修改部分技能冷却机制;

main
戴面具的乐子人 12 months ago
parent 65997417ab
commit 0193a7aaa4

@ -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

@ -35,9 +35,9 @@ null,
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{"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":"<Hide if Learned Skill: 35>\n<Cooldown: 100>\n<Cooldown Steps: 5>\n<Bypass Barrier>\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":"<Cooldown: 80>\n<Cooldown Steps: 5>\n<Bypass Barrier>\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},
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{"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":"<Hide if Learned Skill: 38>\n\n<技能类型:类普攻>\n\n\n<Cooldown Steps: 1>\n\n<Multiple Elements: 16>\n\n<Custom HP Cost>\ncost += user.mhp/40+user.hp/20;\n</Custom HP Cost>\n\n<damage formula>\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</damage formula>\n\n<Before Eval>\n user.addState(229);\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</Before Eval>\n<After Eval>\n user.removeState(229);\n</After Eval>\n\n<Before Eval>\n this._bsaffective = 0.5;\n</Before Eval>\n\n<Custom Show Eval>\n if (user.isStateAffected(30) ||\n user.isStateAffected(31) ) {\n visible = false;\n } else {\n visible = true;\n }\n</Custom Show Eval>\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":"<Custom HP Cost>\ncost += user.mhp/40+user.hp/20;\n</Custom HP Cost>\n\n<技能类型:类普攻>\n\n<Cooldown Steps: 1>\n\n<Multiple Elements: 16>\n\n<damage formula>\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</damage formula>\n\n<Before Eval>\n this._bsaffective = 0.5;\n</Before Eval>\n\n<Before Eval>\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</Before Eval>\n<After Eval>\n user.removeState(230);\n</After Eval>\n\n<Custom Show Eval>\n if (user.isStateAffected(30) ||\n user.isStateAffected(31) ) {\n visible = false;\n } else {\n visible = true;\n }\n</Custom Show Eval>","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":"<Hide if Learned Skill: 37,38>\n\n<技能类型:类普攻>\n\n<Cooldown Steps: 1>\n\n<Multiple Elements: 16>\n<Custom HP Cost>\ncost += user.mhp/40+user.hp/20;\n</Custom HP Cost>\n\n<damage formula>\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</damage formula>\n\n<Before Eval>\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</Before Eval>\n<After Eval>\n user.removeState(228);\n</After Eval>\n\n<Before Eval>\n this._bsaffective = 0.5;\n</Before Eval>\n\n<Custom Show Eval>\n if (user.isStateAffected(30) ||\n user.isStateAffected(31) ) {\n visible = false;\n } else {\n visible = true;\n }\n</Custom Show Eval>","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":"<Hide if Learned Skill: 38>\n\n<技能类型:类普攻>\n\n\n<Cooldown Steps: 1>\n\n<Multiple Elements: 16>\n\n<Custom HP Cost>\ncost += user.mhp/40+user.hp/20;\n</Custom HP Cost>\n\n<damage formula>\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</damage formula>\n\n<Before Eval>\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</Before Eval>\n<After Eval>\n user.removeState(229);\n</After Eval>\n\n<Before Eval>\n this._bsaffective = 0.5;\n</Before Eval>\n\n<Custom Show Eval>\n if (user.isStateAffected(30) ||\n user.isStateAffected(31) ) {\n visible = false;\n } else {\n visible = true;\n }\n</Custom Show Eval>\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":"<Custom HP Cost>\ncost += user.mhp/40+user.hp/20;\n</Custom HP Cost>\n\n<技能类型:类普攻>\n\n<Cooldown Steps: 1>\n\n<Multiple Elements: 16>\n\n<damage formula>\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</damage formula>\n\n<Before Eval>\n this._bsaffective = 0.5;\n</Before Eval>\n\n<Before Eval>\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</Before Eval>\n<After Eval>\n user.removeState(230);\n</After Eval>\n\n<Custom Show Eval>\n if (user.isStateAffected(30) ||\n user.isStateAffected(31) ) {\n visible = false;\n } else {\n visible = true;\n }\n</Custom