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 Lv1.梦旅人 
	梦石0 星屑70 在线时间1 小时注册时间2008-10-1帖子16 | 
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加入我们,或者,欢迎回来。您需要 登录 才可以下载或查看,没有帐号?注册会员  - -,,
 
 新手求助怎样使怪物攻击怪物,,,
 
 用状态的那个限制,-普通攻击敌人, 游戏内会出现脚本错误,,:
 
 [KDS-改]Game-Battler'3 的64行 NomethodError undefined method skills' for #<Game_enmy: 0xsa18000..
 
 脚本是关重七的那个梦3里面的,, 64行打标记了,,  谢谢了, - -,!!{/pz}
 
 
 1#==============================================================================
 2# ■ Game_Battler (分割定义 3)
 3#------------------------------------------------------------------------------
 4#  处理战斗者的类。这个类作为 Game_Actor 类与 Game_Enemy 类的
 5# 超级类来使用。
 6#==============================================================================
 7
 class Game_Battler
 #--------------------------------------------------------------------------
 # ● 可以使用特技的判定
 #     skill_id : 特技 ID
 #--------------------------------------------------------------------------
 def skill_can_use?(skill_id)
 # SP 不足的情况下不能使用
 if $data_skills[skill_id].sp_cost > self.sp
 return false
 end
 # 战斗不能的情况下不能使用
 if dead?
 return false
 end
 # 沉默状态的情况下、物理特技以外的特技不能使用
 if $data_skills[skill_id].atk_f == 0 and self.restriction == 1
 return false
 end
 # 获取可以使用的时机
 occasion = $data_skills[skill_id].occasion
 # 战斗中的情况下
 if $game_temp.in_battle
 # [平时] 或者是 [战斗中] 可以使用
 return (occasion == 0 or occasion == 1)
 # 不是战斗中的情况下
 else
 # [平时] 或者是 [菜单中] 可以使用
 return (occasion == 0 or occasion == 2)
 end
 end
 #--------------------------------------------------------------------------
 # ● 应用通常攻击效果
 #     attacker : 攻击者 (battler)
 #--------------------------------------------------------------------------
 def attack_effect(attacker)
 # 清除会心一击标志
 $必杀 = 0
 @active_battler = attacker
 self.critical = false
 # 第一命中判定
 hit_result = (rand(100) < attacker.hit)
 # 命中的情况下
 if hit_result == true
 # 计算基本伤害
 atk = [attacker.atk - self.pdef / 1, attacker.atk / 10].max
 if  @active_battler.is_a?(Game_Actor)
 for kds in self.actions
 if $data_skills[kds.skill_id].element_set.include?(42)
 atk = [@active_battler.atk - self.pdef*120/100, @active_battler.atk / 12].max
 break
 elsif $data_skills[kds.skill_id].element_set.include?(41)
 atk = [@active_battler.atk - self.pdef*110/100, @active_battler.atk / 11].max
 end
 end
 end
 63       if  @active_battler.is_a?(Game_Enemy)
 64         for kds in self.skills
 65          if $data_skills[kds].element_set.include?(42)
 66              atk = [@active_battler.atk - self.pdef*120/100, @active_battler.atk / 12].max
 break
 elsif $data_skills[kds].element_set.include?(41)
 atk = [@active_battler.atk - self.pdef*110/100, @active_battler.atk / 11].max
 end
 end
 end
 self.damage = atk*2 + attacker.str/5
 # 属性修正
 self.damage *= elements_correct(attacker.element_set)
 self.damage /= 100
 @kds_30 = nil
 @kds_32 = nil
 
 if  @active_battler.is_a?(Game_Enemy)
 for kds in @active_battler.actions
 if $data_skills[kds.skill_id].element_set.include?(30)
 self.damage = self.damage*125/100
 @kds_30 = 0
 elsif $data_skills[kds.skill_id].element_set.include?(29) and @kds_30 == nil
 self.damage = self.damage*113/100
 end
 if $data_skills[kds.skill_id].element_set.include?(32)
 $必杀 += 25
 @kds_32 = 0
 elsif $data_skills[kds.skill_id].element_set.include?(31) and @kds_32 == nil
 $必杀 += 13
 end
 end
 end
 
