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分享 過去與未來
5424 2014-4-2 22:37
我無法改變過去...但卻能掌把未來....想過怎樣的生活...只在於如何拿捏....var vglnk = vglnk || {api_url: "//api.viglink.com/api", key: "0dff9ade2d1125af6c910069b6d6e155", reaffiliate: false};
319 次閱讀|0 個評論
分享 1
229402779 2014-3-31 06:09
public void ApplyEffectToPlayer(float magnitude, bool forceHeal = false) { if (PlayerData.mCurrentHP = 0f) { return; } bool flag = false; . . . . if (PlayerData.mCurrentHP = 0f) { if (flag) { PlayerData.mCurrentHP = 1f; } else { PlayerData.mCurrentHP = 0f; CoroutineControl.instance.StartCoroutine(this.GameOver()); base.set_enabled(false); } } var vglnk = vglnk || {api_url: "//api.viglink.com/api", key: "0dff9ade2d1125af6c910069b6d6e155", reaffiliate: false};
0 個評論
分享 NEW
iceowater 2014-3-30 00:10
新加入...這在幹麻的 -.-var vglnk = vglnk || {api_url: "//api.viglink.com/api", key: "0dff9ade2d1125af6c910069b6d6e155", reaffiliate: false};
72 次閱讀|0 個評論
分享 我的網路!!!!!!!!!!!!!!!!!!!!
ilmfad9420 2014-3-15 11:39
是哪個王八龜兒子把你爺爺我家的網路線給弄斷啦,害我斷網一天,該做的工作也都沒錯,真是草尼馬,現在好不容易終於修好,WTF var vglnk = vglnk || {api_url: "//api.viglink.com/api", key: "0dff9ade2d1125af6c910069b6d6e155", reaffiliate: false};
2 次閱讀|0 個評論
分享 4.61不死版改法 4.62應該也可以用 待高手測試
229402779 2014-2-28 12:53
Public Sub ApplyEffectToPlayer(ByVal magnitude As Single, ByVal Optional forceHeal As Boolean = False) If (PlayerData.mCurrentHP 0!) Then Dim flag As Boolean = True ---------------------這裡原本是false 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 -------------------------------------這裡判斷 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 var vglnk = vglnk || {api_url: "//api.viglink.com/api", key: "0dff9ade2d1125af6c910069b6d6e155", reaffiliate: false};
0 個評論
分享 離開是對的...看的這點評...我笑了...
熱度 2 hsing1218 2014-2-24 23:27
離開是對的...看的這點評...我笑了...
原來現在在LINE板發帖需要有"利益"才能發阿!! 單存的分享...討論...竟然會被要求移除... 離開是對的... var vglnk = vglnk || {api_url: "//api.viglink.com/api", key: "0dff9ade2d1125af6c910069b6d6e155", reaffiliate: false};
個人分類: 心情|177 次閱讀|0 個評論
分享 LINE版兩三事
熱度 7 hsing1218 2014-1-24 21:13
最近有些人問:為啥我不在LINE版繼續分享去背圖,而要轉往部落格? 我只能說~感覺不對了吧!!! 回想起來,進LINE版其實是個意外,當初只是因為對在電腦能運行BS模擬Android感到興趣, 剛好當初前M版主有個教學文,就試試看,好運的成功了,又學了贈LINE圖, 當時在LINE版度過一段為贈圖及拿圖瘋狂研究的快樂時光,後來加入了前S版主, 雖然之前對前S版主沒時間管版頗有微詞,但知道因學業也就釋懷了, 畢竟,前S版主除了那段時間外,對LINE版也盡心盡力。 後期W進版大進駐LINE版後,版面是稍有改善了,但整個感覺也漸漸變了!!! 現在的LINE版已經變成"特定人士"的加分及洗分場所,所以,就漸漸淡出了。 有興趣的觀察一段時間就可以看出端倪了,至於細節就不說了。 var vglnk = vglnk || {api_url: "//api.viglink.com/api", key: "0dff9ade2d1125af6c910069b6d6e155", reaffiliate: false};
個人分類: 心情|285 次閱讀|4 個評論