- #============================================================================== 
-     #    ATS: Special Message Codes [VXA]  【自动测试系统:特殊信息代码[VXA]】 
-     #    Version: 1.0.6                    【版本:1.0.6】 
-     #    Author: modern algebra (rmrk.net) 【作者:现代代数(rmrk.net公司)】 
-     #    Date: 18 October 2012             【日期:2012年10月18日】 
-     #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 
-     #  Description:  【说明:】 
-     # 
-     #    This script allows you to use a number of additional special codes in the 
-     #   message system, which will function similar to the default codes like 
-     #   \v[n], \c[n], etc. Please see the list of special message codes starting at 
-     #   line 54 for a full idea of what is added. Basically, it gives you greater 
-     #   control over the delivery of a message, allows you to make use of font 
-     #   effects like bolding and italicizing, and allows you to retrieve and 
-     #   display useful data like the names of weapons and armors. 
-     #  【此脚本允许您在消息系统中使用许多附加的特殊代码, 
-     #   这些代码的功能与默认代码(如\v[n]、\c[n]等)类似。 
-     #   有关所添加内容的详细信息,请参阅从第54行开始的特殊消息代码列表。 
-     #   基本上,它可以让你更好地控制消息的传递,允许你使用字体, 
-     #   效果像粗体和斜体,并允许你检索和显示有用的数据,如武器和盔甲的名称。】 
-     #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 
-     #  ATS Series: 
-     # 
-     #    This script is part of the Advanced Text System series of scripts. These 
-     #   scripts are based off the Advanced Text System for RMVX, but since RMVX Ace 
-     #   has a much more sensibly designed message system, it is no longer necessary 
-     #   that it be one large script. For that reason, and responding to feedback on 
-     #   the ATS, I have split the ATS into multiple different scripts so that you 
-     #   only need to pick up the components for the features that you want. It is 
-     #   therefore easier to customize and configure. 
-     #    【此脚本是高级文本系统脚本系列的一部分。这些脚本针对RMVX的高级文本系统开发的, 
-     #      但是由于RMVX Ace有一个更合理设计的消息系统,因此不再需要它是一个大脚本。 
-     #      出于这个原因,为了响应关于ATS的反馈,我将ATS分成多个不同的脚本, 
-     #      这样您只需要为您想要的特性选择组件。因此,定制和配置更容易。】 
-     #    To find more scripts in the ATS Series, please visit: 
-     #   【要在ATS系列中找到更多脚本,请访问:】 
-     #      [url]http://rmrk.net/index.php/topic[/url],44525.0.html 
-     #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 
-     #  Instructions:  【说明书】 
-     # 
-     #    This script is not difficult to use or configure. There are only ten 
-     #   configuration options for this script. These are: 
-     #   【此脚本不难使用或配置。此脚本只有10个配置选项。这些是:】 
-   
-     #      :message_speed               :font_italic 
-     #      :show_fast_speed             :font_outline 
-     #      :font_name                   :font_shadow 
-     #      :font_size                   :font_underline 
-     #      :font_bold                   :font_highlight 
-     # 
-     #   :message_speed allows you to set the default number of frames to wait 
-     #   between drawing each letter in the message window. :show_fast_speed allows 
-     #   you to control the amount it speeds up when the player presses enter. You 
-     #   can gain instructions on setting the default value for both at line 180. 
-     # 【:message_speed 允许您设置在消息窗口中绘制每个字母之间等待的默认帧数。 
-     #   :show_fast_speed 允许您按enter键调节的加速量。 
-     #   您可以在第180行获得有关设置这两个的默认值的说明。】 
-     # 
-     #   All of the :font_ settings simply let you set the initial values for the 
-     #   font when used. 
-     #   【所有的:字体设置只允许您在使用时设置字体的初始值。】 
-     # 
-     #    As with other ATS scripts, you can change the value of these options in 
-     #   game with the following codes in a script call: 
-     #   【与其他ATS脚本一样, 
-     #     您可以在脚本调用中使用如下代码在游戏中更改这些选项的值:】 
-     # 
-     #      ats_next(:message_option, x) 
-     #      ats_all(:message_option, x) 
-     # 
-     #   Where :message_option is the symbol you want (:message_speed or 
-     #   :show_fast_speed) and x is the value you want to change it to. ats_next 
-     #   will only change it for the very next message, while ats_all will change it 
-     #   for every message to follow. 
-     #   【其中:message_option是您想要的符号(:message_speed或:show_fast_speed), 
-     #     x是要将其更改为的值。ats_next将只为下一条消息更改它, 
-     #     而ats_all将为接下来的每条消息更改它。】 
-     #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 
-     #  List of Special Message Codes:  【特殊信息代码列表:】 
-     # 
-     #    The default message codes are retained, and this script adds a number of 
-     #   other desirable features. The following is a complete list of the message 
-     #   codes at your disposal. Simply insert them into a Display Message command, 
-     #   Choice Branches, or any other message related system. 
