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Nemo Ma
phpdts
Commits
73281bff
Commit
73281bff
authored
Mar 25, 2023
by
Nemo Ma
Committed by
GitHub
Mar 25, 2023
Browse files
Options
Browse Files
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Plain Diff
Merge pull request #91 from hikawiier/waaagh
rev combat phase 3.?+2
parents
feb8f653
a4beeeca
Changes
10
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Showing
10 changed files
with
233 additions
and
33 deletions
+233
-33
gamedata/cache/clubskills_1.php
gamedata/cache/clubskills_1.php
+114
-7
gamedata/cache/npc_1.php
gamedata/cache/npc_1.php
+3
-3
gamedata/cache/resources_1.php
gamedata/cache/resources_1.php
+4
-4
include/game/clubslct.func.php
include/game/clubslct.func.php
+5
-4
include/game/item.func.php
include/game/item.func.php
+6
-6
include/game/itemmain.func.php
include/game/itemmain.func.php
+1
-0
include/game/revattr.func.php
include/game/revattr.func.php
+46
-5
include/game/revattr_extra.func.php
include/game/revattr_extra.func.php
+38
-0
include/game/revcombat.func.php
include/game/revcombat.func.php
+15
-3
templates/default/help.htm
templates/default/help.htm
+1
-1
No files found.
gamedata/cache/clubskills_1.php
View file @
73281bff
...
...
@@ -17,11 +17,11 @@ $club_skillslist = Array
9
=>
Array
(
's_hp'
,
's_ad'
,
'f_heal'
,
'c9_spirit'
,
'c9_lb'
,
'c9_iceheart'
,
'c9_charge'
,
'c9_heartfire'
),
#'超能力者',
10
=>
Array
(
's_hp'
,
's_ad'
,
'f_heal'
,
'c10_inspire'
,
'c10_insight'
,
'c10_decons'
),
#'天赋异禀', //高速成长与天赋异禀合并为天赋异禀
11
=>
Array
(
's_hp'
,
's_ad'
,
'f_heal'
),
#'富家子弟',
12
=>
Array
(
's_hp'
,
's_ad'
,
'f_heal'
),
#'全能骑士',
13
=>
Array
(
's_hp'
,
's_ad'
,
'f_heal'
),
#'根性兄贵',
14
=>
Array
(
's_hp'
,
's_ad'
,
'f_heal'
),
#'肌肉兄贵',
12
=>
Array
(
's_hp'
,
's_ad'
,
'f_heal'
,
'c12_huge'
,
'c12_enmity'
,
'c12_garrison'
,
'c12_rage'
,
'c12_bloody'
,
'c12_swell'
),
#'全能兄贵', //根性兄贵、肌肉兄贵、全能骑士合并为全能兄贵
//
13 => Array('s_hp','s_ad','f_heal'), #'根性兄贵',
//
14 => Array('s_hp','s_ad','f_heal'), #'肌肉兄贵',
15
=>
Array
(
'f_heal'
),
#'<span class="L5">L5状态</span>',
16
=>
Array
(
's_hp'
,
's_ad'
,
'f_heal'
),
#'全能骑士',
//
16 => Array('s_hp','s_ad','f_heal'), #'全能骑士',
17
=>
Array
(
'f_heal'
),
#'走路萌物',
//18 => Array('s_hp','s_ad','f_heal'), #'天赋异禀',
19
=>
Array
(
's_hp'
,
's_ad'
,
'f_heal'
),
#'晶莹剔透',
...
...
@@ -112,7 +112,7 @@ $cskills = Array
'status'
=>
Array
(
'hp'
,
'mhp'
),
'effect'
=>
Array
(
0
=>
Array
(
'hp'
=>
'+=::3'
,
'mhp'
=>
'+=::3'
,),
1
3
=>
Array
(
'hp'
=>
'+=::6'
,
'mhp'
=>
'+=::6'
,),
1
2
=>
Array
(
'hp'
=>
'+=::6'
,
'mhp'
=>
'+=::6'
,),
),
),
's_ad'
=>
Array
...
