class Game_Battler < Game_BattlerBase 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? value = apply_critical(value) if @result.critical value = apply_variance(value, item.damage.variance) value = apply_guard(value) if !item.damage.recover? && value <= 0 value = 1 end @result.make_damage(value.to_i, item) end end
class Game_Battler < Game_BattlerBase
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?
value = apply_critical(value) if @result.critical
value = apply_variance(value, item.damage.variance)
value = apply_guard(value)
if !item.damage.recover? && value <= 0
value = 1
end
@result.make_damage(value.to_i, item)
end
end
插入到main前,
重定义了make_damage_value可能会和其他插件产生冲突 |