game: 저격 버프, 견고 효과 중 저격,필살 너프

- 저격 성공시 증가하는 사기량 증가
  - 전특만, 몇몇 유니크 제외
- 저격이 성벽에도 발동
  - 사기 상승만 추가, 성벽 너프 없음
- 견고 효과 변경
  - 필살 무효 -> 필살 확률 20% 감소
  - 저격 무효 -> 저격은 받지만 부상 무효
This commit is contained in:
2021-12-15 16:34:07 +09:00
parent 3610f2cbd4
commit 93e6a056d4
13 changed files with 44 additions and 32 deletions
@@ -14,12 +14,12 @@ class che_무기_09_동호비궁 extends \sammo\BaseStatItem{
public function __construct() public function __construct()
{ {
parent::__construct(); parent::__construct();
$this->info .= "<br>[전투] 새로운 상대와 전투 시 20% 확률로 저격 발동, 성공 시 사기+10"; $this->info .= "<br>[전투] 새로운 상대와 전투 시 20% 확률로 저격 발동, 성공 시 사기+20";
} }
public function getBattlePhaseSkillTriggerList(WarUnit $unit):?WarUnitTriggerCaller{ public function getBattlePhaseSkillTriggerList(WarUnit $unit):?WarUnitTriggerCaller{
return new WarUnitTriggerCaller( return new WarUnitTriggerCaller(
new che_저격시도($unit, che_저격시도::TYPE_ITEM + che_저격시도::TYPE_DEDUP_TYPE_BASE * 109, 0.2, 20, 40), new che_저격시도($unit, che_저격시도::TYPE_ITEM + che_저격시도::TYPE_DEDUP_TYPE_BASE * 109, 0.2, 20, 40, 20),
new che_저격발동($unit, che_저격발동::TYPE_ITEM) new che_저격발동($unit, che_저격발동::TYPE_ITEM)
); );
} }
@@ -19,7 +19,7 @@ class che_무기_11_이광궁 extends \sammo\BaseStatItem{
public function getBattlePhaseSkillTriggerList(WarUnit $unit):?WarUnitTriggerCaller{ public function getBattlePhaseSkillTriggerList(WarUnit $unit):?WarUnitTriggerCaller{
return new WarUnitTriggerCaller( return new WarUnitTriggerCaller(
new che_저격시도($unit, che_저격시도::TYPE_ITEM + che_저격시도::TYPE_DEDUP_TYPE_BASE * 111, 0.10, 20, 40), new che_저격시도($unit, che_저격시도::TYPE_ITEM + che_저격시도::TYPE_DEDUP_TYPE_BASE * 111, 0.10, 20, 40, 10),
new che_저격발동($unit, che_저격발동::TYPE_ITEM) new che_저격발동($unit, che_저격발동::TYPE_ITEM)
); );
} }
@@ -19,7 +19,7 @@ class che_무기_13_양유기궁 extends \sammo\BaseStatItem{
public function getBattlePhaseSkillTriggerList(WarUnit $unit):?WarUnitTriggerCaller{ public function getBattlePhaseSkillTriggerList(WarUnit $unit):?WarUnitTriggerCaller{
return new WarUnitTriggerCaller( return new WarUnitTriggerCaller(
new che_저격시도($unit, che_저격시도::TYPE_ITEM + che_저격시도::TYPE_DEDUP_TYPE_BASE * 113, 0.1, 20, 40), new che_저격시도($unit, che_저격시도::TYPE_ITEM + che_저격시도::TYPE_DEDUP_TYPE_BASE * 113, 0.1, 20, 40, 10),
new che_저격발동($unit, che_저격발동::TYPE_ITEM) new che_저격발동($unit, che_저격발동::TYPE_ITEM)
); );
} }
@@ -15,7 +15,7 @@ class che_저격_매화수전 extends \sammo\BaseItem{
protected $id = 70; protected $id = 70;
protected $rawName = '매화수전'; protected $rawName = '매화수전';
protected $name = '매화수전(저격)'; protected $name = '매화수전(저격)';
protected $info = '[전투] 새로운 상대와 전투 시 50% 확률로 저격 발동, 성공 시 사기+10'; protected $info = '[전투] 새로운 상대와 전투 시 50% 확률로 저격 발동, 성공 시 사기+20';
protected $cost = 200; protected $cost = 200;
protected $consumable = false; protected $consumable = false;
+1 -1
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@@ -15,7 +15,7 @@ class che_저격_비도 extends \sammo\BaseItem{
protected $id = 70; protected $id = 70;
protected $rawName = '비도'; protected $rawName = '비도';
protected $name = '비도(저격)'; protected $name = '비도(저격)';
protected $info = '[전투] 새로운 상대와 전투 시 50% 확률로 저격 발동, 성공 시 사기+10'; protected $info = '[전투] 새로운 상대와 전투 시 50% 확률로 저격 발동, 성공 시 사기+20';
protected $cost = 200; protected $cost = 200;
protected $consumable = false; protected $consumable = false;
