1.玩在线电玩城决战万圣夜游戏的决战决策攻略
2.决战万圣夜怎么找吐分
3.分时追涨公式
4.获得线上决战万圣夜游戏的胜利的技巧
玩在线电玩城决战万圣夜游戏的攻略
街机游戏中的多人互动曾是游戏时代的亮点,四人联机成为了一种独特的分时分乐趣。然而,公式当独自一人玩街机时,源码那种互动的决战决策缺失让人怀念。
在决战万圣夜游戏中,分时分智能应答 源码了解位置涨分规律是公式取胜的关键。
掌握涨分规律,源码才能提高打中位置的决战决策机会。涨分位置的分时分规律有哪些特点呢?
判断机器是吃分还是吐分,可以通过使用低倍数打小怪来确定。公式如果小怪容易打中且短时间内出现,源码说明机器在吐分;反之则是决战决策吃分阶段。在吐分时,分时分在线av源码使用高倍数;在吃分时,公式使用低倍数,这样能更快获得高分。
观察之前同一位置出分情况,判断是否适合上机。如果之前有人在此位置获得高分,那么这个位置可能不适合再玩;如果没有出过高分,可以选择这个位置。当在一个位置获得高分后,要下机换别的位置,因为机器的吃吐是平衡的。
选择倍数时,要根据小怪打中的java servlet源码概率进行调整。先用倍打小怪,如果容易打中,说明机器在吐分;否则在吃分。吐分时使用高倍数,吃分时使用低倍数。
根据游戏情况选择炮弹方向。一般有三个方向:最左边、最右边和正中间。根据个人喜好选择方向,如果长时间在一个位置打分数没有涨,就要换方向。
选择炮弹倍数时,要根据怪物的lucene源码分析大小来决定。打小怪使用低倍数,打大怪使用高倍数。炮弹倍数越高,越容易打死怪物,但也要根据实际情况选择。
观察机器位置的变化,选择吃分多的位置。如果一个位置赢了很多分,不建议再玩。可以通过旁观或试机来确定机器位置。
决战万圣夜怎么找吐分
1. 在游戏过程中,密切注意观察机器的吃分和吐分模式。
2. 根据机器的discuz php源码吃分和吐分模式,相应地调整炮弹倍数。当机器正在吃分时,可以提高炮弹倍数,以增加捕获怪物的机会;而在机器吐分时,则可以降低炮弹倍数,减少捕获怪物的数量,以此来增加得分。
3. 在游戏过程中,细致观察不同怪物的出分情况。当发现某些怪物的出分较高时,这通常意味着机器正处于吐分状态。相反,如果怪物的出分较低,这通常表明机器正在吃分。
4. 根据机器的吃分和吐分模式,灵活调整游戏策略。当机器处于吃分状态时,适当减少捕获怪物的次数,有助于减少损失;而在机器吐分时,增加捕获怪物的次数,可以最大化得分。
分时追涨公式
四个分时指标公式:
★分时雄起!分时走势上部主图专用!
ma5:ma(c,5);
ma:ma(c,);
ma:ma(c,);
ma:ma(c,);
ma:ma(c,);
ma:ma(c,);
fa:=barslast(cross(ma,ma5)) and cross(ma5,ma);
fb:=fa and ma5>ma and ma>ma and ma>ref(ma,1);
STICKLINE(fb,l,l-0.,4,0),COLORYELLOW;
DRAWTEXT(fb,l-0.,'雄起'),COLORYELLOW;
fa2:=barslast(cross(ma,ma)) and cross(ma,ma);
fb2:=fa2 and ma>ma and ma>ma and ma>ref(ma,1);
STICKLINE(fb2,l,l-0.,4,0),COLORYELLOW;
DRAWTEXT(fb2,l-0.,'雄起'),COLORYELLOW;
★实战分时!下部专用!可做进一步简化处理!
