Project1
标题:
【RM原设定修改】改变原始攻防设定
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作者:
忧雪の伤
时间:
2010-12-18 17:05
标题:
【RM原设定修改】改变原始攻防设定
本帖最后由 忧雪の伤 于 2010-12-24 20:17 编辑
# 解决了原RM设定的无装备场合0攻击力0防御力问题
# 不同的人不同的无装备攻击防御无解决
# 修改了Game_Battler 1,Game_Actor
# 请脚本内搜查忧雪の伤
# 留着大家自己处理
# 无图
# 附件:
改变原始攻击力设定.rar
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# 脚本
# Game_Battler 1(攻击力部分)
#==============================================================================
# ☆ 忧雪の伤制作,转载时请保留。
#==============================================================================
#==============================================================================
# ■ Game_Battler (分割定义 1)
#------------------------------------------------------------------------------
# 处理战斗者的类。这个类作为 Game_Actor 类与 Game_Enemy 类的
# 超级类来使用。
#==============================================================================
class Game_Battler
#--------------------------------------------------------------------------
# ● 定义实例变量
#--------------------------------------------------------------------------
attr_reader :battler_name # 战斗者 文件名
attr_reader :battler_hue # 战斗者 色相
attr_reader :hp # HP
attr_reader :sp # SP
attr_reader :states # 状态
attr_accessor :hidden # 隐藏标志
attr_accessor :immortal # 不死身标志
attr_accessor :damage_pop # 显示伤害标志
attr_accessor :damage # 伤害值
attr_accessor :critical # 会心一击标志
attr_accessor :animation_id # 动画 ID
attr_accessor :animation_hit # 动画 击中标志
attr_accessor :white_flash # 白色屏幕闪烁标志
attr_accessor :blink # 闪烁标志
#--------------------------------------------------------------------------
# ● 初始化对像
#--------------------------------------------------------------------------
def initialize
@battler_name = ""
@battler_hue = 0
@hp = 0
@sp = 0
@states = []
@states_turn = {}
@maxhp_plus = 0
@maxsp_plus = 0
@str_plus = 0
@dex_plus = 0
@agi_plus = 0
@int_plus = 0
@hidden = false
@immortal = false
@damage_pop = false
@damage = nil
@critical = false
@animation_id = 0
@animation_hit = false
@white_flash = false
@blink = false
@current_action = Game_BattleAction.new
end
#--------------------------------------------------------------------------
# ● 获取 MaxHP
#--------------------------------------------------------------------------
def maxhp
n = [[base_maxhp + @maxhp_plus, 1].max, 999999].min
for i in @states
n *= $data_states[i].maxhp_rate / 100.0
end
n = [[Integer(n), 1].max, 999999].min
return n
end
#--------------------------------------------------------------------------
# ● 获取 MaxSP
#--------------------------------------------------------------------------
def maxsp
n = [[base_maxsp + @maxsp_plus, 0].max, 9999].min
for i in @states
n *= $data_states[i].maxsp_rate / 100.0
end
n = [[Integer(n), 0].max, 9999].min
return n
end
#--------------------------------------------------------------------------
# ● 获取力量
#--------------------------------------------------------------------------
def str
n = [[base_str + @str_plus, 1].max, 999].min
for i in @states
n *= $data_states[i].str_rate / 100.0
end
n = [[Integer(n), 1].max, 999].min
return n
end
#--------------------------------------------------------------------------
# ● 获取灵巧
#--------------------------------------------------------------------------
def dex
n = [[base_dex + @dex_plus, 1].max, 999].min
for i in @states
n *= $data_states[i].dex_rate / 100.0
end
n = [[Integer(n), 1].max, 999].min
return n
end
#--------------------------------------------------------------------------
# ● 获取速度
#--------------------------------------------------------------------------
def agi
n = [[base_agi + @agi_plus, 1].max, 999].min
for i in @states
n *= $data_states[i].agi_rate / 100.0
end
n = [[Integer(n), 1].max, 999].min
return n
