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#作者BY:SOULSAGA #使用方法:设定一个属性名称为HP突破0后在敌人数据库设定这属性为有效后 #该敌人的HP值便会在后面补0 写00就补两个0 多个属性可以叠加 即使不写0写其他数字也可以..大概吧 #例子 #HP突破0 #SP突破0 #力量突破0 #灵巧突破00 #速度突破000 #魔力突破00 #攻击力突破0 #物防突破00 #魔防突破000 #破限开关设定 HP突破=true SP突破=true STR突破=true DEX突破=true AGI突破=true INT突破=true ATK突破=true PDEF突破=true MDEF突破=true class Game_Enemy < Game_Battler #-------------------------------------------------------------------------- # ● 获取基本 MaxHP #-------------------------------------------------------------------------- if HP突破 def base_maxhp 能力=$data_enemies[@enemy_id].maxhp.to_s 突破="" for e in 1..$data_system.elements.size if $data_enemies[@enemy_id].element_ranks[e] != 3 and $data_system.elements[e] =~ /HP突破(\d+)/ 突破+=$1 能力+=突破 end end return 能力.to_i end end #-------------------------------------------------------------------------- # ● 获取基本 MaxSP #-------------------------------------------------------------------------- if SP突破 def base_maxsp 能力=$data_enemies[@enemy_id].maxsp.to_s 突破="" for e in 1..$data_system.elements.size if $data_enemies[@enemy_id].element_ranks[e] != 3 and $data_system.elements[e] =~ /SP突破(\d+)/ 突破+=$1 能力+=突破 end end return 能力.to_i end end #-------------------------------------------------------------------------- # ● 获取基本力量 #-------------------------------------------------------------------------- if STR突破 def base_str 能力=$data_enemies[@enemy_id].str.to_s 突破="" for e in 1..$data_system.elements.size if $data_enemies[@enemy_id].element_ranks[e] != 3 and $data_system.elements[e] =~ /力量突破(\d+)/ 突破+=$1 能力+=突破 end end return 能力.to_i end end #-------------------------------------------------------------------------- # ● 获取基本灵巧 #-------------------------------------------------------------------------- if DEX突破 def base_dex 能力=$data_enemies[@enemy_id].dex.to_s 突破="" for e in 1..$data_system.elements.size if $data_enemies[@enemy_id].element_ranks[e] != 3 and $data_system.elements[e] =~ /灵巧突破(\d+)/ 突破+=$1 能力+=突破 end end return 能力.to_i end end #-------------------------------------------------------------------------- # ● 获取基本速度 #-------------------------------------------------------------------------- if AGI突破 def base_agi 能力=$data_enemies[@enemy_id].agi.to_s 突破="" for e in 1..$data_system.elements.size if $data_enemies[@enemy_id].element_ranks[e] != 3 and $data_system.elements[e] =~ /速度突破(\d+)/ 突破+=$1 能力+=突破 end end return 能力.to_i end end #-------------------------------------------------------------------------- # ● 获取基本魔力 #-------------------------------------------------------------------------- if INT突破 def base_int 能力=$data_enemies[@enemy_id].int.to_s 突破="" for e in 1..$data_system.elements.size if $data_enemies[@enemy_id].element_ranks[e] != 3 and $data_system.elements[e] =~ /魔力突破(\d+)/ 突破+=$1 能力+=突破 end end return 能力.to_i end end #-------------------------------------------------------------------------- # ● 获取基本攻击力 #-------------------------------------------------------------------------- if ATK突破 def base_atk 能力=$data_enemies[@enemy_id].atk.to_s 突破="" for e in 1..$data_system.elements.size if $data_enemies[@enemy_id].element_ranks[e] != 3 and $data_system.elements[e] =~ /攻击力突破(\d+)/ 突破+=$1 能力+=突破 end end return 能力.to_i end end #-------------------------------------------------------------------------- # ● 获取基本物理防御 #-------------------------------------------------------------------------- if PDEF突破 def base_pdef 能力=$data_enemies[@enemy_id].pdef.to_s 突破="" for e in 1..$data_system.elements.size if $data_enemies[@enemy_id].element_ranks[e] != 3 and $data_system.elements[e] =~ /物防突破(\d+)/ 突破+=$1 能力+=突破 end end return 能力.to_i end end #-------------------------------------------------------------------------- # ● 获取基本魔法防御 #-------------------------------------------------------------------------- if MDEF突破 def base_mdef 能力=$data_enemies[@enemy_id].mdef.to_s 突破="" for e in 1..$data_system.elements.size if $data_enemies[@enemy_id].element_ranks[e] != 3 and $data_system.elements[e] =~ /魔防突破(\d+)/ 突破+=$1 能力+=突破 end end return 能力.to_i end end end class Game_Battler #-------------------------------------------------------------------------- # ● 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, 999999].min for i in @states n *= $data_states[i].maxsp_rate / 100.0 end n = [[Integer(n), 0].max, 999999].min return n end end
soulsaga 发表于 2019-12-18 11:00
#作者BY:SOULSAGA
#使用方法:设定一个属性名称为HP突破0后在敌人数据库设定这属性为有效后
#该敌人的HP值便 ...
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