角色平衡性调整
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@ -530,9 +530,6 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
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hero.statistics.money += damageInfo.mark ?? 0
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if (damage % 6 === 0 && damage > 0) hero.money += 6
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}
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if (hero.name === "璐璐") {
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if (damage > flags.ratio * 3 * flags.health.count && hero.ActiveCD > 0) hero.ActiveCD--
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}
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if (hero.name === "阿兰娜") {
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if (damage === 0 && flags.CharacterDEF < 80 * flags.ratio) flags.CharacterDEF = Math.min(flags.CharacterDEF + flags.ratio, 80 * flags.ratio)
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if (damage > 0) flags.CharacterDEF = Math.max(flags.CharacterDEF - damage, 0)
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@ -1076,8 +1073,8 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
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if (core.hasItem("AdrenalineR") && hero_hp <= 125 * flags.ratio) hero_atk += 30 * flags.ratio //肾上腺素-一般
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if (core.hasItem("AdrenalineH") && hero_hp <= 125 * flags.ratio) hero_atk += 80 * flags.ratio //肾上腺素-高效
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if (core.hasItem("StarCoinHammer2") && flags.star.level > 34) hero_atk += Math.min(Math.floor(hero_money * flags.ratio / (flags.MapStatus?.Map === "魔法学院" ? 1000 : 100)), 1000 * flags.ratio) //星币锤
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if (core.hasItem("UtilityKnifeB2") && hero_hp >= 1000 * flags.ratio) hero_atk += flags.health.count //美工刀A
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if (core.hasItem("UtilityKnifeS2") && hero_hp >= 800 * flags.ratio) hero_atk += flags.health.count //美工刀B
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if (core.hasItem("UtilityKnifeB2") && hero_hp >= 1000 * flags.ratio) hero_atk += Math.sqrt(flags.health.count*flags.ratio**0.5) //美工刀A
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if (core.hasItem("UtilityKnifeS2") && hero_hp >= 800 * flags.ratio) hero_atk += Math.sqrt(flags.health.count*flags.ratio**0.5) //美工刀B
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if (core.hasItem("FlashlightS2")) hero_atk += Math.floor(flags.star.level * Math.sqrt(flags.ratio)) //手电筒-爆闪
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if (core.hasItem("NormalSight") && (!core.hasSpecial(mon_special, 30))) {
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mon_mark += 2
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@ -1088,9 +1085,10 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
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hero_def += mon_mark * flags.ratio * 2
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} //鹰眼瞄具
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if (core.status.hero.name === "帕帕拉") hero_atk += Math.floor(hero_hp / 300) //帕帕拉被动技能
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if (core.status.hero.name === "娜蒂斯") hero_atk += core.status.hero.myCard.length * flags.ratio //娜蒂斯被动技能
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if (flags.KingsPower) hero_atk += 15 * flags.ratio
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if (flags.Immovable) hero_def += 15 * flags.ratio
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else if (core.status.hero.name === "娜蒂斯") hero_atk += core.status.hero.myCard.length * flags.ratio //娜蒂斯被动技能
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else if (core.status.hero.name === "璐璐")hero_atk += Math.sqrt(flags.health.count*flags.star**0.5) //璐璐被动技能
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if (flags.KingsPower) hero_atk += 15 * flags.ratio //王之力
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if (flags.Immovable) hero_def += 15 * flags.ratio //岿然不动
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if (core.hasItem("BufferShieldR2")) hero_mdef += Math.floor(core.getRealStatusOrDefault(hero, 'def') * (flags.health.count + 1) / (15 * flags.ratio)) //缓冲盾牌-一般
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ATKbet += flags.cardFATK + flags.Trident
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DEFbet += flags.cardFDEF + flags.Trident
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@ -278,6 +278,7 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 =
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core.ele.push(a)*/
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if (!main.replayChecking && !core.isReplaying())
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core.startUpdate()
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Promise.all([document.fonts.load("24px STHUPO"), document.fonts.load("16px cjk")]).then(core.startUpdate)
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};
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class JsonCrypto {
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@ -3106,11 +3107,12 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 =
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if (core.hasItem("AdrenalineH")) ATK += 80 * flags.ratio
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}
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if (core.hasItem("StarCoinHammer2") && flags.star.level > 34) ATK += Math.min(Math.floor(hero.money * flags.ratio / (flags.MapStatus?.Map === "魔法学院" ? 1000 : 100)), 1000 * flags.ratio)
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if (core.hasItem("UtilityKnifeB2") && hero.hp >= 1000 * flags.ratio) ATK += flags.health.count
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if (core.hasItem("UtilityKnifeS2") && hero.hp >= 800 * flags.ratio) ATK += flags.health.count
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if (core.hasItem("UtilityKnifeB2") && hero.hp >= 1000 * flags.ratio) ATK += Math.sqrt(flags.health.count*flags.ratio**0.5)
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if (core.hasItem("UtilityKnifeS2") && hero.hp >= 800 * flags.ratio) ATK += Math.sqrt(flags.health.count*flags.ratio**0.5)
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if (core.hasItem("FlashlightS2")) ATK += Math.floor(flags.star.level * Math.sqrt(flags.ratio))
