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str["效果"]:SetType(EFFECT_TYPE_FIELD
+ EFFECT_TYPE_CONTINUOUS)
str["效果"]:SetCode(EVENT_PHASE_START+PHASE_END)
function cache_1(effect_event
, player_who_activate_the_effect) --{
cache_1 = (Duel.GetLP(0) - Duel.GetLP(1) + 100) / str["我方玩家的初始生命值优势"] * 3000
--~ cache_1 = math.modf(cache_1)
Debug.ShowHint(tostring(cache_1 // 100))
effect_event:Reset()
end --}
str["效果"]:SetOperation(cache_1)
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str["效果"]:SetType(EFFECT_TYPE_FIELD
+ EFFECT_TYPE_CONTINUOUS)
str["效果"]:SetCode(EVENT_PHASE_START+PHASE_END)
function cache_1(effect_event
, player_who_activate_the_effect) --{
cache_1 = Duel.GetLP(0) - Duel.GetLP(1) + 100
cache_1 = math.tointeger(cache_1 / str["我方玩家的初始生命值优势"] * 3000 // 100 * 100)
--~ cache_1 = (Duel.GetLP(0) - Duel.GetLP(1) + 100) / str["我方玩家的初始生命值优势"] * 3000 // 100
--~ cache_1 = math.modf(cache_1)
Debug.ShowHint(tostring(cache_1))
effect_event:Reset()
end --}
str["效果"]:SetOperation(cache_1)
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