本帖最后由 taroxd 于 2014-6-15 15:50 编辑
class Game_Actor def make_damage_value(user, item) value = item.damage.eval(user, self, $game_variables) value *= item_element_rate(user, item) value *= pdr if item.physical? value *= mdr if item.magical? value *= rec if item.damage.recover? value = apply_critical(value) if @result.critical value = apply_variance(value, item.damage.variance) value = apply_guard(value) #--------------------------------------------------------------------- # 状态的设置方法,当有28号状态时,伤害最大值为5000 value = 5000 if state?(28) && value > 5000 # 技能的设置方法,当有80号技能时,伤害最大值为3000 value = 3000 if (@skills + added_skills).include?(80) && value > 3000 #--------------------------------------------------------------------- @result.make_damage(value.to_i, item) end end
class Game_Actor
def make_damage_value(user, item)
value = item.damage.eval(user, self, $game_variables)
value *= item_element_rate(user, item)
value *= pdr if item.physical?
value *= mdr if item.magical?
value *= rec if item.damage.recover?
value = apply_critical(value) if @result.critical
value = apply_variance(value, item.damage.variance)
value = apply_guard(value)
#---------------------------------------------------------------------
# 状态的设置方法,当有28号状态时,伤害最大值为5000
value = 5000 if state?(28) && value > 5000
# 技能的设置方法,当有80号技能时,伤害最大值为3000
value = 3000 if (@skills + added_skills).include?(80) && value > 3000
#---------------------------------------------------------------------
@result.make_damage(value.to_i, item)
end
end
@Sion 结贴 |