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 Lv3.寻梦者 
	梦石0 星屑3662 在线时间1133 小时注册时间2017-4-6帖子278 
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本帖最后由 夏的66rpg 于 2018-2-27 13:31 编辑
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 我先举几个栗子抛砖引玉吧
 
 关于群体技能的想法
 群体技能多多少少有那么一点尴尬,普遍蓝耗较高,单体伤害不如单体技能的伤害高,上buff几率也较低,对于单体目标(比如BOSS)性价比贼低
 所以我把群体技能机制设置为 可以根据敌人的数量来增减技能伤害和上BUFF的几率
 
 技能备注(100%附加180状态)
 <Damage Formula>
 if (this._calculatedBaseDmg) {
 value = this._calculatedBaseDmg;
 } else {
 var totalEnemies = target.friendsUnit().aliveMembers().length;
 if (totalEnemies === 1) {
 this._calculatedBaseDmg = (user.atk*1-target.mdf*0.7+user.level*5)*2.57;
 $gameVariables.setValue(1, 1);
 } else if (totalEnemies === 2) {
 this._calculatedBaseDmg = (user.atk*1-target.mdf*0.7+user.level*5)*1.98;
 $gameVariables.setValue(1, 2);
 } else if (totalEnemies === 3) {
 this._calculatedBaseDmg = (user.atk*1-target.mdf*0.7+user.level*5)*1.52;
 $gameVariables.setValue(1, 3);
 } else if (totalEnemies === 4) {
 this._calculatedBaseDmg = (user.atk*1-target.mdf*0.7+user.level*5)*1.17;
 $gameVariables.setValue(1, 4);
 } else {
 this._calculatedBaseDmg = (user.atk*1-target.mdf*0.7+user.level*5)*0.90;
 $gameVariables.setValue(1, 5);
 }
 value = this._calculatedBaseDmg;
 }
 //判断敌人数量,确定具体伤害,给变量1赋值
 </Damage Formula>
 
 状态180备注
 <Custom Apply Effect>
 if ($gameVariables.value(1) == 1) {
 var i = (Math.random(i) * 2 + 1);
 $gameVariables.setValue(2, i);
 } else if ($gameVariables.value(1) == 2) {
 var i = (Math.random(i) * 3 + 1);
 $gameVariables.setValue(2, i);
 } else if ($gameVariables.value(1) == 3) {
 var i = (Math.random(i) * 4 + 1);
 $gameVariables.setValue(2, i);
 } else if ($gameVariables.value(1) == 4) {
 var i = (Math.random(i) * 5 + 1);
 $gameVariables.setValue(2, i);
 } else {
 var i = (Math.random(i) * 6 + 1);
 $gameVariables.setValue(2, i);
 }
 if ($gameVariables.value(2) == 1) {
 target.addState(181);
 target.removeState(180);
 } else {
 target.removeState(180);
 }
 //根据变量1的大小,单独判断每个敌人附加181状态的几率
 </Custom Apply Effect>
 
 被动:杀戮游戏
 如果目标被Actor1击杀,会储存多余伤害,下一回合额外造成储存伤害的50%
 伤害技能里备注
 <Pre-Damage Eval>
 target._currentHp = target.hp;
 </Pre-Damage Eval>
 <Post-Damage Eval>
 if (target._currentHp && target.hp <= 0) {
 var dmg = target.result().hpDamage - target._currentHp;
 if (dmg > 0) {
 var overkillStateId = 71;
 user.addState(overkillStateId);
 user._overkillBonus = dmg;
 }
 }
 target._currentHp = undefined;
 </Post-Damage Eval>
 
 71号状态栏里备注
 <Custom Confirm Effect>
 if (this.isHpEffect() && value > 0) {
 user._overkillBonus = user._overkillBonus || 0;
 value += Math.ceil(user._overkillBonus * 0.5);
 }
 </Custom Confirm Effect>
 
 被动:邪灵之印
 任何技能都可以充能0~2层邪灵之印,每1层邪灵之印使物理、魔法技能伤害提升2%,部分技能需要消耗相应邪灵之印层数
 伤害技能备注
 <Custom Execution>
 user._comboStacks = user._comboStacks || 0;
 var stacks = user._comboStacks;
 stacks += Math.floor(Math.random() * 3);
 stacks = stacks.clamp(0, 15);
 var comboStateId = 70;
 user.setStateCounter(comboStateId, 'x' + stacks);
 user._comboStacks = stacks;
 </Custom Execution>
 如果需要消耗层数才能使用的技能备注
 <Custom Requirement>
 user._comboStacks = user._comboStacks || 0;
 value = user._comboStacks >= 10;
 </Custom Requirement>
 <Custom Execution>
 user._comboStacks = user._comboStacks || 0;
 var stacks = user._comboStacks;
 stacks -= 10;
 stacks = stacks.clamp(0, 15);
 var comboStateId = 70;
 user.setStateCounter(comboStateId, 'x' + stacks);
 user._comboStacks = stacks;
 </Custom Execution>
 70号状态备注
 <Custom Apply Effect>
 user._comboStacks = user._comboStacks || 0;
 var stacks = user._comboStacks.clamp(0, 15);
 user.setStateCounter(stateId, 'x' + stacks);
 </Custom Apply Effect>
 
 <Custom Remove Effect>
 user._comboStacks = 0;
 var stacks = user._comboStacks.clamp(0, 15);
 user.setStateCounter(stateId, 'x' + stacks);
 </Custom Remove Effect>
 
 <Custom Confirm Effect>
 if (value > 0 && !this.item().name.match('Combo')) {
 user._comboStacks = user._comboStacks || 0;
 var stacks = user._comboStacks.clamp(0, 15);
 var rate = 1.00 + stacks * 0.02;
 value = Math.ceil(value * rate);
 stacks += 0;
 stacks = stacks.clamp(0, 15);
 user.setStateCounter(stateId, 'x' + stacks);
 user._comboStacks = stacks;
 }
 </Custom Confirm Effect>
 
 
 
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