Ammunition  弹药

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Ammunition (or Charge) is a resource mechanic utilized by certain active effects that behaves akin to a supply of ammunition, designed around a deploy in bulk.
弹药(或充能)是一种特定主动效果所使用的资源机制,类似于批量部署的弹药供应系统。

Stock[edit | edit source]  库存编辑 | 编辑源代码

Active effects that utilize a stock system enable activation so long as stock of it is available, which is often replenished by a recharge timer. Ability haste usually affects the recharge timer rather than the recast timers.
利用库存系统的主动效果只要有可用的库存就可以激活,通常通过充能计时器来补充。技能急速通常会影响充能计时器,而非重新施放的计时器。

The following abilities have a stock system:
以下技能拥有库存系统:

Champion abilities[edit | edit source]
英雄技能编辑 | 编辑源代码

Items[edit | edit source]  物品编辑 | 编辑源代码

Note that items use the same indicator to denote the accumulation of stacks, which must be distinguished from the expenditure of charges.
请注意,物品使用相同的指示器来表示堆叠的累积,这必须与消耗充能区分开来。

Trinkets[edit | edit source]
饰品编辑 | 编辑源代码

Unofficial[edit | edit source]
非官方编辑 | 编辑源代码

Some items use the stock system, but aren't officially considered charge-based effects.
一些物品使用库存系统,但并不被正式视为充能效果。

Summoner Spells[edit | edit source]
召唤师技能编辑 | 编辑源代码

Barrage[edit | edit source]
弹幕编辑 | 编辑源代码

An ability's activation may enable successive recasts of similar or variable effects within the ability's duration. Unlike traditional stock systems, barrage casts are not periodically generated, or incur no additional resource cost.
能力的激活可能允许在该能力持续期间连续重复施放相似或变化的效果。与传统的库存系统不同,弹幕施放并不是定期生成,也不会产生额外的资源消耗。

Champion abilities[edit | edit source]
英雄技能编辑 | 编辑源代码