本帖最后由 QQ蚊子湯 于 2016-11-21 23:29 编辑
使用插件設定的技能ID,傷害會乘上使用者自身狀態量的倍數
#QQ蚊子湯 class Game_Battler < Game_BattlerBase def make_damage_value(user, item) value = item.damage.eval(user, self, $game_variables) if item.is_a?(RPG::Skill) case item.id when 1 #技能ID value *= 1+user.states.size end;end value *= item_element_rate(user, item) value *= pdr if item.physical? value *= mdr if item.magical? value *= rec if item.damage.recover? value = apply_critical(value) if @result.critical value = apply_variance(value, item.damage.variance) value = apply_guard(value) @result.make_damage(value.to_i, item) end end
#QQ蚊子湯
class Game_Battler < Game_BattlerBase
def make_damage_value(user, item)
value = item.damage.eval(user, self, $game_variables)
if item.is_a?(RPG::Skill)
case item.id
when 1 #技能ID
value *= 1+user.states.size
end;end
value *= item_element_rate(user, item)
value *= pdr if item.physical?
value *= mdr if item.magical?
value *= rec if item.damage.recover?
value = apply_critical(value) if @result.critical
value = apply_variance(value, item.damage.variance)
value = apply_guard(value)
@result.make_damage(value.to_i, item)
end
end
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