if $game_variables[$eye_level] >= $eye_level_ability[1] and @show_hsp
self.contents.draw_text(sp_x, y, 48, 32, actor.sp.to_s, 2)
else
self.contents.draw_text(sp_x, y, 48, 32, $text_4_unknown, 2)
end
# Draw MaxSP
if flag
self.contents.font.color = normal_color
self.contents.draw_text(sp_x + 48, y, 12, 32, "/", 1)
if $game_variables[$eye_level] >= $eye_level_ability[2] and @show_hsp
self.contents.draw_text(sp_x + 60, y, 48, 32, actor.maxsp.to_s)
else
self.contents.draw_text(sp_x + 60, y, 48, 32, $text_4_unknown)
end
end
end
end
class Scene_Battle
alias update_phase4_step5_eclair2 :update_phase4_step5
def update_phase4_step5
for i in 1..$data_states.size - 1
if $data_states[i].name == $探查状态名
$探查状态ID = i
break
end
end
if (@active_battler.current_action.kind == 1 and $data_skills[@active_battler.current_action.skill_id].plus_state_set.include?($探查状态ID)) or (@active_battler.current_action.kind == 2 and $data_items[@active_battler.current_action.skill_id].plus_state_set.include?($探查状态ID))
@eye_window = Window_cateyes.new
for target in @target_battlers
target.damage = ""
@eye_window.set_target(target)
for i in 0...120
Input.update
@eye_window.update
Graphics.update
@spriteset.update
if Input.trigger?(Input::C) or Input.trigger?(Input::B)
if $game_variables[$eye_level] >= $eye_level_ability[1] and @show_hsp
self.contents.draw_text(sp_x, y, 48, 32, actor.sp.to_s, 2)
else
self.contents.draw_text(sp_x, y, 48, 32, $text_4_unknown, 2)
end
# Draw MaxSP
if flag
self.contents.font.color = normal_color
self.contents.draw_text(sp_x + 48, y, 12, 32, "/", 1)
if $game_variables[$eye_level] >= $eye_level_ability[2] and @show_hsp
self.contents.draw_text(sp_x + 60, y, 48, 32, actor.maxsp.to_s)
else
self.contents.draw_text(sp_x + 60, y, 48, 32, $text_4_unknown)
end
end
end
end
class Scene_Battle
alias update_phase4_step5_eclair2 :update_phase4_step5
def update_phase4_step5
for i in 1..$data_states.size - 1
if $data_states[i].name == $探查状态名
$探查状态ID = i
break
end
end
if (@active_battler.current_action.kind == 1 and $data_skills[@active_battler.current_action.skill_id].plus_state_set.include?($探查状态ID)) or (@active_battler.current_action.kind == 2 and $data_items[@active_battler.current_action.skill_id].plus_state_set.include?($探查状态ID))
@eye_window = Window_cateyes.new
for target in @target_battlers
target.damage = ""
@eye_window.set_target(target)
for i in 0...120
Input.update
@eye_window.update
Graphics.update
@spriteset.update
if Input.trigger?(Input::C) or Input.trigger?(Input::B)
alias update_phase4_step5_Eclairsteal :update_phase4_step5
def update_phase4_step5
if @active_battler.current_action.kind == 1 and $data_skills[@active_battler.current_action.skill_id].element_set.include?($data_system.elements.index($偷盗属性名)) and @active_battler.is_a?(Game_Actor)
for target in @target_battlers
next if target.is_a?(Game_Actor)
target.damage = "" if target.damage == "Miss"
if (target.item_id == 0 and target.weapon_id == 0 and
target.armor_id == 0 and target.gold == 0) or ($不可偷盗敌人.include?(target.id))
#帮助窗口显示"没有可偷盗的物品",对齐方式为中间对齐
@help_window.set_text("没有可偷盗的物品",1)
for i in 0...20
Graphics.update
@help_window.update
@spriteset.update
end
#直接结束
next
end
final = (@active_battler.dex.to_f + @active_battler.agi.to_f) / (target.dex.to_f + target.agi.to_f)
final *= target.treasure_prob
final *= $偷盗几率修正
final = final.round
if rand(100) < final
if (rand(100) < $偷盗金钱的机率)
if target.item_id != 0
$game_party.gain_item(target.item_id,1)
text = "偷得:" + $data_items[target.item_id].name
target.item_id = 0
end
if target.weapon_id != 0
$game_party.gain_weapon(target.weapon_id,1)
text = "偷得:" + $data_weapons[target.weapon_id].name
target.weapon_id = 0
end
if target.armor_id != 0
$game_party.gain_armor(target.armor_id,1)
text = "偷得:" + $data_armors[target.armor_id].name
target.armor_id = 0
end
else
if target.gold != 0
$game_party.gain_gold(target.gold)
text = "偷得:" + target.gold.to_s + " " +$data_system.words.gold