From 4094b4cf629e4e5ff12201c75c819e53795ae567 Mon Sep 17 00:00:00 2001 From: lzr <1838979562@qq.com> Date: Sun, 19 Nov 2023 23:57:07 +0800 Subject: [PATCH] =?UTF-8?q?=E9=87=8D=E5=81=9A=E6=B5=81=E8=A1=80=E6=95=88?= =?UTF-8?q?=E6=9E=9C=EF=BC=9B?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- Readme.md | 2 +- data/CommonEvents.json | 4 ++-- data/Skills.json | 8 ++++---- data/States.json | 6 +++--- data/System.json | 2 +- 5 files changed, 11 insertions(+), 11 deletions(-) diff --git a/Readme.md b/Readme.md index d204d74..6d1383d 100644 --- a/Readme.md +++ b/Readme.md @@ -22,7 +22,7 @@ ## 更新记录 -- **2023/11/19**;**乐子人**;白火技能组细节调整;更新图标;薇薇安技能组半重做;更新伊丽莎白立绘;新增属性吸收; +- **2023/11/19**;**乐子人**;白火技能组细节调整;更新图标;薇薇安技能组半重做;更新伊丽莎白立绘;新增属性吸收;重做流血效果; - **2023/11/18**;**乐子人**;辅助技能强度调整;重做白火技能组;修改普攻和技能特效实现方式; - **2023/11/17**;**枪兵**;修bug可以打女王了 - **2023/11/16**;**枪兵**;修bug老王可以启动了 diff --git a/data/CommonEvents.json b/data/CommonEvents.json index 14d5357..dd7c8cd 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-{"id":128,"animationId":204,"damage":{"critical":false,"elementId":1,"formula":"1+(a.atk * 2+a.mat+a.agi/200 - b.def-b.mdf/5)*(a.level*a.atk/2048+2)","type":1,"variance":20},"description":"\\c[18]<类普攻>\\c[0] 对全体敌人射出流血箭,\n造成物理伤害并附加25层\\it[102]","effects":[{"code":21,"dataId":102,"value1":1,"value2":0}],"hitType":1,"iconIndex":437,"message1":"使用了%1!","message2":"","mpCost":0,"name":"绝杀流血箭","note":"<技能类型:类普攻>\n\n\n target._bleed = target._bleed || 0;\n target._bleed += 25; \n target.setStateCounter(102, user._bleed);\n\n\n\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, this._targetIndex);\n BattleManager.forceAction(subject);\n }\n }\n\n\n\nif(target.isStateAffected(284)){}\nelse{ rate *= 0;}\n","occasion":1,"repeats":1,"requiredWtypeId1":6,"requiredWtypeId2":7,"scope":2,"speed":0,"stypeId":1,"successRate":100,"tpCost":15,"tpGain":0}, +{"id":126,"animationId":204,"damage":{"critical":false,"elementId":1,"formula":"1+(a.atk * 2+a.mat+a.agi/200 - b.def-b.mdf/5)*(a.level*a.atk/2048+2)","type":1,"variance":20},"description":"\\c[18]<类普攻>\\c[0] 对全体敌人射出流血箭,\n造成物理伤害并附加15层\\it[102]","effects":[{"code":21,"dataId":102,"value1":1,"value2":0}],"hitType":1,"iconIndex":437,"message1":"使用了%1!","message2":"","mpCost":0,"name":"流血箭","note":"<技能类型:类普攻>\n\n\n\n \n target._bleed = target._bleed || 0; \n target._bleed += 20;\n target.setStateCounter(102, target._bleed);\n \n\n\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, this._targetIndex);\n BattleManager.forceAction(subject);\n }\n }\n\n\n\nif(target.isStateAffected(284)){}\nelse{ rate *= 0;}\n","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":2,"speed":0,"stypeId":1,"successRate":100,"tpCost":15,"tpGain":0}, +{"id":127,"animationId":204,"damage":{"critical":false,"elementId":1,"formula":"1+(a.atk * 2+a.mat+a.agi/200 - b.def-b.mdf/5)*(a.level*a.atk/2048+2)","type":1,"variance":20},"description":"\\c[18]<类普攻>\\c[0] 对全体敌人射出流血箭,\n造成物理伤害并附加20层\\it[102]","effects":[{"code":21,"dataId":102,"value1":1,"value2":0}],"hitType":1,"iconIndex":437,"message1":"使用了%1!","message2":"","mpCost":0,"name":"强劲流血箭","note":"<技能类型:类普攻>\n\n\n\n\n target._bleed = target._bleed || 0;\n target._bleed += 30; \n target.setStateCounter(102, user._bleed);\n\n\n\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, this._targetIndex);\n