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 Lv3.寻梦者 
	梦石0 星屑2399 在线时间912 小时注册时间2014-10-14帖子1331 
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加入我们,或者,欢迎回来。您需要 登录 才可以下载或查看,没有帐号?注册会员  #==============================================================================#   探查技能  BY绿发的Eclair#------------------------------------------------------------------------------  #   使用方法:在数据库中设定一个叫“探查”的状态(想要用别的名字在下面改啦~)#   然后把想要做成有探查效果的特技或物品附加这个状态。就这样简单~~#   修改自然属性的个数在第16行。#==============================================================================#   探查技能加强  BY snstar2006#------------------------------------------------------------------------------  #   加强部分:#   1. 敌人的属性为[王]的话,HP和SP不会显示,直到HP少於一半才会显示。#      [王]的属性ID为夹在自然属性和种族属性中间的属性#   2. 用变数做技能等级,可以直接用事件升级、降级。#   3. 可以设置不同能力所需要的等级。等级不够时显示为????。#==============================================================================$探查状态名 = "探查"         # 探查状态的名字$eye_level = 1               # 探查技能等级的变数ID # 探查能力的等级$eye_level_ability = [0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14]# 依次为:# 0->名称 、1->HP+SP、2->HP+SP Max、3->种族、# 4->经验 、5->金钱 、6->掉落物   、7->攻击、# 8->物防 、9->魔防 、10->力量    、11->灵巧、# 12->速度、13->魔力、14->属性有效度 $text_4_unknown = "????" # 未知时的文字 class Window_cateyes < Window_Base  def initialize    super(120,40,400,400)    self.contents = Bitmap.new(width - 32, height - 32)    self.visible = false    self.z = 9999    self.back_opacity = 160  #信息窗口的透明度    [url=home.php?mod=space&uid=12971]@element[/url]          = 8    #自然属性个数  end  def set_target(target)    self.contents.clear    self.visible = true    @target = target     # 检验是否显示HP/SP    if @target.element_rate(@element+1) > 100       if (@target.hp)<=(@target.maxhp/2)        @show_hsp = true      else        @show_hsp = false      end    else      @show_hsp = true    end     if $game_variables[$eye_level] >= $eye_level_ability[0]      self.contents.draw_text(10,10,360-32,32,"#{@target.name}",0)    else      self.contents.draw_text(10,10,360-32,32,$text_4_unknown,0)    end     # 描绘HP    draw_actor_hp(@target,10,100 - 32 - 25,160)    # 描绘SP    draw_actor_sp(@target,10,100 - 32,160)     # 描绘种族    self.contents.font.color = system_color    self.contents.draw_text(10,100,180,32,"种族",0)    self.contents.font.color = normal_color    for i in [url=home.php?mod=space&uid=12971]@element[/url] + 2..$data_system.elements.size - 1      if @target.element_rate(i) > 100         race = $data_system.elements[i]        break      end    end    if $game_variables[$eye_level] >= $eye_level_ability[3]      self.contents.draw_text(70,100,100,32,race,2)    else      self.contents.draw_text(70,100,100,32,$text_4_unknown,2)    end     # 目标是敌方角色的场合    if @target.is_a?(Game_Enemy)      # 描绘经验      self.contents.font.color = system_color        self.contents.draw_text(190,100 - 32 - 25,180-32,32,"经验",0)      self.contents.font.color = normal_color      if $game_variables[$eye_level] >= $eye_level_ability[4]        self.contents.draw_text(190,100 - 32 - 25,180 - 32,32,"#{@target.exp}",2)      else        self.contents.draw_text(190,100 - 32 - 25,180 - 32,32,$text_4_unknown,2)      end      # 描绘金钱      self.contents.font.color = system_color        self.contents.draw_text(190,100 - 32 ,180-32,32,$data_system.words.gold,0)      self.contents.font.color = normal_color      if $game_variables[$eye_level] >= $eye_level_ability[5]        self.contents.draw_text(190,100 - 32,180-32,32,"#{@target.gold}",2)      else        self.contents.draw_text(190,100 - 32,180-32,32,$text_4_unknown,2)      end      # 描绘掉落物      self.contents.font.color = system_color        self.contents.draw_text(190,100 ,180,32,"掉落",0)      