更新多个插件并写入相应新内容;

main
戴面具的乐子人 12 months ago
parent 97dd90062c
commit 90be90ce50

@ -22,6 +22,7 @@
## 更新记录 ## 更新记录
- **2024/1/2****乐子人**;更新多个插件并写入相应新内容;
- **2024/1/2****乐子人**;更新装备核心插件; - **2024/1/2****乐子人**;更新装备核心插件;
- **2023/12/30****乐子人**;技能优化,新增战斗统计;修改部分技能冷却机制;新增技能点和技能学习系统; - **2023/12/30****乐子人**;技能优化,新增战斗统计;修改部分技能冷却机制;新增技能点和技能学习系统;
- **2023/12/24****乐子人**配置主界面UI开场效果优化 - **2023/12/24****乐子人**配置主界面UI开场效果优化

@ -1,16 +1,16 @@
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{"id":213,"animationId":-1,"damage":{"critical":true,"elementId":-1,"formula":"","type":1,"variance":5},"description":"莉莉人形态普攻第一段","effects":[{"code":21,"dataId":0,"value1":1,"value2":0}],"hitType":1,"iconIndex":320,"message1":"的突进攻击!","message2":"","mpCost":0,"name":"突进攻击","note":" <Hit Reward: Add State 294>\n <Hit Reward: Add State 113>\n <Hit Reward: Remove State 293>\n <Missed Reward: Add State 293>\n <Missed Reward: Add State 229>\n <Hit Reward: Remove State 229>\n\n<技能类型:普攻>\n\n\n<Before Eval>\nuser._agatktimes = user._agatktimes || 0;\nif(user.isStateAffected(292) && user._agatktimes > 0){\n user._agatktimes -= 1;\n if(user._agatktimes == 0){\n user.removeState(292);\n }\n }\n</Before Eval>\n\n<damage formula>\n value = 1;\n if(user.isStateAffected(292) && user._agatktimes > 0){\n value += (user.atk * 2 - target.def*0.85);\n }\n else{\n value += (user.atk * 2 - target.def);\n }\n value *= (user.level*user.atk/2048+2);\n if(user.isStateAffected(298)){\n value += (user.isLearnedSkill(222)?2000: 0);\n value += (user.isLearnedSkill(221)?1800: 0);\n value += (user.isLearnedSkill(220)?800: 0);\n value += (user.isLearnedSkill(219)?325: 0);\n value += (user.isLearnedSkill(218)?75: 0);\n }\n value *= Math.min(1+user.agi/400, 2);\n</damage formula>\n\n<Post-Damage Eval>\n if(user.isStateAffected(292)){\n user.addState(167);\n }\n</Post-Damage Eval>\n\n","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":5,"successRate":100,"tpCost":0,"tpGain":10}, {"id":213,"animationId":-1,"damage":{"critical":true,"elementId":-1,"formula":"","type":1,"variance":5},"description":"莉莉人形态普攻第一段","effects":[{"code":21,"dataId":0,"value1":1,"value2":0}],"hitType":1,"iconIndex":320,"message1":"的突进攻击!","message2":"","mpCost":0,"name":"突进攻击","note":" <Hit Reward: Add State 294>\n <Hit Reward: Add State 113>\n <Hit Reward: Remove State 293>\n <Missed Reward: Add State 293>\n <Missed Reward: Add State 229>\n <Hit Reward: Remove State 229>\n\n<技能类型:普攻>\n<Bypass Cooldown>\n\n<Before Eval>\nuser._agatktimes = user._agatktimes || 0;\nif(user.isStateAffected(292) && user._agatktimes > 0){\n user._agatktimes -= 1;\n if(user._agatktimes == 0){\n user.removeState(292);\n }\n }\n</Before Eval>\n\n<damage formula>\n value = 1;\n if(user.isStateAffected(292) && user._agatktimes > 0){\n value += (user.atk * 2 - target.def*0.85);\n }\n else{\n value += (user.atk * 2 - target.def);\n }\n value *= (user.level*user.atk/2048+2);\n if(user.isStateAffected(298)){\n value += (user.isLearnedSkill(222)?2000: 0);\n value += (user.isLearnedSkill(221)?1800: 0);\n value += (user.isLearnedSkill(220)?800: 0);\n value += (user.isLearnedSkill(219)?325: 0);\n value += (user.isLearnedSkill(218)?75: 0);\n }\n value *= Math.min(1+user.agi/400, 2);\n</damage formula>\n\n<Post-Damage Eval>\n if(user.isStateAffected(292)){\n user.addState(167);\n }\n</Post-Damage Eval>\n\n","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":5,"successRate":100,"tpCost":0,"tpGain":10},
{"id":214,"animationId":-1,"damage":{"critical":true,"elementId":-1,"formula":"","type":1,"variance":5},"description":"莉莉人形态普攻第二段","effects":[{"code":21,"dataId":0,"value1":1,"value2":0}],"hitType":1,"iconIndex":321,"message1":"的三段攻击!","message2":"","mpCost":0,"name":"三连击","note":" <Hit Reward: Add State 295>\n <Hit Reward: Remove State 294>\n\n<技能类型:普攻>\n\n<Before Eval>\nuser._agatktimes = user._agatktimes || 0;\nif(user.isStateAffected(292) && user._agatktimes > 0){\n user._agatktimes -= 1;\n if(user._agatktimes <= 0){\n user.removeState(292);\n }\n }\n</Before Eval>\n\n<damage formula>\n value = 1;\n if(user.isStateAffected(292) && user._agatktimes > 0){\n value += (user.atk * 2 - target.def*0.85);\n }\n else{\n value += (user.atk * 2 - target.def);\n }\n value *= 0.6;\n value *= (user.level*user.atk/2048+2);\n if(user.isStateAffected(298)){\n value += (user.isLearnedSkill(222)?2000: 0);\n value += (user.isLearnedSkill(221)?1800: 0);\n value += (user.isLearnedSkill(220)?800: 0);\n value += (user.isLearnedSkill(219)?325: 0);\n value += (user.isLearnedSkill(218)?75: 0);\n }\n if(target.isStateAffected(58) || target.isStateAffected(70) ){\n value *= 1.2;\n }\n value = Math.floor(value);\n</damage formula>\n\n","occasion":1,"repeats":3,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":5,"successRate":100,"tpCost":0,"tpGain":3}, {"id":214,"animationId":-1,"damage":{"critical":true,"elementId":-1,"formula":"","type":1,"variance":5},"description":"莉莉人形态普攻第二段","effects":[{"code":21,"dataId":0,"value1":1,"value2":0}],"hitType":1,"iconIndex":321,"message1":"的三段攻击!","message2":"","mpCost":0,"name":"三连击","note":" <Hit Reward: Add State 295>\n <Hit Reward: Remove State 294>\n\n<技能类型:普攻>\n<Bypass Cooldown>\n\n<Before Eval>\nuser._agatktimes = user._agatktimes || 0;\nif(user.isStateAffected(292) && user._agatktimes > 0){\n user._agatktimes -= 1;\n if(user._agatktimes <= 0){\n user.removeState(292);\n }\n }\n</Before Eval>\n\n<damage formula>\n value = 1;\n if(user.isStateAffected(292) && user._agatktimes > 0){\n value += (user.atk * 2 - target.def*0.85);\n }\n else{\n value += (user.atk * 2 - target.def);\n }\n value *= 0.6;\n value *= (user.level*user.atk/2048+2);\n if(user.isStateAffected(298)){\n value += (user.isLearnedSkill(222)?2000: 0);\n value += (user.isLearnedSkill(221)?1800: 0);\n value += (user.isLearnedSkill(220)?800: 0);\n value += (user.isLearnedSkill(219)?325: 0);\n value += (user.isLearnedSkill(218)?75: 0);\n }\n if(target.isStateAffected(58) || target.isStateAffected(70) ){\n value *= 1.2;\n }\n value = Math.floor(value);\n</damage formula>\n\n","occasion":1,"repeats":3,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":5,"successRate":100,"tpCost":0,"tpGain":3},
