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 Lv1.梦旅人 
	梦石0 星屑50 在线时间182 小时注册时间2011-2-17帖子518 | 
| 用这个脚本可以突破上限 #==============================================================================
 # 本脚本来自www.66RPG.com,使用和转载请保留此信息
 #==============================================================================
 
 #等级可无限提升
 #パラメータの算出が適当すぎるので、各自修正が必要かと。
 
 BASE_FINAL_LEVEL = 100  #上限レベル(あんまり大きな値を設定するとハングします)
 MAXHP_LIMIT = 1000000    #HP限界値
 MAXSP_LIMIT = 1000000   #SP限界値
 STR_LIMIT   = 999999      #STR限界値
 DEX_LIMIT   = 999999      #DEX限界値
 AGI_LIMIT   = 999999      #AGI限界値
 INT_LIMIT   = 999999      #INT限界値
 
 class Game_Actor < Game_Battler
 def new_final_level
 lv = BASE_FINAL_LEVEL
 #以下上限LV個別指定用
 #case self.id
 #when 10
 #  lv = 255
 #when 20
 #  lv = 999
 #when 80
 #  lv = 15600
 #end
 return lv
 end
 #--------------------------------------------------------------------------
 # ● EXP 計算
 #--------------------------------------------------------------------------
 def make_exp_list
 actor = $data_actors[@actor_id]
 @exp_list = Array.new(new_final_level + 2)
 @exp_list[1] = 0
 pow_i = 2.4 + actor.exp_inflation / 100.0
 for i in 2..new_final_level + 1
 if i > new_final_level
 @exp_list = 0
 else
 n = actor.exp_basis * ((i + 3) ** pow_i) / (5 ** pow_i)
 @exp_list = @exp_list[i-1] + Integer(n)
 end
 end
 end
 #--------------------------------------------------------------------------
 # ● MaxHP の取得
 #--------------------------------------------------------------------------
 def maxhp
 n = [[base_maxhp + @maxhp_plus, 1].max, MAXHP_LIMIT].min
 for i in @states
 n *= $data_states.maxhp_rate / 100.0
 end
 n = [[Integer(n), 1].max, MAXHP_LIMIT].min
 return n
 end
 #--------------------------------------------------------------------------
 # ● 基本 MaxHP の取得
 #--------------------------------------------------------------------------
 def base_maxhp
 n = $data_actors[@actor_id].parameters[0, 1]
 n += $data_actors[@actor_id].parameters[0, 2] * @level
 return n
 end
 #--------------------------------------------------------------------------
 # ● 基本 MaxSP の取得
 #--------------------------------------------------------------------------
 def base_maxsp
 n = $data_actors[@actor_id].parameters[1, 1]
 n += $data_actors[@actor_id].parameters[1, 2] * @level
 return n
 end
 #--------------------------------------------------------------------------
 # ● 基本腕力の取得
 #--------------------------------------------------------------------------
 def base_str
 n = $data_actors[@actor_id].parameters[2, 1]
 n += $data_actors[@actor_id].parameters[2, 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, STR_LIMIT].min
 end
 #--------------------------------------------------------------------------
 # ● 基本器用さの取得
 #--------------------------------------------------------------------------
 def base_dex
 n = $data_actors[@actor_id].parameters[3, 1]
 n += $data_actors[@actor_id].parameters[3, 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.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, DEX_LIMIT].min
 end
 #--------------------------------------------------------------------------
 # ● 基本素早さの取得
 #--------------------------------------------------------------------------
 def base_agi
 n = $data_actors[@actor_id].parameters[4, 1]
 n += $data_actors[@actor_id].parameters[4, 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.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, AGI_LIMIT].min
 end
 #--------------------------------------------------------------------------
 # ● 基本魔力の取得
 #--------------------------------------------------------------------------
 def base_int
 n = $data_actors[@actor_id].parameters[5, 1]
 n += $data_actors[@actor_id].parameters[5, 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.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, INT_LIMIT].min
 end
 #--------------------------------------------------------------------------
 # ● EXP の変更
 #     exp : 新しい EXP
 #--------------------------------------------------------------------------
 def exp=(exp)
 # ★EXPの上限チェックを解除
 @exp = [exp, 0].max
 # レベルアップ
 while @exp >= @exp_list[@level+1] and @exp_list[@level+1] > 0
 @level += 1
 # スキル習得
 for j in $data_classes[@class_id].learnings
 if j.level == @level
 learn_skill(j.skill_id)
 end
 end
 end
 # レベルダウン
 while @exp < @exp_list[@level]
 @level -= 1
 end
 # 現在の HP と SP が最大値を超えていたら修正
 @hp = [@hp, self.maxhp].min
 @sp = [@sp, self.maxsp].min
 end
 #--------------------------------------------------------------------------
 # ● レベルの変更
 #     level : 新しいレベル
 #--------------------------------------------------------------------------
 def level=(level)
 # 上下限チェック
 # ★LV上限をnew_final_levelでチェックするように変更
 level = [[level, new_final_level].min, 1].max
 # EXP を変更
 self.exp = @exp_list[level]
 end
 end
 
 
 class Game_Battler
 #--------------------------------------------------------------------------
 # ● MaxSP の取得
 #--------------------------------------------------------------------------
 def maxsp
 n = [[base_maxsp + @maxsp_plus, 0].max, MAXSP_LIMIT].min
 for i in @states
 n *= $data_states.maxsp_rate / 100.0
 end
 n = [[Integer(n), 0].max, MAXSP_LIMIT].min
 return n
 end
 #--------------------------------------------------------------------------
 # ● 腕力の取得
 #--------------------------------------------------------------------------
 def str
 n = [[base_str + @str_plus, 1].max, STR_LIMIT].min
 for i in @states
 n *= $data_states.str_rate / 100.0
 end
 n = [[Integer(n), 1].max, STR_LIMIT].min
 return n
 end
 #--------------------------------------------------------------------------
 # ● 器用さの取得
 #--------------------------------------------------------------------------
 def dex
 n = [[base_dex + @dex_plus, 1].max, DEX_LIMIT].min
 for i in @states
 n *= $data_states.dex_rate / 100.0
 end
 n = [[Integer(n), 1].max, DEX_LIMIT].min
 return n
 end
 #--------------------------------------------------------------------------
 # ● 素早さの取得
 #--------------------------------------------------------------------------
 def agi
 n = [[base_agi + @agi_plus, 1].max, AGI_LIMIT].min
 for i in @states
 n *= $data_states.agi_rate / 100.0
 end
 n = [[Integer(n), 1].max, AGI_LIMIT].min
 return n
 end
 #--------------------------------------------------------------------------
 # ● 魔力の取得
 #--------------------------------------------------------------------------
 def int
 n = [[base_int + @int_plus, 1].max, INT_LIMIT].min
 for i in @states
 n *= $data_states.int_rate / 100.0
 end
 n = [[Integer(n), 1].max, INT_LIMIT].min
 return n
 end
 #--------------------------------------------------------------------------
 # ● MaxHP の設定
 #     maxhp : 新しい MaxHP
 #--------------------------------------------------------------------------
 def maxhp=(maxhp)
 @maxhp_plus += maxhp - self.maxhp
 @maxhp_plus = [[@maxhp_plus, -MAXHP_LIMIT].max, MAXHP_LIMIT].min
 @hp = [@hp, self.maxhp].min
 end
 #--------------------------------------------------------------------------
 # ● MaxSP の設定
 #     maxsp : 新しい MaxSP
 #--------------------------------------------------------------------------
 def maxsp=(maxsp)
 @maxsp_plus += maxsp - self.maxsp
 @maxsp_plus = [[@maxsp_plus, -MAXSP_LIMIT].max, MAXSP_LIMIT].min
 @sp = [@sp, self.maxsp].min
 end
 #--------------------------------------------------------------------------
 # ● 腕力の設定
 #     str : 新しい腕力
 #--------------------------------------------------------------------------
 def str=(str)
 @str_plus += str - self.str
 @str_plus = [[@str_plus, -STR_LIMIT].max, STR_LIMIT].min
 end
 #--------------------------------------------------------------------------
 # ● 器用さの設定
 #     dex : 新しい器用さ
 #--------------------------------------------------------------------------
 def dex=(dex)
 @dex_plus += dex - self.dex
 @dex_plus = [[@dex_plus, -DEX_LIMIT].max, DEX_LIMIT].min
 end
 #--------------------------------------------------------------------------
 # ● 素早さの設定
 #     agi : 新しい素早さ
 #--------------------------------------------------------------------------
 def agi=(agi)
 @agi_plus += agi - self.agi
 @agi_plus = [[@agi_plus, -AGI_LIMIT].max, AGI_LIMIT].min
 end
 #--------------------------------------------------------------------------
 # ● 魔力の設定
 #     int : 新しい魔力
 #--------------------------------------------------------------------------
 def int=(int)
 @int_plus += int - self.int
 @int_plus = [[@int_plus, -INT_LIMIT].max, INT_LIMIT].min
 end
 end
 
 #==============================================================================
 # 本脚本来自www.66RPG.com,使用和转载请保留此信息
 #============================================================================
 
 
 小和尚于2011-5-1 10:25补充以下内容:
 用这个脚本可以突破上限(为什么刚发的贴不见了~~~)
 #==============================================================================
 # 本脚本来自www.66RPG.com,使用和转载请保留此信息
 #==============================================================================
 
 #等级可无限提升
 #パラメータの算出が適当すぎるので、各自修正が必要かと。
 
 BASE_FINAL_LEVEL = 100  #上限レベル(あんまり大きな値を設定するとハングします)
 MAXHP_LIMIT = 1000000    #HP限界値
 MAXSP_LIMIT = 1000000   #SP限界値
 STR_LIMIT   = 999999      #STR限界値
 DEX_LIMIT   = 999999      #DEX限界値
 AGI_LIMIT   = 999999      #AGI限界値
 INT_LIMIT   = 999999      #INT限界値
 
 class Game_Actor < Game_Battler
 def new_final_level
 lv = BASE_FINAL_LEVEL
 #以下上限LV個別指定用
 #case self.id
 #when 10
 #  lv = 255
 #when 20
 #  lv = 999
 #when 80
 #  lv = 15600
 #end
 return lv
 end
 #--------------------------------------------------------------------------
 # ● EXP 計算
 #--------------------------------------------------------------------------
 def make_exp_list
 actor = $data_actors[@actor_id]
 @exp_list = Array.new(new_final_level + 2)
 @exp_list[1] = 0
 pow_i = 2.4 + actor.exp_inflation / 100.0
 for i in 2..new_final_level + 1
 if i > new_final_level
 @exp_list = 0
 else
 n = actor.exp_basis * ((i + 3) ** pow_i) / (5 ** pow_i)
 @exp_list = @exp_list[i-1] + Integer(n)
 end
 end
 end
 #--------------------------------------------------------------------------
 # ● MaxHP の取得
 #--------------------------------------------------------------------------
 def maxhp
 n = [[base_maxhp + @maxhp_plus, 1].max, MAXHP_LIMIT].min
 for i in @states
 n *= $data_states.maxhp_rate / 100.0
 end
 n = [[Integer(n), 1].max, MAXHP_LIMIT].min
 return n
 end
 #--------------------------------------------------------------------------
 # ● 基本 MaxHP の取得
 #--------------------------------------------------------------------------
 def base_maxhp
 n = $data_actors[@actor_id].parameters[0, 1]
 n += $data_actors[@actor_id].parameters[0, 2] * @level
 return n
 end
 #--------------------------------------------------------------------------
 # ● 基本 MaxSP の取得
 #--------------------------------------------------------------------------
 def base_maxsp
 n = $data_actors[@actor_id].parameters[1, 1]
 n += $data_actors[@actor_id].parameters[1, 2] * @level
 return n
 end
 #--------------------------------------------------------------------------
 # ● 基本腕力の取得
 #--------------------------------------------------------------------------
 def base_str
 n = $data_actors[@actor_id].parameters[2, 1]
 n += $data_actors[@actor_id].parameters[2, 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, STR_LIMIT].min
 end
 #--------------------------------------------------------------------------
 # ● 基本器用さの取得
 #--------------------------------------------------------------------------
 def base_dex
 n = $data_actors[@actor_id].parameters[3, 1]
 n += $data_actors[@actor_id].parameters[3, 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.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, DEX_LIMIT].min
 end
 #--------------------------------------------------------------------------
 # ● 基本素早さの取得
 #--------------------------------------------------------------------------
 def base_agi
 n = $data_actors[@actor_id].parameters[4, 1]
 n += $data_actors[@actor_id].parameters[4, 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.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, AGI_LIMIT].min
 end
 #--------------------------------------------------------------------------
 # ● 基本魔力の取得
 #--------------------------------------------------------------------------
 def base_int
 n = $data_actors[@actor_id].parameters[5, 1]
 n += $data_actors[@actor_id].parameters[5, 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.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, INT_LIMIT].min
 end
 #--------------------------------------------------------------------------
 # ● EXP の変更
 #     exp : 新しい EXP
 #--------------------------------------------------------------------------
 def exp=(exp)
 # ★EXPの上限チェックを解除
 @exp = [exp, 0].max
 # レベルアップ
 while @exp >= @exp_list[@level+1] and @exp_list[@level+1] > 0
 @level += 1
 # スキル習得
 for j in $data_classes[@class_id].learnings
 if j.level == @level
 learn_skill(j.skill_id)
 end
 end
 end
 # レベルダウン
 while @exp < @exp_list[@level]
 @level -= 1
 end
 # 現在の HP と SP が最大値を超えていたら修正
 @hp = [@hp, self.maxhp].min
 @sp = [@sp, self.maxsp].min
 end
 #--------------------------------------------------------------------------
 # ● レベルの変更
 #     level : 新しいレベル
 #--------------------------------------------------------------------------
 def level=(level)
 # 上下限チェック
 # ★LV上限をnew_final_levelでチェックするように変更
 level = [[level, new_final_level].min, 1].max
 # EXP を変更
 self.exp = @exp_list[level]
 end
 end
 
