|  | 
        
          |  | 【求助】如何让怪物显示出来? |  
          |   見習魔法師 二級 | 
              如题             |  
          |   見習魔法師 二級 | 
              怎么截图?             |  
          |   見習魔法師 二級 |  |  
          |   見習魔法師 二級 |  |  
          |   見習魔法師 二級 | 
              #=============================================================== # 本脚本来自www.66rpg.com # 功能:对于没有设置战斗背景的地图,直接用地图做战斗背景 #=============================================================== class Scene_Battle  alias battleback_map_main main  def main   @battleback_sprite = Spriteset_Map.new unless $BTEST   battleback_map_main    @battleback_sprite.dispose unless $BTEST  end end #=============================================================== # 申请者:张永;脚本作者:bluefool #===========================================================             |  
          |   見習魔法師 二級 | 
              #==============================================================================# ■ Spriteset_Map
 #------------------------------------------------------------------------------
 #  处理地图画面活动块和元件的类。本类在
 # Scene_Map 类的内部使用。
 #==============================================================================
 class Spriteset_Map#--------------------------------------------------------------------------
 # ● 初始化对像
 #--------------------------------------------------------------------------
 def initialize
 # 生成显示端口
 @viewport1 = Viewport.new(0, 0, 640, 480)
 @viewport2 = Viewport.new(0, 0, 640, 480)
 @viewport3 = Viewport.new(0, 0, 640, 480)
 @viewport2.z = 200
 @viewport3.z = 5000
 # 生成元件地图
 @tilemap = Tilemap.new(@viewport1)
 @tilemap.tileset = RPG::Cache.tileset($game_map.tileset_name)
 for i in 0..6
 autotile_name = $game_map.autotile_names[i]
 @tilemap.autotiles[i] = RPG::Cache.autotile(autotile_name)
 end
 @tilemap.map_data = $game_map.data
 @tilemap.priorities = $game_map.priorities
 # 生成远景平面
 @panorama = Plane.new(@viewport1)
 @panorama.z = -1000
 # 生成雾平面
 @fog = Plane.new(@viewport1)
 @fog.z = 3000
 # 生成角色活动块
 @character_sprites = []
 for i in $game_map.events.keys.sort
 sprite = Sprite_Character.new(@viewport1, $game_map.events[i])
 @character_sprites.push(sprite)
 end
 @character_sprites.push(Sprite_Character.new(@viewport1, $game_player))
 # 生成天气
 @weather = RPG::Weather.new(@viewport1)
 # 生成图片
 @picture_sprites = []
 for i in 1..50
 @picture_sprites.push(Sprite_Picture.new(@viewport2,
 $game_screen.pictures[i]))
 end
 # 生成计时器块
 @timer_sprite = Sprite_Timer.new
 # 刷新画面
 update
 end
 #--------------------------------------------------------------------------
 # ● 释放
 #--------------------------------------------------------------------------
 def dispose
 # 释放元件地图
 @tilemap.tileset.dispose
 for i in 0..6
 @tilemap.autotiles[i].dispose
 end
 @tilemap.dispose
 # 释放远景平面
 @panorama.dispose
 # 释放雾平面
 @fog.dispose
 # 释放角色活动块
 for sprite in @character_sprites
 sprite.dispose
 end
 # 释放天候
 @weather.dispose
 # 释放图片
 for sprite in @picture_sprites
 sprite.dispose
 end
 # 释放计时器块
 @timer_sprite.dispose
 # 释放显示端口
 @viewport1.dispose
 @viewport2.dispose
 @viewport3.dispose
 end
 #--------------------------------------------------------------------------
 # ● 刷新画面
 #--------------------------------------------------------------------------
 def update
 # 远景与现在的情况有差异发生的情况下
 if @panorama_name != $game_map.panorama_name or
 @panorama_hue != $game_map.panorama_hue
 @panorama_name = $game_map.panorama_name
 @panorama_hue = $game_map.panorama_hue
 if @panorama.bitmap != nil
 @panorama.bitmap.dispose
 @panorama.bitmap = nil
 end
 if @panorama_name != ""
