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[已经解决] 如何让AGI属性影响回避率、LUK属性影响暴击率?

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发表于 2016-10-2 01:48:00 | 显示全部楼层 |阅读模式

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貌似YEP_BaseParamControl插件可以做到。但是看不太懂啊。求大神帮助
点击展开/收起//=============================================================================
// Yanfly Engine Plugins - Base Parameter Control
// YEP_BaseParamControl.js
//=============================================================================

var Imported = Imported || {};
Imported.YEP_BaseParamControl = true;

var Yanfly = Yanfly || {};
Yanfly.BPC = Yanfly.BPC || {};

//=============================================================================
/*:
* @plugindesc v1.01 Gain control over the method of calculation for base
* parameters: MaxHP, MaxMP, ATK, DEF, MAT, MDF, AGI, LUK.
* @author Yanfly Engine Plugins
*
* @param ---MaxHP---
* @default
*
* @param MHP Formula
* @desc The formula used to determine MHP: MaxHP
* This is a formula.
* @default (base + plus) * paramRate * buffRate + flat
*
* @param MHP Maximum
* @desc This is the highest value for MHP.
* This is a formula.
* @default customMax || (user.isActor() ? 9999 : 999999)
*
* @param MHP Minimum
* @desc This is the lowest value for MHP.
* This is a formula.
* @default customMin || 1
*
* @param ---MaxMP---
* @default
*
* @param MMP Formula
* @desc The formula used to determine MMP: MaxMP
* This is a formula.
* @default (base + plus) * paramRate * buffRate + flat
*
* @param MMP Maximum
* @desc This is the highest value for MMP.
* This is a formula.
* @default customMax || (user.isActor() ? 9999 : 9999)
*
* @param MMP Minimum
* @desc This is the lowest value for MMP.
* This is a formula.
* @default customMin || 0
*
* @param ---Attack---
* @default
*
* @param ATK Formula
* @desc The formula used to determine ATK: Attack
* This is a formula.
* @default (base + plus) * paramRate * buffRate + flat
*
* @param ATK Maximum
* @desc This is the highest value for ATK.
* This is a formula.
* @default customMax || (user.isActor() ? 999 : 999)
*
* @param ATK Minimum
* @desc This is the lowest value for ATK.
* This is a formula.
* @default customMin || 1
*
* @param ---Defense---
* @default
*
* @param DEF Formula
* @desc The formula used to determine DEF: Defense
* This is a formula.
* @default (base + plus) * paramRate * buffRate + flat
*
* @param DEF Maximum
* @desc This is the highest value for DEF.
* This is a formula.
* @default customMax || (user.isActor() ? 999 : 999)
*
* @param DEF Minimum
* @desc This is the lowest value for DEF.
* This is a formula.
* @default customMin || 1
*
* @param ---M.Attack---
* @default
*
* @param MAT Formula
* @desc The formula used to determine MAT: M.Attack
* This is a formula.
* @default (base + plus) * paramRate * buffRate + flat
*
* @param MAT Maximum
* @desc This is the highest value for MAT.
* This is a formula.
* @default customMax || (user.isActor() ? 999 : 999)
*
* @param MAT Minimum
* @desc This is the lowest value for MAT.
* This is a formula.
* @default customMin || 1
*
* @param ---M.Defense---
* @default
*
* @param MDF Formula
* @desc The formula used to determine MDF: M.Defense
* This is a formula.
* @default (base + plus) * paramRate * buffRate + flat
*
* @param MDF Maximum
* @desc This is the highest value for MDF.
* This is a formula.
* @default customMax || (user.isActor() ? 999 : 999)
*
* @param MDF Minimum
* @desc This is the lowest value for MDF.
* This is a formula.
* @default customMin || 1
*
* @param ---Agility---
* @default
*
* @param AGI Formula
* @desc The formula used to determine AGI: Agility
* This is a formula.
* @default (base + plus) * paramRate * buffRate + flat
*
* @param AGI Maximum
* @desc This is the highest value for AGI.
* This is a formula.
* @default customMax || (user.isActor() ? 999 : 999)
*
* @param AGI Minimum
* @desc This is the lowest value for AGI.
* This is a formula.
* @default customMin || 1
*
* @param ---Luck---
* @default
*
* @param LUK Formula
* @desc The formula used to determine LUK: Luck
* This is a formula.
* @default (base + plus) * paramRate * buffRate + flat
*
* @param LUK Maximum
* @desc This is the highest value for LUK.
* This is a formula.
* @default customMax || (user.isActor() ? 999 : 999)
*
* @param LUK Minimum
* @desc This is the lowest value for LUK.
* This is a formula.
* @default customMin || 1
*
* @param LUK Effect
* @desc The formula used to influence state success rates.
* This is a formula
* @default Math.max(1.0 + (user.luk - target.luk) * 0.001, 0.0)
*
* @help
* ============================================================================
* Introduction
* ============================================================================
*
* The base parameters, MaxHP, MaxMP, ATK, DEF, MAT, MDF, AGI, and LUK all play
* a very important part of battle, yet, so very little control is given to the
* developer in regards to these important stats. This plugin will give more
* control over how the stats are handled and more.
*
* Note: If you are using the Core Engine and have modified the settings there
* for higher parameter caps, this plugin will override those settings if this
* plugin is placed beneath the Core Engine (recommended).
*
* ============================================================================
* Instructions - Base Parameter Explanation
* ============================================================================
*
* For those who do not understand what the base parameters are used for in RPG
* Maker MV, this section will provide a brief summary of their most important
* roles of what the base parameters do.
*
* ---
*
* MHP - MaxHP
* - This is the maximum health points value. The amount of health points (HP)
* a battler has determines whether or not the battler is in a living state or
* a dead state. If the HP value is above 0, then the battler is living. If it
* is 0 or below, the battler is in a dead state unless the battler has a way
* to counteract death (usually through immortality). When the battler takes
* damage, it is usually dealt to the HP value and reduces it. If the battler
