :custom3 => [           0,          0, :command_name3, :draw_custom3],  
    } # Do not remove this.  
   
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-  
    # - General Window Settings -  
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-  
    # These settings adjust the way the general window visually appears.  
    # Not many changes need to be done here other than vocab changes.  
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-  
    PARAMETERS_VOCAB = "数据"         # Title used for Parameters.  
    EXPERIENCE_VOCAB = "经验值"         # Title used for Experience.  
    NEXT_TOTAL_VOCAB = "下次 %s 经验值总数"  # Label used for total experience.  
   
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-  
    # - Parameters Window Settings -  
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-  
    # These settings adjust the way the parameters window visually appears.  
    # Each of the stats have a non-window colour. Adjust them as you see fit.  
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-  
    PARAM_COLOUR ={  
    # ParamID => [:stat,       Colour1,                   Colour2          ],  
            2 => [ :atk, Color.new(225, 100, 100), Color.new(240, 150, 150)],  
            3 => [ :def, Color.new(250, 150,  30), Color.new(250, 180, 100)],  
            4 => [ :mat, Color.new( 70, 140, 200), Color.new(135, 180, 230)],  
            5 => [ :mdf, Color.new(135, 130, 190), Color.new(170, 160, 220)],  
            6 => [ :agi, Color.new( 60, 180,  80), Color.new(120, 200, 120)],  
            7 => [ :luk, Color.new(255, 240, 100), Color.new(255, 250, 200)],  
    } # Do not remove this.  
   
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-  
    # - Properties Window Settings -  
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-  
    # These settings adjust the way the properties window visually appears.  
    # The properties have abbreviations, but leaving them as such makes things  
    # confusing (as it's sometimes hard to figure out what the abbreviations  
    # mean). Change the way the appear, whether or not they appear, and what  
    # order they will appear in.  
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-  
    PROPERTIES_FONT_SIZE = 16        # Font size used for properties.  
   
    # These are the properties that appear in column 1.  
    PROPERTIES_COLUMN1 =[  
      [:hit, "命中率"],  
      [:eva, "躲避"],  
      [:cri, "致命一击"],  
      [:cev, "关键躲避"],  
      [:mev, "魔法躲避"],  
      [:mrf, "魔法反射"],  
      [:cnt, "反击"],  
      [:tgr, "目标攻击"],  
    ] # Do not remove this.  
   
    # These are the properties that appear in column 2.  
    PROPERTIES_COLUMN2 =[  
      [:hrg, "hp再生"],  
      [:mrg, "魔法再生"],  
      [:trg, "TP再生"],  
      [:rec, "恢复"],  
      [:grd, "防御力"],  
      [:pha, "物品使用"],  
      [:exr, "经验值获得"],  
      [:tcr, "TP模式"],  
    ] # Do not remove this.  
   
    # These are the properties that appear in column 3.  
    PROPERTIES_COLUMN3 =[  
      [:hcr, "HP消费伤害"],    # Requires YEA - Skill Cost Manager  
      [:mcr, "MP消费伤害"],  
      [:tcr, "TP消费伤害"],    # Requires YEA - Skill Cost Manager  
      [:cdr, "硬直伤害"],   # Requires YEA - Skill Restrictions  
      [:wur, "激励伤害"],     # Requires YEA - Skill Restrictions  
      [:pdr, "物理伤害"],  
      [:mdr, "魔法伤害"],  
      [:fdr, "基本伤害"],  
    ] # Do not remove this.  
   
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-  
    # - Biography Window Settings -  
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-  
    # These settings adjust the way the biography appears including the title  
    # used at the top, the font size, and whatnot.  
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-  
    BIOGRAPHY_NICKNAME_TEXT = "%s  %s"   # How the nickname will appear.  
    BIOGRAPHY_NICKNAME_SIZE = 32            # Size of the font used.  
   