self.contents.font.color = normal_color      if $game_variables[$eye_level] >= $eye_level_ability[6]        draw_item_name($data_items[@target.item_id],197,57 + 25 + 25 + 25) if @target.item_id > 0         draw_item_name($data_weapons[@target.weapon_id],197,57 + 25 + 25 + 25) if @target.weapon_id > 0        draw_item_name($data_armors[@target.armor_id],197,57 + 25 + 25 + 25) if @target.armor_id > 0      else        self.contents.draw_text(197,57 + 75,180-32,32,$text_4_unknown,2)      end    end     # 描绘攻击    if $game_variables[$eye_level] >= $eye_level_ability[7]      draw_actor_parameter(@target, 10, 112 + 20, 0)    else      draw_actor_parameter_u(10, 112 + 20, 0)    end    # 描绘物理防御    if $game_variables[$eye_level] >= $eye_level_ability[8]      draw_actor_parameter(@target, 10, 144 + 20, 1)    else      draw_actor_parameter_u(10, 144 + 20, 1)    end    # 描绘魔法防御    if $game_variables[$eye_level] >= $eye_level_ability[9]      draw_actor_parameter(@target, 10, 176 + 20, 2)    else      draw_actor_parameter_u(10, 176 + 20, 2)    end    # 描绘力量    if $game_variables[$eye_level] >= $eye_level_ability[10]      draw_actor_parameter(@target, 10, 208 + 20, 3)    else      draw_actor_parameter_u(10, 208 + 20, 3)    end    # 描绘灵巧    if $game_variables[$eye_level] >= $eye_level_ability[11]      draw_actor_parameter(@target, 10, 240 + 20, 4)    else      draw_actor_parameter_u(10, 240 + 20, 4)    end    # 描绘速度    if $game_variables[$eye_level] >= $eye_level_ability[12]      draw_actor_parameter(@target, 10, 272 + 20, 5)    else      draw_actor_parameter_u(10, 272 + 20, 5)    end    # 描绘魔力    if $game_variables[$eye_level] >= $eye_level_ability[13]      draw_actor_parameter(@target, 10, 304 + 20, 6)    else      draw_actor_parameter_u(10, 304 + 20, 6)    end     # 描绘属性抵抗度    self.contents.font.color = system_color    self.contents.draw_text(190,153 + 12,180,32,"属性抵抗",0)    self.contents.font.color = normal_color    num = @element_max == 0 ? $data_system.elements.size : @element_max    y = 0    weaker = ""    weak = ""    resist = ""    guard = ""    recover = ""    race = ""    for i in 1..@element      case @target.element_rate(i)      when 151..200        weaker += $data_system.elements[i]      when 101..150        weak +=   $data_system.elements[i]      when 1..99        resist += $data_system.elements[i]      when 0        guard += $data_system.elements[i]      when -200..-1        recover += $data_system.elements[i]      end    end    if $game_variables[$eye_level] >= $eye_level_ability[14]      if weaker != ""        weaker += "超弱"        self.contents.draw_text(190,153 + 32+ 12,180,32,weaker,0)        y += 1      end      if weak != ""        weak += "弱点"        self.contents.draw_text(190,153 + 32+ 12 + 32 * y,180,32,weak,0)        y += 1      end      if resist != ""        resist += "抵抗"        self.contents.draw_text(190,153 + 32+ 12 + 32 * y,180,32,resist,0)        y += 1      end      if guard != ""        guard += "无效"        self.contents.draw_text(190,153 + 32+ 12 + 32 * y,180,32,guard,0)        y += 1      end      if recover != ""        recover += "吸收"        self.contents.draw_text(190,153 + 32+ 12 + 32 * y,180,32,recover,0)      end    else      self.contents.draw_text(190,153 + 32+ 12 + 32 * y,180,32,$text_4_unknown,0)    end   end  def draw_item_name(item, x, y)    if item == nil      return    end    bitmap = RPG::Cache.icon(item.icon_name)    self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24))    self.contents.font.color = normal_color    self.contents.draw_text(x + 28, y, 150, 32, item.name)  end   def draw_actor_parameter_u(x, y, type)    case type    when 0      