var priority = 1000
var combatPower = 1.0
var attributeName = "法术攻击"
var attributeType = "ATTACK"
var placeholder = "MagicAttack"
function onLoad() {
Utils.registerOtherAttribute("法术防御", 1.0, "MagicDefense")
Utils.registerOtherAttribute("法术爆率", 1.0, "MagicCrit")
Utils.registerOtherAttribute("法术爆伤", 1.0, "MagicCritRate")
Utils.registerOtherAttribute("南陇の扩展属性v1.0", 1.0, "NanAttribute")
return Attr
}
// 伤害计算公式
function runAttack(attacker, entity){
// 设置基础值
// 法术基础攻击伤害
var MagicAttack = 0
// 法术暴击几率加成
var MagicCrit = 0
// 法术暴击伤害加成
var BSJC = 5
// 法术基础防御
var MagicDefense = 0
// 声明变量
var MagicAttack = Attr.getRandomValue(attacker, "法术攻击")
var MagicCrit = Attr.getRandomValue(attacker, "法术爆率")
var MagicCritRate = Attr.getRandomValue(attacker, "法术爆伤")
var MagicDefense = Attr.getRandomValue(entity, "法术防御")
var MZ = Attr.getRandomValue(attacker, "命中几率")-Attr.getRandomValue(entity, "闪避几率")
// 检测触发几率
var MagicCritOn = Attr.chance(MagicCrit)
// 修改基础命中率加成 [0.5] 默认命中率是0%
var MZL = Attr.chance(MZ)+0.5
// 是否命中
if (MZL) {
// 是否暴击
if (MagicCritOn) {
var damage = MagicAttack + MagicAttack * ((MagicCritRate+BSJC)/100)
if (damage > MagicDefense) {
var damages = damage - MagicDefense
attacker.sendMessage("§c[系统] §a你造成了§c§l" + damages + "点法术暴击伤害!")
} else {
attacker.sendMessage("§c[系统] §a对方抵消了你本次法术攻击!")
return false
}
} else {
var damage = MagicAttack
if (damage > MagicDefense) {
var damages = damage - MagicDefense
attacker.sendMessage("§c[系统] §a你造成了§c§l" + damages + "点法术伤害!")
} else {
attacker.sendMessage("§c[系统] §a对方抵消了你本次法术攻击!")
return false
}
}
Attr.addDamage(attacker, damages)
} else {
attacker.sendMessage("§c[系统] §a对方闪避了你本次法术攻击!")
entity.sendMessage("§c[系统] §a你闪避了对方本次法术攻击!")
return false
}
}
以上是添加的属性脚本
- var priority = 1000
- var combatPower = 1.0
- var attributeName = "法术攻击"
- var attributeType = "ATTACK"
- var placeholder = "MagicAttack"
- function onLoad() {
- Utils.registerOtherAttribute("法术防御", 1.0, "MagicDefense")
- Utils.registerOtherAttribute("法术爆率", 1.0, "MagicCrit")
- Utils.registerOtherAttribute("法术爆伤", 1.0, "MagicCritRate")
- Utils.registerOtherAttribute("南陇の扩展属性v1.0", 1.0, "NanAttribute")
- return Attr
- }
- function runAttack(attacker, entity){
- // 设置基础值
- // 法术基础攻击伤害
- var MagicAttack = 0
- // 法术暴击几率加成
- var MagicCrit = 0
- // 法术暴击伤害加成
- var BSJC = 5
- // 法术基础防御
- var MagicDefense = 0
-
- // 声明变量
- var MagicAttack = Attr.getRandomValue(attacker, "法术攻击")
- var MagicCrit = Attr.getRandomValue(attacker, "法术爆率")
- var MagicCritRate = Attr.getRandomValue(attacker, "法术爆伤")
- var MagicDefense = Attr.getRandomValue(entity, "法术防御")
- var MZ = Attr.getRandomValue(attacker, "命中几率")-Attr.getRandomValue(entity, "闪避几率")
-
- // 检测触发几率
- var MagicCritOn = Attr.chance(MagicCrit)
- // 修改基础命中率加成 [0.5] 默认命中率是0%
- var MZL = Attr.chance(MZ)+0.5
-
- // 是否命中
- if (MZL) {
- // 是否暴击
- if (MagicCritOn) {
- var damage = MagicAttack + MagicAttack * ((MagicCritRate+BSJC)/100)
- if (damage > MagicDefense) {
- var damages = damage - MagicDefense
- attacker.sendMessage("§c[系统] §a你造成了§c§l" + damages + "点法术暴击伤害!")
- } else {
- attacker.sendMessage("§c[系统] §a对方抵消了你本次法术攻击!")
- }
- } else {
- var damage = MagicAttack
- if (damage > MagicDefense) {
- var damages = damage - MagicDefense
- attacker.sendMessage("§c[系统] §a你造成了§c§l" + damages + "点法术伤害!")
- } else {
- attacker.sendMessage("§c[系统] §a对方抵消了你本次法术攻击!")
- }
- }
- Attr.addDamage(attacker, damages)
- } else {
- attacker.sendMessage("§c[系统] §a对方闪避了你本次法术攻击!")
- entity.sendMessage("§c[系统] §a你闪避了对方本次法术攻击!")
- }
- return false
- }