{"id":215,"animationId":-1,"damage":{"critical":false,"elementId":-1,"formula":"","type":1,"variance":5},"description":"莉莉人形态普攻第三段","effects":[{"code":21,"dataId":0,"value1":1,"value2":0}],"hitType":1,"iconIndex":322,"message1":"的旋转攻击!","message2":"","mpCost":0,"name":"旋转攻击","note":"<Hit Reward: Add State 296>\n<Hit Reward: Remove State 295>\n\n<技能类型:普攻>\n\n<Post-Damage Eval>\n if(user.isStateAffected(292)){\n user.addState(167);\n }\n</Post-Damage Eval>\n\n<Before Eval>\nuser._agatktimes = user._agatktimes || 0;\nif(user.isStateAffected(292) && user._agatktimes > 0){\n user._agatktimes -= 1;\n if(user._agatktimes <= 0){\n user.removeState(292);\n }\n }\n</Before Eval>\n\n<damage formula>\n this._times = this._times || 1;\n value = 1;\n if(user.isStateAffected(292) && user._agatktimes > 0){\n value += 1/2*(user.atk * 2 - target.def*0.85);\n }\n else{\n value += 1/2*(user.atk * 2 - target.def);\n }\n value *= (user.level*user.atk/2048+2);\n if(user.isStateAffected(298)){\n value += (user.isLearnedSkill(222)?2000: 0);\n value += (user.isLearnedSkill(221)?1800: 0);\n value += (user.isLearnedSkill(220)?800: 0);\n value += (user.isLearnedSkill(219)?325: 0);\n value += (user.isLearnedSkill(218)?75: 0);\n }\n value *= (target.isStateAffected(56) ? 13/10 : 1);\n value = Math.floor(value);\n if(this._times == 1){\n value *= 3\n }\n this._times += 1;\n</damage formula>\n\n<Custom Target Eval>\ntargets.push(target);\ntargets.push($gameTroop.members()[this._targetIndex - 1]);\ntargets.push($gameTroop.members()[this._targetIndex + 1]);\n</Custom Target Eval>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":5,"successRate":100,"tpCost":0,"tpGain":3}, {"id":215,"animationId":-1,"damage":{"critical":false,"elementId":-1,"formula":"","type":1,"variance":5},"description":"莉莉人形态普攻第三段","effects":[{"code":21,"dataId":0,"value1":1,"value2":0}],"hitType":1,"iconIndex":322,"message1":"的旋转攻击!","message2":"","mpCost":0,"name":"旋转攻击","note":"<Hit Reward: Add State 296>\n<Hit Reward: Remove State 295>\n\n<技能类型:普攻>\n<Bypass Cooldown>\n\n<Post-Damage Eval>\n if(user.isStateAffected(292)){\n user.addState(167);\n }\n</Post-Damage Eval>\n\n<Before Eval>\nuser._agatktimes = user._agatktimes || 0;\nif(user.isStateAffected(292) && user._agatktimes > 0){\n user._agatktimes -= 1;\n if(user._agatktimes <= 0){\n user.removeState(292);\n }\n }\n</Before Eval>\n\n<damage formula>\n this._times = this._times || 1;\n value = 1;\n if(user.isStateAffected(292) && user._agatktimes > 0){\n value += 1/2*(user.atk * 2 - target.def*0.85);\n }\n else{\n value += 1/2*(user.atk * 2 - target.def);\n }\n value *= (user.level*user.atk/2048+2);\n if(user.isStateAffected(298)){\n value += (user.isLearnedSkill(222)?2000: 0);\n value += (user.isLearnedSkill(221)?1800: 0);\n value += (user.isLearnedSkill(220)?800: 0);\n value += (user.isLearnedSkill(219)?325: 0);\n value += (user.isLearnedSkill(218)?75: 0);\n }\n value *= (target.isStateAffected(56) ? 13/10 : 1);\n value = Math.floor(value);\n if(this._times == 1){\n value *= 3\n }\n this._times += 1;\n</damage formula>\n\n<Custom Target Eval>\ntargets.push(target);\ntargets.push($gameTroop.members()[this._targetIndex - 1]);\ntargets.push($gameTroop.members()[this._targetIndex + 1]);\n</Custom Target Eval>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":5,"successRate":100,"tpCost":0,"tpGain":3},
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{"id":217,"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":217,"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},
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{"id":304,"animationId":230,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"进入\\c[17]\\it[279]\\c[0]提高30%敏捷和20%攻击力直接获得20TP(TP直接获取量\n受\\c[17]机体增强模块\\c[0]等级的影响)且每回合恢复5点TP同时减少所有特技一回合冷却","effects":[{"code":21,"dataId":279,"value1":1,"value2":0}],"hitType":0,"iconIndex":336,"message1":"","message2":"","mpCost":0,"name":"全功率模式","note":"<技能类型:技能>\n\n<After ATB: 90%>\n\n<Cooldown: 25>\n<Cooldown Steps: 1>\n\n<Skill 296 Cooldown: -1>\n<Skill 297 Cooldown: -1>\n<Skill 298 Cooldown: -1>\n<Skill 299 Cooldown: -1>\n<Skill 300 Cooldown: -1>\n<Skill 301 Cooldown: -1>\n\n<After Eval>\n var tpgain = 0;\n tpgain += (user.isStateAffected(280)?5: 0);\n tpgain += (user.isStateAffected(281)?10: 0);\n tpgain += (user.isStateAffected(282)?15: 0);\n user.gainTp(tpgain);\n</After Eval>\n","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":11,"speed":0,"stypeId":3,"successRate":100,"tpCost":0,"tpGain":0}, {"id":304,"animationId":230,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"进入\\c[17]\\it[279]\\c[0]提高30%敏捷和20%攻击力直接获得20TP(TP直接获取量\n受\\c[17]机体增强模块\\c[0]等级的影响)且每回合恢复5点TP同时减少所有特技一回合冷却","effects":[{"code":21,"dataId":279,"value1":1,"value2":0}],"hitType":0,"iconIndex":336,"message1":"","message2":"","mpCost":0,"name":"全功率模式","note":"<技能类型:技能>\n\n<After ATB: 90%>\n\n<Cooldown: 25>\n<Cooldown Steps: 1>\n\n<Skill 296 Cooldown: -1>\n<Skill 297 Cooldown: -1>\n<Skill 298 Cooldown: -1>\n<Skill 299 Cooldown: -1>\n<Skill 300 Cooldown: -1>\n<Skill 301 Cooldown: -1>\n\n<After Eval>\n var tpgain = 0;\n tpgain += (user.isStateAffected(280)?5: 0);\n tpgain += (user.isStateAffected(281)?10: 0);\n tpgain += (user.isStateAffected(282)?15: 0);\n user.gainTp(tpgain);\n</After Eval>\n","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":11,"speed":0,"stypeId":3,"successRate":100,"tpCost":0,"tpGain":0},
{"id":305,"animationId":0,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"菜单使用查看该被动效果","effects":[{"code":44,"dataId":21,"value1":1,"value2":0}],"hitType":0,"iconIndex":0,"message1":"","message2":"","mpCost":0,"name":"机体特性(被动)","note":"","occasion":2,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":0,"speed":0,"stypeId":3,"successRate":100,"tpCost":0,"tpGain":0}, {"id":305,"animationId":0,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"菜单使用查看该被动效果","effects":[{"code":44,"dataId":21,"value1":1,"value2":0}],"hitType":0,"iconIndex":0,"message1":"","message2":"","mpCost":0,"name":"机体特性(被动)","note":"<Bypass Cooldown>","occasion":2,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":0,"speed":0,"stypeId":3,"successRate":100,"tpCost":0,"tpGain":0},
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{"id":308,"animationId":183,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"给全队施加一层\\c[9]\\it[377]\\c[0]受到大于生命上限10%的直接攻击伤害时会吸收超出部分; \n\\c[17]【过热增幅】\\c[0] 增加到2层","effects":[{"code":21,"dataId":19,"value1":1,"value2":0}],"hitType":0,"iconIndex":468,"message1":"使用了%1","message2":"","mpCost":0,"name":"过热•缓冲镀层","note":"<技能类型:技能>\n\n<MP Cost: 3%>\n\n<Skill 202 Cooldown: 5>\n<Skill 308 Cooldown: 5>\n<Cooldown Steps: 1>\n\n<Custom Show Eval>\n if (user.isStateAffected(372)) {\n visible = true;\n } else {\n visible = false;\n }\n</Custom Show Eval>\n\n <Custom TP Cost>\n cost = 35;\n if (user.isLearnedSkill(200)){\n cost -= 5;\n }\n else{\n if (user.isLearnedSkill(199)){\n cost -= 5;\n }\n }\n</Custom TP Cost>\n\n<After Eval>\n target._cushion = target._cushion || 0;\n target._cushion += 2;\n user.setStateCounter(377, user._cushion);\n</After Eval>","occasion":0,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":8,"speed":0,"stypeId":3,"successRate":100,"tpCost":35,"tpGain":0}, {"id":308,"animationId":183,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"给全队施加一层\\c[9]\\it[377]\\c[0]受到大于生命上限10%的直接攻击伤害时会吸收超出部分; \n\\c[17]【过热增幅】\\c[0] 增加到2层","effects":[{"code":21,"dataId":19,"value1":1,"value2":0}],"hitType":0,"iconIndex":468,"message1":"使用了%1","message2":"","mpCost":0,"name":"过热•缓冲镀层","note":"<技能类型:技能>\n\n<MP Cost: 3%>\n\n<Skill 202 Cooldown: 5>\n<Skill 308 Cooldown: 5>\n<Cooldown Steps: 1>\n\n<Custom Show Eval>\n if (user.isStateAffected(372) &&\n user.isLearnedSkill(202)) {\n visible = true;\n } else {\n visible = false;\n }\n</Custom Show Eval>\n\n <Custom TP Cost>\n cost = 35;\n if (user.isLearnedSkill(200)){\n cost -= 5;\n }\n else{\n if (user.isLearnedSkill(199)){\n cost -= 5;\n }\n }\n</Custom TP Cost>\n\n<After Eval>\n target._cushion = target._cushion || 0;\n target._cushion += 2;\n user.setStateCounter(377, user._cushion);\n</After Eval>","occasion":0,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":8,"speed":0,"stypeId":3,"successRate":100,"tpCost":35,"tpGain":0},