end
#--------------------------------------------------------------------------
# ● 获取魔力
#--------------------------------------------------------------------------
def int
n = [[base_int + @int_plus, 1].max, 999].min
for i in @states
n *= $data_states[i].int_rate / 100.0
end
n = [[Integer(n), 1].max, 999].min
return n
end
#--------------------------------------------------------------------------
# ● 设置 MaxHP
# maxhp : 新的 MaxHP
#--------------------------------------------------------------------------
def maxhp=(maxhp)
@maxhp_plus += maxhp - self.maxhp
@maxhp_plus = [[@maxhp_plus, -9999].max, 9999].min
@hp = [@hp, self.maxhp].min
end
#--------------------------------------------------------------------------
# ● 设置 MaxSP
# maxsp : 新的 MaxSP
#--------------------------------------------------------------------------
def maxsp=(maxsp)
@maxsp_plus += maxsp - self.maxsp
@maxsp_plus = [[@maxsp_plus, -9999].max, 9999].min
@sp = [@sp, self.maxsp].min
end
#--------------------------------------------------------------------------
# ● 设置力量
# str : 新的力量
#--------------------------------------------------------------------------
def str=(str)
@str_plus += str - self.str
@str_plus = [[@str_plus, -999].max, 999].min
end
#--------------------------------------------------------------------------
# ● 设置灵巧
# dex : 新的灵巧
#--------------------------------------------------------------------------
def dex=(dex)
@dex_plus += dex - self.dex
@dex_plus = [[@dex_plus, -999].max, 999].min
end
#--------------------------------------------------------------------------
# ● 设置速度
# agi : 新的速度
#--------------------------------------------------------------------------
def agi=(agi)
@agi_plus += agi - self.agi
@agi_plus = [[@agi_plus, -999].max, 999].min
end
#--------------------------------------------------------------------------
# ● 设置魔力
# int : 新的魔力
#--------------------------------------------------------------------------
def int=(int)
@int_plus += int - self.int
@int_plus = [[@int_plus, -999].max, 999].min
end
#--------------------------------------------------------------------------
# ● 获取命中率
#--------------------------------------------------------------------------
def hit
n = 100
for i in @states
n *= $data_states[i].hit_rate / 100.0
end
return Integer(n)
end
#--------------------------------------------------------------------------
# ● 获取攻击力
#--------------------------------------------------------------------------
def atk
# 忧雪の伤
# 除了武器攻击外再加上等级*7.5的值,7.5可改
n = base_atk + 7.5 * @level
for i in @states
n *= $data_states[i].atk_rate / 100.0
end
return Integer(n)
end
#--------------------------------------------------------------------------
# ● 获取物理防御
#--------------------------------------------------------------------------
def pdef
n = base_pdef
for i in @states
n *= $data_states[i].pdef_rate / 100.0
end
return Integer(n)
end
#--------------------------------------------------------------------------
# ● 获取魔法防御
#--------------------------------------------------------------------------
def mdef
n = base_mdef
for i in @states
n *= $data_states[i].mdef_rate / 100.0
end
return Integer(n)
end
#--------------------------------------------------------------------------
# ● 获取回避修正
#--------------------------------------------------------------------------
def eva
n = base_eva
for i in @states
n += $data_states[i].eva
end
return n
end
#--------------------------------------------------------------------------
# ● 更改 HP
# hp : 新的 HP
#--------------------------------------------------------------------------
def hp=(hp)
@hp = [[hp, maxhp].min, 0].max
# 解除附加的战斗不能状态
for i in 1...$data_states.size
if $data_states[i].zero_hp
if self.dead?
