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彼女は俺の女神です。
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【翻译】Guilherme Töws的通用棋子创造系统 这个系统全称为Generic Chess Piece Creation System,是Guilherme Töws于2000年9月12日发布于chessvarients.com的理论系统,对于棋子价值有不少参考意义。现整理如下: 一个棋子有10点初始分值,这个棋子本身不能移动,不能攻击,可以被吃。但可以通过增加步法和自身特性来改变分值。 步法 分值 Orthogonal(简称Ortho)直行一格 3 Diagonal(简称Diag)斜行一格 2 Leap马步*一格 2 Composite复合步法 X(为单条步法链的费用和) Extra额外步法 X(见特殊) *包括骆驼步,斑马步等其他非(n,0)和(n,n)移动步法。 这里的费用是单格分值 部分优势与局限 分值倍率 Repeat N(延伸n倍) *n Repeat Infinite(延伸无数倍) *5 Leap(不蹩腿) *2 Leapwalk(步法可跳过敌方棋子) *4 Dual Move(可以走两次) *4 Dual Strike Move(可以做两次完整移动*) *8 Tri Move(可以走三次) *16 Tri Strike Move(可以做三次完整移动) *32 Pusher(推动在步法线上的(X-1)个敌方棋子 *X Momentum(一走走到底) *2 Leap Capture(跳吃) *2 Approach Capture(冲吃) *2 Sandwich Capture(夹吃) *2 Retreat Capture(拖吃) *3/2 Rifle Capture(射杀) *3 Doesn't Capture(该步法不能吃子) /2 Doesn't Move(该步法不能移动) /2 Unstoppable(若这个步法吃到敌方棋子,则继续自己的回合)*3 Single Chance Move(该步法全局只能使用一次) /4 Must Leap & Stop(该步法必须跳过一个棋子) /2 Only Threatened(只有受对方威胁**时才能行此步法) /2 Only Not Threatened(只有不受对方威胁时才能行此步法) /2 Kamikaze(行该步法后此棋子自杀) /4
【Luxor Evolved】 升级顺序整理 不知各位玩家是否注意到,Luxor Evolved的道具升级是根据分数自动升级并解锁新道具,而且升级顺序是固定的。现将升级顺序整理如下。 顺序版: 非精英难度: 0(默认已解锁):停止(Stop)1,减速(Slow)1,火球(Fireball)1,闪电(Lightning Bolt)1。 1:颜料球(Paint Ball)1。 2:子弹(Bullet)1。 3:蝎子(Scorpion)1。 4:消除提示(Match Hint)。 5:彩球(Wild Ball)。 6:闪电风暴(Lightning Storm)1。 7:黑洞(Blackhole)1。 8:导弹(Missiles)1。 9:陨石风暴(Meteor Storm)1。 10:颜色整理(Sorter)1。 11:回退(Reverse)1。 12:停止2。 13:闪电2。 14:颜料球2。 15:火球2。 16:子弹2。 17:蝎子2。 18:闪电风暴2。 19:黑洞2。 20:导弹2。 21:陨石风暴2。 22:颜色整理2。 23:减速2。{前期结束} 24:停止3。 25:回退3。 26:火球3。 27:闪电3。 28:闪电风暴3。 29:颜料球3。 30:减速3。 31:子弹3。 32:蝎子3。 33:激光(Laser)1。 34:黑洞3。 35:导弹3。 36:颜色整理3。 37:毒球(Poisonball)2 {若未解锁,则此升级跳过,其他通过击败Boss获得的道具升级同理} 38:减速4。 39:回退3。 40:停止4。 41:闪电4。 42:颜料球4。 43:火球4。 44:子弹4。 45:颜料球5。 46:蝎子4。 47:黑洞4。 48:回退4。 49:减速5。 50:导弹4。{中期结束} 51:停止5。 52:毒球3。 53:冰球(Freezeball)2。 54:智能炸弹(Smart Bomb) 55:陨石风暴3。 56:激光2。 57:颜色整理4。 58:回退5。 59:火球5。 60:冰球3。 61:导弹5。 62:子弹5。 63:激光3。 64:黑洞5。 65:毒球4。 66:闪电5。 67:陨石风暴4。 68:闪电风暴4。 69:冰球4。 70:激光4。 71:冰球5。 72:蝎子5。 73:闪电风暴5。 74:激光5。 75:陨石风暴5。 76:颜色整理5。 77:毒球5。{后期结束,升级完成}
【资料】GC2更新记录 先发英文,明天再发翻译,顺序为从旧到新。 1.0.16的更新记录已无法查看,所以这次记录从1.1.0版开始 1.1.0版 New features/content and changes in v.1.1.0: Permafreeze exploit gone: Freeze spell effective and recharge times pulled apart, Early waves don’t charge spells and shrines faster in endurance mode and final/vision fields, Shrine of focus can’t be given by sparks anymore Enrage waves with multiple bombs per click (prototype mode): Mousewheel or press Up/Down while over the gem bomb button to set the amount to drop Fixed: tombs with 0 armor left didn’t show the amount of monsters inside Field skill requirements are highlighted in field info boxes now Barrage doesn’t target mana shards anymore After unlocking more than 180 achievements, you can reset your achievements once for a 120 skill points rewards ‘Open a previously opened tome chamber’ also gives ‘Open a tome chamber’ now after resetting achievements Feedback email address added to the credits info box Change log ‘button’ and version number swapped text colors Unlocked achievement info panel stays longer, keeps its size if the game window (browser) is zoomed, also fixed a bug with multiple