Show Eval>","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":"<Hide if Learned Skill: 40,41>\n\n<Before Eval>\n this._bsaffective = 0;\n</Before Eval>\n\n<技能类型:技能>\n\n<Cooldown: 2>\n<Cooldown Steps: 1>\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":"<Hide if Learned Skill: 41>\n\n<Before Eval>\n this._bsaffective = 0;\n</Before Eval>\n\n<技能类型:技能>\n\n<Cooldown: 2>\n<Cooldown Steps: 1>\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":"<Before Eval>\n this._bsaffective = 0;\n</Before Eval>\n\n<技能类型:技能>\n\n<Cooldown: 2>\n<Cooldown Steps: 1>","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":"<Passive State: 219>\n<Hide if Learned Skill: 48>\n<Bypass Cooldown>","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":"<Passive State: 220>\n<Bypass Cooldown>","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- b.mdf*0.8)*(a.level*a.mat/2048+2)","type":1,"variance":20},"description":"薇薇安从邪念体获取的技能,造成暗属性伤害\n并对敌方护盾造成额外的高额伤害","effects":[],"hitType":2,"iconIndex":18,"message1":"施放了%1","message2":"","mpCost":15,"name":"凋零一指","note":"<Cooldown: 2>\n<Cooldown Steps: 1>\n\n\n<Custom HP Cost>\ncost += +user.mhp/50;\n</Custom HP Cost>\n<Custom Target Barrier>\nvalue = -(100+user.mat*4*(user.level*user.mat/2048+2));\nvalue = Math.floor(value);\n</Custom Target Barrier>\n\n<技能类型:技能>\n","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":0,"tpGain":5},
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{"id":65,"animationId":0,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"","effects":[],"hitType":0,"iconIndex":0,"message1":"","message2":"","mpCost":0,"name":"","note":"","occasion":0,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":0,"tpGain":0},
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{"id":67,"animationId":0,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"","effects":[],"hitType":0,"iconIndex":0,"message1":"","message2":"","mpCost":0,"name":"","note":"","occasion":0,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":0,"tpGain":0},
{"id":68,"animationId":44,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"大幅提升速度的强大技能(\\it[117]","effects":[{"code":21,"dataId":117,"value1":1,"value2":0}],"hitType":0,"iconIndex":381,"message1":"施放了%1","message2":"","mpCost":20,"name":"神速I","note":"<Hide if Learned Skill: 69>\n\n<技能类型:技能>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":11,"speed":0,"stypeId":1,"successRate":100,"tpCost":40,"tpGain":0},
@ -137,10 +137,10 @@ null,
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{"id":140,"animationId":104,"damage":{"critical":true,"elementId":10,"formula":"","type":1,"variance":5},"description":"消耗: \\c[17]\\全部符卡 \\c[0] 以象征皇权的符文改变战局,对敌方造成精神属性伤害\n并附加\\it[93]和\\it[90],同时,恢复己方一定生命并附加\\it[165]","effects":[{"code":21,"dataId":93,"value1":1,"value2":0},{"code":21,"dataId":90,"value1":1,"value2":0}],"hitType":2,"iconIndex":824,"message1":"启用了\\c[17]%1\\c[0]","message2":"","mpCost":15,"name":"卡阵•战争皇权","note":"<技能类型:技能>\n\n<Target: Everybody>\n\n<Barrier Penetration: 50%>\n\n<Custom TP Cost> \nif(user.isStateAffected(348)){\n cost -= 20;\n}\nif(user.isStateAffected(350)){\n cost -= 20;\n}\nif(user.isStateAffected(352)){\n cost -= 20;\n}\nif(user.isStateAffected(354)){\n cost -= 20;\n}\n</Custom TP Cost> \n\n<Before Eval>\nif(user.isStateAffected(348)){\n user.removeState(348);\n}\nif(user.isStateAffected(350)){\n user.removeState(350);\n}\nif(user.isStateAffected(352)){\n user.removeState(352);\n}\nif(user.isStateAffected(354)){\n user.removeState(354);\n}\n </Before Eval>\n\n<Damage Formula>\n value = user.mat * 3;\n if (target.isActor() === user.isActor()) {} \n else { value -= target.mdf;}\n value *= (2+user.mat*user.level/2048); \n</Damage Formula>\n\n<Pre-Damage Eval>\nif (target.isActor() === user.isActor()) { \n value = -1 * Math.abs(value);\n target.removeState(102);\n}\n</Pre-Damage Eval>\n\n<Post-Damage Eval>\n if (user.isStateAffected(361) || \n user.isStateAffected(362) || \n user.isStateAffected(363) ){\n this._times = this._times || 0;\n this._times += 1;\n if(this._times == 1){\n user._shottimes += 1;\n $gameActors.actor(12)._lastallyid = user.actorId();\n var subject = $gameActors.actor(12);\n subject.forceAction(118, -1);\n BattleManager.forceAction(subject);\n }\n }\n</Post-Damage Eval>\n\n","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":2,"speed":0,"stypeId":3,"successRate":100,"tpCost":80,"tpGain":20},
