优化新手引导、修复一些bug

main
戴面具的乐子人 11 months ago
parent e5296f503b
commit c91d202817

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@ -38,9 +38,9 @@ null,
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{"id":41,"animationId":49,"damage":{"critical":true,"elementId":16,"formula":"240 + 4*a.level + 4/5*a.mat","type":1,"variance":5},"description":"吸取敌人生命造成240+4*\\c[17]Lv\\c[0]+0.8\\c[27]ap\\c[0] 点\\c[18]生命\\c[0]属性\\c[27]魔法伤害\\c[0]\n并恢复等量HP有几率附加\\it[94],但装备的吸血效果对该技能无效。","effects":[{"code":21,"dataId":94,"value1":0.3,"value2":0}],"hitType":2,"iconIndex":71,"message1":"使用了%1","message2":"","mpCost":0,"name":"生命吸取III","note":"<Before Eval>\n this._bsaffective = 0;\n</Before Eval>\n\n<技能类型:技能>\n<Learn Cost: 9 JP>\n<Learn Require Skill: 40>\n\n<Cooldown: 2>\n<Cooldown Steps: 1>\n\n<Pre-Damage Eval>\nuser._confirmHp = user.hp;\n</Pre-Damage Eval>\n\n<Post-Damage Eval>\nif(value > 0 ){\n user.gainHp(value);\n user.startDamagePopup();\n if((target.isStateAffected(218) ||\n target.isStateAffected(219) ||\n target.isStateAffected(220) ) && \n user.hp == user.mhp){\n var overheal = Math.abs(value);\n overheal += user._confirmHp;\n overheal -= user.mhp;\n var ohr = 0;\n ohr += user.isStateAffected(218)?0.3: 0;\n ohr += user.isStateAffected(219)?0.1: 0;\n ohr += user.isStateAffected(220)?0.1: 0;\n overheal = Math.floor(overheal*ohr);\n user.gainBarrier(overheal);\n }\n }\n</Post-Damage Eval>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":25,"tpGain":5},
{"id":42,"animationId":51,"damage":{"critical":false,"elementId":0,"formula":"5","type":0,"variance":0},"description":"解体成小蝙蝠,变得更灵活且避免部分暴击,\n但需要消耗HP来维持解体HP比例低于30%会自动恢复人形","effects":[{"code":21,"dataId":20,"value1":1,"value2":0},{"code":22,"dataId":74,"value1":1,"value2":0},{"code":22,"dataId":57,"value1":1,"value2":0},{"code":22,"dataId":54,"value1":1,"value2":0},{"code":22,"dataId":55,"value1":1,"value2":0},{"code":22,"dataId":59,"value1":1,"value2":0},{"code":22,"dataId":61,"value1":1,"value2":0}],"hitType":0,"iconIndex":347,"message1":"","message2":"","mpCost":5,"name":"解体","note":"<技能类型:技能>\n\n<Cooldown: 6>\n<Cooldown Steps: 1>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":11,"speed":50,"stypeId":4,"successRate":100,"tpCost":5,"tpGain":0},
{"id":43,"animationId":33,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"从小蝙蝠状态重新聚合成人形\n使用技能会\\c[17]增加自身下回合50%读条\\c[0]","effects":[{"code":22,"dataId":20,"value1":1,"value2":0}],"hitType":0,"iconIndex":345,"message1":"","message2":"","mpCost":5,"name":"聚合","note":"<技能类型:技能>\n<After ATB: 50%>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":11,"speed":0,"stypeId":4,"successRate":100,"tpCost":5,"tpGain":0},
{"id":44,"animationId":81,"damage":{"critical":false,"elementId":15,"formula":"40+a.hp*8/100","type":4,"variance":0},"description":"消耗一定的HP和MP获得双倍于消耗量的MP\n有几率获得\\it[148]","effects":[{"code":21,"dataId":148,"value1":0.3,"value2":0}],"hitType":0,"iconIndex":75,"message1":"使用了%1","message2":"","mpCost":0,"name":"血灵转化I","note":"<Hide if Learned Skill: 45,46>\n<Learn Cost: 4 JP>\n\n<Custom HP Cost>\ncost += user.hp*24/100;\n</Custom HP Cost>\n<Custom MP Cost>\ncost += user.hp*4/100+20;\n</Custom MP Cost>\n\n<技能类型:技能>\n\n <Custom Requirement>\n if (user.hp/user.mhp >= 0.2) {\n value = true;\n } else {\n value = false;\n }\n </Custom Requirement>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":11,"speed":0,"stypeId":1,"successRate":100,"tpCost":0,"tpGain":0},

@ -220,7 +220,7 @@ null,
{"id":218,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"治疗溢出为护盾20%","note":"","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":219,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"治疗溢出为护盾30%","note":"","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":220,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"治疗溢出为护盾40%","note":"","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":221,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"受到治疗时的特殊计算","note":"<Custom React Effect>\ntarget._confirmHp = target.hp; \n</Custom React Effect>\n\n<Custom React Effect>\nif (value < 0 && this.isHpEffect() &&\n target.isStateAffected(14)) { \n target.gainBarrier(Math.floor(Math.abs(value/2)));\n value = 0;\n target.gainTp(5);\n }\n</Custom React Effect>\n\n\n<Custom Respond Effect>\nif (value < 0 && this.isHpEffect() &&\n target.hp === target.mhp &&\n (target.isStateAffected(218) ||\n target.isStateAffected(219) ||\n target.isStateAffected(220) ) ) { \n var overheal = Math.abs(value);\n overheal += target._confirmHp;\n overheal -= target.mhp;\n if(target.isStateAffected(220)){\n var i = 0.5;\n }\n else{\n if(target.isStateAffected(219)){\n var i = 0.4; }\n else{ var i = 0.3; }\n }\n overheal = Math.floor(overheal * i);\n target.gainBarrier(overheal); \n}\n</Custom Respond Effect>","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":221,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"受到治疗时的特殊计算","note":"<Custom React Effect>\ntarget._confirmHp = target.hp; \n</Custom React Effect>\n\n<Custom React Effect>\nif (value < 0 && this.isHpEffect() &&\n target.isStateAffected(14)) { \n target.gainBarrier(Math.floor(Math.abs(value/2)));\n value = 0;\n target.gainTp(5);\n }\n</Custom React Effect>\n\n<Custom Respond Effect>\nif (value < 0 && this.isHpEffect() &&\n target.hp === target.mhp &&\n (target.isStateAffected(218) ||\n target.isStateAffected(219) ||\n target.isStateAffected(220) ) ) { \n var overheal = Math.abs(value);\n overheal += target._confirmHp;\n overheal -= target.mhp;\n var ohr = 0;\n ohr += target.isStateAffected(218)?0.3:0;\n ohr += target.isStateAffected(219)?0.1:0;\n ohr += target.isStateAffected(220)?0.1:0;\n overheal = Math.floor(overheal * ohr);\n target.gainBarrier(overheal); \n}\n</Custom Respond Effect>","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":222,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"","note":"","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":223,"autoRemovalTiming":2,"chanceByDamage":100,"traits":[{"code":22,"dataId":0,"value":0.5}],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"命中提升1","note":"<Custom Apply Effect>\n user.removeState(232);\n</Custom Apply Effect>","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":224,"autoRemovalTiming":2,"chanceByDamage":100,"traits":[{"code":22,"dataId":0,"value":1}],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"命中提升2","note":"<Custom Apply Effect>\n user.removeState(232);\n</Custom Apply Effect>","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},

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