我的技能伤害其中20%部分
def make_obj_damage_value( user, obj)
damage = obj.base_damage
if damage > 0
damage += ( user.atk * obj.atk_f /100 ) .round
damage += ( user.spi * obj.spi_f /100 ) .round
damage -= ( self .def * obj.atk_f /100 ) .round
damage -= ( self .spi * obj.spi_f /100 ) .round
elsif damage < 0
damage -= ( user.atk * obj.atk_f /50 ) .round
damage -= ( user.spi * obj.spi_f /50 ) .round
end
damage *=100 if user.state ?( 50 ) and [ 705 ,706 ,714 ] .include ? obj.id
damage *=100 if user.state ?( 62 ) and [ 233 ,234 ,243 ] .include ? obj.id
damage *=100 if user.state ?( 83 ) and [ 221 ,226 ,227 ] .include ? obj.id
damage *=100 if user.state ?( 84 ) and [ 224 ,225 ] .include ? obj.id
damage += user.atk* 100 if [ 246 ] .include ? obj.id
if $game_switches [ 424 ] == true
damage *=1.20
end
damage *=( 1 + user.atts /100 )
damage *=( 1 - self .skis /100 )
damage *= elements_max_rate( obj.element_set )
damage /= 100
damage = ( apply_variance( damage, obj.variance ) ) .round
damage = ( apply_guard( damage) ) .round
damage *=( 1.000 + ( ( $game_temp.combo_hit /100.000 ) *( 2.000 + $game_variables [ 60 ] /100.000 ) ) )
$game_variables [ 69 ] = sprintf ( "%.2f" ,( 2.000 +( $game_variables[ 60 ] /100.000 ) ) ) .to_f
$game_variables [ 71 ] = damage
if obj.damage_to_mp
@mp_damage = ( damage) .round
else
@hp_damage = ( damage) .round
end
end
def make_obj_damage_value( user, obj)
damage = obj.base_damage
if damage > 0
damage += ( user.atk * obj.atk_f /100 ) .round
damage += ( user.spi * obj.spi_f /100 ) .round
damage -= ( self .def * obj.atk_f /100 ) .round
damage -= ( self .spi * obj.spi_f /100 ) .round
elsif damage < 0
damage -= ( user.atk * obj.atk_f /50 ) .round
damage -= ( user.spi * obj.spi_f /50 ) .round
end
damage *=100 if user.state ?( 50 ) and [ 705 ,706 ,714 ] .include ? obj.id
damage *=100 if user.state ?( 62 ) and [ 233 ,234 ,243 ] .include ? obj.id
damage *=100 if user.state ?( 83 ) and [ 221 ,226 ,227 ] .include ? obj.id
damage *=100 if user.state ?( 84 ) and [ 224 ,225 ] .include ? obj.id
damage += user.atk* 100 if [ 246 ] .include ? obj.id
if $game_switches [ 424 ] == true
damage *=1.20
end
damage *=( 1 + user.atts /100 )
damage *=( 1 - self .skis /100 )
damage *= elements_max_rate( obj.element_set )
damage /= 100
damage = ( apply_variance( damage, obj.variance ) ) .round
damage = ( apply_guard( damage) ) .round
damage *=( 1.000 + ( ( $game_temp.combo_hit /100.000 ) *( 2.000 + $game_variables [ 60 ] /100.000 ) ) )
$game_variables [ 69 ] = sprintf ( "%.2f" ,( 2.000 +( $game_variables[ 60 ] /100.000 ) ) ) .to_f
$game_variables [ 71 ] = damage
if obj.damage_to_mp
@mp_damage = ( damage) .round
else
@hp_damage = ( damage) .round
end
end