| | |
| | | ZhanchuiCost 2 2 1 1 1
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| | | Mainline 10 15 20
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| | | MainEquipDrop 5 42 [-3, 2] int(itemLV*attrStep*attrProportion*randfloat(0.9,1.1))
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| | | MainBootyDrop {30:5, 6:10, 5:11, 1:12} {30:[100, 300], 6:[0, 1], 5:[0, 1], 1:[1, 10]} |
| | | TreeLVUP 42 480|300
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| | | AngerXP 50 100 50 5
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| | | MissCfg int(min((dMiss-aHit)*pow(0.7,missNum), 8000)) |
| | | MissCfg int(min((dMissRate-aMissRateDef)*pow(0.7,missNum), 8000)) |
| | | ParryCfg 0 [100, 0] 30
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| | | ComboCfg
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| | | SuperHitCfg
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| | | FaintCfg
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| | | SuckHPCfg
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| | | HurtFormula int((aAtk-dDef)*atkSkillPer*(1+aFinalHurtPer-dFinalHurtReducePer+angerOverflow/100.0)) int((aAtk-dDef)*atkSkillPer*(1+aNormalAtkPer-dNormalAtkDefPer)*(1+aFinalHurtPer-dFinalHurtReducePer)) int((aAtk-dDef)*(1+aFinalHurtPer-dFinalHurtReducePer)) int((aAtk-dDef)*atkSkillPer*(1+aFinalHurtPer-dFinalHurtReducePer)) |
| | | HurtFormula int((aAtk-dDef)*atkSkillPer*(1+aNormalSkillPer-dNormalSkillPerDef)*(1+aPMDamPer-dPMDamPerDef)*(1+aFinalDamPer-dFinalDamPerDef)) int((aAtk-dDef)*atkSkillPer*(1+aAngerSkillPer-dAngerSkillPerDef)*(1+aPMDamPer-dPMDamPerDef)*(1+aFinalDamPer-dFinalDamPerDef+angerOverflow/100.0)) int((aAtk-dDef)*(1+aFinalDamPer-dFinalDamPerDef)) int((aAtk-dDef)*atkSkillPer*(1+aPMDamPer-dPMDamPerDef)*(1+aFinalDamPer-dFinalDamPerDef)) |
| | | DOTFormula
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| | | CureFormula int(max((baseValue*skillPer)*(1+curePer-cureDefPer)*(1+angerOverflow/100.0), baseValue*0.05))
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| | | ShieldFormula
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