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web拍手 by FC2   

[RGSS]設定値限界突破

使い方は → こちら

[RGSS]設定値限界突破
いくつかの設定上限値がツクールの限界値(ツクールでの設定値)を超える ことできるようになります。
ただし、表示項目の調整はしていないので(箇所が多いので)スクリーンショットのような表示になってしまいます

スクリーンショット サムネイルクリックで拡大画像が見られます。
rgss_limit.jpg

プログラムは続きにあります。

=begin
===============================================================================
  ☆★☆★☆★☆★ 設定値限界突破 ★☆★☆★☆★☆
=============================================================================== 

 製作・開発:STERS

  Page::http://stersblog.blog15.fc2.com/

導入方法------------------------------------------------------------------

    このスクリプトを Scene_Debug より下 Main より上に
   新しく作ったセクションにコピペして入れてください。
    
--------------------------------------------------------------------------

これを導入することで
いくつかの設定上限値がツクールの限界値(ツクールでの設定値)を超える
ことできるようになります。

使い方--------------------------------------------------------------------
1.まずはこのスクリプトを導入してください。

2.設定項目を編集してください

--------------------------------------------------------------------------

値が大きすぎると
ハングアップするかもしれません

=end
#==============================================================================
# ★ 設定項目
#==============================================================================
module LimitOver  # ← 削除禁止
#==============================================================================
#
# すべて指定できるのは整数値(またはnil)のみです。
#
# またデータベースの値(または通常値)を使う場合は nil としてください。
#
# 1つでも要素を飛ばす(書かない)とエラーになります。
#
#------------------------------------------------------------------------------
#  エラーになる例1
#
#    ~~ = {"○○○○○"=>[2000, , ,9999,9999,9999, , , 1396]}
#
#  エラーになる例2
#
#    ~~ = 
#------------------------------------------------------------------------------
#
# いくつかサンプルを書いておきます。
#
#==============================================================================
  #------------------------------------------------------------------------
  # アクターのハッシュ
  #------------------------------------------------------------------------
  #  アクター名=>[レベル,MaxHP,MaxSP,腕力,器用さ,素早さ,魔力]
  #------------------------------------------------------------------------
  Actor = {"アルシェス"=>[300,1000000,10000,1000,1000,1000,1000],
           }
  #------------------------------------------------------------------------
  # スキルのハッシュ
  #------------------------------------------------------------------------
  #  スキル名=>[消費SP,威力,攻撃力,回避,腕力,器用さ,素早さ,魔力,物理,魔法]
  #------------------------------------------------------------------------
  Skill = {}
  #------------------------------------------------------------------------
  # アイテムのハッシュ
  #------------------------------------------------------------------------
  #  アイテム名=>[金,パラメーター上昇値,HP回復量,SP回復量,物理,魔法]
  #------------------------------------------------------------------------
  Item = {}
  #------------------------------------------------------------------------
  # 武器のハッシュ
  #------------------------------------------------------------------------
  #  武器名=>[金,攻撃力,物理,魔法,腕力,器用さ,素早さ,魔力]
  #------------------------------------------------------------------------
  Weapon = {"ブロンズソード"=>[nil,99999,nil,nil,nil,nil,nil,nil]}
  #------------------------------------------------------------------------
  # 防具のハッシュ
  #------------------------------------------------------------------------
  #  防具名=>[金,物理,魔法,回避,腕力,器用さ,素早さ,魔力]
  #------------------------------------------------------------------------
  Armor = {"ブロンズシールド"=>[nil,99999,99999,nil,nil,nil,nil,nil],
           "ブロンズヘルム"=>[nil,99999,99999,nil,nil,nil,nil,nil],
           "ブロンズアーマー"=>[nil,99999,99999,nil,nil,nil,nil,nil],
          }
  #------------------------------------------------------------------------