add_state(i)
else
remove_state(i)
end
end
end
end
#--------------------------------------------------------------------------
# ● 更改 SP
# sp : 新的 SP
#--------------------------------------------------------------------------
def sp=(sp)
@sp = [[sp, maxsp].min, 0].max
end
#--------------------------------------------------------------------------
# ● 全回复
#--------------------------------------------------------------------------
def recover_all
@hp = maxhp
@sp = maxsp
for i in @states.clone
remove_state(i)
end
end
#--------------------------------------------------------------------------
# ● 获取当前的动作
#--------------------------------------------------------------------------
def current_action
return @current_action
end
#--------------------------------------------------------------------------
# ● 确定动作速度
#--------------------------------------------------------------------------
def make_action_speed
@current_action.speed = agi + rand(10 + agi / 4)
end
#--------------------------------------------------------------------------
# ● 战斗不能判定
#--------------------------------------------------------------------------
def dead?
return (@hp == 0 and not @immortal)
end
#--------------------------------------------------------------------------
# ● 存在判定
#--------------------------------------------------------------------------
def exist?
return (not @hidden and (@hp > 0 or @immortal))
end
#--------------------------------------------------------------------------
# ● HP 0 判定
#--------------------------------------------------------------------------
def hp0?
return (not @hidden and @hp == 0)
end
#--------------------------------------------------------------------------
# ● 可以输入命令判定
#--------------------------------------------------------------------------
def inputable?
return (not @hidden and restriction <= 1)
end
#--------------------------------------------------------------------------
# ● 可以行动判定
#--------------------------------------------------------------------------
def movable?
return (not @hidden and restriction < 4)
end
#--------------------------------------------------------------------------
# ● 防御中判定
#--------------------------------------------------------------------------
def guarding?
return (@current_action.kind == 0 and @current_action.basic == 1)
end
#--------------------------------------------------------------------------
# ● 休止中判定
#--------------------------------------------------------------------------
def resting?
return (@current_action.kind == 0 and @current_action.basic == 3)
end
end
#==============================================================================
# ☆ 忧雪の伤制作,转载时请保留。
#==============================================================================
复制代码
# Game_Actor(防御力部分)
#==============================================================================
# ☆ 忧雪の伤制作,转载时请保留。
#==============================================================================
#==============================================================================
# ■ Game_Actor
#------------------------------------------------------------------------------
# 处理角色的类。本类在 Game_Actors 类 ($game_actors)
# 的内部使用、Game_Party 类请参考 ($game_party) 。
#==============================================================================
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# ● 定义实例变量
#--------------------------------------------------------------------------
attr_reader :name # 名称
attr_reader :character_name # 角色 文件名
attr_reader :character_hue # 角色 色相
attr_reader :class_id # 职业 ID
attr_reader :weapon_id # 武器 ID
attr_reader :armor1_id # 盾 ID
attr_reader :armor2_id # 头防具 ID
attr_reader :armor3_id # 身体体防具 ID
attr_reader :armor4_id # 装饰品 ID
attr_reader :level # 水平
attr_reader :exp # EXP
attr_reader :skills # 特技
