游戏机制:修订间差异

更新日期: 2024-04-17  最新编辑:玩家U_138389291

无编辑摘要
无编辑摘要
 
(未显示2个用户的8个中间版本)
第12行: 第12行:
* 游戏模式
* 游戏模式


== Inventory Mechanics ==
== 背包机制 ==


* The whole inventory can be moved using the arrow keys.
每局游戏共有 63 块背包格,开局有 12-14 块可以重新排列和旋转,用于放置物品。从商店购买皮包、腰包、耐力包、魔药腰带或守护钱包可以解锁更多背包格。每个物品都有自己的协同,可以通过旋转来触发,在排列物品时应考虑这一点。
* Bags can be placed onto other filled bags, swapping items that are inside and throwing those out that don't fit
* Multiple bags can be selected, moved, and rotated by drawing a box.


== Shop Mechanics ==
物品可以放置在存储箱中,但它们的效果在放置在背包中之前将处于非活动状态。
After you start a game and after every round that you fight (until you've either won 10 rounds or lost 5, in that case your game is over and you return to the starting screen) you enter the Shop. Every time you enter the Shop you receive a certain amount of Gold, depending on which round you are in and the number of [[Piggybank]]s in your inventory. Additionally, "left-over gold transfers to the next round".
 
== 商店机制 ==
玩家以 12 金币和 25 生命值开始游戏,并在每轮开始时获得额外的金币和生命值
{| class="styled"
{| class="styled"
|+Gold received upon entering the Shop and starting Health for each possible round
|+进入商店并开始每一轮的生命值后获得金币
!Round
!轮次
!1
!1
!2
!2
第42行: 第42行:
!18
!18
|-
|-
|Gold
|金钱
|12
|12
|9
|9
第62行: 第62行:
|15
|15
|-
|-
|Health
| 生命
|25
|25
|35
|35
第82行: 第82行:
|350
|350
|}
|}
<nowiki>*</nowiki> +10 gold in round 8 is special and is for the unique class selection shop
<nowiki>*</nowiki> 会获得额外10块钱,因为第8回合解锁了转职,需要10块进行购买
 
When you enter the Shop it always has five items on offer. Hovering over an item on the shelves reveals its tooltip, an outline of the spaces it occupies in the inventory and any {{icon/star}} or {{icon/diamond}} the item might have. The price of the item is shown next to it on a card.
 
There is a 10% chance for items to be on sale, this is marked by a red sign next to the item in question. Items on sale cost half their regular price, rounded up (an item that regularly costs 11 gold costs 6 when on sale). The on-sale-price is also shown.
 
To buy an item you simply have to drag it from its place on the shelve into either a fitting spot in your inventory or into your storage, which is located at the bottom of the middle of the Shop-screen. You can freely swap between any items in your inventory and your storage. Items that are in your storage will have no effects (neither in your battles, nor when entering the Shop (see [[Piggybank]])). (The actual purchase of an item happens when you let go of the left mouse button while dragging an item over your inventory or storage. This means that if you change your mind while dragging an item from the shop you can drag it back to the shop before releasing the button, and no gold will be spent.)
 
The Shop renews the items it offers at the beginning of each round, i.e. when you first start a game and every time you come back to the Shop after you've finished a battle. Additionally you can pull on the rope next to the "Start Backpack Battle"-Sign to reroll the items on offer. Each pull costs 1 Gold (increases to 2 Gold after an (insert) amount of pulls). If you want to safe an item from being removed from the shelves due to a reroll or because you've entered the Shop again, you can reserve it. For this you simply have to click on its price tag, or right-click the item. You can keep any number of items reserved for any length of time.
 
You can sell any item that you have in either your inventory or storage. You simply have to drag it to the (Mimic-)chest in front of the shopkeeper and drop it. You will always get half the price of the item rounded up back. That means you can sell Stones and any item you bought while it was on sale and recoup all the Gold you spent.
 
[[Unique]] items can show up in the shop from round 4. There is a 2% chance for [[Unique]] item to appear on shop enter, but not on reroll. You can have only 1 [[Unique]] item at a time, so if you have 1 already, the 2% chance will be reduced to 0%.


