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class Game_Battler < Game_BattlerBase def item_apply(user, item) @result.clear @result.used = item_test(user, item) @result.missed = (@result.used && rand >= item_hit(user, item)) @result.evaded = (!@result.missed && rand < item_eva(user, item)) if !@result.hit? states.each do |state| if state.note.include?("<EVASION>") remove_state(state.id) end end end if @result.hit? unless item.damage.none? @result.critical = (rand < item_cri(user, item)) make_damage_value(user, item) execute_damage(user) end item.effects.each {|effect| item_effect_apply(user, item, effect) } item_user_effect(user, item) end end end
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