   
   
  end # STATUS  
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.  
#==============================================================================  
   
#==============================================================================  
# ■ Numeric  
#==============================================================================  
   
class Numeric  
   
  #--------------------------------------------------------------------------  
  # new method: group_digits  
  #--------------------------------------------------------------------------  
  unless $imported["YEA-CoreEngine"]  
  def group; return self.to_s; end  
  end # $imported["YEA-CoreEngine"]  
   
end # Numeric  
   
#==============================================================================  
# ■ Game_Temp  
#==============================================================================  
   
class Game_Temp  
   
  #--------------------------------------------------------------------------  
  # public instance variables  
  #--------------------------------------------------------------------------  
  attr_accessor :scene_status_index  
  attr_accessor :scene_status_oy  
   
end # Game_Temp  
   
#==============================================================================  
# ■ Game_Actor  
#==============================================================================  
   
class Game_Actor < Game_Battler  
   
  #--------------------------------------------------------------------------  
  # new method: description=  
  #--------------------------------------------------------------------------  
  def description=(text)  
    @description = text  
  end  
   
  #--------------------------------------------------------------------------  
  # overwrite method: description  
  #--------------------------------------------------------------------------  
  def description  
    return @description unless @description.nil?  
    return actor.description  
  end  
   
end # Game_Actor  
   
#==============================================================================  
# ■ Window_StatusCommand  
#==============================================================================  
   
class Window_StatusCommand < Window_Command  
   
  #--------------------------------------------------------------------------  
  # public instance variables  
  #--------------------------------------------------------------------------  
  attr_accessor :item_window  
   
  #--------------------------------------------------------------------------  
  # initialize  
  #--------------------------------------------------------------------------  
  def initialize(dx, dy)  
    super(dx, dy)  
    @actor = nil  
  end  
   
  #--------------------------------------------------------------------------  
  # window_width  
  #--------------------------------------------------------------------------  
  def window_width; return 160; end  
   
  #--------------------------------------------------------------------------  
  # actor=  
  #--------------------------------------------------------------------------  
  def actor=(actor)  
    return if @actor == actor  
    @actor = actor  
    refresh  
  end  
   
  #--------------------------------------------------------------------------  
  # visible_line_number  
  #--------------------------------------------------------------------------  
  def visible_line_number; return 4; end  
   
  #--------------------------------------------------------------------------  
  # ok_enabled?  
  #--------------------------------------------------------------------------  
  def ok_enabled?  
    return handle?(current_symbol)  
  end  
   
  #--------------------------------------------------------------------------  
  # make_command_list  
  #--------------------------------------------------------------------------  
  def make_command_list  
    return unless @actor  
    for command in YEA::STATUS::COMMANDS  
      case command[0]  
      #--- Default ---  
      when :general, :parameters, :properties, :biography  
        add_command(command[1], command[0])  
      #--- Yanfly Engine Ace ---  
      when :rename  
        next unless $imported["YEA-RenameActor"]  
        add_command(command[1], command[0], @actor.rename_allow?)  
      when :retitle  
        next unless $imported["YEA-RenameActor"]  
        add_command(command[1], command[0], @actor.retitle_allow?)  
      #--- Custom Commands ---  
      else  
        process_custom_command(command)  
      end  
    end  
    if !$game_temp.scene_status_index.nil?  
      select($game_temp.scene_status_index)  
      self.oy = $game_temp.scene_status_oy  
    end  
    $game_temp.scene_status_index = nil  
    $game_temp.scene_status_oy = nil  
  end  
   
  #--------------------------------------------------------------------------  
  # process_ok  
  #--------------------------------------------------------------------------  
  def process_ok  
    $game_temp.scene_status_index = index  
    $game_temp.scene_status_oy = self.oy  
    super  
  end  
   
  #--------------------------------------------------------------------------  
  # process_custom_command  
  #--------------------------------------------------------------------------  
  def process_custom_command(command)  
    return unless YEA::STATUS::CUSTOM_STATUS_COMMANDS.include?(command[0])  
    show = YEA::STATUS::CUSTOM_STATUS_COMMANDS[command[0]][1]  
    continue = show <= 0 ? true : $game_switches[show]  
    return unless continue  
    text = command[1]  
    switch = YEA::STATUS::CUSTOM_STATUS_COMMANDS[command[0]][0]  
    enabled = switch <= 0 ? true : $game_switches[switch]  
    add_command(text, command[0], enabled)  
  end  
   