-     # 【保留了默认的消息代码,并且这个脚本添加了许多其他需要的特性。 
-     #   以下是您可以使用的消息代码的完整列表。只需将它们插入到显示消息命令中, 
-     #   选择分支,或任何其他与消息相关的系统。】 
-     # ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 
-     #  Font Effects: 【字体效果】 
-     # 
-     # \fn[fontname] - Change the font to fontname. If you put multiple fontnames 
-     #     separated by commas, then it will take the first one the user has installed 
-     #     【将字体改为fontname。如果你放了多个字体名用逗号分隔, 
-     #       那么它将使用用户安装的第一个】 
-     # 
-     # \fs[n] - Change the font size to n. 【改变字体大小】 
-     # \{ - Increase the font size by 8.   【字体大小增加8像素】 
-     # \} - Decrease the font size by 8.   【字体大小减小8像素】 
-     # 
-     # \c[n] - Set the colour of the text being drawn to the nth colour of the 
-     #     Windowskin palette. 0 is the normal color and 16 is the system color. 
-     #【将所绘制文本的颜色设置为窗框调色板的第n种颜色。0是正常颜色,16是系统颜色。】 
-     # 
-     # \hc[RRGGBB] or \c[#RRGGBB] - Set the colour of the text being drawn to any 
-     #     colour, using hexadecimal values. You can set each colour (red, green, 
-     #     blue) to anything from 0-255 (00-FF). You must use hexadecimal values. If 
-     #     so desired, you can add an additional hex value from 00-FF to change the 
-     #     alpha. 
-     #【使用十六进制值将正在绘制的文本的颜色设置为任意颜色。 
-     #  你可以设置每种颜色(红色,绿色,蓝色)到0-255(00-FF)的任何值。 
-     #  必须使用十六进制值。如果需要,可以从00-FF中添加额外的十六进制值来更改alpha。】 
-     # 
-     # \bn     - Turn bold on. Text drawn after this code will be bolded. 
-     # /bf     - Turn bold off.【字体加粗/字体取消加粗】 
-   
-     # \i     - Turn italic on. Text drawn after this code will be italicized. 
-     # /i     - Turn italic off.【字体斜体/字体取消斜体】 
-   
-     # \o     - Turn outline on. 
-     # /o     - Turn outline off. 【字体外轮廓/字体取消外轮廓】 
-   
-     # \s     - Turn shadow on. Text drawn after this code will have a shadow. 
-     # /s     - Turn shadow off.  【字体阴影/字体取消阴影】 
-   
-     # \u     - Turn underline on. Text drawn after this code will be underlined. 
-     # /u     - Turn underline off. 【字体加下划线/字体取消下划线/】 
-   
-     # \hl[n] - Turn highlight on. Text drawn after this code will be highlighted 
-     #     with colour n + 1 from the windowskin palette 
-     # 【启用“高光”。在此代码之后绘制的文本将以WindowsSkin调色板中的n+1颜色突出显示】 
-     # /hl OR \hl[0] - Turn highlight off. 【字体取消高光】 
-     # ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 
-     #  Message Control:  【消息控制:】 
-     # 
-     # \s[n] - Sets the message speed to wait n frames between drawing every letter. 
-     #     0 is instant. 
-     #        【将消息速度设置为在绘制每个字母之间等待n帧。0是瞬时。】 
-     # \s[+n] - Sets the message speed to wait an additional n frames between drawing 
-     #     every letter. 
-     #         【设置消息速度,以便在绘制每个字母之间增加等待n帧。】 
-     # \s[-n] - Sets the message speed to wait n less frames between drawing every 
-     #     letter. 
-     #         【将消息速度设置为在绘制每个字母之间减少等待n帧。】 
-     # \. - Wait 15 frames before drawing the next character 
-     #          【等15帧后再画下一个字符】 
-     # \| - Wait 60 frames before drawing the next character 
-     #          【等60帧后再画下一个字符】 
-     # \w[n] - Wait n frames before drawing the next character 
-     #          【在绘制下一个字符之前等待n帧】 
-     # \! - Pause text and wait for player to press Enter 
-     #           【暂停文本等待 按Enter键才取消 】 
-     # \^ - Skip Pause; allows you to close a message window without requiring player 
-     #     input. 
-     #           【跳过暂停;允许关闭信息窗口而不需要玩家另行输入指令。】 
-     # \> - Show line fast.          【显示行快进】 
-     # \< - Stop showing line fast.  【取消行快进】 
-     # ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 
-     #  Replacement Codes: 【替换代码】  
-     # 
-     # \p[n] - Draw the name of the actor in the xth position in the party. 1 is 
-     #     the party leader, 2 is the second member, etc. 
-     #    【画出在 第X个位置 的角色的名字。1是队伍领导,2是第二队员,以此类推。】 
-     # 
-     # \n[n] - Draw the name of the actor with ID n 【画出ID为 n 的的名字】 
-     # \nn[n] - Draw the nickname of the actor with ID n. 【画出ID为n的角色的名字】 
-     # \pid[n] - Draw the ID of the actor in the nth position in the party. 
