From 15082d51012deaf9b6225cd1ac33df697545711d Mon Sep 17 00:00:00 2001 From: lzr <1838979562@qq.com> Date: Sun, 21 Jan 2024 20:21:02 +0800 Subject: [PATCH] =?UTF-8?q?=E8=A7=A3=E5=86=B3=E8=84=9A=E6=9C=AC=E6=8A=A5?= =?UTF-8?q?=E9=94=99=E9=97=AE=E9=A2=98?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- data/States.json | 2 +- data/System.json | 2 +- 2 files changed, 2 insertions(+), 2 deletions(-) diff --git a/data/States.json b/data/States.json index 62984e3..44df2a0 100644 --- a/data/States.json +++ b/data/States.json @@ -215,7 +215,7 @@ null, {"id":213,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":805,"maxTurns":1,"message1":"","message2":"\\c[17]\\it[213]\\c[0]的次数增加了!","message3":"","message4":"","minTurns":1,"motion":0,"name":"伤害无效","note":"\n\n\n\nuser._defence = user._defence || 0; \nuser.setStateCounter(213, user._defence);\n\n","overlay":0,"priority":99,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100}, {"id":214,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"角色受伤修饰流程","note":"\ntarget._cushion = target._cushion || 0;\ntarget._block = target._block || 0;\nif(this.isDamage() && \n this.isHpEffect() && \n value > 0 ){\n if((this.isPhysical() ||\n this.isMagical() ) &&\n user.isStateAffected(303)){\n var random = Math.random()*100;\n if(random <=5){ user.addState(46); }\n else{ value = Math.floor(value*0.7); }\n } //齐格弗里德叶痕免伤计算\nvalue -= target._block*10; //格挡生效\nif(target.isStateAffected(311) &&\n target.mp >= 100){\n var mpdam = Math.floor(value*0.2*(-1)/8);\n target.gainMp(mpdam);\n target.startDamagePopup();\n value = Math.floor(value*0.8);\n} //魔力屏障\nvar acturldamage = 0;\nthis._bpt = this._bpt || 0;\nif(target.barrierPoints() > 0){\n acturldamage = Math.max(value*this._bpt, value - target.barrierPoints());\n }\nelse{ acturldamage = value; }\nif(acturldamage > target.mhp/10 &&\n target._cushion > 0){\n value = Math.floor(target.mhp/10); \n target._cushion -= 1; \n target.setStateCounter(377, target._cushion);\n if (target._cushion <= 0){ \n target.removeState(377); }\n }\n if(acturldamage > target.hp ){\n if(target.isStateAffected(210)){\n if(target.barrierPoints() > 0){\n if(acturldamage == value*this._bpt){\n value = Math.floor((target._hp - 50)/this._bpt);\n }\n else{ \n value = Math.floor(target._hp - 50 + target.barrierPoints()); }\n }\n else{ value = Math.floor(target.hp - 50); }\n target.removeState(210);\n target.addState(200);\n }\n else{\n if(target.isStateAffected(209)){\n value = 0;\n target.startAnimation(187);\n target.removeState(209);\n target.addState(113);\n target.addState(199);\n target._obsesscd = 25;\n }\n else{\n if(target.isStateAffected(208)){\n if(target.barrierPoints() > 0){\n if(acturldamage == value*this._bpt){\n value = Math.floor((target._hp - 50)/this._bpt);\n }\n else{ \n value = Math.floor(target._hp - 50 + target.barrierPoints()); }\n }\n else{ value = Math.floor(target.hp - 50); }\n target.removeState(208);\n }\n }\n }\n }\n if(value >= target.hp*0.3){\n if(target.isStateAffected(336)){\n target.addState(337); }\n if(target.isStateAffected(338)){\n target.addState(339); }\n }//吸血祝福的特殊效果\n if(value >= target.mhp/50){\n var tpgain = Math.min(50, Math.floor(100*value/target.mhp));\n if(target.isStateAffected(312) ){\n target.gainTp(-tpgain); }\n else{\n if(target.isStateAffected(314) ){\n target.gainTp(tpgain); }\n }\n }\n }//TP增加或减少\n","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100}, {"id":215,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"怪物受伤修饰流程","note":"\ntarget._block = target._block || 0;\ntarget._defence = target._defence || 0; \nif(this.isDamage() && this.isHpEffect() && value > 0 ){\n value *= (1 - target._block*3/1000);\n if(target.isStateAffected(387) &&\n this.isMagical() && target.barrierPoints() > 0){\n target.gainBarrier(value);\n value = 0;\n }\n else{\n if(target._defence > 0 ){\n target._defence -= 1; \n target.setStateCounter(213, target._defence);\n value = 0;\n if (target._defence <= 0){ target.removeState(213); }\n }\n else{\n var acturldamage = 0;\n this._bpt = this._bpt || 0;\n if(target.barrierPoints() > 0){\n acturldamage = Math.max(value*this._bpt, value - target.barrierPoints()); }\n else{ acturldamage = value; }\n if(acturldamage > target.hp){\n var i = 0;\n i += target.isStateAffected(201)?1:0;\n i += target.isStateAffected(202)?2:0;\n i += target.isStateAffected(203)?3:0;\n i += target.isStateAffected(204)?4:0;\n i += target.isStateAffected(205)?5:0;\n if( i > 0){\n target.removeState(200 + i);\n target.addState(206);\n target._revivallevel = i;\n if(target.barrierPoints() > 0){\n if(acturldamage == value*this._bpt){\n value = Math.floor((target._hp - 50)/this._bpt);\n }\n else{ \n value = Math.floor(target._hp - 50 + target.barrierPoints()); }\n }\n else{ value = Math.floor(target.hp - 50); }\n }\n }\n }\n } \n } \n","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100}, -{"id":216,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"角色输出伤害修饰流程","note":"\nif(this.isSkill() &&\n this.isHpEffect() && \n value > 0){\n user._precise = user._precise || 0;\n this._pcirate = this._pcirate || 1;\n if(this._precise > 0){\n value += Math.floor(user._precise*this._pcirate);\n if((this.item().meta.