更改细节,更新插件

main
戴面具的乐子人 11 months ago
parent eabdafd341
commit d9891e2ce1

@ -9,7 +9,7 @@ null,
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{"id":60,"animationId":0,"damage":{"critical":false,"elementId":7,"formula":"","type":1,"variance":5},"description":"薇薇安的冰系攻击魔法造成210+2.5*\\c[17]Lv\\c[0]+0.8\\c[27]ap\\c[0] 点\\c[9]冰\\c[0]属性\\c[27]魔法伤害\\c[0]\n并对相邻两个敌人造成1/3的溅射伤害累计三次后进入2回合冷却","effects":[],"hitType":2,"iconIndex":65,"message1":"施放了%1","message2":"","mpCost":12,"name":"冰刺II","note":"<技能类型:技能>\n<Hide if Learned Skill: 60,61>\n<Cooldown Steps: 1>\n<Learn Cost: 6 JP>\n<Learn Require Skill: 59>\n\n<Before Eval>\n this._bsaffective = 0.5;\n</Before 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<Before Eval>\n this._times = this._times || 0;\n this._times += 1;\n if(this._times == 1){\n target.startAnimation(15); \n user._icetimes = user._icetimes || 0;\n user._icetimes += 1;\n if(user._icetimes >= 3){\n user._icetimes = 0;\n user.addCooldown(60,+3);\n }\n}\n</Before Eval>\n\n<damage formula>\nvalue = 210;\nvalue += user.mat*4/5;\nvalue += user.level*2.5;\nvalue = Math.floor(value/3);\nvalue *= this._times == 1?3: 1;\n</damage formula>","occasion":0,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":2,"successRate":100,"tpCost":5,"tpGain":0},
{"id":61,"animationId":0,"damage":{"critical":false,"elementId":7,"formula":"","type":1,"variance":5},"description":"薇薇安的冰系攻击魔法造成280+3*\\c[17]Lv\\c[0]+0.8\\c[27]ap\\c[0] 点\\c[9]冰\\c[0]属性\\c[27]魔法伤害\\c[0]\n并对相邻两个敌人造成1/3的溅射伤害累计三次后进入2回合冷却","effects":[],"hitType":2,"iconIndex":65,"message1":"施放了%1","message2":"","mpCost":18,"name":"冰刺III","note":"<技能类型:技能>\n<Hide if Learned Skill: 60,61>\n<Cooldown Steps: 1>\n<Learn Cost: 8 JP>\n<Learn Require Skill: 60>\n\n<Before Eval>\n this._bsaffective = 0.5;\n</Before 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<Before Eval>\n this._times = this._times || 0;\n this._times += 1;\n if(this._times == 1){\n target.startAnimation(15); \n user._icetimes = user._icetimes || 0;\n user._icetimes += 1;\n if(user._icetimes >= 3){\n user._icetimes = 0;\n user.addCooldown(61,+3);\n }\n}\n</Before Eval>\n\n<damage formula>\nvalue = 280;\nvalue += user.mat*4/5;\nvalue += user.level*3;\nvalue = Math.floor(value/3);\nvalue *= this._times == 1?3: 1;\n</damage formula>","occasion":0,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":2,"successRate":100,"tpCost":5,"tpGain":0},
{"id":62,"animationId":109,"damage":{"critical":false,"elementId":15,"formula":"","type":3,"variance":5},"description":"薇薇安用自己的血液转化为生命力治愈队友恢复150+5%\\c[18]Mhp\\c[0]+0.6\\c[27]ap\\c[0] 点 HP\n存在\\c[18]\\it[1]\\c[0]的队友时,随机复苏其中一个,但技能的消耗和冷却翻倍","effects":[],"hitType":0,"iconIndex":231,"message1":"施放了%1","message2":"","mpCost":0,"name":"鲜血治愈I","note":"<Hide if Learned Skill: 63,64>\n<Learn Cost: 6 JP>\n\n<Cooldown: 3>\n<Cooldown Steps: 1>\n\n<Custom HP Cost>\ncost += user.mhp/20;\nvar members = $gameParty.deadMembers();\nif (members) { cost += user.mhp/20; }\n</Custom HP 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>\n\n<Before Eval>\n if(target.isStateAffected(1)){\n user.addCooldown(62,+2);\n target.removeState(1);\n target.gainHp(1);\n }\n</Before Eval>\n\n<damage Formula>\nif(user == target){\n value = user.mhp/20;\n value = Math.floor(value);\n}\nelse{\n value = user.mat*0.6 + user.mhp/20 + 150;\n value = Math.floor(value);\n}\n</damage Formula>\n\n<Custom Target Eval>\ntargets.push(target);\nvar members = $gameParty.deadMembers();\nif (members) {\n var member = members[Math.floor(Math.random()*members.length)];\n targets.push(member);\n}\n</Custom Target Eval>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":7,"speed":0,"stypeId":1,"successRate":100,"tpCost":0,"tpGain":5},