 
 class Game_Battler
 #--------------------------------------------------------------------------
 # ● MaxSP の取得
 #--------------------------------------------------------------------------
 def maxsp
 n = [[base_maxsp + @maxsp_plus, 0].max, MAXSP_LIMIT].min
 for i in @states
 n *= $data_states.maxsp_rate / 100.0
 end
 n = [[Integer(n), 0].max, MAXSP_LIMIT].min
 return n
 end
 #--------------------------------------------------------------------------
 # ● 腕力の取得
 #--------------------------------------------------------------------------
 def str
 n = [[base_str + @str_plus, 1].max, STR_LIMIT].min
 for i in @states
 n *= $data_states.str_rate / 100.0
 end
 n = [[Integer(n), 1].max, STR_LIMIT].min
 return n
 end
 #--------------------------------------------------------------------------
 # ● 器用さの取得
 #--------------------------------------------------------------------------
 def dex
 n = [[base_dex + @dex_plus, 1].max, DEX_LIMIT].min
 for i in @states
 n *= $data_states.dex_rate / 100.0
 end
 n = [[Integer(n), 1].max, DEX_LIMIT].min
 return n
 end
 #--------------------------------------------------------------------------
 # ● 素早さの取得
 #--------------------------------------------------------------------------
 def agi
 n = [[base_agi + @agi_plus, 1].max, AGI_LIMIT].min
 for i in @states
 n *= $data_states.agi_rate / 100.0
 end
 n = [[Integer(n), 1].max, AGI_LIMIT].min
 return n
 end
 #--------------------------------------------------------------------------
 # ● 魔力の取得
 #--------------------------------------------------------------------------
 def int
 n = [[base_int + @int_plus, 1].max, INT_LIMIT].min
 for i in @states
 n *= $data_states.int_rate / 100.0
 end
 n = [[Integer(n), 1].max, INT_LIMIT].min
 return n
 end
 #--------------------------------------------------------------------------
 # ● MaxHP の設定
 #     maxhp : 新しい MaxHP
 #--------------------------------------------------------------------------
 def maxhp=(maxhp)
 @maxhp_plus += maxhp - self.maxhp
 @maxhp_plus = [[@maxhp_plus, -MAXHP_LIMIT].max, MAXHP_LIMIT].min
 @hp = [@hp, self.maxhp].min
 end
 #--------------------------------------------------------------------------
 # ● MaxSP の設定
 #     maxsp : 新しい MaxSP
 #--------------------------------------------------------------------------
 def maxsp=(maxsp)
 @maxsp_plus += maxsp - self.maxsp
 @maxsp_plus = [[@maxsp_plus, -MAXSP_LIMIT].max, MAXSP_LIMIT].min
 @sp = [@sp, self.maxsp].min
 end
 #--------------------------------------------------------------------------
 # ● 腕力の設定
 #     str : 新しい腕力
 #--------------------------------------------------------------------------
 def str=(str)
 @str_plus += str - self.str
 @str_plus = [[@str_plus, -STR_LIMIT].max, STR_LIMIT].min
 end
 #--------------------------------------------------------------------------
 # ● 器用さの設定
 #     dex : 新しい器用さ
 #--------------------------------------------------------------------------
 def dex=(dex)
 @dex_plus += dex - self.dex
 @dex_plus = [[@dex_plus, -DEX_LIMIT].max, DEX_LIMIT].min
 end
 #--------------------------------------------------------------------------
 # ● 素早さの設定
 #     agi : 新しい素早さ
 #--------------------------------------------------------------------------
 def agi=(agi)
 @agi_plus += agi - self.agi
 @agi_plus = [[@agi_plus, -AGI_LIMIT].max, AGI_LIMIT].min
 end
 #--------------------------------------------------------------------------
 # ● 魔力の設定
 #     int : 新しい魔力
 #--------------------------------------------------------------------------
 def int=(int)
 @int_plus += int - self.int
 @int_plus = [[@int_plus, -INT_LIMIT].max, INT_LIMIT].min
 end
 end
 
 #==============================================================================
 # 本脚本来自www.66RPG.com,使用和转载请保留此信息
 #============================================================================
 
 
 小和尚于2011-5-1 10:25补充以下内容:
 用这个脚本可以突破上限
 #==============================================================================
 # 本脚本来自www.66RPG.com,使用和转载请保留此信息
 #==============================================================================
 
 #等级可无限提升
 #パラメータの算出が適当すぎるので、各自修正が必要かと。
 
 BASE_FINAL_LEVEL = 100  #上限レベル(あんまり大きな値を設定するとハングします)
 MAXHP_LIMIT = 1000000    #HP限界値
 MAXSP_LIMIT = 1000000   #SP限界値
 STR_LIMIT   = 999999      #STR限界値
 DEX_LIMIT   = 999999      #DEX限界値
 AGI_LIMIT   = 999999      #AGI限界値
 INT_LIMIT   = 999999      #INT限界値
 
 class Game_Actor < Game_Battler
 def new_final_level
 lv = BASE_FINAL_LEVEL
 #以下上限LV個別指定用
 #case self.id
 #when 10
 #  lv = 255
 #when 20
 #  lv = 999
 #when 80
 #  lv = 15600
 #end
 return lv
 end
 #--------------------------------------------------------------------------
 # ● EXP 計算
 #--------------------------------------------------------------------------
 def make_exp_list
 actor = $data_actors[@actor_id]
 @exp_list = Array.new(new_final_level + 2)
 @exp_list[1] = 0
 pow_i = 2.4 + actor.exp_inflation / 100.0
 for i in 2..new_final_level + 1
 if i > new_final_level
 @exp_list = 0
 else
 n = actor.exp_basis * ((i + 3) ** pow_i) / (5 ** pow_i)
 @exp_list = @exp_list[i-1] + Integer(n)
 end
 end
 end
 #--------------------------------------------------------------------------
 # ● MaxHP の取得
 #--------------------------------------------------------------------------
 def maxhp
 n = [[base_maxhp + @maxhp_plus, 1].max, MAXHP_LIMIT].min
 for i in @states
 n *= $data_states.maxhp_rate / 100.0
 end
 n = [[Integer(n), 1].max, MAXHP_LIMIT].min
 return n
 end
 #--------------------------------------------------------------------------
 # ● 基本 MaxHP の取得
 #--------------------------------------------------------------------------
 def base_maxhp
 n = $data_actors[@actor_id].parameters[0, 1]
 n += $data_actors[@actor_id].parameters[0, 2] * @level
 return n
 end
 #--------------------------------------------------------------------------
 # ● 基本 MaxSP の取得
 #--------------------------------------------------------------------------
 def base_maxsp
 n = $data_actors[@actor_id].parameters[1, 1]
 n += $data_actors[@actor_id].parameters[1, 2] * @level
 return n
 end
 #--------------------------------------------------------------------------
 # ● 基本腕力の取得
 #--------------------------------------------------------------------------
 def base_str
 n = $data_actors[@actor_id].parameters[2, 1]
 n += $data_actors[@actor_id].parameters[2, 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, STR_LIMIT].min
 end
 #--------------------------------------------------------------------------
 # ● 基本器用さの取得
 #--------------------------------------------------------------------------
 def base_dex
 n = $data_actors[@actor_id].parameters[3, 1]
 n += $data_actors[@actor_id].parameters[3, 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.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, DEX_LIMIT].min
 end
 #--------------------------------------------------------------------------
 # ● 基本素早さの取得
 #--------------------------------------------------------------------------
 def base_agi
 n = $data_actors[@actor_id].parameters[4, 1]
 n += $data_actors[@actor_id].parameters[4, 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.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, AGI_LIMIT].min
 end
 #--------------------------------------------------------------------------
 # ● 基本魔力の取得
 #--------------------------------------------------------------------------
 def base_int
 n = $data_actors[@actor_id].parameters[5, 1]
 n += $data_actors[@actor_id].parameters[5, 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.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, INT_LIMIT].min
 end
 #--------------------------------------------------------------------------
 # ● EXP の変更
 #     exp : 新しい EXP
 #--------------------------------------------------------------------------
 def exp=(exp)
 # ★EXPの上限チェックを解除
 @exp = [exp, 0].max
 # レベルアップ
 while @exp >= @exp_list[@level+1] and @exp_list[@level+1] > 0
 @level += 1
 # スキル習得
 for j in $data_classes[@class_id].learnings
 if j.level == @level
 learn_skill(j.skill_id)
 end
 end
 end
 # レベルダウン
 while @exp < @exp_list[@level]
 @level -= 1
 end
 # 現在の HP と SP が最大値を超えていたら修正
 @hp = [@hp, self.maxhp].min
 @sp = [@sp, self.maxsp].min
 end
 #--------------------------------------------------------------------------
 # ● レベルの変更
 #     level : 新しいレベル
 #--------------------------------------------------------------------------
 def level=(level)
 # 上下限チェック
 # ★LV上限をnew_final_levelでチェックするように変更
 level = [[level, new_final_level].min, 1].max
 # EXP を変更
 self.exp = @exp_list[level]
 end
 end
 
 
 class Game_Battler
 #--------------------------------------------------------------------------
 # ● MaxSP の取得
 #--------------------------------------------------------------------------
 def maxsp
 n = [[base_maxsp + @maxsp_plus, 0].max, MAXSP_LIMIT].min
 for i in @states
 n *= $data_states.maxsp_rate / 100.0
 end
 n = [[Integer(n), 0].max, MAXSP_LIMIT].min
 return n
 end
 #--------------------------------------------------------------------------
 # ● 腕力の取得
 #--------------------------------------------------------------------------
 def str
 n = [[base_str + @str_plus, 1].max, STR_LIMIT].min
 for i in @states
 n *= $data_states.str_rate / 100.0
 end
 n = [[Integer(n), 1].max, STR_LIMIT].min
 return n
 end
 #--------------------------------------------------------------------------
 # ● 器用さの取得
 #--------------------------------------------------------------------------
 def dex
 n = [[base_dex + @dex_plus, 1].max, DEX_LIMIT].min
 for i in @states
 n *= $data_states.dex_rate / 100.0
 end
 n = [[Integer(n), 1].max, DEX_LIMIT].min
 return n
 end
 #--------------------------------------------------------------------------
 # ● 素早さの取得
 #--------------------------------------------------------------------------
 def agi
 n = [[base_agi + @agi_plus, 1].max, AGI_LIMIT].min
 for i in @states
 n *= $data_states.agi_rate / 100.0
 end
 n = [[Integer(n), 1].max, AGI_LIMIT].min
 return n
 end
 #--------------------------------------------------------------------------
 # ● 魔力の取得
 #--------------------------------------------------------------------------
 def int
 n = [[base_int + @int_plus, 1].max, INT_LIMIT].min
 for i in @states
 n *= $data_states.int_rate / 100.0
 end
 n = [[Integer(n), 1].max, INT_LIMIT].min
 return n
 end
 #--------------------------------------------------------------------------
 # ● MaxHP の設定
 #     maxhp : 新しい MaxHP
 #--------------------------------------------------------------------------
 def maxhp=(maxhp)
 @maxhp_plus += maxhp - self.maxhp
 @maxhp_plus = [[@maxhp_plus, -MAXHP_LIMIT].max, MAXHP_LIMIT].min
 @hp = [@hp, self.maxhp].min
 end
 #--------------------------------------------------------------------------
 # ● MaxSP の設定
 #     maxsp : 新しい MaxSP
 #--------------------------------------------------------------------------
 def maxsp=(maxsp)
 @maxsp_plus += maxsp - self.maxsp
 @maxsp_plus = [[@maxsp_plus, -MAXSP_LIMIT].max, MAXSP_LIMIT].min
 @sp = [@sp, self.maxsp].min
 end
 #--------------------------------------------------------------------------
 # ● 腕力の設定
 #     str : 新しい腕力
 #--------------------------------------------------------------------------
 def str=(str)
 @str_plus += str - self.str
 @str_plus = [[@str_plus, -STR_LIMIT].max, STR_LIMIT].min
 end
 #--------------------------------------------------------------------------
 # ● 器用さの設定
 #     dex : 新しい器用さ
 #--------------------------------------------------------------------------
 def dex=(dex)
 @dex_plus += dex - self.dex
 @dex_plus = [[@dex_plus, -DEX_LIMIT].max, DEX_LIMIT].min
 end
 #--------------------------------------------------------------------------
 # ● 素早さの設定
 #     agi : 新しい素早さ
 #--------------------------------------------------------------------------
 def agi=(agi)
 @agi_plus += agi - self.agi
 @agi_plus = [[@agi_plus, -AGI_LIMIT].max, AGI_LIMIT].min
 end
 #--------------------------------------------------------------------------
 # ● 魔力の設定
 #     int : 新しい魔力
 #--------------------------------------------------------------------------
 def int=(int)
 @int_plus += int - self.int
 @int_plus = [[@int_plus, -INT_LIMIT].max, INT_LIMIT].min
 end
 end
 
