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