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防御力和护甲穿透(kratos0.2.2p10)

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发表于 昨天 16:24 | 显示全部楼层 |阅读模式
本帖最后由 baka_curve 于 2026-6-25 16:29 编辑

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上面那个代码的不知道为啥显示不了,只能全写下面了。。。

;计数器ae模拟防御力
;额外武器和自伤模拟穿甲
;所有参与该机制的单位都要有FANGYULIMARKAE,FANGYULIJSAEO,CHUANJIAJSAEO

;///////////////////////////////////////////////

[HTNK]
AttachEffectTypes=FANGYULIJSAEO,CHUANJIAJSAEO,FANGYULIMARKAE

[AP]
Verses=100%,100%,100%,100%,100%,100%,100%,100%,100%,100%,100%

[SA]
AttachEffectTypes=CHUANJIAADD5
IsToy=yes

[HE]
AttachEffectTypes=FANGYULIADD5
IsToy=yes

;///////////////////////////////////////////////

[Warheads]
CHUANJIAGUNWH=CHUANJIAGUNWH
CHUANJIAZSWH=CHUANJIAZSWH

[WeaponTypes]
CHUANJIAGUN=CHUANJIAGUN

[CHUANJIAADD1];为单位增加1穿甲,增加穿甲应继承这个
Cumulative=yes
ReceiverOwn=yes
AttachOnceInTechnoType=yes
Stack.Watch=CHUANJIAJSAEO,CHUANJIAJSAEE
Stack.Level=-1,-1
Stack.AttachEffects=CHUANJIAWQAE
Stack.TriggeredTimes=1;触发几次就是几穿甲

[CHUANJIAADD5]:[CHUANJIAADD1]
Stack.TriggeredTimes=5;触发几次就是几穿甲

[CHUANJIAADD10]:[CHUANJIAADD1]
Stack.TriggeredTimes=10;触发几次就是几穿甲

[CHUANJIAWQAE];每层额外武器就是1点穿甲
ReceiverOwn=yes
AttachOnceInTechnoType=yes
Cumulative=yes
ExtraFire.Primary=CHUANJIAGUN
ExtraFire.ElitePrimary=CHUANJIAGUN
ExtraFire.Secondary=CHUANJIAGUN
ExtraFire.EliteSecondary=CHUANJIAGUN

[CHUANJIAGUN]
Damage=1
ROF=1
Range=15
Projectile=OMNIINV
Speed=100
Warhead=CHUANJIAGUNWH
AttachFire.CheckRange=no
AttachFire.AffectCell=no
AttachFire.CheckROF=no


[OMNIINV]
Inviso=yes
Image=none
AA=no
AG=yes
SubjectToCliffs=no
SubjectToElevation=no
SubjectToWalls=no


[CHUANJIAGUNWH]
Verses=25%,25%,15%,75%,10%,10%,65%,45%,60%,60%,10%
IsToy=yes
AttachEffectTypes=CHUANJIAAE

[CHUANJIAAE]
Cumulative=yes
ReceiverOwn=yes
AttachOnceInTechnoType=yes
Duration=3
CountTrigger.Watch=FANGYULIMARK
CountTrigger0.Range=1,99999
;只在大于等于1时扣减计数并附加自伤,防止溢出的穿甲转化为伤害
CountTrigger0.Num=1
CountTrigger0.Action=SUB
CountTrigger0.TriggeredTimes=1
CountTrigger0.AttachEffects=CHUANJIAZSAE

[CHUANJIAZSAE];自伤模拟穿甲
Cumulative=yes
ReceiverOwn=yes
AttachOnceInTechnoType=yes
DamageSelf.Damage=1
DamageSelf.ROF=0
DamageSelf.Warhead=CHUANJIAZSWH
DamageSelf.TriggeredTimes=1
Next=FANGYULIMARKAEADD

[FANGYULIMARKAEADD];减掉固有计数器之后再加回来,保证固有计数器跟防御力相等
InitialDelay=5
Cumulative=yes
ReceiverOwn=yes
AttachOnceInTechnoType=yes
CountTrigger.Watch=FANGYULIMARK
CountTrigger0.Range=10,1
CountTrigger0.Num=1
CountTrigger0.Action=ADD
CountTrigger0.TriggeredTimes=1

