更新插件,改动内容;

main
戴面具的乐子人 12 months ago
parent 0c187ff353
commit a981011139

@ -22,6 +22,7 @@
## 更新记录
- **2024/1/10****乐子人**;更新插件,改动内容;
- **2024/1/10****乐子人**新增白火天赋石1.11细节修改;
- **2024/1/8****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;

@ -1,6 +1,6 @@
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@ -439,7 +439,7 @@ null,
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@ -299,9 +299,9 @@ null,
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@ -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":"<Custom Battle Effect>\nuser._atktimes = 0;\n</Custom Battle Effect>\n\n<Custom Establish Effect>\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</Custom Establish Effect>","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":"<Custom Battle Effect>\nuser._stratkcd = 0;\n</Custom Battle Effect>\n\n<Custom Turn End Effect>\nuser._stratkcd = user._stratkcd || 0;\nuser._stratkcd = Math.max(user._stratkcd - 1, 0); \n</Custom Turn End Effect>\n\n<Custom Initiate Effect>\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</Custom Initiate Effect>\n\n<Custom Establish Effect>\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</Custom Establish Effect>","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":"<Custom Confirm Effect>\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.atk > 10 \n&& target.hp >= 100){\nvar i = target.hp*0.08;\ni = Math.min(i, 8000);\ni *= this._pcirate;\ni = Math.floor(i);\ntarget._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 else{value += i; }\n }\n</Custom Confirm Effect>","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":"<Custom Confirm Effect>\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.atk > 10 \n&& target.hp >= 100){\nvar i = target.hp*(4 + (target.level + 1)/100)/100;\ni = Math.min(i, 8000);\ni *= this._pcirate;\ni = Math.floor(i);\ntarget._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 else{value += i; }\n }\n</Custom Confirm Effect>","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":"<Custom Battle Effect>\nuser._icecd = 0;\n</Custom Battle Effect>\n\n<Custom Turn End Effect>\nuser._icecd = user._icecd || 0;\nuser._icecd = Math.max(user._icecd - 1, 0);\n</Custom Turn End Effect>\n\n<Custom Establish Effect>\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</Custom Establish Effect>","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":"<Custom Battle Effect>\nuser._wavecd = 0;\n</Custom Battle Effect>\n\n<Custom Turn End Effect>\nuser._wavecd = user._wavecd || 0;\nuser._wavecd = Math.max(user._wavecd - 1, 0);\n</Custom Turn End Effect>\n\n<Custom Establish Effect>\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</Custom Establish Effect>","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":"<Custom Battle Effect>\nuser._ringcd = 0;\n</Custom Battle Effect>\n\n<Custom Turn End Effect>\nuser._ringcd = user._ringcd || 0;\nuser._ringcd = Math.max(user._ringcd - 1, 0);\n</Custom Turn End Effect>\n\n<Custom Establish Effect>\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</Custom Establish Effect>","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},