{"id":63,"animationId":109,"damage":{"critical":false,"elementId":15,"formula":"","type":3,"variance":5},"description":"薇薇安用自己的血液转化为生命力治愈队友恢复200+6%\\c[18]Mhp\\c[0]+0.6\\c[27]ap\\c[0] 点 HP\n存在\\c[18]\\it[1]\\c[0]的队友时,随机复苏其中一个,但技能的消耗和冷却翻倍","effects":[],"hitType":0,"iconIndex":231,"message1":"施放了%1","message2":"","mpCost":0,"name":"鲜血治愈II","note":"<Hide if Learned Skill: 64>\n<Learn Cost: 8 JP>\n<Learn Require Skill: 62>\n\n<Cooldown: 3>\n<Cooldown Steps: 1>\n\n<Custom HP Cost>\ncost += user.mhp/20;\nvar members = $gameParty.deadMembers();\nif (members) { cost += user.mhp/20; }\n</Custom HP 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>\n\n<Before Eval>\n if(target.isStateAffected(1)){\n user.addCooldown(63,+2);\n target.removeState(1);\n target.gainHp(1);\n }\n</Before Eval>\n\n<damage Formula>\nif(user == target){\n value = user.mhp/20;\n value = Math.floor(value);\n}\nelse{\n value = user.mat*0.6 + user.mhp*3/50 + 200;\n value = Math.floor(value);\n}\n</damage Formula>\n\n<Custom Target Eval>\ntargets.push(target);\nvar members = $gameParty.deadMembers();\nif (members) {\n var member = members[Math.floor(Math.random()*members.length)];\n targets.push(member);\n}\n</Custom Target Eval>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":7,"speed":0,"stypeId":2,"successRate":100,"tpCost":0,"tpGain":5},
{"id":64,"animationId":109,"damage":{"critical":false,"elementId":15,"formula":"","type":3,"variance":5},"description":"薇薇安用自己的血液转化为生命力治愈队友恢复250+7%\\c[18]Mhp\\c[0]+0.6\\c[27]ap\\c[0] 点 HP\n存在\\c[18]\\it[1]\\c[0]的队友时,随机复苏其中一个,但技能的消耗和冷却翻倍","effects":[{"code":22,"dataId":66,"value1":1,"value2":0},{"code":22,"dataId":67,"value1":1,"value2":0},{"code":22,"dataId":68,"value1":1,"value2":0}],"hitType":0,"iconIndex":231,"message1":"施放了%1","message2":"","mpCost":0,"name":"鲜血治愈III","note":"<Cooldown: 3>\n<Cooldown Steps: 1>\n<Learn Cost: 10 JP>\n<Learn Require Skill: 63>\n\n<Custom HP Cost>\ncost += user.mhp/20;\nvar members = $gameParty.deadMembers();\nif (members) { cost += user.mhp/20; }\n</Custom HP 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>\n\n<Before Eval>\n if(target.isStateAffected(1)){\n user.addCooldown(64,+2);\n target.removeState(1);\n target.gainHp(1);\n }\n</Before Eval>\n\n<damage Formula>\nif(user == target){\n value = user.mhp/20;\n value = Math.floor(value);\n}\nelse{\n value = user.mat*0.6 + user.mhp*7/100 + 250;\n value = Math.floor(value);\n}\n</damage Formula>\n\n<Custom Target Eval>\ntargets.push(target);\nvar members = $gameParty.deadMembers();\nif (members) {\n var member = members[Math.floor(Math.random()*members.length)];\n targets.push(member);\n}\n</Custom Target Eval>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":7,"speed":0,"stypeId":2,"successRate":100,"tpCost":0,"tpGain":5},
@ -247,9 +247,9 @@ null,
{"id":245,"animationId":82,"damage":{"critical":true,"elementId":-1,"formula":"a.atk*35/100+90+ b.isStateAffected(97) ? 40 : 0 +b.isStateAffected(98) ? 40 : 0 + b.isStateAffected(99) ? 40 : 0 + b.isStateAffected(100) ? 40 : 0 + b.isStateAffected(101) ? 40 : 0","type":1,"variance":5},"description":"\\c[17]<30%额外命中>\\c[0] 使用利爪抓挠敌人三次并附加\\it[255] 每次造成90+\\c[17]\\c[255]层数\\c[0]*40+0.35\\c[18]ad\\c[0] \n点\\c[18]物理伤害\\c[0]并施加25层\\c[18]伤害加深\\c[0](最多叠加到99层)","effects":[{"code":21,"dataId":0,"value1":1,"value2":0},{"code":21,"dataId":255,"value1":1,"value2":0}],"hitType":1,"iconIndex":105,"message1":"使用了%1","message2":"","mpCost":0,"name":"利爪抓挠III","note":"<技能类型:类普攻>\n<Learn Cost: 8 JP>\n<Learn Require Skill: 244>\n\n<Before Eval>\n this._bsaffective = 0.4;\n</Before Eval>\n\n<Before Eval>\n user.addState(229);\n</Before Eval>\n<After Eval>\n user.removeState(229);\n</After Eval>\n\n<Pre-Damage Eval>\n target._block = target._block || 0;\n target._block -= 25;\n target._block = Math.max(target._block, -100);\n target._block = Math.min(target._block, 100);\n if(target._block == 0){ \n target.setStateCounter(237, 0);\n target.setStateCounter(238, 0);\n target.removeState(237);\n target.removeState(238); } \n else{\n if(target._block > 0){\n target.addState(238);\n target.setStateCounter(238, target._block);\n }\n else{\n target.addState(237);\n target.setStateCounter(237, Math.abs(target._block));\n }\n }\n</Pre-Damage Eval>","occasion":1,"repeats":3,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":15,"tpGain":0},
