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 Lv1.梦旅人 
	梦石0 星屑79 在线时间211 小时注册时间2010-8-21帖子442 | 
| 把这个覆盖掉原来的 Game_Battler 1 复制代码# ————————————————————————————————
# 本脚本来自www.66rpg.com,转载请保留此信息
# ————————————————————————————————
#==========================================================================
# ■ Game_Battler (分割定义 1)
#--------------------------------------------------------------------------
#  处理战斗者的类。这个类作为 Game_Actor 类与 Game_Enemy 类的
# 超级类来使用。
#==========================================================================
class Game_Battler
  #----------------------------------------------------------------------
  # ● 定义实例变量
  #----------------------------------------------------------------------
  attr_reader   :battler_name             # 战斗者 文件名
  attr_reader   :battler_hue              # 战斗者 色相
  attr_reader   :hp                       # HP
  attr_reader   :sp                       # SP
  attr_reader   :states                   # 状态
  attr_accessor :hidden                   # 隐藏标志
  attr_accessor :immortal                 # 不死身标志
  attr_accessor :damage_pop               # 显示伤害标志
  attr_accessor :damage                   # 伤害值
  attr_accessor :critical                 # 会心一击标志
  attr_accessor :animation_id             # 动画 ID
  attr_accessor :animation_hit            # 动画 击中标志
  attr_accessor :white_flash              # 白色屏幕闪烁标志
  attr_accessor :blink                    # 闪烁标志
  #----------------------------------------------------------------------
  # ● 初始化对像
  #----------------------------------------------------------------------
  def initialize
    @battler_name = ""
    @battler_hue = 0
    @hp = 0
    @sp = 0
    @states = []
    @states_turn = {}
    @maxhp_plus = 0
    @maxsp_plus = 0
    @str_plus = 0
    @dex_plus = 0
    @agi_plus = 0
    @int_plus = 0
    @hidden = false
    @immortal = false
    @damage_pop = false
    @damage = nil
    @critical = false
    @animation_id = 0
    @animation_hit = false
    @white_flash = false
    @blink = false
    @current_action = Game_BattleAction.new
  end
  #----------------------------------------------------------------------
  # ● 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
  #---------------------------------------------------------------------
  # ● 获取力量
  #---------------------------------------------------------------------
  def str
    n = [[base_str + @str_plus, 1].max, 999].min
    for i in @states
      n *= $data_states[i].str_rate / 100.0
    end
    n = [[Integer(n), 1].max, 999].min
    return n
  end
  #----------------------------------------------------------------------
  # ● 获取灵巧
  #----------------------------------------------------------------------
  def dex
    n = [[base_dex + @dex_plus, 1].max, 999].min
    for i in @states
      n *= $data_states[i].dex_rate / 100.0
    end
    n = [[Integer(n), 1].max, 999].min
    return n
  end
  #----------------------------------------------------------------------
  # ● 获取速度
  #----------------------------------------------------------------------
  def agi
    n = [[base_agi + @agi_plus, 1].max, 999].min
    for i in @states
      n *= $data_states[i].agi_rate / 100.0
    end
    n = [[Integer(n), 1].max, 999].min
    return n
  end
  #------------------------------------------------------------------------
  # ● 获取魔力
  #------------------------------------------------------------------------
  def int
    n = [[base_int + @int_plus, 1].max, 999].min
    for i in @states
      n *= $data_states[i].int_rate / 100.0
    end
    n = [[Integer(n), 1].max, 999].min
    return n
  end
  #------------------------------------------------------------------------
  # ● 设置 MaxHP
  #     maxhp : 新的 MaxHP
  #------------------------------------------------------------------------
  def maxhp=(maxhp)
    @maxhp_plus += maxhp - self.maxhp
    @maxhp_plus = [[@maxhp_plus, -9999].max, 9999].min
    @hp = [@hp, self.maxhp].min
  end
  #------------------------------------------------------------------------
  # ● 设置 MaxSP
  #     maxsp : 新的 MaxSP
  #------------------------------------------------------------------------
  def maxsp=(maxsp)
    @maxsp_plus += maxsp - self.maxsp
    @maxsp_plus = [[@maxsp_plus, -999999].max, 999999].min
    @sp = [@sp, self.maxsp].min
  end
  #------------------------------------------------------------------------
  # ● 设置力量
  #     str : 新的力量
  #------------------------------------------------------------------------
  def str=(str)
    @str_plus += str - self.str
    @str_plus = [[@str_plus, -999].max, 999].min
  end
  #------------------------------------------------------------------------
  # ● 设置灵巧
  #     dex : 新的灵巧
  #------------------------------------------------------------------------
  def dex=(dex)
    @dex_plus += dex - self.dex
    @dex_plus = [[@dex_plus, -999].max, 999].min
  end
  #------------------------------------------------------------------------
  # ● 设置速度
  #     agi : 新的速度
  #------------------------------------------------------------------------
  def agi=(agi)