#--------------------------------------------------------------------------
# ● 初始化对像
# actor_id : 角色 ID
#--------------------------------------------------------------------------
def initialize(actor_id)
super()
setup(actor_id)
end
#--------------------------------------------------------------------------
# ● 设置
# actor_id : 角色 ID
#--------------------------------------------------------------------------
def setup(actor_id)
actor = $data_actors[actor_id]
@actor_id = actor_id
@name = actor.name
@character_name = actor.character_name
@character_hue = actor.character_hue
@battler_name = actor.battler_name
@battler_hue = actor.battler_hue
@class_id = actor.class_id
@weapon_id = actor.weapon_id
@armor1_id = actor.armor1_id
@armor2_id = actor.armor2_id
@armor3_id = actor.armor3_id
@armor4_id = actor.armor4_id
@level = actor.initial_level
@exp_list = Array.new(101)
make_exp_list
@exp = @exp_list[@level]
@skills = []
@hp = maxhp
@sp = maxsp
@states = []
@states_turn = {}
@maxhp_plus = 0
@maxsp_plus = 0
@str_plus = 0
@dex_plus = 0
@agi_plus = 0
@int_plus = 0
# 学会特技
for i in 1..@level
for j in $data_classes[@class_id].learnings
if j.level == i
learn_skill(j.skill_id)
end
end
end
# 刷新自动状态
update_auto_state(nil, $data_armors[@armor1_id])
update_auto_state(nil, $data_armors[@armor2_id])
update_auto_state(nil, $data_armors[@armor3_id])
update_auto_state(nil, $data_armors[@armor4_id])
end
#--------------------------------------------------------------------------
# ● 获取角色 ID
#--------------------------------------------------------------------------
def id
return @actor_id
end
#--------------------------------------------------------------------------
# ● 获取索引
#--------------------------------------------------------------------------
def index
return $game_party.actors.index(self)
end
#--------------------------------------------------------------------------
# ● 计算 EXP
#--------------------------------------------------------------------------
def make_exp_list
actor = $data_actors[@actor_id]
@exp_list[1] = 0
pow_i = 2.4 + actor.exp_inflation / 100.0
for i in 2..100
if i > actor.final_level
@exp_list[i] = 0
else
n = actor.exp_basis * ((i + 3) ** pow_i) / (5 ** pow_i)
@exp_list[i] = @exp_list[i-1] + Integer(n)
end
end
end
#--------------------------------------------------------------------------
# ● 取得属性修正值
# element_id : 属性 ID
#--------------------------------------------------------------------------
def element_rate(element_id)
# 获取对应属性有效度的数值
table = [0,200,150,100,50,0,-100]
result = table[$data_classes[@class_id].element_ranks[element_id]]
# 防具能防御本属性的情况下效果减半
for i in [@armor1_id, @armor2_id, @armor3_id, @armor4_id]
armor = $data_armors[i]
if armor != nil and armor.guard_element_set.include?(element_id)
result /= 2
end
end
# 状态能防御本属性的情况下效果减半
for i in @states
if $data_states[i].guard_element_set.include?(element_id)
result /= 2
end
end
# 过程结束
return result
end
#--------------------------------------------------------------------------
# ● 获取属性有效度
#--------------------------------------------------------------------------
def state_ranks
return $data_classes[@class_id].state_ranks
end
#--------------------------------------------------------------------------
# ● 判定防御属性
# state_id : 属性 ID
#--------------------------------------------------------------------------
def state_guard?(state_id)
for i in [@armor1_id, @armor2_id, @armor3_id, @armor4_id]
armor = $data_armors[i]
if armor != nil
if armor.guard_state_set.include?(state_id)
return true
end
end
end
return false
end
#--------------------------------------------------------------------------
# ● 获取普通攻击属性
#--------------------------------------------------------------------------
def element_set
weapon = $data_weapons[@weapon_id]
