伊多勋章获取规则,一次战斗限一人?

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了解下,这是之前Genesis规则的延续,我想这代应该还能沿用。每个士兵在战斗中上限只能领取三个奖章,如果运气好能拿到多个,就根据它们出现的顺序来决定优先分配给谁。一场战斗里可能不止一个英勇之士能得到荣誉表彰   注解:   (1)RangedKills,RangedDamage: 含魔法攻击(Magic Shot)   (2)Attack,CounterAttack,RangedAttack,Ammos,MapMorale: 开战前的数值,不含来自英雄和士气的加成   (3)   Random(x)>=y:随机值,即先满足前面条件后再用这算式随机算出能否拿到   以HEROS CROSS为例,须先满足   MeleeKills + RangedKills > 4   DamageReceived >= MaxLife * 2 / 3   这两条件后,再用下面算式去取决是否能拿到   如果Random(11+4)>=13就是(11+4-13)/(11+4)=13% ("="部分估计得无视)   Random(NumXXXX + 1) == 0:已有一个相同勋章难度提高2倍(估计是机率再除2),已有两个相同勋章难度提高3倍(估计是机率再除3)   (4)undead生物如:Ghoul,Skeleton,Vampire,Zombie,Ghost无法拿到勋章   (5)"Simplified description:"部分为俄文机翻   HEROS CROSS:   Attack+2,Counterattack+2,Armor+1,Resistance+1.Gold Unkeep+10.   MeleeKills + RangedKills > 4   DamageReceived >= MaxLife * 2 / 3   Random(11 + MeleeKills + RangedKills) >= 13   Simplified description:   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:   Kills Ver%   5 19   6 24   7 28   8 32   9 35   10 38   16 52   20 58   STAR OF THE MAGE:   Ranged Attack+1,Energy Control+1.Gold Unkeep+5,Gem Unkeep+1.   MagicShotAbility > 0   RangedDamage >= 3 * RangedAttack   RangedKills > 1   Random(21 + RangedDamage + 5 * RangedKills - 3 * RangedAttack * Ammos) >= 30   Random(NumMageMedals + 1) == 0   Simplified description:   The medal may receive unit-magician, 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 of medals "Star Magician": for 1 coin the probability of getting a medal less than a factor of 2, with 2 medals - 3 times.   ORDER OF THE MARKSMAN:   Accuracy+1,Ranged Attack+1.Gold Unkeep+8.   Ammos > 2   MagicShotAbility == 0   RangedDamage >= 3 * RangedAttack   RangedKills > 1   Random(21 + RangedDamage + 5 * RangedKills - 3 * RangedAttack * Ammos) >= 30   Random(NumSniperMedals + 1) == 0   Simplified description:   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.   HEALERS MEDAL:   Healing+2,Ammo+1.Gold Unkeep+3,Gem Unkeep+1.   HealingAbility > 0   HealedLife >= 3 * HealingAbility   Random(21 + HealedLife - HealingAbility * 3) >= 20   Random(NumHealingMedals + 1) == 0   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.   WILL FOR VICTORY ORDER:   Attack+2,Counterattack+2.Gold Unkeep+5.   MeleeDamage > 3 * (Attack + CounterAttack)   Random(21 + MeleeDamage - 3 * (Attack + CounterAttack)) >= 20   Simplified description:   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   MEDAL FOR RESILIENCE:   Hit Points+4,Defense+1,Counterattack+1.Gold Upkeep+4.   TotalDamageReceived >= MaxLife   MeleeKills + RangedKills > 0   Random(21 + TotalDamageReceived - MaxLife) >= 20   Simplified description:   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.   ORDER OF THE VICTOR:   Hit Points+5,Morale+3,Attack+2,Counterattack+1.Gold Unkeep+10.   floor(TotalAllies / AliveAllies) > 5   MeleeKills + RangedKills > 0   Random(21 + TotalAllies + MeleeKills + RangedKills) >= 20   Simplified description:   The medal can get a unit, a survivor in the battle, killing at least 80% of his army (for example, in the army of 5 units + hero survived only 1 unit + character). The more enemies killed the unit and the larger units was in the army before the battle - the higher the probability of getting a medal.   MEDAL FOR RESOLUTION:   Resistance+2,Morale+2.Gold Unkeep+3.   SpellDamageReceived > CurrentLife/2   MeleeKills + RangedKills > 0   Random(21 + SpellDamageReceived - CurrentLife/2) >= 20   Simplified description:   The medal is avAIlable to any unit that has received a lot of damage from spells in battle and killed at least one enemy. The more damage that you receive and the less is left of life of the unit - the greater the probability of getting a medal. Bug?? Perhaps in the implementation of this and the next two medals is a bug - instead of max. The Meaning of Life is the current value of Life. The condition of receipt would look logical if a certAIn type of damage was beaten out half of life.   ORDER OF THE DEFENDER:   Defense+2,Counterattack+1.Gold Unkeep+4.   MeleeDamageReceived > CurrentLife/2   MeleeKills > 0   Random(21 + MeleeDamageReceived - CurrentLife/2) >= 20   Simplified description:   The medal is avAIlable to any unit that has received a lot of melee damage and killed in the melee at least one enemy. The more damage that you receive and the less is left of life of the unit - the greater the probability of getting a medal.   MEDAL FOR AGILITY:   Ranged Defense+2,Stamina+2.Gold Unkeep+3.   RangedDamageReceived > CurrentLife/2   MeleeKills + RangedKills > 0   Random(21 + RangedDamageReceived - CurrentLife/2) >= 20   Simplified description:   The medal is avAIlable to any unit that has received a lot of damage from ranged attacks and killed at least one enemy. The more damage that you receive and the less is left of life of the unit - the greater the probability of getting a medal.   MEDAL FOR COURAGE:   Morale+4,Attack+1.Gold Upkeep+3.   CurrentMorale - MaxMorale - MapMorale/2 > 5   MeleeKills + RangedKills > 0   Random(21 + CurrentMorale - MaxMorale) >= 30   Simplified description:   The medal is avAIlable to any unit that has collected morale in battle by 5 or more above the maximum value and killed at least one enemy.   The more scored above the high morale - the greater the likelihood of the coin.   MEDAL FOR ZEAL:   Stamina+3,Counterattack+1.Gold Unkeep+3.   UsedStamina >= MaxStamina   Random(21 + UsedStamina - MaxStamina) >= 20   Simplified description:  The medal is avAIlable to any unit and spent a Total of more endurance than he was before the battle. The more endurance spent - the more the likelihood of the coin.   BATTLEMAGES BADGE:   Ammo+2,Stamina+2.Gold Unkeep+4,Gem Unkeep+1.   SpellsStamina >= 3   RangedKills > 0   Random(10 + SpellsStamina + RangedKills) >= 10   Random(NumBattlemageBadges + 1) == 0   Simplified description:   The medal can get a unit, having spent a spell book to use at least 3 stamina and killed at least one enemy in long-range combat. The more spent stamina and make a killing, the higher the chance. Also, the probability depends on the amount already received by this business unit of medals "Sign Wizard": for 1 coin the probability of getting a medal less than a factor of 2, with 2 medals - 3 times.

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