 if  @active_battler.is_a?(Game_Actor)
 for kds in @active_battler.skills
 if $data_skills[kds].element_set.include?(30)
 self.damage = self.damage*120/100
 @kds_30 = 0
 elsif $data_skills[kds].element_set.include?(29) and @kds_30 == nil
 self.damage = self.damage*110/100
 end
 if $data_skills[kds].element_set.include?(32)
 $必杀 += 20
 @kds_32 = 0
 elsif $data_skills[kds].element_set.include?(31) and @kds_32 == nil
 $必杀 += 10
 end
 end
 end
 
 
 # 伤害符号正确的情况下
 if self.damage > 0
 # 会心一击修正
 if rand(100) < 5 * attacker.dex / self.agi + $必杀
 self.damage *= 2
 self.critical = true
 end
 # 防御修正
 if self.guarding?
 self.damage /= 2
 end
 end
 
 
 # 分散
 if self.damage.abs > 0
 amp = [self.damage.abs * 15 / 100, 1].max
 self.damage += rand(amp+1) + rand(amp+1) - amp
 end
 # 第二命中判定
 eva = 8 * self.agi / attacker.dex + self.eva
 hit = self.damage < 0 ? 100 : 100 - eva
 hit = self.cant_evade? ? 100 : hit
 hit_result = (rand(100) < hit)
 end
 # 命中的情况下
 if hit_result == true
 
 #保护系统-内部伤害计算
 if self.is_a?(Game_Actor) and self.baohu.size >= 1
 @baohu_agi = []
 for i in 0..self.baohu.size-1
 @baohu_agi = $game_party.actors[self.baohu].agi
 end
 for a in 0..@baohu_agi.size-1
 for s in 0..@baohu_agi.size-1
 if s < @baohu_agi.size-1 and @baohu_agi
  < @baohu_agi[s+1]elsif s < @baohu_agi.size-1 and @baohu_agi
  > @baohu_agi[s+1]@abc = @baohu_agi
 @baohu_agi
  = @baohu_agi[s+1]@baohu_agi[s+1] = @abc
 
 @bcd = self.baohu
 self.baohu
  = self.baohu[s+1]self.baohu[s+1] = @bcd
 end
 end
 end
 @baohu_duixiang = 1
 
 for i in 1..self.baohu.size
 if $game_party.actors[self.baohu[self.baohu.size-i]].hp <= 0
 @baohu_duixiang += 1
 else
 break
 end
 end
 if @baohu_duixiang == self.baohu.size + 1
 self.hp -= self.damage
 else
 $game_party.actors[self.baohu[self.baohu.size-@baohu_duixiang]].damage = self.damage*80/100
 if $game_party.actors[self.baohu[self.baohu.size-@baohu_duixiang]].damage <= 0
 $game_party.actors[self.baohu[self.baohu.size-@baohu_duixiang]].damage = rand(6)+4
 end
 $game_party.actors[self.baohu[self.baohu.size-@baohu_duixiang]].hp -= self.damage*80/100
 self.damage = self.damage*20/100
 if self.damage <= 0
 self.damage = rand(2)+1
 end
 self.hp -= self.damage*20/100
 
 if self.baohu_dx == nil
 self.baohu_dx = $game_party.actors[self.baohu[self.baohu.size-@baohu_duixiang]].ac_id
 else
 self.baohu_dxb = $game_party.actors[self.baohu[self.baohu.size-@baohu_duixiang]].ac_id
 end
 
 self.baohu.delete(self.baohu[self.baohu.size-@baohu_duixiang])
 end
 else
 self.hp -= self.damage
 end
 