achi panels appearing/disappearing resulting in uneven spaces between the panels Achievements can be filtered via tags Harder achievements give more skillpoints Field H4 made slightly easier Fixed: shrine of time made originally slow monsters faster Random shadow and spire events can’t happen before wave 20 now The field info box shows the actual wave amount now when boosting with battle traits or choosing a higher difficulty Beating fields on Glaring difficulty gives a one time 3 skill points reward for each field, Haunting gives additional 6 skill points No extra xp is given by the increased monster hp in enraged waves (enrage xp bonus and fury skill still works) Mana shards don’t give multiplied mana anymore Fixed a rounding error with talisman fragment properties resulting in the sum panel not adding up correctly Fixed: X5 blast didn’t remove special enemies Random shadows don’t appear on looming difficulty Removed: random shadows, spires, specters had 25% chance to arrive in pairs when playing above looming difficulty Shadow cores can’t go below zero anymore when entering the map (sorry!) The xp field during battle shows the total value (premultiplied with the traits/difficulty multipler) for better comparison with the field xp record Reduced possession obelisk monster hp increment High hp spires have lower damage limit (survive more hits) Fixed: sealed gem info panel stats not updating Wizlevel based skill cap removed; skills have either a maximum level of 45 or no limit Stepping time (clicking on pause button) preserves building selection now Fixed: enchanting a socketing-in-progress gem in an amplifier didn’t give the amp bonuses During endurance, the game tries to save the earned xp every 3 minutes and grant it on load in case the game crashes Fixed exploit: Fury skill finally does what it always said, it gives a one time xp bonus to monsters of enraged waves Level xp requirements are back to reasonable New curse modifier: Beacon effects have 75% failure chance on target True colors and Amplifiers skills switched locations in the skills screen Touch of wisdom spark has been nerfed Core spell buttons look faded if there’s not enough mana Late wave monster hp made slightly lower all across the game Old saved games get converted to v.1.1 on load, chopping field xps above 1 billion (everything else kept intact) New achievements added Uncapped skills : all component skills, True Colors, Radiance Shrine of Blades damage capped at 40% of hp Shrine of Wisdom gives less xp Suppressing gem property increases more when combining/upgrading Several fields have been modified Several sounds have been modified Replaced trait Beacon Storm with Hatred, allowing difficulty scaling on a major scale for a higher xp multiplier bonus Added pressed state look for buttons New fields to be explored Slowing gem reworked, gem skill increases duration instead of speed ratio Fixed: entering the traits panel and then dragging a talisman fragment into the bottom inventory row didn’t deny starting the battle Text changes and fixed typos Beacons spawned via enraging have much less hp and armor Monster hp is limited at 10^300 to avoid infinity / invulnerability Fixed a possibly crashing bug involving vfx particles