  # エネミーのハッシュ
  #------------------------------------------------------------------------
  #  エネミー名=>[HP,SP,腕力,器用さ,素早さ,魔力,攻撃力,物理,魔法,EXP,G]
  #------------------------------------------------------------------------
  Enemy = {"ゴースト"=>[9999999999,nil,nil,nil,nil,nil,nil,0,0,nil,nil]}
  #------------------------------------------------------------------------
  # ステートのハッシュ
  #------------------------------------------------------------------------
  #  ステート名=>[HP,SP,腕力,器用さ,素早さ,魔力,攻撃力,物理,魔法]
  #------------------------------------------------------------------------
  State = {}
  #------------------------------------------------------------------------
  # ゴールド
  #------------------------------------------------------------------------
  Gold = 9999999999
  #------------------------------------------------------------------------
  # 歩数
  #------------------------------------------------------------------------
  Steps = 9999999999
  #------------------------------------------------------------------------
  # アイテム所持数
  #------------------------------------------------------------------------
  ItemMax = 999
#===============================================================================
#         ここより下、変更禁止。 作動しなくなる恐れあり。
#===============================================================================
end
class Game_Actor < Game_Battler
  alias limit_ove_init initialize unless $@
  def initialize(id)
    limit_ove_init(id)
    @maxhp_plus = @maxsp_plus = 
    @str_plus = @dex_plus = @agi_plus = @int_plus = 0
  end
  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..actor.final_level + 10
      if i > actor.final_level
        @exp_list[i] = 0
        next
      end
      n = actor.exp_basis * ((i + 3) ** pow_i) / (5 ** pow_i)
      @exp_list[i] = @exp_list[i-1] + Integer(n)
    end
  end
  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
    s = LimitOver::Actor[@name]
    if s != nil
      if s[2] != nil
        n = 0
        n = [[base_maxhp + @maxhp_plus, 1].max, s[2]].min
        for i in @states
          n *= $data_states[i].maxhp_rate / 100.0
        end
        return [[Integer(n), 1].max, s[2]].min
      end
    end
    return n
  end
  def maxsp
    n = [[base_maxsp + @maxsp_plus, 0].max, 9999].min
    for i in @states
      n *= $data_states[i].maxsp_rate / 100.0
    end
    n = [[Integer(n), 0].max, 9999].min
    s = LimitOver::Actor[@name]
    if s != nil
      if s[3] != nil
        n = 0
        n = [[base_maxsp + @maxsp_plus, 1].max, s[3]].min
        for i in @states
          n *= $data_states[i].maxsp_rate / 100.0
        end
        return [[Integer(n), 1].max, s[3]].min
      end
    end
    return n
  end
  def str
    n = [[base_str + @str_plus, 1].max, 999].min
    for i in @states
      n *= $data_states[i].str_rate / 100.0
    end
    n = [[Integer(n), 1].max, 999].min
    s = LimitOver::Actor[@name]
    if s != nil
      if s[4] != nil
        n = [[base_str + @str_plus, 1].max, s[4]].min
        for i in @states
          n *= $data_states[i].str_rate / 100.0
        end
        return [[Integer(n), 1].max, s[4]].min
      end
    end
    return n
  end
  def dex
    n = [[base_dex + @dex_plus, 1].max, 999].min
    for i in @states
      n *= $data_states[i].dex_rate / 100.0
    end
    n = [[Integer(n), 1].max, 999].min
    s = LimitOver::Actor[@name]
    if s != nil
      if s[5] != nil
        n = [[base_dex + @dex_plus, 1].max, s[5]].min
        for i in @states
          n *= $data_states[i].dex_rate / 100.0
        end
        return [[Integer(n), 1].max, s[5]].min
      end
    end
    return n
  end
  def agi
    n = [[base_agi + @agi_plus, 1].max, 999].min
    for i in @states