* is healed, then the HP value is increased. The MaxHP value determines what's
* the maximum amount the HP value can be held at, meaning the battler cannot
* be healed past that point.
*
* ---
*
* MMP - MaxMP
* - This is the maximum magic points value. Magic points (MP) are typically
* used for the cost of skills and spells in battle. If the battler has enough
* MP to fit the cost of the said skill, the battler is able to use the said
* skill provided that all of the skill's other conditions are met. If not, the
* battler is then unable to use the skill. Upon using a skill that costs MP,
* the battler's MP is reduced. However, the battler's MP can be recovered and
* results in a gain of MP. The MaxMP value determines what is the maximum
* amount the MP value can be held at, meaning the battler cannot recover MP
* past the MaxMP value.
*
* ---
*
* ATK - Attack
* - This is the attack value of the battler. By default, this stat is used for
* the purpose of damage calculations only, and is typically used to represent
* the battler's physical attack power. Given normal damage formulas, higher
* values mean higher damage output for physical attacks.
*
* ---
*
* DEF - Defense
* - This is the defense value of the battler. By default, this stat is used
* for the purpose of damage calculations only, and is typically used to
* represent the battler's physical defense. Given normal damage formulas,
* higher values mean less damage received from physical attacks.
*
* ---
*
* MAT - Magic Attack
* - This is the magic attack value of the battler. By default, this stat is
* used for the purpose of damage calculations only, and is typically used to
* represent the battler's magical attack power. Given normal damage formulas,
* higher values mean higher damage output for magical attacks.
*
* ---
*
* MDF - Magic Defense
* - This is the magic defense value of the battler. By default, this stat is
* used for the purpose of damage calculations only, and is typically used to
* represent the battler's magical defense. Given normal damage formulas,
* higher values mean less damage received from magical attacks.
*
* ---
*
* AGI - Agility
* - This is the agility value of the battler. By default, this stat is used to
* determine battler's position in the battle turn's order. Given a normal turn
* calculation formula, the higher the value, the faster the battler is, and
* the more likely the battler will have its turn earlier in a turn.
*
* ---
*
* LUK - Luck
* - This is the luck value of the battler. By default, this stat is used to
* affect the success rate of states, buffs, and debuffs applied by the battler
* and received by the battler. If the user has a higher LUK value, the state,
* buff, or debuff is more likely to succeed. If the target has a higher LUK
* value, then the state, buff, or debuff is less likely to succeed.
*
* ---
*
* ============================================================================
* Instructions - Custom Formulas
* ============================================================================
*
* The values calculated by the formulas in the plugin parameters are to come
* out as integer values. If the result is a float, it will be rounded up and
* then clamped based around the maximum and minimum values the parameter can
* be (also calculated by the plugin parameters).
*
* By default, the formula looks as such:
*
* ---
*
*      (base + plus) * paramRate * buffRate + flat
*
* ---
*
* Below is an explanation of each of the parts of the formula.
*
* BASE
* - This value is determined in multiple ways. If the battler is an actor, the
* base value is the base parameter value calculated by the position based on
* the battler's level on the parameter curve for the battler's current class.
* If the battler is an enemy, the base parameter value, by default, is equal
* to the value inserted on the enemy's database entry for that parameter.
*
* PLUS
* - This value is determined in multiple ways. For both actors and enemies,
* this value is a flat value given to the battler through events or script
* calls that manually increase the battler's parameter value. If the battler
* is an actor, this value is also increased by any equipment the battler has
* equipped. This value can be influenced by notetags provided by this plugin.
*
* PARAMRATE
* - This value is determined the same way for both actors and enemies. This is
* a percentile rate that is calculated by the multiplicative product of all
* of the parameter spread across the battler's traits, independent of the
* battler's buff rate. This value can be influenced by notetags provided by
* this plugin.
*
* BUFFRATE
* - This value is determined by the number of buff stacks (or debuff stacks)
* on a battler, regardless of whether or not the battler is an actor or enemy.
* The percentile modifier is calculated relative to the number of stacks in
* regards to that particular parameter for the battler. This value is NOT
* influenced by notetags provided by this plugin.
*
* FLAT
* - This is a new variable added by this plugin. Its purpose is to provide a
* final additive modifier to the total value of the parameter. This additive
* value is determined by the various database objects through notetags and can
* only be affected by those notetags.
*
* ---
*
* The parameter Maximum and Minimum values also have formulas. They will work
* something along the lines of this by default:
*
*      customMax || (user.isActor() ? 9999 : 999999)
*      customMin || 1
*
* For those wondering about the 'customMax' and 'customMin' values, they are
* new variables added by this plugin.
*
* CUSTOMMAX
* - This is the custom maximum limit provided by this plugin through either a
* script call or notetags. The custom max will look through the battler's
* individual noteboxes. If the battler is an actor, it will look through the
* actor, class, each of the noteboxes of the equipment worn by the actor, and
* the noteboxes of each of the states affecting the actor. If the battler is
* an enemy, it wil look through the enemy notebox and each of the noteboxes of
