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- 2007-12-2
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- 2007-12-19
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有人能把下面的脚本添加注释吗?本人新手!!!
引用自http://bbs.rpgchina.com/read-htm-tid-7271-fpage-0-toread--page-3.html 超级Debug.part1 超级Debug.part2 超级Debug.part3
如果顺便能将使用方法(如下)翻译出来就好了.^_^
This script adds many features to the debug screen (access by hitting F9 during Test Play). When editing variables, you can now push C to enter the variable's value, like in RPG Maker 2000 and 2003. You can also push X to multiply the variable by -1. By pushing X when the left window is active, you can open the Debug Command window (see p_w_picpath). Each option is described with its controls below:
Heal Character: Lets you heal a character.
C Button: Recover the character's HP, SP, and status.
X Button: Recover the character's HP only.
Y Button: Recover the character's SP only.
A Button: Recover the character's status only.
God Mode: If this mode is on, your characters will be ultra-powerful.
Money: Enter the amount of money you want to have in the number window.
Encounters: Decide whether you want random encounters on or off.
Items/Weapons/Armor: Lets you add or remove items, weapons, or armor from the party's inventory.
Right: Gain 1 copy of the item.
Left: Lose 1 copy of the item.
X Button: Lose 10 copies of the item.
Y Button: Gain 10 copies of the item.
Teleport: Teleport to a preset destination. You'll need to edit the script yourself to add destinations.
Walk Speed: Choose one of the six walk speeds for the player character.
Save: Allows you to save anywhere, regardless of whether saving is enabled on the map or not.
To use this script, replace Scene_Debug with the one provided, then add the new class Window_Dataset after all the other window classes, then replace the methods shown in Game_Actor. Finally, add the statements in Game_Character and Game_Temp, as shown.
- class Scene_Debug
- # ------------------------------
- def main
- @left_window = Window_DebugLeft.new
- @right_window = Window_DebugRight.new
- c1 = "Heal Character"
- c2 = "God Mode"
- c3 = "Money"
- c4 = "Encounters"
- c5 = "Items"
- c6 = "Weapons"
- c7 = "Armor"
- c8 = "Teleport"
- c9 = "Walk Speed"
- c10 = "Save"
- x1 = "On"
- x2 = "Off"
- w1 = "Slowest"
- w2 = "Slower"
- w3 = "Slow"
- w4 = "Fast"
- w5 = "Faster"
- w6 = "Fastest"
- d1 = "Destination 1"
- main_commands = [c1, c2, c3, c4, c5, c6, c7, c8, c9, c10]
- speed_commands = [w1, w2, w3, w4, w5, w6]
- toggle_commands = [x1, x2]
- warp_commands = [d1]
- @other_window = Window_Command.new(240, main_commands)
- @speed_window = Window_Command.new(120, speed_commands)
- @enc_window = Window_Command.new(80, toggle_commands)
- @god_window = Window_Command.new(80, toggle_commands)
- @warp_window = Window_Command.new(240, warp_commands)
- @target_window = Window_Target.new
- @money_window = Window_Gold.new
- @number_window = Window_InputNumber.new(7)
- @var_window = Window_InputNumber.new(8)
- @help_window = Window_Base.new(192, 352, 448, 128)
- @help_window.contents = Bitmap.new(406, 96)
- @help_window.contents.font.name = "Arial"
- @help_window.contents.font.size = 24
- @left_window.top_row = $game_temp.debug_top_row
- @left_window.index = $game_temp.debug_index
- @right_window.mode = @left_window.mode
- @right_window.top_id = @left_window.top_id
- @other_window.visible = false
- @other_window.active = false
- @target_window.visible = false
- @target_window.active = false
- @enc_window.visible = false
- @enc_window.active = false
- @god_window.visible = false
- @god_window.active = false
- @speed_window.visible = false
- @speed_window.active = false
- @warp_window.visible = false
- @warp_window.active = false
- @money_window.visible = false
- @money_window.active = false
- @number_window.visible = false
- @number_window.active = false
- @var_window.visible = false
- @var_window.active = false
- @itemset_window = Window_Dataset.new(1)
- @itemset_window.visible = false
- @itemset_window.active = false
- @weaponset_window = Window_Dataset.new(2)
- @weaponset_window.visible = false
- @weaponset_window.active = false
