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Lv1.梦旅人
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- -,,
新手求助怎样使怪物攻击怪物,,,
用状态的那个限制,-普通攻击敌人, 游戏内会出现脚本错误,,:
[KDS-改]Game-Battler'3 的64行 NomethodError undefined method skills' for #<Game_enmy: 0xsa18000..
脚本是关重七的那个梦3里面的,, 64行打标记了,, 谢谢了, - -,!!{/pz}
1#==============================================================================
2# ■ Game_Battler (分割定义 3)
3#------------------------------------------------------------------------------
4# 处理战斗者的类。这个类作为 Game_Actor 类与 Game_Enemy 类的
5# 超级类来使用。
6#==============================================================================
7
class Game_Battler
#--------------------------------------------------------------------------
# ● 可以使用特技的判定
# skill_id : 特技 ID
#--------------------------------------------------------------------------
def skill_can_use?(skill_id)
# SP 不足的情况下不能使用
if $data_skills[skill_id].sp_cost > self.sp
return false
end
# 战斗不能的情况下不能使用
if dead?
return false
end
# 沉默状态的情况下、物理特技以外的特技不能使用
if $data_skills[skill_id].atk_f == 0 and self.restriction == 1
return false
end
# 获取可以使用的时机
occasion = $data_skills[skill_id].occasion
# 战斗中的情况下
if $game_temp.in_battle
# [平时] 或者是 [战斗中] 可以使用
return (occasion == 0 or occasion == 1)
# 不是战斗中的情况下
else
# [平时] 或者是 [菜单中] 可以使用
return (occasion == 0 or occasion == 2)
end
end
#--------------------------------------------------------------------------
# ● 应用通常攻击效果
# attacker : 攻击者 (battler)
#--------------------------------------------------------------------------
def attack_effect(attacker)
# 清除会心一击标志
$必杀 = 0
@active_battler = attacker
self.critical = false
# 第一命中判定
hit_result = (rand(100) < attacker.hit)
# 命中的情况下
if hit_result == true
# 计算基本伤害
atk = [attacker.atk - self.pdef / 1, attacker.atk / 10].max
if @active_battler.is_a?(Game_Actor)
for kds in self.actions
if $data_skills[kds.skill_id].element_set.include?(42)
atk = [@active_battler.atk - self.pdef*120/100, @active_battler.atk / 12].max
break
elsif $data_skills[kds.skill_id].element_set.include?(41)
atk = [@active_battler.atk - self.pdef*110/100, @active_battler.atk / 11].max
end
end
end
63 if @active_battler.is_a?(Game_Enemy)
64 for kds in self.skills
65 if $data_skills[kds].element_set.include?(42)
66 atk = [@active_battler.atk - self.pdef*120/100, @active_battler.atk / 12].max
break
elsif $data_skills[kds].element_set.include?(41)
atk = [@active_battler.atk - self.pdef*110/100, @active_battler.atk / 11].max
end
end
end
self.damage = atk*2 + attacker.str/5
# 属性修正
self.damage *= elements_correct(attacker.element_set)
self.damage /= 100
@kds_30 = nil
@kds_32 = nil
if @active_battler.is_a?(Game_Enemy)
for kds in @active_battler.actions
if $data_skills[kds.skill_id].element_set.include?(30)
self.damage = self.damage*125/100
@kds_30 = 0
elsif $data_skills[kds.skill_id].element_set.include?(29) and @kds_30 == nil
self.damage = self.damage*113/100
end
if $data_skills[kds.skill_id].element_set.include?(32)
$必杀 += 25
@kds_32 = 0
elsif $data_skills[kds.skill_id].element_set.include?(31) and @kds_32 == nil
$必杀 += 13
end
end
end
if @active_battler.is_a?(Game_Actor)
for kds in @active_battler.skills
if $data_skills[kds].element_set.include?(30)
self.damage = self.damage*120/100
@kds_30 = 0
elsif $data_skills[kds].element_set.include?(29) and @kds_30 == nil
self.damage = self.damage*110/100
end
if $data_skills[kds].element_set.include?(32)
$必杀 += 20
@kds_32 = 0
elsif $data_skills[kds].element_set.include?(31) and @kds_32 == nil
$必杀 += 10
end
end
end
# 伤害符号正确的情况下
if self.damage > 0
# 会心一击修正
if rand(100) < 5 * attacker.dex / self.agi + $必杀
self.damage *= 2
self.critical = true
end
# 防御修正
if self.guarding?
