 #06/08/07
class Game_Enemy < Game_Battler
  #--------------------------------------------------------------------------
  # ■[ぬすむ]アイテムの選択
  #--------------------------------------------------------------------------
  def steal_item_effect(enemy,actor)
    if enemy.steal_item[5] == true
      # 既に盗んでいる場合
      enemy.steal_item[6] = nil
      return
    end
    #…………………………………………………………………………………………………
    # ■[ぬすむ]成功率(器用さに依存)
    #…………………………………………………………………………………………………
    type = 0
    rate0 = actor.dex / 100
    rate1 = actor.dex % 100
    rate2 = enemy.dex / 100
    rate3 = enemy.dex % 100
    # [器用さ]の計算
    if rand(100) < rate1
      rate0 += 1
    end
    if rand(100) < rate3
      rate2 += 1
    end
    #…………………………………………………………………………………………………
    # ■装備品による補正　armor4_idなので、装飾品
    #…………………………………………………………………………………………………
    item_rata = 10
    item_rea = 10
    if $data_armors[actor.armor4_id] != nil
      # 盗み確率ＵＰ！
      if $data_armors[actor.armor4_id].name == "盗み確率ＵＰ"
        item_rata = 100
      end
      # レア確率ＵＰ！
      if $data_armors[actor.armor4_id].name == "レア確率ＵＰ"
        item_rea = 100
      end
      # 盗み確率ＵＰ/レア確率ＵＰ！
      if $data_armors[actor.armor4_id].name == "盗み/レア確率ＵＰ"
        item_rata = 100
        item_rea = 100
      end
    end
    #…………………………………………………………………………………………………
    # ■[ノーマル/レア]判定(10分の1の確率でレア)
    #…………………………………………………………………………………………………
    if rand(rate2 * 10) < (rate0 * item_rata)
      if rand(1000) < (10 * item_rea)
        # レアアイテム
        type = 1
      end
    else
      # 盗み失敗
      type = 2
    end
    #…………………………………………………………………………………………………
    # ■アイテムの決定[ノーマル/レア]
    #…………………………………………………………………………………………………
    enemy.steal_item[7] = type
    case enemy.steal_item[7]
    when 0 #ノーマル
      case enemy.steal_item[1]
      when "i" # アイテム
        enemy.steal_item[6] = $data_items[enemy.steal_item[2]]
        $game_party.gain_item(enemy.steal_item[6].id, 1)
      when "w" # 武器
        enemy.steal_item[6] = $data_weapons[enemy.steal_item[2]]
        $game_party.gain_weapon(enemy.steal_item[6].id, 1)
      when "a" # 防具
        enemy.steal_item[6] = $data_armors[enemy.steal_item[2]]
        $game_party.gain_armor(enemy.steal_item[6].id, 1)
      when "g" # お金
        enemy.steal_item[6] = nil
        $game_party.gain_gold(enemy.steal_item[2])
      end
    when 1 #レア
      case enemy.steal_item[3]
      when "i" # アイテム
        enemy.steal_item[6] = $data_items[enemy.steal_item[4]]
        $game_party.gain_item(enemy.steal_item[6].id, 1)
      when "w" # 武器
        enemy.steal_item[6] = $data_weapons[enemy.steal_item[4]]
        $game_party.gain_weapon(enemy.steal_item[6].id, 1)
      when "a" # 防具
        enemy.steal_item[6] = $data_armors[enemy.steal_item[4]]
        $game_party.gain_armor(enemy.steal_item[6].id, 1)
      when "g" # お金
        enemy.steal_item[6] = nil
        $game_party.gain_gold(enemy.steal_item[4])
      end
    when 2 #ミス！
      enemy.steal_item[6] = nil
    end
  end
  
  #--------------------------------------------------------------------------
  # ■[へんか]アイテムの選択
  #--------------------------------------------------------------------------
  def change_item_effect(enemy,actor)
    #…………………………………………………………………………………………………
    # ■残りHP(%)/成功判定の初期化
    #…………………………………………………………………………………………………
    rata = 10 #(初期設定HP10%以下)
    type = 1 #(0成功、1失敗)
    #…………………………………………………………………………………………………
    # ■装備品による補正　armor4_idなので、装飾品
    #…………………………………………………………………………………………………
    if $data_armors[actor.armor4_id] != nil
      # HP25%以下に変更
      if $data_armors[actor.armor4_id].name == "へんか率ＵＰ"
        rata = 4
      end
    end
    #…………………………………………………………………………………………………
    # ■HPがMAXHPのrata(%)以下の場合
    #…………………………………………………………………………………………………
    if enemy.hp <= enemy.maxhp / rata
      type = 0
    end
    # 成功フラグの取得
    enemy.change_item[4] = type
    case enemy.change_item[4]
    when 0 #[へんか]成功
      case enemy.change_item[1]
      when "" # 変化無効
        enemy.change_item[3] = nil
      when "i" # アイテム
        enemy.change_item[3] = $data_items[enemy.change_item[2]]
        $game_party.gain_item(enemy.change_item[3].id, 1)
      when "w" # 武器
        enemy.change_item[3] = $data_weapons[enemy.change_item[2]]
        $game_party.gain_weapon(enemy.change_item[3].id, 1)
      when "a" # 防具
        enemy.change_item[3] = $data_armors[enemy.change_item[2]]
        $game_party.gain_armor(enemy.change_item[3].id, 1)
      when "g" # お金
        enemy.change_item[3] = nil
        $game_party.gain_gold(enemy.change_item[2])
      end
    when 1 #ミス！
      enemy.change_item[3] = nil
    end
  end
end

