Merge remote-tracking branch 'origin/status-itcfangye' into status-itcfangye
This commit is contained in:
commit
a6ba26e8b5
@ -196,6 +196,11 @@ var comment_c456ea59_6018_45ef_8bcc_211a24c627dc = {
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"_data": "百分数,如10为10%法抗,怪物受到勇士的法术伤害减免比例"
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},
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"spell": {
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"_leaf": true,
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"_type": "textarea",
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"_data": "法强"
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},
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"speed": {
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"_leaf": true,
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"_type": "textarea",
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|
@ -335,7 +335,7 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
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// 获得金币
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var money = guards.reduce(function (curr, g) {
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return curr + core.material.enemys[g[2]].money;
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}, core.getEnemyValue(enemy, "money", x, y));
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}, core.getEnemyInfo(enemy, null, x, y).money);
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if (core.hasItem("coin")) money *= 2; // 幸运金币:双倍
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if (core.hasFlag("curse")) money = 0; // 诅咒效果
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core.status.hero.money += money;
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@ -344,7 +344,7 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
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// 获得经验
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var exp = guards.reduce(function (curr, g) {
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return curr + core.material.enemys[g[2]].exp;
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}, core.getEnemyValue(enemy, "exp", x, y));
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}, core.getEnemyInfo(enemy, null, x, y).exp);
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if (core.hasFlag("curse")) exp = 0;
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core.status.hero.exp += exp;
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core.status.hero.statistics.exp += exp;
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@ -530,33 +530,215 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
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// 第五项为该特殊属性的标记;目前 1 代表是地图类技能(需要进行遍历全图)
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// 名字和描述可以直接写字符串,也可以写个function将怪物传进去
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return [
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[1, "先攻", "怪物首先攻击", "#ffcc33"],
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[2, "魔攻", "怪物无视角色的防御", "#bbb0ff"],
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[3, "坚固", "怪物防御不小于角色攻击-1", "#c0b088"],
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[4, "2连击", "怪物每回合攻击2次", "#ffee77"],
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[5, "3连击", "怪物每回合攻击3次", "#ffee77"],
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[6, function (enemy) { return (enemy.n || '') + "连击"; }, function (enemy) { return "怪物每回合攻击" + (enemy.n || 4) + "次"; }, "#ffee77"],
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[7, "破甲", function (enemy) { return "战斗前,怪物附加角色防御的" + Math.floor(100 * (enemy.breakArmor || core.values.breakArmor || 0)) + "%作为伤害"; }, "#88c0ff"],
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[8, "反击", function (enemy) { return "战斗时,怪物每回合附加角色攻击的" + Math.floor(100 * (enemy.counterAttack || core.values.counterAttack || 0)) + "%作为伤害,无视角色防御"; }, "#ffaa44"],
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[9, "净化", function (enemy) { return "战斗前,怪物附加角色护盾的" + (enemy.purify || core.values.purify) + "倍作为伤害"; }, "#80eed6"],
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[1, "先攻", "怪物首先攻击", "#ffcc33"], //√
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//[2, "魔攻", "怪物无视角色的防御", "#bbb0ff"],
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[3, "坚固", "怪物防御不小于角色攻击-1", "#c0b088"], //√
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[
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6,
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function (enemy) {
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return (enemy.n || "") + "连击";
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},
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function (enemy) {
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return "怪物每回合攻击" + (enemy.n || 4) + "次";
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},
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"#ffee77",
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], //想改成“以XX%、XX%攻击力各攻击一次”
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[
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7,
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"破甲",
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function (enemy) {
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return (
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"怪物无视角色防御的" +
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Math.floor(
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100 * (enemy.breakArmor || core.values.breakArmor || 0)
