(function() {
var _Game_Action_itemCri = Game_Action.prototype.itemCri;
Game_Action.prototype.itemCri = function(target) {
var itemCri = _Game_Action_itemCri.call(this, target);
if (this.item().damage.critical && this.isSkill()) { //当行动动作是一个技能且勾选了允许暴击时
switch (this.item().id) { //分歧判定技能的ID
case 1: //当技能的ID是1(平A)时
itemCri = this.subject().luk * 0.002; //使用者的幸运值为500时得出1, 会出现暴击
break;
case 23: //当技能的ID是23时
itemCri = 1 - target.luk * 0.005; //目标的幸运值为200时得出0, 不会出现暴击
break;
case 456: //当技能的ID是456时
itemCri = 1; //会出现暴击
break;
default:
break;
};
};
return itemCri;
};
}());
(function() {
var _Game_Action_itemCri = Game_Action.prototype.itemCri;
Game_Action.prototype.itemCri = function(target) {
var itemCri = _Game_Action_itemCri.call(this, target);
if (this.item().damage.critical && this.isSkill()) { //当行动动作是一个技能且勾选了允许暴击时
switch (this.item().id) { //分歧判定技能的ID
case 1: //当技能的ID是1(平A)时
itemCri = this.subject().luk * 0.002; //使用者的幸运值为500时得出1, 会出现暴击
break;
case 23: //当技能的ID是23时
itemCri = 1 - target.luk * 0.005; //目标的幸运值为200时得出0, 不会出现暴击
break;
case 456: //当技能的ID是456时
itemCri = 1; //会出现暴击
break;
default:
break;
};
};
return itemCri;
};
}());