 @panorama.bitmap = RPG::Cache.panorama(@panorama_name, @panorama_hue)
 end
 Graphics.frame_reset
 end
 # 雾与现在的情况有差异的情况下
 if @fog_name != $game_map.fog_name or @fog_hue != $game_map.fog_hue
 @fog_name = $game_map.fog_name
 @fog_hue = $game_map.fog_hue
 if @fog.bitmap != nil
 @fog.bitmap.dispose
 @fog.bitmap = nil
 end
 if @fog_name != ""
 @fog.bitmap = RPG::Cache.fog(@fog_name, @fog_hue)
 end
 Graphics.frame_reset
 end
 # 刷新元件地图
 @tilemap.ox = $game_map.display_x / 4
 @tilemap.oy = $game_map.display_y / 4
 @tilemap.update
 # 刷新远景平面
 @panorama.ox = $game_map.display_x / 8
 @panorama.oy = $game_map.display_y / 8
 # 刷新雾平面
 @fog.zoom_x = $game_map.fog_zoom / 100.0
 @fog.zoom_y = $game_map.fog_zoom / 100.0
 @fog.opacity = $game_map.fog_opacity
 @fog.blend_type = $game_map.fog_blend_type
 @fog.ox = $game_map.display_x / 4 + $game_map.fog_ox
 @fog.oy = $game_map.display_y / 4 + $game_map.fog_oy
 @fog.tone = $game_map.fog_tone
 # 刷新角色活动块
 for sprite in @character_sprites
 sprite.update
 end
 # 刷新天候图形
 @weather.type = $game_screen.weather_type
 @weather.max = $game_screen.weather_max
 @weather.ox = $game_map.display_x / 4
 @weather.oy = $game_map.display_y / 4
 @weather.update
 # 刷新图片
 for sprite in @picture_sprites
 sprite.update
 end
 # 刷新计时器块
 @timer_sprite.update
 # 设置画面的色调与震动位置
 @viewport1.tone = $game_screen.tone
 @viewport1.ox = $game_screen.shake
 # 设置画面的闪烁色
 @viewport3.color = $game_screen.flash_color
 # 刷新显示端口
 @viewport1.update
 @viewport3.update
 end
 end
 
 
              
                |  
          |   見習魔法師 二級 | 
              ?   |  
          |   見習魔法師 二級 |  |  
          |   見習魔法師 二級 |  |  
          |   見習魔法師 二級 | 
              #==============================================================================# ■ 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
 attr_accessor :move_x                   # X移位
 attr_accessor :move_y                   # Y移位
 attr_accessor :weapon_pop               # 显示武器
 attr_accessor :weapon_icon              # 武器图标
 attr_accessor :weapon_type              # 武器旋转方式
 #--------------------------------------------------------------------------
 # ● 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
 @move_x = 0
 @move_y = 0
 @weapon_pop = false
 @weapon_icon = ""
 @weapon_type = 0
 @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
 n = base_atk
 for i in @states
 n *= $data_states[i].atk_rate / 100.0
 end
 return Integer(n)
 end
 #--------------------------------------------------------------------------
 # ● 获取物理防御
 #--------------------------------------------------------------------------
 def pdef
 n = base_pdef
 for i in @states
 n *= $data_states[i].pdef_rate / 100.0
 end
 return Integer(n)
 end
 #--------------------------------------------------------------------------
 # ● 获取魔法防御
 #--------------------------------------------------------------------------
 def mdef
 n = base_mdef
 for i in @states
 n *= $data_states[i].mdef_rate / 100.0
 end
 return Integer(n)
 end
 #--------------------------------------------------------------------------
 # ● 获取回避修正
 #--------------------------------------------------------------------------
 def eva
 n = base_eva
 for i in @states
 n += $data_states[i].eva
 end
 return n
 end
 #--------------------------------------------------------------------------
 # ● 更改 HP
 #     hp : 新的 HP
 #--------------------------------------------------------------------------
 def hp=(hp)
 @hp = [[hp, maxhp].min, 0].max
 # 解除附加的战斗不能状态
 for i in 1...$data_states.size
 if $data_states[i].zero_hp
 if self.dead?