BattleManager.forceAction(subject);\n }\n }\n\n\n\nif(target.isStateAffected(284)){}\nelse{ rate *= 0;}\n","occasion":1,"repeats":1,"requiredWtypeId1":6,"requiredWtypeId2":7,"scope":2,"speed":0,"stypeId":1,"successRate":100,"tpCost":15,"tpGain":0}, +{"id":128,"animationId":204,"damage":{"critical":false,"elementId":1,"formula":"1+(a.atk * 2+a.mat+a.agi/200 - b.def-b.mdf/5)*(a.level*a.atk/2048+2)","type":1,"variance":20},"description":"\\c[18]<类普攻>\\c[0] 对全体敌人射出流血箭,\n造成物理伤害并附加25层\\it[102]","effects":[{"code":21,"dataId":102,"value1":1,"value2":0}],"hitType":1,"iconIndex":437,"message1":"使用了%1!","message2":"","mpCost":0,"name":"绝杀流血箭","note":"<技能类型:类普攻>\n\n\n target._bleed = target._bleed || 0;\n target._bleed += 40; \n target.setStateCounter(102, user._bleed);\n\n\n\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, this._targetIndex);\n BattleManager.forceAction(subject);\n }\n }\n\n\n\nif(target.isStateAffected(284)){}\nelse{ rate *= 0;}\n","occasion":1,"repeats":1,"requiredWtypeId1":6,"requiredWtypeId2":7,"scope":2,"speed":0,"stypeId":1,"successRate":100,"tpCost":15,"tpGain":0}, {"id":129,"animationId":0,"damage":{"critical":true,"elementId":-1,"formula":"20+(a.atk * 3/2+a.mat - b.def-b.mdf/5)*(a.level*a.atk/2048+2)","type":1,"variance":20},"description":"\\c[17]<30%额外命中>\\c[0] \\c[18]<类普攻>\\c[0] \n对一个目标连续进行三次射击","effects":[],"hitType":0,"iconIndex":116,"message1":"","message2":"","mpCost":0,"name":"精湛射击I","note":"<技能类型:类普攻>\n\n\n\n\n this._pcirate = 1.5;\n\n\n\n user.addState(229);\n\n\n user.removeState(229);\n\n\n\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 == 3){\n user._shottimes += 1;\n $gameActors.actor(12)._lastallyid = user.actorId();\n var subject = $gameActors.actor(12);\n subject.forceAction(117, this._targetIndex);\n BattleManager.forceAction(subject);\n }\n }\n\n\n\nif(target.isStateAffected(284)){}\nelse{ rate *= 0;}\n","occasion":1,"repeats":3,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":25,"tpGain":0}, {"id":130,"animationId":0,"damage":{"critical":true,"elementId":-1,"formula":"20+(a.atk * 7/4+a.mat - b.def-b.mdf/7)*(a.level*a.atk/2048+2)","type":1,"variance":20},"description":"\\c[17]<40%额外命中>\\c[0] \\c[18]<类普攻>\\c[0]\n对一个目标连续进行三次射击","effects":[],"hitType":0,"iconIndex":116,"message1":"","message2":"","mpCost":0,"name":"精湛射击II","note":"<技能类型:类普攻>\n\n\n\n\n this._pcirate = 1.5;\n\n\n\n user.addState(230);\n\n\n user.removeState(230);\n\n\n\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 == 3){\n user._shottimes += 1;\n $gameActors.actor(12)._lastallyid = user.actorId();\n var subject = $gameActors.actor(12);\n subject.forceAction(117, this._targetIndex);\n BattleManager.forceAction(subject);\n }\n }\n\n\n\nif(target.isStateAffected(284)){}\nelse{ rate *= 0;}\n","occasion":1,"repeats":3,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":25,"tpGain":0}, {"id":131,"animationId":0,"damage":{"critical":true,"elementId":-1,"formula":"20+(a.atk * 2+a.mat - b.def-b.mdf/9)*(a.level*a.atk/2048+2)","type":1,"variance":20},"description":"\\c[17]<50%额外命中>\\c[0] \\c[18]<类普攻>\\c[0]\n对一个目标连续进行三次射击","effects":[],"hitType":0,"iconIndex":116,"message1":"","message2":"","mpCost":0,"name":"精湛射击III","note":"<技能类型:类普攻>\n\n\n