if skill.id == 57 && self.damage.is_a?(Numeric)
#溅射伤害
origin_damage = self.damage * 100
origin_damage /= elements_correct(skill.element_set)
origin_damage = (origin_damage * 0.3).round
for enemy in $game_troop.enemies
if self != enemy
value = origin_damage * enemy.elements_correct(skill.element_set)
value /= 100
enemy.damage = value
enemy.hp -= value
enemy.damage_pop = true
end
end
end
if skill.id == 57 && self.damage.is_a?(Numeric)
#溅射伤害
origin_damage = self.damage * 100
origin_damage /= elements_correct(skill.element_set)
origin_damage = (origin_damage * 0.3).round
for enemy in $game_troop.enemies
if self != enemy
value = origin_damage * enemy.elements_correct(skill.element_set)
value /= 100
enemy.damage = value
enemy.hp -= value
enemy.damage_pop = true
end
end
end