      n *= $data_states[i].agi_rate / 100.0
    end
    n = [[Integer(n), 1].max, 999].min
    s = LimitOver::Actor[@name]
    if s != nil
      if s[6] != nil
        n = [[base_agi + @agi_plus, 1].max, s[6]].min
        for i in @states
          n *= $data_states[i].agi_rate / 100.0
        end
        return [[Integer(n), 1].max, s[6]].min
      end
    end
    return n
  end
  def int
    n = [[base_int + @int_plus, 1].max, 999].min
    for i in @states
      n *= $data_states[i].int_rate / 100.0
    end
    n = [[Integer(n), 1].max, 999].min
    s = LimitOver::Actor[@name]
    if s != nil
      if s[7] != nil
        n = [[base_int + @int_plus, 1].max, s[7]].min
        for i in @states
          n *= $data_states[i].int_rate / 100.0
        end
        return [[Integer(n), 1].max, s[7]].min
      end
    end
    return n
  end
  def maxhp=(maxhp)
    @maxhp_plus += maxhp - self.maxhp
    r = [[@maxhp_plus, -9999].max, 9999].min
    s = LimitOver::Actor[@name]
    if s != nil
      if s[2] != nil
        r = [[@maxhp_plus, -s[2]].max, s[2]].min
      end
    end
    @maxhp_plus = r
    @hp = [@hp, self.maxhp].min
  end
  def maxsp=(maxsp)
    @maxsp_plus += maxsp - self.maxsp
    r = [[@maxsp_plus, -9999].max, 9999].min
    s = LimitOver::Actor[@name]
    if s != nil
      if s[3] != nil
        r = [[@maxsp_plus, -s[3]].max, s[3]].min
      end
    end
    @maxsp_plus = r
    @sp = [@sp, self.maxsp].min
  end
  def str=(str)
    @str_plus += str - self.str
    r = [[@str_plus, -999].max, 999].min
    s = LimitOver::Actor[@name]
    if s != nil
      if s[4] != nil
        r = [[@str_plus, -s[4]].max, s[4]].min
      end
    end
    @str_plus = r
  end
  def dex=(dex)
    @dex_plus += dex - self.dex
    r = [[@dex_plus, -999].max, 999].min
    s = LimitOver::Actor[@name]
    if s != nil
      if s[5] != nil
        r = [[@dex_plus, -s[5]].max, s[5]].min
      end
    end
    @dex_plus = r
  end
  def agi=(agi)
    @agi_plus += agi - self.agi
    r = [[@agi_plus, -999].max, 999].min
    s = LimitOver::Actor[@name]
    if s != nil
      if s[6] != nil
        r = [[@agi_plus, -s[6]].max, s[6]].min
      end
    end
    @agi_plus = r
  end
  def int=(int)
    @int_plus += int - self.int
    r = [[@int_plus, -999].max, 999].min
    s = LimitOver::Actor[@name]
    if s != nil
      if s[7] != nil
        r = [[@int_plus, -s[7]].max, s[7]].min
      end
    end
    @int_plus = r
  end
  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
    r = [[n, 1].max, 999].min
    s = LimitOver::Actor[@name]
    if s != nil
      if s[4] != nil
        return [[n, 1].max, s[4]].min
      end
    end
    return r
  end
  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
    r = [[n, 1].max, 999].min
    s = LimitOver::Actor[@name]
    if s != nil
      if s[5] != nil
        return [[n, 1].max, s[5]].min
      end
    end
    return r
  end
  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
    r = [[n, 1].max, 999].min
    s = LimitOver::Actor[@name]
    if s != nil
      if s[6] != nil
        return [[n, 1].max, s[6]].min
      end
    end
    return r
  end
  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
    r = [[n, 1].max, 999].min
    s = LimitOver::Actor[@name]
    if s != nil
      if s[7] != nil
        return [[n, 1].max, s[7]].min
      end
    end
    return r
  end
end
class Game_Party
  def gain_gold(n)
    if LimitOver::Gold != nil
      @gold = [[@gold + n, 0].max, LimitOver::Gold].min
    else
      @gold = [[@gold + n, 0].max, 9999999].min
    end
  end
  def increase_steps
    if LimitOver::Steps != nil
      @steps = [@steps + 1, LimitOver::Steps].min
    else