input:LONG(,1,),SHORT(,1,),M(9,1,),p1(,1,),p2(,1,);
DIF:EMA(CLOSE,SHORT) - EMA(CLOSE,LONG);
DEA:=EMA(DIF,M);
MACD:=2*(DIF-DEA);
MACD2:2*(DEA-DIF),COLORFFB2,DOTLINE;
MA5:=MA(CLOSE,5);
MA:=MA(CLOSE,);
MA:=MA(CLOSE,);
MA:=MA(CLOSE,);
MA:=MA(CLOSE,);
MA:=MA(CLOSE,);
突破线:=MIN(MA*1.1,MA*1.3);
差幅:=C/MIN(MA*1.1,MA*1.3)-1;
均线流:=(MA5>MA AND MA>MA AND MA>MA AND MA5<MA)*0.3;
PL1:=(CLOSE - MA) / MA < 0.1;
PL2:=(CLOSE - MA) / MA < 0.3;
偏离率:(PL1 = 1 AND PL2 = 1) * 0.2,STICK,COLORFFFF,LINETHICK2;
MACD超跌:=COUNT((DIF<DEA),)=;
MACD1:MACD超跌 * "MACD.MACD"(LONG,SHORT,M)*(-1),COLOR,LINETHICK2;
目标:IF(均线流=0.3 AND MACD超跌 AND 偏离率=0.2 ,0.8,0),COLORFF,LINETHICK2;
MBSJ:=BARSLAST(目标 = 0.8);
放量上涨:=V/REF(V,1) >= 1.1 AND C/REF(C,1) >= 1.;
SZSJ:=BARSLAST(放量上涨 = 1);
MACD雄起:=CROSS(DIF,DEA);
JCSJ:=BARSLAST(MACD雄起 = 1);
关注:(MACD雄起 AND REF(MACD1,1) < 0)*-0.1,COLORFF;
启动:(MBSJ <= AND SZSJ <= 1 AND JCSJ <= 1) * 1,COLORFFFF,LINETHICK2;
突破:(偏离率 = 0 AND REF(COUNT(偏离率 = 0.2,) = ,1) = 1) * -0.1,COLORRED;
STICKLINE(偏离率 = 0.2,0,0.2,1,0),colorFFFF;
DRAWTEXT(关注=-0.1,-0.,'关●注'),colorff;
DRAWTEXT(启动,0.8,'★买'),colorFFFF;
DRAWTEXT(突破=-0.1,-0.,'突●破'),colorred;
NHIGH:=REF(HIGH,);
N1LOW:=REF(LOW,1);
FF:=(((NHIGH - N1LOW) / N1LOW) > 0.);
DRAWICON((((((CROSS(MA(CLOSE,P1),MA(CLOSE,P2)) > 0) AND (((NHIGH - N1LOW) / N1LOW) <
0.)) AND (OPEN >= MA(CLOSE,P1))) AND (CLOSE >= MA(CLOSE,P1))) AND (LOW <= MA
(CLOSE,P1))),0.5,1);
DRAWTEXT((((((CROSS(MA(CLOSE,P1),MA(CLOSE,P2)) > 0) AND (((NHIGH - N1LOW) / N1LOW) <
0.)) AND (OPEN >= MA(CLOSE,P1))) AND (CLOSE >= MA(CLOSE,P1))) AND (LOW <= MA
(CLOSE,P1))),0.5,'★^回头望月'),colorCC;
低位雄起:CROSS(DIF,DEA) AND DIF<-0.1,colorwhite;
STICKLINE(低位雄起,0,0.,6,0),COLORwhite;
DRAWTEXT(低位雄起,低位雄起-1.5,' 低位雄起'),COLORWHITE;
JCCOUNT:=COUNT(CROSS(DIF,DEA),BARSLAST(DEA>=0));
雄起:CROSS(DIF,DEA) AND DEA<0 AND COUNT(JCCOUNT=2,)=1,coloryellow;
STICKLINE(雄起,0,0.,6,0),ColorFFFF;
DRAWICON(雄起,dea*1.,1) ;
DRAWTEXT(雄起,0.5,' 雄起'),ColorYELLOW;
if(dif<0,dif,0),coloryellow,linethick2;
if(dif<0,0,dif),colorred,linethick2;
if(dif<dea,dif,dea),COLORWHITE,linethick2;
if(dif>dea,dea,dea),COLORFF{ colorffff},linethick2;
操盘:STICKLINE(MACD>=0 AND MACD>=REF(MACD,1),0,MACD,4,1),COLORRED{ COLORFF};
减仓:STICKLINE(MACD>=0 AND MACD< REF(MACD,1),0,MACD,4,0),COLORblue{ COLORFF};
反弹:STICKLINE(MACD<0 AND MACD>=REF(MACD,1),0,MACD,4,1),COLORYELLOW{ COLORFFFF};
寻底:STICKLINE(MACD<0 AND MACD< REF(MACD,1),0,MACD,4,0),COLORFFFF;
空仓:0,COLORWHITE;
★分时机密!下部专用!可做进一步简化处理!多用于开盘就抓涨!
