class Game_ActionResult
def hp_damage_text
if @hp_drain > 0
fmt = @battler.actor? ? Vocab::ActorDrain : Vocab::EnemyDrain
sprintf(fmt, @battler.name, Vocab::hp, @hp_drain)
elsif @hp_damage > 0
if @critical
"#{@battler.name} 写脚本没测试,受到 #{@hp_damage} 的伤害!" # 真没测试
else
fmt = @battler.actor? ? Vocab::ActorDamage : Vocab::EnemyDamage
sprintf(fmt, @battler.name, @hp_damage)
end
elsif @hp_damage < 0
fmt = @battler.actor? ? Vocab::ActorRecovery : Vocab::EnemyRecovery
sprintf(fmt, @battler.name, Vocab::hp, -hp_damage)
else
fmt = @battler.actor? ? Vocab::ActorNoDamage : Vocab::EnemyNoDamage
sprintf(fmt, @battler.name)
end
end
end
class Game_ActionResult
def hp_damage_text
if @hp_drain > 0
fmt = @battler.actor? ? Vocab::ActorDrain : Vocab::EnemyDrain
sprintf(fmt, @battler.name, Vocab::hp, @hp_drain)
elsif @hp_damage > 0
if @critical
"#{@battler.name} 写脚本没测试,受到 #{@hp_damage} 的伤害!" # 真没测试
else
fmt = @battler.actor? ? Vocab::ActorDamage : Vocab::EnemyDamage
sprintf(fmt, @battler.name, @hp_damage)
end
elsif @hp_damage < 0
fmt = @battler.actor? ? Vocab::ActorRecovery : Vocab::EnemyRecovery
sprintf(fmt, @battler.name, Vocab::hp, -hp_damage)
else
fmt = @battler.actor? ? Vocab::ActorNoDamage : Vocab::EnemyNoDamage
sprintf(fmt, @battler.name)
end
end
end