改白火数值,更新插件;

main
戴面具的乐子人 11 months ago
parent 9b4b41fd5d
commit ff97e357eb

@ -22,7 +22,7 @@
## 更新记录 ## 更新记录
- **2024/1/27****乐子人**改南宫五月、南宫三八、伊扎克斯数值修复莉莉三段普攻寻敌异常的问题1.28改莉莉数值1.28 继续改滚郝籽诺兰数值; - **2024/1/27****乐子人**改南宫五月、南宫三八、伊扎克斯数值修复莉莉三段普攻寻敌异常的问题1.28改莉莉数值1.28 继续改滚郝籽诺兰数值;1.29 改白火数值,更新插件;
- **2024/1/22****乐子人**初步改数值1.23 接着改数值1.25 改薇薇安数值; - **2024/1/22****乐子人**初步改数值1.23 接着改数值1.25 改薇薇安数值;
- **2024/1/20****枪兵**;一点点剧情,草原地图; - **2024/1/20****枪兵**;一点点剧情,草原地图;
- **2024/1/20****乐子人**写入天赋微调数值1.21, 0点再次写入天赋; 1.21 13点再次写入天赋1.21 17点再次写入天赋 - **2024/1/20****乐子人**写入天赋微调数值1.21, 0点再次写入天赋; 1.21 13点再次写入天赋1.21 17点再次写入天赋

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@ -46,9 +46,9 @@ null,
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@ -202,9 +202,9 @@ null,
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{"id":202,"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\n会吸收超出部分 \\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":"缓冲镀层","note":"<技能类型:技能>\n<Learn Cost: 10 JP>\n<MP Cost: 3%>\n\n<Skill 202 Cooldown: 5>\n<Skill 308 Cooldown: 5>\n<Cooldown Steps: 1>\n\n<Before Eval>\nthis._times = this._times || 0 ;\nuser._charge = user._charge || 0 ;\nthis._times +=1 ;\nif(this._times == 1){\n if(user.isStateAffected(372)){}\n else{\n user._charge += 1;\n if(user._charge == 3){\n user.addState(372);\n user._charge = 0 ;\n }\n }\n}\n</Before 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<Custom Show Eval>\n if (user.isStateAffected(372)) {\n visible = false;\n } else {\n visible = true;\n }\n </Custom Show Eval>\n\n<After Eval>\n target._cushion = target._cushion || 0;\n target._cushion += 1;\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":202,"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\n会吸收超出部分 \\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":"缓冲镀层","note":"<技能类型:技能>\n<Learn Cost: 10 JP>\n<MP Cost: 3%>\n\n<Skill 202 Cooldown: 5>\n<Skill 308 Cooldown: 5>\n<Cooldown Steps: 1>\n\n<Before Eval>\nthis._times = this._times || 0 ;\nuser._charge = user._charge || 0 ;\nthis._times +=1 ;\nif(this._times == 1){\n if(user.isStateAffected(372)){}\n else{\n user._charge += 1;\n if(user._charge == 3){\n user.addState(372);\n user._charge = 0 ;\n }\n }\n}\n</Before 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<Custom Show Eval>\n if (user.isStateAffected(372)) {\n visible = false;\n } else {\n visible = true;\n }\n </Custom Show Eval>\n\n<After Eval>\n target._cushion = target._cushion || 0;\n target._cushion += 1;\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":204,"animationId":95,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"全队获得\\it[115]并增加10点TP \n\\c[17]【过热增幅】\\c[0] \\it[115]替换为\\it[116]TP增加至15点","effects":[{"code":21,"dataId":19,"value1":1,"value2":0}],"hitType":0,"iconIndex":71,"message1":"使用了%1","message2":"","mpCost":0,"name":"加速引擎","note":"<技能类型:技能>\n<Learn Cost: 7 JP>\n\n<Skill 204 Cooldown: 4>\n<Skill 310 Cooldown: 4>\n<Cooldown Steps: 1>\n\n<MP Cost: 1%>\n\n<Before Eval>\nthis._times = this._times || 0 ;\nuser._charge = user._charge || 0 ;\nthis._times +=1 ;\nif(this._times == 1){\n if(user.isStateAffected(372)){}\n else{\n user._charge += 1;\n if(user._charge == 3){\n user.addState(372);\n user._charge = 0 ;\n }\n }\n}\n</Before Eval>\n\n<Custom Show Eval>\n if (user.isStateAffected(372)) {\n visible = false;\n } else {\n visible = ture;\n }\n</Custom Show Eval>\n\n <Custom TP Cost>\n cost = 30;\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<Before Eval>\n target.gainTp(10);\n target.addState(115);\n</Before Eval>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":8,"speed":0,"stypeId":3,"successRate":100,"tpCost":0,"tpGain":0}, {"id":204,"animationId":95,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"全队获得\\it[115]并增加10点TP \n\\c[17]【过热增幅】\\c[0] \\it[115]替换为\\it[116]TP增加至15点","effects":[{"code":21,"dataId":19,"value1":1,"value2":0}],"hitType":0,"iconIndex":71,"message1":"使用了%1","message2":"","mpCost":0,"name":"加速引擎","note":"<技能类型:技能>\n<Learn Cost: 7 JP>\n\n<Skill 204 Cooldown: 4>\n<Skill 310 Cooldown: 4>\n<Cooldown Steps: 1>\n\n<MP Cost: 1%>\n\n<Before Eval>\nthis._times = this._times || 0 ;\nuser._charge = user._charge || 0 ;\nthis._times +=1 ;\nif(this._times == 1){\n if(user.isStateAffected(372)){}\n else{\n user._charge += 1;\n if(user._charge == 3){\n user.addState(372);\n user._charge = 0 ;\n }\n }\n}\n</Before Eval>\n\n<Custom Show Eval>\n if (user.isStateAffected(372)) {\n visible = false;\n } else {\n visible = ture;\n }\n</Custom Show Eval>\n\n <Custom TP Cost>\n cost = 30;\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<Before Eval>\n target.gainTp(10);\n target.addState(115);\n</Before Eval>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":8,"speed":0,"stypeId":3,"successRate":100,"tpCost":0,"tpGain":0},
{"id":205,"animationId":0,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"给全队施加持续8回合的护盾\n\\c[17]【过热增幅】\\c[0] 护盾数值翻倍","effects":[{"code":21,"dataId":19,"value1":1,"value2":0}],"hitType":0,"iconIndex":488,"message1":"使用了%1","message2":"","mpCost":0,"name":"小队护盾","note":"<技能类型:技能>\n<Learn Cost: 7 JP>\n\n<MP Cost: 4%>\n\n<Skill 205 Cooldown: 4>\n<Skill 311 Cooldown: 4>\n<Cooldown Steps: 1>\n\n<Before Eval>\nthis._times = this._times || 0 ;\nuser._charge = user._charge || 0 ;\nthis._times +=1 ;\nif(this._times == 1){\n if(user.isStateAffected(372)){}\n else{\n user._charge += 1;\n if(user._charge == 3){\n user.addState(372);\n user._charge = 0 ;\n }\n }\n}\n</Before Eval>\n\n<Custom Show Eval>\n if (user.isStateAffected(372)) {\n visible = false;\n } else {\n visible = true;\n }\n</Custom Show Eval>\n\n<Custom Target Barrier 8 Turns>\nvalue = user.mat*(6+user.mat*user.level/2048);\n if (user.isLearnedSkill(200)){\n value += user.mat*(3+user.mat*user.level/2048)/4;\n }\n else{\n if (user.isLearnedSkill(199)){\n value += user.mat*(3+user.mat*user.level/2048)/4;\n }\n }\nvalue = Math.floor(value);\n</Custom Target Barrie 8 Turnsr>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":8,"speed":0,"stypeId":3,"successRate":100,"tpCost":5,"tpGain":0}, {"id":205,"animationId":0,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"给全队施加100+2.0\\c[27]ap\\c[0]+\\I[351]\\c[17]机械中枢等级\\c[0]*80 点\\c[17]护盾\\c[0]持续8回合\n\\c[17]【过热增幅】\\c[0] \\c[17]护盾\\c[0]数值增加50%","effects":[{"code":21,"dataId":19,"value1":1,"value2":0}],"hitType":0,"iconIndex":488,"message1":"使用了%1","message2":"","mpCost":0,"name":"小队护盾","note":"<技能类型:技能>\n<Learn Cost: 7 JP>\n\n<MP Cost: 4%>\n\n<Skill 205 Cooldown: 4>\n<Skill 311 Cooldown: 4>\n<Cooldown Steps: 1>\n\n<Before Eval>\nthis._times = this._times || 0 ;\nuser._charge = user._charge || 0 ;\nthis._times +=1 ;\nif(this._times == 1){\n if(user.isStateAffected(372)){}\n else{\n user._charge += 1;\n if(user._charge == 3){\n user.addState(372);\n user._charge = 0 ;\n }\n }\n}\n</Before Eval>\n\n<Custom Show Eval>\n if (user.isStateAffected(372)) {\n visible = false;\n } else {\n visible = true;\n }\n</Custom Show Eval>\n\n<Custom Target Barrier 8 Turns>\nvalue = 120 + user.mat*2;\nvalue += user.isLearnedSkill(198)?80: 0;\nvalue += user.isLearnedSkill(199)?80: 0;\nvalue += user.isLearnedSkill(200)?80: 0;\nvalue = Math.floor(value);\n</Custom Target Barrie 8 Turnsr>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":8,"speed":0,"stypeId":3,"successRate":100,"tpCost":5,"tpGain":0},
