part2:[code]class Scene_Equip def update_change Input.update @help_text.bitmap.clear if @data[@left_index][@right_index] != nil && @data[@left_index][@right_index]!= -1 @help_text.bitmap.draw_text(0,0,510,20,@data[@left_index][@right_index].description,1) end if Input.trigger?(Input::B) @right = false @right_index = 0 @equip_choose.visible = false @equip_choose.blink_off @page = 0 @new_equip[@left_index].y = 0 for i in 0..6 draw_par(i) end return end right_index(true) if Input.trigger?(Input::DOWN) right_index if Input.trigger?(Input::UP) if Input.trigger?(Input::C) $game_system.se_play($data_system.equip_se) item = @data[@left_index][@right_index] @actor.equip(@left_index, (item == nil || item == -1) ? 0 : item.id) @new_equip[@left_index].bitmap.clear @data[@left_index] = [] @new_equip[@left_index].bitmap.draw_text(40,30,184,12,"[脱下装备]") @data[@left_index].push(-1) y = 44 if @left_index == 0 weapon_set = $data_classes[@actor.class_id].weapon_set for n in 1...$data_weapons.size if $game_party.weapon_number(n) > 0 and weapon_set.include?(n) @new_equip[@left_index].bitmap.blt(10,y-6, RPG::Cache.icon($data_weapons[n].icon_name),Rect.new(0,0,24,20)) @new_equip[@left_index].bitmap.draw_text(40,y,184,12,$data_weapons[n].name) @new_equip[@left_index].bitmap.draw_text(40,y,140,12,$game_party.weapon_number(n).to_s,2) @data[@left_index].push($data_weapons[n]) y += 14 end end end if @left_index != 0 armor_set = $data_classes[@actor.class_id].armor_set for n in 1...$data_armors.size if $game_party.armor_number(n) > 0 and armor_set.include?(n) if $data_armors[n].kind == @left_index-1 @new_equip[@left_index].bitmap.blt(10,y-6, RPG::Cache.icon($data_armors[n].icon_name),Rect.new(0,0,24,20)) @new_equip[@left_index].bitmap.draw_text(40,y,184,12,$data_armors[n].name) @new_equip[@left_index].bitmap.draw_text(40,y,140,12,$game_party.armor_number(n).to_s,2) @data[@left_index].push($data_armors[n]) y += 14 end end end end @equip[@left_index].bitmap.clear @equip[@left_index].bitmap.font.size = 12 @right_index = 0 @page = 0 @new_equip[@left_index].y = 0 @equip_choose.y = @right_index * 14 + 28 @help_text.bitmap.clear if @data[@left_index][@right_index] != nil && @data[@left_index][@right_index]!= -1 @help_text.bitmap.draw_text(0,0,510,20,@data[@left_index][@right_index].description,1) end for i in 0..6 draw_par(i) end if @left_index == 0 @equip[@left_index].bitmap.blur_draw_text(0,40,40,24,$data_system.words.weapon,1, Color.new(0,0,0,10),2) return if $data_weapons[@actor.weapon_id].nil? @equip[@left_index].bitmap.blt(8,12, RPG::Cache.icon($data_weapons[@actor.weapon_id].icon_name),Rect.new(0,0,24,24)) a = $data_weapons[@actor.weapon_id].name.scan(/./) a.each_index {|b| @equip[@left_index].bitmap.blur_draw_text(0,70+16*b,40,16, a,1,Color.new(0,0,0,10),2)} else eval "@equip[@left_index].bitmap.blur_draw_text(0, 40,40,24,$data_system.words.armor#{@left_index},1,Color.new(0,0,0,10),2)" eval "return if $data_armors[@actor.armor#{@left_index}_id].nil?" eval "b = RPG::Cache.icon($data_armors[@actor.armor#{@left_index}_id].icon_name)" eval "@equip[@left_index].bitmap.blt(8,12,b,Rect.new(0,0,24,24))" eval "a = $data_armors[@actor.armor#{@left_index}_id].name.scan(/./)" a.each_index {|b| @equip[@left_index].bitmap.blur_draw_text(0,70+16*b,40,16, a,1,Color.new(0,0,0,10),2)} end return end end def right_index(plus=false) if plus return if @right_index >= @data[@left_index].size - 1 @right_index += 1 page(true) if @right_index >= @page + 10 @equip_choose.y = @right_index * 14 - @page * 14 + 28 else return if @right_index