From 31b30e8cd4452687a18987cd50fbbfd453cd6ac7 Mon Sep 17 00:00:00 2001 From: lzr <1838979562@qq.com> Date: Tue, 5 Sep 2023 22:43:37 +0800 Subject: [PATCH] =?UTF-8?q?=E9=87=8D=E5=81=9A=E5=8D=97=E5=AE=AB=E4=B8=89?= =?UTF-8?q?=E5=85=AB=E4=B8=80=E4=B8=AA=E6=8A=80=E8=83=BD=EF=BC=8C=E8=A1=A5?= =?UTF-8?q?=E5=85=85=E4=BC=8A=E4=B8=BD=E8=8E=8E=E7=99=BD=E6=8A=80=E8=83=BD?= =?UTF-8?q?=E7=BB=84=E7=BB=86=E8=8A=82?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- Readme.md | 1 + data/Actors.json | 2 +- data/Animations.json | 2 +- data/Classes.json | 2 +- data/CommonEvents.json | 4 ++-- data/MapInfos.json | 2 +- data/Skills.json | 46 +++++++++++++++++++++--------------------- data/States.json | 4 ++-- data/System.json | 2 +- 9 files changed, 33 insertions(+), 32 deletions(-) diff --git a/Readme.md b/Readme.md index df7dd29..6338af1 100644 --- a/Readme.md +++ b/Readme.md @@ -22,6 +22,7 @@ ## 更新记录 +- **2023/9/3**;**乐子人**;重做南宫三八一个技能,补充伊丽莎白技能组细节; - **2023/9/3**;**乐子人**;怪物数值重做,补充技能和动画; - **2023/9/3**;**乐子人**;细节修改; - **2023/9/2**;**乐子人**;郝仁的审查官配枪改为被动,新增法球效果“恐惧侵蚀”; diff --git a/data/Actors.json b/data/Actors.json index 921480f..8eeaed4 100644 --- a/data/Actors.json +++ b/data/Actors.json @@ -5,7 +5,7 @@ null, {"id":3,"battlerName":"","characterIndex":0,"characterName":"五月","classId":8,"equips":[0,0,0,0,0],"faceIndex":2,"faceName":"主角团","traits":[],"initialLevel":1,"maxLevel":13,"name":"南宫五月","nickname":"","note":"\n","profile":"陆生海妖,亲爸是个猎魔人,\n原本是不会任何攻击法术的"}, {"id":4,"battlerName":"","characterIndex":2,"characterName":"People1","classId":5,"equips":[0,0,0,0,0],"faceIndex":3,"faceName":"主角团","traits":[],"initialLevel":1,"maxLevel":13,"name":"南宫三八","nickname":"","note":"\n","profile":"亲妈是个海妖的半吊子猎魔人,只能选择精进符卡技艺"}, {"id":5,"battlerName":"","characterIndex":0,"characterName":"YZKS","classId":6,"equips":[13,0,0,0,0],"faceIndex":4,"faceName":"主角团","traits":[{"code":14,"dataId":46,"value":1}],"initialLevel":1,"maxLevel":13,"name":"伊扎克斯","nickname":"","note":"\n","profile":"魔王,道德暴君,很有故事的人"}, -{"id":6,"battlerName":"","characterIndex":0,"characterName":"$伊丽莎白","classId":7,"equips":[14,0,0,0,0],"faceIndex":5,"faceName":"主角团","traits":[],"initialLevel":1,"maxLevel":13,"name":"伊丽莎白","nickname":"","note":"\n","profile":"魔界公主,但是机械专家"}, +{"id":6,"battlerName":"","characterIndex":0,"characterName":"$伊丽莎白","classId":14,"equips":[14,0,0,0,0],"faceIndex":5,"faceName":"主角团","traits":[],"initialLevel":1,"maxLevel":13,"name":"伊丽莎白","nickname":"","note":"\n","profile":"魔界公主,但是机械专家"}, {"id":7,"battlerName":"","characterIndex":0,"characterName":"莉莉1","classId":3,"equips":[11,0,0,0,0],"faceIndex":6,"faceName":"主角团","traits":[],"initialLevel":1,"maxLevel":13,"name":"刘莉莉","nickname":"","note":"\n","profile":"大概是狼人的哈士奇亚种吧"}, {"id":8,"battlerName":"","characterIndex":0,"characterName":"滚","classId":9,"equips":[0,0,0,0,0],"faceIndex":7,"faceName":"主角团","traits":[],"initialLevel":1,"maxLevel":13,"name":"滚","nickname":"","note":"\n","profile":"金苹果能制造出什么?