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本帖最后由 殇垣 于 2026-8-7 11:08 编辑
依强击等级概率把敌人的武器打落。 这是只给玩家的。爽就完事了。别让玩家憋屈。当然你也可修改成 同让玩家受此影响。
common_agent_hit_trigger = (
ti_on_agent_hit, 0, 0, [#每当agent攻击
],
[
(store_trigger_param_1, ":target_inflicted_victim_suspect_agent_no"), # #victim_no 被打的人
(store_trigger_param_2, ":atk_dealer_agent_no"), #bore kill_icon
(store_trigger_param_3, ":inflicted_damage"), #bore kill_icon 造成伤害
(store_trigger_param, ":buwei", 4), #斩首部位
(ge, ":target_inflicted_victim_suspect_agent_no",1), #当有被打的人
(ge, ":atk_dealer_agent_no",1), #
(assign, ":wp_item_id", reg0), # 获取武器
(assign, ":cur_damage", ":inflicted_damage"), #bore kill_icon 造成伤害
(get_player_agent_no, ":player_agent"), # bore kill_icon
(try_begin), #—————————————————————————伤害前提条件 —————————————————————
(agent_is_alive, ":atk_dealer_agent_no"),
(agent_is_alive, ":target_inflicted_victim_suspect_agent_no"),
(agent_is_human, ":atk_dealer_agent_no"), #打人的是人
(agent_is_human, ":target_inflicted_victim_suspect_agent_no"),
(agent_get_troop_id, ":victim_troop_id", ":target_inflicted_victim_suspect_agent_no"),
(agent_get_troop_id, ":attacker_troop_id", ":atk_dealer_agent_no"),
(agent_get_team, ":victim_team", ":target_inflicted_victim_suspect_agent_no"),
(agent_get_team, ":attacker_team2", ":atk_dealer_agent_no"),
(try_begin),
#(store_skill_level, ":ironflesh_lv", "skl_ironflesh", ":target_inflicted_victim_suspect_agent_no"), #铁骨减伤
#(store_skill_level, ":run_lv", "skl_athletics", ":target_inflicted_victim_suspect_agent_no"), #攻击者技能等级 跑动 MISS弓箭
(gt, ":cur_damage", 0),
(gt, ":wp_item_id", -1), #不是没武器的情况
(item_get_type, ":right_item_type_source", ":wp_item_id"), # 获取武器类型
#前提条件结束 —————————————————
(try_begin), #缴械 玩家振刀击落敌方武器(玩家福利,没有负反馈体验)(eq, ":atk_dealer_agent_no", ":player_agent"), # 攻击者是玩家
#(item_get_type, ":right_item_type_source", ":wp_item_id"), # 获取武器类型 (上面有了)
(this_or_next | eq, ":right_item_type_source", itp_type_polearm), # 类型长杆
(this_or_next | eq, ":right_item_type_source", itp_type_one_handed_wpn), # 单手
(eq, ":right_item_type_source", itp_type_two_handed_wpn), # 双手
(agent_is_human, ":target_inflicted_victim_suspect_agent_no"),
(agent_is_alive, ":target_inflicted_victim_suspect_agent_no"),
(agent_get_troop_id, ":attacker_troop_id", ":player_agent"),
(store_skill_level, ":qiangji_level", skl_power_strike, ":attacker_troop_id"), # 技能 强击
(try_begin),
(ge, ":qiangji_level", 10), # 需要技能等级 强击
(store_random_in_range, ":rand_odds", 1, 5), # 1/3 概率击落
(else_try),
(ge, ":qiangji_level", 9), # 需要技能等级 强击
(store_random_in_range, ":rand_odds", 1, 7), # 1/5 概率
(else_try),
(ge, ":qiangji_level", 8), # 需要技能等级 强击
(store_random_in_range, ":rand_odds", 1, 9), # 1/7
(else_try),
(ge, ":qiangji_level", 7), # 需要技能等级 强击
(store_random_in_range, ":rand_odds", 1, 12), #1/10 概率
(else_try),
(ge, ":qiangji_level", 6), # 需要技能等级 强击
(store_random_in_range, ":rand_odds", 1, 17), # 1/15 概率
(else_try),
(ge, ":qiangji_level", 5), # 需要技能等级 强击
(store_random_in_range, ":rand_odds", 1, 19), # 1/17
(else_try),
(ge, ":qiangji_level", 4), # 需要技能等级 强击
(store_random_in_range, ":rand_odds", 1, 22), # 1/20 概率
(try_end),
(try_begin),
(eq, ":rand_odds", 1), #good luck 击落概率 好运
(agent_get_wielded_item, ":cur_weapon", ":target_inflicted_victim_suspect_agent_no",0),#右项目_来源 默认右手0) 左手1)当无时-1
(gt,":cur_weapon", 0),#有武器
(agent_get_position, pos16, ":target_inflicted_victim_suspect_agent_no"),
(agent_unequip_item, ":target_inflicted_victim_suspect_agent_no", ":cur_weapon"), # 演员丢下武器 扔掉
(set_spawn_position, pos16),
(spawn_item,":cur_weapon"), #产卵物品
(display_message, "@knock down Enemy's weapon", 0xff6699FF),# 蓝 # 震落{s16}的武器
(play_sound, "snd_draw_sword_down"), # 音效
(else_try),
(eq, ":rand_odds", 2), #good luck 击落概率 好运
(agent_get_wielded_item, ":cur_Shield", ":target_inflicted_victim_suspect_agent_no",1),#左手项目_来源
(gt,":cur_Shield", 0),#有盾
(agent_get_position, pos16, ":target_inflicted_victim_suspect_agent_no"),
(agent_unequip_item, ":target_inflicted_victim_suspect_agent_no", ":cur_Shield"), # 演员丢下盾 扔掉
(set_spawn_position, pos16),
(spawn_item,":cur_Shield"), #产卵物品
(display_message, "@knock down Enemy's shield", 0xff6699FF),# 蓝 # 震落{s16}的盾
(play_sound, "snd_draw_shield"), # 音效
(try_end),
(try_end), #玩家缴械敌人
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