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【进站必读】宝可饭堂社区全局规定v1.10
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<blockquote data-quote="韩英鑫1111" data-source="post: 2962" data-attributes="member: 2566"><p>[CODE=ruby] #2-3:特性联动</p><p> #2-3.0:通用效果(√)</p><p> #2-2.0.1:(新增特性)夜行:黑夜下速度翻倍(√)</p><p> Battle::AbilityEffects::SpeedCalc.add(:NIGHTWALKER,</p><p> proc { |ability, battler, mult|</p><p> next mult * 2 if [:FullMoon, :ScaryNight, :Midnight].include?(battler.effectiveWeather)</p><p> }</p><p> )</p><p> #2-2.0.2:(新增特性)潜影:黑夜下闪避增加(√)</p><p> Battle::AbilityEffects::AccuracyCalcFromTarget.add(:SHADOWDIVER,</p><p> proc { |ability, mods, user, target, move, type|</p><p> mods[:evasion_multiplier] *= 1.25 if [:FullMoon, :ScaryNight, :Midnight].include?(target.effectiveWeather)</p><p> }</p><p> )</p><p> #2-2.0.3:(新增特性)趋暗避光:黑夜下除HP外全能力上升20%,晴天和大日照下除HP外全能力下降20%(√)</p><p> Battle::AbilityEffects::DamageCalcFromUser.add(:SKOTOTAXIS,</p><p> proc { |ability, user, target, move, mults, power, type|</p><p> mults[:attack_multiplier] *= 1.2 if move.damagingMove? && [:FullMoon, :ScaryNight, :Midnight].include?(user.effectiveWeather)</p><p> mults[:attack_multiplier] *= 0.8 if move.damagingMove? && [:Sun, :HarshSun].include?(user.effectiveWeather)</p><p> }</p><p> )</p><p> Battle::AbilityEffects::DamageCalcFromTarget.add(:SKOTOTAXIS,</p><p> proc { |ability, user, target, move, mults, power, type|</p><p> mults[:defense_multiplier] *= 1.2 if move.damagingMove? && [:FullMoon, :ScaryNight, :Midnight].include?(target.effectiveWeather)</p><p> mults[:defense_multiplier] *= 0.8 if move.damagingMove? && [:Sun, :HarshSun].include?(target.effectiveWeather) </p><p> }</p><p> )</p><p> Battle::AbilityEffects::SpeedCalc.add(:SKOTOTAXIS,</p><p> proc { |ability, battler, mult|</p><p> next mult * 1.2 if [:FullMoon, :ScaryNight, :Midnight].include?(battler.effectiveWeather)</p><p> next mult * 0.8 if [:Sun, :HarshSun].include?(battler.effectiveWeather)</p><p> }</p><p> )</p><p> #2-2.1:满月夜(√)</p><p> #2-2.1.1:不眠每回合回血1/8 (√)</p><p> Battle::AbilityEffects::EndOfRoundWeather.add(:INSOMNIA,</p><p> proc { |ability, weather, battler, battle|</p><p> next unless weather == :FullMoon</p><p> next if !battler.canHeal?</p><p> battle.pbShowAbilitySplash(battler)</p><p> battler.pbRecoverHP(battler.totalhp / 8)</p><p> if Battle::Scene::USE_ABILITY_SPLASH</p><p> battle.pbDisplay(_INTL("{1}的体力回复了!", battler.pbThis))</p><p> else</p><p> battle.pbDisplay(_INTL("因为{2},{1}回复了体力!", battler.pbThis, battler.abilityName))</p><p> end</p><p> battle.pbHideAbilitySplash(battler)</p><p> }</p><p> )</p><p> #2-2.1.2:(新增特性)狼性:满月下接触类技能伤害*1.5倍 (√)</p><p> Battle::AbilityEffects::DamageCalcFromUser.add(:WOLFSPIRIT,</p><p> proc { |ability, user, target, move, mults, power, type|</p><p> mults[:power_multiplier] *= 3 / 2.0 if move.contactMove? && user.effectiveWeather == :FullMoon</p><p> }</p><p> )</p><p> #2-2.1.3:(新增特性)闪亮鳞片:满月下使用舞类招式降低对手命中1级 (√)</p><p> Battle::AbilityEffects::OnEndOfUsingMove.add(:SHININGSCALE,</p><p> proc { |ability, user, targets, move, battle|</p><p> if move.danceMove? && user.effectiveWeather == :FullMoon #判断满月且是舞蹈招式</p><p> battle.allOtherSideBattlers.each do |b|</p><p> if b.pbCanLowerStatStage?(:ACCURACY,b) #检查对向宝可梦是否可以降低命中率</p><p> battle.pbShowAbilitySplash(user) #可以则弹出特性条和文案</p><p> if Battle::Scene::USE_ABILITY_SPLASH</p><p> battle.pbDisplay(_INTL("{1}被反射的月光晃了眼!", b.pbThis))</p><p> end</p><p> b.pbLowerStatStage(:ACCURACY, 1, b, true, true)</p><p> battle.pbHideAbilitySplash(user)</p><p> end</p><p> end</p><p> end</p><p> }</p><p> )[/CODE]</p></blockquote><p></p>