 #==============================================================================
 # 本脚本来自www.66RPG.com,使用和转载请保留此信息
 #============================================================================
 
 
 小和尚于2011-5-1 10:26补充以下内容:
 用这个脚本你可以突破上限
 #==============================================================================
 # 本脚本来自www.66RPG,使用和转载请保留此信息
 #==============================================================================
 
 #等级可无限提升
 #パラメータの算出が適当すぎるので、各自修正が必要かと。
 
 BASE_FINAL_LEVEL = 100  #上限レベル(あんまり大きな値を設定するとハングします)
 MAXHP_LIMIT = 1000000    #HP限界値
 MAXSP_LIMIT = 1000000   #SP限界値
 STR_LIMIT   = 999999      #STR限界値
 DEX_LIMIT   = 999999      #DEX限界値
 AGI_LIMIT   = 999999      #AGI限界値
 INT_LIMIT   = 999999      #INT限界値
 
 class Game_Actor < Game_Battler
 def new_final_level
 lv = BASE_FINAL_LEVEL
 #以下上限LV個別指定用
 #case self.id
 #when 10
 #  lv = 255
 #when 20
 #  lv = 999
 #when 80
 #  lv = 15600
 #end
 return lv
 end
 #--------------------------------------------------------------------------
 # ● EXP 計算
 #--------------------------------------------------------------------------
 def make_exp_list
 actor = $data_actors[@actor_id]
 @exp_list = Array.new(new_final_level + 2)
 @exp_list[1] = 0
 pow_i = 2.4 + actor.exp_inflation / 100.0
 for i in 2..new_final_level + 1
 if i > new_final_level
 @exp_list = 0
 else
 n = actor.exp_basis * ((i + 3) ** pow_i) / (5 ** pow_i)
 @exp_list = @exp_list[i-1] + Integer(n)
 end
 end
 end
 #--------------------------------------------------------------------------
 # ● MaxHP の取得
 #--------------------------------------------------------------------------
 def maxhp
 n = [[base_maxhp + @maxhp_plus, 1].max, MAXHP_LIMIT].min
 for i in @states
 n *= $data_states.maxhp_rate / 100.0
 end
 n = [[Integer(n), 1].max, MAXHP_LIMIT].min
 return n
 end
 #--------------------------------------------------------------------------
 # ● 基本 MaxHP の取得
 #--------------------------------------------------------------------------
 def base_maxhp
 n = $data_actors[@actor_id].parameters[0, 1]
 n += $data_actors[@actor_id].parameters[0, 2] * @level
 return n
 end
 #--------------------------------------------------------------------------
 # ● 基本 MaxSP の取得
 #--------------------------------------------------------------------------
 def base_maxsp
 n = $data_actors[@actor_id].parameters[1, 1]
 n += $data_actors[@actor_id].parameters[1, 2] * @level
 return n
 end
 #--------------------------------------------------------------------------
 # ● 基本腕力の取得
 #--------------------------------------------------------------------------
 def base_str
 n = $data_actors[@actor_id].parameters[2, 1]
 n += $data_actors[@actor_id].parameters[2, 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, STR_LIMIT].min
 end
 #--------------------------------------------------------------------------
 # ● 基本器用さの取得
 #--------------------------------------------------------------------------
 def base_dex
 n = $data_actors[@actor_id].parameters[3, 1]
 n += $data_actors[@actor_id].parameters[3, 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.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, DEX_LIMIT].min
 end
 #--------------------------------------------------------------------------
 # ● 基本素早さの取得
 #--------------------------------------------------------------------------
 def base_agi
 n = $data_actors[@actor_id].parameters[4, 1]
 n += $data_actors[@actor_id].parameters[4, 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.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, AGI_LIMIT].min
 end
 #--------------------------------------------------------------------------
 # ● 基本魔力の取得
 #--------------------------------------------------------------------------
 def base_int
 n = $data_actors[@actor_id].parameters[5, 1]
 n += $data_actors[@actor_id].parameters[5, 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.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, INT_LIMIT].min
 end
 #--------------------------------------------------------------------------
 # ● EXP の変更
 #     exp : 新しい EXP
 #--------------------------------------------------------------------------
 def exp=(exp)
 # ★EXPの上限チェックを解除
 @exp = [exp, 0].max
 # レベルアップ
 while @exp >= @exp_list[@level+1] and @exp_list[@level+1] > 0
 @level += 1
 # スキル習得
 for j in $data_classes[@class_id].learnings
 if j.level == @level
 learn_skill(j.skill_id)
 end
 end
 end
 # レベルダウン
 while @exp < @exp_list[@level]
 @level -= 1
 end
 # 現在の HP と SP が最大値を超えていたら修正
 @hp = [@hp, self.maxhp].min
 @sp = [@sp, self.maxsp].min
 end
 #--------------------------------------------------------------------------
 # ● レベルの変更
 #     level : 新しいレベル
 #--------------------------------------------------------------------------
 def level=(level)
 # 上下限チェック
 # ★LV上限をnew_final_levelでチェックするように変更
 level = [[level, new_final_level].min, 1].max
 # EXP を変更
 self.exp = @exp_list[level]
 end
 end
 
 
 class Game_Battler
 #--------------------------------------------------------------------------
 # ● MaxSP の取得
 #--------------------------------------------------------------------------
 def maxsp
 n = [[base_maxsp + @maxsp_plus, 0].max, MAXSP_LIMIT].min
 for i in @states
 n *= $data_states.maxsp_rate / 100.0
 end
 n = [[Integer(n), 0].max, MAXSP_LIMIT].min
 return n
 end
 #--------------------------------------------------------------------------
 # ● 腕力の取得
 #--------------------------------------------------------------------------
 def str
 n = [[base_str + @str_plus, 1].max, STR_LIMIT].min
 for i in @states
 n *= $data_states.str_rate / 100.0
 end
 n = [[Integer(n), 1].max, STR_LIMIT].min
 return n
 end
 #--------------------------------------------------------------------------
 # ● 器用さの取得
 #--------------------------------------------------------------------------
 def dex
 n = [[base_dex + @dex_plus, 1].max, DEX_LIMIT].min
 for i in @states
 n *= $data_states.dex_rate / 100.0
 end
 n = [[Integer(n), 1].max, DEX_LIMIT].min
 return n
 end
 #--------------------------------------------------------------------------
 # ● 素早さの取得
 #--------------------------------------------------------------------------
 def agi
 n = [[base_agi + @agi_plus, 1].max, AGI_LIMIT].min
 for i in @states
 n *= $data_states.agi_rate / 100.0
 end
 n = [[Integer(n), 1].max, AGI_LIMIT].min
 return n
 end
 #--------------------------------------------------------------------------
 # ● 魔力の取得
 #--------------------------------------------------------------------------
 def int
 n = [[base_int + @int_plus, 1].max, INT_LIMIT].min
 for i in @states
 n *= $data_states.int_rate / 100.0
 end
 n = [[Integer(n), 1].max, INT_LIMIT].min
 return n
 end
 #--------------------------------------------------------------------------
 # ● MaxHP の設定
 #     maxhp : 新しい MaxHP
 #--------------------------------------------------------------------------
 def maxhp=(maxhp)
 @maxhp_plus += maxhp - self.maxhp
 @maxhp_plus = [[@maxhp_plus, -MAXHP_LIMIT].max, MAXHP_LIMIT].min
 @hp = [@hp, self.maxhp].min
 end
 #--------------------------------------------------------------------------
 # ● MaxSP の設定
 #     maxsp : 新しい MaxSP
 #--------------------------------------------------------------------------
 def maxsp=(maxsp)
 @maxsp_plus += maxsp - self.maxsp
 @maxsp_plus = [[@maxsp_plus, -MAXSP_LIMIT].max, MAXSP_LIMIT].min
 @sp = [@sp, self.maxsp].min
 end
 #--------------------------------------------------------------------------
 # ● 腕力の設定
 #     str : 新しい腕力
 #--------------------------------------------------------------------------
 def str=(str)
 @str_plus += str - self.str
 @str_plus = [[@str_plus, -STR_LIMIT].max, STR_LIMIT].min
 end
 #--------------------------------------------------------------------------
 # ● 器用さの設定
 #     dex : 新しい器用さ
 #--------------------------------------------------------------------------
 def dex=(dex)
 @dex_plus += dex - self.dex
 @dex_plus = [[@dex_plus, -DEX_LIMIT].max, DEX_LIMIT].min
 end
 #--------------------------------------------------------------------------
 # ● 素早さの設定
 #     agi : 新しい素早さ
 #--------------------------------------------------------------------------
 def agi=(agi)
 @agi_plus += agi - self.agi
 @agi_plus = [[@agi_plus, -AGI_LIMIT].max, AGI_LIMIT].min
 end
 #--------------------------------------------------------------------------
 # ● 魔力の設定
 #     int : 新しい魔力
 #--------------------------------------------------------------------------
 def int=(int)
 @int_plus += int - self.int
 @int_plus = [[@int_plus, -INT_LIMIT].max, INT_LIMIT].min
 end
 end
 
 #==============================================================================
 # 本脚本来自www.66RPG,使用和转载请保留此信息
 #============================================================================
 
 
 小和尚于2011-5-1 10:27补充以下内容:
 #==============================================================================
 # 本脚本来自www.66RPG.com,使用和转载请保留此信息
 #==============================================================================
 
 #等级可无限提升
 #パラメータの算出が適当すぎるので、各自修正が必要かと。
 
 BASE_FINAL_LEVEL = 100  #上限レベル(あんまり大きな値を設定するとハングします)
 MAXHP_LIMIT = 1000000    #HP限界値
 MAXSP_LIMIT = 1000000   #SP限界値
 STR_LIMIT   = 999999      #STR限界値
 DEX_LIMIT   = 999999      #DEX限界値
 AGI_LIMIT   = 999999      #AGI限界値
 INT_LIMIT   = 999999      #INT限界値
 
 class Game_Actor < Game_Battler
 def new_final_level
 lv = BASE_FINAL_LEVEL
 #以下上限LV個別指定用
 #case self.id
 #when 10
 #  lv = 255
 #when 20
 #  lv = 999
 #when 80
 #  lv = 15600
 #end
 return lv
 end
 #--------------------------------------------------------------------------
 # ● EXP 計算
 #--------------------------------------------------------------------------
 def make_exp_list
 actor = $data_actors[@actor_id]
 @exp_list = Array.new(new_final_level + 2)
 @exp_list[1] = 0
 pow_i = 2.4 + actor.exp_inflation / 100.0
 for i in 2..new_final_level + 1
 if i > new_final_level
 @exp_list = 0
 else
 n = actor.exp_basis * ((i + 3) ** pow_i) / (5 ** pow_i)
 @exp_list = @exp_list[i-1] + Integer(n)
 end
 end
 end
 #--------------------------------------------------------------------------
 # ● MaxHP の取得
 #--------------------------------------------------------------------------
 def maxhp
 n = [[base_maxhp + @maxhp_plus, 1].max, MAXHP_LIMIT].min
 for i in @states
 n *= $data_states.maxhp_rate / 100.0
 end
 n = [[Integer(n), 1].max, MAXHP_LIMIT].min
 return n
 end
 #--------------------------------------------------------------------------
 # ● 基本 MaxHP の取得
 #--------------------------------------------------------------------------
 def base_maxhp
 n = $data_actors[@actor_id].parameters[0, 1]
 n += $data_actors[@actor_id].parameters[0, 2] * @level
 return n
 end
 #--------------------------------------------------------------------------
 # ● 基本 MaxSP の取得
 #--------------------------------------------------------------------------
 def base_maxsp
 n = $data_actors[@actor_id].parameters[1, 1]
 n += $data_actors[@actor_id].parameters[1, 2] * @level
 return n
 end
 #--------------------------------------------------------------------------
 # ● 基本腕力の取得
 #--------------------------------------------------------------------------
 def base_str
 n = $data_actors[@actor_id].parameters[2, 1]
 n += $data_actors[@actor_id].parameters[2, 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, STR_LIMIT].min
 end
 #--------------------------------------------------------------------------
 # ● 基本器用さの取得
 #--------------------------------------------------------------------------
 def base_dex
 n = $data_actors[@actor_id].parameters[3, 1]
 n += $data_actors[@actor_id].parameters[3, 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.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, DEX_LIMIT].min
 end
 #--------------------------------------------------------------------------
 # ● 基本素早さの取得
 #--------------------------------------------------------------------------
 def base_agi
 n = $data_actors[@actor_id].parameters[4, 1]
 n += $data_actors[@actor_id].parameters[4, 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.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, AGI_LIMIT].min
 end
 #--------------------------------------------------------------------------
 # ● 基本魔力の取得
 #--------------------------------------------------------------------------
 def base_int
 n = $data_actors[@actor_id].parameters[5, 1]
 n += $data_actors[@actor_id].parameters[5, 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.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, INT_LIMIT].min
 end
 #--------------------------------------------------------------------------
 # ● EXP の変更
 #     exp : 新しい EXP
 #--------------------------------------------------------------------------
 def exp=(exp)
 # ★EXPの上限チェックを解除
 @exp = [exp, 0].max
 # レベルアップ
 while @exp >= @exp_list[@level+1] and @exp_list[@level+1] > 0
 @level += 1
 # スキル習得
 for j in $data_classes[@class_id].learnings
 if j.level == @level
 learn_skill(j.skill_id)
 end
 end
 end
 # レベルダウン
 while @exp < @exp_list[@level]
 @level -= 1
 end
 # 現在の HP と SP が最大値を超えていたら修正
 @hp = [@hp, self.maxhp].min
 @sp = [@sp, self.maxsp].min
 end
 #--------------------------------------------------------------------------
 # ● レベルの変更
 #     level : 新しいレベル
 #--------------------------------------------------------------------------
 def level=(level)
 # 上下限チェック
 # ★LV上限をnew_final_levelでチェックするように変更
 level = [[level, new_final_level].min, 1].max
 # EXP を変更
 self.exp = @exp_list[level]
 end
 end
 
