module NODMG GUARD_ONCE_STATE = [ 447, # 状态ID 448, 449, ] GUARD_TIME = [ 1,#免伤次数 2, 3, ] end class Game_Battler alias init0622 initialize def initialize init0622 @guard_times = 0 end alias add_state_0622 add_state def add_state(state_id) for i in 0..NODMG::GUARD_ONCE_STATE.size-1 @guard_times += NODMG::GUARD_TIME[i] if state_id == NODMG::GUARD_ONCE_STATE[i] @state_id = state_id if state_id == NODMG::GUARD_ONCE_STATE[i] end add_state_0622(state_id) end alias remove_state_0622 remove_state def remove_state(state_id) for i in 0..NODMG::GUARD_ONCE_STATE.size-1 @guard_times = 0 if state_id == NODMG::GUARD_ONCE_STATE[i] end remove_state_0622(state_id) 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 = ([email protected] && rand < item_eva(user, item)) return unless @result.hit? if @guard_times > 0 if (@guard_times -= 1) <= 0 remove_state(@state_id) return end return if @guard_times > 0 end end end 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) end end