...
@@ -127,7 +127,7 @@ $cskills = Array
'status'
=>
Array
(
'att'
,
'def'
),
'effect'
=>
Array
(
0
=>
Array
(
'att'
=>
'+=::4'
,
'def'
=>
'+=::6'
),
1
4
=>
Array
(
'att'
=>
'+=::9'
,
'def'
=>
'+=::12'
),
1
2
=>
Array
(
'att'
=>
'+=::9'
,
'def'
=>
'+=::12'
),
),
),
'f_heal'
=>
Array
...
...
@@ -1427,7 +1427,7 @@ $cskills = Array
'cost'
=>
Array
(
4
,
5
,
7
,
9
,
11
,
14
,
17
,
20
,
-
1
),
'input'
=>
'思考'
,
'log'
=>
'……<br>'
,
'choice'
=>
Array
(
1
,
2
,
3
,
4
,
5
,
6
,
7
,
8
,
9
),
//无效果/重视遇敌/重视探物
'choice'
=>
Array
(
1
,
2
,
3
,
4
,
5
,
6
,
7
,
8
,
9
,
12
),
//无效果/重视遇敌/重视探物
'clog'
=>
'<span class="yellow">切换了选定称号。</span><br>'
,
'events'
=>
Array
(
'inspire'
),
'status'
=>
Array
(
'skillpara|c10_inspire-lvl'
),
...
...
@@ -1481,6 +1481,113 @@ $cskills = Array
'lvl'
=>
'[:lvl:] >= 3'
,
),
),
'c12_huge'
=>
Array
(
'name'
=>
'瞩目'
,
'tags'
=>
Array
(
'passive'
),
'desc'
=>
'你对敌人的隐蔽率<span class="yellow">-[:hidegain:]%</span>;敌人对你的隐蔽率<span class="yellow">-[:hideloss:]%</span>'
,
'vars'
=>
Array
(
'hidegain'
=>
100
,
'hideloss'
=>
75
,
),
),
'c12_enmity'
=>
Array
(
'name'
=>
'底力'
,
'tags'
=>
Array
(
'passive'
),
'desc'
=>
'当前生命值越低,你造成的最终伤害越高<br>
最终伤害增幅:<span class="yellow">[:findmgr:]%</span>×<span class="gold" tooltip2="底力系数计算公式:(1+2×已损失生命百分比)×已损失生命百分比">底力系数</span>'
,
'maxlvl'
=>
6
,
'cost'
=>
Array
(
1
,
1
,
2
,
2
,
2
,
3
,
-
1
),
'input'
=>
'升级'
,
'log'
=>
'<span class="yellow">「底力」升级成功。</span><br>'
,
'status'
=>
Array
(
'skillpara|c12_enmity-lvl'
),
'effect'
=>
Array
(
0
=>
Array
(
'skillpara|c12_enmity-lvl'
=>
'+=::1'
,),
),
'svars'
=>
Array
(
'lvl'
=>
0
),
'vars'
=>
Array
(
'findmgr'
=>
Array
(
10
,
15
,
20
,
25
,
35
,
45
,
55
),
),
),
'c12_garrison'
=>
Array
(
'name'
=>
'根性'
,
'tags'
=>
Array
(
'passive'
),
'desc'
=>
'当前生命值越低,基础防御力越高<br>
基础防御力增幅:<span class="yellow">[:defgain:]%</span>×<span class="gold" tooltip2="根性系数计算公式:(-1×已损失生命百分比^3)+4×已损失生命百分比">根性系数</span>'
,
'maxlvl'
=>
8
,
'cost'
=>
Array
(
2
,
2
,
2
,
3
,
4
,
5
,
7
,
11
,
-
1
),
'input'
=>
'升级'
,
'log'
=>
'<span class="yellow">「底力」升级成功。</span><br>'
,
'status'
=>
Array
(
'skillpara|c12_garrison-lvl'
),
'effect'
=>
Array
(
0
=>
Array
(
'skillpara|c12_garrison-lvl'