{"id":246,"animationId":243,"damage":{"critical":true,"elementId":-1,"formula":"a.atk+30+ b.isStateAffected(97) ? 20 : 0 +b.isStateAffected(98) ? 20 : 0 + b.isStateAffected(99) ? 20 : 0 + b.isStateAffected(100) ? 20 : 0 + b.isStateAffected(101) ? 20 : 0","type":1,"variance":5},"description":"消耗一定HP飞扑攻击指定目标并叠加一层\\it[255]造成30+\\c[17]\\c[255]层数\\c[0]*20+1.0\\c[18]ad\\c[0] \n点\\c[18]物理伤害\\c[0]并附加\\it[255]增加自身35点TP和\\c[17]自身下回合50%读条\\c[0]","effects":[{"code":21,"dataId":255,"value1":1,"value2":0}],"hitType":1,"iconIndex":291,"message1":"使用了%1","message2":"","mpCost":0,"name":"狂野飞扑I","note":"<Hide if Learned Skill: 247>\n<Cooldown: 8>\n<Cooldown Steps: 1>\n<Learn Cost: 7 JP>\n\n<After ATB: 50%>\n\n<Hit condition Reward: +35 TP>\n\n<技能类型:技能>\n\n<Custom HP Cost>\ncost += user.mhp/30+user.hp/15;\n</Custom HP Cost>","occasion":1,"repeats":3,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":0,"tpGain":0},
{"id":247,"animationId":243,"damage":{"critical":true,"elementId":-1,"formula":"a.atk+60+ b.isStateAffected(97) ? 30 : 0 +b.isStateAffected(98) ? 30 : 0 + b.isStateAffected(99) ? 30 : 0 + b.isStateAffected(100) ? 30 : 0 + b.isStateAffected(101) ? 30 : 0","type":1,"variance":5},"description":"消耗一定HP飞扑攻击指定目标并叠加一层\\it[255]造成60+\\c[17]\\c[255]层数\\c[0]*30+1.0\\c[18]ad\\c[0] \n点\\c[18]物理伤害\\c[0]并附加\\it[255]增加自身50点TP和\\c[17]自身下回合50%读条\\c[0]","effects":[{"code":21,"dataId":255,"value1":1,"value2":0}],"hitType":1,"iconIndex":291,"message1":"使用了%1","message2":"","mpCost":0,"name":"狂野飞扑II","note":"<Cooldown: 6>\n<Cooldown Steps: 1>\n<Learn Cost: 9 JP>\n<Learn Require Skill: 246>\n\n<Hit condition Reward: +35 TP>\n\n<After ATB: 70%>\n\n<技能类型:技能>\n\n<Custom HP Cost>\ncost += user.mhp/30+user.hp/15;\n</Custom HP Cost>","occasion":1,"repeats":4,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":0,"tpGain":50},
{"id":248,"animationId":85,"damage":{"critical":true,"elementId":-1,"formula":"a.atk*3/10+30+ b.isStateAffected(97) ? 15 : 0 +b.isStateAffected(98) ? 15 : 0 + b.isStateAffected(99) ? 15 : 0 + b.isStateAffected(100) ? 15 : 0 + b.isStateAffected(101) ? 15 : 0","type":1,"variance":5},"description":"\\c[18]<10%暴击叠加>\\c[17]<50%命中叠加>\\c[0] 疯狂爪击选定目标七次每次造成30+\\c[17]\\c[255]层数\\c[0]*15+0.3\\c[18]ad\\c[0] \n点\\c[18]物理伤害\\c[0],成功击杀目标时\\c[17]\\it[113]\\c[0]。","effects":[{"code":21,"dataId":0,"value1":1,"value2":0}],"hitType":1,"iconIndex":290,"message1":"使用了%1","message2":"","mpCost":0,"name":"疯狂爪击I","note":"<Hide if Learned Skill: 249,250>\n<Learn Cost: 4 JP>\n\n<Before Eval>\n this._pcirate = 0.7;\n</Before Eval>\n<Before Eval>\n this._bsaffective = 0.3;\n</Before Eval>\n\n<Missed Reward: Add State 232>\n\n<技能类型:类普攻>\n\n\n<Critical Reward: Rolling Critical 0%>\n<Noncritical Reward: Rolling Critical +10%>\n<Defeat Reward: Add State 113>\n<Defeat Reward: +10 TP>","occasion":1,"repeats":7,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":30,"tpGain":0},
{"id":249,"animationId":85,"damage":{"critical":true,"elementId":-1,"formula":"a.atk*3/10+50+ b.isStateAffected(97) ? 25 : 0 +b.isStateAffected(98) ? 25 : 0 + b.isStateAffected(99) ? 25 : 0 + b.isStateAffected(100) ? 25 : 0 + b.isStateAffected(101) ? 25 : 0","type":1,"variance":5},"description":"\\c[18]<15%暴击叠加>\\c[17]<50%命中叠加>\\c[0] 疯狂爪击选定目标七次每次造成50+\\c[17]\\c[255]层数\\c[0]*25+0.3\\c[18]ad\\c[0] \n点\\c[18]物理伤害\\c[0],成功击杀目标时\\c[17]\\it[113]\\c[0]。","effects":[{"code":21,"dataId":0,"value1":1,"value2":0}],"hitType":1,"iconIndex":290,"message1":"使用了%1","message2":"","mpCost":0,"name":"疯狂爪击II","note":"<Hide if Learned Skill: 250>\n<Learn Cost: 6 JP>\n<Learn Require Skill: 248>\n\n<Before Eval>\n this._pcirate = 0.7;\n</Before Eval>\n\n<Before Eval>\n this._bsaffective = 0.3;\n</Before Eval>\n\n<Missed Reward: Add State 232>\n\n<技能类型:类普攻>\n\n<Critical Reward: Rolling Critical 0%>\n<Noncritical Reward: Rolling Critical +15%>\n<Defeat Reward: Add State 113>\n<Defeat Reward: +10 TP>\n","occasion":1,"repeats":7,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":30,"tpGain":0},