self.damage /= 2
end
end
# 分散
if self.damage.abs > 0
amp = [self.damage.abs * 15 / 100, 1].max
self.damage += rand(amp+1) + rand(amp+1) - amp
end
# 第二命中判定
eva = 8 * self.agi / attacker.dex + self.eva
hit = self.damage < 0 ? 100 : 100 - eva
hit = self.cant_evade? ? 100 : hit
hit_result = (rand(100) < hit)
end
# 命中的情况下
if hit_result == true
#保护系统-内部伤害计算
if self.is_a?(Game_Actor) and self.baohu.size >= 1
@baohu_agi = []
for i in 0..self.baohu.size-1
@baohu_agi = $game_party.actors[self.baohu].agi
end
for a in 0..@baohu_agi.size-1
for s in 0..@baohu_agi.size-1
if s < @baohu_agi.size-1 and @baohu_agi < @baohu_agi[s+1]
elsif s < @baohu_agi.size-1 and @baohu_agi > @baohu_agi[s+1]
@abc = @baohu_agi
@baohu_agi = @baohu_agi[s+1]
@baohu_agi[s+1] = @abc
@bcd = self.baohu
self.baohu = self.baohu[s+1]
self.baohu[s+1] = @bcd
end
end
end
@baohu_duixiang = 1
for i in 1..self.baohu.size
if $game_party.actors[self.baohu[self.baohu.size-i]].hp <= 0
@baohu_duixiang += 1
else
break
end
end
if @baohu_duixiang == self.baohu.size + 1
self.hp -= self.damage
else
$game_party.actors[self.baohu[self.baohu.size-@baohu_duixiang]].damage = self.damage*80/100
if $game_party.actors[self.baohu[self.baohu.size-@baohu_duixiang]].damage <= 0
$game_party.actors[self.baohu[self.baohu.size-@baohu_duixiang]].damage = rand(6)+4
end
$game_party.actors[self.baohu[self.baohu.size-@baohu_duixiang]].hp -= self.damage*80/100
self.damage = self.damage*20/100
if self.damage <= 0
self.damage = rand(2)+1
end
self.hp -= self.damage*20/100
if self.baohu_dx == nil
self.baohu_dx = $game_party.actors[self.baohu[self.baohu.size-@baohu_duixiang]].ac_id
else
self.baohu_dxb = $game_party.actors[self.baohu[self.baohu.size-@baohu_duixiang]].ac_id
end
self.baohu.delete(self.baohu[self.baohu.size-@baohu_duixiang])
end
else
self.hp -= self.damage
end
if @active_battler.is_a?(Game_Actor) and self.is_a?(Game_Enemy)
for kds in self.actions
if $data_skills[kds.skill_id].element_set.include?(36)
if rand(100) < 35 and self.hp <= 0
self.damage = -self.maxhp
self.hp += self.maxhp
self.sp += self.maxsp
self.critical = false
end
break
elsif $data_skills[kds.skill_id].element_set.include?(35)
if rand(100) < 25 and self.hp <= 0
self.damage = -self.maxhp/2
self.hp += self.maxhp/2
self.sp += self.maxsp/2
self.critical = false
end
break
end
end
end
if @active_battler.is_a?(Game_Enemy) and self.is_a?(Game_Actor)
for kds in self.skills
if $data_skills[kds].element_set.include?(36)
if rand(100) < 35 and self.hp <= 0
self.damage = -self.maxhp
self.hp += self.maxhp
self.sp += self.maxsp
self.critical = false
end
break
elsif $data_skills[kds].element_set.include?(35)
if rand(100) < 25 and self.hp <= 0
self.damage = -self.maxhp/2
self.hp += self.maxhp/2
self.sp += self.maxsp/2
self.critical = false
end
break
end
end
end
# 状态冲击解除
remove_states_shock
# HP 的伤害计算
# 状态变化
@state_changed = false
states_plus(attacker.plus_state_set)
states_minus(attacker.minus_state_set)
# Miss 的情况下
else
# 伤害设置为 "Miss"
self.damage = "Miss"
# 清除会心一击标志
self.critical = false
end
# 过程结束
return true
end
#--------------------------------------------------------------------------
