From 772c7a2143c8c5d9c1cfc972111b25a50216f3c1 Mon Sep 17 00:00:00 2001 From: lzr <1838979562@qq.com> Date: Sat, 30 Dec 2023 15:42:27 +0800 Subject: [PATCH] =?UTF-8?q?=E6=8A=80=E8=83=BD=E4=BC=98=E5=8C=96=EF=BC=9B?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- Readme.md | 1 + data/Animations.json | 2 +- data/Classes.json | 4 +-- data/CommonEvents.json | 4 +-- data/MapInfos.json | 2 +- data/Skills.json | 64 +++++++++++++++++++++--------------------- data/States.json | 4 +-- data/System.json | 2 +- 8 files changed, 42 insertions(+), 41 deletions(-) diff --git a/Readme.md b/Readme.md index 190293a..94509c8 100644 --- a/Readme.md +++ b/Readme.md @@ -22,6 +22,7 @@ ## 更新记录 +- **2023/12/30**;**乐子人**;技能优化; - **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; diff --git a/data/Animations.json b/data/Animations.json index 4d7635c..ceafd10 100644 --- a/data/Animations.json 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{"id":123,"animationId":95,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"保持灵活游走的战斗技巧,需要持续消耗法力,期间每次攻击都会追加一次\n特定的普通攻击(可以叠加布设符卡所需的攻击次数,但不能触发普攻特效)","effects":[{"code":21,"dataId":361,"value1":1,"value2":0}],"hitType":0,"iconIndex":82,"message1":"使用了%1!","message2":"","mpCost":0,"name":"游斗术","note":"<技能类型:技能>\n\n\n\n","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":11,"speed":0,"stypeId":1,"successRate":100,"tpCost":30,"tpGain":0}, {"id":124,"animationId":95,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"保持灵活游走的战斗技巧,需要持续消耗法力,期间每次攻击都会追加一次\n特定的普通攻击(可以叠加布设符卡所需的攻击次数,但不能触发普攻特效)","effects":[{"code":21,"dataId":362,"value1":1,"value2":0}],"hitType":0,"iconIndex":82,"message1":"使用了%1!","message2":"","mpCost":0,"name":"专业游斗术","note":"<技能类型:技能>\n\n\n\n","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":11,"speed":0,"stypeId":1,"successRate":100,"tpCost":30,"tpGain":0}, {"id":125,"animationId":95,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"保持灵活游走的战斗技巧,需要持续消耗法力,期间每次攻击都会追加一次\n特定的普通攻击(可以叠加布设符卡所需的攻击次数,但不能触发普攻特效)","effects":[{"code":21,"dataId":363,"value1":1,"value2":0}],"hitType":0,"iconIndex":82,"message1":"使用了%1!","message2":"","mpCost":0,"name":"大师游斗术","note":"<技能类型:技能>\n\n","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":11,"speed":0,"stypeId":1,"successRate":100,"tpCost":30,"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":5},"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":5},"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}, 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subject.forceAction(118, -1);\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":5},"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, -1);\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":5},"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 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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":30,"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":5},"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":30,"tpGain":0}, @@ -137,9 +137,9 @@ null, {"id":135,"animationId":210,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"布设符文卡•年轮,让队友每回合自动获得20%行动读条,\n最多存在三回合","effects":[{"code":21,"dataId":354,"value1":1,"value2":0}],"hitType":0,"iconIndex":302,"message1":"","message2":"","mpCost":0,"name":"符文卡 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(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","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":8,"speed":0,"stypeId":3,"successRate":100,"tpCost":60,"tpGain":0}, {"id":137,"animationId":212,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"消耗: \\c[17]\\it[350]、\\it[352]\\c[0] 构成:\\c[9]\\it[354]\\c[0] 引导风的力量形成缓冲,\n给予全队\\c[9]5 + 0.66*自身level\\c[0] 的\\c[9]\\it[238]\\c[0]属性,最多叠加到99点","effects":[],"hitType":0,"iconIndex":413,"message1":"启用了\\c[17]%1!\\c[0]","message2":"","mpCost":15,"name":"卡阵•风息缎带","note":"<技能类型:技能>\n\n\n target._block = target._block || 0;\n target._block += Math.floor(5 + $gameActors.actor(4).level*2/3);\n target._block = Math.max(target._block, -99);\n target._block = Math.min(target._block, 99);\n if(target._block == 0){ \n target.setStateCounter(237, 0);\n target.setStateCounter(238, 0);\n target.removeState(237);\n target.removeState(238); } \n else{\n if(target._block > 0){\n target.addState(238);\n target.setStateCounter(238, target._block);\n }\n else{\n target.addState(237);\n target.setStateCounter(237, Math.abs(target._block));\n }\n }\n\n\n \nif(user.isStateAffected(350)){\n user.removeState(350);\n}\n\nif(user.isStateAffected(352)){\n user.removeState(352);\n}\nif(user.isStateAffected(354)){\n user.removeState(354);\n}\nelse{\n user.addState(354);\n}\n \n\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 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