- # [精英敵人]  原作 tan12345(va)  移植 hyrious(xp) 
-   
- class Game_Enemy < Game_Battler 
-   # 精英怪出現機率,默認30代表30% 
-   BY = 10 
-   # 精英怪屬性加成比例(默認是同時也是經驗,金錢,掉落率加成比例),默認1.3代表屬性是普通怪的1.3倍, 
-   # 以下是相關屬性加成表 
-   # BYPHP(最大HP)/BYPSP(最大SP)/BYPEXP(經驗值)/BYPSTAT(全能力) 
-   # BYPATT(攻擊力)/BYPDEF(物理/魔法防禦)/BYPEVA(迴避率)/BYPGOLD(金錢) 
-   BYPHP = 16+(16*rand(4)) 
-   BYPSP = 16+(16*rand(4)) 
-   BYPSTAT = 3+(1*rand(4)) 
-   BYPATT = 2+(1*rand(4)) 
-   BYPDEF = 2+(1*rand(4)) 
-   BYPEVA = 10+(1*rand(10)) 
-   BYPEXP = 12+(1*rand(3)) 
-   BYPGOLD = 9+(1*rand(3)) 
-   # 不會成為精英的敵人(默認表示2號和3號敵人不會變成精英,適合設定BOSS) 
-   NO_BY = [1, 2, 3]  
-   attr_reader   :is_by  # 是否精英 
-   #-------------------------------------------------------------------------- 
-   # ● 是否精英 
-   #-------------------------------------------------------------------------- 
-   def is_by? 
-     return true if @is_by 
-     return false 
-   end 
-   #-------------------------------------------------------------------------- 
-   # ● 初始化對象(包括精英初始化) 
-   #-------------------------------------------------------------------------- 
-   alias tan_initialize initialize 
-   def initialize(troop_id, member_index) 
-     tan_initialize(troop_id, member_index) 
-     @is_by = (rand(100) <= BY && !NO_BY.include?(@enemy_id)) 
-     @hp = (@hp * (BYPHP+(16*$game_variables[1054]))).to_i if @is_by 
-     @sp = (@sp * (BYPSP+(16*$game_variables[1054]))).to_i if @is_by 
-     add_state(2) if @is_by # 生成精英怪物時候自動施放狀態 #1012 
-     $game_variables[9] += 1 if @is_by # 生成精英怪物時候該變數+1  #849 
-     $game_variables[15] += 1 if @is_by # 生成精英怪物時候該變數+1  #955 
-   end 
-   #-------------------------------------------------------------------------- 
-   # ● 精英改名 
-   #-------------------------------------------------------------------------- 
-   alias hy_name name 
-   def name 
-     is_by? ? "精英的" +  hy_name  : hy_name 
-   end 
-   #-------------------------------------------------------------------------- 
-   # ● 獲取經驗值 
-   #-------------------------------------------------------------------------- 
-   alias tan_exp exp 
-   def exp 
-     return (tan_exp * BYPEXP).to_i if @is_by 
-     tan_exp 
-   end 
-   #-------------------------------------------------------------------------- 
-   # ● 獲取金錢 
-   #-------------------------------------------------------------------------- 
-   alias tan_gold gold 
-   def gold 
-     return (tan_gold * BYPGOLD).to_i if @is_by 
-     tan_gold 
-   end 
-   #-------------------------------------------------------------------------- 
-   # ● 獲取物品掉率的倍率 
-   #-------------------------------------------------------------------------- 
-   alias tan_treasure_prob treasure_prob 
-   def treasure_prob 
-     return (tan_treasure_prob * 2).to_i if @is_by 
-     tan_treasure_prob 
-   end 
-   #-------------------------------------------------------------------------- 
-   # ● 屬性值增強(很多) 
-   #   嫌不夠可以自行調整算式, 更多base_請參考Game_Enemy 
-   #-------------------------------------------------------------------------- 
-   alias hy_base_maxhp base_maxhp 
-   def base_maxhp 
-     return (hy_base_maxhp * BYPHP).to_i if @is_by 
-     hy_base_maxhp 
-   end 
-   alias hy_base_maxsp base_maxsp 
-   def base_maxsp 
-     return (hy_base_maxsp * BYPSP).to_i if @is_by 
-     hy_base_maxsp 
-   end 
-   alias hy_base_str base_str 
-   def base_str 
-     return (hy_base_str * BYPSTAT).to_i if @is_by 
-     hy_base_str 
-   end 
-   alias hy_base_dex base_dex 
-   def base_dex 
-     return (hy_base_dex * BYPSTAT).to_i if @is_by 
-     hy_base_dex 
-   end 
-   alias hy_base_agi base_agi 
-   def base_agi 
-     return (hy_base_agi * BYPSTAT).to_i if @is_by 
-     hy_base_agi 
-   end 
-   alias hy_base_int base_int 
-   def base_int 
-     return (hy_base_int * BYPSTAT).to_i if @is_by 
-     hy_base_int 
-   end 
-   alias hy_base_atk base_atk 
-   def base_atk 
-     return (hy_base_atk * BYPATT).to_i if @is_by 
-     hy_base_atk 
-   end 
-   alias hy_base_pdef base_pdef 
-   def base_pdef 
-     return (hy_base_pdef * BYPDEF).to_i if @is_by 
-     hy_base_pdef 
-   end 
-   alias hy_base_mdef base_mdef 
-   def base_mdef 
-     return (hy_base_mdef * BYPDEF).to_i if @is_by 
-     hy_base_mdef 
-   end 
-   alias hy_base_eva base_eva 
-   def base_eva 
-     return (hy_base_eva + BYPEVA).to_i if @is_by 
-     hy_base_eva 
-   end 
- end 
- #-------------------------------------------------------------------------- 
- # ● 怪物圖片是否放大 
- #-------------------------------------------------------------------------- 
- class Sprite_Battler < RPG::Sprite 
-   alias old_update_xr update 
-   def update 
-     if @data_battler != @battler 
-       @data_battler = @battler 
-       if @battler != nil and @battler.is_a?(Game_Enemy) 
-         self.zoom_x = self.zoom_y = @battler.is_by? ? 2 : 1 
-       end 
-     end 
-     old_update_xr 
-   end 
- end