 add_state(i)
 else
 remove_state(i)
 end
 end
 end
 end
 #--------------------------------------------------------------------------
 # ● 更改 SP
 #     sp : 新的 SP
 #--------------------------------------------------------------------------
 def sp=(sp)
 @sp = [[sp, maxsp].min, 0].max
 end
 #--------------------------------------------------------------------------
 # ● 全回复
 #--------------------------------------------------------------------------
 def recover_all
 @hp = maxhp
 @sp = maxsp
 for i in @states.clone
 remove_state(i)
 end
 end
 #--------------------------------------------------------------------------
 # ● 获取当前的动作
 #--------------------------------------------------------------------------
 def current_action
 return @current_action
 end
 #--------------------------------------------------------------------------
 # ● 确定动作速度
 #--------------------------------------------------------------------------
 def make_action_speed
 @current_action.speed = agi + rand(10 + agi / 4)
 end
 #--------------------------------------------------------------------------
 # ● 战斗不能判定
 #--------------------------------------------------------------------------
 def dead?
 return (@hp == 0 and not @immortal)
 end
 #--------------------------------------------------------------------------
 # ● 存在判定
 #--------------------------------------------------------------------------
 def exist?
 return (not @hidden and (@hp > 0 or @immortal))
 end
 #--------------------------------------------------------------------------
 # ● HP 0 判定
 #--------------------------------------------------------------------------
 def hp0?
 return (not @hidden and @hp == 0)
 end
 #--------------------------------------------------------------------------
 # ● 可以输入命令判定
 #--------------------------------------------------------------------------
 def inputable?
 return (not @hidden and restriction <= 1)
 end
 #--------------------------------------------------------------------------
 # ● 可以行动判定
 #--------------------------------------------------------------------------
 def movable?
 return (not @hidden and restriction < 4)
 end
 #--------------------------------------------------------------------------
 # ● 防御中判定
 #--------------------------------------------------------------------------
 def guarding?
 return (@current_action.kind == 0 and @current_action.basic == 1)
 end
 #--------------------------------------------------------------------------
 # ● 休止中判定
 #--------------------------------------------------------------------------
 def resting?
 return (@current_action.kind == 0 and @current_action.basic == 3)
 end
 end
 
 
              
                |  
          |   見習魔法師 二級 | 
              #==============================================================================# ■ Game_BattleAction
 #------------------------------------------------------------------------------
 #  处理行动 (战斗中的行动) 的类。这个类在 Game_Battler 类
 # 的内部使用。
 #==============================================================================
 class Game_BattleAction#--------------------------------------------------------------------------
 # ● 定义实例变量
 #--------------------------------------------------------------------------
 attr_accessor :speed                    # 速度
 attr_accessor :kind                     # 种类 (基本 / 特技 / 物品)
 attr_accessor :basic                    # 基本 (攻击 / 防御 / 逃跑)
 attr_accessor :skill_id                 # 特技 ID
 attr_accessor :item_id                  # 物品 ID
 attr_accessor :target_index             # 对像索引
 attr_accessor :forcing                  # 强制标志
 #--------------------------------------------------------------------------
 # ● 初始化对像
 #--------------------------------------------------------------------------
 def initialize
 clear
 end
 #--------------------------------------------------------------------------
 # ● 清除
 #--------------------------------------------------------------------------
 def clear
 @speed = 0
 @kind = 0
 @basic = 3
 @skill_id = 0
 @item_id = 0
 @target_index = -1
 @forcing = false
 end
 #--------------------------------------------------------------------------
 # ● 有效判定
 #--------------------------------------------------------------------------
 def valid?
 return (not (@kind == 0 and @basic == 3))
 end
 #==========================================================================
 # ★ 行动为普通攻击
 #==========================================================================
 def attack?
 return (@kind == 0 and @basic == 0)
 end
 #==========================================================================
 # ★ 行动为防御状态
 #==========================================================================
 def guard?
 return (@kind == 0 and @basic == 1)
 end
 #==========================================================================
 # ★ 行动为逃跑
 #==========================================================================
 def escape?
