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本帖最后由 douqunbo 于 2018-3-24 17:08 编辑
<damage formula>
var targets=user.friendsUnit().aliveMembers();
var jfyfjdam=0;
for(var a=0;a<targets.length;a++){
if(targets[a]._name=="亚里欧斯"){
var ddam=(targets[a].mhp / 15);
jfyfjdam=jfyfjdam+ddam;
}
}
value=jfyfjdam;
</damage formula>
<Custom Requirement>
value = false;
var num=1;
var cnum=1;
var targets=user.friendsUnit().aliveMembers();
for(var a=0;a<targets.length;a++){
if(targets[a]!=user&&targets[a]._name=="亚里欧斯"){
num=num+1;
if(targets[a].tp>=50&&!targets[a]._name=="亚里欧斯"){
cnum=cnum+1;
}
}
}
if(num==cnum&&num>1){
value = true;
}
</Custom Requirement>
<Before Eval>
var targets=user.friendsUnit().aliveMembers();
for(var a=0;a<targets.length;a++){
if(targets[a]!=user&&targets[a]._name=="亚里欧斯"){
targets[a].gainTp(-50);
}
}
</Before Eval>
<whole action>
animation 51: user
if user.friendsUnit().aliveMembers()[0]._name=="亚里欧斯"&&user.friendsUnit().aliveMembers()[0]!=user
animation 51: friend 0
end
if user.friendsUnit().aliveMembers().length>1
if user.friendsUnit().aliveMembers()[1]._name=="亚里欧斯"&&user.friendsUnit().aliveMembers()[1]!=user
animation 51: friend 1
end
if user.friendsUnit().aliveMembers().length>2
if user.friendsUnit().aliveMembers()[2]._name=="亚里欧斯"&&user.friendsUnit().aliveMembers()[2]!=user
animation 51: friend 2
move user: target, front base, 20
end
if user.friendsUnit().aliveMembers().length>3
if user.friendsUnit().aliveMembers()[3]._name=="亚里欧斯"&&user.friendsUnit().aliveMembers()[3]!=user
animation 51: friend 3
end
end
end
end
wait: 90
move user: target, front base, 20
if user.friendsUnit().aliveMembers()[0]._name=="亚里欧斯"&&user.friendsUnit().aliveMembers()[0]!=user
move friend 0: target, front base, 20
end
if user.friendsUnit().aliveMembers().length>1
if user.friendsUnit().aliveMembers()[1]._name=="亚里欧斯"&&user.friendsUnit().aliveMembers()[1]!=user
move friend 1: target, front base, 20
end
if user.friendsUnit().aliveMembers().length>2
if user.friendsUnit().aliveMembers()[2]._name=="亚里欧斯"&&user.friendsUnit().aliveMembers()[2]!=user
animation 51: friend 2
move friend 2: target, front base, 20
end
if user.friendsUnit().aliveMembers().length>3
if user.friendsUnit().aliveMembers()[3]._name=="亚里欧斯"&&user.friendsUnit().aliveMembers()[3]!=user
move friend 3: target, front base, 20
end
end
end
end
wait: 20
</whole action>
<Target Action>
perform action
motion wait: user
action animation
opacity user: 50%, 20
FACE user: BACKWARD
move user: target, back base, 20
wait: 7
MOVE user: target, HEAD, 20
wait: 7
move user: target, front base, 20
opacity user: 100%, 20
if user.friendsUnit().aliveMembers()[0]._name=="亚里欧斯"&&user.friendsUnit().aliveMembers()[0]!=user
wait: 14
perform action
motion wait: friend 0
wait: 4
FACE friend 0: BACKWARD
move friend 0: target, back base, 20
wait: 4
MOVE friend 0: target, HEAD, 20
wait: 7
move friend 0: target, back base, 20
end
if user.friendsUnit().aliveMembers().length>1
if user.friendsUnit().aliveMembers()[1]._name=="亚里欧斯"&&user.friendsUnit().aliveMembers()[1]!=user
wait: 14
perform action
motion wait: friend 1
wait: 4
FACE friend 1: BACKWARD
move friend 1: target, back base, 20
wait: 4
MOVE friend 1: target, HEAD, 20
wait: 7
move friend 1: target, back base, 20
end
if user.friendsUnit().aliveMembers().length>2
if user.friendsUnit().aliveMembers()[2]._name=="亚里欧斯"&&user.friendsUnit().aliveMembers()[2]!=user
wait: 14
perform action
motion wait: friend 2
wait: 4
FACE friend 2: BACKWARD
move friend 2: target, back base, 20
wait: 4
MOVE friend 2: target, HEAD, 20
wait: 7
move friend 2: target, back base, 20
end
if user.friendsUnit().aliveMembers().length>3
if user.friendsUnit().aliveMembers()[3]._name=="亚里欧斯"&&user.friendsUnit().aliveMembers()[3]!=user
wait: 14
perform action
motion wait: friend 3
wait: 4
FACE friend 3: BACKWARD
move friend 3: target, back base, 20
wait: 4
MOVE friend 3: target, HEAD, 20
wait: 7
move friend 3: target, back base, 20
end
end
end
end
wait: 3
action effect
death break
wait: 3
action effect
death break
wait: 3
action effect
death break
wait: 3
action effect
death break
wait for animation
force critical
action effect
death break
</Target Action>
<Follow Action>
reset camera
reset zoom
jump user: 200%, 30
move user: return, 30
wait for movement
</Follow Action>
我现在是这么写的,但是还是不行,问题出在不管另一人tp是否满足,两人都会有一起发动的动画,但伤害判定只有发动者本人的,tp也只扣发动者自身的。
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