# 解决了原RM设定的无装备场合0攻击力0防御力问题
# 不同的人不同的无装备攻击防御无解决
# 修改了Game_Battler 1,Game_Actor
# 请脚本内搜查忧雪の伤
# 留着大家自己处理
# 无图
# 附件:
# 脚本
# Game_Battler 1(攻击力部分)
- #==============================================================================# ☆ 忧雪の伤制作,转载时请保留。#==============================================================================#==============================================================================# ■ Game_Battler (分割定义 1)#------------------------------------------------------------------------------# 处理战斗者的类。这个类作为 Game_Actor 类与 Game_Enemy 类的# 超级类来使用。#==============================================================================class Game_Battler #-------------------------------------------------------------------------- # ● 定义实例变量 #-------------------------------------------------------------------------- attr_reader :battler_name # 战斗者 文件名 attr_reader :battler_hue # 战斗者 色相 attr_reader :hp # HP attr_reader :sp # SP attr_reader :states # 状态 attr_accessor :hidden # 隐藏标志 attr_accessor :immortal # 不死身标志 attr_accessor :damage_pop # 显示伤害标志 attr_accessor :damage # 伤害值 attr_accessor :critical # 会心一击标志 attr_accessor :animation_id # 动画 ID attr_accessor :animation_hit # 动画 击中标志 attr_accessor :white_flash # 白色屏幕闪烁标志 attr_accessor :blink # 闪烁标志 #-------------------------------------------------------------------------- # ● 初始化对像 #-------------------------------------------------------------------------- def initialize @battler_name = "" @battler_hue = 0 @hp = 0 @sp = 0 @states = [] @states_turn = {} @maxhp_plus = 0 @maxsp_plus = 0 @str_plus = 0 @dex_plus = 0 @agi_plus = 0 @int_plus = 0 @hidden = false @immortal = false @damage_pop = false @damage = nil @critical = false @animation_id = 0 @animation_hit = false @white_flash = false @blink = false @current_action = Game_BattleAction.new end #-------------------------------------------------------------------------- # ● 获取 MaxHP #-------------------------------------------------------------------------- def maxhp n = [[base_maxhp + @maxhp_plus, 1].max, 999999].min for i in @states n *= $data_states[i].maxhp_rate / 100.0 end n = [[Integer(n), 1].max, 999999].min return n end #-------------------------------------------------------------------------- # ● 获取 MaxSP #-------------------------------------------------------------------------- def maxsp n = [[base_maxsp + @maxsp_plus, 0].max, 9999].min for i in @states n *= $data_states[i].maxsp_rate / 100.0 end n = [[Integer(n), 0].max, 9999].min return n end #-------------------------------------------------------------------------- # ● 获取力量 #-------------------------------------------------------------------------- def str n = [[base_str + @str_plus, 1].max, 999].min for i in @states n *= $data_states[i].str_rate / 100.0 end n = [[Integer(n), 1].max, 999].min return n end #-------------------------------------------------------------------------- # ● 获取灵巧 #-------------------------------------------------------------------------- def dex n = [[base_dex + @dex_plus, 1].max, 999].min for i in @states n *= $data_states[i].dex_rate / 100.0 end n = [[Integer(n), 1].max, 999].min return n end #-------------------------------------------------------------------------- # ● 获取速度 #-------------------------------------------------------------------------- def agi n = [[base_agi + @agi_plus, 1].max, 999].min for i in @states n *= $data_states[i].agi_rate / 100.0 end n = [[Integer(n), 1].max, 999].min return n end #-------------------------------------------------------------------------- # ● 获取魔力 #-------------------------------------------------------------------------- def int n = [[base_int + @int_plus, 1].max, 999].min for i in @states n *= $data_states[i].int_rate / 100.0 end n = [[Integer(n), 1].max, 999].min return n end #-------------------------------------------------------------------------- # ● 设置 MaxHP # maxhp : 新的 MaxHP #-------------------------------------------------------------------------- def maxhp=(maxhp) @maxhp_plus += maxhp - self.maxhp @maxhp_plus = [[@maxhp_plus, -9999].max, 9999].min @hp = [@hp, self.maxhp].min end #-------------------------------------------------------------------------- # ● 设置 MaxSP # maxsp : 新的 MaxSP #-------------------------------------------------------------------------- def maxsp=(maxsp) @maxsp_plus += maxsp - self.maxsp @maxsp_plus = [[@maxsp_plus, -9999].max, 9999].min @sp = [@sp, self.maxsp].min end #-------------------------------------------------------------------------- # ● 设置力量 # str : 新的力量 #-------------------------------------------------------------------------- def str=(str) @str_plus += str - self.str @str_plus = [[@str_plus, -999].max, 999].min end #-------------------------------------------------------------------------- # ● 设置灵巧 # dex : 新的灵巧 #-------------------------------------------------------------------------- def dex=(dex) @dex_plus += dex - self.dex @dex_plus = [[@dex_plus, -999].max, 999].min end #-------------------------------------------------------------------------- # ● 设置速度 # agi : 新的速度 #-------------------------------------------------------------------------- def agi=(agi) @agi_plus += agi - self.agi @agi_plus = [[@agi_plus, -999].max, 999].min end #-------------------------------------------------------------------------- # ● 设置魔力 # int : 新的魔力 #-------------------------------------------------------------------------- def int=(int) @int_plus += int - self.int @int_plus = [[@int_plus, -999].max, 999].min end #-------------------------------------------------------------------------- # ● 获取命中率 #-------------------------------------------------------------------------- def hit n = 100 for i in @states n *= $data_states[i].hit_rate / 100.0 end return Integer(n) end #-------------------------------------------------------------------------- # ● 获取攻击力 #-------------------------------------------------------------------------- def atk # 忧雪の伤 # 除了武器攻击外再加上等级*7.5的值,7.5可改 n = base_atk + 7.5 * @level for i in @states n *= $data_states[i].atk_rate / 100.0 end return Integer(n) end #-------------------------------------------------------------------------- # ● 获取物理防御 #-------------------------------------------------------------------------- def pdef n = base_pdef for i in @states n *= $data_states[i].pdef_rate / 100.0 end return Integer(n) end #-------------------------------------------------------------------------- # ● 获取魔法防御 #-------------------------------------------------------------------------- def mdef n = base_mdef for i in @states n *= $data_states[i].mdef_rate / 100.0 end return Integer(n) end #-------------------------------------------------------------------------- # ● 获取回避修正 #-------------------------------------------------------------------------- def eva n = base_eva for i in @states n += $data_states[i].eva end return n end #-------------------------------------------------------------------------- # ● 更改 HP # hp : 新的 HP #-------------------------------------------------------------------------- def hp=(hp) @hp = [[hp, maxhp].min, 0].max # 解除附加的战斗不能状态 for i in 1...$data_states.size if $data_states[i].zero_hp if self.dead? add_state(i) else remove_state(i) end end end end #-------------------------------------------------------------------------- # ● 更改 SP # sp : 新的 SP #-------------------------------------------------------------------------- def sp=(sp) @sp = [[sp, maxsp].min, 0].max end #-------------------------------------------------------------------------- # ● 全回复 #-------------------------------------------------------------------------- def recover_all @hp = maxhp @sp = maxsp for i in @states.clone remove_state(i) end end #-------------------------------------------------------------------------- # ● 获取当前的动作 #-------------------------------------------------------------------------- def current_action return @current_action end #-------------------------------------------------------------------------- # ● 确定动作速度 #-------------------------------------------------------------------------- def make_action_speed @current_action.speed = agi + rand(10 + agi / 4) end #-------------------------------------------------------------------------- # ● 战斗不能判定 #-------------------------------------------------------------------------- def dead? return (@hp == 0 and not @immortal) end #-------------------------------------------------------------------------- # ● 存在判定 #-------------------------------------------------------------------------- def exist? return (not @hidden and (@hp > 0 or @immortal)) end #-------------------------------------------------------------------------- # ● HP 0 判定 #-------------------------------------------------------------------------- def hp0? return (not @hidden and @hp == 0) end #-------------------------------------------------------------------------- # ● 可以输入命令判定 #-------------------------------------------------------------------------- def inputable? return (not @hidden and restriction actor.final_level @exp_list[i] = 0 else n = actor.exp_basis * ((i + 3) ** pow_i) / (5 ** pow_i) @exp_list[i] = @exp_list[i-1] + Integer(n) end end end #-------------------------------------------------------------------------- # ● 取得属性修正值 # element_id : 属性 ID #-------------------------------------------------------------------------- def element_rate(element_id) # 获取对应属性有效度的数值 table = [0,200,150,100,50,0,-100] result = table[$data_classes[@class_id].element_ranks[element_id]] # 防具能防御本属性的情况下效果减半 for i in [@armor1_id, @armor2_id, @armor3_id, @armor4_id] armor = $data_armors[i] if armor != nil and armor.guard_element_set.include?(element_id) result /= 2 end end # 状态能防御本属性的情况下效果减半 for i in @states if $data_states[i].guard_element_set.include?(element_id) result /= 2 end end # 过程结束 return result end #-------------------------------------------------------------------------- # ● 获取属性有效度 #-------------------------------------------------------------------------- def state_ranks return $data_classes[@class_id].state_ranks end #-------------------------------------------------------------------------- # ● 判定防御属性 # state_id : 属性 ID #-------------------------------------------------------------------------- def state_guard?(state_id) for i in [@armor1_id, @armor2_id, @armor3_id, @armor4_id] armor = $data_armors[i] if armor != nil if armor.guard_state_set.include?(state_id) return true end end end return false end #-------------------------------------------------------------------------- # ● 获取普通攻击属性 #-------------------------------------------------------------------------- def element_set weapon = $data_weapons[@weapon_id] return weapon != nil ? weapon.element_set : [] end #-------------------------------------------------------------------------- # ● 获取普通攻击状态变化 (+) #-------------------------------------------------------------------------- def plus_state_set weapon = $data_weapons[@weapon_id] return weapon != nil ? weapon.plus_state_set : [] end #-------------------------------------------------------------------------- # ● 获取普通攻击状态变化 (-) #-------------------------------------------------------------------------- def minus_state_set weapon = $data_weapons[@weapon_id] return weapon != nil ? weapon.minus_state_set : [] end #-------------------------------------------------------------------------- # ● 获取 MaxHP #-------------------------------------------------------------------------- def maxhp n = [[base_maxhp + @maxhp_plus, 1].max, 9999].min for i in @states n *= $data_states[i].maxhp_rate / 100.0 end n = [[Integer(n), 1].max, 9999].min return n end #-------------------------------------------------------------------------- # ● 获取基本 MaxHP #-------------------------------------------------------------------------- def base_maxhp return $data_actors[@actor_id].parameters[0, @level] end #-------------------------------------------------------------------------- # ● 获取基本 MaxSP #-------------------------------------------------------------------------- def base_maxsp return $data_actors[@actor_id].parameters[1, @level] end #-------------------------------------------------------------------------- # ● 获取基本力量 #-------------------------------------------------------------------------- def base_str n = $data_actors[@actor_id].parameters[2, @level] weapon = $data_weapons[@weapon_id] armor1 = $data_armors[@armor1_id] armor2 = $data_armors[@armor2_id] armor3 = $data_armors[@armor3_id] armor4 = $data_armors[@armor4_id] n += weapon != nil ? weapon.str_plus : 0 n += armor1 != nil ? armor1.str_plus : 0 n += armor2 != nil ? armor2.str_plus : 0 n += armor3 != nil ? armor3.str_plus : 0 n += armor4 != nil ? armor4.str_plus : 0 return [[n, 1].max, 999].min end #-------------------------------------------------------------------------- # ● 获取基本灵巧 #-------------------------------------------------------------------------- def base_dex n = $data_actors[@actor_id].parameters[3, @level] weapon = $data_weapons[@weapon_id] armor1 = $data_armors[@armor1_id] armor2 = $data_armors[@armor2_id] armor3 = $data_armors[@armor3_id] armor4 = $data_armors[@armor4_id] n += weapon != nil ? weapon.dex_plus : 0 n += armor1 != nil ? armor1.dex_plus : 0 n += armor2 != nil ? armor2.dex_plus : 0 n += armor3 != nil ? armor3.dex_plus : 0 n += armor4 != nil ? armor4.dex_plus : 0 return [[n, 1].max, 999].min end #-------------------------------------------------------------------------- # ● 获取基本速度 #-------------------------------------------------------------------------- def base_agi n = $data_actors[@actor_id].parameters[4, @level] weapon = $data_weapons[@weapon_id] armor1 = $data_armors[@armor1_id] armor2 = $data_armors[@armor2_id] armor3 = $data_armors[@armor3_id] armor4 = $data_armors[@armor4_id] n += weapon != nil ? weapon.agi_plus : 0 n += armor1 != nil ? armor1.agi_plus : 0 n += armor2 != nil ? armor2.agi_plus : 0 n += armor3 != nil ? armor3.agi_plus : 0 n += armor4 != nil ? armor4.agi_plus : 0 return [[n, 1].max, 999].min end #-------------------------------------------------------------------------- # ● 获取基本魔力 #-------------------------------------------------------------------------- def base_int n = $data_actors[@actor_id].parameters[5, @level] weapon = $data_weapons[@weapon_id] armor1 = $data_armors[@armor1_id] armor2 = $data_armors[@armor2_id] armor3 = $data_armors[@armor3_id] armor4 = $data_armors[@armor4_id] n += weapon != nil ? weapon.int_plus : 0 n += armor1 != nil ? armor1.int_plus : 0 n += armor2 != nil ? armor2.int_plus : 0 n += armor3 != nil ? armor3.int_plus : 0 n += armor4 != nil ? armor4.int_plus : 0 return [[n, 1].max, 999].min end #-------------------------------------------------------------------------- # ● 获取基本攻击力 #-------------------------------------------------------------------------- def base_atk weapon = $data_weapons[@weapon_id] return weapon != nil ? weapon.atk : 0 end #-------------------------------------------------------------------------- # ● 获取基本物理防御 #-------------------------------------------------------------------------- def base_pdef weapon = $data_weapons[@weapon_id] armor1 = $data_armors[@armor1_id] armor2 = $data_armors[@armor2_id] armor3 = $data_armors[@armor3_id] armor4 = $data_armors[@armor4_id] pdef1 = weapon != nil ? weapon.pdef : 0 pdef2 = armor1 != nil ? armor1.pdef : 0 pdef3 = armor2 != nil ? armor2.pdef : 0 pdef4 = armor3 != nil ? armor3.pdef : 0 pdef5 = armor4 != nil ? armor4.pdef : 0 # 忧雪の伤 # 除了装备加外再加上等级*6.5的值,6.5可改 return pdef1 + pdef2 + pdef3 + pdef4 + pdef5 + @level *6.8 end #-------------------------------------------------------------------------- # ● 获取基本魔法防御 #-------------------------------------------------------------------------- def base_mdef weapon = $data_weapons[@weapon_id] armor1 = $data_armors[@armor1_id] armor2 = $data_armors[@armor2_id] armor3 = $data_armors[@armor3_id] armor4 = $data_armors[@armor4_id] mdef1 = weapon != nil ? weapon.mdef : 0 mdef2 = armor1 != nil ? armor1.mdef : 0 mdef3 = armor2 != nil ? armor2.mdef : 0 mdef4 = armor3 != nil ? armor3.mdef : 0 mdef5 = armor4 != nil ? armor4.mdef : 0 # 忧雪の伤 # 除了装备加外再加上等级*6.5的值,6.5可改 return mdef1 + mdef2 + mdef3 + mdef4 + mdef5 + @level *6.5 end #-------------------------------------------------------------------------- # ● 获取基本回避修正 #-------------------------------------------------------------------------- def base_eva armor1 = $data_armors[@armor1_id] armor2 = $data_armors[@armor2_id] armor3 = $data_armors[@armor3_id] armor4 = $data_armors[@armor4_id] eva1 = armor1 != nil ? armor1.eva : 0 eva2 = armor2 != nil ? armor2.eva : 0 eva3 = armor3 != nil ? armor3.eva : 0 eva4 = armor4 != nil ? armor4.eva : 0 return eva1 + eva2 + eva3 + eva4 end #-------------------------------------------------------------------------- # ● 普通攻击 获取攻击方动画 ID #-------------------------------------------------------------------------- def animation1_id