user.addState(231);\n\n\n user.removeState(231);\n\n\n\n this._pcirate = 1.5;\n\n\n\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 == 3){\n user._shottimes += 1;\n $gameActors.actor(12)._lastallyid = user.actorId();\n var subject = $gameActors.actor(12);\n subject.forceAction(117, this._targetIndex);\n BattleManager.forceAction(subject);\n }\n }\n\n\n\nif(target.isStateAffected(284)){}\nelse{ rate *= 0;}\n","occasion":1,"repeats":3,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":25,"tpGain":0}, @@ -404,7 +404,7 @@ null, {"id":402,"animationId":181,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"","effects":[{"code":21,"dataId":213,"value1":1,"value2":0}],"hitType":0,"iconIndex":0,"message1":"使用了\\c[17]%1\\c[0]!","message2":"","mpCost":0,"name":"伤害无效","note":" \n target._defence = target._defence || 0; \n target._defence += 5;\n target.setStateCounter(213, target._defence);\n ","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":11,"speed":0,"stypeId":1,"successRate":100,"tpCost":0,"tpGain":0}, {"id":403,"animationId":182,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"","effects":[{"code":21,"dataId":213,"value1":1,"value2":0}],"hitType":0,"iconIndex":0,"message1":"使用了\\c[27]%1\\c[0]!","message2":"","mpCost":0,"name":"高级伤害无效","note":" \n target._defence = target._defence || 0; \n target._defence += 10;\n target.setStateCounter(213, target._defence);\n ","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":11,"speed":0,"stypeId":1,"successRate":100,"tpCost":0,"tpGain":0}, {"id":404,"animationId":184,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"","effects":[{"code":21,"dataId":213,"value1":1,"value2":0}],"hitType":0,"iconIndex":0,"message1":"使用了\\c[18]%1\\c[0]!","message2":"","mpCost":0,"name":"顶级伤害无效","note":" \n target._defence = target._defence || 0; \n target._defence += 15;\n target.setStateCounter(213, target._defence);\n ","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":11,"speed":0,"stypeId":1,"successRate":100,"tpCost":0,"tpGain":0}, -{"id":405,"animationId":218,"damage":{"critical":true,"elementId":1,"formula":"1+(a.atk * 2+a.mat+a.agi/200 - b.def-b.mdf/5)*(a.level*a.atk/2048+2)","type":1,"variance":20},"description":"","effects":[{"code":21,"dataId":102,"value1":1,"value2":0}],"hitType":1,"iconIndex":437,"message1":"使用了%1!","message2":"","mpCost":0,"name":"流血羽箭","note":"\n\n target._bleed = target._bleed || 0;\n target._bleed += 18; \n target.setStateCounter(102, user._bleed);\n","occasion":1,"repeats":1,"requiredWtypeId1":6,"requiredWtypeId2":7,"scope":2,"speed":0,"stypeId":1,"successRate":100,"tpCost":0,"tpGain":0}, +{"id":405,"animationId":218,"damage":{"critical":true,"elementId":1,"formula":"1+(a.atk * 2+a.mat+a.agi/200 - b.def-b.mdf/5)*(a.level*a.atk/2048+2)","type":1,"variance":20},"description":"","effects":[{"code":21,"dataId":102,"value1":1,"value2":0}],"hitType":1,"iconIndex":437,"message1":"使用了%1!","message2":"","mpCost":0,"name":"流血羽箭","note":"\n\n target._bleed = target._bleed || 0;\n target._bleed += 32; \n target.setStateCounter(102, user._bleed);\n","occasion":1,"repeats":1,"requiredWtypeId1":6,"requiredWtypeId2":7,"scope":2,"speed":0,"stypeId":1,"successRate":100,"tpCost":0,"tpGain":0}, {"id":406,"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":407,"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":408,"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}, diff --git a/data/States.json b/data/States.json index 141f0d1..1db5498 100644 --- a/data/States.json +++ b/data/States.json @@ -101,7 +101,7 @@ null, {"id":99,"autoRemovalTiming":1,"chanceByDamage":100,"traits":[{"code":11,"dataId":14,"value":1.09},{"code":22,"dataId":3,"value":-0.1},{"code":11,"dataId":18,"value":1.09},{"code":13,"dataId":248,"value":1.3}],"iconIndex":355,"maxTurns":5,"message1":"的体表被抓伤了!","message2":"的体表被抓伤了!","message3":"","message4":"","minTurns":5,"motion":0,"name":"抓伤III","note":"\n user.removeState(97);\n user.removeState(98);\n user.removeState(255);\n\n\n\n user._bleed = user._bleed || 0;\n var e = Math.floor(user.mhp*0.03)*(-1);\n e = Math.max(e, -4000);\n user.gainHp(e);\n user.startDamagePopup();\n","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100}, {"id":100,"autoRemovalTiming":1,"chanceByDamage":100,"traits":[{"code":11,"dataId":14,"value":1.12},{"code":22,"dataId":3,"value":-0.13},{"code":11,"dataId":18,"value":1.12},{"code":13,"dataId":248,"value":1.4}],"iconIndex":356,"maxTurns":5,"message1":"的体表被抓伤了!","message2":"的体表被抓伤了!","message3":"","message4":"","minTurns":5,"motion":0,"name":"抓伤IV","note":"\n user.removeState(97);\n user.removeState(98);\n user.removeState(99);\n user.removeState(255);\n\n\n\n user._bleed = user._bleed || 0;\n var e = Math.floor(user.mhp*0.04)*(-1);\n e = Math.max(e, -4000);\n user.gainHp(e);\n user.startDamagePopup();\n","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100}, {"id":101,"autoRemovalTiming":1,"chanceByDamage":100,"traits":[{"code":11,"dataId":14,"value":1.15},{"code":22,"dataId":3,"value":-0.15},{"code":11,"dataId":18,"value":1.15},{"code":13,"dataId":248,"value":1.5}],"iconIndex":357,"maxTurns":5,"message1":"的体表被抓伤了!","message2":"的体表被抓伤了!","message3":"","message4":"","minTurns":5,"motion":0,"name":"抓伤V","note":"\n user.removeState(97);\n user.removeState(98);\n user.removeState(99);\n user.removeState(100);\n user.removeState(255);\n\n\n\n user._bleed = user._bleed || 0;\n var e = Math.floor(user.mhp*0.05)*(-1);\n e = Math.max(e, -5000);\n user.gainHp(e);\n user.startDamagePopup();\n","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100}, -{"id":102,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[{"code":23,"dataId":2,"value":0.85}],"iconIndex":328,"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\n\n\n user._bleed = user._bleed || 0;\n user.setStateCounter(102, user._bleed);\n\n\n\nuser._bleed = undefined;\n\n\n\n user._bleed = user._bleed || 0;\n var a = Math.floor(user.hp*0.03);\n if(a > 0){\n a *= (-1);\n a = Math.max(a, -8000);\n user.gainHp(a);\n user.startDamagePopup();\n }\n user._bleed -= 1;\n user.setStateCounter(102, user._bleed);\n if(user._bleed == 0){\n user.removeState(102);\n }\n\n\n\nif(this.isDamage() && this.isHpEffect() && value > 0 && this.isPhysical()){\n target._defence = target._defence || 0; \nif(target._defence > 0){\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 target.setStateCounter(102, target._bleed);\n if(target._bleed == 0){\n target.removeState(102);\n }\n }\nelse{\n target._block = target._block || 0;\n var bleeding = target.hp/30;\n if(user.atk > target.def){\n bleeding += (user.atk - target.def)*(1 + user.atk*user.level/2048);\n }\n bleeding -= target._block * 5;\n var dem = target.hp - 1;\n bleeding = Math.min(bleeding, 6000, dem);\n bleeding = Math.max(bleeding, 0);\n bleeding = Math.floor(bleeding);\n if(bleeding > 0){\n target.gainHp(-bleeding);\n if(bleeding >= value){\n target.startDamagePopup();\n }\n }\n target._bleed -= 1;\n target.setStateCounter(102, target._bleed);\n if(target._bleed == 0){\n target.removeState(102);\n }\n}\n}\n\n","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100}, +{"id":102,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[{"code":23,"dataId":2,"value":0.85}],"iconIndex":328,"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\n\n\n user._bleed = user._bleed || 0;\n user.setStateCounter(102, user._bleed);\n\n\n\nuser._bleed = undefined;\n\n\n\n user._bleed = user._bleed || 0;\n var a = user.mhp/100;\n a *= user._bleed/10;\n a = Math.max(a, 1);\n a = Math.floor(Math.min(a, 10000));\n a = Math.min(a, user.hp - 1);\n a *= (-1);\n user.gainHp(a);\n user.startDamagePopup();\n user._bleed = Math.floor(user._bleed/2);\n user.setStateCounter(102, user._bleed);\n if(user._bleed < 10 ||\n user.hp < 10){\n user._bleed = undefined;\n user.removeState(102);\n }\n\n\n\nif(this.isDamage() \n&& this.isHpEffect() \n&& value > 0 \n&& this.isPhysical()){\nuser._bleed += 2;\n}\n","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100}, {"id":103,"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":104,"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":105,"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}, @@ -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() && \n(this.item().meta.技能类型 == '普攻' || \nthis.item().meta.技能类型 == '类普攻') \n&& user.atk > 10 ){\n user._atktimes = user._atktimes || 0;\n user._atktimes += 1;\n if(user._atktimes == 4){\n user._atktimes = 0;\n $gameActors.actor(12)._lastallyid = user.actorId();\n var subject = $gameActors.actor(12);\n subject.forceAction(507, this._targetIndex);\n BattleManager.forceAction(subject);\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() && \n (this.item().meta.技能类型 == '类普攻' || \n this.item().meta.技能类型 == '技能')&& \n user.atk > 10 && user._stratkcd == 0){\n user.addState(326);\n $gameActors.actor(12)._lastallyid = user.actorId();\n }\n}\n\n\n\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.isStateAffected(326)){\n var subject = $gameActors.actor(12);\n subject.forceAction(506, this._targetIndex);\n BattleManager.forceAction(subject);\n user.removeState(326);\n user.addState(262);\n user._stratkcd = 3;\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":434,"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|| this.item().meta.技能类型 == '空手普攻') \n&& user.atk > 10 ){\nvar i = target.hp*0.04;\nvar h = user.atk - target.def;\nif(h > 0){ \n i += h*(1 + h*target.level/2048);}\nvar j = target.hp*0.06;\ni = Math.min(i,j);\ni -= target._block*5;\ni = Math.floor(i);\ni = Math.min(i, 6000);\ni *= this._pcirate;\ni = Math.min(i, target.hp - 1);\ni = Math.floor(i);\ntarget._defence = target._defence || 0; \nif( i > 0 ){\n if(target._defence > 0){\n target._defence -= 1;\n target.setStateCounter(213, target._defence);\n if (target._defence <= 0){ \n target.removeState(213); \n }\n }\n else{\n if(target.barrierPoints() > 0){\n target.loseBarrier(Math.floor(-i*2));\n }\n else{\n target.gainHp(-i);\n if(i >= value){\n target.startDamagePopup();\n }\n }\n }\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|| this.item().meta.