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{"id":326,"animationId":0,"damage":{"critical":true,"elementId":-1,"formula":"","type":1,"variance":5},"description":"\\c[18]<类普攻>\\c[17]<10%额外命中>\\c[0] 对选中敌人和随机四个被\\c[18]\\it[36]\\c[0]的敌人\n进行一次斩击技能对血量低于30%的敌人伤害增加40%","effects":[],"hitType":1,"iconIndex":436,"message1":"使用了%1","message2":"","mpCost":12,"name":"幽焰斩影I","note":"<技能类型:类普攻>\n\n<Hide if Learned Skill: 327,328,329,330>\n\n<Cooldown: 13>\n<Cooldown Steps: 1>\n\n<Before Eval>\n user.addState(227);\n</Before Eval>\n<After Eval>\n user.removeState(227);\n</After Eval>\n\n<Custom Target Eval>\ntargets.push(target); \nvar members = foes.aliveMembers();\nfor (var i = 0; i <= 5; i = targets.length + 1) {\n var member = members[Math.floor(Math.random()*members.length)];\n if (member.isStateAffected(36)) {\n targets.push(member); \n }\n else{\n members.splice(members.indexOf(member), 1);\n }\n }\n</Custom Target Eval>\n\n<damage formula>\n value = 1;\n value += (user.atk * 2 + user.mat - target.def - target.mdf/2);\n value *= (user.level*user.atk/2048+2);\n value *= (target.hp/target.mhp <= 0.3)?1.4: 1;\n value = Math.floor(value);\n</damage formula>\n\n<Pre-Damage Eval>\nthis._times = this._times || 0;\nthis._times += 1;\nif(this._times == 1 ||\n this._times == 3){\n target.startAnimation(238);\n }\n else{\n if(this._times == 2 ||\n this._times == 4){\n target.startAnimation(235);\n }\n else{ target.startAnimation(239); }\n }\n</Pre-Damage Eval>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":50,"tpGain":0}, {"id":326,"animationId":0,"damage":{"critical":true,"elementId":-1,"formula":"","type":1,"variance":5},"description":"\\c[18]<类普攻>\\c[17]<10%额外命中>\\c[0] 对选中敌人和随机四个被\\c[18]\\it[36]\\c[0]的敌人\n进行一次斩击技能对血量低于30%的敌人伤害增加40%","effects":[],"hitType":1,"iconIndex":436,"message1":"使用了%1","message2":"","mpCost":12,"name":"幽焰斩影I","note":"<技能类型:类普攻>\n<Learn Cost: 5 JP>\n\n<Hide if Learned Skill: 327,328,329,330>\n\n<Cooldown: 13>\n<Cooldown Steps: 1>\n\n<Before Eval>\n user.addState(227);\n</Before Eval>\n<After Eval>\n user.removeState(227);\n</After Eval>\n\n<Custom Target Eval>\ntargets.push(target); \nvar members = foes.aliveMembers();\nfor (var i = 0; i <= 5; i = targets.length + 1) {\n var member = members[Math.floor(Math.random()*members.length)];\n if (member.isStateAffected(36)) {\n targets.push(member); \n }\n else{\n members.splice(members.indexOf(member), 1);\n }\n }\n</Custom Target Eval>\n\n<damage formula>\n value = 1;\n value += (user.atk * 2 + user.mat - target.def - target.mdf/2);\n value *= (user.level*user.atk/2048+2);\n value *= (target.hp/target.mhp <= 0.3)?1.4: 1;\n value = Math.floor(value);\n</damage formula>\n\n<Pre-Damage Eval>\nthis._times = this._times || 0;\nthis._times += 1;\nif(this._times == 1 ||\n this._times == 3){\n target.startAnimation(238);\n }\n else{\n if(this._times == 2 ||\n this._times == 4){\n target.startAnimation(235);\n }\n else{ target.startAnimation(239); }\n }\n</Pre-Damage Eval>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":50,"tpGain":0},
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{"id":329,"animationId":0,"damage":{"critical":true,"elementId":-1,"formula":"","type":1,"variance":5},"description":"\\c[18]<类普攻>\\c[17]<40%额外命中>\\c[0] 对选中敌人和随机四个被\\c[18]\\it[36]\\c[0]的敌人\n进行一次斩击技能对血量低于30%的敌人伤害增加40%","effects":[],"hitType":1,"iconIndex":436,"message1":"使用了%1","message2":"","mpCost":12,"name":"幽焰斩影IV","note":"<技能类型:类普攻>\n\n<Hide if Learned Skill: 330>\n\n<Cooldown: 13>\n<Cooldown Steps: 1>\n\n<Before Eval>\n user.addState(230);\n</Before Eval>\n<After Eval>\n user.removeState(230);\n</After Eval>\n\n<Custom Target Eval>\ntargets.push(target); \nvar members = foes.aliveMembers();\nfor (var i = 0; i <= 5; i = targets.length + 1) {\n var member = members[Math.floor(Math.random()*members.length)];\n if (member.isStateAffected(36)) {\n targets.push(member); \n }\n else{\n members.splice(members.indexOf(member), 1);\n }\n }\n</Custom Target Eval>\n\n<damage formula>\n value = 1;\n value += (user.atk * 13/5 + user.mat - target.def - target.mdf/2);\n value *= (user.level*user.atk/2048+2);\n value *= (target.hp/target.mhp <= 0.3)?1.4: 1;\n value = Math.floor(value);\n</damage formula>\n\n<Pre-Damage Eval>\nthis._times = this._times || 0;\nthis._times += 1;\nif(this._times == 1 ||\n this._times == 3){\n target.startAnimation(238);\n }\n else{\n if(this._times == 2 ||\n this._times == 4){\n target.startAnimation(235);\n }\n else{ target.startAnimation(239); }\n }\n</Pre-Damage Eval>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":50,"tpGain":0}, {"id":329,"animationId":0,"damage":{"critical":true,"elementId":-1,"formula":"","type":1,"variance":5},"description":"\\c[18]<类普攻>\\c[17]<40%额外命中>\\c[0] 对选中敌人和随机四个被\\c[18]\\it[36]\\c[0]的敌人\n进行一次斩击技能对血量低于30%的敌人伤害增加40%","effects":[],"hitType":1,"iconIndex":436,"message1":"使用了%1","message2":"","mpCost":12,"name":"幽焰斩影IV","note":"<技能类型:类普攻>\n<Learn Cost: 11 JP>\n<Learn Require Skill: 328>\n\n<Hide if Learned Skill: 330>\n\n<Cooldown: 13>\n<Cooldown Steps: 1>\n\n<Before Eval>\n user.addState(230);\n</Before Eval>\n<After Eval>\n user.removeState(230);\n</After Eval>\n\n<Custom Target Eval>\ntargets.push(target); \nvar members = foes.aliveMembers();\nfor (var i = 0; i <= 5; i = targets.length + 1) {\n var member = members[Math.floor(Math.random()*members.length)];\n if (member.isStateAffected(36)) {\n targets.push(member); \n }\n else{\n members.splice(members.indexOf(member), 1);\n }\n }\n</Custom Target Eval>\n\n<damage formula>\n value = 1;\n value += (user.atk * 13/5 + user.mat - target.def - target.mdf/2);\n value *= (user.level*user.atk/2048+2);\n value *= (target.hp/target.mhp <= 0.3)?1.4: 1;\n value = Math.floor(value);\n</damage formula>\n\n<Pre-Damage Eval>\nthis._times = this._times || 0;\nthis._times += 1;\nif(this._times == 1 ||\n this._times == 3){\n target.startAnimation(238);\n }\n else{\n if(this._times == 2 ||\n this._times == 4){\n target.startAnimation(235);\n }\n else{ target.startAnimation(239); }\n }\n</Pre-Damage Eval>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":50,"tpGain":0},
{"id":330,"animationId":0,"damage":{"critical":true,"elementId":-1,"formula":"","type":1,"variance":5},"description":"\\c[18]<类普攻>\\c[17]<50%额外命中>\\c[0] 对选中敌人和随机四个被\\c[18]\\it[36]\\c[0]的敌人\n进行一次斩击技能对血量低于30%的敌人伤害增加40%","effects":[],"hitType":1,"iconIndex":436,"message1":"使用了%1","message2":"","mpCost":12,"name":"幽焰斩影V","note":"<技能类型:类普攻>\n\n<Cooldown: 13>\n<Cooldown Steps: 1>\n\n<Before Eval>\n user.addState(231);\n</Before Eval>\n<After Eval>\n user.removeState(231);\n</After Eval>\n\n<Custom Target Eval>\ntargets.push(target); \nvar members = foes.aliveMembers();\nfor (var i = 0; i <= 5; i = targets.length + 1) {\n var member = members[Math.floor(Math.random()*members.length)];\n if (member.isStateAffected(36)) {\n targets.push(member); \n }\n else{\n members.splice(members.indexOf(member), 1);\n }\n }\n</Custom Target Eval>\n\n<damage formula>\n value = 1;\n value += (user.atk * 14/5 + user.mat - target.def - target.mdf/2);\n value *= (user.level*user.atk/2048+2);\n value *= (target.hp/target.mhp <= 0.3)?1.4: 1;\n value = Math.floor(value);\n</damage formula>\n\n<Pre-Damage Eval>\nthis._times = this._times || 0;\nthis._times += 1;\nif(this._times == 1 ||\n this._times == 3){\n target.startAnimation(238);\n }\n else{\n