File diff suppressed because one or more lines are too long

@ -43,12 +43,13 @@ var $plugins =
{"name":"--------------------","status":true,"description":"------------------------------------------------------------","parameters":{}},
{"name":"YEP_EventChasePlayer","status":true,"description":"v1.05 事件追逐☁️","parameters":{"Sight Lock":"300","See Player":"true","Alert Timer":"10","Alert Balloon":"1","Alert Sound":"Attack1","Alert Common Event":"0","Return After":"true","Return Wait":"60"}},
{"name":"--------------------","status":true,"description":"------------------------------------------------------------","parameters":{}},
{"name":"FTKR_ExBattleEvent","status":true,"description":"v1.3.6 扩展战斗事件的插件","parameters":{"Battle Event":"","--勝利時イベント--":"","Custom Victory Event":"0","Victory Event":"6","--敗北時イベント--":"","Custom Defeat Event":"0","Defeat Event":"6","--逃走時イベント--":"","Custom Escape Event":"0","Escape Event":"6","--中断時イベント--":"","Custom Abort Event":"0","Abort Event":"6","Abort BugFix":"false","--戦闘行動の強制--":"","Invalid Battle Phase":"action"}},
{"name":"YEP_X_BattleStatistics","status":true,"description":"v1.01 战斗统计☁️","parameters":{"Command Name":"战斗统计","Battle Count Text":"参战次数","Battle Count Format":"%1 (参战率%3%)","Kill Count Text":"总击杀数","Kill Count Format":"场均击杀%1","Death Count Text":"总阵亡数","Death Count Format":"场均阵亡%1","Damage Dealt":"造成伤害总量","Damage Taken":"受到伤害总量","Healing Dealt":"造成治疗总量"}},
{"name":"YEP_Taunt","status":true,"description":"v1.01 嘲讽★","parameters":{}},
{"name":"YEP_X_CounterControl","status":true,"description":"v1.07 反击控制","parameters":{"---General---":"","Queue Max":"20","---Default Traits---":"","Counter Skill":"1","Evade Counter":"false","Counter Name":"Counter-%1","Counter Icon":"78","Counter Total":"1","Ally Counter":"false","--Default Conditions-":"","Physical":"true","Single Target":"true","Not Counter":"false"}},
{"name":"YEP_X_SkillCooldowns","status":true,"description":"v1.11 技能冷却☁️","parameters":{"---冷却时间---":"","Cooldown Format":"%1CD","Cooldown Font Size":"20","Cooldown Text Color":"6","Cooldown Icon":"75","Cooldown After Battle":"0","Cooldown Steps":"5","Cooldown Bypass":"1, 2","---热身---":"","Warmup Format":"%1WU","Warmup Font Size":"20","Warmup Text Color":"4","Warmup Icon":"75","---战斗核心---":"","Time Based":"false","Turn Time":"100"}},
{"name":"YEP_X_SkillCostItems","status":true,"description":"v1.03 技能消耗物品☁️","parameters":{"---全局---":"","Cost Style":"2","Font Size":"20","Amount Format":"×%1","Amount Y Buffer":"4","---计量表---":"","Gauge Color 1":"13","Gauge Color 2":"5","Display Name":"true","Text Color":"16"}},
{"name":"YEP_X_CriticalControl","status":true,"description":"v1.03 暴击控制","parameters":{"Critical Rate Formula":"rate = user.cri - target.cev;","Critical Multplier Formula":"value *= Math.min(2.0 + bonus, 3);","Flat Critical Formula":"value += ((baseDamage >= 0) ? 1 : -1) * 1.5 * user.luk + bonus;"}},
{"name":"YEP_X_CriticalControl","status":true,"description":"v1.03 暴击控制","parameters":{"Critical Rate Formula":"rate = (user.cri - target.cev)*Math.min(Math.max(user.luk/target.luk, 0.8), 1.2);","Critical Multplier Formula":"value *= Math.min(2.0 + bonus, 4);","Flat Critical Formula":"value += ((baseDamage >= 0) ? 1 : -1) * 1.5 * user.luk + bonus;"}},
{"name":"YEP_AbsorptionBarrier","status":true,"description":"v1.05 吸收屏障☁️","parameters":{"Barrier State":"23","Barrier Color 1":"13","Barrier Color 2":"5","Barrier Animation":"0","Break Animation":"0","Barrier Popup":"255, 0, 255, 160","Display 0 HP Damage":"false","Clear Per Battle":"true","Clear on Death":"true","Default Penetration Rate":"0","Default Penetration Flat":"0"}},
{"name":"YEP_X_ItemRequirements","status":true,"description":"v1.01 物品使用限制★","parameters":{}},
