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空手防御能力

已有 310 次阅读2011-7-4 18:37

#==============================================================================
# 本脚本来自www.66rpg.com,转载与使用请保留此内容。
#==============================================================================
# 空手的攻击防御力           by Claimh
#------------------------------------------------------------------------------
# http://www.k3.dion.ne.jp/~claimh/
#==============================================================================
module Arm_Element
  ARM_ATK = []
  ARM_PDEF = []
  ARM_MDEF = []
  ARM_ELEMENT = []
  ARM_ELE_PLUS = []
  ARM_ELE_MINUS = []
  ARM_ANIMATION1 = []
  ARM_ANIMATION2 = []
  #==============================================================================
  # 自定义开始
  #==============================================================================
  # 空手时1号角色攻击力与力量值的百分比关系(60%)
  ARM_ATK[1] = 0.6
  # 空手时2号角色攻击力与力量值的百分比关系(70%),以下类推,不一一举例。
  ARM_ATK[1] = 0.7
  
  # 空手时1号角色防御力与灵巧值的百分比关系(60%)
  ARM_PDEF[1] = 0.6
  
  # 空手时1号角色魔法防御力与速度值的百分比关系(60%)
  ARM_MDEF[1] = 0.6
  
  # 空手时攻击方动画编号
  ARM_ANIMATION1[1] = 1
  
  # 空手时挨打方动画编号
  ARM_ANIMATION2[1] = 4
  
  #————以下几个慎用,是空手时的属性增减,不推荐修改
  
  ARM_ELEMENT[1] = [1]
  ARM_ELE_PLUS[1] = []
  ARM_ELE_MINUS[1] = []
end
class Game_Actor < Game_Battler
  include Arm_Element
  #--------------------------------------------------------------------------
  #--------------------------------------------------------------------------
  alias base_atk_arm base_atk
  def base_atk
    if @weapon_id == 0 and ARM_ATK[@actor_id] != nil
      return $data_actors[@actor_id].parameters[2, @level] * ARM_ATK[@actor_id]
    end
    return base_atk_arm
  end
  #--------------------------------------------------------------------------
  #--------------------------------------------------------------------------
  alias base_pdef_arm base_pdef
  def base_pdef
    if @weapon_id == 0 and ARM_PDEF[@actor_id] != nil
      return base_pdef_arm + $data_actors[@actor_id].parameters[3, @level] * ARM_PDEF[@actor_id]
    end
    return base_pdef_arm
  end
  
  #--------------------------------------------------------------------------
  #--------------------------------------------------------------------------
  alias base_mdef_arm base_mdef
  def base_mdef
    if @weapon_id == 0 and ARM_MDEF[@actor_id] != nil
      return base_mdef_arm + $data_actors[@actor_id].parameters[4, @level] * ARM_MDEF[@actor_id]
    end
    return base_mdef_arm
  end
  #--------------------------------------------------------------------------
  #--------------------------------------------------------------------------
  alias element_set_arm element_set
  def element_set
    if @weapon_id == 0 and ARM_ELEMENT[@actor_id] != []
      return ARM_ELEMENT[@actor_id]
    end
    return element_set_arm
  end
  #--------------------------------------------------------------------------
  #--------------------------------------------------------------------------
  alias plus_state_set_arm plus_state_set
  def plus_state_set
    if @weapon_id == 0 and ARM_ELE_PLUS[@actor_id] != []
      return ARM_ELE_PLUS[@actor_id]
    end
    return plus_state_set_arm
  end
  
  #--------------------------------------------------------------------------
  #--------------------------------------------------------------------------
  alias minus_state_set_arm minus_state_set
  def minus_state_set
    if @weapon_id == 0 and ARM_ELE_MINUS[@actor_id] != []
      return ARM_ELE_MINUS[@actor_id]
    end
    return minus_state_set_arm
  end
  #--------------------------------------------------------------------------
  #--------------------------------------------------------------------------
  alias animation1_id_arm animation1_id
  def animation1_id
    if @weapon_id == 0 and ARM_ANIMATION1[@actor_id] != nil
      return ARM_ANIMATION1[@actor_id]
    end
    return animation1_id_arm
  end
  
  #--------------------------------------------------------------------------
  #--------------------------------------------------------------------------
  alias animation2_id_arm animation2_id
  def animation2_id
    if @weapon_id == 0 and ARM_ANIMATION2[@actor_id] != nil
      return ARM_ANIMATION2[@actor_id]
    end
    return animation2_id_arm
  end
end

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