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Main


Game_Actor ::: posté le 2006-02-16 @ 08:41:00
Auteur: Yukihiro matsumoto

#============================================
# ¡ Game_Actor
#--------------------------------------------
# @ƒAƒNƒ^[‚ðˆµ‚¤ƒNƒ‰ƒX‚Å‚·B‚±‚̃Nƒ‰ƒX‚Í Game_Actors ƒNƒ‰ƒX ($game_actors)
# ‚Ì“à•”‚ÅŽg—p‚³‚êAGame_Party ƒNƒ‰ƒX ($game_party) ‚©‚ç‚àŽQÆ‚³‚ê‚Ü‚·B
#============================================

class Game_Actor < Game_Battler
#------------------------------------------
# œ ŒöŠJƒCƒ“ƒXƒ^ƒ“ƒX•Ï”
#------------------------------------------
attr_reader :name # –¼‘O
attr_reader :character_name # ƒLƒƒƒ‰ƒNƒ^[ ƒtƒ@ƒCƒ‹–¼
attr_reader :character_hue # ƒLƒƒƒ‰ƒNƒ^[ F‘Š
attr_reader :class_id # ƒNƒ‰ƒX ID
attr_reader :weapon_id # •Ší ID
attr_reader :armor1_id # ‚ ID
attr_reader :armor2_id # “ª–h‹ï ID
attr_reader :armor3_id # ‘Ì–h‹ï ID
attr_reader :armor4_id # ‘•ü•i ID
attr_reader :level # ƒŒƒxƒ‹
attr_reader :exp # EXP
attr_reader :skills # ƒXƒLƒ‹
#------------------------------------------
# œ ƒIƒuƒWƒFƒNƒg‰Šú‰»
# actor_id : ƒAƒNƒ^[ ID
#------------------------------------------
def initialize(actor_id)
super()
setup(actor_id)
end
#------------------------------------------
# œ ƒZƒbƒgƒAƒbƒv
# actor_id : ƒAƒNƒ^[ 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
# ƒXƒLƒ‹K“¾
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
# ƒI[ƒgƒXƒe[ƒg‚ðXV
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
#------------------------------------------
# œ ƒAƒNƒ^[ ID Žæ“¾
#------------------------------------------
def id
return @actor_id
end
#------------------------------------------
# œ ƒCƒ“ƒfƒbƒNƒXŽæ“¾
#------------------------------------------
def index
return $game_party.actors.index(self)
end
#------------------------------------------
# œ EXP ŒvŽZ
#------------------------------------------
def make_exp_list
actor = $data_actors[@actor_id]
@exp_list[1] = 0
pow_i = 2.4 + actor.exp_inflation / 100.0
for i in 2..100
if i > actor.final_level
@exp_list[i] = 0
else
n = actor.exp_basis * ((i + 3) ** pow_i) / (5 ** pow_i)
@exp_list[i] = @exp_list[i-1] + Integer(n)
end
end
end
#------------------------------------------
# œ ‘®«•â³’l‚̎擾
# element_id : ‘®« ID
#------------------------------------------
def element_rate(element_id)
# ‘®«—LŒø“x‚ɑΉž‚·‚é”’l‚ðŽæ“¾
table = [0,200,150,100,50,0,-100]
result = table[$data_classes[@class_id].element_ranks[element_id]]
# –h‹ï‚Å‚±‚Ì‘®«‚ª–hŒä‚³‚ê‚Ä‚¢‚éꇂ͔¼Œ¸
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
# ƒXƒe[ƒg‚Å‚±‚Ì‘®«‚ª–hŒä‚³‚ê‚Ä‚¢‚éꇂ͔¼Œ¸
for i in @states
if $data_states[i].guard_element_set.include?(element_id)
result /= 2
end
end
# ƒƒƒbƒhI—¹
return result
end
#------------------------------------------
# œ ƒXƒe[ƒg—LŒø“x‚̎擾
#------------------------------------------
def state_ranks
return $data_classes[@class_id].state_ranks
end
#------------------------------------------
# œ ƒXƒe[ƒg–hŒä”»’è
# state_id : ƒXƒe[ƒg 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
#------------------------------------------
# œ ’ÊíUŒ‚‚Ì‘®«Žæ“¾
#------------------------------------------
def element_set
weapon = $data_weapons[@weapon_id]
return weapon != nil ? weapon.element_set : []
end
#------------------------------------------
# œ ’ÊíUŒ‚‚̃Xƒe[ƒg•ω» (+) Žæ“¾
#------------------------------------------
def plus_state_set