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) +
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"%"
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);
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},
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"#88c0ff",
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], //√
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[
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8,
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"反击",
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function (enemy) {
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return (
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"战斗时,怪物每回合附加角色攻击的" +
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Math.floor(
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100 * (enemy.counterAttack || core.values.counterAttack || 0)
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) +
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"%作为伤害,无视角色防御"
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);
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},
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"#ffaa44",
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],
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[
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9,
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"净化",
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function (enemy) {
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return (
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"战斗前,怪物附加角色护盾的" +
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(enemy.purify || core.values.purify) +
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"倍作为伤害"
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);
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},
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"#80eed6",
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],
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[10, "模仿", "怪物的攻防和角色攻防相等", "#b0c0dd"],
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[11, "吸血", function (enemy) { return "战斗前,怪物首先吸取角色的" + Math.floor(100 * enemy.vampire || 0) + "%生命(约" + Math.floor((enemy.vampire || 0) * core.getStatus('hp')) + "点)作为伤害" + (enemy.add ? ",并把伤害数值加到自身生命上" : ""); }, "#dd4448"],
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[12, "中毒", "战斗后,角色陷入中毒状态,每一步损失生命" + core.values.poisonDamage + "点", "#99ee88"],
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[13, "衰弱", "战斗后,角色陷入衰弱状态,攻防暂时下降" + (core.values.weakValue >= 1 ? core.values.weakValue + "点" : parseInt(core.values.weakValue * 100) + "%"), "#f0bbcc"],
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[14, "诅咒", "战斗后,角色陷入诅咒状态,战斗无法获得金币和经验", "#bbeef0"],
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[15, "领域", function (enemy) { return "经过怪物周围" + (enemy.zoneSquare ? "九宫格" : "十字") + "范围内" + (enemy.range || 1) + "格时自动减生命" + (enemy.zone || 0) + "点"; }, "#c677dd"],
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[
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11,
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"吸血",
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function (enemy) {
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return (
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"战斗前,怪物首先吸取角色的" +
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Math.floor(100 * enemy.vampire || 0) +
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"%生命(约" +
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Math.floor((enemy.vampire || 0) * core.getStatus("hp")) +
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"点)作为伤害" +
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(enemy.add ? ",并把伤害数值加到自身生命上" : "")
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);
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},
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"#dd4448",
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],
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[
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12,
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"中毒",
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"战斗后,角色陷入中毒状态,每一步损失生命" +
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core.values.poisonDamage +
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"点",
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"#99ee88",
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],
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[
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13,
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"衰弱",
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"战斗后,角色陷入衰弱状态,攻防暂时下降" +
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(core.values.weakValue >= 1 ?
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core.values.weakValue + "点" :
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parseInt(core.values.weakValue * 100) + "%"),
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"#f0bbcc",
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],
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[
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14,
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"诅咒",
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"战斗后,角色陷入诅咒状态,战斗无法获得金币和经验",
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"#bbeef0",
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],
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[
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15,
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"领域",
