class Game_BattlerBase
attr_accessor :hp # HP
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
state_resist_set.each {|state_id| erase_state(state_id) }
@hp = [@hp, 0].max
@mp = [[@mp, mmp].min, 0].max
@hp == 0 ? add_state(death_state_id) : remove_state(death_state_id)
end
end
class Spriteset_Battle
#--------------------------------------------------------------------------
# ● 敌人精灵生成
#--------------------------------------------------------------------------
def create_enemies
@enemy_sprites = $game_troop.members.collect do |enemy|
Sprite_Battler.new(@viewport1, enemy)
end
0.upto(@enemy_sprites.length-1){|i|
e = @enemy_sprites[i]
if rand(100) > 80 #20%几率
e.zoom_x = 2.0 #提醒放大两倍
e.zoom_y = 2.0
$game_troop.members[i].hp *= 10 #气血提高十倍
end
}
end
end
class Game_BattlerBase
attr_accessor :hp # HP
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
state_resist_set.each {|state_id| erase_state(state_id) }
@hp = [@hp, 0].max
@mp = [[@mp, mmp].min, 0].max
@hp == 0 ? add_state(death_state_id) : remove_state(death_state_id)
end
end
class Spriteset_Battle
#--------------------------------------------------------------------------
# ● 敌人精灵生成
#--------------------------------------------------------------------------
def create_enemies
@enemy_sprites = $game_troop.members.collect do |enemy|
Sprite_Battler.new(@viewport1, enemy)
end
0.upto(@enemy_sprites.length-1){|i|
e = @enemy_sprites[i]
if rand(100) > 80 #20%几率
e.zoom_x = 2.0 #提醒放大两倍
e.zoom_y = 2.0
$game_troop.members[i].hp *= 10 #气血提高十倍
end
}
end
end