parameter_name = $data_system.words.atk    when 1      parameter_name = $data_system.words.pdef    when 2      parameter_name = $data_system.words.mdef    when 3      parameter_name = $data_system.words.str    when 4      parameter_name = $data_system.words.dex    when 5      parameter_name = $data_system.words.agi    when 6      parameter_name = $data_system.words.int    end    self.contents.font.color = system_color    self.contents.draw_text(x, y, 120, 32, parameter_name)    self.contents.font.color = normal_color    self.contents.draw_text(x + 120, y, 36, 32, $text_4_unknown, 2)  end  def draw_actor_hp(actor, x, y, width = 144)    # Draw "HP" text string    self.contents.font.color = system_color    self.contents.draw_text(x, y, 32, 32, $data_system.words.hp)    # Calculate if there is draw space for MaxHP    if width - 32 >= 108      hp_x = x + width - 108      flag = true    elsif width - 32 >= 48      hp_x = x + width - 48      flag = false    end    # Draw HP    self.contents.font.color = actor.hp == 0 ? knockout_color :      actor.hp <= actor.maxhp / 4 ? crisis_color : normal_color    if $game_variables[$eye_level] >= $eye_level_ability[1] and @show_hsp      self.contents.draw_text(hp_x, y, 48, 32, actor.hp.to_s, 2)    else      self.contents.draw_text(hp_x, y, 48, 32, $text_4_unknown, 2)    end    # Draw MaxHP    if flag      self.contents.font.color = normal_color      self.contents.draw_text(hp_x + 48, y, 12, 32, "/", 1)      if $game_variables[$eye_level] >= $eye_level_ability[2] and @show_hsp        self.contents.draw_text(hp_x + 60, y, 48, 32, actor.maxhp.to_s)      else        self.contents.draw_text(hp_x + 60, y, 48, 32, $text_4_unknown)      end    end  end  def draw_actor_sp(actor, x, y, width = 144)    # Draw "SP" text string    self.contents.font.color = system_color    self.contents.draw_text(x, y, 32, 32, $data_system.words.sp)    # Calculate if there is draw space for MaxHP    if width - 32 >= 108      sp_x = x + width - 108      flag = true    elsif width - 32 >= 48      sp_x = x + width - 48      flag = false    end    # Draw SP    self.contents.font.color = actor.sp == 0 ? knockout_color :    actor.sp <= actor.maxsp / 4 ? crisis_color : normal_color    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, $text_4_unknown)      end    end  endendclass Scene_Battle  alias update_phase4_step5_eclair2 :update_phase4_step5  def update_phase4_step5    for i in 1..$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)    $game_system.se_play($data_system.decision_se)    break      end    end  end    @eye_window.dispose    @eye_window = nilend    update_phase4_step5_eclair2  endend  #==============================================================================#   探查技能  BY绿发的Eclair#   加強      BY snstar2006#==============================================================================
#============================================================================== 
#   探查技能  BY绿发的Eclair 
#------------------------------------------------------------------------------   
#   使用方法:在数据库中设定一个叫“探查”的状态(想要用别的名字在下面改啦~) 
#   然后把想要做成有探查效果的特技或物品附加这个状态。就这样简单~~ 
#   修改自然属性的个数在第16行。 
#============================================================================== 
#   探查技能加强  BY snstar2006 
#------------------------------------------------------------------------------   
#   加强部分: 
#   1. 敌人的属性为[王]的话,HP和SP不会显示,直到HP少於一半才会显示。 
#      [王]的属性ID为夹在自然属性和种族属性中间的属性 
#   2. 用变数做技能等级,可以直接用事件升级、降级。 
#   3. 可以设置不同能力所需要的等级。等级不够时显示为????。 
#============================================================================== 
$探查状态名 = "探查"         # 探查状态的名字 
$eye_level = 1               # 探查技能等级的变数ID 
  