if(this._times == 2 ||\n this._times == 4){\n target.startAnimation(235);\n }\n else{ target.startAnimation(239); }\n }\n</Pre-Damage Eval>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":50,"tpGain":0}, {"id":330,"animationId":0,"damage":{"critical":true,"elementId":-1,"formula":"","type":1,"variance":5},"description":"\\c[18]<类普攻>\\c[17]<50%额外命中>\\c[0] 对选中敌人和随机四个被\\c[18]\\it[36]\\c[0]的敌人\n进行一次斩击技能对血量低于30%的敌人伤害增加40%","effects":[],"hitType":1,"iconIndex":436,"message1":"使用了%1","message2":"","mpCost":12,"name":"幽焰斩影V","note":"<技能类型:类普攻>\n<Learn Cost: 13 JP>\n<Learn Require Skill: 329>\n\n<Cooldown: 13>\n<Cooldown Steps: 1>\n\n<Before Eval>\n user.addState(231);\n</Before Eval>\n<After Eval>\n user.removeState(231);\n</After Eval>\n\n<Custom Target Eval>\ntargets.push(target); \nvar members = foes.aliveMembers();\nfor (var i = 0; i <= 5; i = targets.length + 1) {\n var member = members[Math.floor(Math.random()*members.length)];\n if (member.isStateAffected(36)) {\n targets.push(member); \n }\n else{\n members.splice(members.indexOf(member), 1);\n }\n }\n</Custom Target Eval>\n\n<damage formula>\n value = 1;\n value += (user.atk * 14/5 + user.mat - target.def - target.mdf/2);\n value *= (user.level*user.atk/2048+2);\n value *= (target.hp/target.mhp <= 0.3)?1.4: 1;\n value = Math.floor(value);\n</damage formula>\n\n<Pre-Damage Eval>\nthis._times = this._times || 0;\nthis._times += 1;\nif(this._times == 1 ||\n this._times == 3){\n target.startAnimation(238);\n }\n else{\n if(this._times == 2 ||\n this._times == 4){\n target.startAnimation(235);\n }\n else{ target.startAnimation(239); }\n }\n</Pre-Damage Eval>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":50,"tpGain":0},
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{"id":332,"animationId":240,"damage":{"critical":false,"elementId":5,"formula":"","type":1,"variance":5},"description":"\\c[17]<30%额外命中>\\c[0] 向地下注入剑气在指定敌人及相邻敌人脚下爆炸,造成\n\\c[18]火\\c[0]属性伤害和\\c[9]\\it[52]\\c[0],对被\\c[18]\\it[36]\\c[0]的敌人伤害增加且造成\\c[17]\\it[56]\\c[0]","effects":[{"code":21,"dataId":36,"value1":0.5,"value2":0}],"hitType":1,"iconIndex":406,"message1":"使用了%1","message2":"","mpCost":8,"name":"隐焰爆破II","note":"<技能类型:技能>\n\n<Hide if Learned Skill: 333>\n\n<Cooldown: 7>\n<Cooldown Steps: 1>\n\n<Before Eval>\n user.addState(229);\n</Before Eval>\n<After Eval>\n user.removeState(229);\n</After Eval>\n\n<Custom Target Eval>\ntargets.push(target);\ntargets.push($gameTroop.members()[this._targetIndex - 1]);\ntargets.push($gameTroop.members()[this._targetIndex + 1]);\n</Custom Target Eval>\n\n<damage formula>\n value = 1;\n value += (user.atk + user.mat * 5/2 - target.def/3 - target.mdf/2);\n value *= (user.level*user.atk/2048+2);\n value = Math.floor(value);\n value *= (target.isStateAffected(36)?1.2: 1);\n</damage formula>\n\n<Pre-Damage Eval>\nif(target.isStateAffected(36)){\n target.addState(56);\n}\nelse{ target.addState(52); }\n</Pre-Damage Eval>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":20,"tpGain":0}, {"id":332,"animationId":240,"damage":{"critical":false,"elementId":5,"formula":"","type":1,"variance":5},"description":"\\c[17]<30%额外命中>\\c[0] 向地下注入剑气在指定敌人及相邻敌人脚下爆炸,造成\n\\c[18]火\\c[0]属性伤害和\\c[9]\\it[52]\\c[0],对被\\c[18]\\it[36]\\c[0]的敌人伤害增加且造成\\c[17]\\it[56]\\c[0]","effects":[{"code":21,"dataId":36,"value1":0.5,"value2":0}],"hitType":1,"iconIndex":406,"message1":"使用了%1","message2":"","mpCost":8,"name":"隐焰爆破II","note":"<技能类型:技能>\n<Learn Cost: 7 JP>\n<Learn Require Skill: 331>\n\n<Hide if Learned Skill: 333>\n\n<Cooldown: 7>\n<Cooldown Steps: 1>\n\n<Before Eval>\n user.addState(229);\n</Before Eval>\n<After Eval>\n user.removeState(229);\n</After Eval>\n\n<Custom Target Eval>\ntargets.push(target);\ntargets.push($gameTroop.members()[this._targetIndex - 1]);\ntargets.push($gameTroop.members()[this._targetIndex + 1]);\n</Custom Target Eval>\n\n<damage formula>\n value = 1;\n value += (user.atk + user.mat * 5/2 - target.def/3 - target.mdf/2);\n value *= (user.level*user.atk/2048+2);\n value = Math.floor(value);\n value *= (target.isStateAffected(36)?1.2: 1);\n</damage formula>\n\n<Pre-Damage Eval>\nif(target.isStateAffected(36)){\n target.addState(56);\n}\nelse{ target.addState(52); }\n</Pre-Damage Eval>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":20,"tpGain":0},
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@ -101,7 +101,7 @@ null,
{"id":99,"autoRemovalTiming":2,"chanceByDamage":100,"traits":[{"code":11,"dataId":14,"value":1.09},{"code":22,"dataId":3,"value":-0.1},{"code":13,"dataId":248,"value":1.3},{"code":11,"dataId":16,"value":1.09}],"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":"<Custom Apply Effect>\n user.removeState(255);\n</Custom Apply Effect>\n\n<Custom Action Start Effect>\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</Custom Action Start Effect>","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100}, {"id":99,"autoRemovalTiming":2,"chanceByDamage":100,"traits":[{"code":11,"dataId":14,"value":1.09},{"code":22,"dataId":3,"value":-0.1},{"code":13,"dataId":248,"value":1.3},{"code":11,"dataId":16,"value":1.09}],"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":"<Custom Apply Effect>\n user.removeState(255);\n</Custom Apply Effect>\n\n<Custom Action Start Effect>\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</Custom Action Start Effect>","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
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{"id":101,"autoRemovalTiming":2,"chanceByDamage":100,"traits":[{"code":11,"dataId":14,"value":1.15},{"code":22,"dataId":3,"value":-0.15},{"code":13,"dataId":248,"value":1.5},{"code":11,"dataId":16,"value":1.15}],"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":"<Custom Apply Effect>\n user.removeState(255);\n</Custom Apply Effect>\n\n<Custom Action Start Effect>\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</Custom Action Start Effect>","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100}, {"id":101,"autoRemovalTiming":2,"chanceByDamage":100,"traits":[{"code":11,"dataId":14,"value":1.15},{"code":22,"dataId":3,"value":-0.15},{"code":13,"dataId":248,"value":1.5},{"code":11,"dataId":16,"value":1.15}],"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":"<Custom Apply Effect>\n user.removeState(255);\n</Custom Apply Effect>\n\n<Custom Action Start Effect>\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</Custom Action Start Effect>","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":"<Counter Text Color: 9>\n<Counter Alignment: left>\n\n<Custom Apply Effect>\n user._bleed = user._bleed || 0;\n user.setStateCounter(102, user._bleed);\n</Custom Apply Effect>\n\n<Custom Remove Effect>\nuser._bleed = undefined;\n</Custom Remove Effect>\n\n<Custom Action Start Effect>\n user._bleed = user._bleed || 0;\n var a = user.hp*3/250;\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 -= 10;\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</Custom Action Start Effect>\n\n<Custom Respond Effect>\nif(this.isDamage() \n&& this.isHpEffect() \n&& value > 0 \n&& this.isPhysical()){\nuser._bleed += 4;\nuser._bleed = Math.min(100, user._bleed);\n}\n</Custom Respond Effect>","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":"<Counter Text Color: 9>\n<Counter Alignment: left>\n\n<Custom Apply Effect>\n user._bleed = user._bleed || 0;\n user.setStateCounter(102, user._bleed);\n</Custom Apply Effect>\n\n<Custom Remove Effect>\nuser._bleed = undefined;\n</Custom Remove Effect>\n\n<Custom Action Start Effect>\n user._bleed = user._bleed || 0;\n var a = user.hp/50;\n a *= user._bleed/10;\n a = Math.max(a, 20);\n a = Math.floor(Math.min(a, 8000));\n a = Math.min(a, user.hp - 1);\n a *= (-1);\n user.gainHp(a);\n user.startDamagePopup();\n user._bleed -= 10;\n user.setStateCounter(102, user._bleed);\n if(user._bleed < 10 ||\n user.hp < 50){\n user._bleed = undefined;\n user.removeState(102);\n }\n</Custom Action Start Effect>\n\n<Custom Respond Effect>\nif(this.isDamage() \n&& this.isHpEffect() \n&& value > 0 \n&& this.isPhysical()){\ntarget._bleed += 4;\ntarget._bleed = Math.min(100, target._bleed);\ntarget.setStateCounter(102, target._bleed);\n}\n</Custom Respond Effect>","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