技能类型 == '普攻' \n || this.item().meta.技能类型 == '类普攻'\n || this.item().meta.技能类型 == '空手普攻') \n && user.atk > 10 \n && target.hp >= 100){\n if(user.isStateAffected(327)){\n var i = target.hp*(3 + (target.level + 1)/25)/100;\n i = Math.min(i, 8000);\n i *= this._pcirate;\n i = Math.floor(i);\n target._defence = target._defence || 0; \n if(target._defence > 0){\n target._defence -= 1;\n target.setStateCounter(213, target._defence);\n if (target._defence <= 0)target.removeState(213);\n }\n else{value += i; }\n }\n if(user.isStateAffected(312)){\n i = 0;\n i += user.level*user.tp/9900;\n i = Math.floor(i* this._pcirate*8000);\n value += i>10?i: 0;\n } \n }\n if(this,isPhysical()){\n if(user.isStateAffected(345)){\n value += Math.floor((50 + user.level*5)*this._pcirate); \n } \n }\n }\n if((this.item().meta.技能类型 == '技能' ||\n this.item().meta.技能类型 == '类普攻')){ \n if(this.isMagical()){\n if(user.isStateAffected(341)){\n value += 70 + user.level*10; }\n if(user.isStateAffected(343)){\n target.addState(344);\n this._freezeadd = this._freezeadd || 0;\n if(this._freezeadd < 2){\n target._freeze = target._freeze || 0;\n target._freeze += 1;\n target.setStateCounter(344, target._freeze);\n this._freezeadd += 1;\n if(target._freeze >= 5){\n target._freeze = 0;\n target.setStateCounter(344, 0);\n target.removeState(344);\n value += 120 + user.level*20;\n if(target.isStateAffected(152) ||\n target.isStateAffected(165) ||\n target.isStateAffected(206)){}\n else{\n var fi = 11;\n fi -= target.isStateAffected(144)5: 0;\n var frandom = Math.random()*10;\n if(frandom <= fi)target.addState(61);\n } \n }\n }\n }\n }\n }\n }\n","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100}, +{"id":216,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"角色输出伤害修饰流程","note":"\nif(this.isSkill() &&\n this.isHpEffect() &&\n value > 0 ){\n user._precise = user._precise || 0;\n this._pcirate = this._pcirate || 1;\n target._defence = target._defence || 0;\n value += Math.floor(user._precise * this._pcirate); //精准计算\n if(target.hp >= 100 &&\n user.atk >= 10 &&\n this.item().meta.技能类型 == '普攻' || '类普攻' || '空手普攻'){\n if(user.isStateAffected(327)){\n var decline = target.hp * 0.03;\n decline += target.hp/100 * (target*level + 1)/25;\n decline = Math.min(decline, 8000);\n if(target._defence > 0){\n target._defence -= 1;\n target.setStateCounter(213, target._defence);\n if(target._defence <= 0)target.removeState(213);\n }\n else{ value += decline; } \n } //破败效果\n if(user.isStateAffected(312)){\n var avid = 0;\n avid = user.level*user.tp/9900;\n avid = Math.floor(avid * 8000*this._pcirate);\n avid = Math.max(avid, 20);\n value += avid;\n } //狂热旌旗\n //此处插入其他普攻伤害修饰\n }\n if(this.isPhysical()){\n if(user.isStateAffected(345)){\n value += Math.floor((50 + user.level*5)*this._pcirate);\n }//剑术训练\n //此处插入其他物理系效果 \n }\n if(this.item().meta.技能类型 == '技能' || '类普攻' ){\n if(this.isMagical()){\n if(user.isStateAffected(341)){\n value += user.level*10 + 70;\n } //法术精进增伤\n if(user.isStateAffected(343)){\n target.addState(344);\n this._freezeadd = this._freezeadd || 0;\n if(this._freezeadd < 2){\n target._freeze = target._freeze || 0;\n target._freeze += 1;\n target.setStateCounter(344, target._freeze);\n if(target._freeze >= 5){\n target._freeze = 0;\n target.setStateCounter(344, 0);\n target.removeState(344);\n value += user.level*20 + 120;\n if(target.isStateAffected(152) ||\n target.isStateAffected(165) ||\n target.isStateAffected(206) ){}\n else{\n var freezejudge = 11;\n freezejudge -= target.isStateAffected(144)?4: 0;\n var frandom = Math.random()*10;\n if(frandom <= freezejudge)target.addState(61);\n }\n }\n }\n }//冻雨效果\n }\n //此处插入其他法术技能效果\n }\n //此处插入其他技能伤害结算前效果 \n }\n","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100}, {"id":217,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"","note":"","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100}, 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