Commit 009cb3e7 authored by hisuinohoshi's avatar hisuinohoshi

update & fix

变化:
- 略微上调偷袭姿态的遇敌率加成;极大幅上调狂飙姿态的遇敌率加成;
- 狂飙姿态不再降低先制率,而是提升5%先制率;

修复:
- 遇敌率计算不受天气加成的问题;
parent a7717fbe
......@@ -148,11 +148,11 @@ $pose_defend_active = 0;
//姿态对防御力的影响(单位:百分比加算)
$pose_defend_modifier = Array(0,25,0,-25,-50,-50,-466,777,10);
//姿态对遇敌率的影响(遇敌率越低道具发现率越高)
$pose_find_modifier = Array(0,5,10,-20,10,5,25,85,10);
$pose_find_modifier = Array(0,15,20,-20,20,5,80,85,10);
//姿态对躲避率的影响
$pose_hide_modifier = Array(0,-25,-10,-10,10,-25,-40,-40,0);
$pose_hide_modifier = Array(0,-25,-10,-10,10,-25,-80,-40,0);
//姿态对先制率的影响(单位:百分比加算)(计算方式:进攻方姿态先制率-防守方姿态先制率)
$pose_active_modifier = Array(0,0,50,0,25,-25,5,-100,0);
$pose_active_modifier = Array(0,0,50,0,25,-5,5,-100,0);
//姿态对反击率的影响(单位:百分比加算)
$pose_counter_modifier = Array(0,0,0,0,0,-100,0,-100,0);
......
......@@ -8,7 +8,7 @@ $posetips = Array(
3 => "以寻找物品为目的,提升道具发现率。中幅降低攻击力、防御力",
4 => "以先发制人为目的,提升角色发现率以及先手率。中幅提升攻击力,但是会大幅降低防御力",
5 => "以自我治疗为目的,提升恢复能力。但其他数值大幅恶化",
6 => "以快速发现敌人为目的,极大幅提升角色遇敌率,但降低先制率,极大幅降低防御力",
6 => "以快速发现敌人为目的,极大幅提升角色遇敌率,略微提升先制率,极大幅降低防御力",
7 => "以哨戒为目的,初次受到攻击时不会反击。但在受到攻击后会变换作战姿态",
8 => "切换战术界面的感知模式,只会遭遇同处于✧灵子姿态✧的对象,同时不会被处于其他姿态的对象发现。\r脱离灵子姿态后,需要等待1分钟后才可重新进入。",
);
......
......@@ -10,7 +10,7 @@ namespace revbattle
# 计算pa在探索/移动时会遭遇敌人的概率(遇敌率越低,道具发现率越高)
function calc_meetman_rate(&$pa)
{
global $gamestate,$pose_find_modifier,$pls_find_modifier,$weather_find_r;
global $gamestate,$weather,$pose_find_modifier,$pls_find_modifier,$weather_find_r;
# 基础遇敌率
$enemyrate = 40;
......@@ -21,7 +21,7 @@ namespace revbattle
# 姿态对遇敌率的修正
if(!empty($pose_find_modifier[$pa['pose']])) $enemyrate += $pose_find_modifier[$pa['pose']];
# 天气对遇敌率的修正
if(!empty($weather_find_r['weather'])) $enemyrate += $weather_find_r['weather'];
if(!empty($weather_find_r[$weather])) $enemyrate += $weather_find_r[$weather];
# 地图场景对遇敌率的修正
if(!empty($pls_find_modifier[$pa['pls']])) $enemyrate += $pls_find_modifier[$pa['pls']];
......
Markdown is supported
0% or
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment