diff --git a/Readme.md b/Readme.md index a90ac20..5a39c75 100644 --- a/Readme.md +++ b/Readme.md @@ -22,7 +22,7 @@ ## 更新记录 -- **2023/12/30**;**乐子人**;技能优化,新增战斗统计; +- **2023/12/30**;**乐子人**;技能优化,新增战斗统计;修改部分技能冷却机制; - **2023/12/24**;**乐子人**;配置主界面UI,开场效果优化; - **2023/12/11**;**乐子人**;一些数值削弱和BUG修复; - **2023/12/07**;**乐子人**;精准机制再次测试,优化精英怪事件避免被卡BUG; diff --git a/data/Skills.json b/data/Skills.json index d78888c..627a56e 100644 --- a/data/Skills.json +++ b/data/Skills.json @@ -35,9 +35,9 @@ null, {"id":33,"animationId":0,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"","effects":[],"hitType":0,"iconIndex":0,"message1":"","message2":"","mpCost":0,"name":"薇薇安的技能","note":"","occasion":0,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":0,"tpGain":0}, {"id":34,"animationId":123,"damage":{"critical":false,"elementId":17,"formula":"b.hp*0.1","type":1,"variance":0},"description":"\\c[9]<群体削弱>\\c[0]薇薇安独有的强大技能,召唤一轮诡异红月,\n红月下薇薇安会变得极其强大,敌人也会被削弱,但使用技能有一定代价","effects":[{"code":44,"dataId":4,"value1":1,"value2":0},{"code":21,"dataId":35,"value1":1,"value2":0},{"code":21,"dataId":69,"value1":1,"value2":0}],"hitType":0,"iconIndex":341,"message1":"召唤了红月!","message2":"","mpCost":0,"name":"召唤红月","note":"\n\n\n\n\n<技能类型:技能>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":2,"speed":0,"stypeId":4,"successRate":100,"tpCost":100,"tpGain":0}, {"id":35,"animationId":123,"damage":{"critical":false,"elementId":17,"formula":"b.hp*0.1","type":1,"variance":0},"description":"\\c[9]<群体削弱>\\c[0]薇薇安独有的强大技能,召唤一轮诡异红月,\n红月下薇薇安会变得极其强大,敌人也会被削弱,寻回力量后使用技能代价较小","effects":[{"code":44,"dataId":4,"value1":1,"value2":0},{"code":21,"dataId":35,"value1":1,"value2":0},{"code":21,"dataId":69,"value1":1,"value2":0}],"hitType":0,"iconIndex":341,"message1":"召唤了红月!","message2":"","mpCost":0,"name":"召唤红月","note":"\n\n\n\n<技能类型:技能>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":2,"speed":0,"stypeId":4,"successRate":100,"tpCost":100,"tpGain":5}, -{"id":36,"animationId":15,"damage":{"critical":true,"elementId":7,"formula":"","type":1,"variance":5},"description":"\\c[18]<2倍收割>\\c[17]<20%额外命中>\\c[0] \\c[18]<类普攻>\\c[0] 用血魔法凝聚的长枪,\n造成\\c[18]生命\\c[0]与\\c[9]冰\\c[0]混合属性伤害,累计使用三次后冷却2回合","effects":[],"hitType":2,"iconIndex":78,"message1":"施放了%1!","message2":"","mpCost":0,"name":"血色长枪I","note":"\n\n<技能类型:类普攻>\n\n\n\n\n\ncost += user.mhp/40+user.hp/20;\n\n\n\n value = 1;\n value += user.mat*2;\n value += user.atk/2;\n value -= target.mdf;\n var i = 1;\n i -= user.hp/user.mhp<0.7?(0.7 - user.hp/user.mhp)/3: 0;\n value *= i;\n value *= (user.level*user.mat/2048+2);\n value *= (2 - target.hp/target.mhp);\n value += 20;\n value = Math.floor(value);\n\n\n\n user.addState(228);\n user._speartimes = user._speartimes || 0;\n user._speartimes += 1;\n if(user._speartimes >= 3){\n user._speartimes = 0;\n var subject = $gameActors.actor(12);\n subject.forceAction(55, -1);\n BattleManager.forceAction(subject);\n }\n\n\n user.removeState(228);\n\n\n\n