 
 class Game_Battler
 #--------------------------------------------------------------------------
 # ● MaxSP の取得
 #--------------------------------------------------------------------------
 def maxsp
 n = [[base_maxsp + @maxsp_plus, 0].max, MAXSP_LIMIT].min
 for i in @states
 n *= $data_states.maxsp_rate / 100.0
 end
 n = [[Integer(n), 0].max, MAXSP_LIMIT].min
 return n
 end
 #--------------------------------------------------------------------------
 # ● 腕力の取得
 #--------------------------------------------------------------------------
 def str
 n = [[base_str + @str_plus, 1].max, STR_LIMIT].min
 for i in @states
 n *= $data_states.str_rate / 100.0
 end
 n = [[Integer(n), 1].max, STR_LIMIT].min
 return n
 end
 #--------------------------------------------------------------------------
 # ● 器用さの取得
 #--------------------------------------------------------------------------
 def dex
 n = [[base_dex + @dex_plus, 1].max, DEX_LIMIT].min
 for i in @states
 n *= $data_states.dex_rate / 100.0
 end
 n = [[Integer(n), 1].max, DEX_LIMIT].min
 return n
 end
 #--------------------------------------------------------------------------
 # ● 素早さの取得
 #--------------------------------------------------------------------------
 def agi
 n = [[base_agi + @agi_plus, 1].max, AGI_LIMIT].min
 for i in @states
 n *= $data_states.agi_rate / 100.0
 end
 n = [[Integer(n), 1].max, AGI_LIMIT].min
 return n
 end
 #--------------------------------------------------------------------------
 # ● 魔力の取得
 #--------------------------------------------------------------------------
 def int
 n = [[base_int + @int_plus, 1].max, INT_LIMIT].min
 for i in @states
 n *= $data_states.int_rate / 100.0
 end
 n = [[Integer(n), 1].max, INT_LIMIT].min
 return n
 end
 #--------------------------------------------------------------------------
 # ● MaxHP の設定
 #     maxhp : 新しい MaxHP
 #--------------------------------------------------------------------------
 def maxhp=(maxhp)
 @maxhp_plus += maxhp - self.maxhp
 @maxhp_plus = [[@maxhp_plus, -MAXHP_LIMIT].max, MAXHP_LIMIT].min
 @hp = [@hp, self.maxhp].min
 end
 #--------------------------------------------------------------------------
 # ● MaxSP の設定
 #     maxsp : 新しい MaxSP
 #--------------------------------------------------------------------------
 def maxsp=(maxsp)
 @maxsp_plus += maxsp - self.maxsp
 @maxsp_plus = [[@maxsp_plus, -MAXSP_LIMIT].max, MAXSP_LIMIT].min
 @sp = [@sp, self.maxsp].min
 end
 #--------------------------------------------------------------------------
 # ● 腕力の設定
 #     str : 新しい腕力
 #--------------------------------------------------------------------------
 def str=(str)
 @str_plus += str - self.str
 @str_plus = [[@str_plus, -STR_LIMIT].max, STR_LIMIT].min
 end
 #--------------------------------------------------------------------------
 # ● 器用さの設定
 #     dex : 新しい器用さ
 #--------------------------------------------------------------------------
 def dex=(dex)
 @dex_plus += dex - self.dex
 @dex_plus = [[@dex_plus, -DEX_LIMIT].max, DEX_LIMIT].min
 end
 #--------------------------------------------------------------------------
 # ● 素早さの設定
 #     agi : 新しい素早さ
 #--------------------------------------------------------------------------
 def agi=(agi)
 @agi_plus += agi - self.agi
 @agi_plus = [[@agi_plus, -AGI_LIMIT].max, AGI_LIMIT].min
 end
 #--------------------------------------------------------------------------
 # ● 魔力の設定
 #     int : 新しい魔力
 #--------------------------------------------------------------------------
 def int=(int)
 @int_plus += int - self.int
 @int_plus = [[@int_plus, -INT_LIMIT].max, INT_LIMIT].min
 end
 end
 
 #==============================================================================
 # 本脚本来自www.66RPG.com,使用和转载请保留此信息
 #============================================================================
 
 
 小和尚于2011-5-1 10:27补充以下内容:
 #==============================================================================
 # 本脚本来自www.66RPG.com,使用和转载请保留此信息
 #==============================================================================
 
 #等级可无限提升
 #パラメータの算出が適当すぎるので、各自修正が必要かと。
 
 BASE_FINAL_LEVEL = 100  #上限レベル(あんまり大きな値を設定するとハングします)
 MAXHP_LIMIT = 1000000    #HP限界値
 MAXSP_LIMIT = 1000000   #SP限界値
 STR_LIMIT   = 999999      #STR限界値
 DEX_LIMIT   = 999999      #DEX限界値
 AGI_LIMIT   = 999999      #AGI限界値
 INT_LIMIT   = 999999      #INT限界値
 
 class Game_Actor < Game_Battler
 def new_final_level
 lv = BASE_FINAL_LEVEL
 #以下上限LV個別指定用
 #case self.id
 #when 10
 #  lv = 255
 #when 20
 #  lv = 999
 #when 80
 #  lv = 15600
 #end
 return lv
 end
 #--------------------------------------------------------------------------
 # ● EXP 計算
 #--------------------------------------------------------------------------
 def make_exp_list
 actor = $data_actors[@actor_id]
 @exp_list = Array.new(new_final_level + 2)
 @exp_list[1] = 0
 pow_i = 2.4 + actor.exp_inflation / 100.0
 for i in 2..new_final_level + 1
 if i > new_final_level
 @exp_list = 0
 else
 n = actor.exp_basis * ((i + 3) ** pow_i) / (5 ** pow_i)
 @exp_list = @exp_list[i-1] + Integer(n)
 end
 end
 end
 #--------------------------------------------------------------------------
 # ● MaxHP の取得
 #--------------------------------------------------------------------------
 def maxhp
 n = [[base_maxhp + @maxhp_plus, 1].max, MAXHP_LIMIT].min
 for i in @states
 n *= $data_states.maxhp_rate / 100.0
 end
 n = [[Integer(n), 1].max, MAXHP_LIMIT].min
 return n
 end
 #--------------------------------------------------------------------------
 # ● 基本 MaxHP の取得
 #--------------------------------------------------------------------------
 def base_maxhp
 n = $data_actors[@actor_id].parameters[0, 1]
 n += $data_actors[@actor_id].parameters[0, 2] * @level
 return n
 end
 #--------------------------------------------------------------------------
 # ● 基本 MaxSP の取得
 #--------------------------------------------------------------------------
 def base_maxsp
 n = $data_actors[@actor_id].parameters[1, 1]
 n += $data_actors[@actor_id].parameters[1, 2] * @level
 return n
 end
 #--------------------------------------------------------------------------
 # ● 基本腕力の取得
 #--------------------------------------------------------------------------
 def base_str
 n = $data_actors[@actor_id].parameters[2, 1]
 n += $data_actors[@actor_id].parameters[2, 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, STR_LIMIT].min
 end
 #--------------------------------------------------------------------------
 # ● 基本器用さの取得
 #--------------------------------------------------------------------------
 def base_dex
 n = $data_actors[@actor_id].parameters[3, 1]
 n += $data_actors[@actor_id].parameters[3, 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.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, DEX_LIMIT].min
 end
 #--------------------------------------------------------------------------
 # ● 基本素早さの取得
 #--------------------------------------------------------------------------
 def base_agi
 n = $data_actors[@actor_id].parameters[4, 1]
 n += $data_actors[@actor_id].parameters[4, 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.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, AGI_LIMIT].min
 end
 #--------------------------------------------------------------------------
 # ● 基本魔力の取得
 #--------------------------------------------------------------------------
 def base_int
 n = $data_actors[@actor_id].parameters[5, 1]
 n += $data_actors[@actor_id].parameters[5, 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.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, INT_LIMIT].min
 end
 #--------------------------------------------------------------------------
 # ● EXP の変更
 #     exp : 新しい EXP
 #--------------------------------------------------------------------------
 def exp=(exp)
 # ★EXPの上限チェックを解除
 @exp = [exp, 0].max
 # レベルアップ
 while @exp >= @exp_list[@level+1] and @exp_list[@level+1] > 0
 @level += 1
 # スキル習得
 for j in $data_classes[@class_id].learnings
 if j.level == @level
 learn_skill(j.skill_id)
 end
 end
 end
 # レベルダウン
 while @exp < @exp_list[@level]
 @level -= 1
 end
 # 現在の HP と SP が最大値を超えていたら修正
 @hp = [@hp, self.maxhp].min
 @sp = [@sp, self.maxsp].min
 end
 #--------------------------------------------------------------------------
 # ● レベルの変更
 #     level : 新しいレベル
 #--------------------------------------------------------------------------
 def level=(level)
 # 上下限チェック
 # ★LV上限をnew_final_levelでチェックするように変更
 level = [[level, new_final_level].min, 1].max
 # EXP を変更
 self.exp = @exp_list[level]
 end
 end
 
 
 class Game_Battler
 #--------------------------------------------------------------------------
 # ● MaxSP の取得
 #--------------------------------------------------------------------------
 def maxsp
 n = [[base_maxsp + @maxsp_plus, 0].max, MAXSP_LIMIT].min
 for i in @states
 n *= $data_states.maxsp_rate / 100.0
 end
 n = [[Integer(n), 0].max, MAXSP_LIMIT].min
 return n
 end
 #--------------------------------------------------------------------------
 # ● 腕力の取得
 #--------------------------------------------------------------------------
 def str
 n = [[base_str + @str_plus, 1].max, STR_LIMIT].min
 for i in @states
 n *= $data_states.str_rate / 100.0
 end
 n = [[Integer(n), 1].max, STR_LIMIT].min
 return n
 end
 #--------------------------------------------------------------------------
 # ● 器用さの取得
 #--------------------------------------------------------------------------
 def dex
 n = [[base_dex + @dex_plus, 1].max, DEX_LIMIT].min
 for i in @states
 n *= $data_states.dex_rate / 100.0
 end
 n = [[Integer(n), 1].max, DEX_LIMIT].min
 return n
 end
 #--------------------------------------------------------------------------
 # ● 素早さの取得
 #--------------------------------------------------------------------------
 def agi
 n = [[base_agi + @agi_plus, 1].max, AGI_LIMIT].min
 for i in @states
 n *= $data_states.agi_rate / 100.0
 end
 n = [[Integer(n), 1].max, AGI_LIMIT].min
 return n
 end
 #--------------------------------------------------------------------------
 # ● 魔力の取得
 #--------------------------------------------------------------------------
 def int
 n = [[base_int + @int_plus, 1].max, INT_LIMIT].min
 for i in @states
 n *= $data_states.int_rate / 100.0
 end
 n = [[Integer(n), 1].max, INT_LIMIT].min
 return n
 end
 #--------------------------------------------------------------------------
 # ● MaxHP の設定
 #     maxhp : 新しい MaxHP
 #--------------------------------------------------------------------------
 def maxhp=(maxhp)
 @maxhp_plus += maxhp - self.maxhp
 @maxhp_plus = [[@maxhp_plus, -MAXHP_LIMIT].max, MAXHP_LIMIT].min
 @hp = [@hp, self.maxhp].min
 end
 #--------------------------------------------------------------------------
 # ● MaxSP の設定
 #     maxsp : 新しい MaxSP
 #--------------------------------------------------------------------------
 def maxsp=(maxsp)
 @maxsp_plus += maxsp - self.maxsp
 @maxsp_plus = [[@maxsp_plus, -MAXSP_LIMIT].max, MAXSP_LIMIT].min
 @sp = [@sp, self.maxsp].min
 end
 #--------------------------------------------------------------------------
 # ● 腕力の設定
 #     str : 新しい腕力
 #--------------------------------------------------------------------------
 def str=(str)
 @str_plus += str - self.str
 @str_plus = [[@str_plus, -STR_LIMIT].max, STR_LIMIT].min
 end
 #--------------------------------------------------------------------------
 # ● 器用さの設定
 #     dex : 新しい器用さ
 #--------------------------------------------------------------------------
 def dex=(dex)
 @dex_plus += dex - self.dex
 @dex_plus = [[@dex_plus, -DEX_LIMIT].max, DEX_LIMIT].min
 end
 #--------------------------------------------------------------------------
 # ● 素早さの設定
 #     agi : 新しい素早さ
 #--------------------------------------------------------------------------
 def agi=(agi)
 @agi_plus += agi - self.agi
 @agi_plus = [[@agi_plus, -AGI_LIMIT].max, AGI_LIMIT].min
 end
 #--------------------------------------------------------------------------
 # ● 魔力の設定
 #     int : 新しい魔力
 #--------------------------------------------------------------------------
 def int=(int)
 @int_plus += int - self.int
 @int_plus = [[@int_plus, -INT_LIMIT].max, INT_LIMIT].min
 end
 end
 
