传奇生物文档

对MOD开发相关的说明


古龙斯拉夫-传奇

<pre><code class="language-python">extends Chara #覆盖的初始化 func _info(): pass #继承的初始化,技能描述在这里写,保留之前的技能描述 func _extInit(): ._extInit() chaName = "古龙斯拉夫-传奇" lv = 4 attCoe.atkRan = 3 attCoe.maxHp = 7 attCoe.atk = 6 attCoe.mgiAtk = 6 attCoe.def = 4 attCoe.mgiDef = 7 atkEff = "atk_dao" addSkillTxt("普攻额外攻击2名最近的敌人,造成50%魔法伤害(视为普通攻击),附加1层[烧灼]") addCdSkill("c8_1_2",7)#添加cd技能 addSkillTxt("每7秒:对敌方攻击和法强最高的单位造成200%的魔法伤害,并附加10层结霜") addSkillTxt("免疫所有异常状态!") addSkillTxt("闪现至后排,普攻附带目标和自身30%法强的魔法伤害。") var baseId = "" #进入战斗初始化,事件连接在这里初始化 func _connect(): ._connect() #保留继承的处理 var p = 0.5 func _onNormalAtk(cha): ._onNormalAtk(cha) if atkInfo.atkType == AtkType.NORMAL : hurtChara(cha,att.mgiAtk * p,Chara.HurtType.MGI,Chara.AtkType.EFF) cha.addBuff(b_shaoZhuo.new(1)) var chas = getCellChas(cell,att.atkRan) chas.sort_custom(self,"sort") var n = 0 for i in chas: if i != cha: n += 1 fx(i) if n == 2 : break func sort(a,b): if cellRan(a.cell,cell) &lt; cellRan(b.cell,cell) : return true return false func fx(cha): var d:Eff = newEff("atk_dang",sprcPos) d._initFlyCha(cha) yield(d,"onReach") if sys.isClass(cha,"Chara"): hurtChara(cha,att.mgiAtk * p,Chara.HurtType.MGI,Chara.AtkType.NORMAL) cha.addBuff(b_shaoZhuo.new(1)) func _onBattleStart(): ._onBattleStart() var sk = getSkill("c8_1_2") sk.nowTime = sk.cd yield(reTimer(0.4),"timeout") var mv = Vector2(cell.x ,cell.y) if team == 1:mv.x = 7 else:mv.x = 0 var vs = [Vector2(0,0),Vector2(1,0),Vector2(-1,0),Vector2(0,1),Vector2(0,-1),Vector2(1,1),Vector2(-1,1),Vector2(-1,-1),Vector2(1,-1)] for i in vs: var v = mv+i if matCha(v) == null &amp;&amp; sys.main.isMatin(v): if setCell(v) : var pos = sys.main.map.map_to_world(cell) ying(pos) position = pos aiCha = null break func ying(pos): var l:Vector2 = pos - position var s = 25 var rs = preload("res://core/ying.tscn") var n = l.length()/s for i in range(n): var spr = rs.instance() sys.main.map.add_child(spr) spr.texture = img.texture_normal spr.position = position + s * (i+1) * l.normalized() - Vector2(img.texture_normal.get_width()/2,img.texture_normal.get_height()) spr.init(255/n * i + 100) func _onAtkChara(atkInfo:AtkInfo): ._onAtkChara(atkInfo) if atkInfo.atkType == AtkType.NORMAL : hurtChara(atkInfo.hitCha,att.mgiAtk * 0.3 + atkInfo.hitCha.att.mgiAtk * 0.3,Chara.HurtType.MGI,Chara.AtkType.EFF) func _castCdSkill(id): ._castCdSkill(id) if id == "c8_1_2": var chas = getAllChas() if chas.size() == 0 :return var ac = chas[0] var bc = chas[0] for i in chas: if ac.att.atk &lt; i.att.atk : ac = i if ac.att.mgiAtk &lt; i.att.mgiAtk : bc = i fx2(ac) if ac != bc :fx(bc) func fx2(cha): var d:Eff = newEff("sk_feiDang",sprcPos) d._initFlyCha(cha) yield(d,"onReach") if sys.isClass(cha,"Chara"): hurtChara(cha,att.mgiAtk * 1.7,Chara.HurtType.MGI) cha.addBuff(b_jieShuang.new(10)) pass func _onAddBuff(buff:Buff): if buff.isNegetive : buff.isDel = true </code></pre>

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