=begin トリス 装備拡張画面ボーナス対応 ver6 トリス「ステータスボーナス」か「ステータスボーナス新」を Artificial Providence様「装備拡張&装備拡張画面」に対応  (http://artificialprovidence.web.fc2.com/index.html) 「装備拡張&装備拡張画面」の下に入れてください =end module EQ_EX # 素ステータスの表示x座標補正 BASE_PARAM_X = 36 # ステータスの「能力値の増減」分を代入する変数 PARAM_VAR = [33, 35, 36, 37, 34, 38] end #============================================================================== # ■ Window_EquipStatus #============================================================================== class Window_EquipStatus < Window_Base #-------------------------------------------------------------------------- # ● 現在の能力値を描画 #-------------------------------------------------------------------------- def draw_current_param(x, y, param_id) change_color(normal_color) if param_id > 3000 draw_text(x-32, y, 64, line_height, ((@actor.debuff_rate(param_id - 3001) * -1 + 1) * 100).round, 2) elsif param_id > 2000 draw_text(x-32, y, 64, line_height, ((@actor.element_rate(param_id - 2000) * -1 + 1) * 100).round, 2) elsif param_id > 1000 if @actor.state_resist?(param_id - 1000) draw_text(x-32, y, 64, line_height, "無効", 2) else draw_text(x-32, y, 64, line_height, ((@actor.state_rate(param_id - 1000) * -1 + 1) * 100).round, 2) end elsif param_id > 17 draw_text(x-32, y, 64, line_height, ((@actor.sparam(param_id - 18) * 100)).round, 2) elsif param_id > 7 case param_id - 8 when 0; param = @actor.hit_with_bonus when 1; param = @actor.eva_with_bonus when 2; param = @actor.cri_with_bonus else; param = @actor.xparam(param_id - 8) end draw_text(x-32, y, 64, line_height, (param * 100).round, 2) else draw_text(x-32, y, 64, line_height, @actor.param(param_id), 2) if param_id > 1 text = sprintf("(%3d)", @actor.param_no_equip(param_id)) x = x - EQ_EX::SNWD1 + 4 + EQ_EX::BASE_PARAM_X draw_text(x, y, 64, line_height, text) end end end #-------------------------------------------------------------------------- # ● 装備変更後の能力値を描画 #-------------------------------------------------------------------------- def draw_new_param(x, y, param_id) if param_id > 3000 change_color(param_change_color((@temp_actor.debuff_rate(param_id - 3001) * -1 + 1) - (@actor.debuff_rate(param_id - 3001) * -1 + 1))) draw_text(x-32, y, 64, line_height, ((@temp_actor.debuff_rate(param_id - 3001) * -1 + 1) * 100).round, 2) elsif param_id > 2000 change_color(param_change_color((@temp_actor.element_rate(param_id - 2000) * -1 + 1) - (@actor.element_rate(param_id - 2000) * -1 + 1))) draw_text(x-32, y, 64, line_height, ((@temp_actor.element_rate(param_id - 2000) * -1 + 1) * 100).round, 2) elsif param_id > 1000 if @temp_actor.state_resist?(param_id - 1000) if @actor.state_resist?(param_id - 1000) change_color(normal_color) else change_color(power_up_color) end draw_text(x-32, y, 64, line_height, "無効", 2) else if @actor.state_resist?(param_id - 1000) change_color(power_down_color) else change_color(param_change_color((@temp_actor.state_rate(param_id - 1000) * -1 + 1) - (@actor.state_rate(param_id - 1000) * -1 + 1))) end draw_text(x-32, y, 64, line_height, ((@temp_actor.state_rate(param_id - 1000) * -1 + 1) * 100).round, 2) end elsif param_id > 17 change_color(param_change_color(@temp_actor.sparam(param_id - 18) - @actor.sparam(param_id - 18))) draw_text(x-32, y, 64, line_height, ((@temp_actor.sparam(param_id - 18) * 100)).round, 2) elsif param_id > 7 case param_id - 8 when 0; param = @actor.hit_with_bonus when 1; param = @actor.eva_with_bonus when 2; param = @actor.cri_with_bonus else; param = @actor.xparam(param_id - 8) end case param_id - 8 when 0; temp_param = @temp_actor.hit_with_bonus when 1; temp_param = @temp_actor.eva_with_bonus when 2; temp_param = @temp_actor.cri_with_bonus else; temp_param = @temp_actor.xparam(param_id - 8) end change_color(param_change_color(temp_param - param)) draw_text(x-32, y, 64, line_height, (temp_param * 100).round, 2) else change_color(param_change_color(@temp_actor.param(param_id) - @actor.param(param_id))) draw_text(x-32, y, 64, line_height, @temp_actor.param(param_id), 2) end end end #============================================================================== # ■ Game_Actor #============================================================================== class Game_Actor < Game_Battler #-------------------------------------------------------------------------- # ● 能力値 #-------------------------------------------------------------------------- def param_no_equip(param_id) var = EQ_EX::PARAM_VAR[param_id - 2] return $game_variables[var] @param_plus[param_id] end end