      @steps = [@steps + 1, 9999999].min
    end
  end
  def gain_item(item_id, n)
    return if item_id <= 0
    i = item_number(item_id)
    if LimitOver::ItemMax != nil
      @items[item_id] = [[i + n, 0].max, LimitOver::ItemMax].min
    else
      @items[item_id] = [[i + n, 0].max, 99].min
    end
  end
  def gain_weapon(weapon_id, n)
    return if weapon_id <= 0
    w = weapon_number(weapon_id)
    if LimitOver::ItemMax != nil
      @weapons[weapon_id] = [[w + n, 0].max, LimitOver::ItemMax].min
    else
      @weapons[weapon_id] = [[w + n, 0].max, 99].min
    end
  end
  def gain_armor(armor_id, n)
    return if armor_id <= 0
    a = armor_number(armor_id)
    if LimitOver::ItemMax != nil
      @armors[armor_id] = [[a + n, 0].max, LimitOver::ItemMax].min
    else
      @armors[armor_id] = [[a + n, 0].max, 99].min
    end
  end
end
class Scene_Title
  alias limitover_main main unless $@
  def main
    limitover_main
    if $scene.is_a?(Scene_Map)
      limit = LimitOver
      begin
        $data_actors.each {|act|
          next if act == nil
          next if limit::Actor[act.name] == nil
          act.final_level = limit::Actor[act.name][0] if limit::Actor[act.name][0].is_a?(Numeric)
          next if act.final_level <= 99
          act.parameters.resize(6,act.final_level+1)
          r = []
          c = 0
          (0..5).each{|s|r.push(act.parameters[s, 2] - act.parameters[s, 1])}
          for i in 100..act.final_level+1
            Graphics.update if c % (Graphics.frame_rate * 100) == 0
            act.parameters[0, i] = act.parameters[0, 1] + r[0] * i
            act.parameters[1, i] = act.parameters[1, 1] + r[1] * i
            act.parameters[2, i] = act.parameters[2, 1] + r[2] * i
            act.parameters[3, i] = act.parameters[3, 1] + r[3] * i
            act.parameters[4, i] = act.parameters[4, 1] + r[4] * i
            act.parameters[5, i] = act.parameters[5, 1] + r[5] * i
            c += 1
          end
        }
        $data_skills.each {|ski|
          next if ski == nil
          next if limit::Skill[ski.name] == nil
          ski.sp_cost = limit::Skill[ski.name][0] if limit::Skill[ski.name][0].is_a?(Numeric)
          ski.power = limit::Skill[ski.name][1] if limit::Skill[ski.name][1].is_a?(Numeric)
          ski.atk_f = limit::Skill[ski.name][2] if limit::Skill[ski.name][2].is_a?(Numeric)
          ski.eva_f = limit::Skill[ski.name][3] if limit::Skill[ski.name][3].is_a?(Numeric)
          ski.str_f = limit::Skill[ski.name][4] if limit::Skill[ski.name][4].is_a?(Numeric)
          ski.dex_f = limit::Skill[ski.name][5] if limit::Skill[ski.name][5].is_a?(Numeric)
          ski.agi_f = limit::Skill[ski.name][6] if limit::Skill[ski.name][6].is_a?(Numeric)
          ski.int_f = limit::Skill[ski.name][7] if limit::Skill[ski.name][7].is_a?(Numeric)
          ski.pdef_f = limit::Skill[ski.name][8] if limit::Skill[ski.name][8].is_a?(Numeric)
          ski.mdef_f = limit::Skill[ski.name][9] if limit::Skill[ski.name][9].is_a?(Numeric)
        }
        $data_items.each {|ite|
          next if ite == nil
          next if limit::Item[ite.name] == nil
          ite.price = limit::Item[ite.name][0] if limit::Item[ite.name][0].is_a?(Numeric)
          ite.parameter_points = limit::Item[ite.name][1] if limit::Item[ite.name][1].is_a?(Numeric)
          ite.recover_hp = limit::Item[ite.name][2] if limit::Item[ite.name][2].is_a?(Numeric)
          ite.recover_sp = limit::Item[ite.name][3] if limit::Item[ite.name][3].is_a?(Numeric)
          ite.pdef_f = limit::Item[ite.name][4] if limit::Item[ite.name][4].is_a?(Numeric)
          ite.mdef_f = limit::Item[ite.name][5] if limit::Item[ite.name][5].is_a?(Numeric)