=>
'+=::1'
,),
),
'svars'
=>
Array
(
'lvl'
=>
0
),
'vars'
=>
Array
(
'defgain'
=>
Array
(
19
,
24
,
29
,
34
,
42
,
52
,
63
,
75
,
90
),
),
),
'c12_rage'
=>
Array
(
'name'
=>
'狂怒'
,
'tags'
=>
Array
(
'battle'
),
'desc'
=>
'消耗相当于<span class="red">[:hpcost:]%</span>生命上限的生命值,<br>
附加等于<span class="yellow">所消耗生命值</span>且受<span class="yellow">「底力」</span>加成的最终伤害<br>
发动需消耗<span class="yellow">[:ragecost:]</span>点怒气'
,
'bdesc'
=>
'消耗<span class="red">[:hpcost:]%</span>生命值,附加等于消耗值且受<span class="yellow">「底力」</span>加成最终伤害;发动需消耗<span class="red">[:ragecost:]</span>怒气'
,
'vars'
=>
Array
(
'ragecost'
=>
50
,
'hpcost'
=>
25
,
),
'lockdesc'
=>
Array
(
'lvl'
=>
'7级时解锁'
,
'hp+mhp'
=>
'生命值在<span class="red">25%</span>以上时可发动'
,
),
'unlock'
=>
Array
(
'lvl'
=>
'[:lvl:] >= 7'
,
'hp+mhp'
=>
'[:hp:] > [:mhp:]*0.25'
,
),
),
'c12_bloody'
=>
Array
(
'name'
=>
'浴血'
,
'tags'
=>
Array
(
'passive'
),
'desc'
=>
'在生命值低于<span class="yellow">75%/50%/30%</span>生命上限的情况下,<br>
击杀敌人增加<span class="yellow">2/3/11</span>点基础攻击与<span class="yellow">4/5/15</span>点基础防御'
,
'vars'
=>
Array
(
'hplimit'
=>
Array
(
75
,
50
,
30
),
'attgain'
=>
Array
(
2
,
3
,
11
),
'defgain'
=>
Array
(
4
,
5
,
15
),
),
'lockdesc'
=>
Array
(
'lvl'
=>
'13级时解锁'
,
'hp+mhp'
=>
'生命值低于<span class="red">75%</span>时可触发'
,
),
'unlock'
=>
Array
(
'lvl'
=>
'[:lvl:] >= 13'
,
'hp+mhp'
=>
'[:hp:] <= [:mhp:]*0.75'
,
),
),
'c12_swell'
=>
Array
(
'name'
=>
'海虎'
,
'tags'
=>
Array
(
'passive'
),
'desc'
=>
'在生命值低于<span class="yellow">50%/30%</span>生命上限的情况下,<br>
有<span class="yellow">[:swellr:]%×</span><span class="gold" tooltip2="底力系数计算公式:(1+2×已损失生命百分比)×已损失生命百分比">底力系数</span>概率连续造成<span class="yellow">2/3</span>次攻击'
,
'vars'
=>
Array
(
'swellr'
=>
19
,
),
'lockdesc'
=>
Array
(
'lvl'
=>
'21级时解锁'
,
'hp+mhp'
=>
'生命值低于<span class="red">50%</span>时可触发'
,
),
'unlock'
=>
Array
(
'lvl'
=>
'[:lvl:] >= 21'
,
'hp+mhp'
=>
'[:hp:] <= [:mhp:]*0.5'
,
),
),
'tl_cstick'
=>
Array
(
'name'
=>
'抡尸'
,
...
...
gamedata/cache/npc_1.php
View file @
73281bff
...
...
@@ -1456,7 +1456,7 @@ $npcinfo = array
(
'name'
=>
'卡'
,
'icon'
=>
10
,
'club'
=>
1
3
,
'club'
=>
1
2
,
'wep'
=>
'【不屈的意志】'
,
'wepk'
=>
'WF'
,
'wepe'
=>
140
,
...
