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{ 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 } ] }
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
The text was updated successfully, but these errors were encountered:
LingASDJ
mason369
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回合制战斗系统0.1设计策略
逃跑机制0.1
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%)
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
The text was updated successfully, but these errors were encountered: