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Lv1.梦旅人
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- armor5 = $data_armors[@armor5_id]
- armor6 = $data_armors[@armor6_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
- pdef6 = armor5 != nil ? armor5.pdef : 0
- pdef7 = armor6 != nil ? armor6.pdef : 0
- return pdef1 + pdef2 + pdef3 + pdef4 + pdef5 + pdef6 + pdef7
-
-
- 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]
-
-
- armor5 = $data_armors[@armor5_id]
- armor6 = $data_armors[@armor6_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
- mdef6 = armor5 != nil ? armor5.mdef : 0
- mdef7 = armor6 != nil ? armor6.mdef : 0
- return mdef1 + mdef2 + mdef3 + mdef4 + mdef5 + mdef6 + mdef7
-
-
- 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]
-
-
- armor5 = $data_armors[@armor5_id]
- armor6 = $data_armors[@armor6_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
- eva5 = armor5 != nil ? armor5.eva : 0
- eva6 = armor6 != nil ? armor6.eva : 0
- return eva1 + eva2 + eva3 + eva4 + eva5 + eva6
-
-
- 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 # 鞋
- 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 # 鞋
- 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
- when 5 # 项链
- if id == 0 or $game_party.armor_number(id) > 0
- update_auto_state($data_armors[@armor5_id], $data_armors[id])
- $game_party.gain_armor(@armor5_id, 1)
- @armor5_id = id
- $game_party.lose_armor(id, 1)
- end
- when 6 # 水晶
- if id == 0 or $game_party.armor_number(id) > 0
- update_auto_state($data_armors[@armor6_id], $data_armors[id])
- $game_party.gain_armor(@armor6_id, 1)
- @armor6_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
- # 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
- 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
- #--------------------------------------------------------------------------
- # ● 更改名称
- # name : 新的名称
- #--------------------------------------------------------------------------
- def name=(name)
- @name = name
- 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
- unless equippable?($data_armors[@armor5_id])
- equip(5, 0)
- end
- unless equippable?($data_armors[@armor6_id])
- equip(6, 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
- case self.index
- when 0
- return 280
- when 1
- return 360
- when 2
- return 440
- when 3
- return 520
- when 4
- return 585
- when 5
- return 240
- when 6
- return 320
- when 7
- return 390
- when 8
- return 470
- when 9
- return 540
- else
- return 600
- end
- end
- #--------------------------------------------------------------------------
- # ● 取得战斗画面的 Y 坐标
- #--------------------------------------------------------------------------
- def screen_y
- case self.index
- when 0
- return 470
- when 1
- return 435
- when 2
- return 400
- when 3
- return 365
- when 4
- return 340
- when 5
- return 425
- when 6
- return 390
- when 7
- return 350
- when 8
- return 325
- when 9
- return 290
- else
- return 1000
- end
- end
- #--------------------------------------------------------------------------
- # ● 取得战斗画面的 Z 坐标
- #--------------------------------------------------------------------------
- def screen_z
- case self.index
- when 0
- return 10
- when 1
- return 9
- when 2
- return 8
- when 3
- return 7
- when 4
- return 5
- when 5
- return 4
- when 6
- return 3
- when 7
- return 2
- when 8
- return 1
- when 9
- return 0
- else
- return 0
- end
- end
- end
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