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- class Scene_ItemBase < Scene_MenuBase
- def item_usable?
- return false unless user.usable?(item)
- if item.id == SkillLevel::RESETITEM
- return false if item_target_actors[0].class.auto_sp
- return true
- elsif item.id == Point_Tree::RESET_ITEM and item.is_a?(RPG::Item)
- return true
- else
- item_effects_valid?
- end
- end
- end
- class Game_Actor < Game_Battler
- #基礎屬性的計算,添加了被動技能的提升,按默認的先加後乘
- def param(param_id)
- value = param_base(param_id) + param_plus(param_id) +
- skill_plus(param_id) + state_param_plus(param_id) + point_plus(param_id)
- value *= param_rate(param_id) * param_buff_rate(param_id) *
- skill_rate(param_id) * state_param_rate(param_id)
- [[value, param_max(param_id)].min, param_min(param_id)].max.to_i
- end
- #附加屬性xparam的計算,命中暴擊什麼的,迭代加算。
- def xparam(xparam_id)
- xp = state_xparam(xparam_id) + @skills.inject(super(xparam_id)) do |plu,skl|
- plu + SkillLevel.formula(self.skill_level(skl),$data_skills[skl].xparam(xparam_id))
- end
- for i in 0 .. POINT_KIND-1
- xp+=(@point[i+1]*POINT_ADD_XPARAM[i][xparam_id]/10000.0)
- end
- xp
- end
- end
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