* the states affecting the enemy. The highest custom maximum value becomes the
* newest 'customMax' value for the battler and will take priority over the
* default maximum value. If there is no 'customMax' value, then the value
* becomes the default maximum value written in the formula.
*
* CUSTOMMIN
* - This is the custom minimum limit provided by this plugin through either a
* script call or notetags. The custom min will look through the battler's
* individual noteboxes. If the battler is an actor, it will look through the
* actor, class, each of the noteboxes of the equipment worn by the actor, and
* the noteboxes of each of the states affecting the actor. If the battler is
* an enemy, it wil look through the enemy notebox and each of the noteboxes of
* the states affecting the enemy. The highest custom minimum value becomes the
* newest 'customMin' value for the battler and will take priority over the
* default minimum value. If there is no 'customMin' value, then the value
* becomes the default minimum value written in the formula.
*
* ============================================================================
* Notetags
* ============================================================================
*
* You can use the following notetags to alter the various aspects that modify
* the base parameter values:
*
* Actor, Class, Enemy, Weapon, Armor, and State Notetags:
*
*   <stat Plus: +x>
*   <stat Plus: -x>
*   Replace 'stat' with 'maxhp', 'maxmp', 'atk', 'def', 'mat', 'mdf', 'agi',
*   or 'luk'. This is the value added to the base parameter before the rate
*   and flat values contribute to the total parameter value assuming the
*   plugin's default formula is utilized.
*
*   <stat Rate: x%>
*   <stat Rate: x.y>
*   Replace 'stat' with 'maxhp', 'maxmp', 'atk', 'def', 'mat', 'mdf', 'agi',
*   or 'luk'. This is the value multiplied to the sum of the base and plus of
*   the parameter before affected by the buffRate and flat value assuming the
*   plugin's default formula is utilized.
*
*   <stat Flat: +x>
*   <stat Flat: -x>
*   Replace 'stat' with 'maxhp', 'maxmp', 'atk', 'def', 'mat', 'mdf', 'agi',
*   or 'luk'. This is the value added at the end after the sum of the base and
*   plus parameters have been added and multiplied by the rate values assuming
*   the plugin's default formula is utilized.
*
*   <stat Max: x>
*   <stat Min: x>
*   Replace 'stat' with 'maxhp', 'maxmp', 'atk', 'def', 'mat', 'mdf', 'agi',
*   or 'luk'. This sets the maximum or minimum cap of the the stat parameter
*   to x. If a battler is affected by multiple of these notetags, then the
*   value used will be the largest value of the notetag used.
*
* ============================================================================
* Lunatic Mode - New JavaScript Functions
* ============================================================================
*
* You can use the following JavaScript functions to alter the base parameter
* values of the battlers. In these listed functions, the 'battler' variable
* is to be referenced by an actor:
*
* ie. battler = $gameActors.actor(3);
*     - or -
*     battler = $gameTroop.members()[2];
*
* Function:
*
*   battler.clearParamPlus()
*   - This will clear all 'plus' variable modifiers for all base parameters.
*
*   battler.setMaxHp(x)
*   battler.setMaxMp(x)
*   battler.setAtk(x)
*   battler.setDef(x)
*   battler.setMat(x)
*   battler.setMdf(x)
*   battler.setAgi(x)
*   battler.setLui(x)
*   - Sets the battler's respective base parameter value to x. This will alter
*   the 'plus' variable to fit this setting as best as possible without taking
*   into consideration the rates and flats.
*
*   battler.setMaxHpPlus(x)
*   battler.setMaxMpPlus(x)
*   battler.setAtkPlus(x)
*   battler.setDefPlus(x)
*   battler.setMatPlus(x)
*   battler.setMdfPlus(x)
*   battler.setAgiPlus(x)
*   battler.setLuiPlus(x)
*   - Sets the battler's respective base parameter plus value to x.
*
*   battler.addMaxHp(x)
*   battler.addMaxMp(x)
*   battler.addAtk(x)
*   battler.addDef(x)
*   battler.addMat(x)
*   battler.addMdf(x)
*   battler.addAgi(x)
*   battler.addLui(x)
*   - Adds x value to battler's respective base parameter plus value.
*
*   battler.minusMaxHp(x)
*   battler.minusMaxMp(x)
*   battler.minusAtk(x)
*   battler.minusDef(x)
*   battler.minusMat(x)
*   battler.minusMdf(x)
*   battler.minusAgi(x)
*   battler.minusLui(x)
*   - Subtracts x value to battler's respective base parameter plus value.
*
*   battler.clearCustomParamLimits();
*   - Clears any custom parameter limits placed upon the battler through a
*   script call. This does not remove the custom parameter limits applied to
*   a battler through notetags.
*
*   battler.setCustomMaxHpMax(x)
*   battler.setCustomMaxMpMax(x)
*   battler.setCustomAtkMax(x)
*   battler.setCustomDefMax(x)
*   battler.setCustomMatMax(x)
*   battler.setCustomMdfMax(x)
*   battler.setCustomAgiMax(x)
*   battler.setCustomLukMax(x)
*   - Sets the maximum parameter limit of the respective base parameter to x.
*   This value is calculated against any <stat Max: x> notetags that the
*   battler may have. If there are multiple max values, the larges value is
*   used as the parameter maximum.
*
*   battler.setCustomMaxHpMin(x)
*   battler.setCustomMaxMpMin(x)
*   battler.setCustomAtkMin(x)
*   battler.setCustomDefMin(x)
*   battler.setCustomMatMin(x)
*   battler.setCustomMdfMin(x)
*   battler.setCustomAgiMin(x)
*   battler.setCustomLukMin(x)
*   - Sets the minimum parameter limit of the respective base parameter to x.
*   This value is calculated against any <stat Min: x> notetags that the
*   battler may have. If there are multiple min values, the larges value is
*   used as the parameter minimum.
*
* ============================================================================
* Changelog
* ============================================================================
*
* Version 1.01:
* - Fixed an issue with the battler.setParam functions that made them take the
* wrong value due caching issues.
*/
//=============================================================================