{"id":250,"animationId":85,"damage":{"critical":true,"elementId":-1,"formula":"a.atk*3/10+70+ b.isStateAffected(97) ? 35 : 0 +b.isStateAffected(98) ? 35 : 0 + b.isStateAffected(99) ? 35 : 0 + b.isStateAffected(100) ? 35 : 0 + b.isStateAffected(101) ? 35 : 0","type":1,"variance":5},"description":"\\c[18]<15%暴击叠加>\\c[17]<50%命中叠加>\\c[0] 疯狂爪击选定目标七次每次造成70+\\c[17]\\c[255]层数\\c[0]*35+0.3\\c[18]ad\\c[0] \n点\\c[18]物理伤害\\c[0],成功击杀目标时\\c[17]\\it[113]\\c[0]。","effects":[{"code":21,"dataId":0,"value1":1,"value2":0}],"hitType":1,"iconIndex":290,"message1":"使用了%1","message2":"","mpCost":0,"name":"疯狂爪击III","note":"<Before Eval>\n this._pcirate = 0.9;\n</Before Eval>\n<Before Eval>\n this._bsaffective = 0.3;\n</Before Eval>\n\n<技能类型:类普攻>\n<Learn Cost: 8 JP>\n<Learn Require Skill: 249>\n\n<Missed Reward: Add State 232>\n\n<Critical Reward: Rolling Critical 0%>\n<Noncritical Reward: Rolling Critical +20%>\n<Defeat Reward: Add State 113>\n<Defeat Reward: +20 TP>","occasion":1,"repeats":5,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":30,"tpGain":0},
{"id":248,"animationId":85,"damage":{"critical":true,"elementId":-1,"formula":"a.atk*3/10+30+ b.isStateAffected(97) ? 15 : 0 +b.isStateAffected(98) ? 15 : 0 + b.isStateAffected(99) ? 15 : 0 + b.isStateAffected(100) ? 15 : 0 + b.isStateAffected(101) ? 15 : 0","type":1,"variance":5},"description":"\\c[18]<10%暴击叠加>\\c[17]<50%命中叠加>\\c[0] 疯狂爪击选定目标七次每次造成30+\\c[17]\\c[255]层数\\c[0]*15+0.3\\c[18]ad\\c[0] \n点\\c[18]物理伤害\\c[0],成功击杀目标时\\c[17]\\it[113]\\c[0]。","effects":[{"code":21,"dataId":0,"value1":1,"value2":0}],"hitType":1,"iconIndex":290,"message1":"使用了%1","message2":"","mpCost":0,"name":"疯狂爪击I","note":"<Hide if Learned Skill: 249,250>\n<Learn Cost: 4 JP>\n\n<Before Eval>\n this._pcirate = 0.7;\n</Before Eval>\n<Before Eval>\n this._bsaffective = 0.3;\n</Before Eval>\n\n<Missed Reward: Add State 232>\n\n<技能类型:类普攻>\n\n<Critical Reward: Rolling Critical 0%>\n<Noncritical Reward: Rolling Critical +10%>\n<Defeat Reward: Add State 113>\n<Defeat Reward: +10 TP>\n","occasion":1,"repeats":5,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":30,"tpGain":0},
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@ -297,7 +297,7 @@ null,
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{"id":296,"animationId":190,"damage":{"critical":true,"elementId":1,"formula":"(100+a.atk*35/100+a.level)* (b.isStateAffected(56) ? 115/100 : 1)","type":1,"variance":5},"description":"诺兰擒住目标摔打三次每次造成100+1*\\c[17]Lv\\c[0]+0.35\\c[18]ad\\c[0]点\\c[18]物理伤害\\c[0]\n后抛向空中造成\\c[17]\\it[56]\\c[0],技能对\\it[56]目标伤害增加15%","effects":[{"code":21,"dataId":56,"value1":1,"value2":0}],"hitType":1,"iconIndex":77,"message1":"使用了%1","message2":"","mpCost":0,"name":"狐猎 • 零式","note":"<After Eval>\n user.addState(273);\n</After Eval>\n\n<技能类型:技能>\n<Cooldown Steps: 1>\n\n<Custom Requirement>\n if (user.isStateAffected(273) ||\n user.isStateAffected(274) ) {\n value = false;\n } else {\n value = true;\n }\n</Custom Requirement>\n\n<Custom Counter Rate>\nif(target.isStateAffected(56)){\n rate *= 0;\n }\n</Custom Counter Rate>\n","occasion":1,"repeats":3,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":0,"tpGain":5},
