#--------------------------------------------------------------------------
# ● 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]
armor5 = $data_armors[@armor5_id]
armor6 = $data_armors[@armor6_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
n += armor5 != nil ? armor5.int_plus : 0
n += armor6 != nil ? armor6.int_plus : 0
return [[n, 1].max, 999].min
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]
armor5 = $data_armors[@armor5_id]
armor6 = $data_armors[@armor6_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
pdef6 = armor5 != nil ? armor5.pdef : 0
pdef7 = armor6 != nil ? armor6.pdef : 0
return pdef1 + pdef2 + pdef3 + pdef4 + pdef5 + pdef6 + pdef7
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]
armor5 = $data_armors[@armor5_id]
armor6 = $data_armors[@armor6_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
mdef6 = armor5 != nil ? armor5.mdef : 0
mdef7 = armor6 != nil ? armor6.mdef : 0
return mdef1 + mdef2 + mdef3 + mdef4 + mdef5 + mdef6 + mdef7
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]
armor5 = $data_armors[@armor5_id]
armor6 = $data_armors[@armor6_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
eva5 = armor5 != nil ? armor5.eva : 0
eva6 = armor6 != nil ? armor6.eva : 0
return eva1 + eva2 + eva3 + eva4 + eva5 + eva6
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
when 5 # 项链
if id == 0 or $game_party.armor_number(id) > 0
update_auto_state($data_armors[@armor5_id], $data_armors[id])
$game_party.gain_armor(@armor5_id, 1)
@armor5_id = id
$game_party.lose_armor(id, 1)
end
when 6 # 鞋
if id == 0 or $game_party.armor_number(id) > 0
update_auto_state($data_armors[@armor6_id], $data_armors[id])
$game_party.gain_armor(@armor6_id, 1)
@armor6_id = id
$game_party.lose_armor(id, 1)
end
end
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
unless equippable?($data_armors[@armor5_id])
equip(5, 0)
end
unless equippable?($data_armors[@armor6_id])
equip(6, 0)
end
end
end
endI