        }
        $data_weapons.each {|wea|
          next if wea == nil
          next if limit::Weapon[wea.name] == nil
          wea.price = limit::Weapon[wea.name][0] if limit::Weapon[wea.name][0].is_a?(Numeric)
          wea.atk = limit::Weapon[wea.name][1] if limit::Weapon[wea.name][1].is_a?(Numeric)
          wea.pdef = limit::Weapon[wea.name][2] if limit::Weapon[wea.name][2].is_a?(Numeric)
          wea.mdef = limit::Weapon[wea.name][3] if limit::Weapon[wea.name][3].is_a?(Numeric)
          wea.str_plus = limit::Weapon[wea.name][4] if limit::Weapon[wea.name][4].is_a?(Numeric)
          wea.dex_plus = limit::Weapon[wea.name][5] if limit::Weapon[wea.name][5].is_a?(Numeric)
          wea.agi_plus = limit::Weapon[wea.name][6] if limit::Weapon[wea.name][6].is_a?(Numeric)
          wea.int_plus = limit::Weapon[wea.name][7] if limit::Weapon[wea.name][7].is_a?(Numeric)
        }
        $data_armors.each{|arm|
          next if arm == nil
          next if limit::Armor[arm.name] == nil
          arm.price = limit::Armor[arm.name][0] if limit::Armor[arm.name][0].is_a?(Numeric)
          arm.pdef = limit::Armor[arm.name][1] if limit::Armor[arm.name][1].is_a?(Numeric)
          arm.mdef = limit::Armor[arm.name][2] if limit::Armor[arm.name][2].is_a?(Numeric)
          arm.eva = limit::Armor[arm.name][3] if limit::Armor[arm.name][3].is_a?(Numeric)
          arm.str_plus = limit::Armor[arm.name][4] if limit::Armor[arm.name][4].is_a?(Numeric)
          arm.dex_plus = limit::Armor[arm.name][5] if limit::Armor[arm.name][5].is_a?(Numeric)
          arm.agi_plus = limit::Armor[arm.name][6] if limit::Armor[arm.name][6].is_a?(Numeric)
          arm.int_plus = limit::Armor[arm.name][7] if limit::Armor[arm.name][7].is_a?(Numeric)
        }
        $data_enemies.each{|ene|
          next if ene == nil
          next if limit::Enemy[ene.name] == nil
          ene.maxhp = limit::Enemy[ene.name][0] if limit::Enemy[ene.name][0].is_a?(Numeric)
          ene.maxsp = limit::Enemy[ene.name][1] if limit::Enemy[ene.name][1].is_a?(Numeric)
          ene.str = limit::Enemy[ene.name][2] if limit::Enemy[ene.name][2].is_a?(Numeric)
          ene.dex = limit::Enemy[ene.name][3] if limit::Enemy[ene.name][3].is_a?(Numeric)
          ene.agi = limit::Enemy[ene.name][4] if limit::Enemy[ene.name][4].is_a?(Numeric)
          ene.int = limit::Enemy[ene.name][5] if limit::Enemy[ene.name][5].is_a?(Numeric)
          ene.atk = limit::Enemy[ene.name][6] if limit::Enemy[ene.name][6].is_a?(Numeric)
          ene.pdef = limit::Enemy[ene.name][7] if limit::Enemy[ene.name][7].is_a?(Numeric)
          ene.mdef = limit::Enemy[ene.name][8] if limit::Enemy[ene.name][8].is_a?(Numeric)
          ene.exp = limit::Enemy[ene.name][9] if limit::Enemy[ene.name][9].is_a?(Numeric)
          ene.gold = limit::Enemy[ene.name][10] if limit::Enemy[ene.name][10].is_a?(Numeric)
        }
        $data_states.each{|sta|
          next if sta == nil
          next if limit::State[sta.name] == nil
          sta.hp_rate = limit::State[sta.name][0] if limit::State[sta.name][0].is_a?(Numeric)
          sta.sp_rate = limit::State[sta.name][1] if limit::State[sta.name][1].is_a?(Numeric)
          sta.str_rate = limit::State[sta.name][2] if limit::State[sta.name][2].is_a?(Numeric)
          sta.dex_rate = limit::State[sta.name][3] if limit::State[sta.name][3].is_a?(Numeric)
          sta.agi_rate = limit::State[sta.name][4] if limit::State[sta.name][4].is_a?(Numeric)
          sta.int_rate = limit::State[sta.name][5] if limit::State[sta.name][5].is_a?(Numeric)
          sta.atk_rate = limit::State[sta.name][6] if limit::State[sta.name][6].is_a?(Numeric)