  #--------------------------------------------------------------------------  
  # update  
  #--------------------------------------------------------------------------  
  def update  
    super  
    update_item_window  
  end  
   
  #--------------------------------------------------------------------------  
  # update_item_window  
  #--------------------------------------------------------------------------  
  def update_item_window  
    return if @item_window.nil?  
    return if @current_index == current_symbol  
    @current_index = current_symbol  
    @item_window.refresh  
  end  
   
  #--------------------------------------------------------------------------  
  # item_window=  
  #--------------------------------------------------------------------------  
  def item_window=(window)  
    @item_window = window  
    update  
  end  
   
  #--------------------------------------------------------------------------  
  # update_help  
  #--------------------------------------------------------------------------  
  def update_help  
    return if @actor.nil?  
    @help_window.set_text(@actor.actor.description)  
  end  
   
end # Window_StatusCommand  
   
#==============================================================================  
# ■ Window_StatusActor  
#==============================================================================  
   
class Window_StatusActor < 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)  
    draw_actor_graphic(@actor, 120, line_height / 2+72.5)  
  end  
   
end # Window_StatusActor  
   
#==============================================================================  
# ■ Window_StatusItem  
#==============================================================================  
   
class Window_StatusItem < Window_Base  
   
  #--------------------------------------------------------------------------  
  # initialize  
  #--------------------------------------------------------------------------  
  def initialize(dx, dy, command_window)  
    super(dx, dy, Graphics.width, Graphics.height - dy)  
    @command_window = command_window  
    @actor = nil  
    refresh  
  end  
   
  #--------------------------------------------------------------------------  
  # actor=  
  #--------------------------------------------------------------------------  
  def actor=(actor)  
    return if @actor == actor  
    @actor = actor  
    refresh  
  end  
   
  #--------------------------------------------------------------------------  
  # refresh  
  #--------------------------------------------------------------------------  
  def refresh  
    contents.clear  
    reset_font_settings  
    return unless @actor  
    draw_window_contents  
  end  
   
  #--------------------------------------------------------------------------  
  # draw_window_contents  
  #--------------------------------------------------------------------------  
  def draw_window_contents  
    case @command_window.current_symbol  
    when :general  
      draw_actor_general  
    when :parameters  
      draw_parameter_graph  
    when :properties  
      draw_properties_list  
    when :biography, :rename, :retitle  
      draw_actor_biography  
    else  
      draw_custom  
    end  
  end  
   
  #--------------------------------------------------------------------------  
  # draw_actor_general  
  #--------------------------------------------------------------------------  
  def draw_actor_general  
    change_color(system_color)  
    text = YEA::STATUS::PARAMETERS_VOCAB  
    draw_text(0, 0, contents.width/2, line_height, text, 1)  
    text = YEA::STATUS::EXPERIENCE_VOCAB  
    draw_text(contents.width/2, 0, contents.width/2, line_height, text, 1)  
    draw_general_parameters  
    draw_general_experience  
  end  
   
  #--------------------------------------------------------------------------  
  # draw_general_parameters  
  #--------------------------------------------------------------------------  
  def draw_general_parameters  
    dx = 24  
    dy = line_height / 2  
    draw_actor_level(dx, line_height*1+dy, contents.width/2 - 24)  
    draw_actor_param(0, dx, line_height*2+dy, contents.width/2 - 24)  
    draw_actor_param(1, dx, line_height*3+dy, contents.width/2 - 24)  
    draw_actor_param(2, dx, line_height*4+dy, contents.width/4 - 12)  
    draw_actor_param(4, dx, line_height*5+dy, contents.width/4 - 12)  
    draw_actor_param(6, dx, line_height*6+dy, contents.width/4 - 12)  
    dx += contents.width/4 - 12  
    draw_actor_param(3, dx, line_height*4+dy, contents.width/4 - 12)  
    draw_actor_param(5, dx, line_height*5+dy, contents.width/4 - 12)  
    draw_actor_param(7, dx, line_height*6+dy, contents.width/4 - 12)  
  end  
   