答案是有猫的世界观的真实系\n猫娘"}, {"id":9,"battlerName":"","characterIndex":0,"characterName":"$ 耗子","classId":10,"equips":[0,0,0,0,0],"faceIndex":2,"faceName":"配角团","traits":[],"initialLevel":1,"maxLevel":13,"name":"郝籽","nickname":"","note":"\n","profile":"吃了大量金苹果核而化形的老鼠娘,有着老鼠一样的接受能力和\n适应力,她的很多技能都是来自薇薇安和莉莉的指点"}, diff --git a/data/Animations.json b/data/Animations.json index 4babd35..a5a56c5 100644 --- a/data/Animations.json +++ b/data/Animations.json @@ -218,7 +218,7 @@ null, 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user.removeState(67);\n user.removeState(248);\n","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100}, {"id":69,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[{"code":22,"dataId":7,"value":-0.06},{"code":23,"dataId":2,"value":0.9},{"code":13,"dataId":66,"value":1.5},{"code":11,"dataId":14,"value":1.3}],"iconIndex":340,"maxTurns":1,"message1":"的生命开始流失!","message2":"的生命开始流失!","message3":"","message4":"生命的流失止住了!","minTurns":1,"motion":0,"name":"生命流失","note":"","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100}, {"id":70,"autoRemovalTiming":2,"chanceByDamage":20,"traits":[{"code":22,"dataId":1,"value":-0.9},{"code":22,"dataId":4,"value":-0.9}],"iconIndex":22,"maxTurns":2,"message1":"陷入了眩晕!","message2":"陷入了眩晕!","message3":"仍旧站立不稳","message4":"的身体站稳了!","minTurns":2,"motion":0,"name":"眩晕","note":"\n if (user.isStateAffected(58)){\n user.addState(58);\n }\nvar random = Math.floor(Math.random() * 10 + 1);\nif (random <= 3) {\n user.addState(148);\n}\n","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":true,"removeByRestriction":false,"removeByWalking":false,"restriction":4,"stepsToRemove":100}, -{"id":71,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[{"code":23,"dataId":2,"value":0.85}],"iconIndex":437,"maxTurns":1,"message1":"被叠加了流血!","message2":"","message3":"正在流失血液!","message4":"的流血已被治愈!","minTurns":1,"motion":0,"name":"流血","note":"\n user._bleed = user._bleed || 0;\n user.setStateCounter(71, user._bleed);\n\n\n\nuser._bleed = undefined;\n\n\n\nuser._bleed = user._bleed || 0;\nif(user._bleed > 0){\n var bleed = -user.hp/25;\n bleed = Math.max(1 - target.hp, bleed);\n user.gainHp(Math.ceil(bleed));\n user.startDamagePopup();\n user._bleed -= 1;\n user.setStateCounter(71, user._bleed);\n }\n\n\n\ntarget._block = target._block || 0;\nif(this.isDamage() && this.isHpEffect() && value > 0 && this.isPhysical()){\n target._defence = target._defence || 0; \nif(target._defence > 0){\n target.gainHp(0); \n target.startDamagePopup();\n target._defence -= 1;\n target.setStateCounter(213, target._defence);\n if (target._defence <= 0){ \n target.removeState(213); \n }\n target._bleed -= 1;\n user.setStateCounter(71, user._bleed);\n if(target._bleed = 0){\n target.removeState(71);\n }\n }\nelse{\n var i = target.hp/30;\n if(user.atk > target.def){\n i += (user.atk - target.def)*( 1 + user.level*user.atk/2048);\n }\n i -= target.block;\n i = Math.max(Math.floor(i), 0);\n i = Math.min(target.hp - 1, i);\n target.gainHp(-i);\n target.startDamagePopup();\n target._bleed -= 1;\n user.setStateCounter(71, user._bleed);\n if(target._bleed = 0){\n target.removeState(71);\n }\n}\n}\n","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100}, +{"id":71,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[{"code":23,"dataId":2,"value":0.85}],"iconIndex":437,"maxTurns":1,"message1":"被叠加了流血!","message2":"","message3":"正在流失血液!","message4":"的流血已被治愈!","minTurns":1,"motion":0,"name":"流血","note":"\n