-     #           【画出队员第 n 位角的基础位置】 
-     # \ac[n] - Draw the class name of the actor with ID n.【画出ID为 n 的的职业名称】 
-     # \al[n] - Draw the level of the actor with ID n. 【画出ID为 n 的等级】 
-     # \ni[n] - Draw the name of the item with ID n.   【画出ID为 n 的物品名称】 
-     # \nw[n] - Draw the name of the weapon with ID n. 【画出ID为 n 的武器名称】 
-     # \na[n] - Draw the name of the armor with ID n.  【画出ID为 n 的护具名称】 
-     # \ns[n] - Draw the name of the skill with ID n.  【画出ID为 n 的特技名称】 
-     # \nt[n] - Draw the name of the state with ID n.  【画出ID为 n 的状态名称】 
-     # \nc[n] - Draw the name of the class with ID n.  【画出ID为 n 的职业名称】 
-     # \ne[n] - Draw the name of the event with ID n on the current map. 
-     #          【画出ID为 n 的事件名称】 
-     # \nm[n] - Draw the name of the enemy with ID n. 【画出ID为 n 的敌人名称】 
-     # \nv[n] - Draw the name of the variable with ID n.【画出ID为 n 的变数名称】 
-     # \nsw[n] - Draw the name of the switch with ID n.【画出ID为 n 的开关名称】  
-     # \nl[n] - Draw the name of the element with ID n. 【画出ID为 n 的属性名称】 
-     # \nwt[n] - Draw the name of the weapon type with ID n.【画出ID为 n 的武器类别名称】 
-     # \nat[n] - Draw the name of the armor type with ID n. 【画出ID为 n 的护甲类别名称】 
-     # \nst[n] - Draw the name of the skill type with ID n. 【画出ID为 n 的特技类别名称】 
-     # \np[n] - Draw the name of the actor in the nth position in the part  . 
-     #          【描写出队伍中第 n 个角色名称】 
-     # 
-     # \map   - Draw the name of the map the player is currently on. 
-     #          【绘制玩家行动体当前所在地图的名称】 
-     # 
-     # \map[n] - Draw the name of the map with ID n. 
-     #           【绘制ID为n的地图的名称】 
-     # 
-     # \pg - Draws the amount of money the party has.【绘写队伍现有的金额】 
-     # \g - Draws the unit of currency. 【绘制货币单位】 
-     # 
-     # \vocab[method] - Will draw whatever Vocab.method returns, if it is a valid 
-     #     method call. Suitable values for method are: level, level_a, hp, hp_a, 
-     #     mp, mp_a, tp, tp_a, fight, escape, attack, guard, item, skill, equip, 
-     #     status, formation, save, game_end, weapon, armor, key_item, equip2, 
-     #     optimize, clear, new_game, continue, shutdown, to_title, cancel, 
-     #     currency_unit 
-     # 【会画出任何东西声乐方法如果是有效的方法调用,则返回。方法的合适值是: 
-     #   等级,等级_a,hp,hp,mp,mp_a,tp,tp_a,战斗,逃跑,攻击,守卫, 
-     #   物品,技能,装备,状态,队形,保存,游戏结束,武器,盔甲,钥匙项,  
-     #   装备2,优化,清除,新游戏,继续,关闭,到游戏标题,取消,货币单位】 
-     # \vocab[param, n] - Will draw the label for parameter with ID n. 
-     #                  【将 ID为n的参数 绘制标签。】 
-     #     0 => Max HP; 
-     #     1 => Max MP; 2 => Attack; 3 => Defence; 4 => Magic; 5 => Magic Defence; 
-     #     6 => Agility; 7 => Luck 
-     # 
-     # \vocab[etype, n] - Will draw the label for equipment type with ID n. 
-     #                   【将 ID为n 的设备类型 绘制标签。】 
-     #     0 => Weapon; 1 => Shield; 2 => Head; 3 => Body; 4 => Accessory 
-     # ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 
-     #  Other Effects: 【其它效果】 
-     # 
-     # \$ - Opens a window which shows the party's gold. 
-     #     【打开了一个显示队伍所持金的窗口。】 
-     # \lb - line break  【换行符】 
-     # \i[n] - Draw icon with index n.              【用索引n 绘制小图标。】 
-     # \ii[n] - Draw icon of the item with ID n.    【绘制 物品ID为n 的 小图标。】 
-     # \iw[n] - Draw icon of the weapon with ID n.  【绘制 武器ID为n 的 小图标。】 
-     # \ia[n] - Draw icon of the armor with ID n.   【绘制 护具ID为n 的 小图标。】 
-     # \is[n] - Draw icon of the skill with ID n.   【绘制 特技ID为n 的 小图标。】 
-     # \it[n] - Draw icon of the state with ID n.   【绘制 状态ID为n 的 小图标。】 
-     # \x[n] - Draw next character at pixel n of the window contents. 