...
@@ -1549,7 +1549,7 @@ $npcinfo = array
(
'name'
=>
'超魔理沙-电子'
,
'icon'
=>
10
,
'club'
=>
1
4
,
'club'
=>
1
2
,
'wep'
=>
'【荆棘式电子地雷】'
,
'wepk'
=>
'WP'
,
'wepe'
=>
240
,
...
...
@@ -1755,7 +1755,7 @@ $npcinfo = array
(
'name'
=>
'tabris'
,
'icon'
=>
10
,
'club'
=>
1
3
,
'club'
=>
1
2
,
'wep'
=>
'十二试炼'
,
'wepk'
=>
'WC'
,
'wepe'
=>
400
,
...
...
gamedata/cache/resources_1.php
View file @
73281bff
...
...
@@ -37,11 +37,11 @@ $clubinfo = Array(
//10=>'高速成长', //天赋异禀与高速成长合并
10
=>
'天赋异禀'
,
11
=>
'富家子弟'
,
12
=>
'全能骑士'
,
13
=>
'根性兄贵'
,
14
=>
'肌肉兄贵'
,
12
=>
'全能骑士'
,
//根性兄贵、肌肉兄贵、全能骑士合并为全能兄贵
//
13=>'根性兄贵',
//
14=>'肌肉兄贵',
15
=>
'<span class="L5">L5状态</span>'
,
16
=>
'全能骑士'
,
//
16=>'全能骑士',
17
=>
'走路萌物'
,
//18=>'天赋异禀',
19
=>
'晶莹剔透'
,
...
...
include/game/clubslct.func.php
View file @
73281bff
...
...
@@ -45,8 +45,8 @@ function getclub($who, &$c1, &$c2, &$c3)
$c3
=
calc
(
11131
,
6397
,
$curgid
,
$curuid
,
$curpid
,
$starttime
,
$validtime
);
//$clubid = array(6,7,8,99,10,11,13,14,16,18,19,7,99,13,14,18,6,19,13,14,18);
//$c3%=21; $c3=$clubid[$c3];
$clubid
=
array
(
6
,
7
,
8
,
99
,
10
,
11
,
13
,
14
,
16
,
19
,
7
,
99
,
13
,
14
,
18
,
6
,
19
,
13
,
14
);
$c3
%=
1
9
;
$c3
=
$clubid
[
$c3
];
$clubid
=
array
(
6
,
7
,
8
,
10
,
11
,
12
,
19
,
99
,
6
,
7
,
8
,
10
,
11
,
12
,
19
,
99
);
$c3
%=
1
6
;
$c3
=
$clubid
[
$c3
];
if
(
$c1
==
$c3
||
$c2
==
$c3
)
$c3
=
99
;
if
(
$c1
>
$c2
)
swap
(
$c1
,
$c2
);
...
...
@@ -82,9 +82,10 @@ function updateskill(&$data=NULL)
if
(
$club
==
5
)
$wd
+=
50
;
if
(
$club
==
9
)
$wf
+=
40
;
if
(
$club
==
11
)
$money
+=
680
;
if
(
$club
==
16
)
{
$wp
+=
25
;
$wk
+=
25
;
$wc
+=
25
;
$wg
+=
25
;
$wd
+=
25
;
$wf
+=
25
;
}
if
(
$club
==
12
)
{
$wp
+=
25
;
$wk
+=
25
;
$wc
+=
25
;
$wg
+=
25
;
$wd
+=
25
;
$wf
+=
25
;
$mhp
+=
250
;
$hp
+=
250
;
$att
+=
300
;
$def
+=
300
;}
/*if ($club==16) { $wp+=25; $wk+=25; $wc+=25; $wg+=25; $wd+=25; $wf+=25; }
if ($club==13) { $mhp+=250; $hp+=250; }
if
(
$club
==
14
)
{
$att
+=
300
;
$def
+=
300
;
}
if ($club==14) { $att+=300; $def+=300; }
*/
# 变更社团时 获取社团技能
//include_once GAME_ROOT.'./include/game/revclubskills.func.php';
...
