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本帖最后由 忧雪の伤 于 2010-12-24 20:17 编辑
# 解决了原RM设定的无装备场合0攻击力0防御力问题
# 不同的人不同的无装备攻击防御无解决
# 修改了Game_Battler 1,Game_Actor
# 请脚本内搜查忧雪の伤
# 留着大家自己处理
# 无图
# 附件:
改变原始攻击力设定.rar
(742.27 KB, 下载次数: 359)
# 脚本
# Game_Battler 1(攻击力部分)
- #==============================================================================
- # ☆ 忧雪の伤制作,转载时请保留。
- #==============================================================================
- #==============================================================================
- # ■ 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, 9999].min
- for i in @states
- n *= $data_states[i].maxsp_rate / 100.0
- end
- n = [[Integer(n), 0].max, 9999].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, -9999].max, 9999].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
- # 忧雪の伤
- # 除了武器攻击外再加上等级*7.5的值,7.5可改
- n = base_atk + 7.5 * @level
- 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
- 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
- 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
- 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
- #==============================================================================
- # ☆ 忧雪の伤制作,转载时请保留。
- #==============================================================================
复制代码 # Game_Actor(防御力部分)
- #==============================================================================
- # ☆ 忧雪の伤制作,转载时请保留。
- #==============================================================================
- #==============================================================================
- # ■ Game_Actor
- #------------------------------------------------------------------------------
- # 处理角色的类。本类在 Game_Actors 类 ($game_actors)
- # 的内部使用、Game_Party 类请参考 ($game_party) 。
- #==============================================================================
- class Game_Actor < Game_Battler
- #--------------------------------------------------------------------------
- # ● 定义实例变量
- #--------------------------------------------------------------------------
- attr_reader :name # 名称
- attr_reader :character_name # 角色 文件名
- attr_reader :character_hue # 角色 色相
- attr_reader :class_id # 职业 ID
- attr_reader :weapon_id # 武器 ID
- attr_reader :armor1_id # 盾 ID
- attr_reader :armor2_id # 头防具 ID
- attr_reader :armor3_id # 身体体防具 ID
- attr_reader :armor4_id # 装饰品 ID
- attr_reader :level # 水平
- attr_reader :exp # EXP
- attr_reader :skills # 特技
- #--------------------------------------------------------------------------
- # ● 初始化对像
- # actor_id : 角色 ID
- #--------------------------------------------------------------------------
- def initialize(actor_id)
- super()
- setup(actor_id)
- end
- #--------------------------------------------------------------------------
- # ● 设置
- # actor_id : 角色 ID
- #--------------------------------------------------------------------------
- def setup(actor_id)
- actor = $data_actors[actor_id]
- @actor_id = actor_id
- @name = actor.name
- @character_name = actor.character_name
- @character_hue = actor.character_hue
- @battler_name = actor.battler_name
- @battler_hue = actor.battler_hue
- @class_id = actor.class_id
- @weapon_id = actor.weapon_id
- @armor1_id = actor.armor1_id
- @armor2_id = actor.armor2_id
- @armor3_id = actor.armor3_id
- @armor4_id = actor.armor4_id
- @level = actor.initial_level
- @exp_list = Array.new(101)
- make_exp_list
- @exp = @exp_list[@level]
- @skills = []
- @hp = maxhp
- @sp = maxsp
- @states = []
- @states_turn = {}
- @maxhp_plus = 0
- @maxsp_plus = 0
- @str_plus = 0
- @dex_plus = 0
- @agi_plus = 0
- @int_plus = 0
- # 学会特技
- for i in 1..@level
- for j in $data_classes[@class_id].learnings
- if j.level == i
- learn_skill(j.skill_id)
- end
- end
- end
- # 刷新自动状态
- update_auto_state(nil, $data_armors[@armor1_id])
- update_auto_state(nil, $data_armors[@armor2_id])
- update_auto_state(nil, $data_armors[@armor3_id])
- update_auto_state(nil, $data_armors[@armor4_id])
- end
- #--------------------------------------------------------------------------
- # ● 获取角色 ID
- #--------------------------------------------------------------------------
- def id
- return @actor_id
- end