user._bleed = user._bleed || 0;\n user.setStateCounter(71, user._bleed);\n\n\n\nuser._bleed = undefined;\n\n\n\nuser._bleed = user._bleed || 0;\nif(user._bleed > 0){\n var bleed = user.hp/25;\n bleed = Math.min(target.hp - 1, bleed);\n bleed = Math.floor(bleed);\n user.gainHp(-bleed);\n user.startDamagePopup();\n user._bleed -= 1;\n user.setStateCounter(71, user._bleed);\n }\n\n\n\ntarget._block = target._block || 0;\nif(this.isDamage() && this.isHpEffect() && value > 0 && this.isPhysical()){\n target._defence = target._defence || 0; \nif(target._defence > 0){\n target.gainHp(0); \n target.startDamagePopup();\n target._defence -= 1;\n target.setStateCounter(213, target._defence);\n if (target._defence <= 0){ \n target.removeState(213); \n }\n target._bleed -= 1;\n user.setStateCounter(71, user._bleed);\n if(target._bleed = 0){\n target.removeState(71);\n }\n }\nelse{\n var i = target.hp/30;\n if(user.atk > target.def){\n i += (user.atk - target.def)*( 1 + user.level*user.atk/2048);\n }\n i -= target.block;\n i = Math.max(i, 0);\n i = Math.min(target.hp - 1, i);\n i = Math.floor(i);\n target.gainHp(-i);\n target.startDamagePopup();\n target._bleed -= 1;\n user.setStateCounter(71, user._bleed);\n if(target._bleed = 0){\n target.removeState(71);\n }\n}\n}\n","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100}, {"id":72,"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}, {"id":73,"autoRemovalTiming":0,"chanceByDamage":20,"traits":[{"code":23,"dataId":3,"value":0.5}],"iconIndex":332,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"耐药性","note":"","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":true,"removeByRestriction":false,"removeByWalking":true,"restriction":0,"stepsToRemove":100}, {"id":74,"autoRemovalTiming":2,"chanceByDamage":100,"traits":[{"code":22,"dataId":0,"value":-0.9},{"code":22,"dataId":1,"value":-0.5}],"iconIndex":19,"maxTurns":6,"message1":"暂时失去了视力!","message2":"暂时失去了视力!","message3":"","message4":"的视力恢复了!","minTurns":4,"motion":0,"name":"致盲","note":"\nvar random = Math.floor(Math.random() * 10 + 1);\nif (random <= 3) {\n user.addState(148);\n}\n","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100}, @@ -326,7 +326,7 @@ null, {"id":324,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"电弧","note":"\nuser._atktimes = 0;\n\n\n\nif(this.isSkill() && (this.item().meta.技能类型 == '普攻' || this.item().meta.技能类型 == '类普攻') && user.atk > 10 ){\n user._atktimes = user._atktimes || 0;\n user._atktimes += 1;\n if(user._atktimes == 4){\n user._atktimes = 0;\n BattleManager.queueForceAction(user, 507, -2);\n }\n }\n","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100}, {"id":325,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"迅捷强击被动","note":"\nuser._stratkcd = 0;\n\n\n\nuser._stratkcd = user._stratkcd || 0;\nuser._stratkcd = Math.max(user._stratkcd - 1, 0);\n\n\n\nuser._stratkcd = user._stratkcd || 0;\nif(this.isSkill() && this.item().meta.技能类型 == '普攻'){}\nelse{\n if(this.isSkill() && (this.item().meta.