V1:=(C*2+H+L)/4*;
V2:=EMA(V1,)-EMA(V1,);
V3:=EMA(V2,5);
V4:=2*(V2-V3)*5.5;
庄秘撤: IF(V4<=0,V4,0),COLORFF,LINETHICK2;
庄秘进: IF(V4>=0,V4,0),COLORFFFF,LINETHICK2;
V5:=(HHV(INDEXH,8)-INDEXC)/(HHV(INDEXH,8)-LLV(INDEXL,8))*8;
V6:=EMA(3*V5-2*SMA(V5,,1),5);
V7:=(INDEXC-LLV(INDEXL,8))/(HHV(INDEXH,8)-LLV(INDEXL,8))*;
V8:=(INDEXC*2+INDEXH+INDEXL)/4;
V9:=EMA(V8,)-EMA(V8,);
VA:=EMA(V9,3);
VB:=(V9-VA)/2;
大筹金进场: IF(VB>=0,VB,0),COLORYELLOW,LINETHICK2;
大筹金撤走: IF(VB<=0,VB,0),COLORBLUE,LINETHICK2;
aa:=WINNER(CLOSE+CLOSE*/)*;
bb:=WINNER(CLOSE+CLOSE*0/)*;
cc:=aa-bb;
dd:=(WINNER(CLOSE-CLOSE*0.1/)-WINNER(CLOSE-CLOSE*/))*;
ee:=cc<3 and dd<0.5 and OPEN<>LOW;
a1:=DYNAINFO(6);
a2:=IF(LOW>a1,0,IF(HIGH<a1,1,(a1-LOW+0.)/(HIGH-LOW+0.)));
a3:=VOL/WINNER(LOW);
a4:=REF(HHV(CLOSE,),1);
a5:=REF(LLV(CLOSE,),1);
a6:=*(CLOSE-a5)/(a4-a5);
a7:=a2>0 or a2=1;
a8:=a7 and a3/REF(a3,3)>=3 and a6<;
a9:=REF(a8,1) or REF(a8,2) or REF(a8,3) or REF(a8,4);
a:=a8 and a9;
a:=IF(FILTER(a8,3),5,0);
a:=IF(FILTER(a,3) or ee,,0);
筹码进场日:IF(a,8,0),LINETHICK0;
STICKLINE(a,0,,5,0),colorffff;
筹码加仓日:IF(a,,0),LINETHICK0;
STICKLINE(a,0,,5,0),colorffff;
STICKLINE(a,0,5,5,0),colorff;
STICKLINE(a,0,5,4.5,0),colorff;
STICKLINE(a,0,5,4,0),colorff;
STICKLINE(a,0,5,3.5,0),colorffaa;
STICKLINE(a,0,5,3,0),colorffbb;
STICKLINE(a,0,5,2.5,0),colorffcc;
STICKLINE(a,0,5,2,0),colorffdd;
STICKLINE(a,0,5,1,0),colorffee;
STICKLINE(a,0,,4.5,0),color;
STICKLINE(a,0,,4,0),coloraa;
STICKLINE(a,0,,3.5,0),colorbb;
STICKLINE(a,0,,3,0),colorcc;
STICKLINE(a,0,,2.5,0),colordd;
STICKLINE(a,0,,2,0),coloree;
STICKLINE(a,0,,1,0),colorff;
DRAWTEXT(a,8,'筹码进场');
DRAWTEXT(a,,'筹码加仓');
Var1:=REF(LOW,1);
Var2:=SMA(ABS(LOW-Var1),,1)/SMA(MAX(LOW-Var1,0),,1)*4;
Var3:=EMA(Var2,);
Var4:=LLV(LOW,);
Var5:=EMA(IF(LOW<=Var4,Var3,0),3);
主力进场:
STICKLINE(Var5>REF(Var5,1),0,Var5,7,0 ),COLORRED;
洗盘:IF(VAR5<REF(VAR5,1),VAR5,0),COLORGREEN,LINETHICK2;
STICKLINE(VAR5<REF(VAR5,1),0,VAR5,2,1),COLORGREEN;
Var6:=-3*SMA((CLOSE-LLV(LOW,))/(HHV(HIGH,)-LLV(LOW,))*,,1)+2*SMA(SMA((CLOSE-
LLV(LOW,))/(HHV(HIGH,)-LLV(LOW,))*,,1),,1);
Var7:=-3*SMA((OPEN-LLV(LOW,))/(HHV(HIGH,)-LLV(LOW,))*,,1)+2*SMA(SMA((OPEN-LLV
(LOW,))/(HHV(HIGH,)-LLV(LOW,))*,,1),,1);
Var8:=Var6<REF(Var7,1) AND VOL>REF(VOL,1) AND CLOSE>REF(CLOSE,1);
DRAWTEXT(Var8 AND COUNT(Var8,)=1,,'★注意有筹码进场迹象');
★分时作为!(专门监视庄家行动变化)同时也可用于买入信号观注点!
