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@ -76,29 +76,63 @@ Yanfly.Equip.version = 1.16;
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* @help
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* @help
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*
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*
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* 魔改作者: 流逝的岁月
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* 魔改作者: 流逝的岁月
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* 魔改版本: v1.03
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* 魔改版本: v1.04
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*
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*
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*
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*
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* v1.02 修改参数结构,自定义化调整接口
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*
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*
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* v1.04 添加额外标签,实现功能拓展,可在下方 数据库备注 中查看用法
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* v1.03 修改参数结构,自定义化调整接口
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* v1.02 添加更多的信息显示,调整布局
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* v1.02 添加更多的信息显示,调整布局
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* v1.01 公式中添加user,User变量
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* v1.01 公式中添加user,User变量
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* 魔改内容: v1.00 允许卸载装备或是安装装备时,自动执行脚本
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* 魔改内容: v1.00 允许卸载装备或是安装装备时,自动执行脚本
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*
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*
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*
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*
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*
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*-------------------------------------------------------------------------------
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*
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*
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* 关于参数中设置的公式问题
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* 其实是可以输入一段js代码,这会更佳灵活的去操作数据
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*
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* 以下是在写入公式时可以带入的数据信息:
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*
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* v[ID],V[ID] //id替换,将会返回全局变量的值
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* s[ID],S[ID] //id替换,将会返回全局开关的值
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* gw,GW //游戏窗口的宽度
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* gh,GH //游戏窗口的高度
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* User,user,a //使用者的信息
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*
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*
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*
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*-------------------------------------------------------------------------------
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*
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*
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*
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*
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* 需要在 数据库 -> 武器/护甲 -> 备注 中添加一下内容
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* 需要在 数据库 -> 武器/护甲 -> 备注 中添加一下内容
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*
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*
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*
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*
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* <ZzyYEC GoldPer: x> //x需要替换为金币倍率,值1代表爆率提升1%,值100代表爆率提升100%,这可以是一个公式
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* <ZzyYEC EscapePer: x> //x需要替换为逃跑倍率,值1代表概率提升1%,值100代表爆率提升100%,这可以是一个公式
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* <ZzyYEC ExMTp: x> //x需要替换为TP上限,值1代表提升1上限,值100代表提升100上限,这可以是一个公式
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*
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*
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*
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*
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* <ZzyYEC Eq Start> //这会在装备时,调用执行一段脚本,这是一个双标签,需要将两个标签全部写入,可以输入一段公式
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* <ZzyYEC Eq Start> //这会在装备时,调用执行一段脚本,这是一个双标签,需要将两个标签全部写入,可以输入一段公式
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* ...
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* ...
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* <ZzyYEC Eq End>
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* <ZzyYEC Eq End>
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*
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*
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*
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*
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*
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* <ZzyYEC UnEq Start> //这会在卸载时,调用执行一段脚本,这是一个双标签,需要将两个标签全部写入,可以输入一段公式
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* <ZzyYEC UnEq Start> //这会在卸载时,调用执行一段脚本,这是一个双标签,需要将两个标签全部写入,可以输入一段公式
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* ...
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* ...
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* <ZzyYEC UnEq End>
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* <ZzyYEC UnEq End>
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*
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*
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*
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*
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*
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*
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*
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例:装备这件装备时,如果10号开关处于开启状态,那么设置5号变量的值为50
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例:装备这件装备时,如果10号开关处于开启状态,那么设置5号变量的值为50
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<ZzyYEC Eq Start>
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<ZzyYEC Eq Start>
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if($gameSwitches.value(10))
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if($gameSwitches.value(10))
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@ -115,7 +149,7 @@ if($gameSwitches.value(10))
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*
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*
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* 以下是在写入公式时可以带入的数据信息:
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* 以下是在写入公式时可以带入的数据信息:
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*
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*
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* User,user //如果有,那这个值就是目前指定的 持有者(玩家)对象
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* a,User,user //如果有,那这个值就是目前指定的 持有者(玩家)对象
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* Item,item //如果有,那这个值就是目前 安装/卸载 的装备对象
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* Item,item //如果有,那这个值就是目前 安装/卸载 的装备对象
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* v[ID],V[ID] //id替换,将会返回全局变量的值
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* v[ID],V[ID] //id替换,将会返回全局变量的值
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* s[ID],S[ID] //id替换,将会返回全局开关的值
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* s[ID],S[ID] //id替换,将会返回全局开关的值
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@ -465,7 +499,22 @@ DataManager.processEquipNotetags2 = function(group) {
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obj.params[7] = value;
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obj.params[7] = value;
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break;
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break;
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}
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}
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}
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} ////---魔改--- v1.04 添加新的备注标签
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else if(line.match(/<ZzyYEC GOLDPER:[ ](.*)>/i))//金币爆率
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{
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var goldPerEval = String(RegExp.$1);
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obj.ZzyYEC['goldPer'] = goldPerEval;