# ● 应用特技效果
# user : 特技的使用者 (battler)
# skill : 特技
#--------------------------------------------------------------------------
def skill_effect(user, skill)
# 清除会心一击标志
$必杀 = 0
@active_battler = user
attacker = user
self.critical = false
# 特技的效果范围是 HP 1 以上的己方、自己的 HP 为 0、
# 或者特技的效果范围是 HP 0 的己方、自己的 HP 为 1 以上的情况下
if ((skill.scope == 3 or skill.scope == 4) and self.hp == 0) or
((skill.scope == 5 or skill.scope == 6) and self.hp >= 1)
# 过程结束
return false
end
# 清除有效标志
effective = false
# 公共事件 ID 是有效的情况下,设置为有效标志
effective |= skill.common_event_id > 0
# 第一命中判定
hit = skill.hit
if skill.atk_f > 0
hit *= user.hit / 100
end
hit_result = (rand(100) < hit)
# 不确定的特技的情况下设置为有效标志
effective |= hit < 100
# 命中的情况下
if hit_result == true
# 计算威力
power = (skill.power + user.int * skill.atk_f / 100)* user.int / self.mdef
if power > 0
power -= self.pdef * skill.pdef_f / 200
power -= self.mdef * skill.mdef_f / 200
power = [power, 0].max
end
# 计算倍率
rate = 20
rate += (user.str * skill.str_f / 100)
rate += (user.dex * skill.dex_f / 100)
rate += (user.agi * skill.agi_f / 100)
rate += (user.int * skill.int_f / 100)
# 计算基本伤害
self.damage = power * rate / 25
# 伤害符号正确的情况下
if self.damage > 0
# 防御修正
if self.guarding?
self.damage /= 1
end
end
if skill.element_set.include?(13)
atk = [@active_battler.atk - self.pdef / 1, @active_battler.atk / 10].max
if @active_battler.is_a?(Game_Actor)
for kds in self.actions
if $data_skills[kds.skill_id].element_set.include?(42)
atk = [@active_battler.atk - self.pdef*120/100, @active_battler.atk / 12].max
break
elsif $data_skills[kds.skill_id].element_set.include?(41)
atk = [@active_battler.atk - self.pdef*110/100, @active_battler.atk / 11].max
end
end
end
if @active_battler.is_a?(Game_Enemy)
for kds in self.skills
if $data_skills[kds].element_set.include?(42)
atk = [@active_battler.atk - self.pdef*120/100, @active_battler.atk / 12].max
break
elsif $data_skills[kds].element_set.include?(41)
atk = [@active_battler.atk - self.pdef*110/100, @active_battler.atk / 11].max
end
end
end
self.damage = atk + @active_battler.str * 2
end
kds_24 = nil
kds_30 = nil
kds_32 = nil
kds_28 = nil
if @active_battler.is_a?(Game_Actor)
for kds in @active_battler.skills
if $data_skills[kds].element_set.include?(24) and skill.element_set.include?(13) == false
self.damage = self.damage*120/100
kds_24 = 0
elsif $data_skills[kds].element_set.include?(23) and skill.element_set.include?(13) == false and kds_24 == nil
self.damage = self.damage*110/100
end
if $data_skills[kds].element_set.include?(30) and skill.element_set.include?(13)
kds_30 = 0
self.damage = self.damage*116/100
elsif $data_skills[kds].element_set.include?(29) and skill.element_set.include?(13) and kds_30 == nil
self.damage = self.damage*108/100
end
if $data_skills[kds].element_set.include?(32) and skill.element_set.include?(13)
kds_32 = 0
$必杀 += 20
elsif $data_skills[kds].element_set.include?(31) and skill.element_set.include?(13) and kds_32 == nil
$必杀 += 10
end
end
if self.is_a?(Game_Enemy)
for kds in self.actions
if $data_skills[kds.skill_id].element_set.include?(28) and skill.element_set.include?(13) == false