Var1:=EMA(EMA(CLOSE,),);
作为:=(Var1-REF(Var1,1))/REF(Var1,1)*;
无庄作为:STICKLINE(作为<0,作为,0,4,0),colorwhite;
有庄作为:STICKLINE(作为>REF(作为,1) AND 作为>0,作为,0,4,1),colorred;
Var2:=*WINNER(CLOSE*0.);
出货作为:STICKLINE(作为<REF(作为,1) AND 作为>0,作为,0,4,0),colorff;
高度作为:STICKLINE(Var2> AND COST()<CLOSE AND 作为>0,作为,0,4,0),colorffff;
a:=CROSS(作为,0);
开始作为:if(a,6,0),coloryellow;
★分时实战
input:LONG(,1,),SHORT(,1,),M(6,1,),N(6,1,);
MA5:=MA(CLOSE,5);
MA:=MA(CLOSE,);
MA:=MA(CLOSE,);
MA:=MA(CLOSE,);
DIF:EMA(CLOSE,SHORT) - EMA(CLOSE,LONG);
DEA:EMA(DIF,M);
MACD:=2*(DIF-DEA);
Q:2*(DEA-DIF),COLORFF;
MACD超跌:=COUNT((DIF<DEA),)=;
Q1:MACD超跌 * "MACD.MACD"(LONG,SHORT,M),COLORFFFF,LINETHICK2;
{ 本行中,大智慧版本选择*(-1);飞弧版本选择*(1)}
MACD金叉:=CROSS(DIF,DEA);
DTPL:=MA>MA AND MA>MA AND MA>REF(MA,1);
关注:=(MACD金叉 AND REF(Q1,1) < 0)*-0.1;
均线:(DTPL AND MA5>MA AND MA5<MA)*-0.,colorFFB2,LINETHICK1,PRECIS2,DOTLINE;
偏离:(C<MIN(MA*1.,MA*1.1) AND C>MA)*0.,COLOR,LINETHICK1,PRECIS2,DOTLINE;
DRAWTEXT(关注,-0.,'GZ'),colorff,align1;
BDGD:=C=HHV(C,);
GDSJ:=BARSLAST(BDGD);
目标:IF(均线 AND 偏离 AND GDSJ>=N,0.5,0),COLORffff,POINTDOT,PRECIS1,LINETHICK3;
MBSJ:=BARSLAST(目标);
MAV5:=EMA(V,5);
MAV:=EMA(V,);
LNMACD:=((V-MAV5)/MAV5*2+(V-MAV)/MAV)*;
量坑:=LNMACD<=-;
优选:=目标 AND COUNT(量坑,3)>=1;
DRAWICON(优选,-0.2,);
NHIGH:=REF(HIGH,6);
N1LOW:=REF(LOW,1);
DRAWTEXT((((((CROSS(MA(CLOSE,),MA(CLOSE,)) > 0) AND (((NHIGH - N1LOW) / N1LOW) <
0.)) AND (OPEN >= MA(CLOSE,))) AND (CLOSE >= MA(CLOSE,))) AND (LOW <= MA
(CLOSE,))),0.5,'^回头望月'),colorCC;
低位金叉:=CROSS(DIF,DEA) AND DIF<-0.1;
STICKLINE(低位金叉,0,0.,6,1),COLORwhite;
DRAWTEXT(低位金叉,低位金叉-1.3,' 低金'),COLORWHITE;
JCCOUNT:=COUNT(CROSS(DIF,DEA),BARSLAST(DEA>=0));
二次金叉:=CROSS(DIF,DEA) AND DEA<0 AND COUNT(JCCOUNT=2,)=1;
STICKLINE(二次金叉,0,0.2,4,0),ColorFFFF;
DRAWTEXT(二次金叉,0.4,' 二金'),ColorYELLOW;
A4:=BARSLAST(ref(cross(dif,dea),1));
B1:=ref(c,A4+1)>c and ref(dif,A4+1)<dif and cross(dif,dea);
DRAWTEXT(FILTER(B1>0,5),dif+0.2,'背离'),COLORyellow;
STICKLINE(MACD>=0 AND MACD>=REF(MACD,1),0,MACD,3,0),COLORRED{ COLORFF};
STICKLINE(MACD>=0 AND MACD< REF(MACD,1),0,MACD,3,0),COLORblue{ COLORFF};
STICKLINE(MACD<0 AND MACD>=REF(MACD,1),0,MACD,3,0),COLOR4ABEFF{ COLORFFFF};