  #--------------------------------------------------------------------------  
  # draw_actor_level  
  #--------------------------------------------------------------------------  
  def draw_actor_level(dx, dy, dw)  
    colour = Color.new(0, 0, 0, translucent_alpha/2)  
    rect = Rect.new(dx+1, dy+1, dw-2, line_height-2)  
    contents.fill_rect(rect, colour)  
    change_color(system_color)  
    draw_text(dx+4, dy, dw-8, line_height, Vocab::level)  
    change_color(normal_color)  
    draw_text(dx+4, dy, dw-8, line_height, @actor.level.group, 2)  
  end  
   
  #--------------------------------------------------------------------------  
  # draw_actor_param  
  #--------------------------------------------------------------------------  
  def draw_actor_param(param_id, dx, dy, dw)  
    colour = Color.new(0, 0, 0, translucent_alpha/2)  
    rect = Rect.new(dx+1, dy+1, dw-2, line_height-2)  
    contents.fill_rect(rect, colour)  
    change_color(system_color)  
    draw_text(dx+4, dy, dw-8, line_height, Vocab::param(param_id))  
    change_color(normal_color)  
    draw_text(dx+4, dy, dw-8, line_height, @actor.param(param_id).group, 2)  
  end  
   
  #--------------------------------------------------------------------------  
  # draw_general_experience  
  #--------------------------------------------------------------------------  
  def draw_general_experience  
    if @actor.max_level?  
      s1 = @actor.exp.group  
      s2 = "-------"  
      s3 = "-------"  
    else  
      s1 = @actor.exp.group  
      s2 = (@actor.next_level_exp - @actor.exp).group  
      s3 = @actor.next_level_exp.group  
    end  
    s_next = sprintf(Vocab::ExpNext, Vocab::level)  
    total_next_text = sprintf(YEA::STATUS::NEXT_TOTAL_VOCAB, Vocab::level)  
    change_color(system_color)  
    dx = contents.width/2 + 12  
    dy = line_height * 3 / 2  
    dw = contents.width/2 - 36  
    draw_text(dx, dy + line_height * 0, dw, line_height, Vocab::ExpTotal)  
    draw_text(dx, dy + line_height * 2, dw, line_height, s_next)  
    draw_text(dx, dy + line_height * 4, dw, line_height, total_next_text)  
    change_color(normal_color)  
    draw_text(dx, dy + line_height * 1, dw, line_height, s1, 2)  
    draw_text(dx, dy + line_height * 3, dw, line_height, s2, 2)  
    draw_text(dx, dy + line_height * 5, dw, line_height, s3, 2)  
  end  
   
  #--------------------------------------------------------------------------  
  # draw_parameter_graph  
  #--------------------------------------------------------------------------  
  def draw_parameter_graph  
    draw_parameter_title  
    dy = line_height * 3/2  
    maximum = 1  
    minimum = @actor.param_max(2)  
    for i in 2..7  
      maximum = [@actor.param(i), maximum].max  
      minimum = [@actor.param(i), minimum].min  
    end  
    maximum += minimum * 0.33 unless maximum == minimum  
    for i in 2..7  
      rate = calculate_rate(maximum, minimum, i)  
      dy = line_height * i - line_height/2  
      draw_param_gauge(i, dy, rate)  
      change_color(system_color)  
      draw_text(28, dy, contents.width - 56, line_height, Vocab::param(i))  
      dw = (contents.width - 48) * rate - 8  
      change_color(normal_color)  
      draw_text(28, dy, dw, line_height, @actor.param(i).group, 2)  
    end  
  end  
   
  #--------------------------------------------------------------------------  
  # calculate_rate  
  #--------------------------------------------------------------------------  
  def calculate_rate(maximum, minimum, param_id)  
    return 1.0 if maximum == minimum  
    rate = (@actor.param(param_id).to_f - minimum) / (maximum - minimum).to_f  
    rate *= 0.67  
    rate += 0.33  
    return rate  
  end  
   
  #--------------------------------------------------------------------------  
  # draw_param_gauge  
  #--------------------------------------------------------------------------  
  def draw_param_gauge(param_id, dy, rate)  
    dw = contents.width - 48  
    colour1 = param_gauge1(param_id)  
    colour2 = param_gauge2(param_id)  
    draw_gauge(24, dy, dw, rate, colour1, colour2)  
  end  
   