- @armorset_window = Window_Dataset.new(3)
- @armorset_window.visible = false
- @armorset_window.active = false
- @other_window.opacity = 255
- @other_window.x = 100
- @other_window.y = 48
- @other_window.z = 200
- @target_window.x = 304
- @target_window.y = 0
- @target_window.z = 300
- @target_window.opacity = 255
- @enc_window.x = 225
- @enc_window.y = 180
- @enc_window.z = 210
- @enc_window.opacity = 255
- @god_window.x = 225
- @god_window.y = 180
- @god_window.z = 210
- @god_window.opacity = 255
- @speed_window.x = 270
- @speed_window.y = 100
- @speed_window.z = 220
- @speed_window.opacity = 255
- @warp_window.x = 270
- @warp_window.y = 100
- @warp_window.z = 220
- @warp_window.opacity = 255
- @itemset_window.x = 0
- @itemset_window.y = 0
- @itemset_window.z = 1000
- @itemset_window.opacity = 255
- @weaponset_window.x = 0
- @weaponset_window.y = 0
- @weaponset_window.z = 1000
- @weaponset_window.opacity = 255
- @armorset_window.x = 0
- @armorset_window.y = 0
- @armorset_window.z = 1000
- @armorset_window.opacity = 255
- @money_window.x = 270
- @money_window.y = 100
- @money_window.z = 700
- @money_window.opacity = 255
- @number_window.x = 270
- @number_window.y = 164
- @number_window.z = 710
- @number_window.opacity = 255
- @var_window.x = 270
- @var_window.y = 164
- @var_window.z = 710
- @var_window.opacity = 255
- @variable_edit = 0
- Graphics.transition
- loop do
- Graphics.update
- Input.update
- update
- if $scene != self
- break
- end
- end
- $game_map.refresh
- Graphics.freeze
- @left_window.dispose
- @right_window.dispose
- @help_window.dispose
- @other_window.dispose
- @god_window.dispose
- @speed_window.dispose
- @enc_window.dispose
- @target_window.dispose
- @warp_window.dispose
- @itemset_window.dispose
- @weaponset_window.dispose
- @armorset_window.dispose
- @money_window.dispose
- @var_window.dispose
- end
- # ------------------------------
- def update
- @right_window.mode = @left_window.mode
- @right_window.top_id = @left_window.top_id
- @left_window.update
- @right_window.update
- @other_window.update
- @enc_window.update
- @itemset_window.update
- @weaponset_window.update
- @armorset_window.update
- @target_window.update
- @god_window.update
- @speed_window.update
- @warp_window.update
- @money_window.update
- @number_window.update
- @var_window.update
- $game_temp.debug_top_row = @left_window.top_row
- $game_temp.debug_index = @left_window.index
- if @left_window.active
- update_left
- return
- end
- if @right_window.active
- update_right
- return
- end
- if @other_window.active
- update_command
- return
- end
- if @target_window.active
- update_target
- return
- end
- if @enc_window.active
- update_enc
- return
- end
- if @itemset_window.active
- update_itemset
- return
- end
- if @weaponset_window.active
- update_weaponset
- return
- end
- if @armorset_window.active
- update_armorset
- return
- end
- if @god_window.active
- update_god
- return
- end
- if @speed_window.active
- update_speed
- return
- end
- if @warp_window.active
- update_warp
- return
- end
- if @number_window.active
- update_money
- return
- end
- if @var_window.active
- update_var
- return
- end
- end
- # ------------------------------
- def update_left
- if Input.trigger?(Input::B)
- $game_system.se_play($data_system.cancel_se)
- $scene = Scene_Map.new
- return
- end
- if Input.trigger?(Input::C)
- $game_system.se_play($data_system.decision_se)
- if @left_window.mode == 0
- text1 = "C (Enter) : ON / OFF"
- @help_window.contents.draw_text(4, 0, 406, 32, text1)
- else
- text1 = "Left : -1 Right : +1"
- text2 = "L : -10"
- text3 = "R : +10"
- text4 = "C: Enter Value"
- text5 = "X: Change Sign"
- @help_window.contents.draw_text(4, 0, 200, 32, text1)
- @help_window.contents.draw_text(4, 32, 200, 32, text2)
- @help_window.contents.draw_text(4, 64, 200, 32, text3)
- @help_window.contents.draw_text(240, 0, 180, 32, text4)
- @help_window.contents.draw_text(240, 32, 180, 32, text5)
- end
- @left_window.active = false
- @right_window.active = true
- @right_window.index = 0
- return
- end
- if Input.trigger?(Input::X)
- $game_system.se_play($data_system.decision_se)
- @other_window.visible = true