    @agi_plus += agi - self.agi
    @agi_plus = [[@agi_plus, -999].max, 999].min
  end
  #------------------------------------------------------------------------
  # ● 设置魔力
  #     int : 新的魔力
  #------------------------------------------------------------------------
  def int=(int)
    @int_plus += int - self.int
    @int_plus = [[@int_plus, -999].max, 999].min
  end
  #------------------------------------------------------------------------
  # ● 获取命中率
  #------------------------------------------------------------------------
  def hit
    n = 100
    for i in @states
      n *= $data_states[i].hit_rate / 100.0
    end
    return Integer(n)
  end
  #------------------------------------------------------------------------
  # ● 获取攻击力
  #------------------------------------------------------------------------
  def atk
    n = base_atk + base_str + @str_plus.to_i
    for i in @states
      n *= $data_states[i].atk_rate / 100.0
    end
    return Integer(n)
  end
  #------------------------------------------------------------------------
  # ● 获取物理防御
  #------------------------------------------------------------------------
  def pdef
    n = base_pdef + base_dex + @dex_plus.to_i
    for i in @states
      n *= $data_states[i].pdef_rate / 100.0
    end
    return Integer(n)
  end
  #------------------------------------------------------------------------
  # ● 获取魔法防御
  #------------------------------------------------------------------------
  def mdef
    n = base_mdef + base_int + @int_plus.to_i
    for i in @states
      n *= $data_states[i].mdef_rate / 100.0
    end
    return Integer(n)
  end
  #------------------------------------------------------------------------
  # ● 获取回避修正
  #------------------------------------------------------------------------
  def eva
    n = base_eva + base_agi + @agi_plus.to_i
    for i in @states
      n += $data_states[i].eva
    end
    return n
  end
  #------------------------------------------------------------------------
  # ● 更改 HP
  #     hp : 新的 HP
  #------------------------------------------------------------------------
  def hp=(hp)
    @hp = [[hp, maxhp].min, 0].max
    # 解除附加的战斗不能状态
    for i in 1...$data_states.size
      if $data_states[i].zero_hp
        if self.dead?
          add_state(i)
        else
          remove_state(i)
        end
      end
    end
  end
  #------------------------------------------------------------------------
  # ● 更改 SP
  #     sp : 新的 SP
  #------------------------------------------------------------------------
  def sp=(sp)
    @sp = [[sp, maxsp].min, 0].max
  end
  #------------------------------------------------------------------------
  # ● 全回复
  #------------------------------------------------------------------------
  def recover_all
    @hp = maxhp
    @sp = maxsp
    for i in @states.clone
      remove_state(i)
    end
  end
  #------------------------------------------------------------------------
  # ● 获取当前的动作
  #------------------------------------------------------------------------
  def current_action
    return @current_action
  end
  #------------------------------------------------------------------------
  # ● 确定动作速度
  #------------------------------------------------------------------------
  def make_action_speed
    @current_action.speed = agi + rand(10 + agi / 4)
  end
  #------------------------------------------------------------------------
  # ● 战斗不能判定
  #------------------------------------------------------------------------
  def dead?
    return (@hp == 0 and not @immortal)
  end
  #------------------------------------------------------------------------
  # ● 存在判定
  #------------------------------------------------------------------------
  def exist?
    return (not @hidden and (@hp > 0 or @immortal))
  end
  #------------------------------------------------------------------------
  # ● HP 0 判定
  #------------------------------------------------------------------------
  def hp0?
    return (not @hidden and @hp == 0)
  end
  #------------------------------------------------------------------------
  # ● 可以输入命令判定
  #------------------------------------------------------------------------
  def inputable?
    return (not @hidden and restriction <= 1)
  end
  #------------------------------------------------------------------------
  # ● 可以行动判定
  #------------------------------------------------------------------------
  def movable?
    return (not @hidden and restriction < 4)
  end
  #------------------------------------------------------------------------
  # ● 防御中判定
  #------------------------------------------------------------------------
  def guarding?
    return (@current_action.kind == 0 and @current_action.basic == 1)
  end
  #------------------------------------------------------------------------
  # ● 休止中判定
  #------------------------------------------------------------------------
  def resting?
    return (@current_action.kind == 0 and @current_action.basic == 3)
  end
end
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