  #--------------------------------------------------------------------------  
  # param_gauge1  
  #--------------------------------------------------------------------------  
  def param_gauge1(param_id)  
    return YEA::STATUS::PARAM_COLOUR[param_id][1]  
  end  
   
  #--------------------------------------------------------------------------  
  # param_gauge2  
  #--------------------------------------------------------------------------  
  def param_gauge2(param_id)  
    return YEA::STATUS::PARAM_COLOUR[param_id][2]  
  end  
   
  #--------------------------------------------------------------------------  
  # draw_parameter_title  
  #--------------------------------------------------------------------------  
  def draw_parameter_title  
    colour = Color.new(0, 0, 0, translucent_alpha/2)  
    rect = Rect.new(0, 0, contents.width, contents.height)  
    contents.fill_rect(rect, colour)  
    change_color(system_color)  
    text = YEA::STATUS::PARAMETERS_VOCAB  
    draw_text(0, line_height/3, contents.width, line_height, text, 1)  
  end  
   
  #--------------------------------------------------------------------------  
  # draw_properties_list  
  #--------------------------------------------------------------------------  
  def draw_properties_list  
    contents.font.size = YEA::STATUS::PROPERTIES_FONT_SIZE  
    draw_properties_column1  
    draw_properties_column2  
    draw_properties_column3  
    reset_font_settings  
  end  
   
  #--------------------------------------------------------------------------  
  # draw_properties_column1  
  #--------------------------------------------------------------------------  
  def draw_properties_column1  
    dx = 24  
    dw = (contents.width - 24) / 3 - 24  
    dy = 0  
    for property in YEA::STATUS::PROPERTIES_COLUMN1  
      dy = draw_property(property, dx, dy, dw)  
    end  
  end  
   
  #--------------------------------------------------------------------------  
  # draw_properties_column2  
  #--------------------------------------------------------------------------  
  def draw_properties_column2  
    dx = 24 + (contents.width - 24) / 3  
    dw = (contents.width - 24) / 3 - 24  
    dy = 0  
    for property in YEA::STATUS::PROPERTIES_COLUMN2  
      dy = draw_property(property, dx, dy, dw)  
    end  
  end  
   
  #--------------------------------------------------------------------------  
  # draw_properties_column3  
  #--------------------------------------------------------------------------  
  def draw_properties_column3  
    dx = 24 + (contents.width - 24) / 3 * 2  
    dw = (contents.width - 24) / 3 - 24  
    dy = 0  
    for property in YEA::STATUS::PROPERTIES_COLUMN3  
      dy = draw_property(property, dx, dy, dw)  
    end  
  end  
   