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@ -129,9 +129,9 @@ null,
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{"id":24,"animationId":7,"description":"镀有圣银的长剑,锋利耐用","etypeId":1,"traits":[{"code":31,"dataId":1,"value":0},{"code":22,"dataId":0,"value":0.06},{"code":22,"dataId":2,"value":0.04}],"iconIndex":97,"name":"圣银长剑","note":"<Not Independent Item>\n<Menu Category: 物理武器>\n<Passive State: 266>","params":[0,0,35,0,15,0,0,0],"price":600,"wtypeId":1}, {"id":24,"animationId":7,"description":"镀有圣银的长剑,锋利耐用","etypeId":1,"traits":[{"code":31,"dataId":1,"value":0},{"code":22,"dataId":0,"value":0.06},{"code":22,"dataId":2,"value":0.04}],"iconIndex":97,"name":"圣银长剑","note":"<Not Independent Item>\n<Menu Category: 武器>\n<Passive State: 266>","params":[0,0,35,0,15,0,0,0],"price":600,"wtypeId":1},
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{"id":26,"animationId":200,"description":"\\c[3]<属性:风>\\c[18]<精准100>\\c[0] \\c[3]【互斥被动:迅捷强击】\\c[0] 详见资料库\n掺入风之结晶锻造的长剑需求等级5命中率+10%","etypeId":1,"traits":[{"code":31,"dataId":3,"value":0},{"code":22,"dataId":0,"value":0.1}],"iconIndex":452,"name":"风之剑","note":"<Not Independent Item>\n<Menu Category: 物理武器>\n<Passive State: 266>\n<Text Color: 17>\n<ZzyGIT TextColor: #FFFF00>\n<ZzySCF Color: #FFFF00>\n<Passive State: 325>\n\n<ZzyYEC Eq Start>\nuser._precise = user._precise || 0;\nuser._precise += 100;\nuser._pcirate = Math.max(0, user._precise);\nuser._precise = Math.min(1000, user._precise);\n<ZzyYEC Eq End>\n\n<ZzyYEC UnEq Start>\nuser._precise = user._precise || 0;\nuser._precise -= 100;\nuser._pcirate = Math.max(0, user._precise);\nuser._precise = Math.min(1000, user._precise);\n<ZzyYEC UnEq End>\n\n<Custom Equip Requirement Condition>\n if (user.isStateAffected(320) ||\n user.isStateAffected(322) ||\n user.isStateAffected(318) ||\n user.level < 5) {\n condition = false;\n } else {\n condition = true;\n }\n</Custom Equip Requirement Condition>\n\n<Synthesis Ingredients>\n item 103: 1\n item 99: 1\n item 104: 1\n</Synthesis Ingredients>\n","params":[0,0,55,0,60,0,5,0],"price":1000,"wtypeId":1}, {"id":26,"animationId":200,"description":"\\c[3]<属性:风>\\c[18]<精准100>\\c[0] \\c[3]【互斥被动:迅捷强击】\\c[0] 详见资料库\n掺入风之结晶锻造的长剑需求等级5命中率+10%","etypeId":1,"traits":[{"code":31,"dataId":3,"value":0},{"code":22,"dataId":0,"value":0.1}],"iconIndex":452,"name":"风之剑","note":"<Not Independent Item>\n<Menu Category: 武器>\n<Passive State: 266>\n<Text Color: 17>\n<ZzyGIT TextColor: #FFFF00>\n<ZzySCF Color: #FFFF00>\n<Passive State: 325>\n\n<ZzyYEC Eq Start>\nuser._precise = user._precise || 0;\nuser._precise += 100;\nuser._pcirate = Math.max(0, user._precise);\nuser._precise = Math.min(1000, user._precise);\n<ZzyYEC Eq End>\n\n<ZzyYEC UnEq Start>\nuser._precise = user._precise || 0;\nuser._precise -= 100;\nuser._pcirate = Math.max(0, user._precise);\nuser._precise = Math.min(1000, user._precise);\n<ZzyYEC UnEq End>\n\n<Custom Equip Requirement Condition>\n if (user.isStateAffected(320) ||\n user.isStateAffected(322) ||\n user.isStateAffected(318) ||\n user.level < 5) {\n condition = false;\n } else {\n condition = true;\n }\n</Custom Equip Requirement Condition>\n\n<Synthesis Ingredients>\n item 103: 1\n item 99: 1\n item 104: 1\n</Synthesis Ingredients>\n","params":[0,0,55,0,60,0,5,0],"price":1000,"wtypeId":1},
{"id":27,"animationId":247,"description":"\\c[3]<属性:风>\\c[18]<精准100>\\c[0] \\c[3]【互斥被动:迅捷强击】\\c[0] 详见资料库\n掺入风之结晶锻造的右手爪需求等级5命中率+10%","etypeId":1,"traits":[{"code":31,"dataId":3,"value":0},{"code":22,"dataId":0,"value":0.1}],"iconIndex":105,"name":"风之爪","note":"<Not Independent Item>\n<Menu Category: 物理武器>\n<Passive State: 270>\n<SF_CommonAttack: 0450, 2>\n<Text Color: 17>\n<ZzyGIT TextColor: #FFFF00>\n<ZzySCF Color: #FFFF00>\n<Passive State: 325>\n\n<ZzyYEC Eq Start>\nuser._precise = user._precise || 0;\nuser._precise += 100;\nuser._pcirate = Math.max(0, user._precise);\nuser._precise = Math.min(1000, user._precise);\n<ZzyYEC Eq End>\n\n<ZzyYEC UnEq Start>\nuser._precise = user._precise || 0;\nuser._precise -= 100;\nuser._pcirate = Math.max(0, user._precise);\nuser._precise = Math.min(1000, user._precise);\n<ZzyYEC UnEq End>\n\n<Custom Equip Requirement Condition>\n if (user.isStateAffected(320) ||\n user.isStateAffected(322) ||\n user.isStateAffected(318) ||\n user.level < 5) {\n condition = false;\n } else {\n condition = true;\n }\n </Custom Equip Requirement Condition>\n\n<Synthesis Ingredients>\n item 103: 1\n item 99: 1\n item 104: 1\n</Synthesis Ingredients>\n","params":[0,0,40,0,30,0,5,0],"price":800,"wtypeId":5}, {"id":27,"animationId":247,"description":"\\c[3]<属性:风>\\c[18]<精准100>\\c[0] \\c[3]【互斥被动:迅捷强击】\\c[0] 详见资料库\n掺入风之结晶锻造的右手爪需求等级5命中率+10%","etypeId":1,"traits":[{"code":31,"dataId":3,"value":0},{"code":22,"dataId":0,"value":0.1}],"iconIndex":105,"name":"风之爪","note":"<Not Independent Item>\n<Menu Category: 武器>\n<Passive State: 270>\n<SF_CommonAttack: 0450, 2>\n<Text Color: 17>\n<ZzyGIT TextColor: #FFFF00>\n<ZzySCF Color: #FFFF00>\n<Passive State: 325>\n\n<ZzyYEC Eq Start>\nuser._precise = user._precise || 0;\nuser._precise += 100;\nuser._pcirate = Math.max(0, user._precise);\nuser._precise = Math.min(1000, user._precise);\n<ZzyYEC Eq End>\n\n<ZzyYEC UnEq Start>\nuser._precise = user._precise || 0;\nuser._precise -= 100;\nuser._pcirate = Math.max(0, user._precise);\nuser._precise = Math.min(1000, user._precise);\n<ZzyYEC UnEq End>\n\n<Custom Equip Requirement Condition>\n if (user.isStateAffected(320) ||\n user.isStateAffected(322) ||\n user.isStateAffected(318) ||\n user.level < 5) {\n condition = false;\n } else {\n condition = true;\n }\n </Custom Equip Requirement Condition>\n\n<Synthesis Ingredients>\n item 103: 1\n item 99: 1\n item 104: 1\n</Synthesis Ingredients>\n","params":[0,0,40,0,30,0,5,0],"price":800,"wtypeId":5},
