赞 | 20 |
VIP | 0 |
好人卡 | 1 |
积分 | 37 |
经验 | 9653 |
最后登录 | 2024-2-17 |
在线时间 | 1133 小时 |
Lv3.寻梦者
- 梦石
- 0
- 星屑
- 3657
- 在线时间
- 1133 小时
- 注册时间
- 2017-4-6
- 帖子
- 278
|
加入我们,或者,欢迎回来。
您需要 登录 才可以下载或查看,没有帐号?注册会员
x
本帖最后由 夏的66rpg 于 2018-2-27 13:31 编辑
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>
|
评分
-
查看全部评分
|