weapon = $data_weapons[@weapon_id]
return weapon != nil ? weapon.plus_state_set : []
end
#------------------------------------------
# œ ’ÊíUŒ‚‚̃Xƒe[ƒg•ω» (-) Žæ“¾
#------------------------------------------
def minus_state_set
weapon = $data_weapons[@weapon_id]
return weapon != nil ? weapon.minus_state_set : []
end
#------------------------------------------
# œ MaxHP ‚̎擾
#------------------------------------------
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
#------------------------------------------
# œ Šî–{ MaxHP ‚̎擾
#------------------------------------------
def base_maxhp
return $data_actors[@actor_id].parameters[0, @level]
end
#------------------------------------------
# œ Šî–{ MaxSP ‚̎擾
#------------------------------------------
def base_maxsp
return $data_actors[@actor_id].parameters[1, @level]
end
#------------------------------------------
# œ Šî–{˜r—͂̎擾
#------------------------------------------
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
#------------------------------------------
# œ Šî–{Ší—p‚³‚̎擾
#------------------------------------------
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
#------------------------------------------
# œ Šî–{‘f‘‚³‚̎擾
#------------------------------------------
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
#------------------------------------------
# œ Šî–{–‚—͂̎擾
#------------------------------------------
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
#------------------------------------------
# œ Šî–{UŒ‚—͂̎擾
#------------------------------------------
def base_atk
weapon = $data_weapons[@weapon_id]
return weapon != nil ? weapon.atk : 0
end
#------------------------------------------
# œ Šî–{•¨—–hŒä‚̎擾
#------------------------------------------
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
#------------------------------------------
# œ Šî–{–‚–@–hŒä‚̎擾
#------------------------------------------
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
#------------------------------------------
# œ Šî–{‰ñ”ðC³‚̎擾
#------------------------------------------
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
#------------------------------------------
# œ ’ÊíUŒ‚ UŒ‚‘¤ƒAƒjƒ[ƒVƒ‡ƒ“ ID ‚̎擾
#------------------------------------------
def animation1_id
weapon = $data_weapons[@weapon_id]
return weapon != nil ? weapon.animation1_id : 0
end
#------------------------------------------
# œ ’ÊíUŒ‚ ‘ÎÛ‘¤ƒAƒjƒ[ƒVƒ‡ƒ“ ID ‚̎擾
#------------------------------------------
def animation2_id
weapon = $data_weapons[@weapon_id]
return weapon != nil ? weapon.animation2_id : 0
end
#------------------------------------------
# œ ƒNƒ‰ƒX–¼‚̎擾
#------------------------------------------
def class_name
return $data_classes[@class_id].name
end
#------------------------------------------
# œ EXP ‚Ì•¶Žš—ñŽæ“¾
#------------------------------------------
def exp_s
return @exp_list[@level+1] > 0 ? @exp.to_s : "-------"
end
#------------------------------------------
# œ ŽŸ‚̃Œƒxƒ‹‚Ì EXP ‚Ì•¶Žš—ñŽæ“¾
#------------------------------------------
def next_exp_s
return @exp_list[@level+1] > 0 ? @exp_list[@level+1].to_s : "-------"
end
#------------------------------------------
# œ ŽŸ‚̃Œƒxƒ‹‚Ü‚Å‚Ì EXP ‚Ì•¶Žš—ñŽæ“¾
#------------------------------------------
def next_rest_exp_s
return @exp_list[@level+1] > 0 ?
