修复剑魂太刀叠加出血异常bug
其实这问题也简单,问题其实也不是因为异常伤害叠加问题,这个是官方的设定机制,经过测试其实就是官方的太刀精通流血异常伤害多了1位数值,所以修复方法很简单有两种。 方法1:直接改伤害数值,多了1位数值,你就减少1位数值就行,但是像复古70版本伤害数值并不是整数去一位后就不是整数,所以我推荐用方法2 方法2:把官方太刀精通的出血概率调整为0,重写这个出血就行了 function onAttack_PassiveObjectEtc(passiveobj, damager, bounding_box, is_stuck){
local PassiveObjectIndex = passiveobj.getPassiveObjectIndex();
local attackInfo = sq_GetCurrentAttackInfo(passiveobj);
local parentChr = sq_GetCNRDObjectToSQRCharacter(passiveobj.getTopCharacter());
local job = sq_getJob(parentChr);
//print("PassiveObjectIndex:"+passiveobj.getPassiveObjectIndex());
if(sq_getJob(parentChr) == 0 && sq_getGrowType(parentChr) == 1&& sq_GetSkillLevel(parentChr, 13) >0&& PassiveObjectIndex != 48081&& parentChr.getWeaponSubType() == 1 )
{
local probability = sq_getRandom(1, 1000);
local attackInfo =sq_GetCurrentAttackInfo(parentChr);//角色;特效
local skill_level = sq_GetSkillLevel(parentChr, 13);//技能等级
local activestatus = sq_GetLevelData(parentChr,13, 14, skill_level);//异常概率
local activestatusLv = sq_GetLevelData(parentChr,13, 11, skill_level);//异常等級
local activestatusT =sq_GetLevelData(parentChr,13, 12, skill_level);//异常時間
local activestatusAtk = sq_GetLevelData(parentChr,13, 13, skill_level);;//异常傷害
if(probability <= activestatus)
{
sq_SetChangeStatusIntoAttackInfoWithEtc(sq_GetCurrentAttackInfo(passiveobj) , 1, ACTIVESTATUS_BLEEDING, 100, activestatusLv, activestatusT, activestatusAtk,1);//出血
}
}
} function onAttack_Swordman(obj, damager, boundingBox, isStuck)
{
if(!obj) return;
if(sq_getJob(obj) == 0 && sq_getGrowType(obj) == 1&& sq_GetSkillLevel(obj, 13) >0&& obj.getWeaponSubType() == 1 )
{
local probability = sq_getRandom(1, 1000);
local attackInfo =sq_GetCurrentAttackInfo(obj);//角色;特效
local skill_level = sq_GetSkillLevel(obj, 13);//技能等级
local activestatus = sq_GetLevelData(obj,13, 14, skill_level);//异常概率
local activestatusLv = sq_GetLevelData(obj,13, 11, skill_level);//异常等級
local activestatusT =sq_GetLevelData(obj,13, 12, skill_level);//异常時間
local activestatusAtk = sq_GetLevelData(obj,13, 13, skill_level);;//异常傷害
//print("probability:" +probability );
//print("activestatus:" +activestatus );
if(probability <= activestatus)
{
sq_SetChangeStatusIntoAttackInfoWithEtc(sq_GetCurrentAttackInfo(obj) , 2, ACTIVESTATUS_BLEEDING, 100, activestatusLv, activestatusT, activestatusAtk,1);//出血
}
}
}
53732003
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太强了 大佬
没修复前,出血就是上千,叠满就是几十万异常
修复后叠满是几千伤害,合理正常范围 谢谢🙏我再去加两个0 我的方法是狠狠的砍出血时间 保留特色 伤害不变态 操作简单 大佬大佬。没有暴击率,,打怪还是全部暴击,咋回事
能测出来多一位数也是逆天了 数值完全没有问题
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