战斗函数修改
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@ -531,6 +531,7 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
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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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[
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6,
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@ -610,9 +611,9 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
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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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(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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@ -701,11 +702,11 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
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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.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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"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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@ -907,6 +908,7 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
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hero_def = core.getRealStatusOrDefault(hero, "def"),
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hero_matk = core.getRealStatusOrDefault(hero, "matk"),
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hero_mdef = core.getRealStatusOrDefault(hero, "mdef"),
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hero_mhp = core.getRealStatusOrDefault(hero, "mhp"),
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hero_speed = core.getRealStatusOrDefault(hero, "speed"),
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hero_spell = core.getRealStatusOrDefault(hero, "spell"),
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origin_hero_hp = core.getStatusOrDefault(hero, "hp"),
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@ -935,8 +937,11 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
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//勇士属性取整
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hero_atk = Math.max(0, Math.floor(hero_atk));
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hero_def = Math.max(0, Math.floor(hero_def));
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hero_mdef = Math.max(0, Math.floor(hero_mdef));
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hero_speed = Math.max(0, Math.floor(hero_speed));
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hero_spell = Math.max(0, Math.floor(hero_spell));
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hero_matk = Math.min(100, Math.max(0, Math.floor(hero_matk)));
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hero_mdef = Math.min(100, Math.max(0, Math.floor(hero_mdef)));
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hero_mhp = Math.min(100, Math.max(0, Math.floor(hero_mhp)));
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// 如果是无敌属性,且勇士未持有十字架
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if (core.hasSpecial(mon_special, 20) && !core.hasItem("cross"))
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@ -964,12 +969,15 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
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//——第二部分:变量定义和初始赋值——
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// 每回合怪物对勇士造成的战斗伤害
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let per_damage = Math.max(mon_atk - hero_def, 0);
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//if (enemyInfo.magic) per_damage = Math.max(mon_atk - hero_mdef, 0);
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let per_damage = Math.max(mon_atk - hero_def, 0),
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per_mdamage = 0;
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if (core.hasSpecial(mon_special, 2)) {
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per_mdamage = Math.floor(mon_atk * (100 - hero_mdef) / 100);
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}
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//
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let hero_per_damage = Math.max(hero_atk - mon_def, 0);
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//if (hero_magic) hero_per_damage = Math.max(hero_atk - mon_mdef, 0);
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let hero_per_damage = Math.max(hero_atk - mon_def, 0),
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hero_per_mdamage = Math.floor((hero_spell * hero_matk / 100) * (100 - mon_mdef) / 100);
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let damage = 0,
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hero_turn = 0,
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@ -989,7 +997,7 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
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hero_time = 0; now_mon_hp > 0;
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) {
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//勇士和怪物的长度
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//勇士和怪物的长度。这里需要把if else改成轮次的if和math.min
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mon_time = mon_length / mon_speed;
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hero_time = hero_length / hero_speed;
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if (
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@ -1027,7 +1035,7 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
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}
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let hero_diff = {},
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mon_diff = {};
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//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
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//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
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heroDiffPerTurn.push(hero_diff);
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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
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}
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@ -1059,7 +1067,7 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
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);
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//上面这些还没修改
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//勇士护盾计算
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let barrier = hero_mdef;
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let barrier = Math.floor(hero_spell * hero_mhp / 100);
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// ------ 支援 ----- //
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