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function (enemy) {
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return (
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"经过怪物周围" +
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(enemy.zoneSquare ? "九宫格" : "十字") +
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"范围内" +
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(enemy.range || 1) +
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"格时自动减生命" +
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(enemy.zone || 0) +
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"点"
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);
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},
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"#c677dd",
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],
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[16, "夹击", "经过两只相同的怪物中间,角色生命值变成一半", "#bb99ee"],
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[17, "仇恨", "战斗前,怪物附加之前积累的仇恨值作为伤害;战斗后,释放一半的仇恨值。(每杀死一个怪物获得" + (core.values.hatred || 0) + "点仇恨值)", "#b0b666"],
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[18, "阻击", function (enemy) { return "经过怪物周围" + (enemy.zoneSquare ? "九宫格" : "十字") + "时自动减生命" + (enemy.repulse || 0) + "点,同时怪物后退一格"; }, "#8888e6"],
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[
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17,
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"仇恨",
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"战斗前,怪物附加之前积累的仇恨值作为伤害;战斗后,释放一半的仇恨值。(每杀死一个怪物获得" +
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(core.values.hatred || 0) +
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"点仇恨值)",
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"#b0b666",
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],
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[
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18,
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"阻击",
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function (enemy) {
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return (
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"经过怪物周围" +
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(enemy.zoneSquare ? "九宫格" : "十字") +
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"时自动减生命" +
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(enemy.repulse || 0) +
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"点,同时怪物后退一格"
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);
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},
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"#8888e6",
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],
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[19, "自爆", "战斗后角色的生命值变成1", "#ff6666"],
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[20, "无敌", "角色无法打败怪物,除非拥有十字架", "#aaaaaa"],
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[21, "退化", function (enemy) { return "战斗后角色永久下降" + (enemy.atkValue || 0) + "点攻击和" + (enemy.defValue || 0) + "点防御"; }],
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[22, "固伤", function (enemy) { return "战斗前,怪物对角色造成" + (enemy.damage2 || 0) + "点固定伤害,未开启负伤时无视角色护盾。"; }, "#ff9977"],
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[
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21,
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"退化",
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function (enemy) {
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return (
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"战斗后角色永久下降" +
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(enemy.atkValue || 0) +
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"点攻击和" +
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(enemy.defValue || 0) +
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"点防御"
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);
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},
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],
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[
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22,
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"固伤",
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function (enemy) {
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return (
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"战斗前,怪物对角色造成" +
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(enemy.damage || 0) +
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"点固定伤害,未开启负伤时无视角色护盾。"
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);
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},
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"#ff9977",
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],
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[23, "重生", "怪物被击败后,角色转换楼层则怪物将再次出现", "#a0e0ff"],
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[24, "激光", function (enemy) { return "经过怪物同行或同列时自动减生命" + (enemy.laser || 0) + "点"; }, "#dda0dd"],
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[25, "光环", function (enemy) { return (enemy.range != null ? ((enemy.haloSquare ? "该怪物九宫格" : "该怪物十字") + enemy.haloRange + "格范围内") : "同楼层所有") + "怪物生命提升" + (enemy.hpBuff || 0) + "%,攻击提升" + (enemy.atkBuff || 0) + "%,防御提升" + (enemy.defBuff || 0) + "%," + (enemy.haloAdd ? "可叠加" : "不可叠加"); }, "#e6e099", 1],
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[26, "支援", "当周围一圈的怪物受到攻击时将上前支援,并组成小队战斗。", "#77c0b6", 1],
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[27, "捕捉", function (enemy) { return "当走到怪物周围" + (enemy.zoneSquare ? "九宫格" : "十字") + "时会强制进行战斗。"; }, "#c0ddbb"]