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{"id":140,"animationId":104,"damage":{"critical":true,"elementId":10,"formula":"","type":1,"variance":5},"description":"消耗: \\c[17]\\全部符卡 \\c[0] 以象征皇权的符文改变战局,对敌方造成精神属性伤害\n并附加\\it[93]和\\it[90],同时,恢复己方一定生命并附加\\it[165]","effects":[{"code":21,"dataId":93,"value1":1,"value2":0},{"code":21,"dataId":90,"value1":1,"value2":0}],"hitType":2,"iconIndex":824,"message1":"启用了\\c[17]%1\\c[0]","message2":"","mpCost":15,"name":"卡阵•战争皇权","note":"<技能类型:技能>\n\n<Target: Everybody>\n\n<Barrier Penetration: 50%>\n\n<Custom TP Cost> \nif(user.isStateAffected(348)){\n cost -= 20;\n}\nif(user.isStateAffected(350)){\n cost -= 20;\n}\nif(user.isStateAffected(352)){\n cost -= 20;\n}\nif(user.isStateAffected(354)){\n cost -= 20;\n}\n</Custom TP Cost> \n\n<Before Eval>\nif(user.isStateAffected(348)){\n user.removeState(348);\n}\nif(user.isStateAffected(350)){\n user.removeState(350);\n}\nif(user.isStateAffected(352)){\n user.removeState(352);\n}\nif(user.isStateAffected(354)){\n user.removeState(354);\n}\n </Before Eval>\n\n<Damage Formula>\n value = user.mat * 3;\n if (target.isActor() === user.isActor()) {\n value += (target.nhp - target.hp)*15/100; \n } \n else { value -= target.mdf;}\n value *= (2+user.mat*user.level/2048); \n</Damage Formula>\n\n<Pre-Damage Eval>\nif (target.isActor() === user.isActor()) { \n value = -1 * Math.abs(value);\n target.removeState(102);\n}\n</Pre-Damage Eval>\n\n<Post-Damage Eval>\n if (user.isStateAffected(361) || \n user.isStateAffected(362) || \n user.isStateAffected(363) ){\n this._times = this._times || 0;\n this._times += 1;\n if(this._times == 1){\n user._shottimes += 1;\n $gameActors.actor(12)._lastallyid = user.actorId();\n var subject = $gameActors.actor(12);\n subject.forceAction(118, -1);\n BattleManager.forceAction(subject);\n }\n }\n</Post-Damage Eval>\n\n","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":2,"speed":0,"stypeId":3,"successRate":100,"tpCost":80,"tpGain":20},
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{"id":142,"animationId":0,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"菜单中使用查看南宫三八的符卡师被动","effects":[{"code":44,"dataId":9,"value1":1,"value2":0}],"hitType":0,"iconIndex":187,"message1":"","message2":"","mpCost":0,"name":"被动说明","note":"","occasion":2,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":0,"speed":0,"stypeId":1,"successRate":100,"tpCost":0,"tpGain":0},
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@ -317,14 +317,14 @@ null,
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{"id":316,"animationId":0,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"","effects":[],"hitType":0,"iconIndex":0,"message1":"","message2":"","mpCost":0,"name":"","note":"","occasion":0,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":0,"tpGain":0},
{"id":317,"animationId":0,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"","effects":[],"hitType":0,"iconIndex":0,"message1":"","message2":"","mpCost":0,"name":"白火的技能","note":"","occasion":0,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":0,"tpGain":0},