{"id":206,"animationId":224,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"以特殊装置释放射线,移除敌方的物理攻击和魔法攻击增幅\n\\c[17]【过热增幅】\\c[0] 可移除三级增幅","effects":[{"code":22,"dataId":124,"value1":1,"value2":0},{"code":22,"dataId":125,"value1":1,"value2":0},{"code":22,"dataId":127,"value1":1,"value2":0},{"code":22,"dataId":128,"value1":1,"value2":0}],"hitType":0,"iconIndex":88,"message1":"使用了%1","message2":"","mpCost":0,"name":"衰弱射线","note":"<技能类型:技能>\n<Learn Cost: 7 JP>\n<MP Cost: 2%>\n\n<Skill 206 Cooldown: 4>\n<Skill 312 Cooldown: 4>\n<Cooldown Steps: 1>\n\n<Before Eval>\nthis._times = this._times || 0 ;\nuser._charge = user._charge || 0 ;\nthis._times +=1 ;\nif(this._times == 1){\n if(user.isStateAffected(372)){}\n else{\n user._charge += 1;\n if(user._charge == 3){\n user.addState(372);\n user._charge = 0 ;\n }\n }\n}\n</Before Eval>\n\n<Custom Show Eval>\n if (user.isStateAffected(372)) {\n visible = false;\n } else {\n visible = true;\n }\n</Custom Show Eval>\n\n <Custom TP Cost>\n cost = 30;\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","occasion":0,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":2,"speed":0,"stypeId":3,"successRate":100,"tpCost":30,"tpGain":0}, {"id":206,"animationId":224,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"以特殊装置释放射线,移除敌方的物理攻击和魔法攻击增幅\n\\c[17]【过热增幅】\\c[0] 可移除三级增幅","effects":[{"code":22,"dataId":124,"value1":1,"value2":0},{"code":22,"dataId":125,"value1":1,"value2":0},{"code":22,"dataId":127,"value1":1,"value2":0},{"code":22,"dataId":128,"value1":1,"value2":0}],"hitType":0,"iconIndex":88,"message1":"使用了%1","message2":"","mpCost":0,"name":"衰弱射线","note":"<技能类型:技能>\n<Learn Cost: 7 JP>\n<MP Cost: 2%>\n\n<Skill 206 Cooldown: 4>\n<Skill 312 Cooldown: 4>\n<Cooldown Steps: 1>\n\n<Before Eval>\nthis._times = this._times || 0 ;\nuser._charge = user._charge || 0 ;\nthis._times +=1 ;\nif(this._times == 1){\n if(user.isStateAffected(372)){}\n else{\n user._charge += 1;\n if(user._charge == 3){\n user.addState(372);\n user._charge = 0 ;\n }\n }\n}\n</Before Eval>\n\n<Custom Show Eval>\n if (user.isStateAffected(372)) {\n visible = false;\n } else {\n visible = true;\n }\n</Custom Show Eval>\n\n <Custom TP Cost>\n cost = 30;\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","occasion":0,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":2,"speed":0,"stypeId":3,"successRate":100,"tpCost":30,"tpGain":0},
{"id":207,"animationId":0,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"菜单中使用查看伊丽莎白被动说明","effects":[{"code":44,"dataId":11,"value1":1,"value2":0}],"hitType":0,"iconIndex":0,"message1":"","message2":"","mpCost":0,"name":"伊丽莎白被动说明","note":"<Bypass Cooldown>","occasion":2,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":0,"speed":0,"stypeId":3,"successRate":100,"tpCost":0,"tpGain":0}, {"id":207,"animationId":0,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"菜单中使用查看伊丽莎白被动说明","effects":[{"code":44,"dataId":11,"value1":1,"value2":0}],"hitType":0,"iconIndex":0,"message1":"","message2":"","mpCost":0,"name":"伊丽莎白被动说明","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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@ -242,17 +242,17 @@ null,
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@ -302,40 +302,40 @@ null,
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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%,且技能无法被反击","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<Cannot Counter>\n\n<Hide if Learned Skill: 327,328,329,330>\n\n<Cooldown: 13>\n<Cooldown Steps: 1>\n\n<Before Eval>\n this._bsaffective = 0.5;\n</Before Eval>\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":40,"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] 攻击选中敌人和随机四个被\\c[18]\\it[36]\\c[0]的敌人,无法被反击\n每次造成160+2*\\c[17]Lv\\c[0]+0.9\\c[18]ad\\c[0]+0.2\\c[27]ap\\c[0]点\\c[18]物理伤害\\c[0]对同一目标每次衰减15%","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<Cannot Counter>\n\n<Hide if Learned Skill: 327,328,329,330>\n\n<Cooldown: 13>\n<Cooldown Steps: 1>\n\n<Before Eval>\n this._bsaffective = 0.5;\n</Before Eval>\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 target._attackedtimes = target._attackedtimes || 0;\n value = 160 + user.level*2 + user.atk*9/10 + user.mat/5;\n value *= (target.hp/target.mhp <= 0.3)?7/5: 1;\n value *= (1 - target._attackedtimes*15/100);\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>\n\n<After-Damage Eval>\n target._attackedtimes = target._attackedtimes || 0;\n target._attackedtimes += 1;\n</After-Damage Eval>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":40,"tpGain":0},
