def rare_item
return get_item_from_name("r")#オプション"r"の文字列から取得
end
#===================================================
#*Nameからアイテムを抜き出す処理
#===================================================
def get_item_from_name(opt)
names = $data_enemies[@enemy_id].name.split(/-/)
if names.size > 1
for i in 1...names.size
if names[i][0,1] != opt
next
end
if !@item_possession || pos.nil?
@effect_message = "没有东西可偷。"
#self.damage = "Miss"
return false
end
#盗み成功判定 アジリティが同一で50%、2倍で100%
if rand(100) <= ((user.agi+0.01)/(self.agi+0.01))*100/2
r_pos = self.rare_item
#レアアイテム判定
if !r_pos.nil? && rand(10) <= 1
pos = r_pos
end
case pos["Category"]
when "i"
item = $data_items[pos["ID"]]
if item.nil?
print "这个物品不存在!"
return false
end
$game_party.gain_item(item.id, pos["Num"])
when "w"
item = $data_weapons[pos["ID"]]
if item.nil?
print "这个物品不存在!"
return false
end
$game_party.gain_weapon(item.id, pos["Num"])
when "a"
item = $data_armors[pos["ID"]]
if item.nil?
print "这个物品不存在!"
return false
end
$game_party.gain_armor(item.id, pos["Num"])
when "g"
# ゴールド獲得
$game_party.gain_gold(pos["Num"])
end
if pos["Category"] == "g"
@effect_message = "#{pos["Num"]}#{$data_system.words.gold}偷到!"
else
@effect_message = "#{item.name}#{pos["Num"]}个偷到!"
end
@item_possession = false
self.damage = "Steal!" if self.damage == "Miss"
return true
else
@effect_message = "没有东西可偷???"
#self.damage = "Miss
return false
end