if self.damage>0 and self.state?(21) and self.damage < self.hp and not self.state?(95) and $game_party.item_number(62)>0
$game_party.gain_item(62,-1)
self.animation_id = 15
self.hp += 150
elsif self.damage>0 and self.state?(21) and self.damage < self.hp and not self.state?(95) and $game_party.item_number(62)==0 and $game_party.item_number(63)>0
hit = self.damage < 0 ? 100 : 100 - eva * skill.eva_f / 100
hit = self.cant_evade? ? 100 : hit
hit_result = (rand(100) < hit)
# 不确定的特技的情况下设置为有效标志
effective |= hit < 100
end
# 命中的情况下
if hit_result == true
# 威力 0 以外的物理攻击的情况下
if skill.power != 0 and skill.atk_f > 0
# 状态冲击解除
remove_states_shock
# 设置有效标志
effective = true
end
#################丢瓶神功######################
if self.damage>0 and self.state?(21) and self.damage < self.hp and not self.state?(95) and not self.state?(104) and $game_party.item_number(62)>0
$game_party.gain_item(62,-1)
self.animation_id = 15
self.hp += 150
elsif self.damage>0 and self.state?(21) and self.damage < self.hp and not self.state?(95) and not self.state?(104) and $game_party.item_number(62)==0 and $game_party.item_number(63)>0