1.30改完技能数值;

main
戴面具的乐子人 11 months ago
parent ff97e357eb
commit 5316a96cc0

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## 更新记录 ## 更新记录
- **2024/1/27****乐子人**改南宫五月、南宫三八、伊扎克斯数值修复莉莉三段普攻寻敌异常的问题1.28改莉莉数值1.28 继续改滚郝籽诺兰数值1.29 改白火数值,更新插件; - **2024/1/27****乐子人**改南宫五月、南宫三八、伊扎克斯数值修复莉莉三段普攻寻敌异常的问题1.28改莉莉数值1.28 继续改滚郝籽诺兰数值1.29 改白火数值,更新插件;1.30改完技能数值;
- **2024/1/22****乐子人**初步改数值1.23 接着改数值1.25 改薇薇安数值; - **2024/1/22****乐子人**初步改数值1.23 接着改数值1.25 改薇薇安数值;
- **2024/1/20****枪兵**;一点点剧情,草原地图; - **2024/1/20****枪兵**;一点点剧情,草原地图;
- **2024/1/20****乐子人**写入天赋微调数值1.21, 0点再次写入天赋; 1.21 13点再次写入天赋1.21 17点再次写入天赋 - **2024/1/20****乐子人**写入天赋微调数值1.21, 0点再次写入天赋; 1.21 13点再次写入天赋1.21 17点再次写入天赋

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{"id":126,"animationId":204,"damage":{"critical":false,"elementId":1,"formula":"a.atk*4/5 + 2*a.level + 80","type":1,"variance":5},"description":"\\c[18]<类普攻>\\c[0] 对全体敌人射出流血箭附加20层\\it[102]\n造成 80+2*\\c[17]Lv\\c[0]+0.8\\c[18]ad\\c[0] 点\\c[18]物理伤害\\c[0]","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<Learn Cost: 4 JP>\n\n<Before Eval>\n this._bsaffective = 0.1;\n</Before Eval>\n\n<Hide if Learned Skill: 127,128>\n\n <Before Eval>\n target._bleed = target._bleed || 0; \n target._bleed += 20;\n target.setStateCounter(102, target._bleed);\n </Before 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<Custom Counter Rate>\nif(target.isStateAffected(284)){}\nelse{ rate *= 0;}\n</Custom Counter Rate>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":2,"speed":0,"stypeId":1,"successRate":100,"tpCost":15,"tpGain":0}, {"id":126,"animationId":204,"damage":{"critical":false,"elementId":1,"formula":"a.atk*4/5 + 2*a.level + 80","type":1,"variance":5},"description":"\\c[18]<类普攻>\\c[0] 对全体敌人射出流血箭附加20层\\it[102]\n造成 80+2*\\c[17]Lv\\c[0]+0.8\\c[18]ad\\c[0] 点\\c[18]物理伤害\\c[0]","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<Learn Cost: 4 JP>\n\n<Before Eval>\n this._bsaffective = 0.1;\n</Before Eval>\n\n<Hide if Learned Skill: 127,128>\n\n <Before Eval>\n target._bleed = target._bleed || 0; \n target._bleed += 20;\n target.setStateCounter(102, target._bleed);\n </Before 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<Custom Counter Rate>\nif(target.isStateAffected(284)){}\nelse{ rate *= 0;}\n</Custom Counter Rate>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":2,"speed":0,"stypeId":1,"successRate":100,"tpCost":15,"tpGain":0},
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{"id":216,"animationId":-1,"damage":{"critical":true,"elementId":-1,"formula":"","type":1,"variance":5},"description":"莉莉人形态普攻第四段","effects":[{"code":21,"dataId":0,"value1":1,"value2":0}],"hitType":1,"iconIndex":283,"message1":"的跳跃攻击!","message2":"","mpCost":0,"name":"跳跃攻击","note":"<技能类型:普攻>\n<Bypass Cooldown>\n\n<After Eval>\nuser.removeState(296);\nuser.addState(293);\n</After Eval>\n\n<Before Eval>\n this._bsaffective = 0.7;\n</Before Eval>\n\n<After Eval>\nuser._agatktimes = user._agatktimes || 0;\nif(user.isStateAffected(298) && user._agatktimes > 0){\n user._agatktimes -= 1;\n if(user._agatktimes == 0){\n user.removeState(298);\n }\n }\n</After Eval>\n\n<damage formula>\n value = 100 + user.level*3 + user.atk;\n value *= (user.level*user.atk/2048+2);\n if(user.isStateAffected(298)){\n value += (user.isLearnedSkill(222)?120: 0);\n value += (user.isLearnedSkill(221)?100: 0);\n value += (user.isLearnedSkill(220)?90: 0);\n value += (user.isLearnedSkill(219)?60: 0);\n value += (user.isLearnedSkill(218)?40: 0);\n }\n value *= 2 - target.hp/target.mhp;\n value = Math.floor(value);\n</damage formula>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":5,"successRate":100,"tpCost":0,"tpGain":4}, {"id":216,"animationId":-1,"damage":{"critical":true,"elementId":-1,"formula":"","type":1,"variance":5},"description":"莉莉人形态普攻第四段","effects":[{"code":21,"dataId":0,"value1":1,"value2":0}],"hitType":1,"iconIndex":283,"message1":"的跳跃攻击!","message2":"","mpCost":0,"name":"跳跃攻击","note":"<技能类型:普攻>\n<Bypass Cooldown>\n\n<After Eval>\nuser.removeState(296);\nuser.addState(293);\n</After Eval>\n\n<Before Eval>\n this._bsaffective = 0.7;\n</Before Eval>\n\n<After Eval>\nuser._agatktimes = user._agatktimes || 0;\nif(user.isStateAffected(298) && user._agatktimes > 0){\n user._agatktimes -= 1;\n if(user._agatktimes == 0){\n user.removeState(298);\n }\n }\n</After Eval>\n\n<damage formula>\n value = 100 + user.level*3 + user.atk;\n value *= (user.level*user.atk/2048+2);\n if(user.isStateAffected(298)){\n value += (user.isLearnedSkill(222)?140: 0);\n value += (user.isLearnedSkill(221)?120: 0);\n value += (user.isLearnedSkill(220)?100: 0);\n value += (user.isLearnedSkill(219)?80: 0);\n value += (user.isLearnedSkill(218)?60: 0);\n }\n value *= 2 - target.hp/target.mhp;\n value = Math.floor(value);\n</damage formula>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":5,"successRate":100,"tpCost":0,"tpGain":4},
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