//=============================================================================
// Parameter Variables
//=============================================================================

Yanfly.Parameters = PluginManager.parameters('YEP_BaseParamControl');
Yanfly.Param = Yanfly.Param || {};

Yanfly.Param.BPCFormula = []
Yanfly.Param.BPCFormula.push(String(Yanfly.Parameters['MHP Formula']));
Yanfly.Param.BPCFormula.push(String(Yanfly.Parameters['MMP Formula']));
Yanfly.Param.BPCFormula.push(String(Yanfly.Parameters['ATK Formula']));
Yanfly.Param.BPCFormula.push(String(Yanfly.Parameters['DEF Formula']));
Yanfly.Param.BPCFormula.push(String(Yanfly.Parameters['MAT Formula']));
Yanfly.Param.BPCFormula.push(String(Yanfly.Parameters['MDF Formula']));
Yanfly.Param.BPCFormula.push(String(Yanfly.Parameters['AGI Formula']));
Yanfly.Param.BPCFormula.push(String(Yanfly.Parameters['LUK Formula']));

Yanfly.Param.BPCMaximum = []
Yanfly.Param.BPCMaximum.push(String(Yanfly.Parameters['MHP Maximum']));
Yanfly.Param.BPCMaximum.push(String(Yanfly.Parameters['MMP Maximum']));
Yanfly.Param.BPCMaximum.push(String(Yanfly.Parameters['ATK Maximum']));
Yanfly.Param.BPCMaximum.push(String(Yanfly.Parameters['DEF Maximum']));
Yanfly.Param.BPCMaximum.push(String(Yanfly.Parameters['MAT Maximum']));
Yanfly.Param.BPCMaximum.push(String(Yanfly.Parameters['MDF Maximum']));
Yanfly.Param.BPCMaximum.push(String(Yanfly.Parameters['AGI Maximum']));
Yanfly.Param.BPCMaximum.push(String(Yanfly.Parameters['LUK Maximum']));

Yanfly.Param.BPCMinimum = []
Yanfly.Param.BPCMinimum.push(String(Yanfly.Parameters['MHP Minimum']));
Yanfly.Param.BPCMinimum.push(String(Yanfly.Parameters['MMP Minimum']));
Yanfly.Param.BPCMinimum.push(String(Yanfly.Parameters['ATK Minimum']));
Yanfly.Param.BPCMinimum.push(String(Yanfly.Parameters['DEF Minimum']));
Yanfly.Param.BPCMinimum.push(String(Yanfly.Parameters['MAT Minimum']));
Yanfly.Param.BPCMinimum.push(String(Yanfly.Parameters['MDF Minimum']));
Yanfly.Param.BPCMinimum.push(String(Yanfly.Parameters['AGI Minimum']));
Yanfly.Param.BPCMinimum.push(String(Yanfly.Parameters['LUK Minimum']));

Yanfly.Param.BPCLukEffectRate = String(Yanfly.Parameters['LUK Effect']);

//=============================================================================
// DataManager
//=============================================================================

