//2
//仿《星轨》黑塔转圈圈
//效果:敌方任意目标血量被打入50%以下是,特定角色追加一次群体攻击
//使用方法:要触发追击的角色对敌方全体施加一个状态
<JS On Add State>
//保存状态来源
BattleManager._zhuanquan = origin;
</JS On Add State>
<JS Post-Apply as Target>
//设置触发血线
var rate = target.hp / target.mhp;
//判断是否满足条件,若满足条件强制行动’转圈圈’
if(rate < 0.5) {
BattleManager._zhuanquan.forceAction(56, -1);
BattleManager.forceAction(BattleManager._zhuanquan);
//行动后清楚状态,否则会无限触发
target.removeState(99);
}
</JS Post-Apply as Target>
//2
//仿《星轨》黑塔转圈圈
//效果:敌方任意目标血量被打入50%以下是,特定角色追加一次群体攻击
//使用方法:要触发追击的角色对敌方全体施加一个状态
<JS On Add State>
//保存状态来源
BattleManager._zhuanquan = origin;
</JS On Add State>
<JS Post-Apply as Target>
//设置触发血线
var rate = target.hp / target.mhp;
//判断是否满足条件,若满足条件强制行动’转圈圈’
if(rate < 0.5) {
BattleManager._zhuanquan.forceAction(56, -1);
BattleManager.forceAction(BattleManager._zhuanquan);
//行动后清楚状态,否则会无限触发
target.removeState(99);
}
</JS Post-Apply as Target>