weapon = $data_weapons[@weapon_id] return weapon != nil ? weapon.animation1_id : 0 end #-------------------------------------------------------------------------- # ● 普通攻击 获取对像方动画 ID #-------------------------------------------------------------------------- def animation2_id # 忧雪の伤 weapon = $data_weapons[@weapon_id] # 改变了无装备无动画,改为了打击,可以更换 return weapon != nil ? weapon.animation2_id : 4 end #-------------------------------------------------------------------------- # ● 获取类名 #-------------------------------------------------------------------------- def class_name return $data_classes[@class_id].name end #-------------------------------------------------------------------------- # ● 获取 EXP 字符串 #-------------------------------------------------------------------------- def exp_s return @exp_list[@level+1] > 0 ? @exp.to_s : "-------" end #-------------------------------------------------------------------------- # ● 获取下一等级的 EXP 字符串 #-------------------------------------------------------------------------- def next_exp_s return @exp_list[@level+1] > 0 ? @exp_list[@level+1].to_s : "-------" end #-------------------------------------------------------------------------- # ● 获取离下一等级还需的 EXP 字符串 #-------------------------------------------------------------------------- def next_rest_exp_s return @exp_list[@level+1] > 0 ? (@exp_list[@level+1] - @exp).to_s : "-------" end #-------------------------------------------------------------------------- # ● 更新自动状态 # old_armor : 卸下防具 # new_armor : 装备防具 #-------------------------------------------------------------------------- def update_auto_state(old_armor, new_armor) # 强制解除卸下防具的自动状态 if old_armor != nil and old_armor.auto_state_id != 0 remove_state(old_armor.auto_state_id, true) end # 强制附加装备防具的自动状态 if new_armor != nil and new_armor.auto_state_id != 0 add_state(new_armor.auto_state_id, true) end end #-------------------------------------------------------------------------- # ● 装备固定判定 # equip_type : 装备类型 #-------------------------------------------------------------------------- def equip_fix?(equip_type) case equip_type when 0 # 武器 return $data_actors[@actor_id].weapon_fix when 1 # 盾 return $data_actors[@actor_id].armor1_fix when 2 # 头 return $data_actors[@actor_id].armor2_fix when 3 # 身体 return $data_actors[@actor_id].armor3_fix when 4 # 装饰品 return $data_actors[@actor_id].armor4_fix end return false end #-------------------------------------------------------------------------- # ● 变更装备 # equip_type : 装备类型 # id : 武器 or 防具 ID (0 为解除装备) #-------------------------------------------------------------------------- def equip(equip_type, id) case equip_type when 0 # 武器 if id == 0 or $game_party.weapon_number(id) > 0 $game_party.gain_weapon(@weapon_id, 1) @weapon_id = id $game_party.lose_weapon(id, 1) end when 1 # 盾 if id == 0 or $game_party.armor_number(id) > 0 update_auto_state($data_armors[@armor1_id], $data_armors[id]) $game_party.gain_armor(@armor1_id, 1) @armor1_id = id $game_party.lose_armor(id, 1) end when 2 # 头 if id == 0 or $game_party.armor_number(id) > 0 update_auto_state($data_armors[@armor2_id], $data_armors[id]) $game_party.gain_armor(@armor2_id, 1) @armor2_id = id $game_party.lose_armor(id, 1) end when 3 # 身体 if id == 0 or $game_party.armor_number(id) > 0 update_auto_state($data_armors[@armor3_id], $data_armors[id]) $game_party.gain_armor(@armor3_id, 1) @armor3_id = id $game_party.lose_armor(id, 1) end when 4 # 装饰品 if id == 0 or $game_party.armor_number(id) > 0 update_auto_state($data_armors[@armor4_id], $data_armors[id]) $game_party.gain_armor(@armor4_id, 1) @armor4_id = id $game_party.lose_armor(id, 1) end end end #-------------------------------------------------------------------------- # ● 可以装备判定 # item : 物品 #-------------------------------------------------------------------------- def equippable?(item) # 武器的情况 if item.is_a?(RPG::Weapon) # 包含当前的职业可以装备武器的场合 if $data_classes[@class_id].weapon_set.include?(item.id) return true end end # 防具的情况 if item.is_a?(RPG::Armor) # 不包含当前的职业可以装备武器的场合 if $data_classes[@class_id].armor_set.include?