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{"id":321,"animationId":236,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"化身圣焰增幅战斗力,特技冷却减半,并免疫大部分物理伤害\n所有攻击都有几率\\c[18]\\it[36]\\c[0]敌人,使用技能可以解除减速类和定身类控制","effects":[{"code":21,"dataId":18,"value1":1,"value2":0},{"code":22,"dataId":52,"value1":1,"value2":0},{"code":22,"dataId":54,"value1":1,"value2":0},{"code":22,"dataId":55,"value1":1,"value2":0},{"code":22,"dataId":56,"value1":1,"value2":0},{"code":22,"dataId":57,"value1":1,"value2":0},{"code":22,"dataId":59,"value1":1,"value2":0},{"code":22,"dataId":61,"value1":1,"value2":0}],"hitType":0,"iconIndex":327,"message1":"使用了%1","message2":"","mpCost":30,"name":"化身圣焰","note":"<技能类型:技能>\n\n<Cooldown: 30>\n<Cooldown Steps: 1>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":11,"speed":0,"stypeId":4,"successRate":100,"tpCost":100,"tpGain":0},
{"id":322,"animationId":237,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"释放圣焰生成护盾,并强化后续三次普通攻击造成更高伤害,\n且有几率\\c[18]\\it[36]\\c[0]敌人,同时减少技能\\c[17]幽焰斩影\\c[0]一回合冷却","effects":[{"code":21,"dataId":15,"value1":1,"value2":0}],"hitType":0,"iconIndex":64,"message1":"使用了%1","message2":"","mpCost":15,"name":"圣焰狂涌I","note":"<技能类型:技能>\n\n<Custom User Barrier>\nvalue = user.mhp/20+user.mat*3;\n</Custom User Barrier>\n\n<Hide if Learned Skill: 323,324>\n\n<Cooldown: 7>\n<Cooldown Steps: 1>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":11,"speed":0,"stypeId":1,"successRate":100,"tpCost":20,"tpGain":0},
{"id":323,"animationId":237,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"释放圣焰生成护盾,并强化后续三次普通攻击造成更高伤害,\n且有几率\\c[18]\\it[36]\\c[0]敌人,同时减少技能\\c[17]幽焰斩影\\c[0]一回合冷却","effects":[{"code":21,"dataId":15,"value1":1,"value2":0}],"hitType":0,"iconIndex":64,"message1":"使用了%1","message2":"","mpCost":15,"name":"圣焰狂涌II","note":"<技能类型:技能>\n\n<Custom User Barrier>\nvalue = user.mhp/15+user.mat*4;\n</Custom User Barrier>\n\n<Hide if Learned Skill: 324>\n\n<Cooldown: 7>\n<Cooldown Steps: 1>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":11,"speed":0,"stypeId":1,"successRate":100,"tpCost":20,"tpGain":0},
{"id":324,"animationId":237,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"释放圣焰生成护盾,并强化后续三次普通攻击造成更高伤害,\n且有几率\\c[18]\\it[36]\\c[0]敌人,同时减少技能\\c[17]幽焰斩影\\c[0]一回合冷却","effects":[{"code":21,"dataId":15,"value1":1,"value2":0}],"hitType":0,"iconIndex":64,"message1":"使用了%1","message2":"","mpCost":15,"name":"圣焰狂涌III","note":"<技能类型:技能>\n\n<Custom User Barrier>\nvalue = user.mhp/10+user.mat*5;\n</Custom User Barrier>\n\n<Cooldown: 7>\n<Cooldown Steps: 1>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":11,"speed":0,"stypeId":1,"successRate":100,"tpCost":20,"tpGain":0},
{"id":325,"animationId":0,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"","effects":[{"code":21,"dataId":19,"value1":1,"value2":0}],"hitType":0,"iconIndex":0,"message1":"","message2":"","mpCost":0,"name":"使白火幽焰斩影减少一回合冷却","note":"<Skill 326 Cooldown: -1>\n<Skill 327 Cooldown: -1>\n<Skill 328 Cooldown: -1>\n<Skill 329 Cooldown: -1>\n<Skill 330 Cooldown: -1>","occasion":0,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":8,"speed":0,"stypeId":1,"successRate":100,"tpCost":0,"tpGain":0},
{"id":325,"animationId":0,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"","effects":[],"hitType":0,"iconIndex":0,"message1":"","message2":"","mpCost":0,"name":"","note":"","occasion":0,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":0,"tpGain":0},
{"id":326,"animationId":0,"damage":{"critical":true,"elementId":-1,"formula":"","type":1,"variance":5},"description":"\\c[18]<类普攻>\\c[17]<10%额外命中>\\c[0] 对选中敌人和随机四个被\\c[18]\\it[36]\\c[0]的敌人\n进行一次斩击技能对血量低于30%的敌人伤害增加40%","effects":[],"hitType":1,"iconIndex":436,"message1":"使用了%1","message2":"","mpCost":12,"name":"幽焰斩影I","note":"<技能类型:类普攻>\n\n<Hide if Learned Skill: 327,328,329,330>\n\n<Cooldown: 13>\n<Cooldown Steps: 1>\n\n<Before Eval>\n user.addState(227);\n</Before Eval>\n<After Eval>\n user.removeState(227);\n</After Eval>\n\n<Custom Target Eval>\ntargets.push(target); \nvar members = foes.aliveMembers();\nfor (var i = 0; i <= 5; i = targets.length + 1) {\n var member = members[Math.floor(Math.random()*members.length)];\n if (member.isStateAffected(36)) {\n