-     # \s{n,text} - Will only draw text if the switch with ID n is ON. 
-     #              【只在ID为n的开关 打开时 才绘制文本。】 
-     # \s!{n,text} - Will only draw text if the switch with ID n is OFF. 
-     #              【仅在ID为n的开关 关闭时 才绘制文本。】 
-     # \#{code} - This will evaluate code. So, if you know scipting, you can place 
-     #     any code there and it will draw whatever is returned by it. For instance: 
-     #             【这将计算代码。所以,如果你知道sciping, 
-     #               你可以把任何代码放在那里,它会画出它返回的任何东西。例如:】 
-     #     \#{$game_system.save_count}  
-     #       would draw the number of times the player has saved the current game. 
-     #     【将绘制玩家保存当前游戏的次数。】 
-     #============================================================================== 
-   
-     $imported = {} unless $imported 
-     $imported[:ATS_SpecialMessageCodes] = true 
-   
-     #============================================================================== 
-     # ** Game_ATS 
-     #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 
-     #  Summary of Changes: 
-     #    new public instance variables - message_speed; special_message_codes 
-     #============================================================================== 
-   
-     class Game_ATS 
-       CONFIG = {} unless $imported[:AdvancedTextSystem] 
-       CONFIG[:special_message_codes] = { 
-         special_message_codes: true, 
-         #\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ 
-         #  EDITABLE REGION  【可编辑区域】 
-         #|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||| 
-         #   :message_speed => x, 
-         #      Changing the value of x determines the default number of frames to 
-         #     wait between drawing letters in a message window. 0 is instant. 
-         #  【更改x的值将确定在消息窗口中绘制字母之间等待的默认帧数。0是即时的。】 
-         :message_speed =>   1, 
-         #   :show_fast_speed => x 
-         #      Changing the value of x determines the number of frames to wait 
-         #     between drawing letters when the player is holding enter. 0 is 
-         #     instant 
-         #【改变x的值决定了当玩家按住enter键时,在绘制字母之间等待的帧数。0是即时的】 
-           :show_fast_speed => 0, 
-         # Font Settings - Set the default settings for the font you are using here. 
-         # 【    字体设置 - 设置您在这里使用的字体的默认设置。】 
-         :font_name => Font.default_name,       # String or Array of Strings 
-         :font_size => Font.default_size,       # Integer 
-         :font_bold => Font.default_bold,       # true or false 
-         :font_italic => Font.default_italic,   # true or false 
-         :font_outline => Font.default_outline, # true or false 
-         :font_shadow => Font.default_shadow,   # true or false 
-         :font_underline => false,              # true or false 
-         :font_highlight => -1,                 # Integer for colour of highlight 
-         #|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||| 
-         #  END EDITABLE REGION  【结束可编辑区域】 
-         #//////////////////////////////////////////////////////////////////////// 
-       } 
-       #-------------------------------------------------------------------------- 
-       # * Public Instance Variables  【公共实例变量】 
-       #-------------------------------------------------------------------------- 
-       CONFIG[:special_message_codes].keys.each { |key| attr_accessor key } 
-     end 
-   
-     #============================================================================== 
-     #  Initialize Common ATS Data if no other ATS script interpreted first 
-     #  如果未首先解译其他ATS脚本,则初始化公共ATS数据 
-     #============================================================================== 
-   
-     if !$imported[:AdvancedTextSystem] 
-       #============================================================================ 
-       # *** DataManager  【数据库控制模块】 
-       #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 
-       #  Summary of Changes:   【变更摘要:】 
-       #    aliased method -  
-       #       create_game_objects;  
-       #       make_save_contents; 
-       #       extract_save_contents 
-       #============================================================================ 
-       module DataManager 
-         class << self 
-           #-------------------------------------------------------------------------- 
-           # * Create Game Objects 
-           #-------------------------------------------------------------------------- 
-           alias modb_ats_crtgmobj_6yh7 create_game_objects 
-           def create_game_objects(*args, &block) 
-             modb_ats_crtgmobj_6yh7(*args, &block) 
-             $game_ats = Game_ATS.new 
-             $game_ats.init_new_installs 
-           end 
-           #-------------------------------------------------------------------------- 
-           # * Make Save Contents 
-           #-------------------------------------------------------------------------- 