...
include/game/item.func.php
View file @
73281bff
...
...
@@ -132,8 +132,8 @@ function itemuse($itmn,&$data=NULL) {
//global $sp, $msp,$club;
if
(
$sp
<
$msp
)
{
$oldsp
=
$sp
;
if
(
$club
==
1
6
){
$spup
=
round
(
$itme
*
2.
5
);
if
(
$club
==
1
2
){
$spup
=
round
(
$itme
*
1.2
5
);
}
else
{
$spup
=
$itme
;
}
...
...
@@ -158,8 +158,8 @@ function itemuse($itmn,&$data=NULL) {
//global $hp, $mhp,$club;
if
(
$hp
<
$mhp
)
{
$oldhp
=
$hp
;
if
(
$club
==
1
6
){
$hpup
=
round
(
$itme
*
2.
5
);
if
(
$club
==
1
2
){
$hpup
=
round
(
$itme
*
1.2
5
);
}
else
{
$hpup
=
$itme
;
}
...
...
@@ -216,8 +216,8 @@ function itemuse($itmn,&$data=NULL) {
}
elseif
(
strpos
(
$itmk
,
'HB'
)
===
0
)
{
//global $hp, $mhp, $sp, $msp,$club;
if
((
$hp
<
$mhp
)
||
(
$sp
<
$msp
))
{
if
(
$club
==
1
6
){
$bpup
=
round
(
$itme
*
2.
5
);
if
(
$club
==
1
2
){
$bpup
=
round
(
$itme
*
1.2
5
);
}
else
{
$bpup
=
$itme
;
}
...
...
include/game/itemmain.func.php
View file @
73281bff
...
...
@@ -198,6 +198,7 @@ function trap(&$data=NULL){
real_trap_damage
:
$tmp_club
=
$club
;
$hp
-=
$damage
;
$trapkill
=
false
;
if
(
$playerflag
)
{
...
...
include/game/revattr.func.php
View file @
73281bff
...
...
@@ -677,7 +677,7 @@
//获取pd的防御力与修正
function
get_base_def
(
&
$pa
,
&
$pd
,
$active
,
$tooltip
=
0
)
{
global
$specialrate
,
$log
;
global
$specialrate
,
$log
,
$cskills
;
if
(
!
isset
(
$pd
[
'wep_kind'
]))
get_wep_kind
(
$pd
);
# pd基础防御力:
$base_def
=
$pd
[
'def'
];
...
...
@@ -703,7 +703,6 @@
# 「格挡」技能加成
if
(
!
check_skill_unlock
(
'c1_def'
,
$pd
))
{
global
$cskills
;
$def_trans_rate
=
$cskills
[
'c1_def'
][
'vars'
][
'trans'
];
$def_maxtrans
=
$cskills
[
'c1_def'
][
'vars'
][
'maxtrans'
];
$sk_def
=
min
(
$def_maxtrans
,
$def_trans_rate
*
$pd
[
'wepe'
]
/
100
);
...
...
@@ -718,7 +717,7 @@
{
$tooltip
=
"<span tooltip=
\"
基础防御值:
{
$base_def
}
+
{
$equip_def
}
"
;
if
(
!
empty
(
$def1
))
$tooltip
.=
"+
{
$def1
}
"
;
if
(
!
empty
(
$sk_def
))
$tooltip
.=
"
\r
「格挡」
:+
{
$sk_def
}
"
;
if
(
!
empty
(
$sk_def
))
$tooltip
.=
"
\r
技能加成
:+
{
$sk_def
}
"
;
$tooltip
.=
"
\r
"
;
}
# 计算防御力修正
...
...
