$QQmesegi=0
class Game_Battler < Game_BattlerBase
alias QQ16_9_29_1 make_damage_value
def make_damage_value(user, item)
value = item.damage.eval(user, self, $game_variables)
if item.is_a?(RPG::Skill)
if !user.is_a?(Game_Actor)
for $QQweapons in $QQweaponss
if self.weapons.include?($data_weapons[$QQweapons])&&rand(100) < $QQrand
value = 0
$QQmesegi=1
end
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 Window_BattleLog < Window_Selectable
alias QQ16_9_29_2 display_hp_damage
def display_hp_damage(target, item)
return if target.result.hp_damage == 0 && item && !item.damage.to_hp?
if target.result.hp_damage > 0 && target.result.hp_drain == 0
target.perform_damage_effect
end
if $QQmesegi==1
add_text($QQmesegiT);$QQmesegi=0
if QQne ==true
Audio.se_play("Audio/SE/" + $QQSE , 80, 100)
end
end
Sound.play_recovery if target.result.hp_damage < 0
add_text(target.result.hp_damage_text)
wait
end
end