kds_28 = 0
self.damage = self.damage*80/100
elsif $data_skills[kds.skill_id].element_set.include?(27) and skill.element_set.include?(13) == false and kds_28 == nil
self.damage = self.damage*90/100
end
end
end
end
if @active_battler.is_a?(Game_Enemy)
for kds in @active_battler.actions
if $data_skills[kds.skill_id].element_set.include?(24) and skill.element_set.include?(13) == false
kds_24 = 0
self.damage = self.damage*120/100
elsif $data_skills[kds.skill_id].element_set.include?(23) and skill.element_set.include?(13) == false and kds_24 == nil
self.damage = self.damage*110/100
end
if $data_skills[kds.skill_id].element_set.include?(30) and skill.element_set.include?(13)
kds_30 = 0
self.damage = self.damage*116/100
elsif $data_skills[kds.skill_id].element_set.include?(29) and skill.element_set.include?(13) and kds_30 == nil
self.damage = self.damage*108/100
end
if $data_skills[kds.skill_id].element_set.include?(32) and skill.element_set.include?(13)
kds_32 = 0
$必杀 += 20
elsif $data_skills[kds.skill_id].element_set.include?(31) and skill.element_set.include?(13) and kds_32 == nil
$必杀 += 10
end
end
if self.is_a?(Game_Actor)
for kds in self.skills
if $data_skills[kds].element_set.include?(28) and skill.element_set.include?(13) == false
kds_28 = 0
self.damage = self.damage*80/100
elsif $data_skills[kds].element_set.include?(27) and skill.element_set.include?(13) == false and kds_28 == nil
self.damage = self.damage*90/100
end
end
end
end
if skill.element_set.include?(43) and skill.element_set.include?(13)
self.damage = self.damage*86/100
end
if skill.element_set.include?(46) and skill.element_set.include?(13)
self.damage = self.damage*230/100
end
if skill.element_set.include?(47) and skill.element_set.include?(13)
self.damage = self.damage*75/100
end
if skill.element_set.include?(49) and skill.element_set.include?(13)
self.damage = self.damage*108/100
end
if skill.element_set.include?(50) and skill.element_set.include?(13)
self.damage = self.damage*50/100
end
# 属性修正
self.damage *= elements_correct(user.element_set)
self.damage /= 100
if skill.element_set.include?(13)
if self.damage > 0
if rand(100) < 10 + $必杀
self.damage *= 2
self.critical = true
end
if self.guarding?
self.damage /= 2
end
end
end
# 分散
if skill.variance > 0 and self.damage.abs > 0
amp = [self.damage.abs * skill.variance / 100, 1].max
self.damage += rand(amp+1) + rand(amp+1) - amp
end
if skill.element_set.include?(44)
self.damage = @active_battler.level * 8
end
if skill.element_set.include?(51)
self.damage = @active_battler.level * 12
end
if skill.element_set.include?(52)
self.damage = @active_battler.level * 6
end
if skill.element_set.include?(53)
self.damage = @active_battler.level * 4
end
if skill.element_set.include?(45)
if rand(100) < 75
self.damage *= 9 / 5
else
self.damage /= - 3 / 1
end
end
# 第二命中判定
eva = 8 * self.agi / user.dex + self.eva
hit = self.damage < 0 ? 100 : 100 - eva * skill.eva_f / 100
hit = self.cant_evade? ? 100 : hit
hit_result = (rand(100) < hit)
# 不确定的特技的情况下设置为有效标志
effective |= hit < 100
end
# 命中的情况下
if hit_result == true