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}
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else if(line.match(/<ZzyYEC ESCAPEPER:[ ](.*)>/i))//逃跑增加率
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{
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var escapePerEval = String(RegExp.$1);
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obj.ZzyYEC['escapePer'] = escapePerEval;
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}
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else if(line.match(/<ZzyYEC EXMTP:[ ](.*)>/i))//额外的TP上限
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{
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var exMTpEval = String(RegExp.$1);
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obj.ZzyYEC['exMTp'] = exMTpEval;
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}
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}
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}
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@ -642,6 +691,7 @@ Zzy.YEC.GetItem = function(eqInfo)
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Zzy.YEC.EvalTrans = function(evalStr,item,user)
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Zzy.YEC.EvalTrans = function(evalStr,item,user)
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{
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{
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var User = user;
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var User = user;
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var a = user;
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var Item = item;
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var Item = item;
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var v = $gameVariables._data;
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var v = $gameVariables._data;
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var s = $gameSwitches._data;
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var s = $gameSwitches._data;
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@ -1501,3 +1551,95 @@ Yanfly.Util.displayError = function(e, code, message) {
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//=============================================================================
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//=============================================================================
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// End of File
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// End of File
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//=============================================================================
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//=============================================================================
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//---魔改--- v1.04
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//实现 逃跑概率 金币爆率 TP上限的拓展
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Game_Party.prototype.GetZzyYECExValueOfEq = function(vstr)//通过装备获取属性
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{
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var acts = $gameParty.members();
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var totalV = 0;//总数
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for(var i=0;i<acts.length;i++)
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{
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var act = acts[i];
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if(act)
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{
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totalV += act.GetZzyYECExValueOfEq(vstr);
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}
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}
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return totalV;
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}
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Game_Actor.prototype.GetZzyYECExValueOfEq = function(vstr)//通过装备获取属性
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{
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var eqs = this.equips();
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var totalV = 0;//总数
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for(var i=0;i<eqs.length;i++)
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{
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var eq = eqs[i];
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if(eq && eq.ZzyYEC && eq.ZzyYEC[vstr])
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{
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var vEval = eq.ZzyYEC[vstr];
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totalV += Zzy.YEC.EvalTransformation(vEval,this);
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}
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}
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return totalV;
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}
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Zzy.YEC.Game_Actor_maxTp = Game_Actor.prototype.maxTp;
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Game_Actor.prototype.maxTp = function() //修改角色最大的maxTp
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{
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var tv = Zzy.YEC.Game_Actor_maxTp.call(this);
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var ext = this.GetZzyYECExValueOfEq('exMTp');
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ext = ext ? ext : 0;
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return Math.round(tv + ext);
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};
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Zzy.YEC.BattleManager_makeRewards = BattleManager.makeRewards;
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BattleManager.makeRewards = function()
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{
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//拓展制作战利品
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Zzy.YEC.BattleManager_makeRewards.call(this);
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var exGoldPer = 1 + $gameParty.GetZzyYECExValueOfEq('goldPer')*0.01;
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exGoldPer = exGoldPer ? exGoldPer : 0;
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exGoldPer = Math.max(0,exGoldPer);
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this._rewards.gold *= exGoldPer;
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this._rewards.gold = Math.round(this._rewards.gold);
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};
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Zzy.YEC.BattleManager_makeEscapeRatio = BattleManager.makeEscapeRatio;
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BattleManager.makeEscapeRatio = function ()
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{
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Zzy.YEC.BattleManager_makeEscapeRatio.call(this);
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this._escapeRatio = this._escapeRatio ? this._escapeRatio : 0;
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var exEscapePer = $gameParty.GetZzyYECExValueOfEq('escapePer')*0.01;
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this._escapeRatio += exEscapePer;//添加额外的逃跑
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};
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//公式
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Zzy.YEC.EvalTransformation = function(formula,actor)//转换
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{
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var v = $gameVariables._data;
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var s = $gameSwitches._data;
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var V = v;
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var S = s;
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var gw = Graphics.boxWidth;
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var gh = Graphics.boxHeight;
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var GW = gw;
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var GH = gh;
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var user = actor;
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var User = actor;
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var a = actor;
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return eval(formula);
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}
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