生命卷轴的效果显示在显伤了。增加了法力燃烧。
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@ -385,6 +385,20 @@ var comment_c456ea59_6018_45ef_8bcc_211a24c627dc = {
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"_docs": "固伤",
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"_data": "战前扣血的点数"
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},
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"value30_1": {
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"_leaf": true,
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"_type": "textarea",
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"_range": "thiseval==~~thiseval||thiseval==null",
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"_docs": "法力燃烧数值",
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"_data": "法力燃烧数值"
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},
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"value30_2": {
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"_leaf": true,
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"_type": "textarea",
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"_range": "thiseval==~~thiseval||thiseval==null",
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"_docs": "法力燃烧伤害倍数",
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"_data": "法力燃烧伤害倍数"
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},
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"beforeBattle": {
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"_leaf": true,
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"_type": "event",
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@ -408,6 +408,9 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
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core.setFlag('skill', 0);
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core.setFlag('skillName', '无');
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}
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if (core.hasSpecial(special, 30)) {
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core.status.hero.mana = Math.max(0, core.status.hero.mana - enemy.value30_1);
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}
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//回复魔力值
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if (core.hasEquip('I409')) { core.status.hero.mana += 1 }
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if (core.hasEquip('I410')) { core.status.hero.mana += 3 }
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@ -417,7 +420,6 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
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if (core.hasEquip('I595')) { core.status.hero.mana += 10 }
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if (core.hasEquip('I722')) { core.status.hero.mana += 6 }
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//回复生命值
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if (core.hasEquip('I723')) { core.status.hero.hp += core.status.hero.hpmax * 0.01 }
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// 事件的处理
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var todo = [];
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@ -563,6 +565,7 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
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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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[28, "回溯", "战斗后回复战斗后生命20%生命值,已计入伤害。", "red"],
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[29, "反弹", function (enemy) { return "将对手" + (enemy.fantan || 0) + "%的伤害反弹回去。"; }, "#FF9900"],
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[30, "法力燃烧", function (enemy) { return "燃烧对方\r[yellow]" + (enemy.value30_1 || 0) + "\r点能量,并造成不足部分\r[yellow]" + core.formatBigNumber(enemy.value30_2 || 0) + "\r倍的伤害。"; }, "#c677dd"],
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[32, "破盾", function (enemy) { return "无视对手" + (enemy.Z || 0) + "%的护盾。"; }, "#66ff00"],
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[33, "毁灭", "战斗后将周围3*3格图块炸毁", "yellow"],
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[34, "复制", "怪物属性为勇者的80%(怪物攻击力大于勇者攻击力的80%则怪物属性不变)", "#c0ddbb"],
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@ -897,12 +900,18 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
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if (core.hasSpecial(mon_special, 22)) { // 固伤
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damage += enemy.damage || 0;
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}
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if (core.hasSpecial(mon_special, 30)) {
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var cur_mana = core.status.hero.mana;
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damage += Math.max(0, enemy.value30_1 - cur_mana) * enemy.value30_2;
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}
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//魔力铠甲
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if (core.hasEquip("I630")) { damage -= (Math.min(hero_atk + hero_def, core.status.hero.mana * 0.01)) }
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//禁术
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if (core.hasItem("I673")) { damage *= 1.1 }
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if (core.getFlag('skill', 0) == 3) { damage -= hero_def * 0.5 + hero_mdef * 0.2 + 50 }
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if (core.hasEquip('I723')) { damage -= core.status.hero.hpmax * 0.01 }
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if (core.hasSpecial(mon_special, 28)) {
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var vampire_damage = (hero_hp - damage) / -5;
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