技能类型 == '类普攻' || this.item().meta.技能类型 == '技能')&& user.atk > 10 && user._stratkcd == 0){\n user.addState(326);\n }\n}\n\n\n\nif(this.isSkill() && (this.item().meta.技能类型 == '普攻' || this.item().meta.技能类型 == '类普攻' )&& user.isStateAffected(326)){\n BattleManager.queueForceAction(user, 506, -2);\n user.removeState(326);\n user._stratkcd = 4;\n}\n","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100}, {"id":326,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":123,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"迅捷强击","note":"","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100}, -{"id":327,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"破败","note":"\nthis._pcirate = this._pcirate || 1;\ntarget._block = target._block || 0;\nif(this.isSkill() && \n(this.item().meta.技能类型 == '普攻' \n|| this.item().meta.技能类型 == '类普攻') \n&& user.atk > 10 ){\nvar h = user.atk - target.def;\nvar i = target.mhp*0.06;\ni += h*(2 + target.level *h/2048);\ni = Math.floor(i);\nvar j = Math.floor(target.mhp*0.04);\nvar k = Math.floor(Math.min(Math.max(i, j), 20000) * this._pcirate);\nk -= target._block*10;\nk = Math.max(k, 0);\nk = Math.min(target.hp - 1, k);\ntarget._defence = target._defence || 0; \nif( k > 0 && target._defence > 0){\n target.gainHp(0); \n target.startDamagePopup();\n target._defence -= 1;\n target.setStateCounter(213, target._defence);\n if (target._defence <= 0){ \n target.removeState(213); \n }\n}\nelse{\n if(target.barrierPoints() > 0){\n target.loseBarrier(Math.floor(-k*1.5));\n }\n else{\n target.gainHp(-k); \n target.startDamagePopup();\n }\n}\n}\n","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100}, +{"id":327,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"破败","note":"\nthis._pcirate = this._pcirate || 1;\ntarget._block = target._block || 0;\nif(this.isSkill() && \n(this.item().meta.技能类型 == '普攻' \n|| this.item().meta.技能类型 == '类普攻') \n&& user.atk > 10 ){\nvar i = target.hp*0.06;\nvar h = user.atk - target.def;\ni += h*(1 + h*target.level/2048);\nvar j = target.hp*0.04;\ni = Math.max(i,j);\ni *= this._pcirate;\ni -= target._block;\ni = Math.min(i, 4000, target.hp - 1);\ni = Math.floor(i);\ntarget._defence = target._defence || 0; \nif( i > 0 && target._defence > 0){\n target.gainHp(0); \n target.startDamagePopup();\n target._defence -= 1;\n target.setStateCounter(213, target._defence);\n if (target._defence <= 0){ \n target.removeState(213); \n }\n}\nelse{\n if(target.barrierPoints() > 0){\n target.loseBarrier(Math.floor(-i*2));\n }\n else{\n target.gainHp(-i); \n target.startDamagePopup();\n }\n}\n}\n","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100}, {"id":328,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"冰霜溅射","note":"\nuser._icecd = 0;\n\n\n\nuser._icecd = user._icecd || 0;\nuser._icecd = Math.max(user._icecd - 1, 0);\n\n\n\nif(this.isSkill() && this.item().meta.技能类型 == '技能' \n && this.isMagical() && user.mat > 10 && user._icecd == 0){\n BattleManager.queueForceAction(user, 508, -2);\n user._icecd = 5;\n}\n","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100}, 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