If (PlayerData.mCurrentHP > 0!) Then
Dim flag As Boolean = True
SkillInstance.AlterPlayerHPEvent(magnitude, forceHeal)
If (magnitude >= 0!) Then
If (magnitude < RestoreGameplay.minRecoverHP) Then
RestoreGameplay.minRecoverHP = magnitude
End If
If (magnitude > RestoreGameplay.maxRecoverHP) Then
RestoreGameplay.maxRecoverHP = magnitude
End If
RestoreGameplay.totalRecoverHP = (RestoreGameplay.totalRecoverHP + magnitude)
If ((PlayerData.mCurrentHP < PlayerData.mMaxHP) AndAlso (magnitude > 0!)) Then
Me.recoverDisplayTime += 1
Me.HpERcoverEffectPlay
AudioController.sfx.Play(Sound1.instance.hpRecover)
End If
ElseIf (magnitude < 0!) Then
If (((Labyrinth.protectedData.currentBattleZoneIndex = Labyrinth.protectedData.totalBattleZone) AndAlso (PlayerData.mCurrentHP > (PlayerData.mMaxHP * 0.5!))) AndAlso ((PlayerData.mCurrentHP + magnitude) < (PlayerData.mMaxHP * 0.1!))) Then
LabyrinthCamera.parent.animation.Play
End If
Dim num As Integer = CInt(-magnitude)
RestoreGameplay.totalDamageTaken = (RestoreGameplay.totalDamageTaken + num)
If (num > RestoreGameplay.maxDamageTaken) Then
RestoreGameplay.maxDamageTaken = num
End If
If (num < RestoreGameplay.minDamageTaken) Then
RestoreGameplay.minDamageTaken = num
End If
If (num > RestoreGameplay.maxDamageTakenPerWave(RestoreGameplay.protectedData.currentWaveIndex1)) Then
RestoreGameplay.maxDamageTakenPerWave(RestoreGameplay.protectedData.currentWaveIndex1) = num
End If
AudioController.sfx.Play(Sound1.instance.skill_retribute)
End If
PlayerData.mCurrentHP = (PlayerData.mCurrentHP + magnitude)
If (PlayerData.mCurrentHP > PlayerData.mMaxHP) Then
PlayerData.mCurrentHP = PlayerData.mMaxHP
End If
If (PlayerData.mCurrentHP <= 0!) Then
If flag Then
PlayerData.mCurrentHP = 1!
Else
PlayerData.mCurrentHP = 0!
CoroutineControl.instance.StartCoroutine(Me.GameOver)
MyBase.enabled = False
End If
ElseIf (PlayerData.mCurrentHP <= 1!) Then
PlayerData.mCurrentHP = 1!
End If
If (PlayerData.mCurrentHP < RestoreGameplay.minHP) Then
RestoreGameplay.minHP = PlayerData.mCurrentHP
End If
If (PlayerData.mCurrentHP < RestoreGameplay.minPlayerHPPerWave(RestoreGameplay.protectedData.currentWaveIndex1)) Then
RestoreGameplay.minPlayerHPPerWave(RestoreGameplay.protectedData.currentWaveIndex1) = PlayerData.mCurrentHP
End If
If (PlayerData.mCurrentHP > 0!) Then
Labyrinth.newHPBar.ChangeTo(If(((PlayerData.mCurrentHP / PlayerData.mMaxHP) >= 0.01!), (PlayerData.mCurrentHP / PlayerData.mMaxHP), 0.01!), 0.4!)
Else
Labyrinth.newHPBar.ChangeTo(0!, 0.4!)
End If
If (Not Labyrinth.playerHP_JText Is Nothing) Then
Labyrinth.playerHP_JText.text = (CInt(PlayerData.mCurrentHP) & "/" & CInt(PlayerData.mMaxHP))
End If
If (PlayerData.mCurrentHP > (PlayerData.mMaxHP * 0.2!)) Then
Labyrinth.playerHP_JText_Ani.endBehaviour
Labyrinth.playerHP_JText.myR.material.color = New Color(1!, 1!, 1!, 1!)
Else
Dim colors As Color() = New Color() { New Color(1!, 1!, 1!, 1!), New Color(1!, 0.3!, 0.3!, 1!), New Color(1!, 1!, 1!, 1!) }
Labyrinth.playerHP_JText_Ani.init(colors, 0.5!, CurveMode.linear, -1!, AniEndAction.disableScript, Nothing, 0)
End If
Labyrinth.CalculateDisplayKiller
End If
End Sub作者: 小亮 時間: 2014-3-3 08:49
不死的會不會很容易被鎖?作者: a29315366 時間: 2014-3-3 17:20
看看!!!!!!!!!!作者: danejia 時間: 2014-3-3 17:26
希望有4.62版的可以用作者: 啊啊毅 時間: 2014-3-3 21:28
提示: 作者被禁止或刪除 內容自動屏蔽作者: yutsaihsieh 時間: 2014-3-4 11:29
ipa??作者: chankianchi 時間: 2014-3-5 16:09
Ok作者: aznes93517 時間: 2014-3-5 18:30
提示: 作者被禁止或刪除 內容自動屏蔽作者: zxcqwe123 時間: 2014-3-5 19:46
提示: 作者被禁止或刪除 內容自動屏蔽作者: azza880326 時間: 2014-3-5 19:49
不死版 ?雖然看起來很強的樣子 借用看看哦作者: luisyang 時間: 2014-3-5 20:47
感謝大大提供作者: josnet511 時間: 2014-3-6 12:55
來去看看是否可以用作者: 小憨憨o 時間: 2014-3-6 15:23
好想學怎麼修改唷作者: wu811212 時間: 2014-3-6 16:35
提示: 作者被禁止或刪除 內容自動屏蔽作者: aaa5577266 時間: 2014-3-7 12:21
謝大大分享 來玩玩作者: apple80360 時間: 2014-3-7 13:53 回覆 1#iPhone