return weapon != nil ? weapon.element_set : []
end
#--------------------------------------------------------------------------
# ● 获取普通攻击状态变化 (+)
#--------------------------------------------------------------------------
def plus_state_set
weapon = $data_weapons[@weapon_id]
return weapon != nil ? weapon.plus_state_set : []
end
#--------------------------------------------------------------------------
# ● 获取普通攻击状态变化 (-)
#--------------------------------------------------------------------------
def minus_state_set
weapon = $data_weapons[@weapon_id]
return weapon != nil ? weapon.minus_state_set : []
end
#--------------------------------------------------------------------------
# ● 获取 MaxHP
#--------------------------------------------------------------------------
def maxhp
n = [[base_maxhp + @maxhp_plus, 1].max, 9999].min
for i in @states
n *= $data_states[i].maxhp_rate / 100.0
end
n = [[Integer(n), 1].max, 9999].min
return n
end
#--------------------------------------------------------------------------
# ● 获取基本 MaxHP
#--------------------------------------------------------------------------
def base_maxhp
return $data_actors[@actor_id].parameters[0, @level]
end
#--------------------------------------------------------------------------
# ● 获取基本 MaxSP
#--------------------------------------------------------------------------
def base_maxsp
return $data_actors[@actor_id].parameters[1, @level]
end
#--------------------------------------------------------------------------
# ● 获取基本力量
#--------------------------------------------------------------------------
def base_str
n = $data_actors[@actor_id].parameters[2, @level]
weapon = $data_weapons[@weapon_id]
armor1 = $data_armors[@armor1_id]
armor2 = $data_armors[@armor2_id]
armor3 = $data_armors[@armor3_id]
armor4 = $data_armors[@armor4_id]
n += weapon != nil ? weapon.str_plus : 0
n += armor1 != nil ? armor1.str_plus : 0
n += armor2 != nil ? armor2.str_plus : 0
n += armor3 != nil ? armor3.str_plus : 0
n += armor4 != nil ? armor4.str_plus : 0
return [[n, 1].max, 999].min
end
#--------------------------------------------------------------------------
# ● 获取基本灵巧
#--------------------------------------------------------------------------
def base_dex
n = $data_actors[@actor_id].parameters[3, @level]
weapon = $data_weapons[@weapon_id]
armor1 = $data_armors[@armor1_id]
armor2 = $data_armors[@armor2_id]
armor3 = $data_armors[@armor3_id]
armor4 = $data_armors[@armor4_id]
n += weapon != nil ? weapon.dex_plus : 0
n += armor1 != nil ? armor1.dex_plus : 0
n += armor2 != nil ? armor2.dex_plus : 0
n += armor3 != nil ? armor3.dex_plus : 0
n += armor4 != nil ? armor4.dex_plus : 0
return [[n, 1].max, 999].min
end
#--------------------------------------------------------------------------
# ● 获取基本速度
#--------------------------------------------------------------------------
def base_agi
n = $data_actors[@actor_id].parameters[4, @level]
weapon = $data_weapons[@weapon_id]
armor1 = $data_armors[@armor1_id]
armor2 = $data_armors[@armor2_id]
armor3 = $data_armors[@armor3_id]
armor4 = $data_armors[@armor4_id]
n += weapon != nil ? weapon.agi_plus : 0
n += armor1 != nil ? armor1.agi_plus : 0
n += armor2 != nil ? armor2.agi_plus : 0
n += armor3 != nil ? armor3.agi_plus : 0
n += armor4 != nil ? armor4.agi_plus : 0
return [[n, 1].max, 999].min
end
#--------------------------------------------------------------------------
# ● 获取基本魔力
#--------------------------------------------------------------------------
def base_int
n = $data_actors[@actor_id].parameters[5, @level]
weapon = $data_weapons[@weapon_id]
armor1 = $data_armors[@armor1_id]
armor2 = $data_armors[@armor2_id]
armor3 = $data_armors[@armor3_id]
armor4 = $data_armors[@armor4_id]
n += weapon != nil ? weapon.int_plus : 0
