#----------------------------------------------------------------------------
# ● require Taroxd基础设置
# 游戏常数设置 #与突破脚本的功能有些重叠
#----------------------------------------------------------------------------
module Taroxd::Const
# 游戏常数设置区域(如果要用默认值,可以设置为 false 或直接删除)
SAVEFILE_MAX = 16 # 存档文件的最大个数
# ESCAPE_RATIO_UP = 0.05 # 撤退失败后,撤退成功率提升值 # !!!注意:此选项和战斗系统有小小冲突,会导致撤退时无法行动。
MAX_TP = 100 # TP 的最大值
ATTACK_SKILL_ID = 1 # 默认攻击技能 ID
GUARD_SKILL_ID = 2 # 默认防御技能 ID
DEATH_STATE_ID = 1 # 默认死亡状态 ID
PARAM_LIMIT = 999999 # 能力值的最大值
PRESERVE_TP = false # 是否永远特技专注
LUK_EFFECT_RATE = 0.00001 # 幸运值影响程度
CRITICAL_RATE = 2 # 关键一击伤害倍率
STEPS_FOR_RUN = false # 地图上多少步等于一回合
BASIC_FLOOR_DAMAGE = 10 # 地形伤害的基础值
MAX_BATTLE_MEMBERS = false # 参战角色的最大数
MAX_GOLD = 99999999 # 持有金钱的最大值
MAX_ITEM_NUMBER = 999 # 物品的最大持有数
BUSH_DEPTH = 8 # 流体地形的深度
BUSH_OPACITY = 128 # 流体地形的不透明度
PLAYER_INITIAL_DIRECTION = false # 角色初始朝向
SUBSTITUTE_HP_RATE = false # HP 比率达到多少以下会触发保护弱者
def self.[](sym)
const_defined?(sym, false) && const_get(sym)
end
end
def DataManager.savefile_max
Taroxd::Const::SAVEFILE_MAX
end if Taroxd::Const[:SAVEFILE_MAX]
def BattleManager.process_escape
$game_message.add(sprintf(Vocab::EscapeStart, $game_party.name))
success = @preemptive ? true : (rand < @escape_ratio)
Sound.play_escape
if success
process_abort
else
@escape_ratio += Taroxd::Const::ESCAPE_RATIO_UP
$game_message.add('\.' + Vocab::EscapeFailure)
$game_party.clear_actions
end
wait_for_message
success
end if Taroxd::Const[:ESCAPE_RATIO_UP]
class Game_BattlerBase
def max_tp
Taroxd::Const::MAX_TP
end if Taroxd::Const[:MAX_TP]
def attack_skill_id
Taroxd::Const::ATTACK_SKILL_ID
end if Taroxd::Const[:ATTACK_SKILL_ID]
def guard_skill_id
Taroxd::Const::GUARD_SKILL_ID
end if Taroxd::Const[:GUARD_SKILL_ID]
def death_state_id
Taroxd::Const::DEATH_STATE_ID
end if Taroxd::Const[:DEATH_STATE_ID]
def param_min(_)
0
end if Taroxd::Const[:PARAM_LIMIT]
def param_max(_)
Taroxd::Const::PARAM_LIMIT
end if Taroxd::Const[:PARAM_LIMIT]
def preserve_tp?
true
end if Taroxd::Const[:PRESERVE_TP]
end
class Game_Battler < Game_BattlerBase
def luk_effect_rate(user)
[1.0 + (user.luk - luk) * Taroxd::Const::LUK_EFFECT_RATE, 0.0].max
end if Taroxd::Const[:LUK_EFFECT_RATE]
def apply_critical(damage)
damage * Taroxd::Const::CRITICAL_RATE
end if Taroxd::Const[:CRITICAL_RATE]
end
class Game_Actor < Game_Battler
remove_method :param_max if Taroxd::Const[:PARAM_LIMIT]
def steps_for_turn
Taroxd::Const::STEPS_FOR_RUN
end if Taroxd::Const[:STEPS_FOR_RUN]
def basic_floor_damage
Taroxd::Const::BASIC_FLOOR_DAMAGE
end if Taroxd::Const[:BASIC_FLOOR_DAMAGE]
end
class Game_Party < Game_Unit
def max_battle_members
Taroxd::Const::MAX_BATTLE_MEMBERS
end if Taroxd::Const[:MAX_BATTLE_MEMBERS]
def max_gold
Taroxd::Const::MAX_GOLD
end if Taroxd::Const[:MAX_GOLD]
def max_item_number(_)
Taroxd::Const::MAX_ITEM_NUMBER
end if Taroxd::Const[:MAX_ITEM_NUMBER]
end
class Game_CharacterBase
def update_bush_depth
if normal_priority? && !object_character? && bush? && !jumping?
@bush_depth = Taroxd::Const::BUSH_DEPTH unless moving?
else
@bush_depth = 0
end
end if Taroxd::Const[:BUSH_DEPTH]
end
class Sprite_Character < Sprite_Base
def_after :initialize do |_, _ = nil|
self.bush_opacity = Taroxd::Const::BUSH_OPACITY
end if Taroxd::Const[:BUSH_OPACITY]
end
class Game_Player < Game_Character
def_after :initialize do
@direction = Taroxd::Const::PLAYER_INITIAL_DIRECTION
end if Taroxd::Const[:PLAYER_INITIAL_DIRECTION]
end
class Scene_Battle < Scene_Base
def check_substitute(target, item)
target.hp_rate < Taroxd::Const::SUBSTITUTE_HP_RATE &&
(!item || !item.certain?)
end if Taroxd::Const[:SUBSTITUTE_HP_RATE]
end