在回合战斗开始之前,玩家可以将金币花在商店中购买物品,商店提供五种物品,四次刷新 1 金币,此后刷新要 2 金币。右键单击一个物品将其锁定为“保留”,以防止它被手动或在下一轮开始时重新刷新。每件商品都有 10% 的基本概率进行 50% 折扣(四舍五入)销售,这也是每件商品的售价。将物品从背包或仓库拖到店主的箱子中进行出售,或者从商店拖到背包或仓库中进行购买。
物品根据相对于当前回合的概率随机出现在商店中:
从第 4 轮开始,独特物品可以出现在商店中。独特的物品有 2% 的基本机会出现,您一次只能拥有 1 件独特的物品。
{| class="styled"
{| class="styled"
|+Shop Item Chances (%) for each possible round
|+每个可能回合的商店物品几率 (%)
!Round
!回合
!1
!1
!2
!2
第112行: 第103行:
!12-18
!12-18
|-
|-
|Common
|普通
|90
|90
|84
|84
第126行: 第117行:
|20
|20
|-
|-
|Rare
|罕见
|10
|10
|15
|15
第140行: 第131行:
|20
|20
|-
|-
|Epic
|史诗
|0
|0
|1
|1
第154行: 第145行:
|20
|20
|-
|-
|Legendary
|传说
|0
|0
|0
|0
第168行: 第159行:
|20
|20
|-
|-
|Godly
|神级
|0
|0
|0
|0
第183行: 第174行:
|}
|}


== Combat Mechanics ==
== 战斗机制 ==


=== Attacking ===
=== 进攻 ===


[[Accuracy]]: Determines whether an attack hits or misses.
[[命中率]]: 决定攻击是否命中或未命中.


[[Cooldown]]: Represents time interval between item activations.
[[冷却]]: 物品激活之间的时间间隔.


[[Critical hits]]: Deal double their usual damage.
[[暴击]]: 造成双倍伤害.


=== Star/Diamond item activations ===
=== /方块物品激活 ===
Many items have a special effect that happens depending on items around it. For example [[Food]], [[Steel Goobert]] and [[Flute]]. Diamond {{icon/diamond}} works just like Star {{icon/star}}, it's just used when an item has two different effects. Usually an item can only fill one star of another item, and one diamond.  
许多物品都会根据其周围的物品而产生特殊效果。例如[[食物]], [[钢之黏黏]] [[笛子]]. 绿色方块 {{icon/diamond}} 的作用就像星星 {{icon/star}}一样, 只是当一个物品有两种不同的效果时使用. 通常一个物品只能填充另一个物品的一颗星星和一颗绿色方块.  


=== [[Buff]]s ===
=== [[增益]] ===
{{icon/empower}} '''[[充能]]:''' 每层增加 1 点武器伤害.
{{icon/empower}} '''[[充能]]:''' 每层增加 1 点武器伤害.


第211行: 第202行:
{{icon/vampirism}} '''[[吸血]]:''' 当使用 [[近战武器]]击中敌人时,每层恢复1点生命值(最高恢复100%伤害的的量).
{{icon/vampirism}} '''[[吸血]]:''' 当使用 [[近战武器]]击中敌人时,每层恢复1点生命值(最高恢复100%伤害的的量).


=== [[Debuff]]s ===
=== [[减益]] ===
{{icon/blind}} '''[[致盲]]:''' 每层降低5%命中率.
{{icon/blind}} '''[[致盲]]:''' 每层降低5%命中率.


第218行: 第209行:
{{icon/poison}} '''[[中毒]]:'''每2秒,每层造成1点伤害.
{{icon/poison}} '''[[中毒]]:'''每2秒,每层造成1点伤害.


=== Other ===
=== 其他 ===


[[Battle Rage]]: Unique mechanic for [[Berserker]]. This is a state, when [[Berserker]] is stronger.
[[狂战士之怒]]: 这是 [[狂战士]]的独特机制, [[狂战士]] 会进入更强的状态


{{icon/block}} [[Block]]: Absorbs 1 damage per stack. Some damage sources bypass armor and deal damage directly to health.
[[护盾]]: 每层吸收 1 点伤害。有些伤害源会绕过护甲并直接对生命值造成伤害.


[[Heal]]: Gain health.
[[治愈]]: 获得生命值.


[[Fatigue]]: Deals increasing amount of damage to both players. Begins at nightfall.
[[疲惫]]: 对双方玩家造成越来越大的伤害。夜幕降临时开始.


[[Invulnerability]]: Prevents receiving any damage during a certain amount of time.
[[无敌]]: 在一定时间内防止受到任何伤害.


[[Nullify]]: Prevents a [[buff]] to be gained.
[[无效]]: 防止获得 [[增益]]效果.


[[Reflect]]: Inflicts the next [[debuff]] to your opponent instead of you.
[[反弹]]: 反弹下一个 [[减益]] 到你对手身上.


[[Reincarnate]]: Instead of dying player restores health and combat continues.
[[复活]]: 玩家不会死亡,而是恢复健康并且战斗继续.


[[Resist]]: Prevents a [[debuff]] to be inflicted.
[[抵挡]]: 防止造成 [[减益]] 效果.