 #==============================================================================
 # 本脚本来自www.66RPG.com,使用和转载请保留此信息
 #============================================================================
 
 
 小和尚于2011-5-1 10:28补充以下内容:
 #==============================================================================
 # 本脚本来自www.66RPG.com,使用和转载请保留此信息
 #==============================================================================
 
 #等级可无限提升
 #パラメータの算出が適当すぎるので、各自修正が必要かと。
 
 BASE_FINAL_LEVEL = 9999   #上限レベル(あんまり大きな値を設定するとハングします)
 MAXHP_LIMIT = 99999999    #HP限界値
 MAXSP_LIMIT = 99999999    #SP限界値
 STR_LIMIT   = 999999      #STR限界値
 DEX_LIMIT   = 999999      #DEX限界値
 AGI_LIMIT   = 999999      #AGI限界値
 INT_LIMIT   = 999999      #INT限界値
 
 class Game_Actor < Game_Battler
 def new_final_level
 lv = BASE_FINAL_LEVEL
 #以下上限LV個別指定用
 #case self.id
 #when 1
 #  lv = 255
 #when 2
 #  lv = 999
 #when 8
 #  lv = 15600
 #end
 return lv
 end
 #--------------------------------------------------------------------------
 # ● EXP 計算
 #--------------------------------------------------------------------------
 def make_exp_list
 actor = $data_actors[@actor_id]
 @exp_list = Array.new(new_final_level + 2)
 @exp_list[1] = 0
 pow_i = 2.4 + actor.exp_inflation / 100.0
 for i in 2..new_final_level + 1
 if i > new_final_level
 @exp_list = 0
 else
 n = actor.exp_basis * ((i + 3) ** pow_i) / (5 ** pow_i)
 @exp_list = @exp_list[i-1] + Integer(n)
 end
 end
 end
 #--------------------------------------------------------------------------
 # ● MaxHP の取得
 #--------------------------------------------------------------------------
 def maxhp
 n = [[base_maxhp + @maxhp_plus, 1].max, MAXHP_LIMIT].min
 for i in @states
 n *= $data_states.maxhp_rate / 100.0
 end
 n = [[Integer(n), 1].max, MAXHP_LIMIT].min
 return n
 end
 #--------------------------------------------------------------------------
 # ● 基本 MaxHP の取得
 #--------------------------------------------------------------------------
 def base_maxhp
 n = $data_actors[@actor_id].parameters[0, 1]
 n += $data_actors[@actor_id].parameters[0, 2] * @level
 return n
 end
 #--------------------------------------------------------------------------
 # ● 基本 MaxSP の取得
 #--------------------------------------------------------------------------
 def base_maxsp
 n = $data_actors[@actor_id].parameters[1, 1]
 n += $data_actors[@actor_id].parameters[1, 2] * @level
 return n
 end
 #--------------------------------------------------------------------------
 # ● 基本腕力の取得
 #--------------------------------------------------------------------------
 def base_str
 n = $data_actors[@actor_id].parameters[2, 1]
 n += $data_actors[@actor_id].parameters[2, 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, STR_LIMIT].min
 end
 #--------------------------------------------------------------------------
 # ● 基本器用さの取得
 #--------------------------------------------------------------------------
 def base_dex
 n = $data_actors[@actor_id].parameters[3, 1]
 n += $data_actors[@actor_id].parameters[3, 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.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, DEX_LIMIT].min
 end
 #--------------------------------------------------------------------------
 # ● 基本素早さの取得
 #--------------------------------------------------------------------------
 def base_agi
 n = $data_actors[@actor_id].parameters[4, 1]
 n += $data_actors[@actor_id].parameters[4, 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.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, AGI_LIMIT].min
 end
 #--------------------------------------------------------------------------
 # ● 基本魔力の取得
 #--------------------------------------------------------------------------
 def base_int
 n = $data_actors[@actor_id].parameters[5, 1]
 n += $data_actors[@actor_id].parameters[5, 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.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, INT_LIMIT].min
 end
 #--------------------------------------------------------------------------
 # ● EXP の変更
 #     exp : 新しい EXP
 #--------------------------------------------------------------------------
 def exp=(exp)
 # ★EXPの上限チェックを解除
 @exp = [exp, 0].max
 # レベルアップ
 while @exp >= @exp_list[@level+1] and @exp_list[@level+1] > 0
 @level += 1
 # スキル習得
 for j in $data_classes[@class_id].learnings
 if j.level == @level
 learn_skill(j.skill_id)
 end
 end
 end
 # レベルダウン
 while @exp < @exp_list[@level]
 @level -= 1
 end
 # 現在の HP と SP が最大値を超えていたら修正
 @hp = [@hp, self.maxhp].min
 @sp = [@sp, self.maxsp].min
 end
 #--------------------------------------------------------------------------
 # ● レベルの変更
 #     level : 新しいレベル
 #--------------------------------------------------------------------------
 def level=(level)
 # 上下限チェック
 # ★LV上限をnew_final_levelでチェックするように変更
 level = [[level, new_final_level].min, 1].max
 # EXP を変更
 self.exp = @exp_list[level]
 end
 end
 
 
 class Game_Battler
 #--------------------------------------------------------------------------
 # ● MaxSP の取得
 #--------------------------------------------------------------------------
 def maxsp
 n = [[base_maxsp + @maxsp_plus, 0].max, MAXSP_LIMIT].min
 for i in @states
 n *= $data_states.maxsp_rate / 100.0
 end
 n = [[Integer(n), 0].max, MAXSP_LIMIT].min
 return n
 end
 #--------------------------------------------------------------------------
 # ● 腕力の取得
 #--------------------------------------------------------------------------
 def str
 n = [[base_str + @str_plus, 1].max, STR_LIMIT].min
 for i in @states
 n *= $data_states.str_rate / 100.0
 end
 n = [[Integer(n), 1].max, STR_LIMIT].min
 return n
 end
 #--------------------------------------------------------------------------
 # ● 器用さの取得
 #--------------------------------------------------------------------------
 def dex
 n = [[base_dex + @dex_plus, 1].max, DEX_LIMIT].min
 for i in @states
 n *= $data_states.dex_rate / 100.0
 end
 n = [[Integer(n), 1].max, DEX_LIMIT].min
 return n
 end
 #--------------------------------------------------------------------------
 # ● 素早さの取得
 #--------------------------------------------------------------------------
 def agi
 n = [[base_agi + @agi_plus, 1].max, AGI_LIMIT].min
 for i in @states
 n *= $data_states.agi_rate / 100.0
 end
 n = [[Integer(n), 1].max, AGI_LIMIT].min
 return n
 end
 #--------------------------------------------------------------------------
 # ● 魔力の取得
 #--------------------------------------------------------------------------
 def int
 n = [[base_int + @int_plus, 1].max, INT_LIMIT].min
 for i in @states
 n *= $data_states.int_rate / 100.0
 end
 n = [[Integer(n), 1].max, INT_LIMIT].min
 return n
 end
 #--------------------------------------------------------------------------
 # ● MaxHP の設定
 #     maxhp : 新しい MaxHP
 #--------------------------------------------------------------------------
 def maxhp=(maxhp)
 @maxhp_plus += maxhp - self.maxhp
 @maxhp_plus = [[@maxhp_plus, -MAXHP_LIMIT].max, MAXHP_LIMIT].min
 @hp = [@hp, self.maxhp].min
 end
 #--------------------------------------------------------------------------
 # ● MaxSP の設定
 #     maxsp : 新しい MaxSP
 #--------------------------------------------------------------------------
 def maxsp=(maxsp)
 @maxsp_plus += maxsp - self.maxsp
 @maxsp_plus = [[@maxsp_plus, -MAXSP_LIMIT].max, MAXSP_LIMIT].min
 @sp = [@sp, self.maxsp].min
 end
 #--------------------------------------------------------------------------
 # ● 腕力の設定
 #     str : 新しい腕力
 #--------------------------------------------------------------------------
 def str=(str)
 @str_plus += str - self.str
 @str_plus = [[@str_plus, -STR_LIMIT].max, STR_LIMIT].min
 end
 #--------------------------------------------------------------------------
 # ● 器用さの設定
 #     dex : 新しい器用さ
 #--------------------------------------------------------------------------
 def dex=(dex)
 @dex_plus += dex - self.dex
 @dex_plus = [[@dex_plus, -DEX_LIMIT].max, DEX_LIMIT].min
 end
 #--------------------------------------------------------------------------
 # ● 素早さの設定
 #     agi : 新しい素早さ
 #--------------------------------------------------------------------------
 def agi=(agi)
 @agi_plus += agi - self.agi
 @agi_plus = [[@agi_plus, -AGI_LIMIT].max, AGI_LIMIT].min
 end
 #--------------------------------------------------------------------------
 # ● 魔力の設定
 #     int : 新しい魔力
 #--------------------------------------------------------------------------
 def int=(int)
 @int_plus += int - self.int
 @int_plus = [[@int_plus, -INT_LIMIT].max, INT_LIMIT].min
 end
 end
 
 #==============================================================================
 # 本脚本来自www.66RPG.com,使用和转载请保留此信息
 #==============================================================================
 
 
 小和尚于2011-5-1 10:30补充以下内容:
 #==============================================================================# 本脚本来自www.66RPG.com,使用和转载请保留此信息
 #==============================================================================
 
 #等级可无限提升
 #パラメータの算出が適当すぎるので、各自修正が必要かと。
 
 BASE_FINAL_LEVEL = 9999   #上限レベル(あんまり大きな値を設定するとハングします)
 MAXHP_LIMIT = 99999999    #HP限界値
 MAXSP_LIMIT = 99999999    #SP限界値
 STR_LIMIT   = 999999      #STR限界値
 DEX_LIMIT   = 999999      #DEX限界値
 AGI_LIMIT   = 999999      #AGI限界値
 INT_LIMIT   = 999999      #INT限界値
 
 class Game_Actor < Game_Battler
 def new_final_level
 lv = BASE_FINAL_LEVEL
 #以下上限LV個別指定用
 #case self.id
 #when 1
 #  lv = 255
 #when 2
 #  lv = 999
 #when 8
 #  lv = 15600
 #end
 return lv
 end
 #--------------------------------------------------------------------------
 # ● EXP 計算
 #--------------------------------------------------------------------------
 def make_exp_list
 actor = $data_actors[@actor_id]
 @exp_list = Array.new(new_final_level + 2)
 @exp_list[1] = 0
 pow_i = 2.4 + actor.exp_inflation / 100.0
 for i in 2..new_final_level + 1
 if i > new_final_level
 @exp_list = 0
 else
 n = actor.exp_basis * ((i + 3) ** pow_i) / (5 ** pow_i)
 @exp_list = @exp_list[i-1] + Integer(n)
 end
 end
 end
 #--------------------------------------------------------------------------
 # ● MaxHP の取得
 #--------------------------------------------------------------------------
 def maxhp
 n = [[base_maxhp + @maxhp_plus, 1].max, MAXHP_LIMIT].min
 for i in @states
 n *= $data_states.maxhp_rate / 100.0
 end
 n = [[Integer(n), 1].max, MAXHP_LIMIT].min
 return n
 end
 #--------------------------------------------------------------------------
 # ● 基本 MaxHP の取得
 #--------------------------------------------------------------------------
 def base_maxhp
 n = $data_actors[@actor_id].parameters[0, 1]
 n += $data_actors[@actor_id].parameters[0, 2] * @level
 return n
 end
 #--------------------------------------------------------------------------
 # ● 基本 MaxSP の取得
 #--------------------------------------------------------------------------
 def base_maxsp
 n = $data_actors[@actor_id].parameters[1, 1]
 n += $data_actors[@actor_id].parameters[1, 2] * @level
 return n
 end
 #--------------------------------------------------------------------------
 # ● 基本腕力の取得
 #--------------------------------------------------------------------------
 def base_str
 n = $data_actors[@actor_id].parameters[2, 1]
 n += $data_actors[@actor_id].parameters[2, 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, STR_LIMIT].min
 end
 #--------------------------------------------------------------------------
 # ● 基本器用さの取得
 #--------------------------------------------------------------------------
 def base_dex
 n = $data_actors[@actor_id].parameters[3, 1]
 n += $data_actors[@actor_id].parameters[3, 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.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, DEX_LIMIT].min
 end
 #--------------------------------------------------------------------------
 # ● 基本素早さの取得
 #--------------------------------------------------------------------------
 def base_agi
 n = $data_actors[@actor_id].parameters[4, 1]
 n += $data_actors[@actor_id].parameters[4, 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.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, AGI_LIMIT].min
 end
 #--------------------------------------------------------------------------
 # ● 基本魔力の取得
 #--------------------------------------------------------------------------
 def base_int
 n = $data_actors[@actor_id].parameters[5, 1]
 n += $data_actors[@actor_id].parameters[5, 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.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, INT_LIMIT].min
 end
 #--------------------------------------------------------------------------
 # ● EXP の変更
 #     exp : 新しい EXP
 #--------------------------------------------------------------------------
 def exp=(exp)
 # ★EXPの上限チェックを解除
 @exp = [exp, 0].max
 # レベルアップ
 while @exp >= @exp_list[@level+1] and @exp_list[@level+1] > 0
 @level += 1
 # スキル習得
 for j in $data_classes[@class_id].learnings
 if j.level == @level
 learn_skill(j.skill_id)
 end
 end
 end
 # レベルダウン
 while @exp < @exp_list[@level]
 @level -= 1
 end
 # 現在の HP と SP が最大値を超えていたら修正
 @hp = [@hp, self.maxhp].min
 @sp = [@sp, self.maxsp].min
 end
 #--------------------------------------------------------------------------
 # ● レベルの変更
 #     level : 新しいレベル
 #--------------------------------------------------------------------------
 def level=(level)
 # 上下限チェック
 # ★LV上限をnew_final_levelでチェックするように変更
 level = [[level, new_final_level].min, 1].max
 # EXP を変更
 self.exp = @exp_list[level]
 end
 end
 