this._bsaffective = 0.5;\n\n\n\n if (user.isStateAffected(30) ||\n user.isStateAffected(31) ) {\n visible = false;\n } else {\n visible = true;\n }\n","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":0,"tpGain":10}, 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user.removeState(229);\n\n\n\n this._bsaffective = 0.5;\n\n\n\n if (user.isStateAffected(30) ||\n user.isStateAffected(31) ) {\n visible = false;\n } else {\n visible = true;\n }\n\n","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":0,"tpGain":10}, -{"id":38,"animationId":15,"damage":{"critical":true,"elementId":7,"formula":"","type":1,"variance":5},"description":"\\c[18]<2倍收割>\\c[17]<40%额外命中>\\c[0] \\c[18]<类普攻>\\c[0] 用血魔法凝聚的长枪,\n造成\\c[18]生命\\c[0]与\\c[9]冰\\c[0]混合属性伤害,累计使用三次后冷却2回合","effects":[],"hitType":2,"iconIndex":78,"message1":"施放了%1!","message2":"","mpCost":0,"name":"血色长枪III","note":"\ncost += user.mhp/40+user.hp/20;\n\n\n<技能类型:类普攻>\n\n\n\n\n\n\n value = 1;\n value += user.mat*2;\n value += user.atk/2;\n value -= target.mdf;\n var i = 1.3;\n i -= user.hp/user.mhp<0.7?(0.7 - user.hp/user.mhp)/3: 0;\n value *= i;\n value *= (user.level*user.mat/2048+2);\n value *= (2 - target.hp/target.mhp);\n value += 800;\n value = Math.floor(value);\n\n\n\n this._bsaffective = 0.5;\n\n\n\n user.addState(230);\n user._speartimes = user._speartimes || 0;\n user._speartimes += 1;\n if(user._speartimes >= 3){\n user._speartimes = 0;\n var subject = $gameActors.actor(12);\n subject.forceAction(55, -1);\n BattleManager.forceAction(subject);\n }\n\n\n user.removeState(230);\n\n\n\n if (user.isStateAffected(30) ||\n user.isStateAffected(31) ) {\n visible = false;\n } else {\n visible = true;\n }\n","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":-2,"stypeId":1,"successRate":100,"tpCost":0,"tpGain":10}, +{"id":36,"animationId":15,"damage":{"critical":true,"elementId":7,"formula":"","type":1,"variance":5},"description":"\\c[18]<2倍收割>\\c[17]<20%额外命中>\\c[0] \\c[18]<类普攻>\\c[0] 用血魔法凝聚的长枪,\n造成\\c[18]生命\\c[0]与\\c[9]冰\\c[0]混合属性伤害,累计使用三次后冷却2回合","effects":[],"hitType":2,"iconIndex":78,"message1":"施放了%1!","message2":"","mpCost":0,"name":"血色长枪I","note":"\n\n<技能类型:类普攻>\n\n\n\n\n\ncost += user.mhp/40+user.hp/20;\n\n\n\n value = 1;\n value += user.mat*2;\n value += user.atk/2;\n value -= target.mdf;\n var i = 1;\n i -= user.hp/user.mhp<0.7?(0.7 - user.hp/user.mhp)/3: 0;\n value *= i;\n value *= (user.level*user.mat/2048+2);\n value *= (2 - target.hp/target.mhp);\n value += 20;\n value = Math.floor(value);\n\n\n\n user.addState(228);\n user._speartimes = user._speartimes || 0;\n user._speartimes += 1;\n if(user._speartimes >= 3){\n user._speartimes = 0;\n user.addCooldown(36,+3);\n }\n\n\n user.removeState(228);\n\n\n\n this._bsaffective = 0.5;\n\n\n\n if (user.isStateAffected(30) ||\n user.isStateAffected(31) ) {\n visible = false;\n } else {\n visible = true;\n }\n","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":0,"tpGain":10}, +{"id":37,"animationId":15,"damage":{"critical":true,"elementId":7,"formula":"","type":1,"variance":5},"description":"\\c[18]<2倍收割>\\c[17]<30%额外命中>\\c[0] \\c[18]<类普攻>\\c[0] 用血魔法凝聚的长枪,\n造成\\c[18]生命\\c[0]与\\c[9]冰\\c[0]混合属性伤害,累计使用三次后冷却2回合","effects":[],"hitType":2,"iconIndex":78,"message1":"施放了%1!","message2":"","mpCost":0,"name":"血色长枪II","note":"\n\n<技能类型:类普攻>\n\n\n\n\n\n\n\ncost += user.mhp/40+user.hp/20;\n\n\n\n value = 1;\n value += user.mat*2;\n value += user.atk/2;\n value -= target.mdf;\n var i = 1.15;\n i -= user.hp/user.mhp<0.7?(0.7 - user.hp/user.mhp)/3: 0;\n value *= i;\n value *= (user.level*user.mat/2048+2);\n value *= (2 - target.hp/target.mhp);\n value += 300;\n value = Math.floor(value);\n\n\n\n user.addState(229);\n user._speartimes = user._speartimes || 0;\n user._speartimes += 1;\n if(user._speartimes >= 3){\n user._speartimes = 0;\n user.addCooldown(37,+3);\n }\n\n\n user.removeState(229);\n\n\n\n this._bsaffective = 0.5;\n\n\n\n if (user.isStateAffected(30) ||\n user.isStateAffected(31) ) {\n visible = false;\n } else {\n visible = true;\n }\n\n","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":0,"tpGain":10}, +{"id":38,"animationId":15,"damage":{"critical":true,"elementId":7,"formula":"","type":1,"variance":5},"description":"\\c[18]<2倍收割>\\c[17]<40%额外命中>\\c[0] \\c[18]<类普攻>\\c[0] 用血魔法凝聚的长枪,\n造成\\c[18]生命\\c[0]与\\c[9]冰\\c[0]混合属性伤害,累计使用三次后冷却2回合","effects":[],"hitType":2,"iconIndex":78,"message1":"施放了%1!","message2":"","mpCost":0,"name":"血色长枪III","note":"\ncost += user.mhp/40+user.hp/20;\n\n\n<技能类型:类普攻>\n\n\n\n\n\n\n value = 1;\n value += user.mat*2;\n value += user.atk/2;\n value -= target.mdf;\n var i = 1.3;\n i -= user.hp/user.mhp<0.7?(0.7 - user.hp/user.mhp)/3: 0;\n value *= i;\n value *= (user.level*user.mat/2048+2);\n value *= (2 - target.hp/target.mhp);\n value += 800;\n value = Math.floor(value);\n\n\n\n this._bsaffective = 0.5;\n\n\n\n user.addState(230);\n user._speartimes = user._speartimes || 0;\n user._speartimes += 1;\n if(user._speartimes >= 3){\n user._speartimes = 0;\n user.addCooldown(38,+3);\n }\n\n\n user.removeState(230);\n\n\n\n if (user.isStateAffected(30) ||\n user.isStateAffected(31) ) {\n visible = false;\n } else {\n visible = true;\n }\n","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":-2,"stypeId":1,"successRate":100,"tpCost":0,"tpGain":10}, {"id":39,"animationId":49,"damage":{"critical":true,"elementId":16,"formula":"150+(3/2*(a.mhp-a.hp)/a.mhp)*(a.mat* 2+a.atk*3/4- b.mdf-b.def/5)*(a.level*a.mat/2048+2)","type":5,"variance":5},"description":"吸血技能,自身HP越低伤害和吸血越高。\n有几率附加\\it[94],但装备的吸血效果对该技能无效。","effects":[{"code":21,"dataId":94,"value1":0.05,"value2":0}],"hitType":2,"iconIndex":71,"message1":"使用了%1!","message2":"","mpCost":0,"name":"生命吸取I","note":"\n\n\n this._bsaffective = 0;\n\n\n<技能类型:技能>\n\n\n\n","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":30,"tpGain":5}, {"id":40,"animationId":49,"damage":{"critical":true,"elementId":16,"formula":"300+(2*(a.mhp-a.hp)/a.mhp)*(a.mat* 2+a.atk*3/4- b.mdf-b.def/5)*(a.level*a.mat/2048+2)","type":5,"variance":5},"description":"吸血技能,自身HP越低伤害和吸血越高。