 
 if  @active_battler.is_a?(Game_Actor) and self.is_a?(Game_Enemy)
 for kds in self.actions
 if $data_skills[kds.skill_id].element_set.include?(36)
 if rand(100) < 35 and self.hp <= 0
 self.damage = -self.maxhp
 self.hp += self.maxhp
 self.sp += self.maxsp
 self.critical = false
 end
 break
 elsif $data_skills[kds.skill_id].element_set.include?(35)
 if rand(100) < 25 and self.hp <= 0
 self.damage = -self.maxhp/2
 self.hp += self.maxhp/2
 self.sp += self.maxsp/2
 self.critical = false
 end
 break
 end
 end
 end
 
 if  @active_battler.is_a?(Game_Enemy) and self.is_a?(Game_Actor)
 for kds in self.skills
 if $data_skills[kds].element_set.include?(36)
 if rand(100) < 35 and self.hp <= 0
 self.damage = -self.maxhp
 self.hp += self.maxhp
 self.sp += self.maxsp
 self.critical = false
 end
 break
 elsif $data_skills[kds].element_set.include?(35)
 if rand(100) < 25 and self.hp <= 0
 self.damage = -self.maxhp/2
 self.hp += self.maxhp/2
 self.sp += self.maxsp/2
 self.critical = false
 end
 break
 end
 end
 end
 
 
 # 状态冲击解除
 remove_states_shock
 # HP 的伤害计算
 # 状态变化
 @state_changed = false
 states_plus(attacker.plus_state_set)
 states_minus(attacker.minus_state_set)
 # Miss 的情况下
 else
 # 伤害设置为 "Miss"
 self.damage = "Miss"
 # 清除会心一击标志
 self.critical = false
 end
 # 过程结束
 return true
 end
 #--------------------------------------------------------------------------
 # ● 应用特技效果
 #     user  : 特技的使用者 (battler)
 #     skill : 特技
 #--------------------------------------------------------------------------
 def skill_effect(user, skill)
 # 清除会心一击标志
 $必杀 = 0
 @active_battler = user
 attacker = user
 self.critical = false
 # 特技的效果范围是 HP 1 以上的己方、自己的 HP 为 0、
 # 或者特技的效果范围是 HP 0 的己方、自己的 HP 为 1 以上的情况下
 if ((skill.scope == 3 or skill.scope == 4) and self.hp == 0) or
 ((skill.scope == 5 or skill.scope == 6) and self.hp >= 1)
 # 过程结束
 return false
 end
 # 清除有效标志
 effective = false
 # 公共事件 ID 是有效的情况下,设置为有效标志
 effective |= skill.common_event_id > 0
 # 第一命中判定
 hit = skill.hit
 if skill.atk_f > 0
 hit *= user.hit / 100
 end
 hit_result = (rand(100) < hit)
 # 不确定的特技的情况下设置为有效标志
 effective |= hit < 100
 # 命中的情况下
 if hit_result == true
 # 计算威力
 power = (skill.power + user.int * skill.atk_f / 100)* user.int / self.mdef
 if power > 0
 power -= self.pdef * skill.pdef_f / 200
 power -= self.mdef * skill.mdef_f / 200
 power = [power, 0].max
 end
 # 计算倍率
 rate = 20
 rate += (user.str * skill.str_f / 100)
 rate += (user.dex * skill.dex_f / 100)
 rate += (user.agi * skill.agi_f / 100)
 rate += (user.int * skill.int_f / 100)
 # 计算基本伤害
 self.damage = power * rate / 25
 # 伤害符号正确的情况下
 if self.damage > 0
 # 防御修正
 if self.guarding?
 self.damage /= 1
 end
 end
 
 if skill.element_set.include?(13)
 atk = [@active_battler.atk - self.pdef / 1, @active_battler.atk / 10].max
 if  @active_battler.is_a?(Game_Actor)
 for kds in self.actions
 if $data_skills[kds.skill_id].element_set.include?(42)
 atk = [@active_battler.atk - self.pdef*120/100, @active_battler.atk / 12].max
 break
 elsif $data_skills[kds.skill_id].element_set.include?(41)
 atk = [@active_battler.atk - self.pdef*110/100, @active_battler.atk / 11].max
 end
 end
 end
 if  @active_battler.is_a?(Game_Enemy)
 for kds in self.skills
 if $data_skills[kds].element_set.include?(42)
 atk = [@active_battler.atk - self.pdef*120/100, @active_battler.atk / 12].max
 break
 elsif $data_skills[kds].element_set.include?(41)
 atk = [@active_battler.atk - self.pdef*110/100, @active_battler.atk / 11].max
 end
 end
 end
 self.damage = atk + @active_battler.str * 2
 end
 