@@ -13,7 +13,7 @@ class event_전투특기_저격 extends \sammo\BaseItem{
protected $id = 70; protected $id = 70;
protected $rawName = '비급'; protected $rawName = '비급';
protected $name = '비급(저격)'; protected $name = '비급(저격)';
protected $info = '[전투] 새로운 상대와 전투 시 50% 확률로 저격 발동, 성공 시 사기+10'; protected $info = '[전투] 새로운 상대와 전투 시 50% 확률로 저격 발동, 성공 시 사기+20';
protected $cost = 100; protected $cost = 100;
protected $buyable = true; protected $buyable = true;
protected $consumable = false; protected $consumable = false;
@@ -13,7 +13,7 @@ class che_event_견고 extends \sammo\BaseSpecial{
protected $id = 62; protected $id = 62;
protected $name = '견고'; protected $name = '견고';
protected $info = '[전투] 상대 필살, 저격 불가, 상대 계략 시도시 성공 확률 -10%p, 부상 없음, 아군 피해 -10%'; protected $info = '[전투] 상대 필살 확률 -20%p, 상대 계략 시도시 성공 확률 -10%p, 부상 없음, 아군 피해 -10%';
static $selectWeightType = SpecialityHelper::WEIGHT_NORM; static $selectWeightType = SpecialityHelper::WEIGHT_NORM;
static $selectWeight = 1; static $selectWeight = 1;
@@ -25,6 +25,7 @@ class che_event_견고 extends \sammo\BaseSpecial{
{ {
$debuff = [ $debuff = [
'warMagicSuccessProb' => 0.1, 'warMagicSuccessProb' => 0.1,
'warCriticalRatio' => 0.20,
][$statName] ?? 0; ][$statName] ?? 0;
return $value - $debuff; return $value - $debuff;
} }
@@ -32,13 +33,12 @@ class che_event_견고 extends \sammo\BaseSpecial{
public function getBattleInitSkillTriggerList(WarUnit $unit):?WarUnitTriggerCaller{ public function getBattleInitSkillTriggerList(WarUnit $unit):?WarUnitTriggerCaller{
return new WarUnitTriggerCaller( return new WarUnitTriggerCaller(
new che_부상무효($unit, BaseWarUnitTrigger::TYPE_ITEM), new che_부상무효($unit, BaseWarUnitTrigger::TYPE_ITEM),
new WarActivateSkills($unit, BaseWarUnitTrigger::TYPE_ITEM + BaseWarUnitTrigger::TYPE_DEDUP_TYPE_BASE*402, false, '저격불가')
); );
} }
public function getBattlePhaseSkillTriggerList(WarUnit $unit):?WarUnitTriggerCaller{ public function getBattlePhaseSkillTriggerList(WarUnit $unit):?WarUnitTriggerCaller{
return new WarUnitTriggerCaller( return new WarUnitTriggerCaller(
new WarActivateSkills($unit, BaseWarUnitTrigger::TYPE_ITEM + BaseWarUnitTrigger::TYPE_DEDUP_TYPE_BASE*402, false, '필살불가', '저격불가') new che_부상무효($unit, BaseWarUnitTrigger::TYPE_ITEM),
); );
} }
@@ -12,7 +12,7 @@ class che_event_저격 extends \sammo\BaseSpecial{
protected $id = 70; protected $id = 70;
protected $name = '저격'; protected $name = '저격';
protected $info = '[전투] 새로운 상대와 전투 시 50% 확률로 저격 발동, 성공 시 사기+10'; protected $info = '[전투] 새로운 상대와 전투 시 50% 확률로 저격 발동, 성공 시 사기+20';
static $selectWeightType = SpecialityHelper::WEIGHT_NORM; static $selectWeightType = SpecialityHelper::WEIGHT_NORM;
static $selectWeight = 1; static $selectWeight = 1;
+4 -4
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@@ -16,7 +16,7 @@ class che_견고 extends \sammo\BaseSpecial
protected $id = 62; protected $id = 62;
protected $name = '견고'; protected $name = '견고';
protected $info = '[전투] 상대 필살, 저격 불가, 상대 계략 시도시 성공 확률 -10%p, 부상 없음, 아군 피해 -10%'; protected $info = '[전투] 상대 필살 확률 -20%p, 상대 계략 시도시 성공 확률 -10%p, 부상 없음, 아군 피해 -10%';
static $selectWeightType = SpecialityHelper::WEIGHT_NORM; static $selectWeightType = SpecialityHelper::WEIGHT_NORM;
static $selectWeight = 1; static $selectWeight = 1;
@@ -28,6 +28,7 @@ class che_견고 extends \sammo\BaseSpecial
{ {
$debuff = [ $debuff = [