- #--------------------------------------------------------------------------
- # ● 获取索引
- #--------------------------------------------------------------------------
- def index
- return $game_party.actors.index(self)
- end
- #--------------------------------------------------------------------------
- # ● 计算 EXP
- #--------------------------------------------------------------------------
- def make_exp_list
- actor = $data_actors[@actor_id]
- @exp_list[1] = 0
- pow_i = 2.4 + actor.exp_inflation / 100.0
- for i in 2..100
- if i > actor.final_level
- @exp_list[i] = 0
- else
- n = actor.exp_basis * ((i + 3) ** pow_i) / (5 ** pow_i)
- @exp_list[i] = @exp_list[i-1] + Integer(n)
- end
- end
- end
- #--------------------------------------------------------------------------
- # ● 取得属性修正值
- # element_id : 属性 ID
- #--------------------------------------------------------------------------
- def element_rate(element_id)
- # 获取对应属性有效度的数值
- table = [0,200,150,100,50,0,-100]
- result = table[$data_classes[@class_id].element_ranks[element_id]]
- # 防具能防御本属性的情况下效果减半
- for i in [@armor1_id, @armor2_id, @armor3_id, @armor4_id]
- armor = $data_armors[i]
- if armor != nil and armor.guard_element_set.include?(element_id)
- result /= 2
- end
- end
- # 状态能防御本属性的情况下效果减半
- for i in @states
- if $data_states[i].guard_element_set.include?(element_id)
- result /= 2
- end
- end
- # 过程结束
- return result
- end
- #--------------------------------------------------------------------------
- # ● 获取属性有效度
- #--------------------------------------------------------------------------
- def state_ranks
- return $data_classes[@class_id].state_ranks
- end
- #--------------------------------------------------------------------------
- # ● 判定防御属性
- # state_id : 属性 ID
- #--------------------------------------------------------------------------
- def state_guard?(state_id)
- for i in [@armor1_id, @armor2_id, @armor3_id, @armor4_id]
- armor = $data_armors[i]
- if armor != nil
- if armor.guard_state_set.include?(state_id)
- return true
- end
- end
- end
- return false
- end
- #--------------------------------------------------------------------------
- # ● 获取普通攻击属性
- #--------------------------------------------------------------------------
- def element_set
- weapon = $data_weapons[@weapon_id]
- return weapon != nil ? weapon.element_set : []
- end
- #--------------------------------------------------------------------------
- # ● 获取普通攻击状态变化 (+)
- #--------------------------------------------------------------------------
- def plus_state_set
- weapon = $data_weapons[@weapon_id]
- return weapon != nil ? weapon.plus_state_set : []
- end
- #--------------------------------------------------------------------------
- # ● 获取普通攻击状态变化 (-)
- #--------------------------------------------------------------------------
- def minus_state_set
- weapon = $data_weapons[@weapon_id]
- return weapon != nil ? weapon.minus_state_set : []
- end
- #--------------------------------------------------------------------------
- # ● 获取 MaxHP
- #--------------------------------------------------------------------------
- def maxhp
- n = [[base_maxhp + @maxhp_plus, 1].max, 9999].min
- for i in @states
- n *= $data_states[i].maxhp_rate / 100.0
- end
- n = [[Integer(n), 1].max, 9999].min
- return n
- end
- #--------------------------------------------------------------------------
- # ● 获取基本 MaxHP
- #--------------------------------------------------------------------------
- def base_maxhp
- return $data_actors[@actor_id].parameters[0, @level]
- end
- #--------------------------------------------------------------------------
- # ● 获取基本 MaxSP
- #--------------------------------------------------------------------------
- def base_maxsp
- return $data_actors[@actor_id].parameters[1, @level]
- end
- #--------------------------------------------------------------------------
- # ● 获取基本力量
- #--------------------------------------------------------------------------
- def base_str
- n = $data_actors[@actor_id].parameters[2, @level]
- 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]
- n += weapon != nil ? weapon.str_plus : 0
- n += armor1 != nil ? armor1.str_plus : 0
- n += armor2 != nil ? armor2.str_plus : 0