 kds_24 = nil
 kds_30 = nil
 kds_32 = nil
 kds_28 = nil
 
 if  @active_battler.is_a?(Game_Actor)
 for kds in @active_battler.skills
 if $data_skills[kds].element_set.include?(24) and skill.element_set.include?(13) == false
 self.damage = self.damage*120/100
 kds_24 = 0
 elsif $data_skills[kds].element_set.include?(23) and skill.element_set.include?(13) == false and kds_24 == nil
 self.damage = self.damage*110/100
 end
 if $data_skills[kds].element_set.include?(30) and skill.element_set.include?(13)
 kds_30 = 0
 self.damage = self.damage*116/100
 elsif $data_skills[kds].element_set.include?(29) and skill.element_set.include?(13) and kds_30 == nil
 self.damage = self.damage*108/100
 end
 if $data_skills[kds].element_set.include?(32) and skill.element_set.include?(13)
 kds_32 = 0
 $必杀 += 20
 elsif $data_skills[kds].element_set.include?(31) and skill.element_set.include?(13) and kds_32 == nil
 $必杀 += 10
 end
 end
 if self.is_a?(Game_Enemy)
 for kds in self.actions
 if $data_skills[kds.skill_id].element_set.include?(28) and skill.element_set.include?(13) == false
 kds_28 = 0
 self.damage = self.damage*80/100
 elsif $data_skills[kds.skill_id].element_set.include?(27) and skill.element_set.include?(13) == false and kds_28 == nil
 self.damage = self.damage*90/100
 end
 end
 end
 end
 
 if  @active_battler.is_a?(Game_Enemy)
 for kds in @active_battler.actions
 if $data_skills[kds.skill_id].element_set.include?(24) and skill.element_set.include?(13) == false
 kds_24 = 0
 self.damage = self.damage*120/100
 elsif $data_skills[kds.skill_id].element_set.include?(23) and skill.element_set.include?(13) == false and kds_24 == nil
 self.damage = self.damage*110/100
 end
 if $data_skills[kds.skill_id].element_set.include?(30) and skill.element_set.include?(13)
 kds_30 = 0
 self.damage = self.damage*116/100
 elsif $data_skills[kds.skill_id].element_set.include?(29) and skill.element_set.include?(13) and kds_30 == nil
 self.damage = self.damage*108/100
 end
 if $data_skills[kds.skill_id].element_set.include?(32) and skill.element_set.include?(13)
 kds_32 = 0
 $必杀 += 20
 elsif $data_skills[kds.skill_id].element_set.include?(31) and skill.element_set.include?(13) and kds_32 == nil
 $必杀 += 10
 end
 end
 if self.is_a?(Game_Actor)
 for kds in self.skills
 if $data_skills[kds].element_set.include?(28) and skill.element_set.include?(13) == false
 kds_28 = 0
 self.damage = self.damage*80/100
 elsif $data_skills[kds].element_set.include?(27) and skill.element_set.include?(13) == false and kds_28 == nil
 self.damage = self.damage*90/100
 end
 end
 end
 end
 
 if skill.element_set.include?(43) and skill.element_set.include?(13)
 self.damage = self.damage*86/100
 end
 
 if skill.element_set.include?(46) and skill.element_set.include?(13)
 self.damage = self.damage*230/100
 
 end
 if skill.element_set.include?(47) and skill.element_set.include?(13)
 self.damage = self.damage*75/100
 
 end
 
 
 if skill.element_set.include?(49) and skill.element_set.include?(13)
 self.damage = self.damage*108/100
 end
 if skill.element_set.include?(50) and skill.element_set.include?(13)
 self.damage = self.damage*50/100
 end
 
