def make_damage_value(user, item)
value = item.damage.eval(user, self, $game_variables)
if item.is_a?(RPG::Skill)
case item.id
when 145
if self.state?(28)
make_damage_extra(user,item)
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
def make_damage_extra(user,item)
if item.is_a?(RPG::Skill)
case item.id
when 145
value = user.mat - self.mdf
#↑↑↑↑↑↑↑↑写hp伤害的公式,底下的各种修正很据情况可删可留
#user→a self→b
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)
end
@result.hp_damage = value.to_i
end
end