{"name":"YEP_X_ItemCategories","status":true,"description":"v1.01 (Requires YEP_ItemCore.js) Assign items to various\r\ncategories under the item menu.","parameters":{"---General---":"","Category Order":"Category:消耗品, Category:合成材料, Category:任务道具, Category:配方书, Category:天赋石, Category:武器, Category:防具, Category:饰品","---Naming---":"","Hidden Item A":"合成材料","Hidden Item B":"任务道具","Consumable":"Consumable","Nonconsumable":"Nonconsumable","Always Usable":"Usable","Battle Usable":"Battle","Field Usable":"Field","Never Usable":"Misc"}},
@ -94,6 +95,5 @@ var $plugins =
{"name":"SF_LoadingScene","status":true,"description":"Show Loading when loading","parameters":{"loading picture":"[]","fade speed":"0.1000","fading in":"true","fading out":"true","alpha min":"0.5000","all tips":"","disabled fade scene":"[\"Scene_Boot\"]"}},
{"name":"--------------------","status":true,"description":"------------------------------------------------------------","parameters":{}},
{"name":"LiuYue_SimpleFunction","status":true,"description":"v1.03 LiuYue_SimpleFunction 简易函数调用","parameters":{}},
{"name":"LiuYue_SeniorChest","status":true,"description":"v1.04 LiuYue_SeniorChest 高级箱子","parameters":{"---设置---":"","OverlapMode":"Overlap","ShowMode":"YuanShen","IsFilterText":"false","CoinIcon":"313","CountNumWidth":"4444","CountCoinWidth":"22222","---Chest模式窗口---":"","CMaxCols":"2","IsCAllTake":"true","CAllTakeText":"全部取走","IsCClose":"true","CCloseText":"关闭宝箱","IsCAutoLine":"true","---YuanShen模式窗口---":"","YMaxCols":"2","YMaxList":"5","YWindowWidth":"400","YWindowOp":"125","YTakeRange":"1","YColor1":"rgba(0, 0, 0, 0.6)","YColor2":"rgba(0, 0, 0, 0)","YOffsetX":"20","YOffsetY":"-180","YFadeFrame":"10","YDistance":"2","YIsHorShow":"true","YIsAutoOpen":"true","YIsLimitWindow":"true","---道具设置---":"","CoinColor":"#ffff00","---音效---":"","TakeSound":"Cursor1","TakeVolume":"100","TakePitch":"100","TakePan":"0","NoItemSound":"Cancel1","NoItemVolume":"100","NoItemPitch":"100","NoItemPan":"0","ChangeItemSound":"Knock","ChangeItemVolume":"100","ChangeItemPitch":"100","ChangeItemPan":"0","AllTakeSound":"Equip2","AllTakeVolume":"100","AllTakePitch":"100","AllTakePan":"0","CloseSound":"Chest2","CloseVolume":"100","ClosePitch":"100","ClosePan":"0"}},
{"name":"FTKR_ExBattleEvent","status":false,"description":"v1.3.6 扩展战斗事件的插件","parameters":{"Battle Event":"","--勝利時イベント--":"","Custom Victory Event":"0","Victory Event":"6","--敗北時イベント--":"","Custom Defeat Event":"0","Defeat Event":"6","--逃走時イベント--":"","Custom Escape Event":"0","Escape Event":"6","--中断時イベント--":"","Custom Abort Event":"0","Abort Event":"6","Abort BugFix":"false","--戦闘行動の強制--":"","Invalid Battle Phase":"action"}}
{"name":"LiuYue_SeniorChest","status":true,"description":"v1.04 LiuYue_SeniorChest 高级箱子","parameters":{"---设置---":"","OverlapMode":"Overlap","ShowMode":"YuanShen","IsFilterText":"false","CoinIcon":"313","CountNumWidth":"4444","CountCoinWidth":"22222","---Chest模式窗口---":"","CMaxCols":"2","IsCAllTake":"true","CAllTakeText":"全部取走","IsCClose":"true","CCloseText":"关闭宝箱","IsCAutoLine":"true","---YuanShen模式窗口---":"","YMaxCols":"2","YMaxList":"5","YWindowWidth":"400","YWindowOp":"125","YTakeRange":"1","YColor1":"rgba(0, 0, 0, 0.6)","YColor2":"rgba(0, 0, 0, 0)","YOffsetX":"20","YOffsetY":"-180","YFadeFrame":"10","YDistance":"2","YIsHorShow":"true","YIsAutoOpen":"true","YIsLimitWindow":"true","---道具设置---":"","CoinColor":"#ffff00","---音效---":"","TakeSound":"Cursor1","TakeVolume":"100","TakePitch":"100","TakePan":"0","NoItemSound":"Cancel1","NoItemVolume":"100","NoItemPitch":"100","NoItemPan":"0","ChangeItemSound":"Knock","ChangeItemVolume":"100","ChangeItemPitch":"100","ChangeItemPan":"0","AllTakeSound":"Equip2","AllTakeVolume":"100","AllTakePitch":"100","AllTakePan":"0","CloseSound":"Chest2","CloseVolume":"100","ClosePitch":"100","ClosePan":"0"}}
];

