fix critical bug
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41c7349f05
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@ -138,7 +138,7 @@ enemys.prototype.getCritical = function (monsterId) {
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// 坚固、模仿怪物没有临界!
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// 坚固、模仿怪物没有临界!
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if (this.hasSpecial(monster.special, 3) || this.hasSpecial(monster.special, 10)) return "???";
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if (this.hasSpecial(monster.special, 3) || this.hasSpecial(monster.special, 10)) return "???";
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if (monster.def + monster.hp/2 <= 0) {
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if (false) { // 采用回合方式
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var last = this.calDamage(monster, core.status.hero.hp, core.status.hero.atk, core.status.hero.def, core.status.hero.mdef);
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var last = this.calDamage(monster, core.status.hero.hp, core.status.hero.atk, core.status.hero.def, core.status.hero.mdef);
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@ -172,11 +172,11 @@ enemys.prototype.getCritical = function (monsterId) {
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}
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}
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if (info.damage <= 0) return 0;
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if (info.damage <= 0) return 0;
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var mon_hp = info.mon_hp, hero_atk = core.status.hero.atk, mon_def = monster.def, turn = info.turn;
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// turn 是勇士攻击次数
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// turn 是勇士攻击次数
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if (turn<=1) return 0; // 攻杀
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if (turn<=1) return 0; // 攻杀
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var mon_hp = info.mon_hp, hero_atk = core.status.hero.atk, mon_def = monster.def, turn = info.turn;
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// 每回合最小伤害 = ⎡怪物生命/勇士攻击次数⎤
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// 每回合最小伤害 = ⎡怪物生命/勇士攻击次数⎤
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var nextAtk = Math.ceil(mon_hp/(turn-1)) + mon_def;
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var nextAtk = Math.ceil(mon_hp/(turn-1)) + mon_def;
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