targets.push(member); \n }\n else{\n members.splice(members.indexOf(member), 1);\n }\n }\n</Custom Target Eval>\n\n<damage formula>\n value = 1;\n value += (user.atk * 2 + user.mat - target.def - target.mdf/2);\n value *= (user.level*user.atk/2048+2);\n value *= (target.hp/target.mhp <= 0.3)?1.4: 1;\n value = Math.floor(value);\n</damage formula>\n\n<Pre-Damage Eval>\nthis._times = this._times || 0;\nthis._times += 1;\nif(this._times == 1 ||\n this._times == 3){\n target.startAnimation(238);\n }\n else{\n if(this._times == 2 ||\n this._times == 4){\n target.startAnimation(235);\n }\n else{ target.startAnimation(239); }\n }\n</Pre-Damage Eval>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":50,"tpGain":0},
{"id":327,"animationId":0,"damage":{"critical":true,"elementId":-1,"formula":"","type":1,"variance":5},"description":"\\c[18]<类普攻>\\c[17]<20%额外命中>\\c[0] 对选中敌人和随机四个被\\c[18]\\it[36]\\c[0]的敌人\n进行一次斩击技能对血量低于30%的敌人伤害增加40%","effects":[],"hitType":1,"iconIndex":436,"message1":"使用了%1","message2":"","mpCost":12,"name":"幽焰斩影II","note":"<技能类型:类普攻>\n\n<Hide if Learned Skill: 328,329,330>\n\n<Cooldown: 13>\n<Cooldown Steps: 1>\n\n<Before Eval>\n user.addState(228);\n</Before Eval>\n<After Eval>\n user.removeState(228);\n</After Eval>\n\n<Custom Target Eval>\ntargets.push(target); \nvar members = foes.aliveMembers();\nfor (var i = 0; i <= 5; i = targets.length + 1) {\n var member = members[Math.floor(Math.random()*members.length)];\n if (member.isStateAffected(36)) {\n targets.push(member); \n }\n else{\n members.splice(members.indexOf(member), 1);\n }\n }\n</Custom Target Eval>\n\n<damage formula>\n value = 1;\n value += (user.atk * 11/5 + user.mat - target.def - target.mdf/2);\n value *= (user.level*user.atk/2048+2);\n value *= (target.hp/target.mhp <= 0.3)?1.4: 1;\n value = Math.floor(value);\n</damage formula>\n\n<Pre-Damage Eval>\nthis._times = this._times || 0;\nthis._times += 1;\nif(this._times == 1 ||\n this._times == 3){\n target.startAnimation(238);\n }\n else{\n if(this._times == 2 ||\n this._times == 4){\n target.startAnimation(235);\n }\n else{ target.startAnimation(239); }\n }\n</Pre-Damage Eval>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":50,"tpGain":0},
{"id":328,"animationId":0,"damage":{"critical":true,"elementId":-1,"formula":"","type":1,"variance":5},"description":"\\c[18]<类普攻>\\c[17]<30%额外命中>\\c[0] 对选中敌人和随机四个被\\c[18]\\it[36]\\c[0]的敌人\n进行一次斩击技能对血量低于30%的敌人伤害增加40%","effects":[],"hitType":1,"iconIndex":436,"message1":"使用了%1","message2":"","mpCost":12,"name":"幽焰斩影III","note":"<技能类型:类普攻>\n\n<Hide if Learned Skill: 329,330>\n\n<Cooldown: 13>\n<Cooldown Steps: 1>\n\n<Before Eval>\n user.addState(229);\n</Before Eval>\n<After Eval>\n user.removeState(229);\n</After Eval>\n\n<Custom Target Eval>\ntargets.push(target); \nvar members = foes.aliveMembers();\nfor (var i = 0; i <= 5; i = targets.length + 1) {\n var member = members[Math.floor(Math.random()*members.length)];\n if (member.isStateAffected(36)) {\n targets.push(member); \n }\n else{\n members.splice(members.indexOf(member), 1);\n }\n }\n</Custom Target Eval>\n\n<damage formula>\n value = 1;\n value += (user.atk * 12/5 + user.mat - target.def - target.mdf/2);\n value *= (user.level*user.atk/2048+2);\n value *= (target.hp/target.mhp <= 0.3)?1.4: 1;\n value = Math.floor(value);\n</damage formula>\n\n<Pre-Damage Eval>\nthis._times = this._times || 0;\nthis._times += 1;\nif(this._times == 1 ||\n this._times == 3){\n target.startAnimation(238);\n }\n else{\n if(this._times == 2 ||\n this._times == 4){\n target.startAnimation(235);\n }\n else{ target.startAnimation(239); }\n }\n</Pre-Damage Eval>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":50,"tpGain":0},

File diff suppressed because one or more lines are too long

@ -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));

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