[QUOTE="韩英鑫1111, post: 2962, member: 2566"] [CODE=ruby] #2-3:特性联动 #2-3.0:通用效果(√) #2-2.0.1:(新增特性)夜行:黑夜下速度翻倍(√) Battle::AbilityEffects::SpeedCalc.add(:NIGHTWALKER, proc { |ability, battler, mult| next mult * 2 if [:FullMoon, :ScaryNight, :Midnight].include?(battler.effectiveWeather) } ) #2-2.0.2:(新增特性)潜影:黑夜下闪避增加(√) Battle::AbilityEffects::AccuracyCalcFromTarget.add(:SHADOWDIVER, proc { |ability, mods, user, target, move, type| mods[:evasion_multiplier] *= 1.25 if [:FullMoon, :ScaryNight, :Midnight].include?(target.effectiveWeather) } ) #2-2.0.3:(新增特性)趋暗避光:黑夜下除HP外全能力上升20%,晴天和大日照下除HP外全能力下降20%(√) Battle::AbilityEffects::DamageCalcFromUser.add(:SKOTOTAXIS, proc { |ability, user, target, move, mults, power, type| mults[:attack_multiplier] *= 1.2 if move.damagingMove? && [:FullMoon, :ScaryNight, :Midnight].include?(user.effectiveWeather) mults[:attack_multiplier] *= 0.8 if move.damagingMove? && [:Sun, :HarshSun].include?(user.effectiveWeather) } ) Battle::AbilityEffects::DamageCalcFromTarget.add(:SKOTOTAXIS, proc { |ability, user, target, move, mults, power, type| mults[:defense_multiplier] *= 1.2 if move.damagingMove? && [:FullMoon, :ScaryNight, :Midnight].include?(target.effectiveWeather) mults[:defense_multiplier] *= 0.8 if move.damagingMove? && [:Sun, :HarshSun].include?(target.effectiveWeather) } ) Battle::AbilityEffects::SpeedCalc.add(:SKOTOTAXIS, proc { |ability, battler, mult| next mult * 1.2 if [:FullMoon, :ScaryNight, :Midnight].include?(battler.effectiveWeather) next mult * 0.8 if [:Sun, :HarshSun].include?(battler.effectiveWeather) } ) #2-2.1:满月夜(√) #2-2.1.1:不眠每回合回血1/8 (√) Battle::AbilityEffects::EndOfRoundWeather.add(:INSOMNIA, proc { |ability, weather, battler, battle| next unless weather == :FullMoon next if !battler.canHeal? battle.pbShowAbilitySplash(battler) battler.pbRecoverHP(battler.totalhp / 8) if Battle::Scene::USE_ABILITY_SPLASH battle.pbDisplay(_INTL("{1}的体力回复了!", battler.pbThis)) else battle.pbDisplay(_INTL("因为{2},{1}回复了体力!", battler.pbThis, battler.abilityName)) end battle.pbHideAbilitySplash(battler) } ) #2-2.1.2:(新增特性)狼性:满月下接触类技能伤害*1.5倍 (√) Battle::AbilityEffects::DamageCalcFromUser.add(:WOLFSPIRIT, proc { |ability, user, target, move, mults, power, type| mults[:power_multiplier] *= 3 / 2.0 if move.contactMove? && user.effectiveWeather == :FullMoon } ) #2-2.1.3:(新增特性)闪亮鳞片:满月下使用舞类招式降低对手命中1级 (√) Battle::AbilityEffects::OnEndOfUsingMove.add(:SHININGSCALE, proc { |ability, user, targets, move, battle| if move.danceMove? && user.effectiveWeather == :FullMoon #判断满月且是舞蹈招式 battle.allOtherSideBattlers.each do |b| if b.pbCanLowerStatStage?(:ACCURACY,b) #检查对向宝可梦是否可以降低命中率 battle.pbShowAbilitySplash(user) #可以则弹出特性条和文案 if Battle::Scene::USE_ABILITY_SPLASH battle.pbDisplay(_INTL("{1}被反射的月光晃了眼!", b.pbThis)) end b.pbLowerStatStage(:ACCURACY, 1, b, true, true) battle.pbHideAbilitySplash(user) end end end } )[/CODE] [/QUOTE]
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