# 探查能力的等级 
$eye_level_ability = [0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14] 
# 依次为: 
# 0->名称 、1->HP+SP、2->HP+SP Max、3->种族、 
# 4->经验 、5->金钱 、6->掉落物   、7->攻击、 
# 8->物防 、9->魔防 、10->力量    、11->灵巧、 
# 12->速度、13->魔力、14->属性有效度 
  
$text_4_unknown = "????" # 未知时的文字 
  
class Window_cateyes < Window_Base 
  def initialize 
    super(120,40,400,400) 
    self.contents = Bitmap.new(width - 32, height - 32) 
    self.visible = false 
    self.z = 9999 
    self.back_opacity = 160  #信息窗口的透明度 
    [url=home.php?mod=space&uid=12971]@element[/url]          = 8    #自然属性个数 
  end 
  def set_target(target) 
    self.contents.clear 
    self.visible = true 
    @target = target 
  
    # 检验是否显示HP/SP 
    if @target.element_rate(@element+1) > 100  
      if (@target.hp)<=(@target.maxhp/2) 
        @show_hsp = true 
      else 
        @show_hsp = false 
      end 
    else 
      @show_hsp = true 
    end 
  
    if $game_variables[$eye_level] >= $eye_level_ability[0] 
      self.contents.draw_text(10,10,360-32,32,"#{@target.name}",0) 
    else 
      self.contents.draw_text(10,10,360-32,32,$text_4_unknown,0) 
    end 
  
    # 描绘HP 
    draw_actor_hp(@target,10,100 - 32 - 25,160) 
    # 描绘SP 
    draw_actor_sp(@target,10,100 - 32,160) 
  
    # 描绘种族 
    self.contents.font.color = system_color 
    self.contents.draw_text(10,100,180,32,"种族",0) 
    self.contents.font.color = normal_color 
    for i in [url=home.php?mod=space&uid=12971]@element[/url] + 2..$data_system.elements.size - 1 
      if @target.element_rate(i) > 100  
        race = $data_system.elements[i] 
        break 
      end 
    end 
    if $game_variables[$eye_level] >= $eye_level_ability[3] 
      self.contents.draw_text(70,100,100,32,race,2) 
    else 
      self.contents.draw_text(70,100,100,32,$text_4_unknown,2) 
    end 
  
    # 目标是敌方角色的场合 
    if @target.is_a?(Game_Enemy) 
      # 描绘经验 
      self.contents.font.color = system_color   
      self.contents.draw_text(190,100 - 32 - 25,180-32,32,"经验",0) 
      self.contents.font.color = normal_color 
      if $game_variables[$eye_level] >= $eye_level_ability[4] 
        self.contents.draw_text(190,100 - 32 - 25,180 - 32,32,"#{@target.exp}",2) 
      else 
        self.contents.draw_text(190,100 - 32 - 25,180 - 32,32,$text_4_unknown,2) 
      end 
      # 描绘金钱 
      self.contents.font.color = system_color   
      self.contents.draw_text(190,100 - 32 ,180-32,32,$data_system.words.gold,0) 
      self.contents.font.color = normal_color 
      if $game_variables[$eye_level] >= $eye_level_ability[5] 
        self.contents.draw_text(190,100 - 32,180-32,32,"#{@target.gold}",2) 
      else 
        self.contents.draw_text(190,100 - 32,180-32,32,$text_4_unknown,2) 
      end 
      # 描绘掉落物 
      self.contents.font.color = system_color   
      self.contents.draw_text(190,100 ,180,32,"掉落",0) 
      self.contents.font.color = normal_color 
      if $game_variables[$eye_level] >= $eye_level_ability[6] 
        draw_item_name($data_items[@target.item_id],197,57 + 25 + 25 + 25) if @target.item_id > 0  
        draw_item_name($data_weapons[@target.weapon_id],197,57 + 25 + 25 + 25) if @target.weapon_id > 0 
        draw_item_name($data_armors[@target.armor_id],197,57 + 25 + 25 + 25) if @target.armor_id > 0 
      else 
        self.contents.draw_text(197,57 + 75,180-32,32,$text_4_unknown,2) 
      end 
    end 
  