{"id":297,"animationId":198,"damage":{"critical":true,"elementId":1,"formula":"(100+a.atk+a.level*3)* (b.isStateAffected(56) ? 13/10 : 1)","type":1,"variance":5},"description":"诺兰跳起以腿斧攻击敌人造成180+3*\\c[17]Lv\\c[0]+1.0\\c[18]ad\\c[0]点\\c[18]物理伤害\\c[0]\n对\\c[17]\\it[56]\\c[0]的目标伤害增加30%并延长\\c[17]\\it[56]\\c[0]二回合。","effects":[],"hitType":1,"iconIndex":78,"message1":"使用了%1","message2":"","mpCost":0,"name":"狐猎 • 一式","note":"<技能类型:技能>\n\n<Skill 296 Cooldown: 3>\n<Skill 297 Cooldown: 3>\n<Skill 298 Cooldown: 3>\n <Cooldown Steps: 1>\n\n<Custom Requirement>\n if (user.isStateAffected(273)) {\n value = true;\n } else {\n value = false;\n }\n</Custom Requirement>\n\n<State 56 Turns: +2>\n\n<After Eval>\n user.removeState(273);\n if(user.isStateAffected(46)){}\n else{\n if(user.isStateAffected(271)||\n user.isStateAffected(272)){\n user.addState(275);\n }\n }\n</After Eval>\n\n<Custom Counter Rate>\nif(target.isStateAffected(56)){\n rate *= 0;\n }\n</Custom Counter Rate>","occasion":0,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":0,"tpGain":5},
{"id":298,"animationId":229,"damage":{"critical":true,"elementId":-1,"formula":"(3 - 2 * b.hp/b.mhp) * (120+a.atk*7/10+a.level*3/2)","type":1,"variance":5},"description":"\\c[18]<3倍收割><类普攻>\\c[0] 诺兰绕后背刺三次每次造成120+1.5*\\c[17]Lv\\c[0]+0.7\\c[18]ad\\c[0]点\\c[18]物理伤害\\c[0]\n成功清空血量时获得20点TP及下回合75%读条使用后三个“狐猎式”冷却1回合","effects":[{"code":21,"dataId":0,"value1":1,"value2":0}],"hitType":0,"iconIndex":435,"message1":"使用了%1","message2":"","mpCost":0,"name":"狐猎 • 二式","note":"<Pre-Damage Eval>\n target.removeState(258);\n this._certainhp = target.hp;\n</Pre-Damage Eval>\n\n<技能类型:类普攻>\n\n<Skill 296 Cooldown: 2>\n<Skill 297 Cooldown: 2>\n<Skill 298 Cooldown: 2>\n<Cooldown Steps: 1>\n\n<Custom Requirement>\n if (user.isStateAffected(274)) {\n value = true;\n } else {\n value = false;\n }\n</Custom Requirement>\n\n<After Eval>\n if(this._certainhp == 0){}\n else{\n if(target.hp <= 0){\n user.gainTp(20);\n user.addState(166);\n }\n }\nuser.removeState(274);\n</After Eval>","occasion":0,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":15,"tpGain":0},
{"id":298,"animationId":229,"damage":{"critical":true,"elementId":-1,"formula":"(3 - 2 * b.hp/b.mhp) * (120+a.atk*7/10+a.level*3/2)","type":1,"variance":5},"description":"\\c[18]<3倍收割><类普攻>\\c[0] 诺兰绕后背刺三次每次造成120+1.5*\\c[17]Lv\\c[0]+0.7\\c[18]ad\\c[0]点\\c[18]物理伤害\\c[0]\n成功清空血量时获得20点TP及下回合75%读条使用后三个“狐猎式”冷却1回合","effects":[{"code":21,"dataId":0,"value1":1,"value2":0}],"hitType":0,"iconIndex":435,"message1":"使用了%1","message2":"","mpCost":0,"name":"狐猎 • 二式","note":"<Pre-Damage Eval>\n target.removeState(258);\n this._certainhp = target.hp;\n</Pre-Damage Eval>\n\n<技能类型:类普攻>\n\n<Skill 296 Cooldown: 2>\n<Skill 297 Cooldown: 2>\n<Skill 298 Cooldown: 2>\n<Cooldown Steps: 1>\n\n<Custom Requirement>\n if (user.isStateAffected(274)) {\n value = true;\n } else {\n value = false;\n }\n</Custom Requirement>\n\n<After Eval>\n if(this._certainhp == 0){}\n else{\n if(target.hp <= 0){\n user.gainTp(20);\n user.addState(166);\n }\n }\nuser.removeState(274);\n</After Eval>\n","occasion":0,"repeats":3,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":15,"tpGain":0},
{"id":299,"animationId":227,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"诺兰加速行动,提升闪避率和魔法闪避率,持续三回合\n并恢复5点TP使用后禁用两个“零式”解锁两个“二式”","effects":[{"code":21,"dataId":276,"value1":1,"value2":0}],"hitType":0,"iconIndex":778,"message1":"使用了%1","message2":"","mpCost":0,"name":"狐迅 • 零式","note":"<After Eval>\n user.addState(274);\n</After Eval>\n\n<技能类型:技能>\n<Cooldown Steps: 1>\n\n<Custom Requirement>\n if (user.isStateAffected(273) ||\n user.isStateAffected(274) ) {\n value = false;\n } else {\n value = true;\n }\n</Custom Requirement>\n","occasion":0,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":11,"speed":0,"stypeId":1,"successRate":100,"tpCost":0,"tpGain":5},