  #--------------------------------------------------------------------------  
  # draw_property  
  #--------------------------------------------------------------------------  
  def draw_property(property, dx, dy, dw)  
    case property[0]  
    #---  
    when :hit  
      fmt = "%1.2f%%"  
      value = sprintf(fmt, @actor.hit * 100)  
    when :eva  
      fmt = "%1.2f%%"  
      value = sprintf(fmt, @actor.eva * 100)  
    when :cri  
      fmt = "%1.2f%%"  
      value = sprintf(fmt, @actor.cri * 100)  
    when :cev  
      fmt = "%1.2f%%"  
      value = sprintf(fmt, @actor.cev * 100)  
    when :mev  
      fmt = "%1.2f%%"  
      value = sprintf(fmt, @actor.mev * 100)  
    when :mrf  
      fmt = "%1.2f%%"  
      value = sprintf(fmt, @actor.mrf * 100)  
    when :cnt  
      fmt = "%1.2f%%"  
      value = sprintf(fmt, @actor.cnt * 100)  
    when :hrg  
      fmt = "%1.2f%%"  
      value = sprintf(fmt, @actor.hrg * 100)  
    when :mrg  
      fmt = "%1.2f%%"  
      value = sprintf(fmt, @actor.mrg * 100)  
    when :trg  
      fmt = "%1.2f%%"  
      value = sprintf(fmt, @actor.trg * 100)  
    when :tgr  
      fmt = "%1.2f%%"  
      value = sprintf(fmt, @actor.tgr * 100)  
    when :grd  
      fmt = "%1.2f%%"  
      value = sprintf(fmt, @actor.grd * 100)  
    when :rec  
      fmt = "%1.2f%%"  
      value = sprintf(fmt, @actor.rec * 100)  
    when :pha  
      fmt = "%1.2f%%"  
      value = sprintf(fmt, @actor.pha * 100)  
    when :mcr  
      fmt = "%1.2f%%"  
      value = sprintf(fmt, @actor.mcr * 100)  
    when :tcr  
      fmt = "%1.2f%%"  
      value = sprintf(fmt, @actor.tcr * 100)  
    when :pdr  
      fmt = "%1.2f%%"  
      value = sprintf(fmt, @actor.pdr * 100)  
    when :mdr  
      fmt = "%1.2f%%"  
      value = sprintf(fmt, @actor.mdr * 100)  
    when :fdr  
      fmt = "%1.2f%%"  
      value = sprintf(fmt, @actor.fdr * 100)  
    when :exr  
      fmt = "%1.2f%%"  
      value = sprintf(fmt, @actor.exr * 100)  
    when :hcr  
      return dy unless $imported["YEA-SkillCostManager"]  
      fmt = "%1.2f%%"  
      value = sprintf(fmt, @actor.hcr * 100)  
    when :tcr  
      return dy unless $imported["YEA-SkillCostManager"]  
      fmt = "%1.2f%%"  
      value = sprintf(fmt, @actor.tcr * 100)  
    when :gcr  
      return dy unless $imported["YEA-SkillCostManager"]  
      fmt = "%1.2f%%"  
      value = sprintf(fmt, @actor.gcr * 100)  
    when :cdr  
      return dy unless $imported["YEA-SkillRestrictions"]  
      fmt = "%1.2f%%"  
      value = sprintf(fmt, @actor.cdr * 100)  
    when :wur  
      return dy unless $imported["YEA-SkillRestrictions"]  
      fmt = "%1.2f%%"  
      value = sprintf(fmt, @actor.wur * 100)  
    #---  
    else; return dy  
    end  
    colour = Color.new(0, 0, 0, translucent_alpha/2)  
    rect = Rect.new(dx+1, dy+1, dw-2, line_height-2)  
    contents.fill_rect(rect, colour)  
    change_color(system_color)  
    draw_text(dx+4, dy, dw-8, line_height, property[1], 0)  
    change_color(normal_color)  
    draw_text(dx+4, dy, dw-8, line_height, value, 2)  
    return dy + line_height  
  end  
   
  #--------------------------------------------------------------------------  
  # draw_actor_biography  
  #--------------------------------------------------------------------------  
  def draw_actor_biography  
    fmt = YEA::STATUS::BIOGRAPHY_NICKNAME_TEXT  
    text = sprintf(fmt, @actor.name, @actor.nickname)  
    contents.font.size = YEA::STATUS::BIOGRAPHY_NICKNAME_SIZE  
    draw_text(0, 0, contents.width, line_height*2, text, 1)  
    reset_font_settings  
    draw_text_ex(24, line_height*2, @actor.description)  
  end  
   
  #--------------------------------------------------------------------------  
  # draw_custom  
  #--------------------------------------------------------------------------  
  def draw_custom  
    current_symbol = @command_window.current_symbol  
    return unless YEA::STATUS::CUSTOM_STATUS_COMMANDS.include?(current_symbol)  
    method(YEA::STATUS::CUSTOM_STATUS_COMMANDS[current_symbol][3]).call  
  end  
   
  #--------------------------------------------------------------------------  
  # draw_custom1  
  #--------------------------------------------------------------------------  
  def draw_custom1  
    dx = 0; dy = 0  
    for skill in @actor.skills  
      next if skill.nil?  
      next unless @actor.added_skill_types.include?(skill.stype_id)  
      draw_item_name(skill, dx, dy)  
      dx = dx == contents.width / 2 + 16 ? 0 : contents.width / 2 + 16  
      dy += line_height if dx == 0  
      return if dy + line_height > contents.height  
    end  
  end  
   