\n有几率附加\\it[94],但装备的吸血效果对该技能无效。","effects":[{"code":21,"dataId":94,"value1":0.1,"value2":0}],"hitType":2,"iconIndex":71,"message1":"使用了%1!","message2":"","mpCost":0,"name":"生命吸取II","note":"\n\n\n this._bsaffective = 0;\n\n\n<技能类型:技能>\n\n\n\n","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":30,"tpGain":5}, {"id":41,"animationId":49,"damage":{"critical":true,"elementId":16,"formula":"700+(5/2*(a.mhp-a.hp)/a.mhp)*(a.mat* 2+a.atk- b.mdf-b.def/10)*(a.level*a.mat/2048+2)","type":5,"variance":5},"description":"吸血技能,自身HP越低伤害和吸血越高。\n有几率附加\\it[94],但装备的吸血效果对该技能无效。","effects":[{"code":21,"dataId":94,"value1":0.2,"value2":0}],"hitType":2,"iconIndex":71,"message1":"使用了%1!","message2":"","mpCost":0,"name":"生命吸取III","note":"\n this._bsaffective = 0;\n\n\n<技能类型:技能>\n\n\n","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":30,"tpGain":5}, @@ -49,22 +49,22 @@ null, {"id":47,"animationId":0,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"被动技能,将溢出治疗效果的30%转化为护盾,这一技能也遵循\n\\c[18]生命凝聚\\c[0]系列被动的覆盖规则(见资料库)","effects":[],"hitType":0,"iconIndex":0,"message1":"","message2":"","mpCost":0,"name":"生命凝聚II","note":"\n\n","occasion":3,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":0,"speed":0,"stypeId":3,"successRate":100,"tpCost":0,"tpGain":0}, {"id":48,"animationId":0,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"被动技能,将溢出治疗效果的40%转化为护盾,这一技能也遵循\n\\c[18]生命凝聚\\c[0]系列被动的覆盖规则(见资料库)","effects":[],"hitType":0,"iconIndex":0,"message1":"","message2":"","mpCost":0,"name":"生命凝聚III","note":"\n","occasion":3,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":0,"speed":0,"stypeId":3,"successRate":100,"tpCost":0,"tpGain":0}, {"id":49,"animationId":96,"damage":{"critical":true,"elementId":9,"formula":"1+(2+a.level/99)*(a.mat* 2- 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\ No newline at end of file diff --git a/js/plugins/YEP_X_SkillCooldowns.js b/js/plugins/YEP_X_SkillCooldowns.js index be909c1..863ba4b 100644 --- a/js/plugins/YEP_X_SkillCooldowns.js +++ b/js/plugins/YEP_X_SkillCooldowns.js @@ -283,10 +283,6 @@ Yanfly.SCD.version = 1.11; * * 将这两个标签插入技能的记事框中,为其提供确定预热值的独特方法。 * “warmup”变量确定预热的回合数。 - * - * 插件提供的函数: - * 改变user的指定技能的冷却 - * user.addCooldown(技能ID,冷却改变值); * * ============================================================================ * Yanfly Engine Plugins - Battle Engine Extension - Action Sequence Commands @@ -1486,7 +1482,7 @@ if (Imported.YEP_SkillCore) { if (value <= 0.009) value = 0.01; //---魔改--- v1.00 修改数据向上取整 - value = value.ceil(value); + value = Math.ceil(value); @@ -1511,7 +1507,7 @@ if (Imported.YEP_SkillCore) { if (value <= 0.009) value = 0.01; //---魔改--- v1.00 修改数据向上取整 - value = value.ceil(value); + value = Math.ceil(value); var text = fmt.format(Yanfly.Util.toGroup(value));