- @left_window.active = false
- @other_window.active = true
- end
- end
- # ------------------------------
- def update_command
- if Input.trigger?(Input::B)
- $game_system.se_play($data_system.cancel_se)
- @other_window.active = false
- @left_window.active = true
- @other_window.visible = false
- return
- end
- if Input.trigger?(Input::C)
- $game_system.se_play($data_system.decision_se)
- case @other_window.index
- when 0
- @other_window.active = false
- @target_window.active = true
- @target_window.visible = true
- @target_window.index = 0
- when 1
- @god_window.index = 1
- if $game_temp.god_mode
- @god_window.index = 0
- end
- @god_window.active = true
- @god_window.visible = true
- @other_window.active = false
- when 2
- @number_window.number = 0
- @money_window.visible = true
- @number_window.active = true
- @number_window.visible = true
- @other_window.active = false
- when 3
- @enc_window.index = 0
- if $game_system.encounter_disabled
- @enc_window.index = 1
- end
- @enc_window.active = true
- @enc_window.visible = true
- @other_window.active = false
- when 4
- @itemset_window.index = 0
- @itemset_window.active = true
- @itemset_window.visible = true
- @other_window.active = false
- when 5
- @weaponset_window.index = 0
- @weaponset_window.active = true
- @weaponset_window.visible = true
- @other_window.active = false
- when 6
- @armorset_window.index = 0
- @armorset_window.active = true
- @armorset_window.visible = true
- @other_window.active = false
- when 7
- @warp_window.active = true
- @warp_window.visible = true
- @other_window.active = false
- when 8
- @speed_window.index = $game_player.move_speed - 1
- @speed_window.active = true
- @speed_window.visible = true
- @other_window.active = false
- when 9
- $scene = Scene_Save.new
- return
- end
- end
- end
- # ------------------------------
- def update_money
- if Input.trigger?(Input::B)
- $game_system.se_play($data_system.cancel_se)
- @number_window.active = false
- @other_window.active = true
- @money_window.visible = false
- @number_window.visible = false
- return
- end
- if Input.trigger?(Input::C)
- $game_system.se_play($data_system.decision_se)
- $game_party.lose_gold(9999999)
- $game_party.gain_gold(@number_window.number)
- @money_window.refresh
- end
- if Input.repeat?(Input::X)
- $game_system.se_play($data_system.cursor_se)
- $game_party.gain_gold(9999999)
- @money_window.refresh
- end
- if Input.repeat?(Input::Y)
- $game_system.se_play($data_system.cursor_se)
- $game_party.lose_gold(9999999)
- @money_window.refresh
- end
- end
- # ------------------------------
- def update_itemset
- if Input.trigger?(Input::B)
- $game_system.se_play($data_system.cancel_se)
- @itemset_window.active = false
- @other_window.active = true
- @itemset_window.visible = false
- return
- end
- if Input.repeat?(Input::RIGHT)
- $game_system.se_play($data_system.cursor_se)
- $game_party.gain_item(@itemset_window.index + 1, 1)
- @itemset_window.refresh
- end
- if Input.repeat?(Input::LEFT)
- $game_system.se_play($data_system.cursor_se)
- $game_party.lose_item(@itemset_window.index + 1, 1)
- @itemset_window.refresh
- end
- if Input.repeat?(Input::X)
- $game_system.se_play($data_system.cursor_se)
- $game_party.lose_item(@itemset_window.index + 1, 10)
- @itemset_window.refresh
- end
- if Input.repeat?(Input::Y)
- $game_system.se_play($data_system.cursor_se)
- $game_party.gain_item(@itemset_window.index + 1, 10)
- @itemset_window.refresh
- end
- end
- # ------------------------------
- def update_weaponset
- if Input.trigger?(Input::B)
- $game_system.se_play($data_system.cancel_se)
- @weaponset_window.active = false
- @other_window.active = true
- @weaponset_window.visible = false
- return
- end
- if Input.repeat?(Input::RIGHT)
- $game_system.se_play($data_system.cursor_se)
- $game_party.gain_weapon(@weaponset_window.index + 1, 1)
- @weaponset_window.refresh
- end
- if Input.repeat?(Input::LEFT)
- $game_system.se_play($data_system.cursor_se)
- $game_party.lose_weapon(@weaponset_window.index + 1, 1)
- @weaponset_window.refresh
- end
- if Input.repeat?(Input::X)
- $game_system.se_play($data_system.cursor_se)