n += armor1 != nil ? armor1.int_plus : 0
n += armor2 != nil ? armor2.int_plus : 0
n += armor3 != nil ? armor3.int_plus : 0
n += armor4 != nil ? armor4.int_plus : 0
return [[n, 1].max, 999].min
end
#--------------------------------------------------------------------------
# ● 获取基本攻击力
#--------------------------------------------------------------------------
def base_atk
weapon = $data_weapons[@weapon_id]
return weapon != nil ? weapon.atk : 0
end
#--------------------------------------------------------------------------
# ● 获取基本物理防御
#--------------------------------------------------------------------------
def base_pdef
weapon = $data_weapons[@weapon_id]
armor1 = $data_armors[@armor1_id]
armor2 = $data_armors[@armor2_id]
armor3 = $data_armors[@armor3_id]
armor4 = $data_armors[@armor4_id]
pdef1 = weapon != nil ? weapon.pdef : 0
pdef2 = armor1 != nil ? armor1.pdef : 0
pdef3 = armor2 != nil ? armor2.pdef : 0
pdef4 = armor3 != nil ? armor3.pdef : 0
pdef5 = armor4 != nil ? armor4.pdef : 0
# 忧雪の伤
# 除了装备加外再加上等级*6.5的值,6.5可改
return pdef1 + pdef2 + pdef3 + pdef4 + pdef5 + @level *6.8
end
#--------------------------------------------------------------------------
# ● 获取基本魔法防御
#--------------------------------------------------------------------------
def base_mdef
weapon = $data_weapons[@weapon_id]
armor1 = $data_armors[@armor1_id]
armor2 = $data_armors[@armor2_id]
armor3 = $data_armors[@armor3_id]
armor4 = $data_armors[@armor4_id]
mdef1 = weapon != nil ? weapon.mdef : 0
mdef2 = armor1 != nil ? armor1.mdef : 0
mdef3 = armor2 != nil ? armor2.mdef : 0
mdef4 = armor3 != nil ? armor3.mdef : 0
mdef5 = armor4 != nil ? armor4.mdef : 0
# 忧雪の伤
# 除了装备加外再加上等级*6.5的值,6.5可改
return mdef1 + mdef2 + mdef3 + mdef4 + mdef5 + @level *6.5
end
#--------------------------------------------------------------------------
# ● 获取基本回避修正
#--------------------------------------------------------------------------
def base_eva
armor1 = $data_armors[@armor1_id]
armor2 = $data_armors[@armor2_id]
armor3 = $data_armors[@armor3_id]
armor4 = $data_armors[@armor4_id]
eva1 = armor1 != nil ? armor1.eva : 0
eva2 = armor2 != nil ? armor2.eva : 0
eva3 = armor3 != nil ? armor3.eva : 0
eva4 = armor4 != nil ? armor4.eva : 0
return eva1 + eva2 + eva3 + eva4
end
#--------------------------------------------------------------------------
# ● 普通攻击 获取攻击方动画 ID
#--------------------------------------------------------------------------
def animation1_id
weapon = $data_weapons[@weapon_id]
return weapon != nil ? weapon.animation1_id : 0
end
#--------------------------------------------------------------------------
# ● 普通攻击 获取对像方动画 ID
#--------------------------------------------------------------------------
def animation2_id
# 忧雪の伤
weapon = $data_weapons[@weapon_id]
# 改变了无装备无动画,改为了打击,可以更换
return weapon != nil ? weapon.animation2_id : 4
end
#--------------------------------------------------------------------------
# ● 获取类名
#--------------------------------------------------------------------------
def class_name
return $data_classes[@class_id].name
end
#--------------------------------------------------------------------------
# ● 获取 EXP 字符串
#--------------------------------------------------------------------------
def exp_s
return @exp_list[@level+1] > 0 ? @exp.to_s : "-------"
end
#--------------------------------------------------------------------------
# ● 获取下一等级的 EXP 字符串
#--------------------------------------------------------------------------
def next_exp_s
return @exp_list[@level+1] > 0 ? @exp_list[@level+1].to_s : "-------"
end
#--------------------------------------------------------------------------
# ● 获取离下一等级还需的 EXP 字符串
#--------------------------------------------------------------------------
def next_rest_exp_s
return @exp_list[@level+1] > 0 ?