Yanfly.BPC.DataManager_isDatabaseLoaded = DataManager.isDatabaseLoaded;
DataManager.isDatabaseLoaded = function() {
  if (!Yanfly.BPC.DataManager_isDatabaseLoaded.call(this)) return false;

  if (!Yanfly._loaded_YEP_BaseParamControl) {
    this.processBPCNotetags1($dataActors);
    this.processBPCNotetags1($dataClasses);
    this.processBPCNotetags1($dataEnemies);
    this.processBPCNotetags1($dataWeapons);
    this.processBPCNotetags1($dataArmors);
    this.processBPCNotetags1($dataStates);
    Yanfly._loaded_YEP_BaseParamControl = true;
  }
  
  return true;
};

DataManager.processBPCNotetags1 = function(group) {
  for (var n = 1; n < group.length; n++) {
    var obj = group[n];
    var notedata = obj.note.split(/[\r\n]+/);

    obj.plusParams = [0, 0, 0, 0, 0, 0, 0, 0];
    obj.rateParams = [1, 1, 1, 1, 1, 1, 1, 1];
    obj.flatParams = [0, 0, 0, 0, 0, 0, 0, 0];
    obj.maxParams = [];
    obj.minParams = [];

    for (var i = 0; i < notedata.length; i++) {
      var line = notedata;
      if (line.match(/<(.*) PLUS:[ ]([\+\-]\d+)>/i)) {
        var text = String(RegExp.$1).toUpperCase();
        var value = parseInt(RegExp.$2);
        var id = this.getParamId(text);
        if (id !== null) obj.plusParams[id] = value;
      } else if (line.match(/<(.*) RATE:[ ](\d+)([%%])>/i)) {
        var text = String(RegExp.$1).toUpperCase();
        var rate = parseFloat(RegExp.$2) * 0.01;
        var id = this.getParamId(text);
        if (id !== null) obj.rateParams[id] = rate;
      } else if (line.match(/<(.*) RATE:[ ](\d+).(\d+)>/i)) {
        var text = String(RegExp.$1).toUpperCase();
        var rate = parseFloat(String(RegExp.$2) + '.' + String(RegExp.$3));
        var id = this.getParamId(text);
        if (id !== null) obj.rateParams[id] = rate;
      } else if (line.match(/<(.*) FLAT:[ ]([\+\-]\d+)>/i)) {
        var text = String(RegExp.$1).toUpperCase();
        var value = parseInt(RegExp.$2);
        var id = this.getParamId(text);
        if (id !== null) obj.flatParams[id] = value;
      } else if (line.match(/<(.*) MAX:[ ](\d+)>/i)) {
        var text = String(RegExp.$1).toUpperCase();
        var value = parseInt(RegExp.$2);
        var id = this.getParamId(text);
        if (id !== null) obj.maxParams[id] = value;
      } else if (line.match(/<(.*) MIN:[ ](\d+)>/i)) {
        var text = String(RegExp.$1).toUpperCase();
        var value = parseInt(RegExp.$2);
        var id = this.getParamId(text);
        if (id !== null) obj.minParams[id] = value;
      }
    }
  }
};

DataManager.getParamId = function(string) {
    if (['MHP',, 'MAXHP', 'MAX HP', 'HP'].contains(string)) {
      return 0;
    } else if (['MMP',, 'MAXMP', 'MAX MP', 'MP'].contains(string)) {
      return 1;
    } else if (['ATK', 'ATTACK'].contains(string)) {
      return 2;
    } else if (['DEF', 'DEFENSE'].contains(string)) {
      return 3;
    } else if (['MAT', 'MAGIC ATTACK', 'M.ATTACK', 'INT'].contains(string)) {
      return 4;
    } else if (['MDF', 'MAGIC DEFENSE', 'M.DEFENSE', 'RES'].contains(string)) {
      return 5;
    } else if (['AGI', 'AGILITY', 'SPD'].contains(string)) {
      return 6;
    } else if (['LUK', 'LUK'].contains(string)) {
      return 7;
    } else {
      return null;
    }
};

//=============================================================================
// Game_BattlerBase
//=============================================================================

Game_BattlerBase.prototype.param = function(paramId) {
    this._baseParamCache = this._baseParamCache || [];
    if (this._baseParamCache[paramId]) return this._baseParamCache[paramId];
    var base = this.paramBase(paramId);
    var plus = this.paramPlus(paramId);
    var paramRate = this.paramRate(paramId);
    var buffRate = this.paramBuffRate(paramId);
    var flat = this.paramFlat(paramId);
    var minValue = this.paramMin(paramId);
    var maxValue = Math.max(minValue, this.paramMax(paramId));
    var a = this;
    var user = this;
    var subject = this;
    var b = this;
    var target = this;
    var s = $gameSwitches._data;
    var v = $gameVariables._data;
    var value = eval(Yanfly.Param.BPCFormula[paramId]);
    value = Math.round(value.clamp(minValue, maxValue));
    this._baseParamCache[paramId] = value;
    return this._baseParamCache[paramId];
};