{"id":300,"animationId":191,"damage":{"critical":true,"elementId":-1,"formula":"","type":1,"variance":5},"description":"\\c[18]<类普攻>\\c[17]<50%命中叠加>\\c[0] 诺兰使用剑舞连续攻击五次每次造成80+1.0*\\c[17]Lv\\c[0]\n+0.5\\c[18]ad\\c[0]点\\c[18]物理伤害\\c[0]且伤害依次递增25%使用后三个“狐迅式”冷却1回合","effects":[{"code":21,"dataId":0,"value1":1,"value2":0}],"hitType":1,"iconIndex":76,"message1":"使用了%1","message2":"","mpCost":0,"name":"狐迅 • 一式","note":"\n<技能类型:类普攻>\n\n<Before Eval>\n user.addState(232);\n</Before Eval>\n\n<After Eval>\n user.removeState(273);\n</After Eval>\n\n<Skill 299 Cooldown: 2>\n<Skill 300 Cooldown: 2>\n<Skill 301 Cooldown: 2>\n<Cooldown Steps: 1>\n\n<Custom Requirement>\n if (user.isStateAffected(273)) {\n value = true;\n } else {\n value = false;\n }\n</Custom Requirement>\n\n<damage formula>\n this._chainmultiplier = this._chainmultiplier || 1;\n value = 80+user.level+user.atk/2;\n value *= this._chainmultiplier;\n value = Math.floor(value);\n this._chainmultiplier += 1/4;\n</damage formula>","occasion":1,"repeats":5,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":30,"tpGain":0},
{"id":301,"animationId":-1,"damage":{"critical":true,"elementId":-1,"formula":"(2 - b.hp/b.mhp) * (150+a.atk*9/10+a.level*3)","type":1,"variance":5},"description":"\\c[18]<2倍收割><类普攻>\\c[0] 诺兰重击敌人并借力退出战场(使用后所有“狐迅式”\n冷却2回合)恢复10TP和 10%\\c[17]+\\I[336]机体增强模块等级*2%\\c[0]\\c[18]自身损失HP\\c[0]点HP","effects":[],"hitType":1,"iconIndex":395,"message1":"使用了%1","message2":"","mpCost":0,"name":"狐迅 • 二式","note":"<技能类型:类普攻>\n\n<Custom Requirement>\n if (user.isStateAffected(274)) {\n value = true;\n } else {\n value = false;\n }\n</Custom Requirement>\n\n<After Eval>\n var heal = (user.mhp - user.hp)/10;\n heal *= (user.isStateAffected(280)?1.2: 1);\n heal *= (user.isStateAffected(281)?1.4: 1);\n heal *= (user.isStateAffected(282)?1.6: 1);\n heal = Math.floor(heal);\n user.gainHp(heal);\n user.startDamagePopup();\n user.removeState(274);\n if(user.isStateAffected(46)){}\n else{\n if(user.isStateAffected(264)||\n user.isStateAffected(270)){\n user.addState(278);\n }\n }\nuser.addState(277);\n</After Eval>\n\n<Skill 299 Cooldown: 3>\n<Skill 300 Cooldown: 3>\n<Skill 301 Cooldown: 3>\n<Cooldown Steps: 1>","occasion":0,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":0,"tpGain":0},
@ -409,13 +409,13 @@ null,
{"id":407,"animationId":244,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"","effects":[{"code":21,"dataId":19,"value1":1,"value2":0}],"hitType":0,"iconIndex":0,"message1":"使用了\\c[18]%1\\c[0]","message2":"小队所有技能进入10回合冷却","mpCost":0,"name":"超凡静默术","note":"<SType 1 Cooldown: +11>\n<SType 2 Cooldown: +11>\n<SType 3 Cooldown: +11>\n<SType 4 Cooldown: +11>","occasion":0,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":2,"speed":0,"stypeId":1,"successRate":100,"tpCost":0,"tpGain":0},
{"id":408,"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":409,"animationId":0,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"","effects":[],"hitType":0,"iconIndex":0,"message1":"","message2":"","mpCost":0,"name":"怪物技能库","note":"","occasion":0,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":0,"tpGain":0},
{"id":410,"animationId":82,"damage":{"critical":true,"elementId":-1,"formula":"45+a.atk/2+a.level","type":1,"variance":20},"description":"","effects":[{"code":21,"dataId":0,"value1":1,"value2":0},{"code":21,"dataId":255,"value1":0.5,"value2":0}],"hitType":1,"iconIndex":0,"message1":"的攻击!","message2":"","mpCost":0,"name":"怪物的攻击(爪)","note":"","occasion":1,"repeats":2,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":5,"successRate":100,"tpCost":0,"tpGain":0},
{"id":411,"animationId":85,"damage":{"critical":true,"elementId":-1,"formula":"45+a.atk*45/100+a.level+a.mat/5","type":1,"variance":20},"description":"","effects":[{"code":21,"dataId":0,"value1":1,"value2":0},{"code":21,"dataId":255,"value1":0.5,"value2":0}],"hitType":1,"iconIndex":0,"message1":"的附魔攻击!","message2":"","mpCost":0,"name":"附魔攻击(爪)","note":"","occasion":0,"repeats":2,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":5,"successRate":100,"tpCost":0,"tpGain":0},