@ -74,7 +74,33 @@ Yanfly.BStats.version = 1.01;
* @help
*
* 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 封装了一些函数功能,可以使用
*
*
*
*
*
$gameTroop.LowerHpIndex = function()//返回血量第一低的敌人的下标
$gameParty.LowerHpIndex = function()//返回血量第一低的队友的下标
$gameTroop.Lower2HpIndex = function()//返回血量第二低的敌人的下标,如果没有,则会返回第一血量下标
$gameParty.Lower2HpIndex = function()//返回血量第二低的队友的下标,如果没有,则会返回第一血量下标
$gameTroop.HighHpIndex = function()//返回血量第一高的敌人的下标
$gameParty.HighHpIndex = function()//返回血量第一高的队友的下标
$gameTroop.High2HpIndex = function()//返回血量第二高的敌人的下标,如果没有,则会返回第一血量下标
$gameParty.High2HpIndex = function()//返回血量第二高的队友的下标,如果没有,则会返回第一血量下标
*
*
*
*
*
* 魔改内容: v1.00 移除受到治疗数,移除助攻数
*
@ -131,6 +157,10 @@ Yanfly.BStats.version = 1.01;
*/
//=============================================================================
var Zzy = Zzy || {};
Zzy.CXBS = Zzy.CXBS || {};
if (Imported.YEP_StatusMenuCore) {
//=============================================================================
@ -138,9 +168,6 @@ if (Imported.YEP_StatusMenuCore) {
//=============================================================================
var Zzy = Zzy || {};
Zzy.CXBS = Zzy.CXBS || {};
// * @param Assist Count Text
// * @text 辅助计数文本
@ -514,6 +541,18 @@ Window_StatusInfo.prototype.drawTotalDamageHealing = function() {
// this.drawText(text, p, lh * 7, this.contents.width - p * 2, 'right');
};
//=============================================================================
// Utilities
//=============================================================================
@ -530,3 +569,98 @@ if (!Yanfly.Util.toGroup) {
// End of File
//=============================================================================
};
//---魔改--- v1.01 函数功能打包
Zzy.CXBS.LowerHpIndexOfArr = function(mems)
{
var li = 0;
for(var i=1;i<mems.length;i++)
{
if(mems[li].hp > mems[i].hp)li = i;
}
return li;
}
Zzy.CXBS.HighHpIndexOfArr = function(mems)
{
var li = 0;
for(var i=1;i<mems.length;i++)
{
if(mems[li].hp < mems[i].hp)li = i;
}
return li;
}
Zzy.CXBS.Lower2HpIndex = function(unArr)
{
var mems = unArr.aliveMembers();
if(mems.length < 1)return -1;
if(mems.length === 1)return 0;
var lIndex = Zzy.CXBS.LowerHpIndexOfArr(mems);
mems.splice(lIndex,1);
var nIndex = Zzy.CXBS.LowerHpIndexOfArr(mems);
if(nIndex >= lIndex)return nIndex+1;
return nIndex;
}
Zzy.CXBS.High2HpIndex = function(unArr)
{
var mems = unArr.aliveMembers();
if(mems.length < 1)return -1;
if(mems.length === 1)return 0;
var lIndex = Zzy.CXBS.HighHpIndexOfArr(mems);
mems.splice(lIndex,1);
var nIndex = Zzy.CXBS.HighHpIndexOfArr(mems);
if(nIndex >= lIndex)return nIndex+1;
return nIndex;
}
Game_Troop.prototype.LowerHpIndex = function()//血量第一低的敌人
{
return Zzy.CXBS.LowerHpIndexOfArr(this.aliveMembers());
}
Game_Party.prototype.LowerHpIndex = function()//血量第一低的队友
{
return Zzy.CXBS.LowerHpIndexOfArr(this.aliveMembers());
}
Game_Troop.prototype.Lower2HpIndex = function()//血量第二低的敌人
{
return Zzy.CXBS.Lower2HpIndex(this);
}
Game_Party.prototype.Lower2HpIndex = function()//血量第二低的队友
{
return Zzy.CXBS.Lower2HpIndex(this);
}
Game_Troop.prototype.HighHpIndex = function()//血量第一高的敌人
{
return Zzy.CXBS.HighHpIndexOfArr(this.aliveMembers());
}
Game_Party.prototype.HighHpIndex = function()//血量第一高的队友
{
return Zzy.CXBS.HighHpIndexOfArr(this.aliveMembers());
}
Game_Troop.prototype.High2HpIndex = function()//血量第二高的敌人
{
return Zzy.CXBS.High2HpIndex(this);
}
Game_Party.prototype.High2HpIndex = function()//血量第二高的队友
{
return Zzy.CXBS.High2HpIndex(this);
}

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