 
 # 属性修正
 self.damage *= elements_correct(user.element_set)
 self.damage /= 100
 
 if skill.element_set.include?(13)
 if self.damage > 0
 if rand(100) < 10 + $必杀
 self.damage *= 2
 self.critical = true
 end
 if self.guarding?
 self.damage /= 2
 end
 end
 end
 # 分散
 if skill.variance > 0 and self.damage.abs > 0
 amp = [self.damage.abs * skill.variance / 100, 1].max
 self.damage += rand(amp+1) + rand(amp+1) - amp
 end
 
 
 if skill.element_set.include?(44)
 self.damage = @active_battler.level * 8
 end
 if skill.element_set.include?(51)
 self.damage = @active_battler.level * 12
 end
 if skill.element_set.include?(52)
 self.damage = @active_battler.level * 6
 end
 if skill.element_set.include?(53)
 self.damage = @active_battler.level * 4
 end
 if skill.element_set.include?(45)
 if rand(100) < 75
 self.damage *= 9 / 5
 else
 self.damage /= - 3 / 1
 end
 end
 
 # 第二命中判定
 eva = 8 * self.agi / user.dex + self.eva
 hit = self.damage < 0 ? 100 : 100 - eva * skill.eva_f / 100
 hit = self.cant_evade? ? 100 : hit
 hit_result = (rand(100) < hit)
 # 不确定的特技的情况下设置为有效标志
 effective |= hit < 100
 end
 # 命中的情况下
 if hit_result == true
 # 威力 0 以外的物理攻击的情况下
 if skill.power != 0 and skill.atk_f > 0
 # 状态冲击解除
 remove_states_shock
 # 设置有效标志
 effective = true
 end
 # HP 的伤害减法运算
 last_hp = self.hp
 self.hp -= self.damage
 
 if  @active_battler.is_a?(Game_Actor) and self.is_a?(Game_Enemy)
 for kds in self.actions
 if $data_skills[kds.skill_id].element_set.include?(36)
 if rand(100) < 25 and self.hp <= 0
 self.damage = -self.maxhp
 self.hp += self.maxhp
 self.sp += self.maxsp
 self.critical = false
 end
 break
 elsif $data_skills[kds.skill_id].element_set.include?(35)
 if rand(100) < 20 and self.hp <= 0
 self.damage = -self.maxhp/2
 self.hp += self.maxhp/2
 self.sp += self.maxsp/2
 self.critical = false
 end
 break
 end
 end
 end
 
 if  @active_battler.is_a?(Game_Enemy) and self.is_a?(Game_Actor)
 for kds in self.skills
 if $data_skills[kds].element_set.include?(36)
 if rand(100) < 25 and self.hp <= 0
 self.damage = -self.maxhp
 self.hp += self.maxhp
 self.sp += self.maxsp
 self.critical = false
 end
 break
 elsif $data_skills[kds].element_set.include?(35)
 if rand(100) < 20 and self.hp <= 0
 self.damage = -self.maxhp/2
 self.hp += self.maxhp/2
 self.sp += self.maxsp/2
 self.critical = false
 end
 break
 end
 end
 end
 