Missed AG quests will be checked and given if their corresponding achis are unlocked Weather effects on monsters made 50% stronger Fixed: orblets carried by monsters hit with sealed GoE disappeared Vision fields give one time rewards of 13 skill points Fixed several achievements Finally: clicking outside the game while in battle pauses the game (if enabled in the Options screen) New option: Show grade text for gems in traps (regardless of grade) New option: Screen shaking effect for major blasts Fixed: getting a compass reward and losing the battle made the reward lost forever; old saved games get rewarded field tokens unlocked (fragments can’t be retrieved, sorry Fixed: restarting a field didn’t refresh the compass hints in the waiting screen
关于GC2的一些公式 以下公式由steam上的一位高玩12345ieee提供,特此感谢。 Gem combination: Grade difference = 0: gem.damageMin 0.83 0.71 1.2 * rand() gem.damageMax 0.87 0.71 2.4 * rand() gem.range 0.694 0.388 gem.reloadingSpeed 0.74 0.44 gem.bloodBoundRatioPerHitStep 0.78 0.31 gem.slowPower 0.81 0.35 gem.poisonDamage 0.96 0.85 gem.critHitChance 0.81 0.35 gem.critHitMultiplier 0.88 0.5 gem.chainHitLengthPower 0.88 0.5 gem.manaGainPerHit 0.88 0.5 gem.armorReduceAmountPerHit 0.94 0.69 gem.poolBoundPower 0.87 0.38 gem.regenSuppressingAmount 0.96 1.91 Grade difference = 1: gem.damageMin 0.82 0.70 0.9 * rand() gem.damageMax 0.86 0.70 2.0 * rand() gem.range 0.80 0.25 gem.reloadingSpeed 0.80 0.25 gem.bloodBoundRatioPerHitStep 0.79 0.29 gem.slowPower 0.80 0.28 gem.poisonDamage 0.97 0.62 gem.critHitChance 0.80 0.28 gem.critHitMultiplier 0.88 0.44 gem.chainHitLengthPower 0.90 0.47 gem.manaGainPerHit 0.89 0.44 gem.armorReduceAmountPerHit 0.95 0.57 gem.poolBoundPower 0.87 0.38 gem.regenSuppressingAmount 0.92 1.13 Grade difference > 1: gem.damageMin 0.81 0.69 0.7 * rand() gem.damageMax 0.85 0.69 1.8 * rand() gem.range 0.92 0.09 gem.reloadingSpeed 0.92 0.09 gem.bloodBoundRatioPerHitStep 0.80 0.27 gem.slowPower 0.79 0.26 gem.poisonDamage 0.98 0.42 gem.critHitChance 0.79 0.26 gem.critHitMultiplier 0.88 0.44 gem.chainHitLengthPower 0.92 0.44 gem.manaGainPerHit 0.90 0.38 gem.armorReduceAmountPerHit 0.96 0.45 gem.poolBoundPower 0.87 0.38 gem.regenSuppressingAmount 0.92 0.73 combined = c1*best + c2*worst + ( random part for damage ) Combined gem (min/max)damage can't go lower than the parent's. Very low special values get thrown away. Poolbound (per MP) real value: Poolbound = 0.12 * (-1 + log(3.7 + pbound * (1 + TC_SKILL) * (1 + PB_SKILL[1])) / log(3.7) * (1 + PB_SKILL[0])) if(Poolbound > 8) Poolbound = 7 + pow(Poolbound - 7,0.7) Slow power: SlowRatio = boundMult * (1 - pow(1 + slowPower/2, -0.37)) capped at 90% Chain hit length: ChainHitLength = boundMult * log(3.7 + chainHitPower) / log(3.7) * (1 + CH_SKILL[0]) if(ChainHitLength > 8) ChainHitLength = 7 + pow(ChainHitLength - 7, 0.7) Second part of component skill is always applied at the end of the conversion, together with True Colors. WL exp needed for lv L: PlusXp = 235 + 9 * (L - 1) + 3 * (L - 1)^2 TotalXp = 240 + 240 * (L - 1) + 6 * (L - 1)^2 + (L - 1)^3 Monster exp: mExp = log(monster.hpMax + 1) / log(12) mExp = mExp * log(monster.armor + 1) / log(9) mExp = mExp * pow(1.007,monster.shield) mExp = mExp * pow(1.017,monster.speedMax) if(Giant) mExp = mExp * 1.38 if(Swarmling) mExp = mExp * 0.583 mExp = mExp + 2 Beacon exp: xpValue = (70 + WaveNumber * 9) * (1 + rand() * 0.2) Beacons that are already on field are counted as generated from Wave 0 Endurance resets the WaveNumber counter to 1 Waves properties: A demolition is given every 20 waves Hp = F.HpFirstWave * pow((F.HpMult - 0.003) * [1,1.02,1.04][battleDifficulty] * (1 + HATRED), numWave) if(isEndurance) Hp = (Hp + 6) * 1.12 * pow(1.042, EnduranceWavesNum) + EnduranceWavesNum * 10; ArmorLevel = [0,15,30][battleDifficulty] + F.armorFirstWave + round((1 + rand()) * F.armorIncrement * [1,1.25,1.4][battleDifficulty] * max(0, WaveNum - 3)) if (isEndurance) ArmorLevel = ArmorLevel * 1.36 * Math.pow(1.025, EnduranceWavesNum) if (isGiant) { Hp = Hp * 5 / Wave.numOfMonsters * 0.67 * 37.3 * (1 + GIANT_DOMINATION) ArmorLevel = (ArmorLevel + 4.2) * 2.47 * 0.52 * (1 + GIANT_DOMINATION) } if (isSwarmling) { Hp = Hp * 0.187 ArmorLevel = ArmorLevel * 0.574 } Mana pool initial values: manaPoolLevel = 1 maxMana = 1200 Mana pool extension: manaPoolLevel += 1 maxMana *= 1.41 + 0.035 * manaPoolLevel manaReplenishMultiplier += 0.272 manaPoolXpGainMultiplier += 0.03 manaPoolManaGainMultiplier += 0.04 Enrage: Reavers_summoned = pow(gem.grade,1.2) * 4 + 4 Giants_summoned = Reavers_summoned * 0.2 Swarmlings_summoned = Reavers_summoned * 1.5 XP = base_XP * (1+FURYEXP) // one time ONLY HpDelta = (gem.grade * 0.03 + 0.1) * wave.hp * (1 - FURYRED) ArmorDelta = max(2, 0.24 * wave.armorLevel * (1 - FURYRED)) Endurance wave composition: Swarms_fraction = 0.15 + 0.05 * swarms_dom Giants_fraction = 0.15 + 0.05 * giants_dom Reaver_fraction = 1 - Giants_fraction - Swarms_fraction Sparks: Appears only after Wave 5 and not as last wave. Probability of appearing is 13%. Type is completely random. If the rolled type is Wisdom, the spark does not appear. Wisdom sparks appear in waves multiple of 50 Talisman Rarity: Rarity = RarityMin + (RarityMax - RarityMin) * random() * random() it gets rolled 2 times and the worst roll is dropped Gem refund: Mana_refunded = gem.value * 0.7 Gem bomb: Damage = gem.damageMax * (1 + DEMOLITION) * (3.4 + gem.grade * 2.9) Real_dmg = Damage/num_monsters*critmulti // if crit procs Range = (47 + 2.6 * gem.grade) * (1 + DEMOLITION) Useful numbers: monsterSpeedCap = 5 bloodBoundFirstLevelHitsReq = 30 bloodBoundLevelReqMult = 1.65 Used classes: ingame/ingameSpellcaster entity/Gem has the displayed values computation utils/calculator ingame/ingamePopulator has waves and sparks GV has several useful constants
关于广将棋规则的讨论 吧里的各位大多都知道广将棋是一个拥有多种远程攻击棋子,大量特殊规则,棋子与棋子之间连接紧密的棋。 但事实上,这个棋有两种规则。 一种是中文维基和BGG里采用的美式规则;还有一种是日文维基采用的日式规则。 其主要区别如下: 1.美式规则中自阵第三排第二列的棋子是步兵,而在日式规则中这个位置的棋子是步总。 2.美式规则中虎翼(即把总的升变子)不能直行无限步,而在日式规则中可以。 3.美式规则中在己方的前卫、后卫未入敌阵时,己方的记室不得升级。但是,当记室杀死了将军、中军或旗则仍可即时升级。而在日式规则中,没有这条限制。 4.美式规则中所有具有三路以上射杀能力的棋子都不能近距离攻击,而日式规则中没有这条限制。 5.美式规则中鹰扬的直行能力是走两次直一路,而日式规则中它的直行能力是直行一路或两路而且可以直行串杀。 6.美式规则中广弓骑和弩骑没有射杀棋子的限制,而在日式规则中他们和弓,弩一样无法射杀车,车总,炮车,牌,牌总,天垒,五里雾。 7.美式规则中炮车和神机车可以射杀除天垒以外的所有棋子,但在日式规则中炮车不能射杀天垒,牌总,五里雾。神机车不能射杀天垒,牌总,只能在六路外射杀五里雾。 8.日式规则中,炮射杀时不能越过牌总或天垒(不论敌我),而在美式规则中没有这个限制。 再补充一些大家可能不会注意到的一些小细节: 1.除了霹雳以外的拥有多步行动的棋子没有必须走完行动步数的限制。 2.实际上广弓骑应该写作彍(guǎng)騎,日语读音:(こうき或かくき)
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