# 威力 0 以外的物理攻击的情况下
if skill.power != 0 and skill.atk_f > 0
# 状态冲击解除
remove_states_shock
# 设置有效标志
effective = true
end
# HP 的伤害减法运算
last_hp = self.hp
self.hp -= self.damage
if @active_battler.is_a?(Game_Actor) and self.is_a?(Game_Enemy)
for kds in self.actions
if $data_skills[kds.skill_id].element_set.include?(36)
if rand(100) < 25 and self.hp <= 0
self.damage = -self.maxhp
self.hp += self.maxhp
self.sp += self.maxsp
self.critical = false
end
break
elsif $data_skills[kds.skill_id].element_set.include?(35)
if rand(100) < 20 and self.hp <= 0
self.damage = -self.maxhp/2
self.hp += self.maxhp/2
self.sp += self.maxsp/2
self.critical = false
end
break
end
end
end
if @active_battler.is_a?(Game_Enemy) and self.is_a?(Game_Actor)
for kds in self.skills
if $data_skills[kds].element_set.include?(36)
if rand(100) < 25 and self.hp <= 0
self.damage = -self.maxhp
self.hp += self.maxhp
self.sp += self.maxsp
self.critical = false
end
break
elsif $data_skills[kds].element_set.include?(35)
if rand(100) < 20 and self.hp <= 0
self.damage = -self.maxhp/2
self.hp += self.maxhp/2
self.sp += self.maxsp/2
self.critical = false
end
break
end
end
end
effective |= self.hp != last_hp
# 状态变化
@state_changed = false
effective |= states_plus(skill.plus_state_set)
effective |= states_minus(skill.minus_state_set)
# 威力为 0 的场合
if skill.power == 0 and skill.element_set.include?(13) == false
# 伤害设置为空的字串
self.damage = ""
# 状态没有变化的情况下
unless @state_changed
# 伤害设置为 "Miss"
self.damage = "Miss"
end
end
# Miss 的情况下
else
# 伤害设置为 "Miss"
self.damage = "Miss"
end
# 不在战斗中的情况下
unless $game_temp.in_battle
# 伤害设置为 nil
self.damage = nil
end
# 过程结束
return effective
end
#--------------------------------------------------------------------------
# ● 应用物品效果
# item : 物品
#--------------------------------------------------------------------------
def item_effect(item)
# 清除会心一击标志
self.critical = false
# 物品的效果范围是 HP 1 以上的己方、自己的 HP 为 0、
# 或者物品的效果范围是 HP 0 的己方、自己的 HP 为 1 以上的情况下
if ((item.scope == 3 or item.scope == 4) and self.hp == 0) or
((item.scope == 5 or item.scope == 6) and self.hp >= 1)
# 过程结束
return false
end
# 清除有效标志
effective = false
# 公共事件 ID 是有效的情况下,设置为有效标志
effective |= item.common_event_id > 0
# 命中判定
hit_result = (rand(100) < item.hit)
# 不确定的特技的情况下设置为有效标志
effective |= item.hit < 100
# 命中的情况
if hit_result == true
# 计算回复量
recover_hp = maxhp * item.recover_hp_rate / 100 + item.recover_hp
recover_sp = maxsp * item.recover_sp_rate / 100 + item.recover_sp
if recover_hp < 0
recover_hp += self.pdef * item.pdef_f / 20
recover_hp += self.mdef * item.mdef_f / 20
recover_hp = [recover_hp, 0].min
end
# 属性修正
recover_hp *= elements_correct(item.element_set)
recover_hp /= 100
recover_sp *= elements_correct(item.element_set)
recover_sp /= 100
# 分散
if item.variance > 0 and recover_hp.abs > 0
amp = [recover_hp.abs * item.variance / 100, 1].max
recover_hp += rand(amp+1) + rand(amp+1) - amp
end
if item.variance > 0 and recover_sp.abs > 0
amp = [recover_sp.abs * item.variance / 100, 1].max
recover_sp += rand(amp+1) + rand(amp+1) - amp
end
# 回复量符号为负的情况下
if recover_hp < 0
# 防御修正
if self.guarding?
