From d62c52213f89aef1cde31e7f244abdb970a0a9b8 Mon Sep 17 00:00:00 2001 From: lzr <1838979562@qq.com> Date: Sun, 3 Sep 2023 00:30:16 +0800 Subject: [PATCH] =?UTF-8?q?=E9=83=9D=E4=BB=81=E7=9A=84=E5=AE=A1=E6=9F=A5?= =?UTF-8?q?=E5=AE=98=E9=85=8D=E6=9E=AA=E6=94=B9=E4=B8=BA=E8=A2=AB=E5=8A=A8?= =?UTF-8?q?=EF=BC=8C=E6=96=B0=E5=A2=9E=E6=B3=95=E7=90=83=E6=95=88=E6=9E=9C?= =?UTF-8?q?=E2=80=9C=E6=81=90=E6=83=A7=E4=BE=B5=E8=9A=80=E2=80=9D?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- Readme.md | 1 + audio/se/凄厉的猫叫声.ogg | Bin 0 -> 9022 bytes data/Animations.json | 14 +++++++------- data/Classes.json | 2 +- data/MapInfos.json | 2 +- data/Skills.json | 14 +++++++------- data/States.json | 6 +++--- data/System.json | 2 +- 8 files changed, 21 insertions(+), 20 deletions(-) create mode 100644 audio/se/凄厉的猫叫声.ogg diff --git a/Readme.md b/Readme.md index 44fe70a..576169f 100644 --- a/Readme.md +++ b/Readme.md @@ -22,6 +22,7 @@ ## 更新记录 +- **2023/9/2**;**乐子人**;郝仁的审查官配枪改为被动,新增法球效果“恐惧侵蚀”; - **2023/9/2**;**乐子人**;优化莉莉的核心技能实现方式使之更稳定; - **2023/9/2**;**乐子人**;将角色和怪物受伤修饰的所有状态进行集成化; - **2023/8/30**;**乐子人**;完成伊丽莎白技能组重做,补充动画,等; diff --git a/audio/se/凄厉的猫叫声.ogg b/audio/se/凄厉的猫叫声.ogg new file mode 100644 index 0000000000000000000000000000000000000000..fda7291c5332ba512b9909dffa1ec285089d3de7 GIT binary patch literal 9022 zcmeHsd0bQ1w(t%F2!k{Xi9tXKlK}!HOl8nphzubF3IReA!3!ir!k{v?+N%wdKp1Wq z0)(l85FrF^AV39c3rG;cPys^)Td$%hAlQ4`YJ2tez3)VO@9+EL`|G{;-}m2Kc?Kw(q@ES5;5`Fb+Em%Rif)%*|0ZXc##G@SjituirgI zu#eO||6SBQVG!mfJL_+7SmT!xu;X#wIHCD zTyAbg%5hgWU8v4YO3HrA3e$Qwo)Pf`4Vonk7*I{Ic4pCJ7D7m+I%rw4B2R``vhMl> zW7){)vQV?`Pd{=L(#f+%RJucuWi%x^R7h=rYAn-e5;l5`kkXN38g@BU*DfP`AQv6B zEn+ngf-PA~OmZ7*jR5gcsi7S?7+;PZ+tfE$v7P)US6^W#5%<;Y2h<(s68=g4&2JAy zKX)$1gmEVkNjdu?s_)2Y3Jj}~Fr(Ov#ueTX#H!~B{Nb>-bA~iA6=@I@#ZwdfwE+*9 z24$Jv&aw!pwVl^^%i<522>@L6BV4UbXf2!3kiuvXpKs_Hlf3_Cz~%YC{_eP8@ntC- z%mRS1JDg`oSOl&lV=L|<=z^53E~Iwt)OG}Py+c9mQ&{u1`uZLJ?>wx| 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if($gameParty.members()[4].hp > 0){\n heal += ($gameParty.members()[4].mhp - $gameParty.members()[4].hp)/5;\n $gameParty.members()[4].gainHp(Math.floor(heal));\n $gameParty.members()[4].addState(165);\n }\n","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":2,"speed":0,"stypeId":3,"successRate":100,"tpCost":80,"tpGain":20}, @@ -297,9 +297,9 @@ null, {"id":295,"animationId":189,"damage":{"critical":true,"elementId":5,"formula":"1+(a.atk * (4 + a.level/45) - b.def/2)*(a.level*a.atk/2048+2)","type":1,"variance":5},"description":"","effects":[{"code":21,"dataId":251,"value1":1,"value2":0}],"hitType":1,"iconIndex":406,"message1":"\\c[9]额外投弹!\\c[0]","message2":"","mpCost":0,"name":"额外投弹","note":"\n target.addState(258);\n\n\n<技能类型:技能>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":0,"tpGain":15}, {"id":296,"animationId":189,"damage":{"critical":true,"elementId":5,"formula":"1+(a.atk * (4 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{"id":297,"animationId":0,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"进入\\it[275],提升命中率并解锁\\is[298],但部分攻击依赖远程武器\n\\c[17]【追加效果】\\c[0]扔出迷雾弹掩蔽全队,提升闪避率","effects":[{"code":21,"dataId":275,"value1":1,"value2":0}],"hitType":0,"iconIndex":632,"message1":"使用了%1!","message2":"","mpCost":0,"name":"劲狐跃","note":"<技能类型:技能>\n\n\nif(user.isStateAffected(17)){\nBattleManager.queueForceAction(user, 316, -1);\nuser.removeState(17);\nuser.removeState(95);\n}\nelse{\n user.addState(17);\n}\n","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":11,"speed":0,"stypeId":1,"successRate":100,"tpCost":15,"tpGain":0}, -{"id":298,"animationId":198,"damage":{"critical":true,"elementId":1,"formula":"1+(a.atk * (5/2 + a.level/49)+a.agi/200 - 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b.def/3)*(a.level*a.atk/2048+2)","type":1,"variance":5},"description":"诺兰从上而下的强力腿斧,造成物理伤害并必定\\it[70]一回合,\n使用后解除自身\\it[275]并立刻进入下一回合,并获得\\it[17]","effects":[{"code":21,"dataId":70,"value1":1,"value2":0}],"hitType":1,"iconIndex":78,"message1":"使用了%1!","message2":"","mpCost":0,"name":"斩风腿斧","note":"\n