#随机设置森林小精灵的数值:名称+ID:数值范围(根据参战角色的属性和)
#森林小精灵(彩)43:0.5-1.5
#森林小精灵(红)44:0.6-1.4
#森林小精灵(绿)45:0.7-1.3
#森林小精灵(蓝)46:0.8-1.2
def Random_Fairy
total = Array[0,0,0,0,0,0,0,0];#新建一个数组用来存储属性
battleActors = $game_party.battle_members;#获取所有参战的成员
len = battleActors.length;#获取参战人员数目
for i in [0,1,2,3]#设置一个循环变量i,从0开始循环一直到3,总共4次。
if battleActors[i] != nil then#如果第i位有队友则取其属性
for j in [0,1,2,3,4,5,6,7]#依次获取全体参战成员的各个属性和
total[j]+=battleActors[i].param_base(j)+battleActors[i].param_plus(j);
end
else
break;
end
end
#除了体力上限和魔力上限以外,其余属性取平均值
for i in [2,3,4,5,6,7]
total[i] = total[i] / len;
end
for i in [43,44,45,46]#进行循环设置4种怪物的随机属性
case i
when 43#当开始处理43号怪物时
for j in [0,1,2,3,4,5,6,7]
ab = rand(101).to_f / 100;
abc = ab + 0.5;
$data_enemies[i].params[j] = (abc * total[j]).to_i;
end
when 44#当开始处理44号怪物时
for j in [0,1,2,3,4,5,6,7]
ab = rand(81).to_f / 100;
abc = ab + 0.6;
$data_enemies[i].params[j] = (abc * total[j]).to_i;
end
when 45#当开始处理45号怪物时
for j in [0,1,2,3,4,5,6,7]
ab = rand(61).to_f / 100;
abc = ab + 0.7;
$data_enemies[i].params[j] = (abc * total[j]).to_i;
end
when 46#当开始处理46号怪物时
for j in [0,1,2,3,4,5,6,7]
ab = rand(41).to_f / 100;
abc = ab + 0.8;
$data_enemies[i].params[j] = (abc * total[j]).to_i;
end
end
end
#测试输出
p $data_enemies[43].params;
p $data_enemies[44].params;
p $data_enemies[45].params;
p $data_enemies[46].params;
end
#随机设置森林小精灵的数值:名称+ID:数值范围(根据参战角色的属性和)
#森林小精灵(彩)43:0.5-1.5
#森林小精灵(红)44:0.6-1.4
#森林小精灵(绿)45:0.7-1.3
#森林小精灵(蓝)46:0.8-1.2
def Random_Fairy
total = Array[0,0,0,0,0,0,0,0];#新建一个数组用来存储属性
battleActors = $game_party.battle_members;#获取所有参战的成员
len = battleActors.length;#获取参战人员数目
for i in [0,1,2,3]#设置一个循环变量i,从0开始循环一直到3,总共4次。
if battleActors[i] != nil then#如果第i位有队友则取其属性
for j in [0,1,2,3,4,5,6,7]#依次获取全体参战成员的各个属性和
total[j]+=battleActors[i].param_base(j)+battleActors[i].param_plus(j);
end
else
break;
end
end
#除了体力上限和魔力上限以外,其余属性取平均值
for i in [2,3,4,5,6,7]
total[i] = total[i] / len;
end
for i in [43,44,45,46]#进行循环设置4种怪物的随机属性
case i
when 43#当开始处理43号怪物时
for j in [0,1,2,3,4,5,6,7]
ab = rand(101).to_f / 100;
abc = ab + 0.5;
$data_enemies[i].params[j] = (abc * total[j]).to_i;
end
when 44#当开始处理44号怪物时
for j in [0,1,2,3,4,5,6,7]
ab = rand(81).to_f / 100;
abc = ab + 0.6;
$data_enemies[i].params[j] = (abc * total[j]).to_i;
end
when 45#当开始处理45号怪物时
for j in [0,1,2,3,4,5,6,7]
ab = rand(61).to_f / 100;
abc = ab + 0.7;
$data_enemies[i].params[j] = (abc * total[j]).to_i;
end
when 46#当开始处理46号怪物时
for j in [0,1,2,3,4,5,6,7]
ab = rand(41).to_f / 100;
abc = ab + 0.8;
$data_enemies[i].params[j] = (abc * total[j]).to_i;
end
end
end
#测试输出
p $data_enemies[43].params;
p $data_enemies[44].params;
p $data_enemies[45].params;
p $data_enemies[46].params;
end