- n += armor3 != nil ? armor3.str_plus : 0
- n += armor4 != nil ? armor4.str_plus : 0
- return [[n, 1].max, 999].min
- end
- #--------------------------------------------------------------------------
- # ● 获取基本灵巧
- #--------------------------------------------------------------------------
- def base_dex
- n = $data_actors[@actor_id].parameters[3, @level]
- 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]
- n += weapon != nil ? weapon.dex_plus : 0
- n += armor1 != nil ? armor1.dex_plus : 0
- n += armor2 != nil ? armor2.dex_plus : 0
- n += armor3 != nil ? armor3.dex_plus : 0
- n += armor4 != nil ? armor4.dex_plus : 0
- return [[n, 1].max, 999].min
- end
- #--------------------------------------------------------------------------
- # ● 获取基本速度
- #--------------------------------------------------------------------------
- def base_agi
- n = $data_actors[@actor_id].parameters[4, @level]
- 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]
- n += weapon != nil ? weapon.agi_plus : 0
- n += armor1 != nil ? armor1.agi_plus : 0
- n += armor2 != nil ? armor2.agi_plus : 0
- n += armor3 != nil ? armor3.agi_plus : 0
- n += armor4 != nil ? armor4.agi_plus : 0
- return [[n, 1].max, 999].min
- end
- #--------------------------------------------------------------------------
- # ● 获取基本魔力
- #--------------------------------------------------------------------------
- def base_int
- n = $data_actors[@actor_id].parameters[5, @level]
- 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]
- n += weapon != nil ? weapon.int_plus : 0
- n += armor1 != nil ? armor1.int_plus : 0
- n += armor2 != nil ? armor2.int_plus : 0
- n += armor3 != nil ? armor3.int_plus : 0
- n += armor4 != nil ? armor4.int_plus : 0
- return [[n, 1].max, 999].min
- end
- #--------------------------------------------------------------------------
- # ● 获取基本攻击力
- #--------------------------------------------------------------------------
- def base_atk
- weapon = $data_weapons[@weapon_id]
- return weapon != nil ? weapon.atk : 0
- end
- #--------------------------------------------------------------------------
- # ● 获取基本物理防御
- #--------------------------------------------------------------------------
- def base_pdef
- 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]
- 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
- # 忧雪の伤
- # 除了装备加外再加上等级*6.5的值,6.5可改
- return pdef1 + pdef2 + pdef3 + pdef4 + pdef5 + @level *6.8
- 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]
- 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
- # 忧雪の伤
- # 除了装备加外再加上等级*6.5的值,6.5可改
- return mdef1 + mdef2 + mdef3 + mdef4 + mdef5 + @level *6.5
- 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]
- eva1 = armor1 != nil ? armor1.eva : 0
- eva2 = armor2 != nil ? armor2.eva : 0
- eva3 = armor3 != nil ? armor3.eva : 0
- eva4 = armor4 != nil ? armor4.eva : 0
- return eva1 + eva2 + eva3 + eva4
- 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
- # 忧雪の伤
- weapon = $data_weapons[@weapon_id]
- # 改变了无装备无动画,改为了打击,可以更换
- return weapon != nil ? weapon.animation2_id : 4
- 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 # 装饰品
- 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 # 装饰品
- 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
- 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
- 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
- # 返回计算后的队伍 X 坐标的排列顺序
- if self.index != nil
- return self.index * 160 + 80
- else
- return 0
- end
- end
- #--------------------------------------------------------------------------
- # ● 取得战斗画面的 Y 坐标
- #--------------------------------------------------------------------------
- def screen_y
- return 464
- end
- #--------------------------------------------------------------------------
- # ● 取得战斗画面的 Z 坐标
- #--------------------------------------------------------------------------
- def screen_z
- # 返回计算后的队伍 Z 坐标的排列顺序
- if self.index != nil
- return 4 - self.index
- else
- return 0
- end
- end
- end
- #==============================================================================
- # ☆ 忧雪の伤制作,转载时请保留。
- #==============================================================================
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