技能类型 == '空手普攻') \n&& user.atk > 10 ){\nvar i = target.hp*0.04;\nvar h = user.atk - target.def;\nif(h > 0){ \ni += h*(1 + h*target.level/2048);}\nvar j = target.hp*0.06;\ni = Math.min(i,j);\ni -= target._block*5;\ni = Math.floor(i);\ni = Math.min(i, 6000);\ni *= this._pcirate;\ni = Math.floor(i);\ntarget._defence = target._defence || 0; \nif( i > 0 ){\n if(target._defence > 0){\n target._defence -= 1;\n target.setStateCounter(213, target._defence);\n if (target._defence <= 0){ \n target.removeState(213); \n }\n }\n else{\n value += i;\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() \n&& this.item().meta.技能类型 == '技能' \n && this.isMagical() \n && user.mat > 10 && user._icecd == 0){\n $gameActors.actor(12)._lastallyid = user.actorId();\n var subject = $gameActors.actor(12);\n subject.forceAction(508, this._targetIndex);\n BattleManager.forceAction(subject);\n user._icecd = 4;\n}\n","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100}, {"id":329,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"奥术波动","note":"\nuser._wavecd = 0;\n\n\n\nuser._wavecd = user._wavecd || 0;\nuser._wavecd = Math.max(user._wavecd - 1, 0);\n\n\n\nif(this.isSkill() && this.item().meta.技能类型 == '技能' \n && this.isMagical() && user.mat > 10 && user._wavecd == 0){\n $gameActors.actor(12)._lastallyid = user.actorId();\n var subject = $gameActors.actor(12);\n subject.forceAction(509, this._targetIndex);\n BattleManager.forceAction(subject);\n user._wavecd = 4;\n}\n","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100}, {"id":330,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"迟滞之环","note":"\nuser._ringcd = 0;\n\n\n\nuser._ringcd = user._ringcd || 0;\nuser._ringcd = Math.max(user._ringcd - 1, 0);\n\n\n\nif(this.isSkill() && this.item().meta.技能类型 == '技能' \n && this.isMagical() && user.mat > 10 && user._ringcd == 0){\n $gameActors.actor(12)._lastallyid = user.actorId();\n var subject = $gameActors.actor(12);\n subject.forceAction(510, this._targetIndex);\n BattleManager.forceAction(subject);\n user._ringcd = 5;\n}\n","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100}, @@ -334,7 +334,7 @@ null, {"id":332,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"恐惧侵蚀","note":"\nif(this.isSkill() && this.item().meta.技能类型 == '技能' \n && this.isMagical() && user.mat > 10){\n user._fear = user._fear || 0;\n user._fear += 1;\n var random = Math.random()*5;\n if(random <= user._fear){\n user._fear = 0;\n var subject = $gameActors.actor(12);\n subject.forceAction(511, this._targetIndex);\n BattleManager.forceAction(subject);\n }\n}\n","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100}, {"id":333,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"杀鸡小刀","note":"\n this.certainhp = target.hp;\n\n\n\n this.certainhp = this.certainhp || 1;\n if(target.isStateAffected(144)){}\n else{\n if(this.isSkill() &&\n this.isPhysical() &&\n (this.item().meta.技能类型 == '普攻' ||\n this.item().meta.