STICKLINE(MACD<0 AND MACD< REF(MACD,1),0,MACD,3,0),COLORFFFF;
RSV:=(CLOSE-LLV(LOW,9))/(HHV(HIGH,9)-LLV(LOW,9))*;
K:=SMA(RSV,3,1);
D:=SMA(K,3,1);
J:=3*K-2*D;
周K:=MA(".K#WEEK"(9,3,3) ,5);
周D:=MA(".D#WEEK"(9,3,3) ,5);
周J:=MA(".J#WEEK"(9,3,3) ,5);
DRAWICON(k< and cross(k,d),MACD,1),align2;
周金RAWTEXT(CROSS(".K#WEEK"(9,3,3),".D#WEEK"(9,3,3)) ,MACD,'▲'),align2,COLORred;
周死RAWTEXT(CROSS(".d#WEEK"(9,3,3),".k#WEEK"(9,3,3))
,macd*1.5,'▼'),align2,COLORgreen;
月金RAWTEXT(CROSS(".K#MONTH"(9,3,3),".D#MONTH"(9,3,3))
,MACD,'▲'),align2,COLORMAGENTA;
月死:DRAWTEXT(CROSS(".D#MONTH"(9,3,3),".K#MONTH"(9,3,3))
,macd*1.5,'▼'),align2,COLOR3fbb8b;
if(dif<0,dif,0),coloryellow,linethick2;
if(dif<0,0,dif),colorred,linethick2;
if(dif<dea,dif,dea),COLORWHITE,linethick2;
if(dif>dea,dea,dea),COLORgreen{ colorffff},linethick2;
HH:=MA(CLOSE,);
GG:=MA(CLOSE,);
上:=ema((MA(HIGH,3) * 1.),);
下:=ema((MA(LOW,3) * 0.),);
决战:STICKLINE((((CROSS(DIF,DEA) AND ((下 - REF(下,1)) > 0)) AND (MACD >= REF(MACD,1))) AND
(DIF < 0)),DIF,0.3,1,0),colorFF;
{ DRAWICON((((CROSS(DIF,DEA) AND ((下 - REF(下,1)) > 0)) AND (MACD >= REF(MACD,1))) AND (DIF
< 0)),0.4,0);}
DRAWTEXT((((CROSS(DIF,DEA) AND ((下 - REF(下,1)) > 0)) AND (MACD >= REF(MACD,1))) AND (DIF
<= 0)),0.3,'DIF金叉'),colorFF;
STICKLINE(FILTER(((((MACD >= REF(MACD,5)) AND ((下 - REF(下,1)) > 0)) AND (MACD <= 0)) AND
((GG - REF(GG,1)) >= 0)),3),0,0.4,1,0),colorFF;
{ DRAWICON(FILTER(((((MACD >= REF(MACD,5)) AND ((下 - REF(下,1)) > 0)) AND (MACD <= 0)) AND
((GG - REF(GG,1)) >= 0)),3),0.5,0);}
DRAWTEXT(FILTER(((((MACD >= REF(MACD,5)) AND ((下 - REF(下,1)) > 0)) AND (MACD <= 0)) AND
((GG - REF(GG,1)) >= 0)),3),0.4,'绝佳买入'),colorFF;
获得线上决战万圣夜游戏的胜利的技巧
玩决战万圣夜和疯狂魔鬼城时,机器吃分现象让玩家感到困扰,但玩家可以通过以下方法应对:
1、通过打BOSS后,根据出分情况和打中频率判断机器状态,出分低且长时间打不中的情况表明机器在吃分。
2、适时调整炮弹倍数,使用绿色慢炮打小怪,等待游戏时间结束,更换场景。
3、当在一个场景长时间打怪,从高分降低到低分时,说明机器吃分严重,需要更换炮弹或暂停发射休息。
吃分与吐分可通过调整炮弹倍数判断,吃分时使用低倍数,吐分时使用高倍数。这样能更有效获取高分。
驱魔烈焰触发条件和方式随机,影响因素包括游戏程序难度、机器状态、玩家操作、投入金额、游戏时间、闯关次数等。
驱魔烈焰玩法包括秒时间内尽可能多打怪,打大怪增加游戏时间。使用扫射方式提高命中率,游戏模式自动,炮弹倍数调整为倍。
连环爆裂功能有机会捕获范围内的妖怪,爆炸次数约为2至6次,屏幕内怪物越多得分越高。爆炸能炸到任何怪物,包括大怪、BOSS乃至飞龙。
驱魔烈焰触发机制:打掉头顶三个炸弹的蓝色大蘑菇即可触发。