- $game_party.lose_weapon(@weaponset_window.index + 1, 10)
- @weaponset_window.refresh
- end
- if Input.repeat?(Input::Y)
- $game_system.se_play($data_system.cursor_se)
- $game_party.gain_weapon(@weaponset_window.index + 1, 10)
- @weaponset_window.refresh
- end
- end
- # -------------------------------
- def update_enc
- if Input.trigger?(Input::B)
- $game_system.se_play($data_system.cancel_se)
- @enc_window.active = false
- @other_window.active = true
- @enc_window.visible = false
- return
- end
- if Input.trigger?(Input::C)
- case @enc_window.index
- when 0
- $game_system.se_play($data_system.decision_se)
- $game_system.encounter_disabled = false
- @enc_window.active = false
- @other_window.active = true
- @enc_window.visible = false
- when 1
- $game_system.se_play($data_system.decision_se)
- $game_system.encounter_disabled = true
- @enc_window.active = false
- @other_window.active = true
- @enc_window.visible = false
- end
- end
- end
- # -------------------------------
- def update_god
- if Input.trigger?(Input::B)
- $game_system.se_play($data_system.cancel_se)
- @god_window.active = false
- @other_window.active = true
- @god_window.visible = false
- return
- end
- if Input.trigger?(Input::C)
- case @god_window.index
- when 0
- $game_system.se_play($data_system.decision_se)
- $game_temp.god_mode = true
- @god_window.active = false
- @other_window.active = true
- @god_window.visible = false
- when 1
- $game_system.se_play($data_system.decision_se)
- $game_temp.god_mode = false
- @god_window.active = false
- @other_window.active = true
- @god_window.visible = false
- end
- end
- end
- # -------------------------------
- def update_speed
- if Input.trigger?(Input::B)
- $game_system.se_play($data_system.cancel_se)
- @speed_window.active = false
- @other_window.active = true
- @speed_window.visible = false
- return
- end
- if Input.trigger?(Input::C)
- $game_system.se_play($data_system.decision_se)
- $game_player.move_speed = @speed_window.index + 1
- @speed_window.active = false
- @other_window.active = true
- @speed_window.visible = false
- end
- end
- # -------------------------------
- def update_warp
- if Input.trigger?(Input::B)
- $game_system.se_play($data_system.cancel_se)
- @warp_window.active = false
- @other_window.active = true
- @warp_window.visible = false
- return
- end
- if Input.trigger?(Input::C)
- $game_system.se_play($data_system.decision_se)
- $game_temp.player_transferring = true
- case @warp_window.index
- when 0
- $game_temp.player_new_map_id = 1
- $game_temp.player_new_x = 1
- $game_temp.player_new_y = 1
- @warp_window.active = false
- @other_window.active = true
- @warp_window.visible = false
- end
- end
- end
- # ------------------------------
- def update_target
- if Input.trigger?(Input::B)
- $game_system.se_play($data_system.cancel_se)
- @target_window.active = false
- @other_window.active = true
- @target_window.visible = false
- return
- end
- if Input.trigger?(Input::C)
- $game_system.se_play($data_system.save_se)
- for i in 1..$data_states.size
- $game_party.actors[@target_window.index].remove_state(i)
- end
- $game_party.actors[@target_window.index].hp += 9999
- $game_party.actors[@target_window.index].sp += 9999
- @target_window.refresh
- end
- if Input.trigger?(Input::X)
- $game_system.se_play($data_system.save_se)
- $game_party.actors[@target_window.index].hp += 9999
- @target_window.refresh
- end
- if Input.trigger?(Input::Y)
- $game_system.se_play($data_system.save_se)
- $game_party.actors[@target_window.index].sp += 9999
- @target_window.refresh
- end
- if Input.trigger?(Input::A)
- $game_system.se_play($data_system.save_se)
- for i in 1..$data_states.size
- $game_party.actors[@target_window.index].remove_state(i)
- end
- @target_window.refresh
- end
- end
- # ------------------------------
- def update_var
- if Input.trigger?(Input::B)
- $game_system.se_play($data_system.cancel_se)
- @var_window.active = false
- @var_window.visible = false
- @right_window.active = true
- return
- end
- if Input.trigger?(Input::C)
- $game_system.se_play($data_system.decision_se)
- $game_variables[@variable_edit] = @var_window.number
- @right_window.refresh