@@ -767,9 +766,16 @@
rev_get_clubskill_bonus_p($pa['club'],$pa['skills'],$pa,$pd['club'],$pa['skills'],$pd,$attfac,$deffac);
$club_def_per *= $deffac;
}*/
# 计算社团技能对pd防御力的修正(新)
#「根性」技能加成
if
(
!
check_skill_unlock
(
'c12_garrison'
,
$pd
))
{
$sk_lvl
=
get_skilllvl
(
'c12_garrison'
,
$pd
);
$sk_var
=
100
+
round
(
get_skillvars
(
'c12_garrison'
,
'defgain'
,
$sk_lvl
)
*
calc_garrison_losshpr
(
$pa
,
$pd
));
}
# 汇总
$total_def
=
round
(
$total_def
*
(
$base_def_per
/
100
)
*
(
$inf_def_per
/
100
));
if
(
isset
(
$sk_var
))
$total_def
=
round
(
$total_def
*
(
$sk_var
/
100
));
$total_def
=
max
(
0.01
,
$total_def
);
if
(
$tooltip
)
...
...
@@ -777,6 +783,7 @@
$tooltip
.=
"天气修正:
{
$wth_def_per
}
%
\r
地点修正:
{
$pls_def_per
}
%
\r
姿态修正:
{
$pose_def_per
}
%
\r
策略修正:
{
$tac_def_per
}
%"
;
if
(
$inf_def_per
<>
100
)
$tooltip
.=
"
\r
异常状态修正:
{
$inf_def_per
}
%"
;
//if($club_def_per <> 100) $tooltip .=" \r 称号技能修正:{$club_def_per}%";
if
(
isset
(
$sk_var
))
$tooltip
.=
"
\r
技能修正:"
.
(
$sk_var
-
100
)
.
"%"
;
$tooltip
.=
"
\"
>"
.
$total_def
.
"</span>"
;
return
$tooltip
;
}
...
...
@@ -1637,6 +1644,18 @@
$fin_dmg_p
[]
=
$sk_p
;
}
}
# 「底力」效果判定:
if
(
isset
(
$pa
[
'skill_c12_enmity'
]))
{
$sk_lvl
=
get_skilllvl
(
'c12_enmity'
,
$pa
);
$sk_p
=
round
(
get_skillvars
(
'c12_enmity'
,
'findmgr'
,
$sk_lvl
)
*
calc_enmity_losshpr
(
$pa
,
$pd
));
if
(
$sk_p
>
5
)
{
$p
=
1
+
(
$sk_p
/
100
);
$log
.=
"<span class='yellow'>「底力」使
{
$pa
[
'nm'
]
}
造成的最终伤害提高了
{
$sk_p
}
%!</span><br>"
;
$fin_dmg_p
[]
=
$p
;
}
}
# 书中虫防守事件:移动到最终伤害系数变化阶段了
if
(
$pd
[
'type'
]
==
89
&&
(
$pd
[
'name'
]
==
'高中生·白神'
||
$pd
[
'name'
]
==
'白神·讨价还价'
))
...
...
@@ -1753,6 +1772,20 @@
}
}
# 「狂怒」效果判定:
if
(
isset
(
$pa
[
'bskill_c12_rage'
]))
{
$sk_dmg
=
round
(
$pa
[
'mhp'
]
*
0.25
);
$pa
[
'hp'
]
-=
$sk_dmg
;
$sk_vars
=
get_skillvars
(
'c12_enmity'
,
'findmgr'
,
get_skilllvl
(
'c12_enmity'
,
$pa
))
*
calc_enmity_losshpr
(
$pa
,
$pd
);
if
(
$sk_vars
>
1
)
$sk_dmg
=
round
(
$sk_dmg
*
(
1
+
(
$sk_vars
/
100
)));
if
(
$sk_dmg
>
0
)
{
$fin_dmg
+=
$sk_dmg
;
$log
.=
"<span class=
\"
yellow
\"
>
{
$pa
[
'nm'
]
}
燃烧生命打出了狂怒一击!附加了<span class=
\"
red
\"
>
$sk_dmg
</span>点额外伤害!</span><br>"
;
}
}
# 「护盾」效果判定
if
(
isset
(
$pd
[
'skill_buff_shield'
]))
{
...