{"id":28,"animationId":1,"description":"蕴含风之力的法杖,可以提升行动速度(敏捷+15并增加10%命中率\n需求等级5","etypeId":1,"traits":[{"code":31,"dataId":1,"value":0},{"code":22,"dataId":0,"value":0.1}],"iconIndex":717,"name":"风之杖","note":"<Not Independent Item>\n<Menu Category: 魔法武器>\n<Text Color: 17>\n<ZzyGIT TextColor: #FFFF00>\n<ZzySCF Color: #FFFF00>\n\n <Equip Requirement>\n param >= 5\n </Equip Requirement>\n\n<Synthesis Ingredients>\n item 103: 1\n item 99: 1\n item 102: 1\n</Synthesis Ingredients>","params":[0,150,20,0,63,20,15,0],"price":1200,"wtypeId":8}, {"id":28,"animationId":1,"description":"蕴含风之力的法杖,可以提升行动速度(敏捷+15并增加10%命中率\n需求等级5","etypeId":1,"traits":[{"code":31,"dataId":1,"value":0},{"code":22,"dataId":0,"value":0.1}],"iconIndex":717,"name":"风之杖","note":"<Not Independent Item>\n<Menu Category: 武器>\n<Text Color: 17>\n<ZzyGIT TextColor: #FFFF00>\n<ZzySCF Color: #FFFF00>\n\n <Equip Requirement>\n param >= 5\n </Equip Requirement>\n\n<Synthesis Ingredients>\n item 103: 1\n item 99: 1\n item 102: 1\n</Synthesis Ingredients>","params":[0,150,20,0,63,20,15,0],"price":1200,"wtypeId":8},
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File diff suppressed because one or more lines are too long

@ -5,6 +5,32 @@
* @author Aloe Guvner * @author Aloe Guvner
* *
* *
*
* @param ---魔改---
* @default
*
*
* @param NoSceneClassName
* @text 不显示的场景名
* @type text[]
* @desc 需要知道当前不显示的场景类名,才可以进行处理
* @default ["Scene_Battle"]
*
* @param NoMenuBaseScene
* @text 基于菜单类不显示
* @parent ---魔改---
* @type boolean
* @on YES
* @off NO
* @desc 开启后,所以基于菜单的场景名都不会显示
* YES - true NO - false
* @default true
*
*
*
*
*
* @param dPadSettings * @param dPadSettings
* @text D-Pad Settings * @text D-Pad Settings
* @type struct<dpad> * @type struct<dpad>
@ -59,6 +85,13 @@
* *
* @help * @help
* *
* 魔改作者: 流逝的岁月
* 魔改版本: v1.00
*
*
* 魔改内容: v1.00 支持识别某些窗口不会显示自定义按键,需要知道当前界面的类名
*
*
* //============================================================================= * //=============================================================================
* // Background: * // Background:
* //============================================================================= * //=============================================================================
@ -482,6 +515,35 @@
var Imported = Imported || {}; var Imported = Imported || {};
Imported.VituralButtons_OnlyForSelf = true; Imported.VituralButtons_OnlyForSelf = true;
var ALOE = ALOE || {}; var ALOE = ALOE || {};
var Zzy = Zzy || {};
Zzy.VBOFS = Zzy.VBOFS || {};
Zzy.VBOFS.Param = PluginManager.parameters("VirtualButtons_OnlyForSelf");
Zzy.VBOFS.NoSceneClassName = Zzy.VBOFS.Param['NoSceneClassName'] ? JSON.parse(Zzy.VBOFS.Param['NoSceneClassName']) : [];
Zzy.VBOFS.NoMenuBaseScene = eval(Zzy.VBOFS.Param['NoMenuBaseScene'] || true);
Zzy.VBOFS.ToNoSceneClassNameStruct = function()
{
var struct = {};
for(var i=0;i<Zzy.VBOFS.NoSceneClassName.length;i++)
{
var name = Zzy.VBOFS.NoSceneClassName[i];
struct[name] = true;
}
return struct;
}
Zzy.VBOFS.NoSceneClassNameStruct = Zzy.VBOFS.ToNoSceneClassNameStruct();
(function () { (function () {
"use strict"; "use strict";
@ -666,7 +728,16 @@ var ALOE = ALOE || {};
} }
}; };
Sprite_VirtualButton.prototype.updateVisibility = function () { Sprite_VirtualButton.prototype.updateVisibility = function ()
{
if(Zzy.VBOFS.CheckInClass())//菜单界面
{
//---魔改--- v1.00 隐藏指定窗口的显示条件
this.opacity -= 1;
this.opacity = this.opacity < 0 ? 0 : this.opacity;
}
else
{
if (this._hiding && this.opacity > 0) { if (this._hiding && this.opacity > 0) {
if (this._delayCounter < this._delay) { if (this._delayCounter < this._delay) {
this._delayCounter++; this._delayCounter++;
@ -685,8 +756,30 @@ var ALOE = ALOE || {};
if (this.opacity >= 255) this._delayCounter = 0; if (this.opacity >= 255) this._delayCounter = 0;
} }
} }
}
}; };
Zzy.VBOFS.CheckInClass = function()
{
if(Zzy.VBOFS.NoMenuBaseScene)
{
if(SceneManager._scene instanceof Scene_MenuBase)return true;
}
var name = SceneManager._scene.constructor.name;
return !!Zzy.VBOFS.NoSceneClassNameStruct[name];
}
Sprite_VirtualButton.prototype.updateActive = function () { Sprite_VirtualButton.prototype.updateActive = function () {
if (this.opacity === 255 && !this.moving && !this._pluginHidden && !this._hiding) { if (this.opacity === 255 && !this.moving && !this._pluginHidden && !this._hiding) {
this.active = true; this.active = true;

@ -126,8 +126,11 @@ Yanfly.JP.version = 1.09;
* *
* *
* 魔改作者: 流逝的岁月 * 魔改作者: 流逝的岁月
* 魔改版本: v1.00 * 魔改版本: v1.01
* *
*
*
* 魔改内容: v1.01 拓展角色可使用 备注的方式来定义JP公式
* 魔改内容: v1.00 将JP的概念提升到每个角色级,而并不是原本的职业级,因此涉及到角色职业级的功能将自动向上安排,谨记! * 魔改内容: v1.00 将JP的概念提升到每个角色级,而并不是原本的职业级,因此涉及到角色职业级的功能将自动向上安排,谨记!
* *
* *
@ -165,6 +168,13 @@ Yanfly.JP.version = 1.09;
* 以下是一些与工作点相关的标签 * 以下是一些与工作点相关的标签
* *
* Actor Notetags * Actor Notetags
*
* <ZzyJP Per Level: x> 升级将会获取到多少JP,其中x可以是一个公式
* --魔改-- 拓展功能
*
*
*
*
* <Starting JP: x> * <Starting JP: x>
* 对于参与者的初始类将参与者的起始JP值设置为x * 对于参与者的初始类将参与者的起始JP值设置为x
* *
@ -320,8 +330,14 @@ DataManager.processJPNotetags1 = function(group) {
obj.startingJp[obj.classId] = parseInt(RegExp.$1); obj.startingJp[obj.classId] = parseInt(RegExp.$1);
} else if (line.match(note2)) { } else if (line.match(note2)) {
obj.startingJp[parseInt(RegExp.$1)] = parseInt(RegExp.$2); obj.startingJp[parseInt(RegExp.$1)] = parseInt(RegExp.$2);
} else if (line.match(note3)) { }
else if (line.match(note3))
{
obj.jpRate = parseFloat(RegExp.$1 * 0.01); obj.jpRate = parseFloat(RegExp.$1 * 0.01);
}//---魔改--- v1.01 拓展ZzyJP Per Level: x
else if(line.match(/<ZZYJP PER LEVEL:[ ](.*)>/i))
{
obj.ZzyJpLv = String(RegExp.$1);
} }
} }
} }
@ -578,7 +594,8 @@ Game_Actor.prototype.changeClass = function(classId, keepExp) {
}; };
Yanfly.JP.Game_Actor_levelUp = Game_Actor.prototype.levelUp; Yanfly.JP.Game_Actor_levelUp = Game_Actor.prototype.levelUp;
Game_Actor.prototype.levelUp = function() { Game_Actor.prototype.levelUp = function() //---魔改--- v1.01增加JP值拓展
{
Yanfly.JP.Game_Actor_levelUp.call(this); Yanfly.JP.Game_Actor_levelUp.call(this);
if (this._preventJpLevelUpGain) return; if (this._preventJpLevelUpGain) return;
var user = this; var user = this;
@ -586,7 +603,7 @@ Game_Actor.prototype.levelUp = function() {
var a = this; var a = this;
var b = this; var b = this;
var level = this.level; var level = this.level;
var code = Yanfly.Param.JpPerLevel; var code = this.GetZzyJPOfLevelEval();//替换使用公式
try { try {
var value = eval(code) var value = eval(code)
} catch (e) { } catch (e) {
@ -598,6 +615,17 @@ Game_Actor.prototype.levelUp = function() {
this.gainJp(value, this.currentClass().id); this.gainJp(value, this.currentClass().id);
}; };
Game_Actor.prototype.GetZzyJPOfLevelEval = function()
{
var data = $dataActors[this.actorId()];
if(!data)return Yanfly.Param.JpPerLevel;
return data.ZzyJpLv ? data.ZzyJpLv : Yanfly.Param.JpPerLevel;
}
//============================================================================= //=============================================================================
// Game_Enemy // Game_Enemy
//============================================================================= //=============================================================================

@ -19,12 +19,59 @@ Yanfly.SLS.version = 1.13;
* @default * @default
* *
* *
* @param IsHideLearnSkill
* @text 是否隐藏过学习技能
* @parent ---魔改---
* @type boolean
* @on YES
* @off NO
* @desc 控制学习过技能是否在学习系统界面中显示
* YES - true NO - false
* @default true
*
*
*
*
*
* @param ShowGoldWindowFormat * @param ShowGoldWindowFormat
* @text 显示金币窗口的文本 * @text 显示金币窗口的文本
* @desc 文本样式,其中%1会被替换为角色的JP值,%2会被替换为当前的金币数值,支持转义字符 * @desc 文本样式,其中%1会被替换为角色的JP值,%2会被替换为当前的金币数值,支持转义字符
* @default %1\c[1]JP\i[188] \c[0]%2\c[1]\i[313] * @default %1\c[1]JP\i[188] \c[0]%2\c[1]\i[313]
* *
* *
* @param ForgetNote
* @text 显示遗忘显示文本
* @type note
* @desc 这是显示遗忘的文本内容,支持多行显示
* @default "会遗忘所有的学习技能\n并返回全部的JP点!"