{"id":412,"animationId":82,"damage":{"critical":true,"elementId":-1,"formula":"60+a.atk/2+a.level","type":1,"variance":20},"description":"","effects":[{"code":21,"dataId":0,"value1":1,"value2":0},{"code":21,"dataId":255,"value1":0.5,"value2":0}],"hitType":1,"iconIndex":0,"message1":"使用了二回攻击!","message2":"","mpCost":0,"name":"三回攻击(爪)","note":"","occasion":1,"repeats":2,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":0,"tpGain":0},
{"id":410,"animationId":82,"damage":{"critical":true,"elementId":-1,"formula":"35+a.atk/2+a.level","type":1,"variance":20},"description":"","effects":[{"code":21,"dataId":0,"value1":1,"value2":0},{"code":21,"dataId":255,"value1":0.5,"value2":0}],"hitType":1,"iconIndex":0,"message1":"的攻击!","message2":"","mpCost":0,"name":"怪物的攻击(爪)","note":"","occasion":1,"repeats":2,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":5,"successRate":100,"tpCost":0,"tpGain":0},
{"id":411,"animationId":85,"damage":{"critical":true,"elementId":-1,"formula":"35+a.atk*45/100+a.level+a.mat/5","type":1,"variance":20},"description":"","effects":[{"code":21,"dataId":0,"value1":1,"value2":0},{"code":21,"dataId":255,"value1":0.5,"value2":0}],"hitType":1,"iconIndex":0,"message1":"的附魔攻击!","message2":"","mpCost":0,"name":"附魔攻击(爪)","note":"","occasion":0,"repeats":2,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":5,"successRate":100,"tpCost":0,"tpGain":0},
{"id":412,"animationId":82,"damage":{"critical":true,"elementId":-1,"formula":"45+a.atk/2+a.level","type":1,"variance":20},"description":"","effects":[{"code":21,"dataId":0,"value1":1,"value2":0},{"code":21,"dataId":255,"value1":0.5,"value2":0}],"hitType":1,"iconIndex":0,"message1":"使用了二回攻击!","message2":"","mpCost":0,"name":"三回攻击(爪)","note":"","occasion":1,"repeats":3,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":0,"tpGain":0},
{"id":413,"animationId":82,"damage":{"critical":true,"elementId":-1,"formula":"1+(45+a.atk/2+a.level)*(2 - a.hp/a.mhp)","type":1,"variance":20},"description":"","effects":[{"code":21,"dataId":0,"value1":1,"value2":0},{"code":21,"dataId":255,"value1":0.5,"value2":0}],"hitType":1,"iconIndex":0,"message1":"含恨一击!","message2":"","mpCost":0,"name":"含恨一击(爪)","note":"","occasion":1,"repeats":2,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":3,"speed":0,"stypeId":5,"successRate":100,"tpCost":0,"tpGain":0},
{"id":414,"animationId":25,"damage":{"critical":false,"elementId":5,"formula":"90 + 3*a.level + 7/10*a.mat","type":1,"variance":20},"description":"","effects":[],"hitType":2,"iconIndex":0,"message1":"使用了%1","message2":"","mpCost":0,"name":"喷火","note":"","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":0,"tpGain":0},
{"id":415,"animationId":36,"damage":{"critical":false,"elementId":-1,"formula":"120+a.atk+a.level*2+a.agi/5","type":1,"variance":20},"description":"","effects":[{"code":21,"dataId":58,"value1":0.3,"value2":0}],"hitType":1,"iconIndex":0,"message1":"使用了%1","message2":"","mpCost":0,"name":"冲撞","note":"","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":0,"tpGain":0},
{"id":416,"animationId":82,"damage":{"critical":false,"elementId":-1,"formula":"70+a.atk*6/10+a.level","type":1,"variance":20},"description":"","effects":[{"code":21,"dataId":255,"value1":1,"value2":0},{"code":21,"dataId":0,"value1":1,"value2":0}],"hitType":1,"iconIndex":0,"message1":"使用了%1","message2":"","mpCost":0,"name":"老鼠利爪","note":"","occasion":1,"repeats":2,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":0,"tpGain":0},
{"id":416,"animationId":82,"damage":{"critical":false,"elementId":-1,"formula":"55+a.atk*6/10+a.level","type":1,"variance":20},"description":"","effects":[{"code":21,"dataId":255,"value1":1,"value2":0},{"code":21,"dataId":0,"value1":1,"value2":0}],"hitType":1,"iconIndex":0,"message1":"使用了%1","message2":"","mpCost":0,"name":"老鼠利爪","note":"","occasion":1,"repeats":2,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":0,"tpGain":0},
