#============================================================================== # ■ 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 attr_accessor :qianli #-------------------------------------------------------------------------- # ● 初始化对像 # actor_id : 角色 ID #-------------------------------------------------------------------------- def initialize(actor_id) super() setup(actor_id) end #def qianli(ql) #@qianli += ql #@qianli = [@qianli, 0].max #return @qianli #end #def qianli() #return @qianli #end #-------------------------------------------------------------------------- # ● 设置 # actor_id : 角色 ID #-------------------------------------------------------------------------- def setup(actor_id) actor = $data_actors[actor_id] @qianli = 0 @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 = $data_actors[@actor_id] @exp_list[1] = 0 pow_i = 2.4 + actor.exp_inflation / 100.0 for i in 2..100 if i > actor.final_level @exp_list = 0 else n = actor.exp_basis * ((i + 3) ** pow_i) / (5 ** pow_i) @exp_list = @exp_list[i-1] + Integer(n) end end end #-------------------------------------------------------------------------- # ● 取得属性修正值 # element_id : 属性 ID #-------------------------------------------------------------------------- def element_rate(element_id) # 获取对应属性有效度的数值 table = [0,120,110,100,90,80,5] result = table[$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 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.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 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.maxhp_rate / 100.0 end n = [[Integer(n), 1].max, 9999].min n.truncate 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, 9999].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, 9999].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 for kds in @skills if $data_skills[kds].element_set.include?(40) n = n*120/100 break elsif $data_skills[kds].element_set.include?(39) n = n*110/100 break end end for kds in @skills if $data_skills[kds].element_set.include?(70) n = n*85/100 break end end return [[n, 1].max, 9999].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, 9999].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 return pdef1 + pdef2 + pdef3 + pdef4 + pdef5 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 return mdef1 + mdef2 + mdef3 + mdef4 + mdef5 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 weapon = $data_weapons[@weapon_id] return weapon != nil ? weapon.animation2_id : 0 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 @qianli += 5 # 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 @qianli -= 5 @qianli = [@qianli , 0].max 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 $kds_x = 260 if self.id < 20 case self.ac_id when 0 return 560 + $kds_x when 1 return 620 + $kds_x when 2 return 680 + $kds_x when 3 return 740 + $kds_x end else case $game_actors[self.zhuren].ac_id when 0 return 500 + $kds_x when 1 return 560 + $kds_x when 2 return 620 + $kds_x when 3 return 680 + $kds_x end end end def s_x if @s_x == nil @s_x = screen_x return screen_x else return @s_x end end def s_x=(s_x) @s_x = s_x return @s_x end #-------------------------------------------------------------------------- # ● 取得战斗画面的 Y 坐标 #-------------------------------------------------------------------------- def screen_y $kds_y = 70 if self.id < 20 case self.ac_id when 0 return 430 + $kds_y when 1 return 390 + $kds_y when 2 return 350 + $kds_y when 3 return 310 + $kds_y end else case $game_actors[self.zhuren].ac_id when 0 return 370 + $kds_y when 1 return 330 + $kds_y when 2 return 290 + $kds_y when 3 return 250 + $kds_y end end end def s_y if @s_y == nil @s_y = screen_y return screen_y else return @s_y end end def s_y=(s_y) @s_y = s_y return @s_y 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 def s_z if @s_z == nil @s_z = screen_z return screen_z else return @s_z end end def s_z=(s_z) @s_z = s_z return @s_z end end |
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Game_Actor类中没有定义remove_states_auto2 remove_states_auto2的效果是? |
好像是remove_states_auto2这个方法不存在本类及其父类中? 搜索
你这个if id>20应该是ID20以后的角色是宠物吧?宠物出场就用了def remove_states_auto2这个方法,但找不到. |
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