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回合制战斗系统0.1开发需求 #112

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LingASDJ opened this issue Feb 20, 2023 · 0 comments
Open

回合制战斗系统0.1开发需求 #112

LingASDJ opened this issue Feb 20, 2023 · 0 comments

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@LingASDJ
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回合制战斗系统0.1设计策略


逃跑机制0.1

  • 玩家如果在开始战斗的时候遇到强敌,可以立刻逃跑。
  {
    player:StartFight,
    type:false,
      [GoRun:true],
    type:true,
      [GoRun:if roll>3],
    //Roll概率大于3才能进行逃跑,Roll的范围为6
  }
  • 玩家如果在战斗过程中试图逃跑,则会追加一个鉴定骰子 大于3才能逃跑

战斗机制0.1

玩家的伤害分为:物理攻击 和 穿透攻击
物理攻击的公式为:玩家的伤害-怪物的防御 (如果怪物防御过高,则计算为玩家的攻击的保底伤害数值5%)
穿透攻击的公式为:玩家的伤害x穿透倍率=总伤害-(怪物的防御/2) (如果怪物防御过高,则计算为玩家的攻击的保底伤害数值10%)

{
  player:damage,
    type:normaldamage,
      [
      damage:playerdamage-mobsdefends
      ],
    type:lightdamage,
      [
     damage:playerdamage * lightdamage - (mobsdefends/2)
     //穿透攻击的物品在属性上面有Light的布尔值判定
      {
        Light:if item.Light == true
      }
      ]
}

防御机制0.1:

玩家的当前的防御暂时提升20%,持续2回合。
防御机制生效时,期间不能再次重复叠加防御。

例如玩家防御为30

则使用防御后为 30x1.2=36防御值

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