*
* @param ForgetCommandText
* @text 遗忘命令文本
* @type text
* @desc 此处可以设置命令的文本信息
* @default 一键遗忘
*
* @param ForgetYesText
* @text 遗忘确认文本
* @type text
* @desc 设置遗忘确认的文本内容
* @default 确认
*
* @param ForgetNoText
* @text 遗忘取消文本
* @type text
* @desc 设置遗忘取消的文本内容
* @default 取消
*
*
* @param ForgeItemID
* @text 遗忘道具ID
* @type item
* @desc 此处需要指定遗忘道具的ID,如果ID值为0,那么不启用这个功能,每次进行遗忘将会消耗一个遗忘道具
* @default 0
*
*
*
* *
* *
* *
@ -130,8 +177,14 @@ Yanfly.SLS.version = 1.13;
* @help * @help
* *
* 魔改作者: 流逝的岁月 * 魔改作者: 流逝的岁月
* 魔改版本: v1.00 * 魔改版本: v1.02
*
*
* *
*
*
* 魔改内容: v1.02 隐藏全部的已学习技能
* 魔改内容: v1.01 增加一键遗忘的功能
* 魔改内容: v1.00 将对界面进行调整 * 魔改内容: v1.00 将对界面进行调整
* *
* *
@ -343,7 +396,20 @@ var Zzy = Zzy || {};
Zzy.CYSLS = Zzy.CYSLS || {}; Zzy.CYSLS = Zzy.CYSLS || {};
Zzy.CYSLS.Command_F = 'zzycyslsf';//遗忘
Zzy.CYSLS.ShowGoldWindowFormat = Yanfly.Parameters['ShowGoldWindowFormat'] ? String(Yanfly.Parameters['ShowGoldWindowFormat']) : '%1\\c[1]JP\\i[188] \\c[0]%2\\c[1]金\\i[313]'; Zzy.CYSLS.ShowGoldWindowFormat = Yanfly.Parameters['ShowGoldWindowFormat'] ? String(Yanfly.Parameters['ShowGoldWindowFormat']) : '%1\\c[1]JP\\i[188] \\c[0]%2\\c[1]金\\i[313]';
Zzy.CYSLS.ForgetNote = Yanfly.Parameters['ForgetNote'] ? JSON.parse(Yanfly.Parameters['ForgetNote']) : '';
Zzy.CYSLS.ForgetCommandText = String(Yanfly.Parameters['ForgetCommandText'] || '一键遗忘');
Zzy.CYSLS.ForgetYesText = String(Yanfly.Parameters['ForgetYesText'] || '确认');
Zzy.CYSLS.ForgetNoText = String(Yanfly.Parameters['ForgetNoText'] || '取消');
Zzy.CYSLS.ForgeItemID = parseInt(Yanfly.Parameters['ForgeItemID'] || 0);
Zzy.CYSLS.IsHideLearnSkill = eval(Yanfly.Parameters['IsHideLearnSkill'] || true);
@ -901,12 +967,23 @@ Window_SkillLearn.prototype.createSkillLearnData = function () {
for (var i = 0; i < this.getClass().learnSkills.length; ++i) { for (var i = 0; i < this.getClass().learnSkills.length; ++i) {
var skillId = this.getClass().learnSkills[i]; var skillId = this.getClass().learnSkills[i];
var skill = $dataSkills[skillId]; var skill = $dataSkills[skillId];
if(Zzy.CYSLS.IsHideLearnSkill)//---魔改--- v1.02 隐藏全部的已学习技能
{
if (skill && this.includes(skill) && !this._actor.isLearnedSkill(skillId)) this._data.push(skill);
}
else
{
if (skill && this.includes(skill)) this._data.push(skill); if (skill && this.includes(skill)) this._data.push(skill);
} }
}
this._data = this._data.sort(function (a, b) { this._data = this._data.sort(function (a, b) {
return a.id - b.id; return a.id - b.id;
}); });
this._data = this._data.filter(Yanfly.Util.onlyUnique); this._data = this._data.filter(Yanfly.Util.onlyUnique);
;
}; };
Window_SkillLearn.prototype.includes = function (skill) { Window_SkillLearn.prototype.includes = function (skill) {
@ -1321,7 +1398,9 @@ Window_SkillLearnCommand.prototype.setSkillLearnDataWindow = function (w) {
this.update(); this.update();
}; };
Window_SkillLearnCommand.prototype.makeCommandList = function () { Window_SkillLearnCommand.prototype.makeCommandList = function ()
{
if (!this._actor) return; if (!this._actor) return;
this.addClassCommand(this._actor.currentClass().id); this.addClassCommand(this._actor.currentClass().id);
this._currentClass = this._actor.currentClass().id; this._currentClass = this._actor.currentClass().id;
@ -1341,8 +1420,28 @@ Window_SkillLearnCommand.prototype.addClassCommand = function (classId) {
name = this._actor.nickname(); name = this._actor.nickname();
} }
this.addCommand(name, "class", true, classId); this.addCommand(name, "class", true, classId);
//---魔改--- v1.00 添加新的选项
this.addCommand(Zzy.CYSLS.ForgetCommandText,Zzy.CYSLS.Command_F,this.IsEnableZzyCommand_F());
}; };
Window_SkillLearnCommand.prototype.IsEnableZzyCommand_F = function()
{
//此处检测是否拥有遗忘道具,进行开关的显示
if(Zzy.CYSLS.ForgeItemID)
{
return $gameParty.hasItem($dataItems[Zzy.CYSLS.ForgeItemID]);
}
return true;
}
Window_SkillLearnCommand.prototype.update = function () { Window_SkillLearnCommand.prototype.update = function () {
Window_Command.prototype.update.call(this); Window_Command.prototype.update.call(this);
if (this._helpWindow && this.active) { if (this._helpWindow && this.active) {
@ -1353,8 +1452,20 @@ Window_SkillLearnCommand.prototype.update = function () {
var classId = this.currentExt(); var classId = this.currentExt();
this._skillLearnWindow.setClass(classId); this._skillLearnWindow.setClass(classId);
} }
if (this._statusWindow && this._currentClassIndex !== this.index()) { if (this._statusWindow && this._currentClassIndex !== this.index())
{
this._currentClassIndex = this.index(); this._currentClassIndex = this.index();
//---魔改--- v1.00 将不会使用原版数据计算
if(this._currentClassIndex>0 && this._list[this._currentClassIndex].symbol === Zzy.CYSLS.Command_F)
{
//此处不会绘制任何的数据信息
return;
}
var actor = JsonEx.makeDeepCopy(this._actor); var actor = JsonEx.makeDeepCopy(this._actor);
if (!actor) return; if (!actor) return;
var classId = this.currentExt(); var classId = this.currentExt();
@ -1610,6 +1721,16 @@ Scene_Skill.prototype.processLearnSkill = function (skill, classId) {
var cost = skill.learnCostJp; var cost = skill.learnCostJp;
cost += this.actor().customLearnSkillJpCost(skill); cost += this.actor().customLearnSkillJpCost(skill);
this.actor().loseJp(cost, classId); this.actor().loseJp(cost, classId);
if(cost)
{
//---魔改--- v1.00 损失技能JP进行存储
this.actor()._ZzyCYSLSCache = this.actor()._ZzyCYSLSCache || [];//技能缓存记录
var info = {skillId:skill.id,jpCost:cost};
this.actor()._ZzyCYSLSCache.push(info);//记录JP消耗值,进行缓存
}
} }
this.processLearnCostEval(skill, classId); this.processLearnCostEval(skill, classId);
this.actor().refresh(); this.actor().refresh();
@ -1706,6 +1827,12 @@ Scene_LearnSkill.prototype.create = function () {
this.createGoldWindow(); this.createGoldWindow();
this.createSkillLearnDataWindow(); this.createSkillLearnDataWindow();
this.createConfirmWindow(); this.createConfirmWindow();
//---魔改--- v1.01 创造提示遗忘文本窗口 创造确认取消窗口
this.createForgetHelpWindow();
this.createForgetCommandWindow();//此窗口需要获取Help窗口计算的宽度,因此一定要在下面加载
this.refreshActor(); this.refreshActor();
this.adjustSelection(); this.adjustSelection();
}; };
@ -1726,10 +1853,103 @@ Scene_LearnSkill.prototype.createCommandWindow = function () {
this._commandWindow.setHandler("cancel", this.popScene.bind(this)); this._commandWindow.setHandler("cancel", this.popScene.bind(this));
this._commandWindow.setHandler("pagedown", this.nextActor.bind(this)); this._commandWindow.setHandler("pagedown", this.nextActor.bind(this));
this._commandWindow.setHandler("pageup", this.previousActor.bind(this)); this._commandWindow.setHandler("pageup", this.previousActor.bind(this));
//---魔改--- v1.01 添加一键遗忘
this._commandWindow.setHandler(Zzy.CYSLS.Command_F, this.ExeForgetSkill.bind(this));
this._commandWindow.setHelpWindow(this._helpWindow); this._commandWindow.setHelpWindow(this._helpWindow);
this.addWindow(this._commandWindow); this.addWindow(this._commandWindow);
}; };
Scene_LearnSkill.prototype.ExeForgetSkill = function()//执行一键遗忘操作,弹出提示
{
//进行弹开
this._windowForgetCommand.open();
this._windowForgetHelp.open();
this._windowForgetCommand.select(0);//自动选择确认
this._windowForgetCommand.activate();//设置为活跃
}
Scene_LearnSkill.prototype.createForgetHelpWindow = function()
{
this._windowForgetHelp = new Window_ZzyCYSLSForgetHelp();
this.addWindow(this._windowForgetHelp);
}
