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修复溃烂上限2层不生效BUG

2.0
许孟阳 2 months ago
parent
commit
9e81f71443
  1. 4
      src/config/i18n/zh/skills.ts
  2. 2
      src/config/skill/bracers.ts
  3. 2
      src/config/skill/buff.ts
  4. 2
      src/config/skill/weapon.ts

4
src/config/i18n/zh/skills.ts

@ -11,7 +11,7 @@ export const seeRed = ['见红', '对目标施加${0}层流血,持续${1}回
export const qici = ['鳍刺', '攻击时有${0}%概率对目标施加${1}层流血,持续${2}回合。', '触发鳍刺,对${0}施加${1}层流血,持续${2}回合。']; export const qici = ['鳍刺', '攻击时有${0}%概率对目标施加${1}层流血,持续${2}回合。', '触发鳍刺,对${0}施加${1}层流血,持续${2}回合。'];
export const baonue = ['暴虐', '攻击时有${0}%概率使目标筋脉爆裂,施加满层流血,持续${1}回合。', '触发暴虐,对${0}施加满层流血,持续${1}回合。']; export const baonue = ['暴虐', '攻击时有${0}%概率使目标筋脉爆裂,施加满层流血,持续${1}回合。', '触发暴虐,对${0}施加满层流血,持续${1}回合。'];
export const zhaxin = ['扎心', '获得${0}%暴击伤害加成。']; export const zhaxin = ['扎心', '获得${0}%暴击伤害加成。'];
export const aozhidu = ['鳌之毒', '攻击时使目标进入溃烂状态${0}回合。', '触发鳌之毒,${0}进入溃烂状态${1}回合']; export const aozhidu = ['鳌之毒', '攻击时使目标进入溃烂状态${0}回合。', '触发鳌之毒,${0}进入溃烂状态${1}回合,当前溃烂层数${2}。'];
export const shijiucha = ['十九叉', '每九次攻击获得连刺状态,使得第十次攻击附加${0}倍伤害。', '${0}触发十九叉连刺,附加${1}点伤害']; export const shijiucha = ['十九叉', '每九次攻击获得连刺状态,使得第十次攻击附加${0}倍伤害。', '${0}触发十九叉连刺,附加${1}点伤害'];
export const jianqidongsifang = ['剑气动四方', '攻击造成的伤害增加${0}%,但被攻击时受到的伤害也增加${1}%。']; export const jianqidongsifang = ['剑气动四方', '攻击造成的伤害增加${0}%,但被攻击时受到的伤害也增加${1}%。'];
export const baofengxue = ['暴风雪', '使目标进入冰冻状态${0}回合,冷却${1}回合。对boss只有${2}%成功率。']; export const baofengxue = ['暴风雪', '使目标进入冰冻状态${0}回合,冷却${1}回合。对boss只有${2}%成功率。'];
@ -68,7 +68,7 @@ export const liulipan = ['琉璃盘', '使用后产生黑红内丹,临时提高$
export const JHSY = ['镜花水月', '被攻击时有${0}%概率反弹${1}%所受伤害。', '${0}触发了镜花水月,反弹${1}点伤害。']; export const JHSY = ['镜花水月', '被攻击时有${0}%概率反弹${1}%所受伤害。', '${0}触发了镜花水月,反弹${1}点伤害。'];
export const lizhao = ['利爪', '攻击时有${0}%概率增加${1}%技能伤害倍率。', '触发利爪,增加${0}%技能伤害倍率。']; export const lizhao = ['利爪', '攻击时有${0}%概率增加${1}%技能伤害倍率。', '触发利爪,增加${0}%技能伤害倍率。'];
export const judu = ['剧毒', '被攻击时有${0}%概率喷出毒液,使目标进入溃烂状态${1}回合。', '触发剧毒,${0}进入溃烂状态${1}回合。']; export const judu = ['剧毒', '被攻击时有${0}%概率喷出毒液,使目标进入溃烂状态${1}回合。', '触发剧毒,${0}进入溃烂状态${1}回合,当前溃烂层数${2}。'];
export const xianglong = ['降龙', '攻击时,若生命值低于${0}%,增加${1}%伤害加成。', '触发降龙,增加${1}%伤害加成。']; export const xianglong = ['降龙', '攻击时,若生命值低于${0}%,增加${1}%伤害加成。', '触发降龙,增加${1}%伤害加成。'];
export const dalidan = ['大力丹', '提升${0}%攻击加成。']; export const dalidan = ['大力丹', '提升${0}%攻击加成。'];

2
src/config/skill/bracers.ts

@ -47,7 +47,7 @@ export class JuDu extends CounterSkill {
takeEffect(owner: BattleRole, target: BattleRole): void { takeEffect(owner: BattleRole, target: BattleRole): void {
const judu = new KuiLan('kuilan', this.last); const judu = new KuiLan('kuilan', this.last);
target.putBuff(judu); target.putBuff(judu);
owner.gainLog(replace(t('skill.judu.2'), [t(target.type), this.last])); owner.gainLog(replace(t('skill.judu.2'), [t(target.type), this.last, judu.layer]));
} }
} }
//利爪 //利爪

2
src/config/skill/buff.ts

@ -163,7 +163,7 @@ export class KuiLan extends PercentAttackedBuff {
return replace(t('skill.kongbulingyu.2'), [this.percent]); return replace(t('skill.kongbulingyu.2'), [this.percent]);
} }
takeEffect(owner: BattleRole): void { takeEffect(owner: BattleRole): void {
owner.extraAttr.def += owner.attr.def * (this.percent / -100); owner.extraAttr.def += owner.attr.def * ((this.percent * this.layer) / -100);
} }
} }
//恐怖领域 //恐怖领域

2
src/config/skill/weapon.ts

@ -100,7 +100,7 @@ export class AoZhiDu extends SufPassiveSkill {
takeEffect(owner: BattleRole, target: BattleRole): void { takeEffect(owner: BattleRole, target: BattleRole): void {
const aozhidu = new KuiLan('kuilan', this.last); const aozhidu = new KuiLan('kuilan', this.last);
target.putBuff(aozhidu); target.putBuff(aozhidu);
owner.extraDmgLog(replace(st('aozhidu.2'), [t(target.type), this.last])); owner.extraDmgLog(replace(st('aozhidu.2'), [t(target.type), this.last, aozhidu.layer]));
} }
} }
//十九叉 //十九叉

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