-           alias mlba_ats_mksave_5tg9 make_save_contents 
-           def make_save_contents(*args, &block) 
-             contents = mlba_ats_mksave_5tg9(*args, &block) 
-             contents[:ats] = $game_ats 
-             contents 
-           end 
-           #-------------------------------------------------------------------------- 
-           # * Extract Save Contents 
-           #-------------------------------------------------------------------------- 
-           alias ma_ats_extrcsvcon_8uj2 extract_save_contents 
-           def extract_save_contents(contents, *args, &block) 
-             ma_ats_extrcsvcon_8uj2(contents, *args, &block) 
-             $game_ats = contents[:ats] ? contents[:ats] : Game_ATS.new 
-             $game_ats.init_new_installs 
-           end 
-         end 
-       end 
-   
-       #============================================================================ 
-       # ** Game_ATS 
-       #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 
-       #  This class holds the default data for all scripts in the ATS series 
-       #  【这个类保存ATS系列中所有脚本的默认数据】 
-       #============================================================================ 
-   
-       class Game_ATS 
-         def initialize; reset; end 
-         #-------------------------------------------------------------------------- 
-         # * Reset any or all installed ATS scripts 【重置任何或所有已安装的ATS脚本】 
-         #-------------------------------------------------------------------------- 
-         def reset(script_name = nil) 
-           if script_name.is_a? (Symbol) # If script to reset specified 
-             CONFIG[script_name].each_pair { |key, value| 
-               self.send("#{key}=".to_sym, value) 
-               $game_message.send("#{key}=".to_sym, value) 
-             } 
-           else                          # Reset all ATS scripts 
-             CONFIG.keys.each { |script| reset(script) } 
-           end 
-         end 
-         #-------------------------------------------------------------------------- 
-         # * Initialize any newly installed ATS scripts 【初始化任何新安装的ATS脚本】 
-         #-------------------------------------------------------------------------- 
-         def init_new_installs 
-           CONFIG.keys.each { |script| reset(script) unless self.send(script) } 
-         end 
-       end 
-   
-       #============================================================================ 
-       # ** Game_Message  
-       #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 
-       #  Summary of Changes: 【变更摘要:】 
-       #    aliased method - clear 
-       #============================================================================ 
-   
-       class Game_Message 
-         #-------------------------------------------------------------------------- 
-         # * Clear 
-         #-------------------------------------------------------------------------- 
-         alias mlb_ats_clrats_5tv1 clear 
-         def clear(*args, &block) 
-           mlb_ats_clrats_5tv1(*args, &block) # Run Original Method 
-           return if !$game_ats 
-           Game_ATS::CONFIG.values.each { |installed| 
-             installed.keys.each { |key| self.send("#{key}=".to_sym, $game_ats.send(key)) } 
-           } 
-         end 
-       end 
-   
-       #============================================================================ 
-       # ** Game_Interpreter 
-       #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 
-       #  Summary of Changes: 【变更摘要:】 
-       #    new methods - ats_all; ats_next 
-       #============================================================================ 
-   
-       class Game_Interpreter 
-         #-------------------------------------------------------------------------- 
-         # * ATS All 
-         #-------------------------------------------------------------------------- 
-         def ats_all(sym, *args, &block) 
-           $game_ats.send("#{sym}=".to_sym, *args, &block) 
-           ats_next(sym, *args, &block) 
-         end 
-         #-------------------------------------------------------------------------- 
-         # * ATS Next 
-         #-------------------------------------------------------------------------- 
-         def ats_next(sym, *args, &block) 
-           $game_message.send("#{sym}=".to_sym, *args, &block) 
-         end 
-       end 
-     end 
-   
-     $imported[:AdvancedTextSystem] = true 
-   
-     class Game_Message 
-       Game_ATS::CONFIG[:special_message_codes].keys.each { |key| attr_accessor key } 
-     end 
-   
-     #============================================================================== 
-     # ** Game_Event 
-     #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 
-     #  Summary of Changes: 【变更摘要:】 
-     #    new method - name 
-     #============================================================================== 
-   
-     class Game_Event 
-       def name 
-         return @event ? @event.name : "" 
-       end 
-     end 
-   
-     #============================================================================== 
-     # ** Window_Base 
-     #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 
-     #  Summary of Changes: 【变更摘要:】 
-     #    aliased methods -  
-     #       initialize;  
-     #       convert_escape_characters;  
-     #       calc_line_height; 
-     #       process_escape_character;  
-     #       process_normal_character 
-     #============================================================================== 
-   
-     class Window_Base 
-       #-------------------------------------------------------------------------- 
-       # * Object Initialization 【对象初始化】 
-       #-------------------------------------------------------------------------- 
-       alias mlgb_atssmc_init_3do9 initialize 
-       def initialize(*args, &block) 
-         mlgb_atssmc_init_3do9(*args, &block) # Run Original Method 【运行原始方法】 
-         @underline = false 
-         @highlight = -1 
-       end 
-       #-------------------------------------------------------------------------- 
-       # * Convert Escape Characters 【转换转义字符】 
-       #-------------------------------------------------------------------------- 
-       alias ma_atssmc_convesc_4rc1 convert_escape_characters 
-       def convert_escape_characters(text, *args, &block) 
-         result = ma_atssmc_convesc_4rc1(text, *args, &block) # Run Original Method 【运行原始方法】 
-         # Party 
-         result.gsub!(/\ePID\[(\d+)\]/i) { $1.to_i >= 1 ? $game_party.members[$1.to_i - 1].id.to_s : "1" } 
-         result.gsub!(/\ePG/i) { $game_party.gold } 
-         # Message Speed 
-         result.gsub!(/\eS\[([\+-]?\d+)\]/i) { "\eMS\[#{$1}\]" } 
-         result.gsub!(/\e%/)             { "\eDS%"} 
-         # Hex Colour 
-         result.gsub!(/\eC\[#/i)         { "\eHC[" } 
-         # Icons 
-         result.gsub!(/\eII\[(\d+)\]/i)  { "\eI\[#{$data_items[$1.to_i].icon_index}\]" rescue "" } 
-         result.gsub!(/\eIW\[(\d+)\]/i)  { "\eI\[#{$data_weapons[$1.to_i].icon_index}\]" rescue "" } 
-         result.gsub!(/\eIA\[(\d+)\]/i)  { "\eI\[#{$data_armors[$1.to_i].icon_index}\]" rescue "" } 
-         result.gsub!(/\eIS\[(\d+)\]/i)  { "\eI\[#{$data_skills[$1.to_i].icon_index}\]" rescue "" } 
-         result.gsub!(/\eIT\[(\d+)\]/i)  { "\eI\[#{$data_states[$1.to_i].icon_index}\]" rescue "" } 
-         # Actor Stats 
-         result.gsub!(/\eAC\[(\d+)\]/i)  { $data_classes[$game_actors[$1.to_i].class_id].name } 
-         result.gsub!(/\eAL\[(\d+)\]/i)  { $game_actors[$1.to_i].level.to_s } 
-         # Names 
-         result.gsub!(/\eMAP\[(\d+)\]/i) { load_data(sprintf("Data/Map%03d.rvdata2", $1.to_i)).display_name rescue "" } 
-         result.gsub!(/\eMAP/i)          { $game_map.display_name rescue "" } 
-         result.gsub!(/\eNP\[(\d+)\]/i)  { $game_party.members[$1.to_i].name rescue "" } 
-         result.gsub!(/\eNE\[(\d+)\]/i)  { $game_map.events[$1.to_i].name rescue "" } 
-         result.gsub!(/\eNN\[(\d+)\]/i)  { $game_actors[$1.to_i].nickname rescue "" } 
-         result.gsub!(/\eNI\[(\d+)\]/i)  { $data_items[$1.to_i].name rescue "" } 
-         result.gsub!(/\eNW\[(\d+)\]/i)  { $data_weapons[$1.to_i].name rescue "" } 
-         result.gsub!(/\eNA\[(\d+)\]/i)  { $data_armors[$1.to_i].name rescue "" } 
-         result.gsub!(/\eNS\[(\d+)\]/i)  { $data_skills[$1.to_i].name rescue "" } 
-         result.gsub!(/\eNT\[(\d+)\]/i)  { $data_states[$1.to_i].name rescue "" } 
-         result.gsub!(/\eNM\[(\d+)\]/i)  { $data_enemies[$1.to_i].name rescue "" } 
-         result.gsub!(/\eNC\[(\d+)\]/i)  { $data_classes[$1.to_i].name rescue "" } 
-         result.gsub!(/\eNV\[(\d+)\]/i)  { $data_system.variables[$1.to_i] } 
-         result.gsub!(/\eNSW\[(\d+)\]/i) { $data_system.switches[$1.to_i] } 
-         result.gsub!(/\eNWT\[(\d+)\]/i) { $data_system.weapon_types[$1.to_i] } 
-         result.gsub!(/\eNAT\[(\d+)\]/i) { $data_system.armor_types[$1.to_i] } 
-         result.gsub!(/\eNST\[(\d+)\]/i) { $data_system.skill_types[$1.to_i] } 
-         result.gsub!(/\eNL\[(\d+)\]/i)  { $data_system.elements[$1.to_i] } 
-         # Vocab 
-         result.gsub!(/\eVOCAB\[(\w+),\s*(\d+)\s*\]/i) { Vocab.send($1.downcase, $2.to_i) rescue "" } 
-         result.gsub!(/\eVOCAB\[(\w+)\]/i) { Vocab.send($1.downcase) rescue "" } 
-         # Font Settings 
-         result.gsub!(/\eBN/i)            { "\eFE[0]" } # Bold On 
-         result.gsub!(/\/BF/i)            { "\eFE[1]" } # Bold Off 
-         result.gsub!(/\eI([^\[])/i)     { "\eFE[2]#{$1}" } # Italics On 
-         result.gsub!(/\/I/i)            { "\eFE[3]" } # Italics Off 
-         result.gsub!(/\eO/i)            { "\eFE[4]" } # Outline On 