Game_BattlerBase.prototype.paramMax = function(paramId) {
    var customMax = this.customParamMax(paramId);
    var a = this;
    var user = this;
    var subject = this;
    var b = this;
    var target = this;
    var s = $gameSwitches._data;
    var v = $gameVariables._data;
    var value = eval(Yanfly.Param.BPCMaximum[paramId]);
    value = Math.ceil(value);
    return value;
};

Game_BattlerBase.prototype.paramMin = function(paramId) {
    var customMin = this.customParamMin(paramId);
    var a = this;
    var user = this;
    var subject = this;
    var b = this;
    var target = this;
    var s = $gameSwitches._data;
    var v = $gameVariables._data;
    var value = eval(Yanfly.Param.BPCMinimum[paramId]);
    value = Math.ceil(value);
    return value;
};

Yanfly.BPC.Game_BattlerBase_initMembers =
    Game_BattlerBase.prototype.initMembers;
Game_BattlerBase.prototype.initMembers = function() {
    Yanfly.BPC.Game_BattlerBase_initMembers.call(this);
    this.clearCustomParamLimits();
};

Game_BattlerBase.prototype.clearCustomParamLimits = function() {
    this._paramLimitMin = [0,0,0,0,0,0,0,0];
    this._paramLimitMax = [0,0,0,0,0,0,0,0];
};

Game_BattlerBase.prototype.customParamMax = function(paramId) {
    if (!this._paramLimitMax) this.clearCustomParamLimits();
    var value = this._paramLimitMax[paramId];
    return value;
};

Game_BattlerBase.prototype.customParamMin = function(paramId) {
    if (!this._paramLimitMin) this.clearCustomParamLimits();
    var value = this._paramLimitMin[paramId];
    return value;
};

Game_BattlerBase.prototype.setParam = function(id, value) {
    this._paramPlus[id] = 0;
    this._baseParamCache = [];
    this._paramPlus[id] = value - this.param(id);
    this.refresh();
};

Game_BattlerBase.prototype.setMaxHp = function(value) {
    this.setParam(0, value);
};

Game_BattlerBase.prototype.setMaxMp = function(value) {
    this.setParam(1, value);
};

Game_BattlerBase.prototype.setAtk = function(value) {
    this.setParam(2, value);
};

Game_BattlerBase.prototype.setDef = function(value) {
    this.setParam(3, value);
};

Game_BattlerBase.prototype.setMat = function(value) {
    this.setParam(4, value);
};

Game_BattlerBase.prototype.setMdf = function(value) {
    this.setParam(5, value);
};

Game_BattlerBase.prototype.setAgi = function(value) {
    this.setParam(6, value);
};

Game_BattlerBase.prototype.setLuk = function(value) {
    this.setParam(7, value);
};

Game_BattlerBase.prototype.setParamPlus = function(id, value) {
    this._paramPlus[id] = value;
    this.refresh();
};

Game_BattlerBase.prototype.setMaxHpPlus = function(value) {
    this.setParamPlus(0, value);
};

Game_BattlerBase.prototype.setMaxMpPlus = function(value) {
    this.setParamPlus(1, value);
};

Game_BattlerBase.prototype.setAtkPlus = function(value) {
    this.setParamPlus(2, value);
};

Game_BattlerBase.prototype.setDefPlus = function(value) {
    this.setParamPlus(3, value);
};

Game_BattlerBase.prototype.setMatPlus = function(value) {
    this.setParamPlus(4, value);
};

Game_BattlerBase.prototype.setMdfPlus = function(value) {
    this.setParamPlus(5, value);
};

Game_BattlerBase.prototype.setAgiPlus = function(value) {
    this.setParamPlus(6, value);
};

Game_BattlerBase.prototype.setLukPlus = function(value) {
    this.setParamPlus(7, value);
};

Game_BattlerBase.prototype.addMaxHp = function(value) {
    this.addParam(0, value);
};

Game_BattlerBase.prototype.addMaxMp = function(value) {
    this.addParam(1, value);
};

Game_BattlerBase.prototype.addAtk = function(value) {
    this.addParam(2, value);
};

Game_BattlerBase.prototype.addDef = function(value) {
    this.addParam(3, value);
};

Game_BattlerBase.prototype.addMat = function(value) {
    this.addParam(4, value);
};

Game_BattlerBase.prototype.addMdf = function(value) {
    this.addParam(5, value);
};

Game_BattlerBase.prototype.addAgi = function(value) {
    this.addParam(6, value);
};

Game_BattlerBase.prototype.addLuk = function(value) {
    this.addParam(7, value);
};

Game_BattlerBase.prototype.minusMaxHp = function(value) {
    this.addParam(0, -value);
};

Game_BattlerBase.prototype.minusMaxMp = function(value) {
    this.addParam(1, -value);
};

Game_BattlerBase.prototype.minusAtk = function(value) {
    this.addParam(2, -value);
};

Game_BattlerBase.prototype.minusDef = function(value) {
    this.addParam(3, -value);
};