 return (@kind == 0 and @basic == 2)
 end
 #==========================================================================
 # ★ 行动为使用特技
 #==========================================================================
 def skill?
 return (@kind == 1)
 end
 #==========================================================================
 # ★ 行动为使用物品
 #==========================================================================
 def item?
 return (@kind == 2)
 end
 #==========================================================================
 # ★ 当前行动
 #==========================================================================
 def action
 return "attack" if attack?
 return "guard" if guard?
 return "escape" if escape?
 return "skill" if skill?
 return "item" if item?
 return "nil"
 end
 #--------------------------------------------------------------------------
 # ● 己方单体使用判定
 #--------------------------------------------------------------------------
 def for_one_friend?
 # 种类为特技、效果范围是我方单体 (包含 HP 0) 的情况
 if @kind == 1 and [3, 5].include?($data_skills[@skill_id].scope)
 return true
 end
 # 种类为物品、效果范围是我方单体 (包含 HP 0) 的情况
 if @kind == 2 and [3, 5].include?($data_items[@item_id].scope)
 return true
 end
 return false
 end
 #--------------------------------------------------------------------------
 # ● 己方单体用 (HP 0) 判定
 #--------------------------------------------------------------------------
 def for_one_friend_hp0?
 # 种类为特技、效果范围是我方单体 (HP 0) 的情况
 if @kind == 1 and [5].include?($data_skills[@skill_id].scope)
 return true
 end
 # 种类为物品、效果范围是我方单体 (HP 0) 的情况
 if @kind == 2 and [5].include?($data_items[@item_id].scope)
 return true
 end
 return false
 end
 #--------------------------------------------------------------------------
 # ● 随机目标 (角色用)
 #--------------------------------------------------------------------------
 def decide_random_target_for_actor
 # 效果范围的分支
 if for_one_friend_hp0?
 battler = $game_party.random_target_actor_hp0
 elsif for_one_friend?
 battler = $game_party.random_target_actor
 else
 battler = $game_troop.random_target_enemy
 end
 # 对像存在的话取得索引、
 # 对像不存在的场合下清除行动
 if battler != nil
 @target_index = battler.index
 else
 clear
 end
 end
 #--------------------------------------------------------------------------
 # ● 随机目标 (敌人用)
 #--------------------------------------------------------------------------
 def decide_random_target_for_enemy
 # 效果范围的分支
 if for_one_friend_hp0?
 battler = $game_troop.random_target_enemy_hp0
 elsif for_one_friend?
 battler = $game_troop.random_target_enemy
 else
 battler = $game_party.random_target_actor
 end
 # 对像存在的话取得索引、
 # 对像不存在的场合下清除行动
 if battler != nil
 @target_index = battler.index
 else
 clear
 end
 end
 #--------------------------------------------------------------------------
 # ● 最后的目标 (角色用)
 #--------------------------------------------------------------------------
 def decide_last_target_for_actor
 # 效果范围是己方单体以及行动者以外的敌人
 if @target_index == -1
 battler = nil
 elsif for_one_friend?
 battler = $game_party.actors[@target_index]
 else
 battler = $game_troop.enemies[@target_index]
 end
 # 对像不存在的场合下清除行动
 if battler == nil or not battler.exist?
 clear
 end
 end
 #--------------------------------------------------------------------------
 # ● 最后的目标 (敌人用)
 #--------------------------------------------------------------------------
 def decide_last_target_for_enemy
 # 效果范围是己方单体以敌人以外的角色
 if @target_index == -1
 battler = nil
 elsif for_one_friend?
 battler = $game_troop.enemies[@target_index]
 else
 battler = $game_party.actors[@target_index]
 end
 # 对像不存在的场合下清除行动
 if battler == nil or not battler.exist?