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[
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24,
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"激光",
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function (enemy) {
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return "经过怪物同行或同列时自动减生命" + (enemy.laser || 0) + "点";
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},
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"#dda0dd",
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],
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[
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25,
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"光环",
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function (enemy) {
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return (
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(enemy.range != null ?
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(enemy.haloSquare ? "该怪物九宫格" : "该怪物十字") +
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enemy.haloRange +
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"格范围内" :
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"同楼层所有") +
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"怪物生命提升" +
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(enemy.hpBuff || 0) +
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"%,攻击提升" +
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(enemy.atkBuff || 0) +
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"%,防御提升" +
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(enemy.defBuff || 0) +
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"%," +
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(enemy.haloAdd ? "可叠加" : "不可叠加")
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);
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},
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"#e6e099",
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1,
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],
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[
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26,
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"支援",
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"当周围一圈的怪物受到攻击时将上前支援,并组成小队战斗。",
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"#77c0b6",
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1,
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],
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[
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27,
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"捕捉",
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function (enemy) {
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return (
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"当走到怪物周围" +
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(enemy.zoneSquare ? "九宫格" : "十字") +
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"时会强制进行战斗。"
|
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);
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},
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"#c0ddbb",
|
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],
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];
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||||
},
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"getEnemyInfo": function (enemy, hero, x, y, floorId) {
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@ -579,15 +761,15 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
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||||
var mon_hp = core.getEnemyValue(enemy, "hp", x, y, floorId),
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mon_atk = core.getEnemyValue(enemy, "atk", x, y, floorId),
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||||
mon_def = core.getEnemyValue(enemy, "def", x, y, floorId),
|
||||
mon_mdef = core.getEnemyValue(enemy, "mdef", x, y, floorId),
|
||||
mon_speed = core.getEnemyValue(enemy, "speed", x, y, floorId),
|
||||
mon_mdef = core.getEnemyValue(enemy, "mdef", x, y, floorId) || 0,
|
||||
mon_spell = core.getEnemyValue(enemy, "spell", x, y, floorId) || 0,
|
||||
mon_speed = core.getEnemyValue(enemy, "speed", x, y, floorId) || 1,
|
||||
mon_special = core.getEnemyValue(enemy, "special", x, y, floorId);
|
||||
var mon_money = core.getEnemyValue(enemy, "money", x, y, floorId),
|
||||
mon_exp = core.getEnemyValue(enemy, "exp", x, y, floorId),
|
||||
mon_point = core.getEnemyValue(enemy, "point", x, y, floorId);
|
||||
var mon_barrier = 0,
|
||||
mon_absorb_damage = 0,
|
||||
mon_magic = core.getEnemyValue(enemy, "magic", x, y, floorId);
|
||||
mon_absorb_damage = 0;
|
||||
// 模仿
|
||||
if (core.hasSpecial(mon_special, 10)) {
|
||||
mon_atk = hero_atk;
|
||||
@ -699,6 +881,7 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
|
||||
atk: Math.floor(mon_atk),
|
||||
def: Math.floor(mon_def),
|
||||
mdef: Math.floor(mon_mdef),
|
||||
spell: Math.floor(mon_spell),
|
||||
speed: Math.floor(mon_speed),
|
||||
barrier: Math.floor(mon_barrier),
|
||||
absorb: Math.floor(mon_absorb_damage),
|
||||
@ -706,7 +889,6 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
|
||||
exp: Math.floor(mon_exp),
|
||||
point: Math.floor(mon_point),
|
||||
special: mon_special,
|
||||
magic: mon_magic,
|
||||
guards: guards, // 返回支援情况
|
||||
};
|
||||
},
|
||||
@ -726,6 +908,7 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
|
||||
hero_def = core.getRealStatusOrDefault(hero, "def"),
|
||||
hero_matk = core.getRealStatusOrDefault(hero, "matk"),
|
||||
hero_mdef = core.getRealStatusOrDefault(hero, "mdef"),
|
||||
