Код:
	#==============================================================================
# ** RPG::Actor
#------------------------------------------------------------------------------
#  Класс с данными актера.
#  Примечание: Актеры - это герои, главные действующие лица игры.
#==============================================================================
module RPG
  #----------------------------------------------------------------------------
  class Actor    
    #==========================================================================
    #                                Аттрибуты
    #==========================================================================
    
    #··········································································
    # ID актера
    # :integer
    #··········································································
    attr_accessor :id
    
    #··········································································
    # Имя актера
    # :string
    #··········································································
    attr_accessor :name
    
    #··········································································
    # ID класса актера
    # :integer
    #··········································································
    attr_accessor :class_id
    
    #··········································································
    # Начальный уровень актера
    # :integer
    #··········································································
    attr_accessor :initial_level
    
    #··········································································
    # Максимальный уровень актера
    # ! Используется в XP
    # :integer
    #··········································································
    attr_accessor :final_level
    
    #··········································································
    # Значение, на котором базируется кривая опыта
    # :integer
    #··········································································
    attr_accessor :exp_basis
    
    #··········································································
    # Значение, на котором базируется кривая расширения
    # :integer
    #··········································································
    attr_accessor :exp_inflation
    
    #··········································································
    # Имя файла чарсета актера
    # :string
    #··········································································
    attr_accessor :character_name
    
    #··········································································
    # Порядковый номер чарсета в наборе чарсетов
    # ! Используется в VX
    # :integer
    #··········································································
    attr_accessor :character_index
    
    #··········································································
    # Оттенок чарсета
    # ! Используется в XP
    # :integer
    #··········································································
    attr_accessor :character_hue    
    
    #··········································································
    # Имя файла изображения актера в бою
    # ! Используется в XP
    # :string
    #··········································································
    attr_accessor :battler_name
    
    #··········································································
    # Оттенок изображения актера в бою
    # ! Используется в XP
    # :integer
    #··········································································
    attr_accessor :battler_hue
    
    #··········································································
    # Имя файла изображения лица актера
    # ! Используется в VX
    # :string
    #··········································································
    attr_accessor :face_name
    
    #··········································································
    # Порядковый номер лица в наборе лиц
    # ! Используется в VX
    # :integer
    #··········································································
    attr_accessor :face_index
    
    #··········································································
    # Таблица, содержащая основные параметры для каждого уровня
    # [kind, level] = value
    # :table
    #··········································································
    attr_accessor :parameters
    
    #··········································································
    # ID экипированного оружия
    # :integer
    #··········································································
    attr_accessor :weapon_id
    
    #··········································································
    # ID экипированного щита героя
    # :integer
    #··········································································
    attr_accessor :armor1_id
    
    #··········································································
    # ID экипированного шлема
    # :integer
    #··········································································
    attr_accessor :armor2_id
    
    #··········································································
    # ID экипированного доспеха
    # :integer
    #··········································································
    attr_accessor :armor3_id
    
    #··········································································
    # ID экипированного аксессуара
    # :integer
    #··········································································
    attr_accessor :armor4_id
    
    #··········································································
    # Флаг, запрещающий менять или убирать оружие
    # ! Используется в XP
    # :bool
    #··········································································
    attr_accessor :weapon_fix
    
    #··········································································
    # Флаг, запрещающий менять или убирать щит
    # ! Используется в XP
    # :bool
    #··········································································
    attr_accessor :armor1_fix
    
    #··········································································
    # Флаг, запрещающий менять или убирать шлем
    # ! Используется в XP
    # :bool
    #··········································································
    attr_accessor :armor2_fix
    
    #··········································································
    # Флаг, запрещающий менять или убирать броню
    # ! Используется в XP
    # :bool
    #··········································································
    attr_accessor :armor3_fix
    
    #··········································································
    # Флаг, запрещающий менять или убирать аксессуар
    # ! Используется в XP
    # :bool
    #··········································································
    attr_accessor :armor4_fix
    #··········································································
    # Флаг, запрещающий менять любую экипировку
    # ! Используется в VX
    # :bool
    #··········································································
    attr_accessor :fix_equipment
    
    #··········································································
    # Ture, включает режим [Парное оружие]
    # ! Используется в VX
    # :bool
    #··········································································
    attr_accessor :two_swords_style
    
    #··········································································
    # Ture, включает режим [Авто-бой]
    # ! Используется в VX
    # :bool
    #··········································································
    attr_accessor :auto_battle
    
    #··········································································
    # Ture, включает режим [Сверхзащита]
    # ! Используется в VX
    # :bool
    #··········································································
    attr_accessor :super_guard
    
    #··········································································
    # Ture, включает режим [Фармакология]
    # ! Используется в VX
    # :bool
    #··········································································
    attr_accessor :pharmacology
    
    #··········································································
    # Ture, включает режим [Критический бонус]
    # ! Используется в VX
    # :bool
    #··········································································
    attr_accessor :critical_bonus
    
    #==========================================================================
    #                                 Методы
    #==========================================================================
    
    #--------------------------------------------------------------------------
    # ? Инициализирует переменные класса, присваивает им значения по-умолчанию
    # ! Вызывается автоматически при создании нового экземпляра
    #   класса
    # :nil
    #--------------------------------------------------------------------------
    def initialize
      @id = 0                       
      @name = ""                    
      @class_id = 1                 
      @initial_level = 1            
      @final_level = 99
      @exp_basis = 25               
      @exp_inflation = 35
      @character_name = ""
      @character_index = 0
      @character_hue = 0
      @battler_name = ""
      @battler_hue = 0
      @face_name = ""
      @face_index = 0
      @parameters = Table.new(6,100)
      for i in 1..99
        @parameters[0,i] = 400+i*50
        @parameters[1,i] = 80+i*10
        @parameters[2,i] = 15+i*5/4
        @parameters[3,i] = 15+i*5/4
        @parameters[4,i] = 20+i*5/2
        @parameters[5,i] = 20+i*5/2
      end
      @weapon_id = 0
      @armor1_id = 0
      @armor2_id = 0
      @armor3_id = 0
      @armor4_id = 0
      @weapon_fix = false
      @armor1_fix = false
      @armor2_fix = false
      @armor3_fix = false
      @armor4_fix = false
      @fix_equipment = false
      @two_swords_style = false
      @auto_battle = false
      @super_guard = false
      @pharmacology = false
      @critical_bonus = false
    end
    #--------------------------------------------------------------------------
  end
  #----------------------------------------------------------------------------
end
#==============================================================================
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