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为啥米我改新特技的时候,AP老是改不好,或者显示不出来,为什么呢?很头痛很困惑啊…………
例如吸蓝
}
gain_mana {
class=scripted
attack_cursor=
warning=warning_gain_mana
script_attack=special_gain_mana
script_calccells=calccells_gain_mana
anim_attack=song
picture=BA1_Mana_Source_
picture_small=BA1_Mana_Source_small.png
reload=3
hinthead=special_mana_source_head
hint=special_mana_source_hint
damage {
magic=1500,1500
}
custom_params {
mana_k=100
nomiss=1
nothorns=1
那是否应该创建一个对应的LUA?可是我加了没有用啊……我创建的也是对应角色名的啊?
function calccells_gain_mana()
for j=0,5 do
local t=Attack.cell_adjacent(0,j)
if t~=nil and Attack.cell_present(t) and Attack.act_enemy(t) and Attack.act_applicable(t) then
Attack.multiselect(0)
break
end
end
return true
end
function cur_hero_item_count(name, val)
local func
if Attack.act_belligerent()==1 then func = Logic.hero_lu_item
else func = Logic.enemy_lu_item end
if val == nil then return func(name,"count")
else return func(name,"count",val) end
end
function special_gain_mana()
Attack.act_aseq( 0, "special" )
local count=Attack.act_size(0) -- 觐腓麇耱忸 漯嚓铐钼
local mana_k = tonumber(Attack.get_custom_param("mana_k"))
local mana, damages = 0, 0
for j=0,5 do
local t=Attack.cell_adjacent(0,j)
if t~=nil and Attack.cell_present(t) and Attack.act_enemy(t) and Attack.act_applicable(t) then
common_cell_apply_damage(t, Attack.aseq_time(0, "x"))
local damage = Attack.act_damage_results(t)
mana = mana + math.min(Attack.act_totalhp(t),damage)
damages = damages + 1
end
end
mana = math.floor(mana/mana_k)
Attack.log_label("")
local curmana = cur_hero_item_count("mana")
if curmana ~= nil then
cur_hero_item_count("mana",curmana+mana)
if damages > 1 then
Attack.log_label("add_blog_mana_") -- 疣犷蜞弪
else
Attack.log_label("add_blog_mana1_") -- 疣犷蜞弪
end
end
Attack.log_special(mana) -- 疣犷蜞弪
return true
end |
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