  #--------------------------------------------------------------------------  
  # draw_custom2  
  #--------------------------------------------------------------------------  
  def draw_custom2  
    dx = 4; dy = 0; slot_id = 0  
    for equip in @actor.equips  
      change_color(system_color)  
      text = Vocab.etype(@actor.equip_slots[slot_id])  
      draw_text(dx, dy, contents.width - dx, line_height, text)  
      reset_font_settings  
      draw_item_name(equip, dx+92, dy) unless equip.nil?  
      slot_id += 1  
      dy += line_height  
      break if dy + line_height > contents.height  
    end  
    dw = Graphics.width * 2 / 5 - 24  
    dx = contents.width - dw; dy = 0  
    param_id = 0  
    8.times do  
      colour = Color.new(0, 0, 0, translucent_alpha/2)  
      rect = Rect.new(dx+1, dy+1, dw - 2, line_height - 2)  
      contents.fill_rect(rect, colour)  
      size = $imported["YEA-AceEquipEngine"] ? YEA::EQUIP::STATUS_FONT_SIZE : 20  
      contents.font.size = size  
      change_color(system_color)  
      draw_text(dx+4, dy, dw, line_height, Vocab::param(param_id))  
      change_color(normal_color)  
      dwa = (Graphics.width * 2 / 5 - 2) / 2  
      draw_text(dx, dy, dwa, line_height, @actor.param(param_id).group, 2)  
      reset_font_settings  
      change_color(system_color)  
      draw_text(dx + dwa, dy, 22, line_height, "→", 1)  
      param_id += 1  
      dy += line_height  
      break if dy + line_height > contents.height  
    end  
  end  
   
  #--------------------------------------------------------------------------  
  # draw_custom3  
  #--------------------------------------------------------------------------  
  def draw_custom3  
    return unless $imported["YEA-ClassSystem"]  
    data = []  
    for class_id in YEA::CLASS_SYSTEM::CLASS_ORDER  
      next if $data_classes[class_id].nil?  
      item = $data_classes[class_id]  
      next unless @actor.unlocked_classes.include?(item.id) or   
        YEA::CLASS_SYSTEM::DEFAULT_UNLOCKS.include?(item.id)  
      data.push(item)  
    end  
    dx = 0; dy = 0; class_index = 0  
    for class_id in data  
      item = data[class_index]  
      reset_font_settings  
      if item == @actor.class  
        change_color(text_color(YEA::CLASS_SYSTEM::CURRENT_CLASS_COLOUR))  
      elsif item == @actor.subclass  
        change_color(text_color(YEA::CLASS_SYSTEM::SUBCLASS_COLOUR))  
      else  
        change_color(normal_color)  
      end  
      icon = item.icon_index  
      draw_icon(icon, dx, dy)  
      text = item.name  
      draw_text(24, dy, contents.width-24, line_height, text)  
      next if YEA::CLASS_SYSTEM::MAINTAIN_LEVELS  
      level = @actor.class_level(item.id)  
      contents.font.size = YEA::CLASS_SYSTEM::LEVEL_FONT_SIZE  
      text = sprintf(YEA::CLASS_SYSTEM::CLASS_LEVEL, level.group)  
      dwa = contents.width - (Graphics.width * 2 / 5 - 24) - 28  
      draw_text(dx, dy, dwa, line_height, text, 2)  
      class_index += 1  
      dy += line_height  
      break if dy + line_height > contents.height  
    end  
    dw = Graphics.width * 2 / 5 - 24  
    dx = contents.width - dw; dy = 0  
    param_id = 0  
    8.times do  
      colour = Color.new(0, 0, 0, translucent_alpha/2)  
      rect = Rect.new(dx+1, dy+1, dw - 2, line_height - 2)  
      contents.fill_rect(rect, colour)  
      contents.font.size = YEA::CLASS_SYSTEM::PARAM_FONT_SIZE  
      change_color(system_color)  
      draw_text(dx+4, dy, dw, line_height, Vocab::param(param_id))  
      change_color(normal_color)  
      dwa = (Graphics.width * 2 / 5 - 2) / 2  
      draw_text(dx, dy, dwa, line_height, @actor.param(param_id).group, 2)  
      reset_font_settings  
      change_color(system_color)  
      draw_text(dx + dwa, dy, 22, line_height, "→", 1)  
      param_id += 1  
      dy += line_height  
      break if dy + line_height > contents.height  
    end  
  end  
   
end # Window_StatusItem  
   
#==============================================================================  
# ■ Scene_Status  
#==============================================================================  
   
class Scene_Status < Scene_MenuBase  
   
  #--------------------------------------------------------------------------  
  # start  
  #--------------------------------------------------------------------------  
  def start  
    super  
   
    #create_help_window  
    create_command_window  
    create_status_window  
    create_item_window  
    relocate_windows  
  end  
   
  #--------------------------------------------------------------------------  
  # create_command_window  
  #--------------------------------------------------------------------------  
  def create_command_window  
#    wy = @help_window.height  
    @command_window = Window_StatusCommand.new(0, 0)#wy)  
    @command_window.viewport = @viewport  
    @command_window.actor = @actor  
    @command_window.help_window = @help_window  
    @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_status_commands  
  end  
   
  #--------------------------------------------------------------------------  
  # process_custom_status_commands  
  #--------------------------------------------------------------------------  
  def process_custom_status_commands  
    for command in YEA::STATUS::COMMANDS  
      next unless YEA::STATUS::CUSTOM_STATUS_COMMANDS.include?(command[0])  
      called_method = YEA::STATUS::CUSTOM_STATUS_COMMANDS[command[0]][2]  
      @command_window.set_handler(command[0], method(called_method))  
    end  
  end  
   
  #--------------------------------------------------------------------------  
  # create_status_window  
  #--------------------------------------------------------------------------  
  def create_status_window  
    #wy = @help_window.height  
    @status_window = Window_StatusActor.new(@command_window.width, 0)#wy)  
    @status_window.viewport = @viewport  
    @status_window.actor = @actor  
  end  
   
  #--------------------------------------------------------------------------  
  # create_item_window  
  #--------------------------------------------------------------------------  
  def create_item_window  
    dy = @command_window.y + @command_window.height  
    @item_window = Window_StatusItem.new(0, dy, @command_window)  
    @item_window.viewport = @viewport  
    @item_window.actor = @actor  
    @command_window.item_window = @item_window  
  end  
   
  #--------------------------------------------------------------------------  
  # relocate_windows  
  #--------------------------------------------------------------------------  
  def relocate_windows  
    return unless $imported["YEA-AceMenuEngine"]  
    case Menu.help_window_location  
    when 0 # Top  
      @help_window.y = 0  
      @command_window.y = @help_window.height  
      @item_window.y = @command_window.y + @command_window.height  
    when 1 # Middle  
      @command_window.y = 0  
      @help_window.y = @command_window.height  
      @item_window.y = @help_window.y + @help_window.height  
    else # Bottom  
      @command_window.y = 0  
      @item_window.y = @command_window.height  
      @help_window.y = @item_window.y + @item_window.height  
    end  
    @status_window.y = @command_window.y  
  end  
   
  #--------------------------------------------------------------------------  
  # on_actor_change  
  #--------------------------------------------------------------------------  
  def on_actor_change  
    @command_window.actor = @actor  
    @status_window.actor = @actor  
    @item_window.actor = @actor  
    @command_window.activate  
  end  
   
  #--------------------------------------------------------------------------  
  # new method: command_name1  
  #--------------------------------------------------------------------------  
  def command_name1  
    SceneManager.call(Scene_Skill)  
  end  
   
  #--------------------------------------------------------------------------  
  # new method: command_name2  
  #--------------------------------------------------------------------------  
  def command_name2  
    SceneManager.call(Scene_Equip)  
  end  
   
  #--------------------------------------------------------------------------  
  # new method: command_name3  
  #--------------------------------------------------------------------------  
  def command_name3  
    unless $imported["YEA-ClassSystem"]  
      @command_window.activate  
      return  
    end  
    SceneManager.call(Scene_Class)  
  end  
   
end # Scene_Status  
   
#==============================================================================  
#   
# ▼ End of File  
#   
#==============================================================================  
 
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