#--------------------------------------------------------------------------
# ● HP 自动恢复
#--------------------------------------------------------------------------
def regenerate_hp
# 撕裂
if self.state?(34)
damage = 100 + rand(10)
elsif self.state?(35)
damage = 100 + rand(10)
elsif self.state?(36)
damage = 100 + rand(10)
# 毒箭
elsif self.state?(135)
damage = 100 + rand(10)
elsif self.state?(136)
damage = 100 + rand(10)
elsif self.state?(137)
damage = 100 + rand(10)
# 感染
elsif self.state?(166)
damage = 100 + rand(10)
elsif self.state?(167)
damage = 100 + rand(10)
elsif self.state?(168)
damage = 100 + rand(10)
# 灼烧
elsif self.state?(200)
damage = 100 + rand(10)
elsif self.state?(201)
damage = 100 + rand(10)
elsif self.state?(202)
damage = 100 + rand(10)
# 凋零
elsif self.state?(257)
damage = 100 + rand(50)
elsif self.state?(258)
damage = 250 + rand(50)
elsif self.state?(259)
damage = 500 + rand(100)
# 缠绕
elsif self.state?(260)
damage = 100 + rand(10)
elsif self.state?(261)
damage = 100 + rand(10)
elsif self.state?(262)
damage = 100 + rand(10)
# 燃烧
elsif self.state?(272)
damage = 100 + rand(10)
elsif self.state?(273)
damage = 100 + rand(10)
elsif self.state?(274)
damage = 100 + rand(10)
else
damage = -(mhp * hrg).to_i
end
perform_map_damage_effect if $game_party.in_battle && damage > 0
@result.hp_damage = [damage, max_slip_damage].min
self.hp -= @result.hp_damage
end
#--------------------------------------------------------------------------
# ● HP 自动恢复
#--------------------------------------------------------------------------
def regenerate_hp
# 撕裂
if self.state?(34)
damage = 100 + rand(10)
elsif self.state?(35)
damage = 100 + rand(10)
elsif self.state?(36)
damage = 100 + rand(10)
# 毒箭
elsif self.state?(135)
damage = 100 + rand(10)
elsif self.state?(136)
damage = 100 + rand(10)
elsif self.state?(137)
damage = 100 + rand(10)
# 感染
elsif self.state?(166)
damage = 100 + rand(10)
elsif self.state?(167)
damage = 100 + rand(10)
elsif self.state?(168)
damage = 100 + rand(10)
# 灼烧
elsif self.state?(200)
damage = 100 + rand(10)
elsif self.state?(201)
damage = 100 + rand(10)
elsif self.state?(202)
damage = 100 + rand(10)
# 凋零
elsif self.state?(257)
damage = 100 + rand(50)
elsif self.state?(258)
damage = 250 + rand(50)
elsif self.state?(259)
damage = 500 + rand(100)
# 缠绕
elsif self.state?(260)
damage = 100 + rand(10)
elsif self.state?(261)
damage = 100 + rand(10)
elsif self.state?(262)
damage = 100 + rand(10)
# 燃烧
elsif self.state?(272)
damage = 100 + rand(10)
elsif self.state?(273)
damage = 100 + rand(10)
elsif self.state?(274)
damage = 100 + rand(10)
else
damage = -(mhp * hrg).to_i
end
perform_map_damage_effect if $game_party.in_battle && damage > 0
@result.hp_damage = [damage, max_slip_damage].min
self.hp -= @result.hp_damage
end