          sta.pdef_rate = limit::State[sta.name][7] if limit::State[sta.name][7].is_a?(Numeric)
          sta.mdef_rate = limit::State[sta.name][8] if limit::State[sta.name][8].is_a?(Numeric)
        }
        $data_actors.each{|s|
          $game_actors[s.id].make_exp_list
        }
      rescue
        limit = nil
        print("エラー発生")
        return
      end
      limit = nil
    end
  end
end
class Scene_Load
  alias limitover_main main unless $@
  def main
    limitover_main
    if $scene.is_a?(Scene_Map)
      limit = LimitOver
      begin
        $data_actors.each {|act|
          next if act == nil
          next if limit::Actor[act.name] == nil
          act.final_level = limit::Actor[act.name][0] if limit::Actor[act.name][0].is_a?(Numeric)
          next if act.final_level <= 99
          act.parameters.resize(6,act.final_level+1)
          r = []
          c = 0
          (0..5).each{|s|r.push(act.parameters[s, 2] - act.parameters[s, 1])}
          for i in 100..act.final_level+1
            Graphics.update if c % (Graphics.frame_rate * 100) == 0
            act.parameters[0, i] = act.parameters[0, 1] + r[0] * i
            act.parameters[1, i] = act.parameters[1, 1] + r[1] * i
            act.parameters[2, i] = act.parameters[2, 1] + r[2] * i
            act.parameters[3, i] = act.parameters[3, 1] + r[3] * i
            act.parameters[4, i] = act.parameters[4, 1] + r[4] * i
            act.parameters[5, i] = act.parameters[5, 1] + r[5] * i
            c += 1
          end
        }
        $data_skills.each {|ski|
          next if ski == nil
          next if limit::Skill[ski.name] == nil
          ski.sp_cost = limit::Skill[ski.name][0] if limit::Skill[ski.name][0].is_a?(Numeric)
          ski.power = limit::Skill[ski.name][1] if limit::Skill[ski.name][1].is_a?(Numeric)
          ski.atk_f = limit::Skill[ski.name][2] if limit::Skill[ski.name][2].is_a?(Numeric)
          ski.eva_f = limit::Skill[ski.name][3] if limit::Skill[ski.name][3].is_a?(Numeric)
          ski.str_f = limit::Skill[ski.name][4] if limit::Skill[ski.name][4].is_a?(Numeric)
          ski.dex_f = limit::Skill[ski.name][5] if limit::Skill[ski.name][5].is_a?(Numeric)
          ski.agi_f = limit::Skill[ski.name][6] if limit::Skill[ski.name][6].is_a?(Numeric)
          ski.int_f = limit::Skill[ski.name][7] if limit::Skill[ski.name][7].is_a?(Numeric)
          ski.pdef_f = limit::Skill[ski.name][8] if limit::Skill[ski.name][8].is_a?(Numeric)
          ski.mdef_f = limit::Skill[ski.name][9] if limit::Skill[ski.name][9].is_a?(Numeric)
        }
        $data_items.each {|ite|
          next if ite == nil
          next if limit::Item[ite.name] == nil
          ite.price = limit::Item[ite.name][0] if limit::Item[ite.name][0].is_a?(Numeric)
          ite.parameter_points = limit::Item[ite.name][1] if limit::Item[ite.name][1].is_a?(Numeric)
          ite.recover_hp = limit::Item[ite.name][2] if limit::Item[ite.name][2].is_a?(Numeric)
          ite.recover_sp = limit::Item[ite.name][3] if limit::Item[ite.name][3].is_a?(Numeric)
          ite.pdef_f = limit::Item[ite.name][4] if limit::Item[ite.name][4].is_a?(Numeric)
          ite.mdef_f = limit::Item[ite.name][5] if limit::Item[ite.name][5].is_a?(Numeric)
        }
        $data_weapons.each {|wea|
          next if wea == nil
          next if limit::Weapon[wea.name] == nil
          wea.price = limit::Weapon[wea.name][0] if limit::Weapon[wea.name][0].is_a?(Numeric)
          wea.atk = limit::Weapon[wea.name][1] if limit::Weapon[wea.name][1].is_a?(Numeric)
          wea.pdef = limit::Weapon[wea.name][2] if limit::Weapon[wea.name][2].is_a?(Numeric)