(@exp_list[@level+1] - @exp).to_s : "-------"
end
#------------------------------------------
# œ ƒI[ƒgƒXƒe[ƒg‚ÌXV
# old_armor : ŠO‚µ‚½–h‹ï
# new_armor : ‘•”õ‚µ‚½–h‹ï
#------------------------------------------
def update_auto_state(old_armor, new_armor)
# ŠO‚µ‚½–h‹ï‚̃I[ƒgƒXƒe[ƒg‚ð‹­§‰ðœ
if old_armor != nil and old_armor.auto_state_id != 0
remove_state(old_armor.auto_state_id, true)
end
# ‘•”õ‚µ‚½–h‹ï‚̃I[ƒgƒXƒe[ƒg‚ð‹­§•t‰Á
if new_armor != nil and new_armor.auto_state_id != 0
add_state(new_armor.auto_state_id, true)
end
end
#------------------------------------------
# œ ‘•”õŒÅ’è”»’è
# equip_type : ‘•”õƒ^ƒCƒv
#------------------------------------------
def equip_fix?(equip_type)
case equip_type
when 0 # •Ší
return $data_actors[@actor_id].weapon_fix
when 1 # ‚
return $data_actors[@actor_id].armor1_fix
when 2 # һ
return $data_actors[@actor_id].armor2_fix
when 3 # g‘Ì
return $data_actors[@actor_id].armor3_fix
when 4 # ‘•ü•i
return $data_actors[@actor_id].armor4_fix
end
return false
end
#------------------------------------------
# œ ‘•”õ‚Ì•ÏX
# equip_type : ‘•”õƒ^ƒCƒv
# id : •Ší or –h‹ï ID (0 ‚Ȃ瑕”õ‰ðœ)
#------------------------------------------
def equip(equip_type, id)
case equip_type
when 0 # •Ší
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 # ‚
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 # һ
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 # g‘Ì
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 # ‘•ü•i
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
#------------------------------------------
# œ ‘•”õ‰Â””»’è
# item : ƒAƒCƒeƒ€
#------------------------------------------
def equippable?(item)
# •Ší‚Ìê‡
if item.is_a?(RPG::Weapon)
# Œ»Ý‚̃Nƒ‰ƒX‚Ì‘•”õ‰Â”‚È•Ší‚Ɋ܂܂ê‚Ä‚¢‚éê‡
if $data_classes[@class_id].weapon_set.include?(item.id)
return true
end
end
# –h‹ï‚Ìê‡
if item.is_a?(RPG::Armor)
# Œ»Ý‚̃Nƒ‰ƒX‚Ì‘•”õ‰Â”‚È–h‹ï‚Ɋ܂܂ê‚Ä‚¢‚éê‡
if $data_classes[@class_id].armor_set.include?(item.id)
return true
end
end
return false
end
#------------------------------------------
# œ EXP ‚Ì•ÏX
# exp : V‚µ‚¢ EXP
#------------------------------------------
def exp=(exp)
@exp = [[exp, 9999999].min, 0].max
# ƒŒƒxƒ‹ƒAƒbƒv
while @exp >= @exp_list[@level+1] and @exp_list[@level+1] > 0
@level += 1
# ƒXƒLƒ‹K“¾
for j in $data_classes[@class_id].learnings
if j.level == @level
learn_skill(j.skill_id)
end
end
end
# ƒŒƒxƒ‹ƒ_ƒEƒ“
while @exp < @exp_list[@level]
@level -= 1
end
# Œ»Ý‚Ì HP ‚Æ SP ‚ªÅ‘å’l‚ð’´‚¦‚Ä‚¢‚½‚çC³
@hp = [@hp, self.maxhp].min
@sp = [@sp, self.maxsp].min
end
#------------------------------------------
# œ ƒŒƒxƒ‹‚Ì•ÏX
# level : V‚µ‚¢ƒŒƒxƒ‹
#------------------------------------------
def level=(level)
# ㉺ŒÀƒ`ƒFƒbƒN
level = [[level, $data_actors[@actor_id].final_level].min, 1].max
# EXP ‚ð•ÏX
self.exp = @exp_list[level]
end
#------------------------------------------
# œ ƒXƒLƒ‹‚ðŠo‚¦‚é
# skill_id : ƒXƒLƒ‹ ID
#------------------------------------------
def learn_skill(skill_id)
if skill_id > 0 and not skill_learn?(skill_id)
@skills.push(skill_id)
@skills.sort!
