#--------------------------------------------------------------------------
# ● 定义旋舞斩
#--------------------------------------------------------------------------
def skill_旋舞斩
for enemy in $game_map.events.values
next if enemy.return_erased2
next if enemy.list == nil
next if enemy.list[0].code != 108
next if enemy.list[1].parameters[0] != "敌人"
px = $game_player.x
py = $game_player.y
if (px - enemy.x).abs <= 2 and (py - enemy.y).abs <= 1
case rand(10)
when 0..8
enemy.damage = $data_skills[@skill.id].power
enemy.damage_pop = true
case $game_player.direction
when 2
enemy.jump(0, 1)
when 4
enemy.jump(-1, 0)
when 6
enemy.jump(1, 0)
when 8
enemy.jump(0, -1)
end
when 9
enemy.damage = $data_skills[@skill.id].power*2
enemy.damage_pop = true
enemy.critical = true
case $game_player.direction
when 2
enemy.jump(0, 1)
when 4
enemy.jump(-1, 0)
when 6
enemy.jump(1, 0)
when 8
enemy.jump(0, -1)
end
end
Mess_Text.write ("#{enemy.list[2].parameters[0]}受到#{enemy.damage.to_i}伤害。")
end #伤害范围
end #定义event
end #旋舞斩技能
#--------------------------------------------------------------------------
# ● 定义旋舞斩
#--------------------------------------------------------------------------
def skill_旋舞斩
for enemy in $game_map.events.values
next if enemy.return_erased2
next if enemy.list == nil
next if enemy.list[0].code != 108
next if enemy.list[1].parameters[0] != "敌人"
px = $game_player.x
py = $game_player.y
if (px - enemy.x).abs <= 2 and (py - enemy.y).abs <= 1
case rand(10)
when 0..8
enemy.damage = $data_skills[@skill.id].power
enemy.damage_pop = true
case $game_player.direction
when 2
enemy.jump(0, 1)
when 4
enemy.jump(-1, 0)
when 6
enemy.jump(1, 0)
when 8
enemy.jump(0, -1)
end
when 9
enemy.damage = $data_skills[@skill.id].power*2
enemy.damage_pop = true
enemy.critical = true
case $game_player.direction
when 2
enemy.jump(0, 1)
when 4
enemy.jump(-1, 0)
when 6
enemy.jump(1, 0)
when 8
enemy.jump(0, -1)
end
end
Mess_Text.write ("#{enemy.list[2].parameters[0]}受到#{enemy.damage.to_i}伤害。")
end #伤害范围
end #定义event
end #旋舞斩技能