{"id":417,"animationId":13,"damage":{"critical":false,"elementId":14,"formula":"(100+a.atk+a.level*3)*(2 - b.hp/b.mhp)","type":1,"variance":20},"description":"","effects":[{"code":21,"dataId":248,"value1":1,"value2":0}],"hitType":0,"iconIndex":0,"message1":"使用了%1","message2":"","mpCost":0,"name":"毒针刺杀","note":"","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":0,"tpGain":0},
{"id":418,"animationId":35,"damage":{"critical":false,"elementId":-1,"formula":"100+a.atk*6/5+a.level*3","type":1,"variance":20},"description":"","effects":[{"code":21,"dataId":56,"value1":0.2,"value2":0},{"code":21,"dataId":0,"value1":1,"value2":0}],"hitType":1,"iconIndex":0,"message1":"使用了%1","message2":"","mpCost":0,"name":"蛮横扫荡","note":"","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":2,"speed":0,"stypeId":1,"successRate":100,"tpCost":0,"tpGain":0},
{"id":419,"animationId":43,"damage":{"critical":false,"elementId":0,"formula":"50","type":0,"variance":20},"description":"","effects":[{"code":21,"dataId":19,"value1":1,"value2":0}],"hitType":0,"iconIndex":0,"message1":"使用了%1","message2":"","mpCost":0,"name":"熔岩防御","note":"<Custom Target Barrier 4 Turns>\nvalue = 200+user.level*3+user.mat*5/2;\nvalue = Math.floor(value);\n</Custom Target Barrier 4 Turns>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":11,"speed":0,"stypeId":2,"successRate":100,"tpCost":0,"tpGain":0},

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@ -639,8 +639,9 @@ Yanfly.BEC.version = 1.5;
* @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 将忽略存活同时生命为0的角色
* 魔改内容: v1.00 封装了一些函数功能,可以使用
*
@ -5600,16 +5601,66 @@ Yanfly.Util.onlyUnique = function (value, index, self) {
//=============================================================================
//Zzy.CYBEC.Function
//=============================================================================
Game_Party.prototype.ZzyCBECAliveMembers = function()//排除0血量
{
var mems = this.aliveMembers();
var nmems = [];
var map = [];
for(var i=0;i<mems.length;i++)
{
var mem = mems[i];
if(mem.hp > 0)
{
nmems.push(mem);
map.push(i);
}
}
var info = {};
info.mems = nmems;
info.map = map;
return info;
}
Game_Troop.prototype.ZzyCBECAliveMembers = function()//排除0血量
{
var mems = this.aliveMembers();
var nmems = [];
var map = [];
for(var i=0;i<mems.length;i++)
{
var mem = mems[i];
if(mem.hp > 0)
{
nmems.push(mem);
map.push(i);
}
}
var info = {};
info.mems = nmems;
info.map = map;
return info;
}
//---魔改--- v1.01 函数功能打包
Zzy.CYBEC.LowerHpIndexOfArr = function(mems)
{
var li = 0;
for(var i=1;i<mems.length;i++)
{
if(mems[i].hp <= 0)continue;//跳过血量等于0的判定
if(mems[li].hp > mems[i].hp)li = i;
}
return li;
@ -5620,6 +5671,7 @@ Zzy.CYBEC.HighHpIndexOfArr = function(mems)
var li = 0;
for(var i=1;i<mems.length;i++)
{
if(mems[i].hp <= 0)continue;//跳过血量等于0的判定
if(mems[li].hp < mems[i].hp)li = i;
}
return li;
@ -5627,26 +5679,30 @@ Zzy.CYBEC.HighHpIndexOfArr = function(mems)
Zzy.CYBEC.Lower2HpIndex = function(unArr)
{
var mems = unArr.aliveMembers();
var info = unArr.ZzyCBECAliveMembers();
var mems = info.mems;
var map = info.map;
if(mems.length < 1)return 0;
if(mems.length === 1)return 0;
var lIndex = Zzy.CYBEC.LowerHpIndexOfArr(mems);
mems.splice(lIndex,1);
var nIndex = Zzy.CYBEC.LowerHpIndexOfArr(mems);
if(nIndex >= lIndex)return nIndex+1;
return nIndex;
return map[nIndex];
}
Zzy.CYBEC.High2HpIndex = function(unArr)
{
var mems = unArr.aliveMembers();
var info = unArr.ZzyCBECAliveMembers();
var mems = info.mems;
var map = info.map;
if(mems.length < 1)return 0;
if(mems.length === 1)return 0;
var lIndex = Zzy.CYBEC.HighHpIndexOfArr(mems);
mems.splice(lIndex,1);
var nIndex = Zzy.CYBEC.HighHpIndexOfArr(mems);
if(nIndex >= lIndex)return nIndex+1;
return nIndex;
return map[nIndex];
}

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