    # 描绘攻击 
    if $game_variables[$eye_level] >= $eye_level_ability[7] 
      draw_actor_parameter(@target, 10, 112 + 20, 0) 
    else 
      draw_actor_parameter_u(10, 112 + 20, 0) 
    end 
    # 描绘物理防御 
    if $game_variables[$eye_level] >= $eye_level_ability[8] 
      draw_actor_parameter(@target, 10, 144 + 20, 1) 
    else 
      draw_actor_parameter_u(10, 144 + 20, 1) 
    end 
    # 描绘魔法防御 
    if $game_variables[$eye_level] >= $eye_level_ability[9] 
      draw_actor_parameter(@target, 10, 176 + 20, 2) 
    else 
      draw_actor_parameter_u(10, 176 + 20, 2) 
    end 
    # 描绘力量 
    if $game_variables[$eye_level] >= $eye_level_ability[10] 
      draw_actor_parameter(@target, 10, 208 + 20, 3) 
    else 
      draw_actor_parameter_u(10, 208 + 20, 3) 
    end 
    # 描绘灵巧 
    if $game_variables[$eye_level] >= $eye_level_ability[11] 
      draw_actor_parameter(@target, 10, 240 + 20, 4) 
    else 
      draw_actor_parameter_u(10, 240 + 20, 4) 
    end 
    # 描绘速度 
    if $game_variables[$eye_level] >= $eye_level_ability[12] 
      draw_actor_parameter(@target, 10, 272 + 20, 5) 
    else 
      draw_actor_parameter_u(10, 272 + 20, 5) 
    end 
    # 描绘魔力 
    if $game_variables[$eye_level] >= $eye_level_ability[13] 
      draw_actor_parameter(@target, 10, 304 + 20, 6) 
    else 
      draw_actor_parameter_u(10, 304 + 20, 6) 
    end 
  
    # 描绘属性抵抗度 
    self.contents.font.color = system_color 
    self.contents.draw_text(190,153 + 12,180,32,"属性抵抗",0) 
    self.contents.font.color = normal_color 
    num = @element_max == 0 ? $data_system.elements.size : @element_max 
    y = 0 
    weaker = "" 
    weak = "" 
    resist = "" 
    guard = "" 
    recover = "" 
    race = "" 
    for i in 1..@element 
      case @target.element_rate(i) 
      when 151..200 
        weaker += $data_system.elements[i] 
      when 101..150 
        weak +=   $data_system.elements[i] 
      when 1..99 
        resist += $data_system.elements[i] 
      when 0 
        guard += $data_system.elements[i] 
      when -200..-1 
        recover += $data_system.elements[i] 
      end 
    end 
    if $game_variables[$eye_level] >= $eye_level_ability[14] 
      if weaker != "" 
        weaker += "超弱" 
        self.contents.draw_text(190,153 + 32+ 12,180,32,weaker,0) 
        y += 1 
      end 
      if weak != "" 
        weak += "弱点" 
        self.contents.draw_text(190,153 + 32+ 12 + 32 * y,180,32,weak,0) 
        y += 1 
      end 
      if resist != "" 
        resist += "抵抗" 
        self.contents.draw_text(190,153 + 32+ 12 + 32 * y,180,32,resist,0) 
        y += 1 
      end 
      if guard != "" 
        guard += "无效" 
        self.contents.draw_text(190,153 + 32+ 12 + 32 * y,180,32,guard,0) 
        y += 1 
      end 
      if recover != "" 
        recover += "吸收" 
        self.contents.draw_text(190,153 + 32+ 12 + 32 * y,180,32,recover,0) 
      end 
    else 
      self.contents.draw_text(190,153 + 32+ 12 + 32 * y,180,32,$text_4_unknown,0) 
    end 
  