技能类型 == '类普攻' )){\n var a = Math.random()*100;\n if(a <= 15){\n target.gainHp(-999999);\n }\n }\n if(this.certainhp == 0){}\n else{\n if(target.hp <= 0){\n user.gainExp(5);\n }\n }\n }\n","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100}, {"id":334,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"绝对猎手","note":"\n\n\n\n\n this.certainhp = target.hp;\n\n\n\n this.certainhp = this.certainhp || 1;\n if(this.certainhp == 0){}\n else{\n if(target.hp <= 0){\n user.gainTp(20);\n user.addState(166);\n }\n }\n","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100}, -{"id":335,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"剧毒","note":"\nthis._pcirate = this._pcirate || 1;\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|| this.item().meta.技能类型 == '空手普攻') \n&& user.mat > 10 ){\nif(target.isStateAffected(66) ||\n target.isStateAffected(67) ||\n target.isStateAffected(68) ) {\n if(target.barrierPoints() > 0){}\n else{\n var i = (target.mhp - target.hp)*0.02;\n var h = user.mat - target.mdf/2;\n if(h > 0){ \n i += h*(1 + h*target.level/2048);}\n var j = target.hp*0.04;\n i = Math.min(i,j);\n i = Math.floor(i);\n if(target.isStateAffected(67)){\n i *= 5/4;\n }\n else{\n if(target.isStateAffected(68)){\n i *= 3/2; }\n }\n i = Math.min(i, 8000);\n i *= this._pcirate;\n i = Math.min(i, target.hp - 1);\n i = Math.floor(i);\n target.gainHp(-i);\n if(i >= value){\n target.startDamagePopup(); }\n }\n }\n var judge = 10;\n if(target.isStateAffected(144)){\n judge -= 1; }\n if(target.isStateAffected(151)){\n judge -= 1; }\n if(target.barrierPoints() > 0){\n judge -= 2; }\n var random = Math.random()*10;\n if(judge <= random){\n target.addState(248); }\n}\n","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100}, +{"id":335,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"剧毒","note":"\nthis._pcirate = this._pcirate || 1;\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|| this.item().meta.技能类型 == '空手普攻') \n&& user.mat > 10 ){\nif(target.isStateAffected(66) ||\n target.isStateAffected(67) ||\n target.isStateAffected(68) ) {\n if(target.barrierPoints() > 0){}\n else{\n var i = (target.mhp - target.hp)*0.02;\n var h = user.mat - target.mdf;\n if(h > 0){ \n i += h*(1 + h*target.level/2048);}\n var j = target.hp*0.04;\n i = Math.min(i,j);\n i = Math.floor(i);\n if(target.isStateAffected(67)){\n i *= 5/4;\n }\n else{\n if(target.isStateAffected(68)){\n i *= 3/2; }\n }\n i = Math.min(i, 6000);\n i *= this._pcirate;\n i = Math.min(i, target.hp - 1);\n i = Math.floor(i);\n value += i;\n }\n var judge = 10;\n if(target.isStateAffected(144)){\n judge -= 1; }\n if(target.isStateAffected(151)){\n judge -= 1; }\n if(target.barrierPoints() > 0){\n judge -= 2; }\n var random = Math.random()*10;\n if(judge <= random){\n target.addState(248); }\n}\n}\n","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100}, {"id":336,"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":337,"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":338,"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}, diff --git a/data/System.json b/data/System.json index c74115d..bc6a0c2 100644 --- a/data/System.json +++ b/data/System.json @@ -1 +1 @@ -{"airship":{"bgm":{"name":"Kan R Gao - Floating 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