 
 class Game_Battler
 #--------------------------------------------------------------------------
 # ● MaxSP の取得
 #--------------------------------------------------------------------------
 def maxsp
 n = [[base_maxsp + @maxsp_plus, 0].max, MAXSP_LIMIT].min
 for i in @states
 n *= $data_states.maxsp_rate / 100.0
 end
 n = [[Integer(n), 0].max, MAXSP_LIMIT].min
 return n
 end
 #--------------------------------------------------------------------------
 # ● 腕力の取得
 #--------------------------------------------------------------------------
 def str
 n = [[base_str + @str_plus, 1].max, STR_LIMIT].min
 for i in @states
 n *= $data_states.str_rate / 100.0
 end
 n = [[Integer(n), 1].max, STR_LIMIT].min
 return n
 end
 #--------------------------------------------------------------------------
 # ● 器用さの取得
 #--------------------------------------------------------------------------
 def dex
 n = [[base_dex + @dex_plus, 1].max, DEX_LIMIT].min
 for i in @states
 n *= $data_states.dex_rate / 100.0
 end
 n = [[Integer(n), 1].max, DEX_LIMIT].min
 return n
 end
 #--------------------------------------------------------------------------
 # ● 素早さの取得
 #--------------------------------------------------------------------------
 def agi
 n = [[base_agi + @agi_plus, 1].max, AGI_LIMIT].min
 for i in @states
 n *= $data_states.agi_rate / 100.0
 end
 n = [[Integer(n), 1].max, AGI_LIMIT].min
 return n
 end
 #--------------------------------------------------------------------------
 # ● 魔力の取得
 #--------------------------------------------------------------------------
 def int
 n = [[base_int + @int_plus, 1].max, INT_LIMIT].min
 for i in @states
 n *= $data_states.int_rate / 100.0
 end
 n = [[Integer(n), 1].max, INT_LIMIT].min
 return n
 end
 #--------------------------------------------------------------------------
 # ● MaxHP の設定
 #     maxhp : 新しい MaxHP
 #--------------------------------------------------------------------------
 def maxhp=(maxhp)
 @maxhp_plus += maxhp - self.maxhp
 @maxhp_plus = [[@maxhp_plus, -MAXHP_LIMIT].max, MAXHP_LIMIT].min
 @hp = [@hp, self.maxhp].min
 end
 #--------------------------------------------------------------------------
 # ● MaxSP の設定
 #     maxsp : 新しい MaxSP
 #--------------------------------------------------------------------------
 def maxsp=(maxsp)
 @maxsp_plus += maxsp - self.maxsp
 @maxsp_plus = [[@maxsp_plus, -MAXSP_LIMIT].max, MAXSP_LIMIT].min
 @sp = [@sp, self.maxsp].min
 end
 #--------------------------------------------------------------------------
 # ● 腕力の設定
 #     str : 新しい腕力
 #--------------------------------------------------------------------------
 def str=(str)
 @str_plus += str - self.str
 @str_plus = [[@str_plus, -STR_LIMIT].max, STR_LIMIT].min
 end
 #--------------------------------------------------------------------------
 # ● 器用さの設定
 #     dex : 新しい器用さ
 #--------------------------------------------------------------------------
 def dex=(dex)
 @dex_plus += dex - self.dex
 @dex_plus = [[@dex_plus, -DEX_LIMIT].max, DEX_LIMIT].min
 end
 #--------------------------------------------------------------------------
 # ● 素早さの設定
 #     agi : 新しい素早さ
 #--------------------------------------------------------------------------
 def agi=(agi)
 @agi_plus += agi - self.agi
 @agi_plus = [[@agi_plus, -AGI_LIMIT].max, AGI_LIMIT].min
 end
 #--------------------------------------------------------------------------
 # ● 魔力の設定
 #     int : 新しい魔力
 #--------------------------------------------------------------------------
 def int=(int)
 @int_plus += int - self.int
 @int_plus = [[@int_plus, -INT_LIMIT].max, INT_LIMIT].min
 end
 end
 
 #==============================================================================
 # 本脚本来自www.66RPG.com,使用和转载请保留此信息
 #==============================================================================
 小和尚于2011-5-1 10:30补充以下内容:
 #==============================================================================
 # 本脚本来自www.66RPG.com,使用和转载请保留此信息
 #==============================================================================
 
 #等级可无限提升
 #パラメータの算出が適当すぎるので、各自修正が必要かと。
 
 BASE_FINAL_LEVEL = 9999   #上限レベル(あんまり大きな値を設定するとハングします)
 MAXHP_LIMIT = 99999999    #HP限界値
 MAXSP_LIMIT = 99999999    #SP限界値
 STR_LIMIT   = 999999      #STR限界値
 DEX_LIMIT   = 999999      #DEX限界値
 AGI_LIMIT   = 999999      #AGI限界値
 INT_LIMIT   = 999999      #INT限界値
 
 class Game_Actor < Game_Battler
 def new_final_level
 lv = BASE_FINAL_LEVEL
 #以下上限LV個別指定用
 #case self.id
 #when 1
 #  lv = 255
 #when 2
 #  lv = 999
 #when 8
 #  lv = 15600
 #end
 return lv
 end
 #--------------------------------------------------------------------------
 # ● EXP 計算
 #--------------------------------------------------------------------------
 def make_exp_list
 actor = $data_actors[@actor_id]
 @exp_list = Array.new(new_final_level + 2)
 @exp_list[1] = 0
 pow_i = 2.4 + actor.exp_inflation / 100.0
 for i in 2..new_final_level + 1
 if i > new_final_level
 @exp_list = 0
 else
 n = actor.exp_basis * ((i + 3) ** pow_i) / (5 ** pow_i)
 @exp_list = @exp_list[i-1] + Integer(n)
 end
 end
 end
 #--------------------------------------------------------------------------
 # ● MaxHP の取得
 #--------------------------------------------------------------------------
 def maxhp
 n = [[base_maxhp + @maxhp_plus, 1].max, MAXHP_LIMIT].min
 for i in @states
 n *= $data_states.maxhp_rate / 100.0
 end
 n = [[Integer(n), 1].max, MAXHP_LIMIT].min
 return n
 end
 #--------------------------------------------------------------------------
 # ● 基本 MaxHP の取得
 #--------------------------------------------------------------------------
 def base_maxhp
 n = $data_actors[@actor_id].parameters[0, 1]
 n += $data_actors[@actor_id].parameters[0, 2] * @level
 return n
 end
 #--------------------------------------------------------------------------
 # ● 基本 MaxSP の取得
 #--------------------------------------------------------------------------
 def base_maxsp
 n = $data_actors[@actor_id].parameters[1, 1]
 n += $data_actors[@actor_id].parameters[1, 2] * @level
 return n
 end
 #--------------------------------------------------------------------------
 # ● 基本腕力の取得
 #--------------------------------------------------------------------------
 def base_str
 n = $data_actors[@actor_id].parameters[2, 1]
 n += $data_actors[@actor_id].parameters[2, 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, STR_LIMIT].min
 end
 #--------------------------------------------------------------------------
 # ● 基本器用さの取得
 #--------------------------------------------------------------------------
 def base_dex
 n = $data_actors[@actor_id].parameters[3, 1]
 n += $data_actors[@actor_id].parameters[3, 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.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, DEX_LIMIT].min
 end
 #--------------------------------------------------------------------------
 # ● 基本素早さの取得
 #--------------------------------------------------------------------------
 def base_agi
 n = $data_actors[@actor_id].parameters[4, 1]
 n += $data_actors[@actor_id].parameters[4, 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.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, AGI_LIMIT].min
 end
 #--------------------------------------------------------------------------
 # ● 基本魔力の取得
 #--------------------------------------------------------------------------
 def base_int
 n = $data_actors[@actor_id].parameters[5, 1]
 n += $data_actors[@actor_id].parameters[5, 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.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, INT_LIMIT].min
 end
 #--------------------------------------------------------------------------
 # ● EXP の変更
 #     exp : 新しい EXP
 #--------------------------------------------------------------------------
 def exp=(exp)
 # ★EXPの上限チェックを解除
 @exp = [exp, 0].max
 # レベルアップ
 while @exp >= @exp_list[@level+1] and @exp_list[@level+1] > 0
 @level += 1
 # スキル習得
 for j in $data_classes[@class_id].learnings
 if j.level == @level
 learn_skill(j.skill_id)
 end
 end
 end
 # レベルダウン
 while @exp < @exp_list[@level]
 @level -= 1
 end
 # 現在の HP と SP が最大値を超えていたら修正
 @hp = [@hp, self.maxhp].min
 @sp = [@sp, self.maxsp].min
 end
 #--------------------------------------------------------------------------
 # ● レベルの変更
 #     level : 新しいレベル
 #--------------------------------------------------------------------------
 def level=(level)
 # 上下限チェック
 # ★LV上限をnew_final_levelでチェックするように変更
 level = [[level, new_final_level].min, 1].max
 # EXP を変更
 self.exp = @exp_list[level]
 end
 end
 
 
 class Game_Battler
 #--------------------------------------------------------------------------
 # ● MaxSP の取得
 #--------------------------------------------------------------------------
 def maxsp
 n = [[base_maxsp + @maxsp_plus, 0].max, MAXSP_LIMIT].min
 for i in @states
 n *= $data_states.maxsp_rate / 100.0
 end
 n = [[Integer(n), 0].max, MAXSP_LIMIT].min
 return n
 end
 #--------------------------------------------------------------------------
 # ● 腕力の取得
 #--------------------------------------------------------------------------
 def str
 n = [[base_str + @str_plus, 1].max, STR_LIMIT].min
 for i in @states
 n *= $data_states.str_rate / 100.0
 end
 n = [[Integer(n), 1].max, STR_LIMIT].min
 return n
 end
 #--------------------------------------------------------------------------
 # ● 器用さの取得
 #--------------------------------------------------------------------------
 def dex
 n = [[base_dex + @dex_plus, 1].max, DEX_LIMIT].min
 for i in @states
 n *= $data_states.dex_rate / 100.0
 end
 n = [[Integer(n), 1].max, DEX_LIMIT].min
 return n
 end
 #--------------------------------------------------------------------------
 # ● 素早さの取得
 #--------------------------------------------------------------------------
 def agi
 n = [[base_agi + @agi_plus, 1].max, AGI_LIMIT].min
 for i in @states
 n *= $data_states.agi_rate / 100.0
 end
 n = [[Integer(n), 1].max, AGI_LIMIT].min
 return n
 end
 #--------------------------------------------------------------------------
 # ● 魔力の取得
 #--------------------------------------------------------------------------
 def int
 n = [[base_int + @int_plus, 1].max, INT_LIMIT].min
 for i in @states
 n *= $data_states.int_rate / 100.0
 end
 n = [[Integer(n), 1].max, INT_LIMIT].min
 return n
 end
 #--------------------------------------------------------------------------
 # ● MaxHP の設定
 #     maxhp : 新しい MaxHP
 #--------------------------------------------------------------------------
 def maxhp=(maxhp)
 @maxhp_plus += maxhp - self.maxhp
 @maxhp_plus = [[@maxhp_plus, -MAXHP_LIMIT].max, MAXHP_LIMIT].min
 @hp = [@hp, self.maxhp].min
 end
 #--------------------------------------------------------------------------
 # ● MaxSP の設定
 #     maxsp : 新しい MaxSP
 #--------------------------------------------------------------------------
 def maxsp=(maxsp)
 @maxsp_plus += maxsp - self.maxsp
 @maxsp_plus = [[@maxsp_plus, -MAXSP_LIMIT].max, MAXSP_LIMIT].min
 @sp = [@sp, self.maxsp].min
 end
 #--------------------------------------------------------------------------
 # ● 腕力の設定
 #     str : 新しい腕力
 #--------------------------------------------------------------------------
 def str=(str)
 @str_plus += str - self.str
 @str_plus = [[@str_plus, -STR_LIMIT].max, STR_LIMIT].min
 end
 #--------------------------------------------------------------------------
 # ● 器用さの設定
 #     dex : 新しい器用さ
 #--------------------------------------------------------------------------
 def dex=(dex)
 @dex_plus += dex - self.dex
 @dex_plus = [[@dex_plus, -DEX_LIMIT].max, DEX_LIMIT].min
 end
 #--------------------------------------------------------------------------
 # ● 素早さの設定
 #     agi : 新しい素早さ
 #--------------------------------------------------------------------------
 def agi=(agi)
 @agi_plus += agi - self.agi
 @agi_plus = [[@agi_plus, -AGI_LIMIT].max, AGI_LIMIT].min
 end
 #--------------------------------------------------------------------------
 # ● 魔力の設定
 #     int : 新しい魔力
 #--------------------------------------------------------------------------
 def int=(int)
 @int_plus += int - self.int
 @int_plus = [[@int_plus, -INT_LIMIT].max, INT_LIMIT].min
 end
 end
 