recover_hp /= 2
end
end
# HP 回复量符号的反转、设置伤害值
self.damage = -recover_hp
# HP 以及 SP 的回复
last_hp = self.hp
last_sp = self.sp
self.hp += recover_hp
self.sp += recover_sp
if @active_battler.is_a?(Game_Actor) and self.is_a?(Game_Enemy)
for kds in self.actions
if $data_skills[kds.skill_id].element_set.include?(36)
if rand(100) < 25 and self.hp <= 0
self.damage = -self.maxhp
self.hp += self.maxhp
self.sp += self.maxsp
self.critical = false
end
break
elsif $data_skills[kds.skill_id].element_set.include?(35)
if rand(100) < 20 and self.hp <= 0
self.damage = -self.maxhp/2
self.hp += self.maxhp/2
self.sp += self.maxsp/2
self.critical = false
end
break
end
end
end
if @active_battler.is_a?(Game_Enemy) and self.is_a?(Game_Actor)
for kds in self.skills
if $data_skills[kds].element_set.include?(36)
if rand(100) < 25 and self.hp <= 0
self.damage = -self.maxhp
self.hp += self.maxhp
self.sp += self.maxsp
self.critical = false
end
break
elsif $data_skills[kds].element_set.include?(35)
if rand(100) < 20 and self.hp <= 0
self.damage = -self.maxhp/2
self.hp += self.maxhp/2
self.sp += self.maxsp/2
self.critical = false
end
break
end
end
end
effective |= self.hp != last_hp
effective |= self.sp != last_sp
# 状态变化
@state_changed = false
effective |= states_plus(item.plus_state_set)
effective |= states_minus(item.minus_state_set)
# 能力上升值有效的情况下
if item.parameter_type > 0 and item.parameter_points != 0
# 能力值的分支
case item.parameter_type
when 1 # MaxHP
@maxhp_plus += item.parameter_points
when 2 # MaxSP
@maxsp_plus += item.parameter_points
when 3 # 力量
@str_plus += item.parameter_points
when 4 # 灵巧
@dex_plus += item.parameter_points
when 5 # 速度
@agi_plus += item.parameter_points
when 6 # 魔力
@int_plus += item.parameter_points
end
# 设置有效标志
effective = true
end
# HP 回复率与回复量为 0 的情况下
if item.recover_hp_rate == 0 and item.recover_hp == 0
# 设置伤害为空的字符串
self.damage = ""
# SP 回复率与回复量为 0、能力上升值无效的情况下
if item.recover_sp_rate == 0 and item.recover_sp == 0 and
(item.parameter_type == 0 or item.parameter_points == 0)
# 状态没有变化的情况下
unless @state_changed
# 伤害设置为 "Miss"
self.damage = "Miss"
end
end
end
# Miss 的情况下
else
# 伤害设置为 "Miss"
self.damage = "Miss"
end
# 不在战斗中的情况下
unless $game_temp.in_battle
# 伤害设置为 nil
self.damage = nil
end
# 过程结束
return effective
end
#--------------------------------------------------------------------------
# ● 应用连续伤害效果
#--------------------------------------------------------------------------
def slip_damage_effect
# 毒
if self.state?(7)
# 设置伤害
self.damage = self.maxhp / 20
# 分散
if self.damage.abs > 0
amp = [self.damage.abs * 15 / 100, 1].max
self.damage += rand(amp+1) + rand(amp+1) - amp
end
# HP 的伤害减法运算
self.hp -= self.damage
#剧毒
elsif self.state?(20)
# 设置伤害
self.damage = self.maxhp / 10
# 分散
if self.damage.abs > 0
amp = [self.damage.abs * 15 / 100, 1].max
self.damage += rand(amp+1) + rand(amp+1) - amp
end
# HP 的伤害减法运算
self.hp -= self.damage
# 回血
elsif self.state?(5)
# 设置伤害
self.damage = -self.maxhp / 8
# HP 的伤害减法运算
self.hp -= self.damage
# 群回血
elsif self.state?(17)
# 设置伤害
self.damage = -self.maxhp / 12
# HP 的伤害减法运算
self.hp -= self.damage
# 老化
elsif self.state?(19)
# 设置伤害
self.damage = "Old"
# 能力值下
$data_states[19].pdef_rate *= 0.99
$data_states[19].mdef_rate *= 0.99
$data_states[19].atk_rate *= 0.99
$data_states[19].str_rate *= 0.99
$data_states[19].dex_rate *= 0.99
$data_states[19].int_rate *= 0.99
$data_states[19].agi_rate *= 0.99
$data_states[19].eva -= 0.1
$data_states[19].eva = [$data_states[19].eva, -100].max
end
# 过程结束
return true
end
#--------------------------------------------------------------------------
# ● 属性修正计算
# element_set : 属性
#--------------------------------------------------------------------------
def elements_correct(element_set)
# 無属性的情况
if element_set == []
# 返回 100
return 100
end
# 在被赋予的属性中返回最弱的
# ※过程 element_rate 是、本类以及继承的 Game_Actor
# 和 Game_Enemy 类的定义
weakest = -100
for i in element_set
weakest = [weakest, self.element_rate(i)].max
end
return weakest
end
end
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