def make_damage_value(user, item)
value = item.damage.eval(user, self, $game_variables)
value *= item_element_rate(user, item)
value *= pdr if item.physical?
value *= mdr if item.magical?
value *= rec if item.damage.recover?
value = apply_critical(value) if @result.critical
value = apply_variance(value, item.damage.variance)
value = apply_guard(value)
@result.make_damage(value.to_i, item)
#-------------------------
# ● 祈祷
#-------------------------
if self.skills.include?($data_skills[300])&&self.is_a?(Game_Actor)
if rand(100)<100
$game_party.members[0].hp+=5000 unless $game_party.battle_members.include?(0)
$game_party.members[1].hp+=5000 unless $game_party.battle_members.include?(1)
$game_party.members[2].hp+=5000 unless $game_party.battle_members.include?(2)
$game_party.members[3].hp+=5000 unless $game_party.battle_members.include?(3)
p $game_party.members[0].hp
p $game_party.members[1].hp
# 4.times {|i|$game_party.members[i].hp+=self.def*5000 if $game_party.battle_members.include?(i) }
p"├祈祷发动,生命值增加5000"
else
p"├×祈祷不触发"
end
end
end