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if (core.status.hero.name === "帕帕拉") ATK += Math.floor(core.getRealStatus("hp") / 300)
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if (core.status.hero.name === "娜蒂斯") ATK += core.status.hero.myCard.length * flags.ratio
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else if (core.status.hero.name === "娜蒂斯") ATK += core.status.hero.myCard.length * flags.ratio
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else if (core.status.hero.name === "璐璐") ATK += Math.sqrt(flags.health.count*flags.ratio**0.5)
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if (flags.KingsPower) ATK += 15 * flags.ratio
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ATKbet += flags.cardFATK + flags.Trident * 3
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if (core.hasItem("RevengeHalberd")) ATKbet += Math.floor(hero.statistics.battleDamage / 1000)
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@ -12113,7 +12115,7 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 =
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hero.hp += 400;
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}
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},
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ActiveSkill: `CD70,吸收一只可被炸的怪物,回复其5倍攻防和的\\i[hp]并将其40%攻防用于下一场战斗`,
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ActiveSkill: `CD70,吸收一只可被炸的怪物,回复其4倍攻防和的\\i[hp]并将其40%攻防用于下一场战斗`,
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ActiveSkillCD: 70,
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Active: function () {
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core.lockControl()
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@ -12137,7 +12139,7 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 =
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core.status.hero.money += money;
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flags.cardATK += Math.floor(core.getEnemyInfo(enemy, void 0, tx, ty).atk * 2 / 5)
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flags.cardDEF += Math.floor(core.getEnemyInfo(enemy, void 0, tx, ty).def * 2 / 5)
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core.status.hero.hp += (core.getEnemyInfo(enemy, void 0, tx, ty).atk + core.getEnemyInfo(enemy, void 0, tx, ty).def) * 5
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core.status.hero.hp += (core.getEnemyInfo(enemy, void 0, tx, ty).atk + core.getEnemyInfo(enemy, void 0, tx, ty).def) * 4
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core.push(todo, enemy.afterBattle);
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core.push(todo, core.floors[core.status.floorId].afterBattle[tx + "," + ty])
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delete((flags.enemyOnPoint || {})[core.status.floorId] || {})[tx + "," + ty];
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@ -12434,8 +12436,8 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 =
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hero.hp += 400;
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}
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},
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ActiveSkill: `CD60,在接下来的战斗中,每场战斗结束后\\i[BuffHealth]+3`,
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ActiveSkillCD: 60,
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ActiveSkill: `CD55,在接下来的战斗中,每场战斗结束后\\i[BuffHealth]+3`,
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ActiveSkillCD: 55,
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Active: function () {
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core.lockControl()
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flags.health.upbuff += 3
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@ -12444,9 +12446,9 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 =
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core.playSound("Lulu.mp3")
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core.afterSkill()
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},
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PassiveSkill: `受到的伤害>3×\\i[stars]×\\i[BuffHealth]时,技能冷却-1`,
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PassiveSkill: `\\i[atk]提升\\i[BuffHealth]×\\i[stars]的算术平方根`,
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Passive: function () {},
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PassiveTime: ["afterBattle"]
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PassiveTime: []
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}
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Character.枫 = {
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name: "枫",
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@ -13137,7 +13139,7 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 =
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hero.hp += 400;
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}
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},
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ActiveSkill: `CD40,丢弃所有\\i[card]并耗尽\\i[cost],对本楼所有可被炸的怪物造成\\i[card]的\\i[cost]总和×消耗的\\i[cost]×(\\i[stars]的算术平方根)伤害`,
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ActiveSkill: `CD40,丢弃所有\\i[card]并耗尽\\i[cost],对本楼所有怪物造成\\i[card]的\\i[cost]总和×消耗的\\i[cost]×(\\i[stars]的算术平方根)伤害`,
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ActiveSkillCD: 40,
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Active: function () {
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core.lockControl()
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@ -13159,7 +13161,6 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 =
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enemys.forEach(v => {
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const id = core.getBlockId(v[0], v[1])
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const z = core.material.enemys[id]
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if (z.notBomb) return
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core.setEnemyOnPoint(v[0], v[1], void 0, "hp", AOEdamage, "-=")
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if (core.getEnemyInfo(id, void 0, v[0], v[1]).hp <= 0) {
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let money = core.getEnemyInfo(id, void 0, v[0], v[1]).money
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