(@exp_list[@level+1] - @exp).to_s : "-------"
end
#--------------------------------------------------------------------------
# ● 更新自动状态
# old_armor : 卸下防具
# new_armor : 装备防具
#--------------------------------------------------------------------------
def update_auto_state(old_armor, new_armor)
# 强制解除卸下防具的自动状态
if old_armor != nil and old_armor.auto_state_id != 0
remove_state(old_armor.auto_state_id, true)
end
# 强制附加装备防具的自动状态
if new_armor != nil and new_armor.auto_state_id != 0
add_state(new_armor.auto_state_id, true)
end
end
#--------------------------------------------------------------------------
# ● 装备固定判定
# equip_type : 装备类型
#--------------------------------------------------------------------------
def equip_fix?(equip_type)
case equip_type
when 0 # 武器
return $data_actors[@actor_id].weapon_fix
when 1 # 盾
return $data_actors[@actor_id].armor1_fix
when 2 # 头
return $data_actors[@actor_id].armor2_fix
when 3 # 身体
return $data_actors[@actor_id].armor3_fix
when 4 # 装饰品
return $data_actors[@actor_id].armor4_fix
end
return false
end
#--------------------------------------------------------------------------
# ● 变更装备
# equip_type : 装备类型
# id : 武器 or 防具 ID (0 为解除装备)
#--------------------------------------------------------------------------
def equip(equip_type, id)
case equip_type
when 0 # 武器
if id == 0 or $game_party.weapon_number(id) > 0
$game_party.gain_weapon(@weapon_id, 1)
@weapon_id = id
$game_party.lose_weapon(id, 1)
end
when 1 # 盾
if id == 0 or $game_party.armor_number(id) > 0
update_auto_state($data_armors[@armor1_id], $data_armors[id])
$game_party.gain_armor(@armor1_id, 1)
@armor1_id = id
$game_party.lose_armor(id, 1)
end
when 2 # 头
if id == 0 or $game_party.armor_number(id) > 0
update_auto_state($data_armors[@armor2_id], $data_armors[id])
$game_party.gain_armor(@armor2_id, 1)
@armor2_id = id
$game_party.lose_armor(id, 1)
end
when 3 # 身体
if id == 0 or $game_party.armor_number(id) > 0
update_auto_state($data_armors[@armor3_id], $data_armors[id])
$game_party.gain_armor(@armor3_id, 1)
@armor3_id = id
$game_party.lose_armor(id, 1)
end
when 4 # 装饰品
if id == 0 or $game_party.armor_number(id) > 0
update_auto_state($data_armors[@armor4_id], $data_armors[id])
$game_party.gain_armor(@armor4_id, 1)
@armor4_id = id
$game_party.lose_armor(id, 1)
end
end
end
#--------------------------------------------------------------------------
# ● 可以装备判定
# item : 物品
#--------------------------------------------------------------------------
def equippable?(item)
# 武器的情况
if item.is_a?(RPG::Weapon)
# 包含当前的职业可以装备武器的场合
if $data_classes[@class_id].weapon_set.include?(item.id)
return true
end
end
# 防具的情况
if item.is_a?(RPG::Armor)
# 不包含当前的职业可以装备武器的场合
if $data_classes[@class_id].armor_set.include?(item.id)
return true
end
end
return false
end
#--------------------------------------------------------------------------
# ● 更改 EXP
# exp : 新的 EXP
#--------------------------------------------------------------------------
def exp=(exp)
@exp = [[exp, 9999999].min, 0].max
# 升级
while @exp >= @exp_list[@level+1] and @exp_list[@level+1] > 0
@level += 1
# 学会特技
for j in $data_classes[@class_id].learnings
if j.level == @level
learn_skill(j.skill_id)
end
end
end
# 降级
while @exp < @exp_list[@level]
@level -= 1
end
# 修正当前的 HP 与 SP 超过最大值
@hp = [@hp, self.maxhp].min
@sp = [@sp, self.maxsp].min
end
#--------------------------------------------------------------------------
# ● 更改水品
# level : 新的等级
#--------------------------------------------------------------------------
def level=(level)
# 检查上下限
level = [[level, $data_actors[@actor_id].final_level].min, 1].max
# 更改 EXP
self.exp = @exp_list[level]
end
#--------------------------------------------------------------------------
# ● 觉悟特技
# skill_id : 特技 ID
#--------------------------------------------------------------------------
def learn_skill(skill_id)
if skill_id > 0 and not skill_learn?(skill_id)
@skills.push(skill_id)
@skills.sort!
