Esports Godfather

Esports Godfather

Ikke nok vurderinger
AI禁用版PGR特性
   
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Content: AthleteTrait
Language: Chinese, English
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6.239 MB
4. jan. kl. 1.56
22. jan. kl. 6.34
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AI禁用版PGR特性

I 1 samling av aHappyFew
PG:R
11 gjenstander
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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 kommentarer
1404934593 1. apr. kl. 8.21 
感谢大佬:steamhappy:
(OWO) 19. jan. kl. 4.42 
好家伙 这插图是我同事画的
电脑玩家布莱克 12. jan. kl. 1.27 
AI还是会使用这些特性
破晓的犬吠 7. jan. kl. 1.25 
一生是啥?
AKM0A 6. jan. kl. 1.59 
爱了爱了
介猴儿可笨了 5. jan. kl. 4.07 
你就是神啊!
欧派撞击 4. jan. kl. 14.44 
好勤奋的大佬,赞美大佬
Psycho Pill 4. jan. kl. 9.41 
赞美大佬
aHappyFew  [skaper] 4. jan. kl. 9.03 
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  [skaper] 4. jan. kl. 8.34 
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()));