本帖最后由 QQ蚊子湯 于 2016-11-13 03:01 编辑
本來打算先去睡覺明天再來解這題
不過剛剛在夢世界找到解答
於是又爬起來寫完
繼續回夢世界~
晚安~~~
class Game_Battler < Game_BattlerBase attr_accessor :state_turns #=========================================================== #让某一技能不会减少行动结束解除的状态剩余时间 #設定 #技能的ID @@QSKQ = 1 #狀態的ID @@QSTQ = 46 #========================================================== alias jianyulei:make_damage_value def make_damage_value(user, item) value = item.damage.eval(user, self, $game_variables) if item.is_a?(RPG::Skill) && item.id == @@QSKQ if user.state?(@@QSTQ) user.states.each do |state| user.state_turns[@@QSTQ] += 1 end;end;end 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) @result.make_damage(value.to_i, item) end end
class Game_Battler < Game_BattlerBase
attr_accessor :state_turns
#===========================================================
#让某一技能不会减少行动结束解除的状态剩余时间
#設定
#技能的ID
@@QSKQ = 1
#狀態的ID
@@QSTQ = 46
#==========================================================
alias jianyulei:make_damage_value
def make_damage_value(user, item)
value = item.damage.eval(user, self, $game_variables)
if item.is_a?(RPG::Skill) && item.id == @@QSKQ
if user.state?(@@QSTQ)
user.states.each do |state|
user.state_turns[@@QSTQ] += 1
end;end;end
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)
@result.make_damage(value.to_i, item)
end
end
おまけに~
附上所有狀態都不會扣回合數的版本~
class Game_Battler < Game_BattlerBase attr_accessor :state_turns #=========================================================== #让某一技能不会减少行动结束解除的状态剩余时间 #設定 #技能的ID @@QSKQ = 1 #========================================================== alias jianyulei:make_damage_value def make_damage_value(user, item) value = item.damage.eval(user, self, $game_variables) if item.is_a?(RPG::Skill) && item.id == @@QSKQ if user.state?(@@QSTQ) user.states.each do |state| user.state_turns[state.id] += 1 end;end;end 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) @result.make_damage(value.to_i, item) end end
class Game_Battler < Game_BattlerBase
attr_accessor :state_turns
#===========================================================
#让某一技能不会减少行动结束解除的状态剩余时间
#設定
#技能的ID
@@QSKQ = 1
#==========================================================
alias jianyulei:make_damage_value
def make_damage_value(user, item)
value = item.damage.eval(user, self, $game_variables)
if item.is_a?(RPG::Skill) && item.id == @@QSKQ
if user.state?(@@QSTQ)
user.states.each do |state|
user.state_turns[state.id] += 1
end;end;end
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)
@result.make_damage(value.to_i, item)
end
end
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