hero_mhp = core.getRealStatusOrDefault(hero, "mhp"),
|
||||
hero_speed = core.getRealStatusOrDefault(hero, "speed"),
|
||||
hero_spell = core.getRealStatusOrDefault(hero, "spell"),
|
||||
origin_hero_hp = core.getStatusOrDefault(hero, "hp"),
|
||||
@ -739,6 +922,7 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
|
||||
mon_atk = enemyInfo.atk,
|
||||
mon_def = enemyInfo.def,
|
||||
mon_mdef = enemyInfo.mdef,
|
||||
mon_spell = enemyInfo.spell,
|
||||
mon_speed = enemyInfo.speed,
|
||||
mon_special = enemyInfo.special,
|
||||
mon_absorb_damage = enemyInfo.absorb,
|
||||
@ -751,11 +935,21 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
|
||||
// 开启了技能1:二倍斩
|
||||
hero_atk *= 2; // 计算时攻击力翻倍
|
||||
}
|
||||
|
||||
// 破甲
|
||||
if (core.hasSpecial(mon_special, 7))
|
||||
hero_def -= Math.floor(
|
||||
(enemy.breakArmor || core.values.breakArmor) * hero_def
|
||||
);
|
||||
|
||||
//勇士属性取整
|
||||
hero_atk = Math.max(0, Math.floor(hero_atk));
|
||||
hero_def = Math.max(0, Math.floor(hero_def));
|
||||
hero_mdef = Math.max(0, Math.floor(hero_mdef));
|
||||
hero_speed = Math.max(0, Math.floor(hero_speed));
|
||||
hero_spell = Math.max(0, Math.floor(hero_spell));
|
||||
hero_matk = Math.min(100, Math.max(0, Math.floor(hero_matk)));
|
||||
hero_mdef = Math.min(100, Math.max(0, Math.floor(hero_mdef)));
|
||||
hero_mhp = Math.min(100, Math.max(0, Math.floor(hero_mhp)));
|
||||
|
||||
// 如果是无敌属性,且勇士未持有十字架
|
||||
if (core.hasSpecial(mon_special, 20) && !core.hasItem("cross"))
|
||||
@ -783,12 +977,12 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
|
||||
|
||||
//——第二部分:变量定义和初始赋值——
|
||||
// 每回合怪物对勇士造成的战斗伤害
|
||||
let per_damage = Math.max(mon_atk - hero_def, 0);
|
||||
//if (enemyInfo.magic) per_damage = Math.max(mon_atk - hero_mdef, 0);
|
||||
|
||||
let per_damage = Math.max(mon_atk - hero_def, 0),
|
||||
per_mdamage = Math.floor(mon_spell * (100 - hero_mdef) / 100);
|
||||
//
|
||||
let hero_per_damage = Math.max(hero_atk - mon_def, 0);
|
||||
//if (hero_magic) hero_per_damage = Math.max(hero_atk - mon_mdef, 0);
|
||||
let hero_per_damage = Math.max(hero_atk - mon_def, 0),
|
||||
|
||||
hero_per_mdamage = Math.floor((hero_spell * hero_matk / 100) * (100 - mon_mdef) / 100);
|
||||
|
||||
let damage = 0,
|
||||
hero_turn = 0,
|
||||
@ -799,41 +993,48 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
|
||||
let heroDiffPerTurn = [],
|
||||
enemyDiffPerTurn = [];
|
||||
|
||||
for (
|
||||
let now_mon_hp = mon_hp,
|
||||
last_mon_hp = mon_hp,
|
||||
mon_length = length,
|
||||
hero_length = length,
|
||||
mon_time = 0,
|
||||
hero_time = 0; now_mon_hp > 0;
|
||||
let now_mon_hp = mon_hp,
|
||||
last_mon_hp = mon_hp,
|
||||
mon_length = length,
|
||||
hero_length = 0,
|
||||
mon_time = 0,
|
||||
hero_time = 0;
|
||||
//先攻,先攻为怪物和勇士同时出第一刀
|
||||
if (core.hasSpecial(mon_special, 1)) mon_length = 0;
|
||||
while (
|
||||
now_mon_hp > 0
|
||||
|
||||
) {
|
||||
//勇士和怪物的长度
|
||||
mon_time = mon_length / mon_speed;
|
||||
hero_time = hero_length / hero_speed;
|
||||
|
||||
if (
|
||||
mon_time < hero_time ||
|
||||
((mon_time == hero_time) && mon_speed > hero_speed)
|
||||
mon_time == Math.min(mon_time, hero_time)
|
||||
) {
|
||||
//怪物攻击的回合
|
||||
//这里计算怪物攻击时发生的各种变化
|
||||
|
||||
//伤害与回合增加
|
||||
damage += per_damage;
|
||||
|
||||
//N连击,待定,想做成“以x%、y%……攻击力各攻击一次”的形式
|
||||
if (core.hasSpecial(mon_special, 6)) {
|
||||
damage += per_damage * enemy.n;
|
||||
mon_turn += enemy.n;
|
||||
} else {
|
||||
damage += per_damage;
|
||||
mon_turn += 1;
|
||||
}
|
||||
damage += per_mdamage;
|
||||
//重新为长度赋值
|
||||
mon_length = length;
|
||||
hero_length = hero_length - mon_time * hero_speed;
|
||||
} else {
|
||||
} else if (hero_time == Math.min(mon_time, hero_time)) {
|
||||
//勇士攻击的回合
|
||||
// 这里计算勇士攻击时发生的各种变化
|
||||
|
||||
// 伤害与回合数增加
|
||||
now_mon_hp -= hero_per_damage;
|
||||
now_mon_hp -= hero_per_damage + hero_per_mdamage;
|
||||
hero_turn += 1; //勇士回合+1,如果有勇士每回合多次攻击的情况,在这里写判断
|
||||
// 无法战斗计算
|
||||
if (hero_turn % 50 == 0) {
|
||||
@ -844,16 +1045,15 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
|
||||
hero_length = length;
|
||||
mon_length = mon_length - hero_time * mon_speed;
|
||||
}
|
||||
|
||||
let hero_diff = {},
|
||||
mon_diff = {};
|
||||
//这里插入汇总勇士和怪物在此回合结束时的情况数值,用以跑条动画读取
|
||||
//这里插入汇总勇士和怪物在此回合结束时的情况变化(hp, atk, def, speed, spell, damage, etc),用以跑条动画读取
|
||||
heroDiffPerTurn.push(hero_diff);
|
||||
enemyDiffPerTurn.push(mon_diff); //将勇士和怪物此回合结束时的属性变动保存到heroPerInfo和enemyPerInfo中,用以跑条动画读取
|
||||
}
|
||||
|
||||
//下面这些还没修改
|
||||
// 连击
|
||||
if (core.hasSpecial(mon_special, 6)) per_damage *= enemy.n || 2;
|
||||
|
||||
// 每回合的反击伤害;反击是按照勇士的攻击次数来计算回合
|
||||
let counterDamage = 0;
|
||||
@ -862,14 +1062,7 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
|
||||
(enemy.counterAttack || core.values.counterAttack) * hero_atk
|
||||
);
|
||||
|
||||
// 先攻
|
||||
if (core.hasSpecial(mon_special, 1)) init_damage += per_damage;
|
||||
|
||||
// 破甲
|
||||
if (core.hasSpecial(mon_special, 7))
|
||||
init_damage += Math.floor(
|
||||
(enemy.breakArmor || core.values.breakArmor) * hero_def
|
||||
);
|
||||
|
||||
// 净化
|
||||
if (core.hasSpecial(mon_special, 9))
|
||||
@ -878,7 +1071,7 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
|
||||
);
|
||||
//上面这些还没修改
|
||||
//勇士护盾计算
|
||||
let barrier = hero_mdef;
|
||||
let barrier = Math.floor(hero_spell * hero_mhp / 100);
|
||||
|
||||
|
||||
// ------ 支援 ----- //
|
||||
@ -928,7 +1121,7 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
|
||||
}
|
||||
if (core.hasSpecial(mon_special, 22)) {
|
||||
// 固伤
|
||||
damage += enemy.damage || 0;
|
||||
damage += enemy.damage2 || 0;
|
||||
}
|
||||
|
||||
return {
|
||||
|
Loading…
Reference in New Issue
Block a user