把Game_BattlerBase.prototype.die那部分改成这样:
var Doka_Game_BattlerBase_die = Game_BattlerBase.prototype.die; Game_BattlerBase.prototype.die = function () { if (this.isActor()) { var actor = this; this.skills().forEach(function (skill) { skill.id == 161/*技能Id*/ ? (Math.random() <= 0.2 ? actor.addState(47/*自动复活状态*/) : 0) : 0; }); } if (this.AutoReviveState() > 0) { this._hp = 0; if (String(Doka_AutoRevive.parameters.ReserveState) == "true" ? false : true) this.clearStates(); if (String(Doka_AutoRevive.parameters.ReserveBuff) == "true" ? false : true) this.clearBuffs(); } else { Doka_Game_BattlerBase_die.call(this); } };
var Doka_Game_BattlerBase_die = Game_BattlerBase.prototype.die;
Game_BattlerBase.prototype.die = function () {
if (this.isActor()) {
var actor = this;
this.skills().forEach(function (skill) {
skill.id == 161/*技能Id*/ ? (Math.random() <= 0.2 ? actor.addState(47/*自动复活状态*/) : 0) : 0;
});
}
if (this.AutoReviveState() > 0) {
this._hp = 0;
if (String(Doka_AutoRevive.parameters.ReserveState) == "true" ? false : true)
this.clearStates();
if (String(Doka_AutoRevive.parameters.ReserveBuff) == "true" ? false : true)
this.clearBuffs();
}
else {
Doka_Game_BattlerBase_die.call(this);
}
};
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