当敌人MP不足以发动某项技能时,便不会执行发动该技能的操作(哪怕把该技能的优先级拉满)
class Game_Enemy def make_action # 清除当前行动 self.current_action.clear # 无法行动的情况 unless self.movable? # 过程结束 return end # 抽取现在有效的行动 available_actions = [] rating_max = 0 for action in self.actions # 确认回合条件 n = $game_temp.battle_turn a = action.condition_turn_a b = action.condition_turn_b if (b == 0 and n != a) or (b > 0 and (n < 1 or n < a or n % b != a % b)) next end #===== if action.kind == 1 if self.sp < $data_skills[action.skill_id].sp_cost next end end #===== # 确认 HP 条件 if self.hp * 100.0 / self.maxhp > action.condition_hp next end # 确认等级条件 if $game_party.max_level < action.condition_level next end # 确认开关条件 switch_id = action.condition_switch_id if switch_id > 0 and $game_switches[switch_id] == false next end # 符合条件 : 添加本行动 available_actions.push(action) if action.rating > rating_max rating_max = action.rating end end # 最大概率值作为 3 合计计算(0 除外) ratings_total = 0 for action in available_actions if action.rating > rating_max - 3 ratings_total += action.rating - (rating_max - 3) end end # 概率合计不为 0 的情况下 if ratings_total > 0 # 生成随机数 value = rand(ratings_total) # 设置对应生成随机数的当前行动 for action in available_actions if action.rating > rating_max - 3 if value < action.rating - (rating_max - 3) self.current_action.kind = action.kind self.current_action.basic = action.basic self.current_action.skill_id = action.skill_id self.current_action.decide_random_target_for_enemy return else value -= action.rating - (rating_max - 3) end end end end end end
class Game_Enemy
def make_action
# 清除当前行动
self.current_action.clear
# 无法行动的情况
unless self.movable?
# 过程结束
return
end
# 抽取现在有效的行动
available_actions = []
rating_max = 0
for action in self.actions
# 确认回合条件
n = $game_temp.battle_turn
a = action.condition_turn_a
b = action.condition_turn_b
if (b == 0 and n != a) or
(b > 0 and (n < 1 or n < a or n % b != a % b))
next
end
#=====
if action.kind == 1
if self.sp < $data_skills[action.skill_id].sp_cost
next
end
end
#=====
# 确认 HP 条件
if self.hp * 100.0 / self.maxhp > action.condition_hp
next
end
# 确认等级条件
if $game_party.max_level < action.condition_level
next
end
# 确认开关条件
switch_id = action.condition_switch_id
if switch_id > 0 and $game_switches[switch_id] == false
next
end
# 符合条件 : 添加本行动
available_actions.push(action)
if action.rating > rating_max
rating_max = action.rating
end
end
# 最大概率值作为 3 合计计算(0 除外)
ratings_total = 0
for action in available_actions
if action.rating > rating_max - 3
ratings_total += action.rating - (rating_max - 3)
end
end
# 概率合计不为 0 的情况下
if ratings_total > 0
# 生成随机数
value = rand(ratings_total)
# 设置对应生成随机数的当前行动
for action in available_actions
if action.rating > rating_max - 3
if value < action.rating - (rating_max - 3)
self.current_action.kind = action.kind
self.current_action.basic = action.basic
self.current_action.skill_id = action.skill_id
self.current_action.decide_random_target_for_enemy
return
else
value -= action.rating - (rating_max - 3)
end
end
end
end
end
end
|