 
 effective |= self.hp != last_hp
 # 状态变化
 @state_changed = false
 effective |= states_plus(skill.plus_state_set)
 effective |= states_minus(skill.minus_state_set)
 # 威力为 0 的场合
 if skill.power == 0 and skill.element_set.include?(13) == false
 # 伤害设置为空的字串
 self.damage = ""
 # 状态没有变化的情况下
 unless @state_changed
 # 伤害设置为 "Miss"
 self.damage = "Miss"
 end
 end
 # Miss 的情况下
 else
 # 伤害设置为 "Miss"
 self.damage = "Miss"
 end
 # 不在战斗中的情况下
 unless $game_temp.in_battle
 # 伤害设置为 nil
 self.damage = nil
 end
 # 过程结束
 return effective
 end
 #--------------------------------------------------------------------------
 # ● 应用物品效果
 #     item : 物品
 #--------------------------------------------------------------------------
 def item_effect(item)
 # 清除会心一击标志
 self.critical = false
 # 物品的效果范围是 HP 1 以上的己方、自己的 HP 为 0、
 # 或者物品的效果范围是 HP 0 的己方、自己的 HP 为 1 以上的情况下
 if ((item.scope == 3 or item.scope == 4) and self.hp == 0) or
 ((item.scope == 5 or item.scope == 6) and self.hp >= 1)
 # 过程结束
 return false
 end
 # 清除有效标志
 effective = false
 # 公共事件 ID 是有效的情况下,设置为有效标志
 effective |= item.common_event_id > 0
 # 命中判定
 hit_result = (rand(100) < item.hit)
 # 不确定的特技的情况下设置为有效标志
 effective |= item.hit < 100
 # 命中的情况
 if hit_result == true
 # 计算回复量
 recover_hp = maxhp * item.recover_hp_rate / 100 + item.recover_hp
 recover_sp = maxsp * item.recover_sp_rate / 100 + item.recover_sp
 if recover_hp < 0
 recover_hp += self.pdef * item.pdef_f / 20
 recover_hp += self.mdef * item.mdef_f / 20
 recover_hp = [recover_hp, 0].min
 end
 # 属性修正
 recover_hp *= elements_correct(item.element_set)
 recover_hp /= 100
 recover_sp *= elements_correct(item.element_set)
 recover_sp /= 100
 # 分散
 if item.variance > 0 and recover_hp.abs > 0
 amp = [recover_hp.abs * item.variance / 100, 1].max
 recover_hp += rand(amp+1) + rand(amp+1) - amp
 end
 if item.variance > 0 and recover_sp.abs > 0
 amp = [recover_sp.abs * item.variance / 100, 1].max
 recover_sp += rand(amp+1) + rand(amp+1) - amp
 end
 # 回复量符号为负的情况下
 if recover_hp < 0
 # 防御修正
 if self.guarding?
 recover_hp /= 2
 end
 end
 # HP 回复量符号的反转、设置伤害值
 self.damage = -recover_hp
 # HP 以及 SP 的回复
 last_hp = self.hp
 last_sp = self.sp
 self.hp += recover_hp
 self.sp += recover_sp
 
 if  @active_battler.is_a?(Game_Actor) and self.is_a?(Game_Enemy)
 for kds in self.actions
 if $data_skills[kds.skill_id].element_set.include?(36)
 if rand(100) < 25 and self.hp <= 0
 self.damage = -self.maxhp
 self.hp += self.maxhp
 self.sp += self.maxsp
 self.critical = false
 end
 break
 elsif $data_skills[kds.skill_id].element_set.include?(35)
 if rand(100) < 20 and self.hp <= 0
 self.damage = -self.maxhp/2
 self.hp += self.maxhp/2
 self.sp += self.maxsp/2
 self.critical = false
 end
 break
 end
 end
 end
 
 if  @active_battler.is_a?(Game_Enemy) and self.is_a?(Game_Actor)
 for kds in self.skills
 if $data_skills[kds].element_set.include?(36)
 if rand(100) < 25 and self.hp <= 0
 self.damage = -self.maxhp
 self.hp += self.maxhp
 self.sp += self.maxsp
 self.critical = false
 end
 break
 elsif $data_skills[kds].element_set.include?(35)
 if rand(100) < 20 and self.hp <= 0
 self.damage = -self.maxhp/2
 self.hp += self.maxhp/2
 self.sp += self.maxsp/2
 self.critical = false
 end
 break
 end
 end
 end
 