this._bsaffective = 0;\n\n\n\n\n<技能类型:技能>\n\n\n target.removeState(258);\n\n\n\n user.removeState(275);\n user.addState(17);\n\n\n\n if(user.isStateAffected(275)){\n value = ture;\n }\n else{\n value = false;\n }\n","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":0,"tpGain":10}, {"id":299,"animationId":16,"damage":{"critical":false,"elementId":-1,"formula":"1+(a.atk * (3 + a.level/49)+a.agi/200 - b.def/5)*(a.level*a.atk/2048+2)","type":1,"variance":5},"description":"\\c[17]<霸体二回合>\\c[0] 诺兰迅速奔袭至敌人身前,用武器或者肘部刺击敌人\n\\c[17]【追加效果】\\c[0] 命中后追加一次过肩二重摔,增加\\it[70]两回合","effects":[],"hitType":1,"iconIndex":97,"message1":"使用了%1!","message2":"","mpCost":0,"name":"迅狐刺","note":"\n\n user.addState(165);\n user.removeState(275);\n\n\n<技能类型:类普攻>\n\n\n target.removeState(258);\n\n\n\nif(user.isStateAffected(17)){\n var subject = user;\n subject.forceAction(300, -2);\n BattleManager.forceAction(subject);\n user.removeState(17);\n }\nelse{\n user.addState(17);\n }\n","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":15,"tpGain":0}, -{"id":300,"animationId":188,"damage":{"critical":false,"elementId":1,"formula":"1+(a.atk * (2 + a.level/99)+a.agi/200 - b.def/2)*(a.level*a.atk/2048+2)","type":1,"variance":20},"description":"","effects":[],"hitType":1,"iconIndex":0,"message1":"使用了%1!","message2":"","mpCost":0,"name":"过肩二重摔","note":"\n target.removeState(258);\n\n\n\n<技能类型:技能>","occasion":1,"repeats":2,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":0,"tpGain":0}, +{"id":300,"animationId":190,"damage":{"critical":false,"elementId":1,"formula":"1+(a.atk * (2 + a.level/99)+a.agi/200 - b.def/2)*(a.level*a.atk/2048+2)","type":1,"variance":20},"description":"","effects":[],"hitType":1,"iconIndex":0,"message1":"使用了%1!","message2":"","mpCost":0,"name":"过肩二重摔","note":"\n target.removeState(258);\n\n\n\n<技能类型:技能>","occasion":1,"repeats":2,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":0,"tpGain":0}, {"id":301,"animationId":0,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"诺兰释放剑舞(近战),或连续射击(升空/飞行状态),造成多次伤害 \n\\c[17]【追加效果】\\c[0] TP消耗减半","effects":[{"code":21,"dataId":19,"value1":1,"value2":0}],"hitType":0,"iconIndex":418,"message1":"使用了%1!","message2":"","mpCost":0,"name":"灵狐舞","note":"\n if(user.isStateAffected(275)){\n if(user.isStateAffected(271) || user.isStateAffected(272)){\n value = ture;\n }\n else{\n value = false;\n }\n }\n\n\n<技能类型:技能>\n\n\nif(user.isStateAffected(17)){\n user.removeState(17);\n}\nelse{\n user.addState(17);\n}\nif(user.isStateAffected(275)){\n var subject = user;\n subject.forceAction(303, -2);\n BattleManager.forceAction(subject); \n }\nelse{\n var subject = user;\n subject.forceAction(302, -2);\n BattleManager.forceAction(subject); \n }\n\n\n\n if(user.isStateAffected(275)){\n if (user.isStateAffected(271) || user.isStateAffected(272)) {\n value = true;\n } \n else {\n value = false;\n }\n }else {\n value = ture;\n }\n \n","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":40,"tpGain":0}, {"id":302,"animationId":191,"damage":{"critical":true,"elementId":-1,"formula":"1+(a.atk * (3/2 + a.level/198)+a.agi/200 - b.def/2)*(a.level*a.atk/2048+2)","type":1,"variance":5},"description":"","effects":[{"code":21,"dataId":251,"value1":0.2,"value2":0}],"hitType":1,"iconIndex":0,"message1":"","message2":"","mpCost":0,"name":"剑舞","note":"\n target.removeState(258);\n\n\n<技能类型:类普攻>\n\n\n this._pcirate = 0.8;\n\n\n","occasion":1,"repeats":6,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":0,"tpGain":0}, {"id":303,"animationId":90,"damage":{"critical":true,"elementId":-1,"formula":"1+(a.atk * (3/2 + a.level/198) - b.def/2)*(a.level*a.atk/2048+2)","type":1,"variance":5},"description":"","effects":[],"hitType":1,"iconIndex":0,"message1":"","message2":"","mpCost":0,"name":"连续射击","note":"\n target.addState(258);\n\n\n<技能类型:类普攻>\n\n\n this._pcirate = 0.8;\n","occasion":1,"repeats":6,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":0,"tpGain":0}, @@ -510,7 +510,7 @@ null, {"id":508,"animationId":61,"damage":{"critical":false,"elementId":7,"formula":"1+(2/5+a.level/198)*(a.mat * 2 - b.mdf)*(a.level*a.mat/2048+2)","type":2,"variance":20},"description":"","effects":[{"code":21,"dataId":52,"value1":1,"value2":0}],"hitType":2,"iconIndex":0,"message1":"的技能触发了\\c[9]冰霜溅射\\c[0]!","message2":"","mpCost":0,"name":"冰霜溅射","note":"\ntargets.push(target);\ntargets.push($gameTroop.members()[this._targetIndex - 1]);\ntargets.push($gameTroop.members()[this._targetIndex + 1]);\n\n<技能类型:技能特效>","occasion":0,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":0,"tpGain":0}, {"id":509,"animationId":202,"damage":{"critical":false,"elementId":11,"formula":"1+(4/5+a.level/99)*(a.mat * 11/5 - 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1]);\ntargets.push($gameTroop.members()[this._targetIndex + 1]);\n","occasion":0,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":0,"tpGain":0}, -{"id":511,"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":511,"animationId":215,"damage":{"critical":true,"elementId":10,"formula":"b.hp/30","type":1,"variance":2},"description":"","effects":[{"code":21,"dataId":90,"value1":1,"value2":0}],"hitType":2,"iconIndex":0,"message1":"的技能触发了\\c[27]恐惧侵蚀\\c[0]!","message2":"","mpCost":0,"name":"恐惧","note":"","occasion":0,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":0,"tpGain":0}, {"id":512,"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":513,"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":514,"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}, diff --git a/data/States.json b/data/States.json index 4f4efe4..33443f0 100644 --- a/data/States.json +++ b/data/States.json @@ -326,12 +326,12 @@ null, {"id":324,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"电弧","note":"\nuser._atktimes = 0;\n\n\n\nif(this.isSkill() && (this.item().meta.技能类型 == '普攻' || this.item().meta.技能类型 == '类普攻') && user.atk > 10 ){\n user._atktimes = user._atktimes || 0;\n user._atktimes += 1;\n if(user._atktimes == 4){\n user._atktimes = 0;\n BattleManager.queueForceAction(user, 507, -2);\n }\n }\n","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":"\nuser._stratkcd = 0;\n\n\n\nuser._stratkcd = user._stratkcd || 0;\nuser._stratkcd = Math.max(user._stratkcd - 1, 0);\n\n\n\nuser._stratkcd = user._stratkcd || 0;\nif(this.isSkill() && this.item().meta.技能类型 == '普攻'){}\nelse{\n if(this.isSkill() && (this.item().meta.技能类型 == '类普攻' || this.item().meta.技能类型 == '技能')&& user.atk > 10 && user._stratkcd == 0){\n user.addState(326);\n }\n}\n\n\n\nif(this.isSkill() && (this.item().meta.技能类型 == '普攻' || this.item().meta.技能类型 == '类普攻' )&& user.isStateAffected(326)){\n BattleManager.queueForceAction(user, 506, -2);\n user.removeState(326);\n user._stratkcd = 4;\n}\n","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100}, {"id":326,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":123,"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":"\nthis._pcirate = this._pcirate || 1;\ntarget._block = target._block || 0;\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.atk > 10 ){\nvar h = user.atk - target.def;\nvar i = target.mhp*0.06;\ni -= h*(2 + target.level *h/2048);\ni = Math.floor(i);\nvar j = Math.floor(target.mhp*0.04);\nvar k = Math.floor(Math.min(Math.max(i, j), 20000) * this._pcirate *(-1));\nk -= target._block*10;\nk = Math.max(1 - target.hp, k, 0);\ntarget._defence = target._defence || 0; \nif( k > 0 && target._defence > 0){\n target.gainHp(0); \n target.startDamagePopup();\n target._defence -= 1;\n target.setStateCounter(213, target._defence);\n if (target._defence <= 0){ \n target.removeState(213); \n }\n}\nelse{\ntarget.gainHp(k); 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