- @var_window.active = false
- @var_window.visible = false
- @right_window.active = true
- end
- end
- # ------------------------------
- def update_right
- if Input.trigger?(Input::B)
- $game_system.se_play($data_system.cancel_se)
- @left_window.active = true
- @right_window.active = false
- @right_window.index = -1
- @help_window.contents.clear
- return
- end
- current_id = @right_window.top_id + @right_window.index
- if @right_window.mode == 0
- if Input.trigger?(Input::C)
- $game_system.se_play($data_system.decision_se)
- $game_switches[current_id] = (not $game_switches[current_id])
- @right_window.refresh
- return
- end
- end
- if @right_window.mode == 1
- if Input.repeat?(Input::RIGHT)
- $game_system.se_play($data_system.cursor_se)
- $game_variables[current_id] += 1
- if $game_variables[current_id] > 99999999
- $game_variables[current_id] = 99999999
- end
- @right_window.refresh
- return
- end
- if Input.repeat?(Input::LEFT)
- $game_system.se_play($data_system.cursor_se)
- $game_variables[current_id] -= 1
- if $game_variables[current_id] < -99999999
- $game_variables[current_id] = -99999999
- end
- @right_window.refresh
- return
- end
- if Input.repeat?(Input::C)
- $game_system.se_play($data_system.decision_se)
- current_id = @right_window.top_id + @right_window.index
- @variable_edit = current_id
- @var_window.number = $game_variables[current_id].abs
- @var_window.visible = true
- @var_window.active = true
- @right_window.active = false
- end
- if Input.repeat?(Input::X)
- $game_system.se_play($data_system.decision_se)
- current_id = @right_window.top_id + @right_window.index
- $game_variables[current_id] *= -1
- @right_window.refresh
- end
- if Input.repeat?(Input::R)
- $game_system.se_play($data_system.cursor_se)
- $game_variables[current_id] += 10
- if $game_variables[current_id] > 99999999
- $game_variables[current_id] = 99999999
- end
- @right_window.refresh
- return
- end
- if Input.repeat?(Input::L)
- $game_system.se_play($data_system.cursor_se)
- $game_variables[current_id] -= 10
- if $game_variables[current_id] < -99999999
- $game_variables[current_id] = -99999999
- end
- @right_window.refresh
- return
- end
- end
- end
- end
- class Window_Dataset < Window_Selectable
- #---------------------------------
- def initialize(type)
- super(0, 0, 300, 480)
- self.contents = Bitmap.new(width - 32, height - 32)
- self.back_opacity = 160
- self.contents.font.name = "Arial"
- self.contents.font.size = 24
- @type = type
- if @type == 1
- @item_max = $data_items.size - 1
- end
- if @type == 2
- @item_max = $data_weapons.size - 1
- end
- if @type == 3
- @item_max = $data_armors.size - 1
- end
- refresh
- end
- #---------------------------------
- def refresh
- if self.contents != nil
- self.contents.dispose
- self.contents = nil
- end
- y = 0
- self.contents = Bitmap.new(width - 32, 32 * @item_max)
- self.contents.clear
- self.contents.font.name = "Arial"
- self.contents.font.size = 24
- self.opacity = 255
- self.back_opacity = 255
- if @type == 1
- for i in 1..$data_items.size - 1
- draw_item_name($data_items[i], 4, i*32 - 32)
- number = $game_party.item_number(i).to_s
- self.contents.draw_text(4, i*32 - 32, 262, 32, number, 2)
- end
- end
- if @type == 2
- for i in 1..$data_weapons.size - 1
- draw_item_name($data_weapons[i], 4, i*32 - 32)
- number = $game_party.weapon_number(i).to_s
- self.contents.draw_text(4, i*32 - 32, 262, 32, number, 2)
- end
- end
- if @type == 3
- for i in 1..$data_armors.size - 1
- draw_item_name($data_armors[i], 4, i*32 - 32)
- number = $game_party.armor_number(i).to_s
- self.contents.draw_text(4, i*32 - 32, 262, 32, number, 2)
- end
- end
- end
- #---------------------------------
- def update
- super
- end
- end
- class Game_Actor < Game_Battler
- # -------------------------------------
- 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
- class Game_Character
- attr_accessor :move_speed # Add this after the other attr_accessors.
- end
- class Game_Temp
- attr_accessor :god_mode # Add this after the other attr_accessors.
- @god_mode = false # Add this after the other variable initializations.
- end
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