class Game_Action
#--------------------------------------------------------------------------
# ● 目标为敌人
#--------------------------------------------------------------------------
def targets_for_opponents
if item.for_random?
#--剔除重复目标--
targets = Array.new(item.number_of_targets) { opponents_unit.random_target }
targets.uniq
#--------------
elsif item.for_one?
num = 1 + (attack? ? subject.atk_times_add.to_i : 0)
if @target_index < 0
[opponents_unit.random_target] * num
else
[opponents_unit.smooth_target(@target_index)] * num
end
else
opponents_unit.alive_members
end
end
end
class Game_Action
#--------------------------------------------------------------------------
# ● 目标为敌人
#--------------------------------------------------------------------------
def targets_for_opponents
if item.for_random?
#--剔除重复目标--
targets = Array.new(item.number_of_targets) { opponents_unit.random_target }
targets.uniq
#--------------
elsif item.for_one?
num = 1 + (attack? ? subject.atk_times_add.to_i : 0)
if @target_index < 0
[opponents_unit.random_target] * num
else
[opponents_unit.smooth_target(@target_index)] * num
end
else
opponents_unit.alive_members
end
end
end
class Game_Action
#--------------------------------------------------------------------------
# ● 目标为敌人
#--------------------------------------------------------------------------
def targets_for_opponents
if item.for_random?
opponents_unit.members.sample(item.number_of_targets)
elsif item.for_one?
num = 1 + (attack? ? subject.atk_times_add.to_i : 0)
if @target_index < 0
[opponents_unit.random_target] * num
else
[opponents_unit.smooth_target(@target_index)] * num
end
else
opponents_unit.alive_members
end
end
end
class Game_Action
#--------------------------------------------------------------------------
# ● 目标为敌人
#--------------------------------------------------------------------------
def targets_for_opponents
if item.for_random?
opponents_unit.members.sample(item.number_of_targets)
elsif item.for_one?
num = 1 + (attack? ? subject.atk_times_add.to_i : 0)
if @target_index < 0
[opponents_unit.random_target] * num
else
[opponents_unit.smooth_target(@target_index)] * num
end
else
opponents_unit.alive_members
end
end
end