class Scene_Battle
alias :update_phase4_step6_recover :update_phase4_step6
def update_phase4_step6
update_phase4_step6_recover
回血状态 = {1=>50,2=>50}
total_recover = 0
for i in 0... @active_battler.states.size
if 回血状态.include?(@active_battler.states[i])
total_recover += (@active_battler.maxhp * 回血状态[@active_battler.states[i]] * 0.01).round
end
end
@active_battler.hp += total_recover
@active_battler.damage = -total_recover
@active_battler.damage_pop = true
@status_window.refresh
end
end
class Scene_Battle
alias :update_phase4_step6_recover :update_phase4_step6
def update_phase4_step6
update_phase4_step6_recover
回血状态 = {1=>50,2=>50}
total_recover = 0
for i in 0... @active_battler.states.size
if 回血状态.include?(@active_battler.states[i])
total_recover += (@active_battler.maxhp * 回血状态[@active_battler.states[i]] * 0.01).round
end
end
@active_battler.hp += total_recover
@active_battler.damage = -total_recover
@active_battler.damage_pop = true
@status_window.refresh
end
end