          wea.mdef = limit::Weapon[wea.name][3] if limit::Weapon[wea.name][3].is_a?(Numeric)
          wea.str_plus = limit::Weapon[wea.name][4] if limit::Weapon[wea.name][4].is_a?(Numeric)
          wea.dex_plus = limit::Weapon[wea.name][5] if limit::Weapon[wea.name][5].is_a?(Numeric)
          wea.agi_plus = limit::Weapon[wea.name][6] if limit::Weapon[wea.name][6].is_a?(Numeric)
          wea.int_plus = limit::Weapon[wea.name][7] if limit::Weapon[wea.name][7].is_a?(Numeric)
        }
        $data_armors.each{|arm|
          next if arm == nil
          next if limit::Armor[arm.name] == nil
          arm.price = limit::Armor[arm.name][0] if limit::Armor[arm.name][0].is_a?(Numeric)
          arm.pdef = limit::Armor[arm.name][1] if limit::Armor[arm.name][1].is_a?(Numeric)
          arm.mdef = limit::Armor[arm.name][2] if limit::Armor[arm.name][2].is_a?(Numeric)
          arm.eva = limit::Armor[arm.name][3] if limit::Armor[arm.name][3].is_a?(Numeric)
          arm.str_plus = limit::Armor[arm.name][4] if limit::Armor[arm.name][4].is_a?(Numeric)
          arm.dex_plus = limit::Armor[arm.name][5] if limit::Armor[arm.name][5].is_a?(Numeric)
          arm.agi_plus = limit::Armor[arm.name][6] if limit::Armor[arm.name][6].is_a?(Numeric)
          arm.int_plus = limit::Armor[arm.name][7] if limit::Armor[arm.name][7].is_a?(Numeric)
        }
        $data_enemies.each{|ene|
          next if ene == nil
          next if limit::Enemy[ene.name] == nil
          ene.maxhp = limit::Enemy[ene.name][0] if limit::Enemy[ene.name][0].is_a?(Numeric)
          ene.maxsp = limit::Enemy[ene.name][1] if limit::Enemy[ene.name][1].is_a?(Numeric)
          ene.str = limit::Enemy[ene.name][2] if limit::Enemy[ene.name][2].is_a?(Numeric)
          ene.dex = limit::Enemy[ene.name][3] if limit::Enemy[ene.name][3].is_a?(Numeric)
          ene.agi = limit::Enemy[ene.name][4] if limit::Enemy[ene.name][4].is_a?(Numeric)
          ene.int = limit::Enemy[ene.name][5] if limit::Enemy[ene.name][5].is_a?(Numeric)
          ene.atk = limit::Enemy[ene.name][6] if limit::Enemy[ene.name][6].is_a?(Numeric)
          ene.pdef = limit::Enemy[ene.name][7] if limit::Enemy[ene.name][7].is_a?(Numeric)
          ene.mdef = limit::Enemy[ene.name][8] if limit::Enemy[ene.name][8].is_a?(Numeric)
          ene.exp = limit::Enemy[ene.name][9] if limit::Enemy[ene.name][9].is_a?(Numeric)
          ene.gold = limit::Enemy[ene.name][10] if limit::Enemy[ene.name][10].is_a?(Numeric)
        }
        $data_states.each{|sta|
          next if sta == nil
          next if limit::State[sta.name] == nil
          sta.hp_rate = limit::State[sta.name][0] if limit::State[sta.name][0].is_a?(Numeric)
          sta.sp_rate = limit::State[sta.name][1] if limit::State[sta.name][1].is_a?(Numeric)
          sta.str_rate = limit::State[sta.name][2] if limit::State[sta.name][2].is_a?(Numeric)
          sta.dex_rate = limit::State[sta.name][3] if limit::State[sta.name][3].is_a?(Numeric)
          sta.agi_rate = limit::State[sta.name][4] if limit::State[sta.name][4].is_a?(Numeric)
          sta.int_rate = limit::State[sta.name][5] if limit::State[sta.name][5].is_a?(Numeric)
          sta.atk_rate = limit::State[sta.name][6] if limit::State[sta.name][6].is_a?(Numeric)
          sta.pdef_rate = limit::State[sta.name][7] if limit::State[sta.name][7].is_a?(Numeric)
          sta.mdef_rate = limit::State[sta.name][8] if limit::State[sta.name][8].is_a?(Numeric)
        }
        $data_actors.each{|s|
          $game_actors[s.id].make_exp_list
        }
      rescue
        limit = nil
        print("エラー発生")
        return
      end
      limit = nil
    end
  end
end

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