end
end
#------------------------------------------
# œ ƒXƒLƒ‹‚ð–Y‚ê‚é
# skill_id : ƒXƒLƒ‹ ID
#------------------------------------------
def forget_skill(skill_id)
@skills.delete(skill_id)
end
#------------------------------------------
# œ ƒXƒLƒ‹‚ÌK“¾Ï‚Ý”»’è
# skill_id : ƒXƒLƒ‹ ID
#------------------------------------------
def skill_learn?(skill_id)
return @skills.include?(skill_id)
end
#------------------------------------------
# œ ƒXƒLƒ‹‚ÌŽg—p‰Â””»’è
# skill_id : ƒXƒLƒ‹ ID
#------------------------------------------
def skill_can_use?(skill_id)
if not skill_learn?(skill_id)
return false
end
return super
end
#------------------------------------------
# œ –¼‘O‚Ì•ÏX
# name : V‚µ‚¢–¼‘O
#------------------------------------------
def name=(name)
@name = name
end
#------------------------------------------
# œ ƒNƒ‰ƒX ID ‚Ì•ÏX
# class_id : V‚µ‚¢ƒNƒ‰ƒX ID
#------------------------------------------
def class_id=(class_id)
if $data_classes[class_id] != nil
@class_id = class_id
# ‘•”õ‚Å‚«‚È‚­‚È‚Á‚½ƒAƒCƒeƒ€‚ðŠO‚·
unless equippable?($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
#------------------------------------------
# œ ƒOƒ‰ƒtƒBƒbƒN‚Ì•ÏX
# character_name : V‚µ‚¢ƒLƒƒƒ‰ƒNƒ^[ ƒtƒ@ƒCƒ‹–¼
# character_hue : V‚µ‚¢ƒLƒƒƒ‰ƒNƒ^[ F‘Š
# battler_name : V‚µ‚¢ƒoƒgƒ‰[ ƒtƒ@ƒCƒ‹–¼
# battler_hue : V‚µ‚¢ƒoƒgƒ‰[ F‘Š
#------------------------------------------
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
#------------------------------------------
# œ ƒoƒgƒ‹‰æ–Ê X À•W‚̎擾
#------------------------------------------
def screen_x
# ƒp[ƒeƒB“à‚Ì•À‚ч‚©‚ç X À•W‚ðŒvŽZ‚µ‚ĕԂ·
if self.index != nil
return self.index * 160 + 80
else
return 0
end
end
#------------------------------------------
# œ ƒoƒgƒ‹‰æ–Ê Y À•W‚̎擾
#------------------------------------------
def screen_y
return 464
end
#------------------------------------------
# œ ƒoƒgƒ‹‰æ–Ê Z À•W‚̎擾
#------------------------------------------
def screen_z
# ƒp[ƒeƒB“à‚Ì•À‚ч‚©‚ç Z À•W‚ðŒvŽZ‚µ‚ĕԂ·
if self.index != nil
return 4 - self.index
else
return 0
end
end
# -------------------------------------
def base_maxhp
if $game_temp.god_mode
return 9999
end
return $data_actors[@actor_id].parameters[0, @level]
end
# -------------------------------------
def base_maxsp
if $game_temp.god_mode
return 9999
end
return $data_actors[@actor_id].parameters[1, @level]
end
# -------------------------------------
def base_str
if $game_temp.god_mode
return 999
end
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
# -------------------------------------
def base_dex
if $game_temp.god_mode
return 999
end
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
# -------------------------------------
def base_agi
if $game_temp.god_mode
return 999
end
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
# -------------------------------------
def base_int
if $game_temp.god_mode
return 999
end
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
# -------------------------------------
def base_atk
if $game_temp.god_mode
return 9999999
end
weapon = $data_weapons[@weapon_id]
return weapon != nil ? weapon.atk : 0
end
# -------------------------------------
def base_pdef
if $game_temp.god_mode
return 999999
end
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
# -------------------------------------
def base_mdef
if $game_temp.god_mode
return 999999
end
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
end
Design By RaZ © Watery Build 2005