-         result.gsub!(/\/O/i)            { "\eFE[5]" } # Outline Off 
-         result.gsub!(/\eS([^\[!])/i)    { "\eFE[6]#{$1}" } # Shadow On 
-         result.gsub!(/\/S/i)            { "\eFE[7]" } # Shadow Off 
-         result.gsub!(/\eU/i)            { "\eFE[8]" } # Underline On 
-         result.gsub!(/\/U/i)            { "\e\FE[9]" } # Underline Off 
-         result.gsub!(/\eHL\[(\d+)\]/i)  { "\eHL[#{$1.to_i}]" } # Highlight On: custom colour 
-         result.gsub!(/\eHL([^\[])/i)    { "\eHL[17]#{$1}" }# Highlight On: system colour 
-         result.gsub!(/\/HL/i)           { "\eHL[0]" } # Hightlight Off 
-         result.gsub!(/\/FN/i)           { "\eFN[]" }  # Default Font 
-         result.gsub!(/\/FS/i)           { "\eFS[#{Font.default_size}]" } # Default Font 
-         # Conditional Text 
-         result.gsub!(/\eS\[(\d+)[,;:](.+?)\]/mi) { $game_switches[$1.to_i] ? $2 : "" } 
-         result.gsub!(/\eS!\[(\d+)[,;:](.+?)\]/mi) { $game_switches[$1.to_i] ? "" : $2 } 
-         result.gsub!(/\eS\{(\d+)[,;:](.+?)\}/mi) { $game_switches[$1.to_i] ? $2 : "" } 
-         result.gsub!(/\eS!\{(\d+)[,;:](.+?)\}/mi) { $game_switches[$1.to_i] ? "" : $2 } 
-         # Evaluation 
-         result.gsub!(/\e#\{(.+?)\}/im)  { (eval($1)).to_s rescue "" } 
-         # Do resubstitutions if requested 【如有要求,进行更换】 
-         if result.sub!(/\eRESUB/i, "") != nil 
-           result = convert_escape_characters(result, *args, &block) 
-         end 
-         result.gsub!(/\eLB/i, "\n") # Line Break 【换行】 
-         result # Return result 
-       end 
-       #-------------------------------------------------------------------------- 
-       # * Calculate Line Height 【计算线条高度】 
-       #-------------------------------------------------------------------------- 
-       alias ma_atssmc_clclnhght_3ek9 calc_line_height 
-       def calc_line_height(text, *args, &block) 
-         res = ma_atssmc_clclnhght_3ek9(text, *args, &block) # Run Original Method 
-         text.slice(/^.*$/).scan(/\eFS\[(\d+)\]/i) { |num| res = [res, num[0].to_i].max } 
-         res 
-       end 
-       #-------------------------------------------------------------------------- 
-       # * Process Normal Character 【处理正常字符】 
-       #-------------------------------------------------------------------------- 
-       alias mlra_atssmc_procnorm_5fg2 process_normal_character 
-       def process_normal_character(c, pos, *args, &block) 
-         draw_highlight_underline(c, pos) if @underline || @highlight 
-         mlra_atssmc_procnorm_5fg2(c, pos, *args, &block) # Run Original Method 
-       end 
-       #-------------------------------------------------------------------------- 
-       # * Process Escape Character 【处理转义字符】 
-       #-------------------------------------------------------------------------- 
-       alias ma_atssmc_procesc_7gv1 process_escape_character 
-       def process_escape_character(code, text, pos, *args, &block) 
-         case code.upcase 
-         when 'X' then pos[:x] = obtain_escape_param(text) 
-         when 'HC' # Hex Colour 
-           hex = text.slice!(/^\[([ABCDEF\d]+)\]/i) 
-           rgb = $1.scan(/../).map { |hex| hex.to_i(16) } 
-           change_color(Color.new(*rgb)) if rgb.size.between?(3,4) 
-         when 'FE' # Font Settings 
-           param = obtain_escape_param(text) 
-           case param / 2 
-           when 0 then contents.font.bold = ((param % 2) == 0)     # Bold 
-           when 1 then contents.font.italic = ((param % 2) == 0)   # Italic 
-           when 2 then contents.font.outline = ((param % 2) == 0)  # Outline 
-           when 3 then contents.font.shadow = ((param % 2) == 0)   # Shadow 
-           when 4 then @underline = ((param % 2) == 0)             # Underline 
-           end 
-         when 'HL' then @highlight = obtain_escape_param(text) - 1 # Highlight 
-         when 'FN' # Font Name 
-           text.slice!(/^\[(.*?\])/) 
-           param = $1 
-           if param.nil? || param == ']' 
-             contents.font.name = Font.default_name 
-           else 
-             ary = [] 
-             while param.slice!(/\s*(.+?)\s*[,;:\]]/) != nil do ary.push($1) end 
-             contents.font.name = ary 
-           end 
-         when 'FS' # Font Size 
-           text.slice!(/^\[(\d+)\]/) 
-           contents.font.size = [[$1.to_i, 16].max, 64].min 
-         else 
-           ma_atssmc_procesc_7gv1(code, text, pos, *args, &block) # Run Original Method 
-         end 
-       end 
-       #--------------------------------------------------------------------------~ 
-       # * Draw Highlighting and Underlining 【绘制突出显示和下划线】 
-       #--------------------------------------------------------------------------~ 
-       def draw_highlight_underline(c, pos) 
-         text_width = text_size(c).width 
-         y_space = (pos[:height] - contents.font.size) / 2 