 #==============================================================================
 # 本脚本来自www.66RPG.com,使用和转载请保留此信息
 #==============================================================================
 
 
 小和尚于2011-5-1 10:30补充以下内容:
 #==============================================================================
 # 本脚本来自#==============================================================================
 
 #等级可无限提升
 #パラメータの算出が適当すぎるので、各自修正が必要かと。
 
 BASE_FINAL_LEVEL = 9999   #上限レベル(あんまり大きな値を設定するとハングします)
 MAXHP_LIMIT = 99999999    #HP限界値
 MAXSP_LIMIT = 99999999    #SP限界値
 STR_LIMIT   = 999999      #STR限界値
 DEX_LIMIT   = 999999      #DEX限界値
 AGI_LIMIT   = 999999      #AGI限界値
 INT_LIMIT   = 999999      #INT限界値
 
 class Game_Actor < Game_Battler
 def new_final_level
 lv = BASE_FINAL_LEVEL
 #以下上限LV個別指定用
 #case self.id
 #when 1
 #  lv = 255
 #when 2
 #  lv = 999
 #when 8
 #  lv = 15600
 #end
 return lv
 end
 #--------------------------------------------------------------------------
 # ● EXP 計算
 #--------------------------------------------------------------------------
 def make_exp_list
 actor = $data_actors[@actor_id]
 @exp_list = Array.new(new_final_level + 2)
 @exp_list[1] = 0
 pow_i = 2.4 + actor.exp_inflation / 100.0
 for i in 2..new_final_level + 1
 if i > new_final_level
 @exp_list = 0
 else
 n = actor.exp_basis * ((i + 3) ** pow_i) / (5 ** pow_i)
 @exp_list = @exp_list[i-1] + Integer(n)
 end
 end
 end
 #--------------------------------------------------------------------------
 # ● MaxHP の取得
 #--------------------------------------------------------------------------
 def maxhp
 n = [[base_maxhp + @maxhp_plus, 1].max, MAXHP_LIMIT].min
 for i in @states
 n *= $data_states.maxhp_rate / 100.0
 end
 n = [[Integer(n), 1].max, MAXHP_LIMIT].min
 return n
 end
 #--------------------------------------------------------------------------
 # ● 基本 MaxHP の取得
 #--------------------------------------------------------------------------
 def base_maxhp
 n = $data_actors[@actor_id].parameters[0, 1]
 n += $data_actors[@actor_id].parameters[0, 2] * @level
 return n
 end
 #--------------------------------------------------------------------------
 # ● 基本 MaxSP の取得
 #--------------------------------------------------------------------------
 def base_maxsp
 n = $data_actors[@actor_id].parameters[1, 1]
 n += $data_actors[@actor_id].parameters[1, 2] * @level
 return n
 end
 #--------------------------------------------------------------------------
 # ● 基本腕力の取得
 #--------------------------------------------------------------------------
 def base_str
 n = $data_actors[@actor_id].parameters[2, 1]
 n += $data_actors[@actor_id].parameters[2, 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, STR_LIMIT].min
 end
 #--------------------------------------------------------------------------
 # ● 基本器用さの取得
 #--------------------------------------------------------------------------
 def base_dex
 n = $data_actors[@actor_id].parameters[3, 1]
 n += $data_actors[@actor_id].parameters[3, 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.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, DEX_LIMIT].min
 end
 #--------------------------------------------------------------------------
 # ● 基本素早さの取得
 #--------------------------------------------------------------------------
 def base_agi
 n = $data_actors[@actor_id].parameters[4, 1]
 n += $data_actors[@actor_id].parameters[4, 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.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, AGI_LIMIT].min
 end
 #--------------------------------------------------------------------------
 # ● 基本魔力の取得
 #--------------------------------------------------------------------------
 def base_int
 n = $data_actors[@actor_id].parameters[5, 1]
 n += $data_actors[@actor_id].parameters[5, 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.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, INT_LIMIT].min
 end
 #--------------------------------------------------------------------------
 # ● EXP の変更
 #     exp : 新しい EXP
 #--------------------------------------------------------------------------
 def exp=(exp)
 # ★EXPの上限チェックを解除
 @exp = [exp, 0].max
 # レベルアップ
 while @exp >= @exp_list[@level+1] and @exp_list[@level+1] > 0
 @level += 1
 # スキル習得
 for j in $data_classes[@class_id].learnings
 if j.level == @level
 learn_skill(j.skill_id)
 end
 end
 end
 # レベルダウン
 while @exp < @exp_list[@level]
 @level -= 1
 end
 # 現在の HP と SP が最大値を超えていたら修正
 @hp = [@hp, self.maxhp].min
 @sp = [@sp, self.maxsp].min
 end
 #--------------------------------------------------------------------------
 # ● レベルの変更
 #     level : 新しいレベル
 #--------------------------------------------------------------------------
 def level=(level)
 # 上下限チェック
 # ★LV上限をnew_final_levelでチェックするように変更
 level = [[level, new_final_level].min, 1].max
 # EXP を変更
 self.exp = @exp_list[level]
 end
 end
 
 
 class Game_Battler
 #--------------------------------------------------------------------------
 # ● MaxSP の取得
 #--------------------------------------------------------------------------
 def maxsp
 n = [[base_maxsp + @maxsp_plus, 0].max, MAXSP_LIMIT].min
 for i in @states
 n *= $data_states.maxsp_rate / 100.0
 end
 n = [[Integer(n), 0].max, MAXSP_LIMIT].min
 return n
 end
 #--------------------------------------------------------------------------
 # ● 腕力の取得
 #--------------------------------------------------------------------------
 def str
 n = [[base_str + @str_plus, 1].max, STR_LIMIT].min
 for i in @states
 n *= $data_states.str_rate / 100.0
 end
 n = [[Integer(n), 1].max, STR_LIMIT].min
 return n
 end
 #--------------------------------------------------------------------------
 # ● 器用さの取得
 #--------------------------------------------------------------------------
 def dex
 n = [[base_dex + @dex_plus, 1].max, DEX_LIMIT].min
 for i in @states
 n *= $data_states.dex_rate / 100.0
 end
 n = [[Integer(n), 1].max, DEX_LIMIT].min
 return n
 end
 #--------------------------------------------------------------------------
 # ● 素早さの取得
 #--------------------------------------------------------------------------
 def agi
 n = [[base_agi + @agi_plus, 1].max, AGI_LIMIT].min
 for i in @states
 n *= $data_states.agi_rate / 100.0
 end
 n = [[Integer(n), 1].max, AGI_LIMIT].min
 return n
 end
 #--------------------------------------------------------------------------
 # ● 魔力の取得
 #--------------------------------------------------------------------------
 def int
 n = [[base_int + @int_plus, 1].max, INT_LIMIT].min
 for i in @states
 n *= $data_states.int_rate / 100.0
 end
 n = [[Integer(n), 1].max, INT_LIMIT].min
 return n
 end
 #--------------------------------------------------------------------------
 # ● MaxHP の設定
 #     maxhp : 新しい MaxHP
 #--------------------------------------------------------------------------
 def maxhp=(maxhp)
 @maxhp_plus += maxhp - self.maxhp
 @maxhp_plus = [[@maxhp_plus, -MAXHP_LIMIT].max, MAXHP_LIMIT].min
 @hp = [@hp, self.maxhp].min
 end
 #--------------------------------------------------------------------------
 # ● MaxSP の設定
 #     maxsp : 新しい MaxSP
 #--------------------------------------------------------------------------
 def maxsp=(maxsp)
 @maxsp_plus += maxsp - self.maxsp
 @maxsp_plus = [[@maxsp_plus, -MAXSP_LIMIT].max, MAXSP_LIMIT].min
 @sp = [@sp, self.maxsp].min
 end
 #--------------------------------------------------------------------------
 # ● 腕力の設定
 #     str : 新しい腕力
 #--------------------------------------------------------------------------
 def str=(str)
 @str_plus += str - self.str
 @str_plus = [[@str_plus, -STR_LIMIT].max, STR_LIMIT].min
 end
 #--------------------------------------------------------------------------
 # ● 器用さの設定
 #     dex : 新しい器用さ
 #--------------------------------------------------------------------------
 def dex=(dex)
 @dex_plus += dex - self.dex
 @dex_plus = [[@dex_plus, -DEX_LIMIT].max, DEX_LIMIT].min
 end
 #--------------------------------------------------------------------------
 # ● 素早さの設定
 #     agi : 新しい素早さ
 #--------------------------------------------------------------------------
 def agi=(agi)
 @agi_plus += agi - self.agi
 @agi_plus = [[@agi_plus, -AGI_LIMIT].max, AGI_LIMIT].min
 end
 #--------------------------------------------------------------------------
 # ● 魔力の設定
 #     int : 新しい魔力
 #--------------------------------------------------------------------------
 def int=(int)
 @int_plus += int - self.int
 @int_plus = [[@int_plus, -INT_LIMIT].max, INT_LIMIT].min
 end
 end
 
 #==============================================================================
 # 本脚本来自ww#==============================================================================
 
 
 小和尚于2011-5-1 10:31补充以下内容:
 复制代码#==============================================================================
# 本脚本来自www.66RPG.com,使用和转载请保留此信息
#============================================================================== 
#等级可无限提升
#パラメータの算出が適当すぎるので、各自修正が必要かと。
  BASE_FINAL_LEVEL = 9999   #上限レベル(あんまり大きな値を設定するとハングします)
  MAXHP_LIMIT = 99999999    #HP限界値
  MAXSP_LIMIT = 99999999    #SP限界値
  STR_LIMIT   = 999999      #STR限界値
  DEX_LIMIT   = 999999      #DEX限界値
  AGI_LIMIT   = 999999      #AGI限界値
  INT_LIMIT   = 999999      #INT限界値
class Game_Actor < Game_Battler
  def new_final_level
    lv = BASE_FINAL_LEVEL
    #以下上限LV個別指定用
    #case self.id
    #when 1
    #  lv = 255
    #when 2
    #  lv = 999
    #when 8
    #  lv = 15600
    #end
    return lv
  end
  #--------------------------------------------------------------------------
  # ● EXP 計算
  #--------------------------------------------------------------------------
  def make_exp_list
    actor = $data_actors[@actor_id]
    @exp_list = Array.new(new_final_level + 2)
    @exp_list[1] = 0
    pow_i = 2.4 + actor.exp_inflation / 100.0
    for i in 2..new_final_level + 1
      if i > new_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
  #--------------------------------------------------------------------------
  # ● MaxHP の取得
  #--------------------------------------------------------------------------
  def maxhp
    n = [[base_maxhp + @maxhp_plus, 1].max, MAXHP_LIMIT].min
    for i in @states
      n *= $data_states[i].maxhp_rate / 100.0
    end
    n = [[Integer(n), 1].max, MAXHP_LIMIT].min
    return n
  end
  #--------------------------------------------------------------------------
  # ● 基本 MaxHP の取得
  #--------------------------------------------------------------------------
  def base_maxhp
    n = $data_actors[@actor_id].parameters[0, 1]
    n += $data_actors[@actor_id].parameters[0, 2] * @level
    return n
  end
  #--------------------------------------------------------------------------
  # ● 基本 MaxSP の取得
  #--------------------------------------------------------------------------
  def base_maxsp
    n = $data_actors[@actor_id].parameters[1, 1]
    n += $data_actors[@actor_id].parameters[1, 2] * @level
    return n
  end
  #--------------------------------------------------------------------------
  # ● 基本腕力の取得
  #--------------------------------------------------------------------------
  def base_str
    n = $data_actors[@actor_id].parameters[2, 1]
    n += $data_actors[@actor_id].parameters[2, 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, STR_LIMIT].min
  end
  #--------------------------------------------------------------------------
  # ● 基本器用さの取得
  #--------------------------------------------------------------------------
  def base_dex
    n = $data_actors[@actor_id].parameters[3, 1]
    n += $data_actors[@actor_id].parameters[3, 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.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, DEX_LIMIT].min
  end
  #--------------------------------------------------------------------------
  # ● 基本素早さの取得
  #--------------------------------------------------------------------------
  def base_agi
    n = $data_actors[@actor_id].parameters[4, 1]
    n += $data_actors[@actor_id].parameters[4, 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.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, AGI_LIMIT].min
  end
  #--------------------------------------------------------------------------
  # ● 基本魔力の取得
  #--------------------------------------------------------------------------
  def base_int
    n = $data_actors[@actor_id].parameters[5, 1]
    n += $data_actors[@actor_id].parameters[5, 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.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, INT_LIMIT].min
  end
  #--------------------------------------------------------------------------
  # ● EXP の変更
  #     exp : 新しい EXP
  #--------------------------------------------------------------------------
  def exp=(exp)
    # ★EXPの上限チェックを解除
    @exp = [exp, 0].max
    # レベルアップ
    while @exp >= @exp_list[@level+1] and @exp_list[@level+1] > 0
      @level += 1
      # スキル習得
      for j in $data_classes[@class_id].learnings
        if j.level == @level
          learn_skill(j.skill_id)
        end
      end
    end
    # レベルダウン
    while @exp < @exp_list[@level]
      @level -= 1
    end
    # 現在の HP と SP が最大値を超えていたら修正
    @hp = [@hp, self.maxhp].min
    @sp = [@sp, self.maxsp].min
  end
  #--------------------------------------------------------------------------
  # ● レベルの変更
  #     level : 新しいレベル
  #--------------------------------------------------------------------------
  def level=(level)
    # 上下限チェック
    # ★LV上限をnew_final_levelでチェックするように変更
    level = [[level, new_final_level].min, 1].max
    # EXP を変更
    self.exp = @exp_list[level]
  end
end
  