...
@@ -2314,13 +2347,21 @@
{
global
$log
;
$loop
=
0
;
#「双响」效果判定
#
「双响」效果判定
if
(
isset
(
$pa
[
'bskill_c5_double'
]))
{
unset
(
$pa
[
'bskill_c5_double'
]);
unset
(
$pa
[
'bskilllog'
]);
$log
.=
"<span class=
\"
yellow
\"
>
{
$pa
[
'nm'
]
}
引爆了预埋的另一组爆炸物!</span><br>"
;
$loop
=
1
;
}
# 「海虎」效果判定
if
(
isset
(
$pa
[
'skill_c12_swell'
]))
{
$pa
[
'skill_c12_swell'
]
--
;
if
(
empty
(
$pa
[
'skill_c12_swell'
]))
unset
(
$pa
[
'skill_c12_swell'
]);
$log
.=
"<span class=
\"
lime
\"
>
{
$pa
[
'nm'
]
}
以雷霆万钧之势再度袭向
{
$pd
[
'nm'
]
}
!</span><br>"
;
$loop
=
1
;
}
return
$loop
;
}
?>
\ No newline at end of file
include/game/revattr_extra.func.php
View file @
73281bff
...
...
@@ -140,6 +140,16 @@
$pa
[
'skill_c10_insight'
]
=
1
;
$pa
[
'skilllog'
]
.=
"<span class='yellow'>
{
$pa
[
'nm'
]
}
凭借丰富的经验看穿了
{
$pd
[
'nm'
]
}
的破绽!</span><br>"
;
}
# 「海虎」特殊判定:
elseif
(
$sk
==
'c12_swell'
)
{
$sk_var
=
get_skillvars
(
'c12_swell'
,
'swellr'
)
*
calc_enmity_losshpr
(
$pa
,
$pd
);
$dice
=
diceroll
(
99
);
if
(
$dice
<
$sk_var
)
{
$pa
[
'skill_c12_swell'
]
=
$pa
[
'hp'
]
<=
$pa
[
'mhp'
]
*
0.3
?
2
:
1
;
}
}
# 其他非特判技能,默认给一个触发标记
else
{
...
...
@@ -179,6 +189,18 @@
$sk_r
=
get_skillvars
(
'buff_assassin'
,
'hidegain'
);
$r
+=
$sk_r
;
}
# pa持有「瞩目」时的效果判定:
if
(
!
check_skill_unlock
(
'c12_huge'
,
$pa
))
{
$sk_r
=
get_skillvars
(
'c12_huge'
,
'hideloss'
);
$r
-=
$sk_r
;
}
# pd持有「瞩目」时的效果判定:
if
(
!
check_skill_unlock
(
'c12_huge'
,
$pd
))
{
$sk_r
=
get_skillvars
(
'c12_huge'
,
'hidegain'
);
$r
-=
$sk_r
;
}
return
$r
;
}
...
...
@@ -516,6 +538,22 @@
return
$ex_dmg_fix
;
}
# 背水HP系数
function
calc_enmity_losshpr
(
&
$pa
,
&
$pd
)
{
$hpr
=
1
-
(
$pa
[
'hp'
]
/
$pa
[
'mhp'
]);
$r
=
(
1
+
2
*
$hpr
)
*
$hpr
;
return
$r
;
}
# 坚守HP系数
function
calc_garrison_losshpr
(
&
$pa
,
&
$pd
)
{
$hpr
=
1
-
(
$pa
[
'hp'
]
/
$pa
[
'mhp'
]);
$r
=
-
1
*
pow
(
$hpr
,
3
)
+
4
*
$hpr
;
return
$r
;
}
# 真红暮特殊判定
function
attr_extra_19_crimson
(
&
$pa
,
&
$pd
,
$active
,
$phase
=
0
)
{
...