  end 
  def draw_item_name(item, x, y) 
    if item == nil 
      return 
    end 
    bitmap = RPG::Cache.icon(item.icon_name) 
    self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24)) 
    self.contents.font.color = normal_color 
    self.contents.draw_text(x + 28, y, 150, 32, item.name) 
  end 
  
  def draw_actor_parameter_u(x, y, type) 
    case type 
    when 0 
      parameter_name = $data_system.words.atk 
    when 1 
      parameter_name = $data_system.words.pdef 
    when 2 
      parameter_name = $data_system.words.mdef 
    when 3 
      parameter_name = $data_system.words.str 
    when 4 
      parameter_name = $data_system.words.dex 
    when 5 
      parameter_name = $data_system.words.agi 
    when 6 
      parameter_name = $data_system.words.int 
    end 
    self.contents.font.color = system_color 
    self.contents.draw_text(x, y, 120, 32, parameter_name) 
    self.contents.font.color = normal_color 
    self.contents.draw_text(x + 120, y, 36, 32, $text_4_unknown, 2) 
  end 
  def draw_actor_hp(actor, x, y, width = 144) 
    # Draw "HP" text string 
    self.contents.font.color = system_color 
    self.contents.draw_text(x, y, 32, 32, $data_system.words.hp) 
    # Calculate if there is draw space for MaxHP 
    if width - 32 >= 108 
      hp_x = x + width - 108 
      flag = true 
    elsif width - 32 >= 48 
      hp_x = x + width - 48 
      flag = false 
    end 
    # Draw HP 
    self.contents.font.color = actor.hp == 0 ? knockout_color : 
      actor.hp <= actor.maxhp / 4 ? crisis_color : normal_color 
    if $game_variables[$eye_level] >= $eye_level_ability[1] and @show_hsp 
      self.contents.draw_text(hp_x, y, 48, 32, actor.hp.to_s, 2) 
    else 
      self.contents.draw_text(hp_x, y, 48, 32, $text_4_unknown, 2) 
    end 
    # Draw MaxHP 
    if flag 
      self.contents.font.color = normal_color 
      self.contents.draw_text(hp_x + 48, y, 12, 32, "/", 1) 
      if $game_variables[$eye_level] >= $eye_level_ability[2] and @show_hsp 
        self.contents.draw_text(hp_x + 60, y, 48, 32, actor.maxhp.to_s) 
      else 
        self.contents.draw_text(hp_x + 60, y, 48, 32, $text_4_unknown) 
      end 
    end 
  end 
  def draw_actor_sp(actor, x, y, width = 144) 
    # Draw "SP" text string 
    self.contents.font.color = system_color 
    self.contents.draw_text(x, y, 32, 32, $data_system.words.sp) 
    # Calculate if there is draw space for MaxHP 
    if width - 32 >= 108 
      sp_x = x + width - 108 
      flag = true 
    elsif width - 32 >= 48 
      sp_x = x + width - 48 
      flag = false 
    end 
    # Draw SP 
    self.contents.font.color = actor.sp == 0 ? knockout_color : 
    actor.sp <= actor.maxsp / 4 ? crisis_color : normal_color 
    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) 
    $game_system.se_play($data_system.decision_se) 
    break   
    end 
    end 
  end 
    @eye_window.dispose 
    @eye_window = nil 
end 
    update_phase4_step5_eclair2 
  end 
end   
#============================================================================== 
#   探查技能  BY绿发的Eclair 
#   加強      BY snstar2006 
#============================================================================== 
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