'warMagicSuccessProb' => 0.1, 'warMagicSuccessProb' => 0.1,
'warCriticalRatio' => 0.20,
][$statName] ?? 0; ][$statName] ?? 0;
return $value - $debuff; return $value - $debuff;
} }
@@ -35,15 +36,14 @@ class che_견고 extends \sammo\BaseSpecial
public function getBattleInitSkillTriggerList(WarUnit $unit): ?WarUnitTriggerCaller public function getBattleInitSkillTriggerList(WarUnit $unit): ?WarUnitTriggerCaller
{ {
return new WarUnitTriggerCaller( return new WarUnitTriggerCaller(
new che_부상무효($unit, BaseWarUnitTrigger::TYPE_ITEM + BaseWarUnitTrigger::TYPE_DEDUP_TYPE_BASE * 404), new che_부상무효($unit, BaseWarUnitTrigger::TYPE_NONE + BaseWarUnitTrigger::TYPE_DEDUP_TYPE_BASE * 404),
new WarActivateSkills($unit, BaseWarUnitTrigger::TYPE_ITEM + BaseWarUnitTrigger::TYPE_DEDUP_TYPE_BASE * 404, false, '저격불가')
); );
} }
public function getBattlePhaseSkillTriggerList(WarUnit $unit): ?WarUnitTriggerCaller public function getBattlePhaseSkillTriggerList(WarUnit $unit): ?WarUnitTriggerCaller
{ {
return new WarUnitTriggerCaller( return new WarUnitTriggerCaller(
new WarActivateSkills($unit, BaseWarUnitTrigger::TYPE_ITEM + BaseWarUnitTrigger::TYPE_DEDUP_TYPE_BASE * 404, false, '필살불가', '저격불가') new che_부상무효($unit, BaseWarUnitTrigger::TYPE_NONE + BaseWarUnitTrigger::TYPE_DEDUP_TYPE_BASE * 404),
); );
} }
+1 -1
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@@ -12,7 +12,7 @@ class che_저격 extends \sammo\BaseSpecial{
protected $id = 70; protected $id = 70;
protected $name = '저격'; protected $name = '저격';
protected $info = '[전투] 새로운 상대와 전투 시 50% 확률로 저격 발동, 성공 시 사기+10'; protected $info = '[전투] 새로운 상대와 전투 시 50% 확률로 저격 발동, 성공 시 사기+20';
static $selectWeightType = SpecialityHelper::WEIGHT_NORM; static $selectWeightType = SpecialityHelper::WEIGHT_NORM;
static $selectWeight = 1; static $selectWeight = 1;
@@ -12,7 +12,6 @@ class che_부상무효 extends BaseWarUnitTrigger{
protected function actionWar(WarUnit $self, WarUnit $oppose, array &$selfEnv, array &$opposeEnv):bool{ protected function actionWar(WarUnit $self, WarUnit $oppose, array &$selfEnv, array &$opposeEnv):bool{
assert($self instanceof WarUnitGeneral, 'General만 발동 가능'); assert($self instanceof WarUnitGeneral, 'General만 발동 가능');
$oppose->activateSkill('저격불가');
$self->activateSkill('부상무효'); $self->activateSkill('부상무효');
return true; return true;
+24 -11
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@@ -1,5 +1,7 @@
<?php <?php
namespace sammo\WarUnitTrigger; namespace sammo\WarUnitTrigger;
use sammo\BaseWarUnitTrigger; use sammo\BaseWarUnitTrigger;
use sammo\WarUnitGeneral; use sammo\WarUnitGeneral;
use sammo\WarUnitCity; use sammo\WarUnitCity;
@@ -10,31 +12,42 @@ use sammo\ObjectTrigger;
use sammo\ActionLogger; use sammo\ActionLogger;
use sammo\GameConst; use sammo\GameConst;
class che_저격발동 extends BaseWarUnitTrigger{ class che_저격발동 extends BaseWarUnitTrigger
{
protected $priority = ObjectTrigger::PRIORITY_POST + 100; protected $priority = ObjectTrigger::PRIORITY_POST + 100;
protected function actionWar(WarUnit $self, WarUnit $oppose, array &$selfEnv, array &$opposeEnv):bool{ protected function actionWar(WarUnit $self, WarUnit $oppose, array &$selfEnv, array &$opposeEnv): bool
if(!$self->hasActivatedSkill('저격')){ {
if (!$self->hasActivatedSkill('저격')) {
return true; return true;
} }
if($selfEnv['저격발동']??false){ if ($selfEnv['저격발동'] ?? false) {
