#基础控制配置 [basic] totalRate = [300, 500] scatterAddSpinCnt = 1 #scatter 增加的 spin数量 #元素数据配置 [element] bonusId = 11 #牛头人id ScatterId = 10 WildId = 9 [enter]###################################################################################################### 入口图配置 rate = [0, 0] #倍率 oneScatterNum = [1, 5] #每个scatter上面分配数字的大小区间 [enter.wild]#入口图显示的wild数量 0 = [1, 50] 1 = [51, 85] 2 = [86, 100] [enter.scatter] # randombetween(iniSpin/random_a, iniSpincnt/random_b) random_a = 4 random_b = 2.2 min = 3 max = 5 [enter.trueSpin] # round(math.random( random_a,random_b )*( ln_a * ln(rate) – ln_b )) random_a = 0.8 random_b = 1.2 ln_a = 2.28 ln_b = 6.01 min = 7 max = 15 [enter.initSpin] # 真实Spin * math.random( random_a,random_b ) random_a = 1 random_b = 1 min = 7 max = 15 [class_1.action]###################################################################################### 模式1 后续处理配置 p_max = 1.0 #p概率的控制器 deathSection = [1, 100000] #action.death 的概率区间 deathRateSection = [0, 9000] # *完死战倍数的 min,max baoji_Pmax = 0 #Multi=0的暴击概率 wildCntLimit = 3 #暴击分配的wildCnt的计算 [class_1.action.multi_1] # random( 剩余倍数/剩余转次 * random_a, 剩余倍数/剩余转次 * random_b ) random_a = -5.0 random_b = 5.0 min = 0 max = 100000 [class_1.action.multi_2] # (( 当前转次/总转次 )* random_a + random_b ) * Multi_1 random_a = 0.6 random_b = 0.4 min = 0 max = 100000 [class_1.action.multi] #最终multi min = 0 max = 10000 [class_1.action.death] "1" = [1, 100000] [class_1.action.graphRate] #图倍数 Randbetween(multi/A, multi/B) random_a = 1 random_b = 8 ln_a = 10 ln_b = 1 [class_1.action.baojiRate] #暴击倍数 暴击倍数=randbetween(A^0.5,B^0.5) * K random_a = 1 random_b = 1 ln_a = 0 [class_1.action.wildCnt_multi] #Multi>0;wild个数控制 Wildcnt = randombetween(a,b)* (c* ln(暴击倍数)-d) random_a = 0.7 random_b = 1.3 ln_a = 1.71 ln_b = 2.9 min = 4 max = 9 [class_1.action.wildCnt_baoji] #Multi=0;wild个数控制 Wildcnt=randbetween(暴击倍数/A, 暴击倍数/B) random_a = 1 random_b = 0.25 min = 1 max = 3 [class_1.action.wildCnt_else] #baoji=0; Wildcnt=randbetween(min, max) min = 1 max = 3 [class_1.action.realCowCount] #真实牛头人数量 realcowcount = randombetween(a,b)* (c* ln(暴击倍数)-d) random_a = 0.5 random_b = 1.5 ln_a = 1.45 ln_b = 2.33 min = 0 max = 3 [class_1.action.allcowcount] #总牛头人数量 random_a = 0 random_b = 3.99 # wildCnt>=X && 死战倍数>1 --> spinhit) = 3 wild>=4 # wildCnt spinnohit = 4 wild=3 # wildCnt>=X && 死战倍数>1 --> nospinhit = 5 wild>=4 # wildCnt nospinnohit = 6 wild=3 [class_1.action.graphLimit] 3 = 4 4 = 4 5 = 4 6 = 4 [class_2.action]###################################################################################### 模式2 后续处理配置 spinRate = 0.8 #spin的处理倍数 runCntLimit = 100 #生成图的最大次数 differenceRate = 0.1 #误差 [class_2.action.multi_1] # random( 剩余倍数/剩余转次 * random_a, 剩余倍数/剩余转次 * random_b ) random_a = -4.0 4random_b = 4.0 min = 0 max = 100000 [class_2.action.multi_2] # (( 当前转次/总转次 )* random_a + random_b ) * Multi_1 random_a = 0.8 random_b = 0.2 min = 0 max = 100000 [class_2.action.multi] #最终multi min = 0 max = 10000 #wild出现概率 [class_2.action.wild] p_max = 1.0 #wild出现范围 [class_2.action.wildIndexRange] hit = [3, 11] #命中范围 noHit = [12, 14] #不命中范围 #wild 总数量计算 round(randombetween(random_a,random_b) * (ln_a*ln(Multi)-ln_b)) [class_2.action.suoDingWildRate] random_a = 0.9 random_b = 1.3 ln_a = 1.06 ln_b = 3.82 min = 2 max = 8 #wild 是否出现 共三步走 1.Lockwildcntleft/Spinleft * random_a # 2.Lockwildcntleft/Spinleft * random_b # 3.Lockwildcntleft/Spinleft * ln_a [class_2.action.isAddNewWild] random_a = 1.0 random_b = 0.5 ln_a = 0.25 #wild 额外倍数 If Multileft/Spinleft >A && randbetween(1,100)B && randbetween(1,100)