-         if @underline      # Underlining 【下划线】 
-           y = pos[:y] + pos[:height] 
-           y -= [2, y_space].max 
-           contents.fill_rect(pos[:x], y, text_width, 2, contents.font.color) 
-         end 
-         if @highlight >= 0 # Highlighting 【突出显示】 
-           y = pos[:y] 
-           y += y_space - 1 if y_space > 0 
-           text_height = [contents.font.size + 2, pos[:height]].min 
-           colour = text_color(@highlight) 
-           colour.alpha = 128 if colour.alpha > 128 
-           contents.fill_rect(pos[:x], y, text_width, text_height, colour) 
-         end 
-       end 
-     end 
-   
-     #=============================================================================== 
-     # ** Window_Message 
-     #+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 
-     #  Summary of Changes: 【变更摘要:】 
-     #    aliased method -  
-     #        clear_instance_variables;  
-     #        process_escape_character; 
-     #        update_show_fast;  
-     #        wait_for_one_character 
-     #    overwritten super method - reset_font_settings 
-     #=============================================================================== 
-   
-     class Window_Message 
-       #--------------------------------------------------------------------------~ 
-       # * Clear Instance Variables 【清除实例变量】 
-       #--------------------------------------------------------------------------~ 
-       alias ma_atssmc_clrinsvar_3dq9 clear_instance_variables 
-       def clear_instance_variables(*args, &block) 
-         ma_atssmc_clrinsvar_3dq9(*args, &block) # Run Original Method 
-         @skip_disabled = false 
-       end 
-       #--------------------------------------------------------------------------~ 
-       # * Reset Font Settings  【重置字体设置】 
-       #--------------------------------------------------------------------------~ 
-       def reset_font_settings(*args, &block) 
-         change_color(normal_color) 
-         contents.font.name = $game_message.font_name 
-         contents.font.size = $game_message.font_size 
-         contents.font.bold = $game_message.font_bold 
-         contents.font.italic = $game_message.font_italic 
-         contents.font.outline = $game_message.font_outline 
-         contents.font.shadow = $game_message.font_shadow 
-         @underline = $game_message.font_underline 
-         @highlight = $game_message.font_highlight 
-       end 
-       #--------------------------------------------------------------------------~ 
-       # * Process Escape Character  【处理转义字符】 
-       #--------------------------------------------------------------------------~ 
-       alias mnaa_atssmc_escchar_3dr9 process_escape_character 
-       def process_escape_character(code, text, pos, *args, &block) 
-         case code.upcase 
-         when 'MS' # Set Message Speed 
-           if !text[/^\[([+-])/].nil? 
-             text.sub!(/^\[([\+-])/, '[' ) 
-             sign = $1 
-           else 
-             sign = "" 
-           end 
-           param = obtain_escape_param(text) 
-           sign.empty? ? $game_message.message_speed = param : $game_message.message_speed += "#{sign}#{param}".to_i 
-           when 'DS' 
-             text.slice!(/^%/) # Delete buffer to ensure code isn't overextended 
-             @skip_disabled = !@skip_disabled 
-           when 'W' then wait(obtain_escape_param(text)) 
-         else 
-           mnaa_atssmc_escchar_3dr9(code, text, pos, *args, &block) # Run Original Method 
-         end 
-       end 
-       #--------------------------------------------------------------------------~ 
-       # * Update Show Fast  【快速更新显示】 
-       #--------------------------------------------------------------------------~ 
-       alias mlg_atssmc_updshwfast_7yb1 update_show_fast 
-       def update_show_fast(*args, &block) 
-         mlg_atssmc_updshwfast_7yb1(*args, &block) 
-         if $game_message.message_speed < 1 
-           @show_fast = true 
-         elsif @skip_disabled 
-           @show_fast = false 
-         elsif $game_message.show_fast_speed > 0 
-           @show_fast = Input.press?(:C) 
-         end 
-       end 
-       #--------------------------------------------------------------------------~ 
-       # * Wait for One Character  【等待一个字符】 
-       #--------------------------------------------------------------------------~ 
-       alias mdrnl_smcats_waitonechar_5rf1 wait_for_one_character 
-       def wait_for_one_character(*args, &block) 
-         mdrnl_smcats_waitonechar_5rf1(*args, &block) # Run Original Method 
-         if (@show_fast || @line_show_fast) && $game_message.show_fast_speed > 0 
-           wait($game_message.show_fast_speed) 
-         elsif $game_message.message_speed > 1 
-           wait($game_message.message_speed - 1) 
-         end 
-       end 
-     end