Esports Godfather

Esports Godfather

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AI禁用版PGR特性
   
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Content: AthleteTrait
Language: Chinese, English
File Size
Posted
Updated
6.239 MB
4 Jan @ 1:56am
22 Jan @ 6:34am
5 Change Notes ( view )

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AI禁用版PGR特性

In 1 collection by aHappyFew
PG:R
11 items
Description
AI禁用版本! 请勿与原版重复订阅!


目前已有养成特性:
  • 不屈意志(渡边):增加15%最大生命值,15%物理抗性,永远会参与特殊战斗,且永远*守卫*中路英雄。'孩子们,我已不惧死亡,我可以跟你们肘一整天。'(仅限上下辅三个位置选取)

  • 帝王柔情(曲):增加15%的额外攻击力,造成/获得额外50%的护盾,微量提升暴击率与暴击伤害。(没错,就是给佛索用的。)

  • 卡牌与赌徒(莉莉丝):增加额外20%的打钱效率,额外40%的金钱-攻击转化率,卡牌造成额外50%的伤害。

  • 贯星长枪(罗塞塔):增加额外15%暴击率和暴击伤害,自动消耗与卡牌攻击允许暴击。

你可能会问了,为什么不屈意志变成三个了?
“到六级了,学了分则能成。”

Currently, there are develop traits available:

Unyielding Will:Increases Max health by 15%, Physical resistance by 15%. always participates in special battles, and always * guards * Middle heroes. 'Children, I am no longer afraid of death. I can elbow with you all day long.'(Only ADC SUP TOP)

Emperor's Tenderness:Increases attack power by 15%, deals/gains an additional 50% shield, and increases critical strike rate and damage.

Cards and Gamblers:An additional 20% increase in money making efficiency, an additional 40% increase in money attack conversion rate, and an additional 50% damage dealt by cards.

Spear though the stars:Increase critical hit rate and critical damage by an additional 15%. Card attacks and automatic depletion allow critical hits.
13 Comments
1404934593 1 Apr @ 8:21am 
感谢大佬:steamhappy:
(OWO) 19 Jan @ 4:42am 
好家伙 这插图是我同事画的
电脑玩家布莱克 12 Jan @ 1:27am 
AI还是会使用这些特性
破晓的犬吠 7 Jan @ 1:25am 
一生是啥?
AKM0A 6 Jan @ 1:59am 
爱了爱了
介猴儿可笨了 5 Jan @ 4:07am 
你就是神啊!
欧派撞击 4 Jan @ 2:44pm 
好勤奋的大佬,赞美大佬
Psycho Pill 4 Jan @ 9:41am 
赞美大佬
aHappyFew  [author] 4 Jan @ 9:03am 
已更新,现在谁选不屈意志谁就会跟着打野和中路一起挨打。
aHappyFew  [author] 4 Jan @ 8:34am 
感觉是这串代码写的不对,但问题不大 我有一计!
我直接让选这个的跟打野跑不就完事儿了? 这TM就叫机智。话不多说 更新去了。。
list3?.Add(Value.NewObj(EffectorScriptBase.ForBehaviour(property_UnitHero, LogicEntity_Battle.BehaviourOps.DoFightAddSupport).SetParams(Value.NewObj(property_UnitHero), 0.0, false).GetResultMission()));
list3?.Add(Value.NewObj(EffectorScriptBase.ForBehaviour(property_UnitHero, LogicEntity_Unit.BehaviourOps.DoStatusAdd).SetParams(Value.NewObj(EffectorScriptBase.GetSetting("e6341081-bb1f-4bb5-a2c1-733064110cbd")), double.PositiveInfinity, 1.0, Value.Null, Value.Null, Value.Null, Value.Null, Value.NewObj(property_UnitHero).ToGuid()).GetResultMission()));