本帖最后由 wxlhj860 于 2016-6-23 08:51 编辑
出现多个回血状态的时候,我觉得回血量叠加在一起会好点。版主指正后修改:
class Scene_Battle alias :update_phase4_step6_recover :update_phase4_step6 def update_phase4_step6 update_phase4_step6_recover 回血状态 = {1=>50,2=>50} total_recover = 0 for i in 0... @active_battler.states.size if 回血状态.include?(@active_battler.states[i]) total_recover += (@active_battler.maxhp * 回血状态[@active_battler.states[i]] * 0.01).round end end @active_battler.hp += total_recover @active_battler.damage = -total_recover @active_battler.damage_pop = true @status_window.refresh end end
class Scene_Battle
alias :update_phase4_step6_recover :update_phase4_step6
def update_phase4_step6
update_phase4_step6_recover
回血状态 = {1=>50,2=>50}
total_recover = 0
for i in 0... @active_battler.states.size
if 回血状态.include?(@active_battler.states[i])
total_recover += (@active_battler.maxhp * 回血状态[@active_battler.states[i]] * 0.01).round
end
end
@active_battler.hp += total_recover
@active_battler.damage = -total_recover
@active_battler.damage_pop = true
@status_window.refresh
end
end
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