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2021-1-22 02:36:06 李维八六年 一代宗师 1# 0882
Onyx淘宝旗舰店:
  HEALER'S MEDAL:
  MeleeKills + RangedKills > 4
  (3)
  MeleeDamage > 3 * (Attack + CounterAttack)
    The more damage done and the number of enemies killed, the higher the probability of getting a medal.
  STAR OF THE MAGE:
    The medal may receive unit-magician, who killed at least one enemy and inflicted the damage to 3 times its range attack.
  Ammos > 2
  《伊多:破碎世界的主人》勋章获得方法,PS:这是前代genesis的设定,估计还是能适用这代
   
  6 24
  Hit Points+4,Defense+1,Counterattack+1.Gold Upkeep+4.
  (2)Attack,CounterAttack,RangedAttack,Ammos,MapMorale: 开战前的数值,不含来自英雄和士气的加成
  Simplified description:
    Also, the probability depends on the amount already received by this business unit of medals "Star Magician": for 1 coin the probability of getting a medal less than a factor of 2, with 2 medals - 3 times.
  Simplified description:
  16 52
  Random(21 + TotalDamageReceived - MaxLife) >= 20
  10 38
  (4)undead生物如:Ghoul,Skeleton,Vampire,Zombie,Ghost无法拿到勳章
    Unit can get a medal if he kills at least 5 enemies in battle and take damage no less than 2/3 of the maximum number of lives.  Chance obtain, depending on the number of deaths:
  Random(21 + RangedDamage + 5 * RangedKills - 3 * RangedAttack * Ammos) >= 30
  TotalDamageReceived >= MaxLife
  The medal may receive unit-arrows (not a magician, not a barbarian / spear), who killed at least one enemy and inflicted the damage to 3 times its range attack. The more damage done and the number of enemies killed, the higher the probability of getting a medal. Also, the probability depends on the amount already received by this business unit medal "Order of the Sniper": for 1 coin the probability of getting a medal less than a factor of 2, with 2 medals - 3 times.
  这两条件後,再用下面算式去取决是否能拿到
  20 58
  Simplified description:
  The medal is available to any physician, heal number of health at 3 times the value of its healing abilities. The more health healed - the higher the probability of getting a medal. Also, the probability depends on the amount already received by this business unit of medals "Medal Healer": for 1 coin the probability of getting a medal less than a factor of 2, with 2 medals - 3 times.
  一个士兵最多只能拥有3个
  
  RangedKills > 1
  7 28
  Random(NumXXXX + 1) == 0:已有一个相同勳章难度提高2倍(估计是机率再除2),已有两个相同勳章难度提高3倍(估计是机率再除3)
  RangedKills > 1
  Accuracy+1,Ranged Attack+1.Gold Unkeep+8.
  HealingAbility > 0
  以HERO'S CROSS为例,须先满足
  Simplified description:
&nbsp,免费手机游戏排行榜; MEDAL FOR RESILIENCE:
  (1)RangedKills,RangedDamage: 含魔法攻击(Magic Shot)
  Simplified description:
  Kills Ver%
  Attack+2,Counterattack+2.Gold Unkeep+5.
  RangedDamage >= 3 * RangedAttack
  9 35
  Random(NumHealingMedals + 1) == 0
  The medal is available to any unit that inflicted the damage total of 3 times the amount of his attacks and counterattacks. The greater the damage inflicted - the greater the probability of getting a medal
  Simplified description:
  HERO'S CROSS:
  8 32
  Attack+2,Counterattack+2,Armor+1,Resistance+1.Gold Unkeep+10.
  Random(21 + MeleeDamage - 3 * (Attack + CounterAttack)) >= 20
   
  注解:
  Healing+2,Ammo+1.Gold Unkeep+3,Gem Unkeep+1.
  如果Random(11+4)>=13就是(11+4-13)/(11+4)=13% ("="部分估计得无视)
  RangedDamage >= 3 * RangedAttack
  HealedLife >= 3 * HealingAbility
  一个士兵一场战斗只能拿一个勳章,若随机出来结果可以拿多个的话,以此表顺序高低决定优先权
   
  DamageReceived >= MaxLife * 2 / 3
  MagicShotAbility == 0
  The medal is available to any unit, won the battle damage exceeding its maximum HP. The more damage that you receive - the more the likelihood of the coin.
   
   
  Random(21 + RangedDamage + 5 * RangedKills - 3 * RangedAttack * Ammos) >= 30
  5 19
  ORDER OF THE MARKSMAN:
  一场战斗可以有多个士兵拿勳章
  Random(x)>=y:随机值,即先满足前面条件後再用这算式随机算出能否拿到
  Random(NumSniperMedals + 1) == 0
  MeleeKills + RangedKills > 4
  Ranged Attack+1,Energy Control+1.Gold Unkeep+5,Gem Unkeep+1.
  MeleeKills + RangedKills > 0
  (5)"Simplified description:"部分为俄文机翻
  Random(11 + MeleeKills + RangedKills) >= 13
  Random(21 + HealedLife - HealingAbility * 3) >= 20
  Random(NumMageMedals + 1) == 0
  MagicShotAbility > 0
  WILL FOR VICTORY ORDER:
  DamageReceived >= MaxLife * 2 / 3
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