...
include/game/revcombat.func.php
View file @
73281bff
...
...
@@ -1045,6 +1045,18 @@
}
}
# 「浴血」技能判定
if
(
isset
(
$pa
[
'skill_c12_bloody'
]))
{
if
(
$pa
[
'hp'
]
<=
$pa
[
'mhp'
]
*
0.3
)
$sk_lvl
=
2
;
elseif
(
$pa
[
'hp'
]
<=
$pa
[
'mhp'
]
*
0.5
)
$sk_lvl
=
1
;
else
$sk_lvl
=
0
;
$sk_att_vars
=
get_skillvars
(
'c12_bloody'
,
'attgain'
,
$sk_lvl
);
$sk_def_vars
=
get_skillvars
(
'c12_bloody'
,
'defgain'
,
$sk_lvl
);
$pa
[
'att'
]
+=
$sk_att_vars
;
$pa
[
'def'
]
+=
$sk_def_vars
;
$log
.=
'<span class="yellow">「浴血」使'
.
$pa
[
'nm'
]
.
'的攻击增加了'
.
$sk_att_vars
.
'点,防御增加了'
.
$sk_def_vars
.
'点!</span><br>'
;
}
return
;
}
...
...
@@ -1127,7 +1139,7 @@
if
(
$pa
[
'exp'
]
>=
$up_exp_temp
&&
$pa
[
'lvl'
]
<
255
)
{
$sklanginfo
=
Array
(
'wp'
=>
'殴熟'
,
'wk'
=>
'斩熟'
,
'wg'
=>
'射熟'
,
'wc'
=>
'投熟'
,
'wd'
=>
'爆熟'
,
'wf'
=>
'灵熟'
,
'all'
=>
'全系熟练度'
);
$sknlist
=
Array
(
1
=>
'wp'
,
2
=>
'wk'
,
3
=>
'wc'
,
4
=>
'wg'
,
5
=>
'wd'
,
9
=>
'wf'
,
1
6
=>
'all'
);
$sknlist
=
Array
(
1
=>
'wp'
,
2
=>
'wk'
,
3
=>
'wc'
,
4
=>
'wg'
,
5
=>
'wd'
,
9
=>
'wf'
,
1
2
=>
'all'
);
$skname
=
isset
(
$sknlist
[
$pa
[
'club'
]])
?
$sknlist
[
$pa
[
'club'
]]
:
0
;
//升级判断
$lvup
=
1
+
floor
((
$pa
[
'exp'
]
-
$up_exp_temp
)
/
$baseexp
/
2
);
...
...
@@ -1136,13 +1148,13 @@
//升级数值计算
for
(
$i
=
0
;
$i
<
$lvup
;
$i
+=
1
)
{
if
(
$pa
[
'club'
]
==
1
3
)
{
if
(
$pa
[
'club'
]
==
1
2
)
{
$lvuphp
+=
rand
(
14
,
18
);
}
else
{
$lvuphp
+=
rand
(
8
,
10
);
}
$lvupsp
+=
rand
(
4
,
6
);
if
(
$pa
[
'club'
]
==
1
4
)
{
if
(
$pa
[
'club'
]
==
1
2
)
{
$lvupatt
+=
rand
(
4
,
6
);
$lvupdef
+=
rand
(
5
,
8
);
}
else
{
...
...
templates/default/help.htm
View file @
73281bff
...
...
@@ -1808,7 +1808,7 @@ NPC也会发出重击和必杀技,请随时小心。</p>
<span
class=
"grey"
>
但是代价是什么……?
</span></span>
</td>
<td
class=
"b3"
>
<span>
待实装
</span>
<span>
<input
type=
"button"
class=
"cmdbutton"
value=
"点击查看称号技能"
onclick=
"showModalDialog($('skillhelp-c12'));"
>
</span>
</td>
</tr>
<tr>
...
...
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