白玉楼的台阶 发表于 2014-11-23 16:10
状态是个好想法,我明天下班回去试试看,不知道状态有没有数量上限?
还有,关于4L说的会心一击,能不能 ...
这就是修改的例子。不要直接使用哦,不然保证冲突死你= =
class Game_Battler def make_damage_value(user, item) value = item.damage.eval(user, self, $game_variables) value *= item_element_rate(user, item) value *= pdr if item.physical? value *= mdr if item.magical? value *= rec if item.damage.recover? # HIGHLIGHT if @result.critical if user.actor? value *= $game_variables[user.id + 99] else value = apply_critical(value) end end # HIGHLIGHT value = apply_variance(value, item.damage.variance) value = apply_guard(value) @result.make_damage(value.to_i, item) end end
class Game_Battler
def make_damage_value(user, item)
value = item.damage.eval(user, self, $game_variables)
value *= item_element_rate(user, item)
value *= pdr if item.physical?
value *= mdr if item.magical?
value *= rec if item.damage.recover?
# HIGHLIGHT
if @result.critical
if user.actor?
value *= $game_variables[user.id + 99]
else
value = apply_critical(value)
end
end
# HIGHLIGHT
value = apply_variance(value, item.damage.variance)
value = apply_guard(value)
@result.make_damage(value.to_i, item)
end
end
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