class RPG::BaseItem
# 属性效果构成的 hash,属性ID => 效果
def element_effect
@element_effect ||= @note.scan(/<ELEMENT\s+(\d+)\s+(\d+(?:\.\d+)?)>/i)
.each_with_object(Hash.new(1.0)) { |(id, rate), hash|
hash[id.to_i] *= rate.to_f }
end
end
class Game_Battler < Game_BattlerBase
def element_effect
note_objects.each_with_object(Hash.new(1.0)) do |e, h|
h.merge!(e.element_effect) { |_, r1, r2| r1 * r2 }
end
end
calc_new_rate = lambda do |old, user, item|
if item.damage.element_id < 0
user.atk_elements.pi(old) { |id| user.element_effect[id] }
else
old * user.element_effect[item.damage.element_id]
end
end
def_with :item_element_rate, calc_new_rate
end