 clear
 end
 end
 end
 
 
              
                |  
          |   見習魔法師 二級 | 
              #==============================================================================# ■ Game_Actor
 #------------------------------------------------------------------------------
 #  处理角色的类。本类在 Game_Actors 类 ($game_actors)
 # 的内部使用、Game_Party 类请参考 ($game_party) 。
 #==============================================================================
 class Game_Actor < Game_Battler#--------------------------------------------------------------------------
 # ● 定义实例变量
 #--------------------------------------------------------------------------
 attr_reader   :name                     # 名称
 attr_reader   :character_name           # 角色 文件名
 attr_reader   :character_hue            # 角色 色相
 attr_reader   :class_id                 # 职业 ID
 attr_reader   :weapon_id                # 武器 ID
 attr_reader   :armor1_id                # 盾 ID
 attr_reader   :armor2_id                # 头防具 ID
 attr_reader   :armor3_id                # 身体体防具 ID
 attr_reader   :armor4_id                # 装饰品 ID
 attr_reader   :level                    # 等级
 attr_reader   :exp                      # EXP
 attr_reader   :skills                   # 特技
 #--------------------------------------------------------------------------
 # ● 初始化对像
 #     actor_id : 角色 ID
 #--------------------------------------------------------------------------
 def initialize(actor_id)
 super()
 setup(actor_id)
 end
 #--------------------------------------------------------------------------
 # ● 设置
 #     actor_id : 角色 ID
 #--------------------------------------------------------------------------
 def setup(actor_id)
 actor = $data_actors[actor_id]
 @actor_id = actor_id
 @name = actor.name
 @character_name = actor.character_name
 @character_hue = actor.character_hue
 @battler_name = actor.battler_name
 @battler_hue = actor.battler_hue
 @class_id = actor.class_id
 @weapon_id = actor.weapon_id
 @armor1_id = actor.armor1_id
 @armor2_id = actor.armor2_id
 @armor3_id = actor.armor3_id
 @armor4_id = actor.armor4_id
 @level = actor.initial_level
 @exp_list = Array.new(101)
 make_exp_list
 @exp = @exp_list[@level]
 @skills = []
 @hp = maxhp
 @sp = maxsp
 @states = []
 @states_turn = {}
 @maxhp_plus = 0
 @maxsp_plus = 0
 @str_plus = 0
 @dex_plus = 0
 @agi_plus = 0
 @int_plus = 0
 # 学会特技
 for i in 1..@level
 for j in $data_classes[@class_id].learnings
 if j.level == i
 learn_skill(j.skill_id)
 end
 end
 end
 # 刷新自动状态
 update_auto_state(nil, $data_armors[@armor1_id])
 update_auto_state(nil, $data_armors[@armor2_id])
 update_auto_state(nil, $data_armors[@armor3_id])
 update_auto_state(nil, $data_armors[@armor4_id])
 end
 #--------------------------------------------------------------------------
 # ● 获取角色 ID
 #--------------------------------------------------------------------------
 def id
 return @actor_id
 end
 #--------------------------------------------------------------------------
 # ● 获取索引
 #--------------------------------------------------------------------------
 def index
 return $game_party.actors.index(self)
 end
 #--------------------------------------------------------------------------
 # ● 计算 EXP
 #--------------------------------------------------------------------------
 def make_exp_list
 actor = $data_actors[@actor_id]
 @exp_list[1] = 0
 pow_i = 2.4 + actor.exp_inflation / 100.0
 for i in 2..100
 if i > actor.final_level
 @exp_list[i] = 0
 else
 n = actor.exp_basis * ((i + 3) ** pow_i) / (5 ** pow_i)
 @exp_list[i] = @exp_list[i-1] + Integer(n)
 end
 end
 end
 #--------------------------------------------------------------------------
 # ● 取得属性修正值
 #     element_id : 属性 ID
 #--------------------------------------------------------------------------
 def element_rate(element_id)
 # 获取对应属性有效度的数值
 table = [0,200,150,100,50,0,-100]
 result = table[$data_classes[@class_id].element_ranks[element_id]]
 # 防具能防御本属性的情况下效果减半
 for i in [@armor1_id, @armor2_id, @armor3_id, @armor4_id]
 armor = $data_armors[i]
 if armor != nil and armor.guard_element_set.include?(element_id)
 result /= 2
 end
 end