  
class Game_Battler
  #--------------------------------------------------------------------------
  # ● MaxSP の取得
  #--------------------------------------------------------------------------
  def maxsp
    n = [[base_maxsp + @maxsp_plus, 0].max, MAXSP_LIMIT].min
    for i in @states
      n *= $data_states[i].maxsp_rate / 100.0
    end
    n = [[Integer(n), 0].max, MAXSP_LIMIT].min
    return n
  end
  #--------------------------------------------------------------------------
  # ● 腕力の取得
  #--------------------------------------------------------------------------
  def str
    n = [[base_str + @str_plus, 1].max, STR_LIMIT].min
    for i in @states
      n *= $data_states[i].str_rate / 100.0
    end
    n = [[Integer(n), 1].max, STR_LIMIT].min
    return n
  end
  #--------------------------------------------------------------------------
  # ● 器用さの取得
  #--------------------------------------------------------------------------
  def dex
    n = [[base_dex + @dex_plus, 1].max, DEX_LIMIT].min
    for i in @states
      n *= $data_states[i].dex_rate / 100.0
    end
    n = [[Integer(n), 1].max, DEX_LIMIT].min
    return n
  end
  #--------------------------------------------------------------------------
  # ● 素早さの取得
  #--------------------------------------------------------------------------
  def agi
    n = [[base_agi + @agi_plus, 1].max, AGI_LIMIT].min
    for i in @states
      n *= $data_states[i].agi_rate / 100.0
    end
    n = [[Integer(n), 1].max, AGI_LIMIT].min
    return n
  end
  #--------------------------------------------------------------------------
  # ● 魔力の取得
  #--------------------------------------------------------------------------
  def int
    n = [[base_int + @int_plus, 1].max, INT_LIMIT].min
    for i in @states
      n *= $data_states[i].int_rate / 100.0
    end
    n = [[Integer(n), 1].max, INT_LIMIT].min
    return n
  end
  #--------------------------------------------------------------------------
  # ● MaxHP の設定
  #     maxhp : 新しい MaxHP
  #--------------------------------------------------------------------------
  def maxhp=(maxhp)
    @maxhp_plus += maxhp - self.maxhp
    @maxhp_plus = [[@maxhp_plus, -MAXHP_LIMIT].max, MAXHP_LIMIT].min
    @hp = [@hp, self.maxhp].min
  end
  #--------------------------------------------------------------------------
  # ● MaxSP の設定
  #     maxsp : 新しい MaxSP
  #--------------------------------------------------------------------------
  def maxsp=(maxsp)
    @maxsp_plus += maxsp - self.maxsp
    @maxsp_plus = [[@maxsp_plus, -MAXSP_LIMIT].max, MAXSP_LIMIT].min
    @sp = [@sp, self.maxsp].min
  end
  #--------------------------------------------------------------------------
  # ● 腕力の設定
  #     str : 新しい腕力
  #--------------------------------------------------------------------------
  def str=(str)
    @str_plus += str - self.str
    @str_plus = [[@str_plus, -STR_LIMIT].max, STR_LIMIT].min
  end
  #--------------------------------------------------------------------------
  # ● 器用さの設定
  #     dex : 新しい器用さ
  #--------------------------------------------------------------------------
  def dex=(dex)
    @dex_plus += dex - self.dex
    @dex_plus = [[@dex_plus, -DEX_LIMIT].max, DEX_LIMIT].min
  end
  #--------------------------------------------------------------------------
  # ● 素早さの設定
  #     agi : 新しい素早さ
  #--------------------------------------------------------------------------
  def agi=(agi)
    @agi_plus += agi - self.agi
    @agi_plus = [[@agi_plus, -AGI_LIMIT].max, AGI_LIMIT].min
  end
  #--------------------------------------------------------------------------
  # ● 魔力の設定
  #     int : 新しい魔力
  #--------------------------------------------------------------------------
  def int=(int)
    @int_plus += int - self.int
    @int_plus = [[@int_plus, -INT_LIMIT].max, INT_LIMIT].min
  end
end
#==============================================================================
# 本脚本来自www.66RPG.com,使用和转载请保留此信息
#============================================================================== 
 小和尚于2011-5-1 10:32补充以下内容:
 #==============================================================================
 # 本脚本来自www.66RPG.com,使用和转载请保留此信息
 #==============================================================================
 
 #等级可无限提升
 #パラメータの算出が適当すぎるので、各自修正が必要かと。
 
 BASE_FINAL_LEVEL = 9999   #上限レベル(あんまり大きな値を設定するとハングします)
 MAXHP_LIMIT = 99999999    #HP限界値
 MAXSP_LIMIT = 99999999    #SP限界値
 STR_LIMIT   = 999999      #STR限界値
 DEX_LIMIT   = 999999      #DEX限界値
 AGI_LIMIT   = 999999      #AGI限界値
 INT_LIMIT   = 999999      #INT限界値
 
 class Game_Actor < Game_Battler
 def new_final_level
 lv = BASE_FINAL_LEVEL
 #以下上限LV個別指定用
 #case self.id
 #when 1
 #  lv = 255
 #when 2
 #  lv = 999
 #when 8
 #  lv = 15600
 #end
 return lv
 end
 #--------------------------------------------------------------------------
 # ● EXP 計算
 #--------------------------------------------------------------------------
 def make_exp_list
 actor = $data_actors[@actor_id]
 @exp_list = Array.new(new_final_level + 2)
 @exp_list[1] = 0
 pow_i = 2.4 + actor.exp_inflation / 100.0
 for i in 2..new_final_level + 1
 if i > new_final_level
 @exp_list = 0
 else
 n = actor.exp_basis * ((i + 3) ** pow_i) / (5 ** pow_i)
 @exp_list = @exp_list[i-1] + Integer(n)
 end
 end
 end
 #--------------------------------------------------------------------------
 # ● MaxHP の取得
 #--------------------------------------------------------------------------
 def maxhp
 n = [[base_maxhp + @maxhp_plus, 1].max, MAXHP_LIMIT].min
 for i in @states
 n *= $data_states.maxhp_rate / 100.0
 end
 n = [[Integer(n), 1].max, MAXHP_LIMIT].min
 return n
 end
 #--------------------------------------------------------------------------
 # ● 基本 MaxHP の取得
 #--------------------------------------------------------------------------
 def base_maxhp
 n = $data_actors[@actor_id].parameters[0, 1]
 n += $data_actors[@actor_id].parameters[0, 2] * @level
 return n
 end
 #--------------------------------------------------------------------------
 # ● 基本 MaxSP の取得
 #--------------------------------------------------------------------------
 def base_maxsp
 n = $data_actors[@actor_id].parameters[1, 1]
 n += $data_actors[@actor_id].parameters[1, 2] * @level
 return n
 end
 #--------------------------------------------------------------------------
 # ● 基本腕力の取得
 #--------------------------------------------------------------------------
 def base_str
 n = $data_actors[@actor_id].parameters[2, 1]
 n += $data_actors[@actor_id].parameters[2, 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, STR_LIMIT].min
 end
 #--------------------------------------------------------------------------
 # ● 基本器用さの取得
 #--------------------------------------------------------------------------
 def base_dex
 n = $data_actors[@actor_id].parameters[3, 1]
 n += $data_actors[@actor_id].parameters[3, 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.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, DEX_LIMIT].min
 end
 #--------------------------------------------------------------------------
 # ● 基本素早さの取得
 #--------------------------------------------------------------------------
 def base_agi
 n = $data_actors[@actor_id].parameters[4, 1]
 n += $data_actors[@actor_id].parameters[4, 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.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, AGI_LIMIT].min
 end
 #--------------------------------------------------------------------------
 # ● 基本魔力の取得
 #--------------------------------------------------------------------------
 def base_int
 n = $data_actors[@actor_id].parameters[5, 1]
 n += $data_actors[@actor_id].parameters[5, 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.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, INT_LIMIT].min
 end
 #--------------------------------------------------------------------------
 # ● EXP の変更
 #     exp : 新しい EXP
 #--------------------------------------------------------------------------
 def exp=(exp)
 # ★EXPの上限チェックを解除
 @exp = [exp, 0].max
 # レベルアップ
 while @exp >= @exp_list[@level+1] and @exp_list[@level+1] > 0
 @level += 1
 # スキル習得
 for j in $data_classes[@class_id].learnings
 if j.level == @level
 learn_skill(j.skill_id)
 end
 end
 end
 # レベルダウン
 while @exp < @exp_list[@level]
 @level -= 1
 end
 # 現在の HP と SP が最大値を超えていたら修正
 @hp = [@hp, self.maxhp].min
 @sp = [@sp, self.maxsp].min
 end
 #--------------------------------------------------------------------------
 # ● レベルの変更
 #     level : 新しいレベル
 #--------------------------------------------------------------------------
 def level=(level)
 # 上下限チェック
 # ★LV上限をnew_final_levelでチェックするように変更
 level = [[level, new_final_level].min, 1].max
 # EXP を変更
 self.exp = @exp_list[level]
 end
 end
 
 
 class Game_Battler
 #--------------------------------------------------------------------------
 # ● MaxSP の取得
 #--------------------------------------------------------------------------
 def maxsp
 n = [[base_maxsp + @maxsp_plus, 0].max, MAXSP_LIMIT].min
 for i in @states
 n *= $data_states.maxsp_rate / 100.0
 end
 n = [[Integer(n), 0].max, MAXSP_LIMIT].min
 return n
 end
 #--------------------------------------------------------------------------
 # ● 腕力の取得
 #--------------------------------------------------------------------------
 def str
 n = [[base_str + @str_plus, 1].max, STR_LIMIT].min
 for i in @states
 n *= $data_states.str_rate / 100.0
 end
 n = [[Integer(n), 1].max, STR_LIMIT].min
 return n
 end
 #--------------------------------------------------------------------------
 # ● 器用さの取得
 #--------------------------------------------------------------------------
 def dex
 n = [[base_dex + @dex_plus, 1].max, DEX_LIMIT].min
 for i in @states
 n *= $data_states.dex_rate / 100.0
 end
 n = [[Integer(n), 1].max, DEX_LIMIT].min
 return n
 end
 #--------------------------------------------------------------------------
 # ● 素早さの取得
 #--------------------------------------------------------------------------
 def agi
 n = [[base_agi + @agi_plus, 1].max, AGI_LIMIT].min
 for i in @states
 n *= $data_states.agi_rate / 100.0
 end
 n = [[Integer(n), 1].max, AGI_LIMIT].min
 return n
 end
 #--------------------------------------------------------------------------
 # ● 魔力の取得
 #--------------------------------------------------------------------------
 def int
 n = [[base_int + @int_plus, 1].max, INT_LIMIT].min
 for i in @states
 n *= $data_states.int_rate / 100.0
 end
 n = [[Integer(n), 1].max, INT_LIMIT].min
 return n
 end
 #--------------------------------------------------------------------------
 # ● MaxHP の設定
 #     maxhp : 新しい MaxHP
 #--------------------------------------------------------------------------
 def maxhp=(maxhp)
 @maxhp_plus += maxhp - self.maxhp
 @maxhp_plus = [[@maxhp_plus, -MAXHP_LIMIT].max, MAXHP_LIMIT].min
 @hp = [@hp, self.maxhp].min
 end
 #--------------------------------------------------------------------------
 # ● MaxSP の設定
 #     maxsp : 新しい MaxSP
 #--------------------------------------------------------------------------
 def maxsp=(maxsp)
 @maxsp_plus += maxsp - self.maxsp
 @maxsp_plus = [[@maxsp_plus, -MAXSP_LIMIT].max, MAXSP_LIMIT].min
 @sp = [@sp, self.maxsp].min
 end
 #--------------------------------------------------------------------------
 # ● 腕力の設定
 #     str : 新しい腕力
 #--------------------------------------------------------------------------
 def str=(str)
 @str_plus += str - self.str
 @str_plus = [[@str_plus, -STR_LIMIT].max, STR_LIMIT].min
 end
 #--------------------------------------------------------------------------
 # ● 器用さの設定
 #     dex : 新しい器用さ
 #--------------------------------------------------------------------------
 def dex=(dex)
 @dex_plus += dex - self.dex
 @dex_plus = [[@dex_plus, -DEX_LIMIT].max, DEX_LIMIT].min
 end
 #--------------------------------------------------------------------------
 # ● 素早さの設定
 #     agi : 新しい素早さ
 #--------------------------------------------------------------------------
 def agi=(agi)
 @agi_plus += agi - self.agi
 @agi_plus = [[@agi_plus, -AGI_LIMIT].max, AGI_LIMIT].min
 end
 #--------------------------------------------------------------------------
 # ● 魔力の設定
 #     int : 新しい魔力
 #--------------------------------------------------------------------------
 def int=(int)
 @int_plus += int - self.int
 @int_plus = [[@int_plus, -INT_LIMIT].max, INT_LIMIT].min
 end
 end
 
 #==============================================================================
 # 本脚本来自www.66RPG.com,使用和转载请保留此信息
 #=============================================================================
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