return true; return true;
} }
$selfEnv['저격발동'] = true; $selfEnv['저격발동'] = true;
$general = $self->getGeneral(); $general = $self->getGeneral();
$self->getLogger()->pushGeneralActionLog("상대를 <C>저격</>했다!", ActionLogger::PLAIN); if ($oppose instanceof WarUnitGeneral) {
$self->getLogger()->pushGeneralBattleDetailLog("상대를 <C>저격</>했다!", ActionLogger::PLAIN); $self->getLogger()->pushGeneralActionLog("상대를 <C>저격</>했다!", ActionLogger::PLAIN);
$oppose->getLogger()->pushGeneralActionLog("상대에게 <R>저격</>했다!", ActionLogger::PLAIN); $self->getLogger()->pushGeneralBattleDetailLog("상대 <C>저격</>했다!", ActionLogger::PLAIN);
$oppose->getLogger()->pushGeneralBattleDetailLog("상대에게 <R>저격</>당했다!", ActionLogger::PLAIN); $oppose->getLogger()->pushGeneralActionLog("상대에게 <R>저격</>당했다!", ActionLogger::PLAIN);
$oppose->getLogger()->pushGeneralBattleDetailLog("상대에게 <R>저격</>당했다!", ActionLogger::PLAIN);
}
else{
$self->getLogger()->pushGeneralActionLog("성벽 수비대장을 <C>저격</>했다!", ActionLogger::PLAIN);
$self->getLogger()->pushGeneralBattleDetailLog("성벽 수비대장을 <C>저격</>했다!", ActionLogger::PLAIN);
}
$general->increaseVarWithLimit('atmos', 10, 0, GameConst::$maxAtmosByWar); $general->increaseVarWithLimit('atmos', $selfEnv['addAtmos'], 0, GameConst::$maxAtmosByWar);
$oppose->getGeneral()->increaseVarWithLimit('injury', Util::randRangeInt($selfEnv['woundMin'], $selfEnv['woundMax']), null, 80);
if (!$oppose->hasActivatedSkill('부상무효') && $oppose instanceof WarUnitGeneral) {
$oppose->getGeneral()->increaseVarWithLimit('injury', Util::randRangeInt($selfEnv['woundMin'], $selfEnv['woundMax']), null, 80);
}
$this->processConsumableItem(); $this->processConsumableItem();
return true; return true;
} }
} }
@@ -14,20 +14,19 @@ class che_저격시도 extends BaseWarUnitTrigger{
protected $woundMin; protected $woundMin;
protected $woundMax; protected $woundMax;
protected $ratio; protected $ratio;
protected $addAtmos;
public function __construct(WarUnit $unit, int $raiseType, float $ratio, float $woundMin, float $woundMax){ public function __construct(WarUnit $unit, int $raiseType, float $ratio, float $woundMin, float $woundMax, int $addAtmos = 20){
$this->object = $unit; $this->object = $unit;
$this->raiseType = $raiseType; $this->raiseType = $raiseType;
$this->ratio = $ratio; $this->ratio = $ratio;
$this->woundMin = $woundMin; $this->woundMin = $woundMin;
$this->woundMax = $woundMax; $this->woundMax = $woundMax;
$this->addAtmos = $addAtmos;
} }
protected function actionWar(WarUnit $self, WarUnit $oppose, array &$selfEnv, array &$opposeEnv):bool{ protected function actionWar(WarUnit $self, WarUnit $oppose, array &$selfEnv, array &$opposeEnv):bool{
assert($self instanceof WarUnitGeneral, 'General만 발동 가능'); assert($self instanceof WarUnitGeneral, 'General만 발동 가능');
if(!$oppose instanceof WarUnitGeneral){
return true;
}
if($self->getPhase() !== 0 && $oppose->getPhase() !== 0){ if($self->getPhase() !== 0 && $oppose->getPhase() !== 0){
return true; return true;
} }
@@ -44,6 +43,7 @@ class che_저격시도 extends BaseWarUnitTrigger{
$self->activateSkill('저격'); $self->activateSkill('저격');
$selfEnv['woundMin'] = $this->woundMin; $selfEnv['woundMin'] = $this->woundMin;
$selfEnv['woundMax'] = $this->woundMax; $selfEnv['woundMax'] = $this->woundMax;
$selfEnv['addAtmos'] = $this->addAtmos;
return true; return true;
} }