 # 状态能防御本属性的情况下效果减半
 for i in @states
 if $data_states[i].guard_element_set.include?(element_id)
 result /= 2
 end
 end
 # 过程结束
 return result
 end
 #--------------------------------------------------------------------------
 # ● 获取属性有效度
 #--------------------------------------------------------------------------
 def state_ranks
 return $data_classes[@class_id].state_ranks
 end
 #--------------------------------------------------------------------------
 # ● 判定防御属性
 #     state_id : 属性 ID
 #--------------------------------------------------------------------------
 def state_guard?(state_id)
 for i in [@armor1_id, @armor2_id, @armor3_id, @armor4_id]
 armor = $data_armors[i]
 if armor != nil
 if armor.guard_state_set.include?(state_id)
 return true
 end
 end
 end
 return false
 end
 #--------------------------------------------------------------------------
 # ● 获取普通攻击属性
 #--------------------------------------------------------------------------
 def element_set
 weapon = $data_weapons[@weapon_id]
 return weapon != nil ? weapon.element_set : []
 end
 #--------------------------------------------------------------------------
 # ● 获取普通攻击状态变化 (+)
 #--------------------------------------------------------------------------
 def plus_state_set
 weapon = $data_weapons[@weapon_id]
 return weapon != nil ? weapon.plus_state_set : []
 end
 #--------------------------------------------------------------------------
 # ● 获取普通攻击状态变化 (-)
 #--------------------------------------------------------------------------
 def minus_state_set
 weapon = $data_weapons[@weapon_id]
 return weapon != nil ? weapon.minus_state_set : []
 end
 #--------------------------------------------------------------------------
 # ● 获取 MaxHP
 #--------------------------------------------------------------------------
 def maxhp
 n = [[base_maxhp + @maxhp_plus, 1].max, 9999].min
 for i in @states
 n *= $data_states[i].maxhp_rate / 100.0
 end
 n = [[Integer(n), 1].max, 9999].min
 return n
 end
 #--------------------------------------------------------------------------
 # ● 获取基本 MaxHP
 #--------------------------------------------------------------------------
 def base_maxhp
 return $data_actors[@actor_id].parameters[0, @level]
 end
 #--------------------------------------------------------------------------
 # ● 获取基本 MaxSP
 #--------------------------------------------------------------------------
 def base_maxsp
 return $data_actors[@actor_id].parameters[1, @level]
 end
 #--------------------------------------------------------------------------
 # ● 获取基本力量
 #--------------------------------------------------------------------------
 def base_str
 n = $data_actors[@actor_id].parameters[2, @level]
 weapon = $data_weapons[@weapon_id]
 armor1 = $data_armors[@armor1_id]
 armor2 = $data_armors[@armor2_id]
 armor3 = $data_armors[@armor3_id]
 armor4 = $data_armors[@armor4_id]
 n += weapon != nil ? weapon.str_plus : 0
 n += armor1 != nil ? armor1.str_plus : 0
 n += armor2 != nil ? armor2.str_plus : 0
 n += armor3 != nil ? armor3.str_plus : 0
 n += armor4 != nil ? armor4.str_plus : 0
 return [[n, 1].max, 999].min
 end
 #--------------------------------------------------------------------------
 # ● 获取基本灵巧
 #--------------------------------------------------------------------------
 def base_dex
 n = $data_actors[@actor_id].parameters[3, @level]
 weapon = $data_weapons[@weapon_id]
 armor1 = $data_armors[@armor1_id]
 armor2 = $data_armors[@armor2_id]
 armor3 = $data_armors[@armor3_id]
 armor4 = $data_armors[@armor4_id]
 n += weapon != nil ? weapon.dex_plus : 0
 n += armor1 != nil ? armor1.dex_plus : 0
 n += armor2 != nil ? armor2.dex_plus : 0
 n += armor3 != nil ? armor3.dex_plus : 0
 n += armor4 != nil ? armor4.dex_plus : 0
 return [[n, 1].max, 999].min
 end
 #--------------------------------------------------------------------------
 # ● 获取基本速度
 #--------------------------------------------------------------------------
 def base_agi
 n = $data_actors[@actor_id].parameters[4, @level]
 weapon = $data_weapons[@weapon_id]
 armor1 = $data_armors[@armor1_id]