Game_BattlerBase.prototype.minusMat = function(value) {
    this.addParam(4, -value);
};

Game_BattlerBase.prototype.minusMdf = function(value) {
    this.addParam(5, -value);
};

Game_BattlerBase.prototype.minusAgi = function(value) {
    this.addParam(6, -value);
};

Game_BattlerBase.prototype.minusLuk = function(value) {
    this.addParam(7, -value);
};

Game_BattlerBase.prototype.setCustomParamLimitMax = function(id, value) {
    if (!this._paramLimitMax) this.clearCustomParamLimits();
    this._paramLimitMax[id] = value;
    this.refresh();
};

Game_BattlerBase.prototype.setCustomMaxHpMax = function(value) {
    this.setCustomParamLimitMax(0, value)
};

Game_BattlerBase.prototype.setCustomMaxMpMax = function(value) {
    this.setCustomParamLimitMax(1, value)
};

Game_BattlerBase.prototype.setCustomAtkMax = function(value) {
    this.setCustomParamLimitMax(2, value)
};

Game_BattlerBase.prototype.setCustomDefMax = function(value) {
    this.setCustomParamLimitMax(3, value)
};

Game_BattlerBase.prototype.setCustomMatMax = function(value) {
    this.setCustomParamLimitMax(4, value)
};

Game_BattlerBase.prototype.setCustomMdfMax = function(value) {
    this.setCustomParamLimitMax(5, value)
};

Game_BattlerBase.prototype.setCustomAgiMax = function(value) {
    this.setCustomParamLimitMax(6, value)
};

Game_BattlerBase.prototype.setCustomLukMax = function(value) {
    this.setCustomParamLimitMax(7, value)
};

Game_BattlerBase.prototype.setCustomParamLimitMin = function(id, value) {
    if (!this._paramLimitMin) this.clearCustomParamLimits();
    this._paramLimitMin[id] = value;
    this.refresh();
};

Game_BattlerBase.prototype.setCustomMaxHpMin = function(value) {
    this.setCustomParamLimitMin(0, value)
};

Game_BattlerBase.prototype.setCustomMaxMpMin = function(value) {
    this.setCustomParamLimitMin(1, value)
};

Game_BattlerBase.prototype.setCustomAtkMin = function(value) {
    this.setCustomParamLimitMin(2, value)
};

Game_BattlerBase.prototype.setCustomDefMin = function(value) {
    this.setCustomParamLimitMin(3, value)
};

Game_BattlerBase.prototype.setCustomMatMin = function(value) {
    this.setCustomParamLimitMin(4, value)
};

Game_BattlerBase.prototype.setCustomMdfMin = function(value) {
    this.setCustomParamLimitMin(5, value)
};

Game_BattlerBase.prototype.setCustomAgiMin = function(value) {
    this.setCustomParamLimitMin(6, value)
};

Game_BattlerBase.prototype.setCustomLukMin = function(value) {
    this.setCustomParamLimitMin(7, value)
};

//=============================================================================
// Game_Battler
//=============================================================================

Yanfly.BPC.Game_Battler_refresh = Game_Battler.prototype.refresh;
Game_Battler.prototype.refresh = function() {
    this._baseParamCache = undefined;
    Yanfly.BPC.Game_Battler_refresh.call(this);
};

Game_Battler.prototype.paramPlus = function(paramId) {
    var value = Game_BattlerBase.prototype.paramPlus.call(this, paramId);
    var length = this.states().length;
    for (var i = 0; i < length; ++i) {
      var obj = this.states();
      if (obj && obj.plusParams) value += obj.plusParams[paramId];
    }
    return value;
};

Game_Battler.prototype.paramRate = function(paramId) {
    var rate = Game_BattlerBase.prototype.paramRate.call(this, paramId);
    var length = this.states().length;
    for (var i = 0; i < length; ++i) {
      var obj = this.states();
      if (obj && obj.rateParams) rate *= obj.rateParams[paramId];
    }
    return rate;
};

Game_Battler.prototype.paramFlat = function(paramId) {
    var value = 0;
    var length = this.states().length;
    for (var i = 0; i < length; ++i) {
      var obj = this.states();
      if (obj && obj.flatParams) value += obj.flatParams[paramId];
    }
    return value;
};

Game_Battler.prototype.customParamMax = function(paramId) {
    var value = Game_BattlerBase.prototype.customParamMax.call(this, paramId);
    var length = this.states().length;
    for (var i = 0; i < length; ++i) {
      var obj = this.states();
      if (obj && obj.maxParams && obj.maxParams[paramId]) {
        value = Math.max(value, obj.maxParams[paramId]);
      }
    }
    return value;
};

Game_Battler.prototype.customParamMin = function(paramId) {
    var value = Game_BattlerBase.prototype.customParamMin.call(this, paramId);
    var length = this.states().length;
    for (var i = 0; i < length; ++i) {
      var obj = this.states();
      if (obj && obj.minParams && obj.minParams[paramId]) {
        value = Math.max(value, obj.minParams[paramId]);
      }
    }
    return value;
};