end
end
#--------------------------------------------------------------------------
# ● 遗忘特技
# skill_id : 特技 ID
#--------------------------------------------------------------------------
def forget_skill(skill_id)
@skills.delete(skill_id)
end
#--------------------------------------------------------------------------
# ● 已经学会的特技判定
# skill_id : 特技 ID
#--------------------------------------------------------------------------
def skill_learn?(skill_id)
return @skills.include?(skill_id)
end
#--------------------------------------------------------------------------
# ● 可以使用特技判定
# skill_id : 特技 ID
#--------------------------------------------------------------------------
def skill_can_use?(skill_id)
if not skill_learn?(skill_id)
return false
end
return super
end
#--------------------------------------------------------------------------
# ● 更改名称
# name : 新的名称
#--------------------------------------------------------------------------
def name=(name)
@name = name
end
#--------------------------------------------------------------------------
# ● 更改职业 ID
# class_id : 新的职业 ID
#--------------------------------------------------------------------------
def class_id=(class_id)
if $data_classes[class_id] != nil
@class_id = class_id
# 避开无法装备的物品
unless equippable?($data_weapons[@weapon_id])
equip(0, 0)
end
unless equippable?($data_armors[@armor1_id])
equip(1, 0)
end
unless equippable?($data_armors[@armor2_id])
equip(2, 0)
end
unless equippable?($data_armors[@armor3_id])
equip(3, 0)
end
unless equippable?($data_armors[@armor4_id])
equip(4, 0)
end
end
end
#--------------------------------------------------------------------------
# ● 更改图形
# character_name : 新的角色 文件名
# character_hue : 新的角色 色相
# battler_name : 新的战斗者 文件名
# battler_hue : 新的战斗者 色相
#--------------------------------------------------------------------------
def set_graphic(character_name, character_hue, battler_name, battler_hue)
@character_name = character_name
@character_hue = character_hue
@battler_name = battler_name
@battler_hue = battler_hue
end
#--------------------------------------------------------------------------
# ● 取得战斗画面的 X 坐标
#--------------------------------------------------------------------------
def screen_x
# 返回计算后的队伍 X 坐标的排列顺序
if self.index != nil
return self.index * 160 + 80
else
return 0
end
end
#--------------------------------------------------------------------------
# ● 取得战斗画面的 Y 坐标
#--------------------------------------------------------------------------
def screen_y
return 464
end
#--------------------------------------------------------------------------
# ● 取得战斗画面的 Z 坐标
#--------------------------------------------------------------------------
def screen_z
# 返回计算后的队伍 Z 坐标的排列顺序
if self.index != nil
return 4 - self.index
else
return 0
end
end
end
#==============================================================================
# ☆ 忧雪の伤制作,转载时请保留。
#==============================================================================
复制代码
作者:
stevenrock
时间:
2010-12-19 21:41
嗯,可以轻轻的提一点点的小小的意见么?我实在看不明白LZ的脚本究竟在GAME BATTLE和GAME ACTOR里哪里有变动哦……
作者:
双叶GL
时间:
2010-12-23 14:04
回复
stevenrock
的帖子
Game_Battler 1里面的攻击力设置了+等级*7.5的伤害附加也就是,攻击=Game_Actor里面的伤害+(等级X7.5)
然后是设置了外加等级X7.5+防御的后戳
我比较喜欢直接修改也就是在Game_Actor里面的武器下加
#--------------------------------------------------------------------------
# ● 获取基本攻击力
#--------------------------------------------------------------------------
def base_atk
weapon = $data_weapons[@weapon_id]
atk1 = weapon != nil ? weapon.atk : 0这里设置可以变成,空手装备和带装备后的附加比率
return atk1 + base_str 这里直接可以设置+等级*倍数这样,没装备和带装备都可以附加伤害
end
作者:
忧雪の伤
时间:
2010-12-24 18:18
回复
stevenrock
的帖子
脚本中搜查 忧雪の伤 即可
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