class Game_Battler < Game_BattlerBase def a(user,item) r = /<备注\s*(\w+)(\W*)(\w+)(\W*)(\d*)>/ if item.is_a?(RPG::Skill) and r =~ item.note s = $1.to_s+$2.to_s+$3.to_s+$4.to_s+$5.to_s num = s.scan(/(\w+)(\W*)(\w+)(\W*)(\d*)/) if num[0][0] == "user" case num[0][2] when "atk" z = user.atk * num[0][4].to_i end end else 0 end p z if z end def item_apply(user, item) @result.clear @result.used = item_test(user, item) @result.missed = (@result.used && rand >= item_hit(user, item)) @result.evaded = (!@result.missed && rand < item_eva(user, item)) if @result.hit? unless item.damage.none? @result.critical = (rand < item_cri(user, item)) make_damage_value(user, item) execute_damage(user) end item.effects.each {|effect| item_effect_apply(user, item, effect) } item_user_effect(user, item) a(user,item) end end end
class Game_Battler < Game_BattlerBase
def a(user,item)
r = /<备注\s*(\w+)(\W*)(\w+)(\W*)(\d*)>/
if item.is_a?(RPG::Skill) and r =~ item.note
s = $1.to_s+$2.to_s+$3.to_s+$4.to_s+$5.to_s
num = s.scan(/(\w+)(\W*)(\w+)(\W*)(\d*)/)
if num[0][0] == "user"
case num[0][2]
when "atk"
z = user.atk * num[0][4].to_i
end
end
else
0
end
p z if z
end
def item_apply(user, item)
@result.clear
@result.used = item_test(user, item)
@result.missed = (@result.used && rand >= item_hit(user, item))
@result.evaded = (!@result.missed && rand < item_eva(user, item))
if @result.hit?
unless item.damage.none?
@result.critical = (rand < item_cri(user, item))
make_damage_value(user, item)
execute_damage(user)
end
item.effects.each {|effect| item_effect_apply(user, item, effect) }
item_user_effect(user, item)
a(user,item)
end
end
end
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