//=============================================================================
// Game_Actor
//=============================================================================

Yanfly.BPC.Game_Actor_setup = Game_Actor.prototype.setup;
Game_Actor.prototype.setup = function(actorId) {
    Yanfly.BPC.Game_Actor_setup.call(this, actorId);
    this.clearCustomParamLimits();
};

Game_Actor.prototype.paramPlus = function(paramId) {
    var value = Game_Battler.prototype.paramPlus.call(this, paramId);
    value += this.actor().plusParams[paramId];
    value += this.currentClass().plusParams[paramId];
    var length = this.equips().length;
    for (var i = 0; i < length; ++i) {
      var obj = this.equips();
      if (!obj) continue;
      value += obj.params[paramId];
      if (obj.plusParams) value += obj.plusParams[paramId];
    }
    return value;
};

Game_Actor.prototype.paramRate = function(paramId) {
    var rate = Game_Battler.prototype.paramRate.call(this, paramId);
    rate *= this.actor().rateParams[paramId];
    rate *= this.currentClass().rateParams[paramId];
    var length = this.equips().length;
    for (var i = 0; i < length; ++i) {
      var obj = this.equips();
      if (obj && obj.rateParams) rate *= obj.rateParams[paramId];
    }
    return rate;
};

Game_Actor.prototype.paramFlat = function(paramId) {
    var value = Game_Battler.prototype.paramFlat.call(this, paramId);
    value += this.actor().flatParams[paramId];
    value += this.currentClass().flatParams[paramId];
    var length = this.equips().length;
    for (var i = 0; i < length; ++i) {
      var obj = this.equips();
      if (obj && obj.flatParams) value += obj.flatParams[paramId];
    }
    return value;
};

Game_Actor.prototype.paramMax = function(paramId) {
    return Game_Battler.prototype.paramMax.call(this, paramId);
};

Game_Actor.prototype.customParamMax = function(paramId) {
    var value = Game_Battler.prototype.customParamMax.call(this, paramId);
    if (this.actor().maxParams[paramId]) {
      value = Math.max(value, this.actor().maxParams[paramId]);
    }
    if (this.currentClass().maxParams[paramId]) {
      value = Math.max(value, this.currentClass().maxParams[paramId]);
    }
    var length = this.equips().length;
    for (var i = 0; i < length; ++i) {
      var obj = this.equips();
      if (obj && obj.maxParams && obj.maxParams[paramId]) {
        value = Math.max(value, obj.maxParams[paramId]);
      }
    }
    return value;
};

Game_Actor.prototype.customParamMin = function(paramId) {
    var value = Game_Battler.prototype.customParamMin.call(this, paramId);
    if (this.actor().minParams[paramId]) {
      value = Math.max(value, this.actor().minParams[paramId]);
    }
    if (this.currentClass().minParams[paramId]) {
      value = Math.max(value, this.currentClass().minParams[paramId]);
    }
    var length = this.equips().length;
    for (var i = 0; i < length; ++i) {
      var obj = this.equips();
      if (obj && obj.minParams && obj.minParams[paramId]) {
        value = Math.max(value, obj.minParams[paramId]);
      }
    }
    return value;
};

//=============================================================================
// Game_Enemy
//=============================================================================

Game_Enemy.prototype.paramPlus = function(paramId) {
    var value = Game_Battler.prototype.paramPlus.call(this, paramId);
    value += this.enemy().plusParams[paramId];
    return value;
};

Game_Enemy.prototype.paramRate = function(paramId) {
    var rate = Game_Battler.prototype.paramRate.call(this, paramId);
    rate *= this.enemy().rateParams[paramId];
    return rate;
};

Game_Enemy.prototype.paramFlat = function(paramId) {
    var value = Game_Battler.prototype.paramFlat.call(this, paramId);
    value += this.enemy().flatParams[paramId];
    return value;
};

Game_Enemy.prototype.customParamMax = function(paramId) {
    var value = Game_Battler.prototype.customParamMax.call(this, paramId);
    if (this.enemy().maxParams[paramId]) {
      value = Math.max(value, this.enemy().maxParams[paramId]);
    }
    return value;
};

Game_Enemy.prototype.customParamMin = function(paramId) {
    var value = Game_Battler.prototype.customParamMin.call(this, paramId);
    if (this.enemy().minParams[paramId]) {
      value = Math.max(value, this.enemy().minParams[paramId]);
    }
    return value;
};

//=============================================================================
// Game_Action
//=============================================================================

Game_Action.prototype.lukEffectRate = function(target) {
    var item = this.item();
    var skill = this.item();
    var a = this.subject();
    var user = this.subject();
    var subject = this.subject();
    var b = target;
    var s = $gameSwitches._data;
    var v = $gameVariables._data;
    return eval(Yanfly.Param.BPCLukEffectRate);
};

//=============================================================================
// End of File
//=============================================================================
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 楼主| 发表于 2016-10-8 19:49:30 | 显示全部楼层
ExtraParamFormu插件可以做到
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