(item.id) return true end end return false end #-------------------------------------------------------------------------- # ● 更改 EXP # exp : 新的 EXP #-------------------------------------------------------------------------- def exp=(exp) @exp = [[exp, 9999999].min, 0].max # 升级 while @exp >= @exp_list[@level+1] and @exp_list[@level+1] > 0 @level += 1 # 学会特技 for j in $data_classes[@class_id].learnings if j.level == @level learn_skill(j.skill_id) end end end # 降级 while @exp < @exp_list[@level] @level -= 1 end # 修正当前的 HP 与 SP 超过最大值 @hp = [@hp, self.maxhp].min @sp = [@sp, self.maxsp].min end #-------------------------------------------------------------------------- # ● 更改水品 # level : 新的等级 #-------------------------------------------------------------------------- def level=(level) # 检查上下限 level = [[level, $data_actors[@actor_id].final_level].min, 1].max # 更改 EXP self.exp = @exp_list[level] end #-------------------------------------------------------------------------- # ● 觉悟特技 # skill_id : 特技 ID #-------------------------------------------------------------------------- def learn_skill(skill_id) if skill_id > 0 and not skill_learn?(skill_id) @skills.push(skill_id) @skills.sort! end end #-------------------------------------------------------------------------- # ● 遗忘特技 # skill_id : 特技 ID #-------------------------------------------------------------------------- def forget_skill(skill_id) @skills.delete(skill_id) end #-------------------------------------------------------------------------- # ● 已经学会的特技判定 # skill_id : 特技 ID #-------------------------------------------------------------------------- def skill_learn?(skill_id) return @skills.include?(skill_id) end #-------------------------------------------------------------------------- # ● 可以使用特技判定 # skill_id : 特技 ID #-------------------------------------------------------------------------- def skill_can_use?(skill_id) if not skill_learn?(skill_id) return false end return super end #-------------------------------------------------------------------------- # ● 更改名称 # name : 新的名称 #-------------------------------------------------------------------------- def name=(name) @name = name end #-------------------------------------------------------------------------- # ● 更改职业 ID # class_id : 新的职业 ID #-------------------------------------------------------------------------- def class_id=(class_id) if $data_classes[class_id] != nil @class_id = class_id # 避开无法装备的物品 unless equippable?($data_weapons[@weapon_id]) equip(0, 0) end unless equippable?($data_armors[@armor1_id]) equip(1, 0) end unless equippable?($data_armors[@armor2_id]) equip(2, 0) end unless equippable?($data_armors[@armor3_id]) equip(3, 0) end unless equippable?($data_armors[@armor4_id]) equip(4, 0) end end end #-------------------------------------------------------------------------- # ● 更改图形 # character_name : 新的角色 文件名 # character_hue : 新的角色 色相 # battler_name : 新的战斗者 文件名 # battler_hue : 新的战斗者 色相 #-------------------------------------------------------------------------- def set_graphic(character_name, character_hue, battler_name, battler_hue) @character_name = character_name @character_hue = character_hue @battler_name = battler_name @battler_hue = battler_hue end #-------------------------------------------------------------------------- # ● 取得战斗画面的 X 坐标 #-------------------------------------------------------------------------- def screen_x # 返回计算后的队伍 X 坐标的排列顺序 if self.index != nil return self.index * 160 + 80 else return 0 end end #-------------------------------------------------------------------------- # ● 取得战斗画面的 Y 坐标 #-------------------------------------------------------------------------- def screen_y return 464 end #-------------------------------------------------------------------------- # ● 取得战斗画面的 Z 坐标 #-------------------------------------------------------------------------- def screen_z # 返回计算后的队伍 Z 坐标的排列顺序 if self.index != nil return 4 - self.index else return 0 end endend#==============================================================================# ☆ 忧雪の伤制作,转载时请保留。#==============================================================================复制代码
复制代码 本帖来自P1论坛作者忧雪の伤,因Project1站服务器在国外有时候访问缓慢不方便作者交流学习,经联系P1站长fux2同意署名转载一起分享游戏制作经验,共同为国内独立游戏作者共同创造良好交流环境,原文地址:
https://rpg.blue/forum.php?mod=viewthread&tid=163376 若有侵权,发帖作者可联系底部站长QQ在线咨询功能删除,谢谢。