[[Stun]]: Pauses all cooldowns for a certain amount of time.
[[眩晕]]: 暂停所有物品冷却一段时间.





2024年4月17日 (三) 14:33的最新版本

游戏机制:

  • 排名系统:系统如何将您与其他玩家的构建进行匹配,平局获胜机制
  • 物品激活规则:例如对于尖刺盾牌触发时是否会触发黏黏,以及其他物品如何运作
  • 失误机制
  • 临时 减益机制
  • 耐力,被动增益,耐力不足
  • 暗物品
  • 游戏中的机制; 伤害,物品触发速度 ...
  • 战斗日志解释
  • 其他常见问题
  • 游戏模式

背包机制

每局游戏共有 63 块背包格,开局有 12-14 块可以重新排列和旋转,用于放置物品。从商店购买皮包、腰包、耐力包、魔药腰带或守护钱包可以解锁更多背包格。每个物品都有自己的协同,可以通过旋转来触发,在排列物品时应考虑这一点。

物品可以放置在存储箱中,但它们的效果在放置在背包中之前将处于非活动状态。

商店机制

玩家以 12 金币和 25 生命值开始游戏,并在每轮开始时获得额外的金币和生命值

进入商店并开始每一轮的生命值后获得金币
轮次 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
金钱 12 9 9 9 10 10 11 11 + 10* 12 12 13 13 14 14 15 15 15 15
生命 25 35 45 55 70 85 100 115 130 150 170 190 210 230 260 290 320 350

* 会获得额外10块钱,因为第8回合解锁了转职,需要10块进行购买

在回合战斗开始之前,玩家可以将金币花在商店中购买物品,商店提供五种物品,四次刷新 1 金币,此后刷新要 2 金币。右键单击一个物品将其锁定为“保留”,以防止它被手动或在下一轮开始时重新刷新。每件商品都有 10% 的基本概率进行 50% 折扣(四舍五入)销售,这也是每件商品的售价。将物品从背包或仓库拖到店主的箱子中进行出售,或者从商店拖到背包或仓库中进行购买。 物品根据相对于当前回合的概率随机出现在商店中: 从第 4 轮开始,独特物品可以出现在商店中。独特的物品有 2% 的基本机会出现,您一次只能拥有 1 件独特的物品。

每个可能回合的商店物品几率 (%)
回合 1 2 3 4 5 6 7 8 9 10 11 12-18
普通 90 84 75 64 45 29 20 20 20 20 20 20
罕见 10 15 20 25 35 40 35 30 28 25 23 20
史诗 0 1 5 10 15 20 25 25 25 25 23 20
传说 0 0 0 1 5 10 15 15 15 15 17 20
神级 0 0 0 0 0 1 5 10 12 15 17 20

战斗机制

进攻

命中率: 决定攻击是否命中或未命中.

冷却: 物品激活之间的时间间隔.

暴击: 造成双倍伤害.

星/方块物品激活

许多物品都会根据其周围的物品而产生特殊效果。例如食物, 钢之黏黏笛子. 绿色方块 Diamond 的作用就像星星 Star一样, 只是当一个物品有两种不同的效果时使用. 通常一个物品只能填充另一个物品的一颗星星和一颗绿色方块.

增益

Empower 充能: 每层增加 1 点武器伤害.

Heat 狂热: 每层使所有物品触发快2%.

Luck 幸运: 每点增加5%命中率.

Mana 魔法: 魔法 物品的消耗品.

Regeneration 恢复: 每2秒,每层恢复1点生命值.

Spikes 尖刺: 当被敌人用近战武器击中时,每层造成1点伤害。(最高造成100%伤害的量).

Vampirism 吸血: 当使用 近战武器击中敌人时,每层恢复1点生命值(最高恢复100%伤害的的量).

减益

Blind 致盲: 每层降低5%命中率.

Cold 冰冷: 每层使所有物品触发慢2%.

Poison 中毒:每2秒,每层造成1点伤害.

其他

狂战士之怒: 这是 狂战士的独特机制, 狂战士 会进入更强的状态

护盾: 每层吸收 1 点伤害。有些伤害源会绕过护甲并直接对生命值造成伤害.

治愈: 获得生命值.

疲惫: 对双方玩家造成越来越大的伤害。夜幕降临时开始.

无敌: 在一定时间内防止受到任何伤害.

无效: 防止获得 增益效果.

反弹: 反弹下一个 减益 到你对手身上.

复活: 玩家不会死亡,而是恢复健康并且战斗继续.

抵挡: 防止造成 减益 效果.

眩晕: 暂停所有物品冷却一段时间.