[CHUANJIAZSWH]
Verses=100%,100%,100%,100%,100%,100%,100%,100%,100%,100%,100%

;///////////////////////////////////////////////

[FANGYULIADD1];为单位增加1防御,增加防御力应继承这个
Cumulative=yes
ReceiverOwn=yes
AttachOnceInTechnoType=yes
Stack.Watch=FANGYULIJSAEO,FANGYULIJSAEE
Stack.Level=-1,-1
Stack.AttachEffects=FANGYULIAE,FANGYULIMARKCFQAEADD
Stack.TriggeredTimes=1;触发几次就是几防御

[FANGYULIADD5]:[FANGYULIADD1]
Stack.TriggeredTimes=5;触发几次就是几防御

[FANGYULIADD20]:[FANGYULIADD1]
Stack.TriggeredTimes=20;触发几次就是几防御

[FANGYULIAE];计数器,每层代表1防御
ReceiverOwn=yes
AttachOnceInTechnoType=yes
Cumulative=yes
Counter.Mark=FANGYULIAE
Counter.Num=1
Counter.Min=1
Counter.Reaction=SHIELD
Counter.Reaction.Protect=100%
Counter.Reaction.Percent=100%
Counter.Reaction.Limit=1
Counter.Reaction.NotReactionWarheads=CHUANJIAGUNWH,CHUANJIAZSWH

[FANGYULIMARKAE];单位固有计数器,与防御值相等,所有参与该机制的单位都要有,一切都是为了防止穿甲溢出
ReceiverOwn=yes
AttachOnceInTechnoType=yes
Cumulative=no
Counter.Mark=FANGYULIMARK
Counter.Num=0

[FANGYULIMARKCFQAEADD];与防御一同赋予,穿甲通过增减这个,来赋予自伤
ReceiverOwn=yes
AttachOnceInTechnoType=yes
Cumulative=yes
CountTrigger.Watch=FANGYULIMARK
CountTrigger0.Range=10,1
CountTrigger0.Num=1
CountTrigger0.Action=ADD
CountTrigger0.TriggeredTimes=1

[FANGYULIJSAEO];我方防御,始终显示
ReceiverOwn=yes
Info.Watch=FANGYULIAE
Info.Stack.Watch=FANGYULIAE
Info.Stack.Mode=TEXT
Info.Stack.PrintOffset=30,10
Info.Stack.Align=CENTER
Info.Stack.Color=0,252,0

[CHUANJIAJSAEO];我方穿甲,始终显示
ReceiverOwn=yes
Info.Watch=CHUANJIAWQAE
Info.Stack.Watch=CHUANJIAWQAE
Info.Stack.Mode=TEXT
Info.Stack.PrintOffset=-30,10
Info.Stack.Align=CENTER
Info.Stack.Color=252,0,0

[FANGYULIJSAEE];敌方防御,选择时显示
ReceiverOwn=yes
Info.Stack.OnlySelected=yes
Info.Watch=FANGYULIAE
Info.Stack.Watch=FANGYULIAE
Info.Stack.Mode=TEXT
Info.Stack.PrintOffset=30,10
Info.Stack.Align=CENTER
Info.Stack.Color=0,252,0

[CHUANJIAJSAEE];敌方穿甲,选择时显示
ReceiverOwn=yes
Info.Stack.OnlySelected=yes
Info.Watch=CHUANJIAWQAE
Info.Stack.Watch=CHUANJIAWQAE
Info.Stack.Mode=TEXT
Info.Stack.PrintOffset=-30,10
Info.Stack.Align=CENTER
Info.Stack.Color=252,0,0
;

gif太大了传不上来,可以看十一号曲线的动态 - 哔哩哔哩
能抵挡固定伤害数的防御力(每一点防御力挡一点伤害),和能穿透防御的穿甲(90攻10穿打20防的单位,造成80伤害)。
穿甲大于防御时不会溢出成伤害(90攻30穿打20防,会正常造成90伤害)。
都支持永久增减和暂时增减(暂时增减的没写,直接上一个stack经过延迟后减/加回来就行)。


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