Scene_LearnSkill.prototype.createForgetCommandWindow = function()
{
this._windowForgetCommand = new Window_ZzyCYSLSForgetCommand();
this._windowForgetCommand.setHandler('zzycyslsf',this.ForgetCommandOk.bind(this));
this._windowForgetCommand.setHandler('cancel',this.ForgetCommandCancel.bind(this));
this.addWindow(this._windowForgetCommand);
}
Scene_LearnSkill.prototype.ForgetCommandOk = function()
{
this.ForgetCommandJumpCommandWindow();
//此处消耗道具
var gjp = Zzy.CYSLS.GetForgetOfActorJP(this.actor().actorId());//获取遗忘剩余JP
var res = Zzy.CYSLS.ExeForgetOfActor(this.actor().actorId());//执行遗忘技能
if(res)
{
//消耗一个遗忘石
if(Zzy.CYSLS.ForgeItemID)
{
$gameParty.loseItem($dataItems[Zzy.CYSLS.ForgeItemID],1);
}
}
//增加原本的JP值
if(gjp>0)this.actor().gainJp(gjp);
SoundManager.playUseSkill();//播放获取音效
//刷新所有的窗口
//this.refreshStatus();
this._windowForgetCommand.refresh();
this._windowForgetHelp.refresh();
this._goldWindow.refresh();
this._commandWindow.refresh();//刷新
}
Scene_LearnSkill.prototype.ForgetCommandCancel = function()
{
this.ForgetCommandJumpCommandWindow();
SoundManager.playCancel();//取消音效
}
Scene_LearnSkill.prototype.ForgetCommandJumpCommandWindow = function()//进行跳转
{
this._windowForgetCommand.close();//取消
this._windowForgetHelp.close();
//this._windowForgetCommand.deselect();//取消活跃
this._commandWindow.activate();//设置活跃
}
Scene_LearnSkill.prototype.createStatusWindow = function () { Scene_LearnSkill.prototype.createStatusWindow = function () {
var wx = this._commandWindow.width; var wx = this._commandWindow.width;
var wy = this._helpWindow.height; var wy = this._helpWindow.height;
@ -1840,6 +2060,17 @@ Scene_LearnSkill.prototype.processLearnSkill = function (skill, classId) {
var cost = skill.learnCostJp; var cost = skill.learnCostJp;
cost += this.actor().customLearnSkillJpCost(skill); cost += this.actor().customLearnSkillJpCost(skill);
this.actor().loseJp(cost, classId); this.actor().loseJp(cost, classId);
if(cost)
{
//---魔改--- v1.00 损失技能JP进行存储
this.actor()._ZzyCYSLSCache = this.actor()._ZzyCYSLSCache || [];//技能缓存记录
var info = {skillId:skill.id,jpCost:cost};
this.actor()._ZzyCYSLSCache.push(info);//记录JP消耗值,进行缓存
}
} }
this.processLearnCostEval(skill, classId); this.processLearnCostEval(skill, classId);
this.actor().refresh(); this.actor().refresh();
@ -1875,13 +2106,24 @@ Scene_LearnSkill.prototype.processLearnCostEval = function (skill, classId) {
} }
}; };
Scene_LearnSkill.prototype.onLearnCancel = function () { Scene_LearnSkill.prototype.onLearnCancel = function ()
if (Imported.YEP_ClassChangeCore) { {
//---魔改--- v1.00 识别一键遗忘的效果
var fIndex = this._commandWindow.findSymbol(Zzy.CYSLS.Command_F);
//检测是否选择添加有效
if (Imported.YEP_ClassChangeCore || (fIndex && this._commandWindow._list[fIndex].enabled))
{
this._skillLearnWindow.deselect(); this._skillLearnWindow.deselect();
this._skillLearnDataWindow.setSkill(null); this._skillLearnDataWindow.setSkill(null);
this._commandWindow.activate(); this._commandWindow.activate();
this._helpWindow.setItem(null); this._helpWindow.setItem(null);
} else { }
else
{
this.popScene(); this.popScene();
} }
}; };
@ -1915,6 +2157,143 @@ Scene_LearnSkill.prototype.onConfirmCancel = function () {
}; };
//=============================================================================
// Window_ZzyCYSLSForgetHelp
//=============================================================================
function Window_ZzyCYSLSForgetHelp() {
this.initialize.apply(this, arguments);
}
Window_ZzyCYSLSForgetHelp.prototype = Object.create(Window_Base.prototype);
Window_ZzyCYSLSForgetHelp.prototype.constructor = Window_ZzyCYSLSForgetHelp;
Window_ZzyCYSLSForgetHelp.prototype.initialize = function()
{
Window_Base.prototype.initialize.call(this, 0, 0,Graphics.boxWidth,Graphics.boxHeight);
this.openness = 0;//隐藏
this.refresh();
};
Window_ZzyCYSLSForgetHelp.prototype.refresh = function()//进行一次刷新
{
var textArr = Zzy.CYSLS.ForgetNote.split('\n');
var width = 0;
this.contents.clear();//清理
for(var i=0;i<textArr.length;i++)
{
var text = textArr[i];
var t = this.textWidthEx(text);
width = Math.max(width,t);
}
var len = textArr.length;
var height = this.fittingHeight(len);
var pad = this.standardPadding();
this.move(0,0,width+pad*2,height);//修改宽高
var lh = this.lineHeight();
for(var i=0;i<textArr.length;i++)
{
var text = textArr[i];
this.drawTextEx(text,0,lh*i);
}
//设置位置居中处理
var cx = Graphics.boxWidth / 2 - this.width / 2;
var cy = Graphics.boxHeight / 2 - this.height;
//设置位置
this.x = cx;
this.y = cy;
}
//=============================================================================
// Window_ZzyCYSLSForgetCommand
//=============================================================================
function Window_ZzyCYSLSForgetCommand() {
this.initialize.apply(this, arguments);
}
Window_ZzyCYSLSForgetCommand.prototype = Object.create(Window_Command.prototype);
Window_ZzyCYSLSForgetCommand.prototype.constructor = Window_ZzyCYSLSForgetCommand;
Window_ZzyCYSLSForgetCommand.prototype.initialize = function()
{
Window_Command.prototype.initialize.call(this, 200,200);
this.openness = 0;
this.deactivate();//取消活跃
this.deselect();//取消选择
this.SetAutoPosition();//自动设置位置处理
};
Window_ZzyCYSLSForgetCommand.prototype.makeCommandList = function()
{
this.addCommand(Zzy.CYSLS.ForgetYesText, 'zzycyslsf', true);
this.addCommand(Zzy.CYSLS.ForgetNoText, 'cancel', true);
}
Window_ZzyCYSLSForgetCommand.prototype.playOkSound = function() //不会进行声音播放
{
SoundManager.playOk();
};
Window_ZzyCYSLSForgetCommand.prototype.SetAutoPosition = function()
{
var win = SceneManager._scene._windowForgetHelp;
this.x = Graphics.boxWidth / 2 - this.width / 2;
this.y = Graphics.boxHeight / 2;
}
Window_ZzyCYSLSForgetCommand.prototype.windowWidth = function()
{
return SceneManager._scene._windowForgetHelp.width;//返回帮助窗口的宽度值
};
Window_ZzyCYSLSForgetCommand.prototype.itemTextAlign = function() {
return 'center';
};
//---魔改--- v1.00 新的窗口类型 //---魔改--- v1.00 新的窗口类型
//============================================================================= //=============================================================================
@ -2017,6 +2396,65 @@ Yanfly.Util.displayError = function (e, code, message) {
} }
}; };
//---魔改--- v1.00 恢复函数
Zzy.CYSLS.ExeForgetOfActor = function(actorId)//遗忘一个角色全部的技能,并返回点数
{
//将角色的技能进行遗忘
var actor = $gameActors.actor(actorId);
var fg = false;
if(actor)
{
var cache = actor._ZzyCYSLSCache;
if(cache)
{
for(var i=0;i<cache.length;i++)
{
var info = cache[i];
var skillId = info.skillId;
if(skillId && actor.isLearnedSkill(skillId))
{
actor.forgetSkill(skillId);//对这个技能进行遗忘
fg = true;
}
}
}
actor._ZzyCYSLSCache = [];//清理所有的缓存
}
return fg;
}
Zzy.CYSLS.GetForgetOfActorJP = function(actorId)//通过一个角色返回其遗忘点
{
var actor = $gameActors.actor(actorId);
if(actor)
{
var tjp = 0;
var cache = actor._ZzyCYSLSCache;
if(cache)
{
for(var i=0;i<cache.length;i++)
{
var info = cache[i];
tjp += info.jpCost;
}
}
return tjp;
}
return 0;
}
//============================================================================= //=============================================================================
// End of File // End of File
//============================================================================= //=============================================================================

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