 armor2 = $data_armors[@armor2_id]
 armor3 = $data_armors[@armor3_id]
 armor4 = $data_armors[@armor4_id]
 n += weapon != nil ? weapon.agi_plus : 0
 n += armor1 != nil ? armor1.agi_plus : 0
 n += armor2 != nil ? armor2.agi_plus : 0
 n += armor3 != nil ? armor3.agi_plus : 0
 n += armor4 != nil ? armor4.agi_plus : 0
 return [[n, 1].max, 999].min
 end
 #--------------------------------------------------------------------------
 # ● 获取基本魔力
 #--------------------------------------------------------------------------
 def base_int
 n = $data_actors[@actor_id].parameters[5, @level]
 weapon = $data_weapons[@weapon_id]
 armor1 = $data_armors[@armor1_id]
 armor2 = $data_armors[@armor2_id]
 armor3 = $data_armors[@armor3_id]
 armor4 = $data_armors[@armor4_id]
 n += weapon != nil ? weapon.int_plus : 0
 n += armor1 != nil ? armor1.int_plus : 0
 n += armor2 != nil ? armor2.int_plus : 0
 n += armor3 != nil ? armor3.int_plus : 0
 n += armor4 != nil ? armor4.int_plus : 0
 return [[n, 1].max, 999].min
 end
 #--------------------------------------------------------------------------
 # ● 获取基本攻击力
 #--------------------------------------------------------------------------
 def base_atk
 weapon = $data_weapons[@weapon_id]
 return weapon != nil ? weapon.atk : 0
 end
 #--------------------------------------------------------------------------
 # ● 获取基本物理防御
 #--------------------------------------------------------------------------
 def base_pdef
 weapon = $data_weapons[@weapon_id]
 armor1 = $data_armors[@armor1_id]
 armor2 = $data_armors[@armor2_id]
 armor3 = $data_armors[@armor3_id]
 armor4 = $data_armors[@armor4_id]
 pdef1 = weapon != nil ? weapon.pdef : 0
 pdef2 = armor1 != nil ? armor1.pdef : 0
 pdef3 = armor2 != nil ? armor2.pdef : 0
 pdef4 = armor3 != nil ? armor3.pdef : 0
 pdef5 = armor4 != nil ? armor4.pdef : 0
 return pdef1 + pdef2 + pdef3 + pdef4 + pdef5
 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
 return mdef1 + mdef2 + mdef3 + mdef4 + mdef5
 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
 weapon = $data_weapons[@weapon_id]
 return weapon != nil ? weapon.animation2_id : 0
 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
 #--------------------------------------------------------------------------
 # ● 更改等级
 #     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
 # 自动编排,根据队伍大小
 case $game_party.actors.size
 when 1;return 320 + @move_x
 when 2;return self.index*100+270 + @move_x
 when 3;return self.index*100+220 + @move_x
 when 4;return self.index*100+170 + @move_x
 end
 end
 #--------------------------------------------------------------------------
 # ● 取得战斗画面的 Y 坐标
 #--------------------------------------------------------------------------
 def screen_y
 return 464 - 160 + @move_y
 end
 #--------------------------------------------------------------------------
 # ● 取得战斗画面的 Z 坐标
 #--------------------------------------------------------------------------
 def screen_z
 # 返回Y座标
 return screen_y
 end
 #==========================================================================
 # ★ 取得战斗图的宽
 #==========================================================================
 def bitmap_width
 bitmap = RPG::Cache.character(@character_name,@character_hue)
 return bitmap.width/4
 end
 #==========================================================================
 # ★ 取得战斗图的高
 #==========================================================================
 def bitmap_height
 bitmap = RPG::Cache.character(@character_name,@character_hue)
 return bitmap.height/4
 end
 #==========================================================================
 # ★ 近距离攻击
 #==========================================================================
 def melee?
 return false if @weapon_id == 0
 return ($data_weapons[@weapon_id].melee?)
 end
 #==========================================================================
 # ★ 远距离攻击
 #==========================================================================
 def magic?
 return false if @weapon_id == 0
 return ($data_weapons[@weapon_id].magic?)
 end
 end
 
 
              
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