 
 effective |= self.hp != last_hp
 effective |= self.sp != last_sp
 # 状态变化
 @state_changed = false
 effective |= states_plus(item.plus_state_set)
 effective |= states_minus(item.minus_state_set)
 # 能力上升值有效的情况下
 if item.parameter_type > 0 and item.parameter_points != 0
 # 能力值的分支
 case item.parameter_type
 when 1  # MaxHP
 @maxhp_plus += item.parameter_points
 when 2  # MaxSP
 @maxsp_plus += item.parameter_points
 when 3  # 力量
 @str_plus += item.parameter_points
 when 4  # 灵巧
 @dex_plus += item.parameter_points
 when 5  # 速度
 @agi_plus += item.parameter_points
 when 6  # 魔力
 @int_plus += item.parameter_points
 end
 # 设置有效标志
 effective = true
 end
 # HP 回复率与回复量为 0 的情况下
 if item.recover_hp_rate == 0 and item.recover_hp == 0
 # 设置伤害为空的字符串
 self.damage = ""
 # SP 回复率与回复量为 0、能力上升值无效的情况下
 if item.recover_sp_rate == 0 and item.recover_sp == 0 and
 (item.parameter_type == 0 or item.parameter_points == 0)
 # 状态没有变化的情况下
 unless @state_changed
 # 伤害设置为 "Miss"
 self.damage = "Miss"
 end
 end
 end
 # Miss 的情况下
 else
 # 伤害设置为 "Miss"
 self.damage = "Miss"
 end
 # 不在战斗中的情况下
 unless $game_temp.in_battle
 # 伤害设置为 nil
 self.damage = nil
 end
 # 过程结束
 return effective
 end
 #--------------------------------------------------------------------------
 # ● 应用连续伤害效果
 #--------------------------------------------------------------------------
 
 def slip_damage_effect
 
 # 毒
 
 if self.state?(7)
 
 # 设置伤害
 
 self.damage = self.maxhp / 20
 
 # 分散
 
 if self.damage.abs > 0
 
 amp = [self.damage.abs * 15 / 100, 1].max
 
 self.damage += rand(amp+1) + rand(amp+1) - amp
 
 end
 
 # HP 的伤害减法运算
 
 self.hp -= self.damage
 #剧毒
 elsif  self.state?(20)
 
 # 设置伤害
 
 self.damage = self.maxhp / 10
 
 # 分散
 
 if self.damage.abs > 0
 
 amp = [self.damage.abs * 15 / 100, 1].max
 
 self.damage += rand(amp+1) + rand(amp+1) - amp
 
 end
 
 # HP 的伤害减法运算
 
 self.hp -= self.damage
 
 
 # 回血
 
 elsif self.state?(5)
 
 # 设置伤害
 
 self.damage = -self.maxhp / 8
 
 # HP 的伤害减法运算
 
 self.hp -= self.damage
 # 群回血
 
 elsif self.state?(17)
 
 # 设置伤害
 
 self.damage = -self.maxhp / 12
 
 # HP 的伤害减法运算
 
 self.hp -= self.damage
 
 # 老化
 
 elsif self.state?(19)
 
 # 设置伤害
 
 self.damage = "Old"
 
 # 能力值下
 
 $data_states[19].pdef_rate *= 0.99
 
 $data_states[19].mdef_rate *= 0.99
 
 $data_states[19].atk_rate *= 0.99
 
 $data_states[19].str_rate *= 0.99
 
 $data_states[19].dex_rate *= 0.99
 
 $data_states[19].int_rate *= 0.99
 
 $data_states[19].agi_rate *= 0.99
 
 $data_states[19].eva -= 0.1
 
 $data_states[19].eva = [$data_states[19].eva, -100].max
 
 end
 
 # 过程结束
 
 return true
 
 end
 #--------------------------------------------------------------------------
 # ● 属性修正计算
 #     element_set : 属性
 #--------------------------------------------------------------------------
 def elements_correct(element_set)
 # 無属性的情况
 if element_set == []
 # 返回 100
 return 100
 end
 # 在被赋予的属性中返回最弱的
 # ※过程 element_rate 是、本类以及继承的 Game_Actor
 #   和 Game_Enemy 类的定义
 weakest = -100
 for i in element_set
 weakest = [weakest, self.element_rate(i)].max
 end
 return weakest
 end
 end
 
 版务信息:本贴由楼主自主结贴~
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