大概就是这个意思(未测试)
直接删除了“闪避”的概念
class Game_Battler def item_apply(user, item) @result.clear @result.used = item_test(user, item) @result.missed = @result.used && rand >= Math.log10(item_hit(user, item)) - item_eva(user, item) + 1 # @result.missed = (@result.used && rand >= item_hit(user, item)) if @result.hit? unless item.damage.none? @result.critical = (rand < item_cri(user, item)) make_damage_value(user, item) execute_damage(user) end item.effects.each {|effect| item_effect_apply(user, item, effect) } item_user_effect(user, item) end end end
class Game_Battler
def item_apply(user, item)
@result.clear
@result.used = item_test(user, item)
@result.missed = @result.used && rand >= Math.log10(item_hit(user, item)) - item_eva(user, item) + 1
# @result.missed = (@result.used && rand >= item_hit(user, item))
if @result.hit?
unless item.damage.none?
@result.critical = (rand < item_cri(user, item))
make_damage_value(user, item)
execute_damage(user)
end
item.effects.each {|effect| item_effect_apply(user, item, effect) }
item_user_effect(user, item)
end
end
end
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