{"id":327,"animationId":0,"damage":{"critical":true,"elementId":-1,"formula":"","type":1,"variance":5},"description":"\\c[18]<类普攻>\\c[17]<20%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%,且技能无法被反击","effects":[],"hitType":1,"iconIndex":436,"message1":"使用了%1","message2":"","mpCost":12,"name":"幽焰斩影II","note":"<技能类型:类普攻>\n<Learn Cost: 7 JP>\n<Learn Require Skill: 326>\n<Cannot Counter>\n\n<Hide if Learned Skill: 328,329,330>\n\n<Cooldown: 13>\n<Cooldown Steps: 1>\n\n<Before Eval>\n this._bsaffective = 0.5;\n</Before Eval>\n\n<Before Eval>\n user.addState(228);\n</Before Eval>\n<After Eval>\n user.removeState(228);\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 * 11/5 + 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":40,"tpGain":0}, {"id":327,"animationId":0,"damage":{"critical":true,"elementId":-1,"formula":"","type":1,"variance":5},"description":"\\c[18]<类普攻>\\c[17]<20%额外命中>\\c[0] 攻击选中敌人和随机四个被\\c[18]\\it[36]\\c[0]的敌人,无法被反击\n每次造成220+2.2*\\c[17]Lv\\c[0]+0.9\\c[18]ad\\c[0]+0.2\\c[27]ap\\c[0]点\\c[18]物理伤害\\c[0]对同一目标每次衰减15%","effects":[],"hitType":1,"iconIndex":436,"message1":"使用了%1","message2":"","mpCost":12,"name":"幽焰斩影II","note":"<技能类型:类普攻>\n<Learn Cost: 7 JP>\n<Learn Require Skill: 326>\n<Cannot Counter>\n\n<Hide if Learned Skill: 328,329,330>\n\n<Cooldown: 13>\n<Cooldown Steps: 1>\n\n<Before Eval>\n this._bsaffective = 0.5;\n</Before Eval>\n\n<Before Eval>\n user.addState(228);\n</Before Eval>\n<After Eval>\n user.removeState(228);\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 target._attackedtimes = target._attackedtimes || 0;\n value = 220 + user.level*11/5 + user.atk*9/10 + user.mat/5;\n value *= (target.hp/target.mhp <= 0.3)?7/5: 1;\n value *= (1 - target._attackedtimes*15/100);\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>\n\n<After-Damage Eval>\n target._attackedtimes = target._attackedtimes || 0;\n target._attackedtimes += 1;\n</After-Damage Eval>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":40,"tpGain":0},
{"id":328,"animationId":0,"damage":{"critical":true,"elementId":-1,"formula":"","type":1,"variance":5},"description":"\\c[18]<类普攻>\\c[17]<30%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%,且技能无法被反击","effects":[],"hitType":1,"iconIndex":436,"message1":"使用了%1","message2":"","mpCost":12,"name":"幽焰斩影III","note":"<技能类型:类普攻>\n<Learn Cost: 9 JP>\n<Learn Require Skill: 327>\n<Cannot Counter>\n\n<Hide if Learned Skill: 329,330>\n\n<Cooldown: 13>\n<Cooldown Steps: 1>\n\n<Before Eval>\n this._bsaffective = 0.5;\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<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 * 12/5 + 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":40,"tpGain":0}, {"id":328,"animationId":0,"damage":{"critical":true,"elementId":-1,"formula":"","type":1,"variance":5},"description":"\\c[18]<类普攻>\\c[17]<30%额外命中>\\c[0] 攻击选中敌人和随机四个被\\c[18]\\it[36]\\c[0]的敌人,无法被反击\n每次造成280+2.5*\\c[17]Lv\\c[0]+0.9\\c[18]ad\\c[0]+0.2\\c[27]ap\\c[0]点\\c[18]物理伤害\\c[0]对同一目标每次衰减15%","effects":[],"hitType":1,"iconIndex":436,"message1":"使用了%1","message2":"","mpCost":12,"name":"幽焰斩影III","note":"<技能类型:类普攻>\n<Learn Cost: 9 JP>\n<Learn Require Skill: 327>\n<Cannot Counter>\n\n<Hide if Learned Skill: 329,330>\n\n<Cooldown: 13>\n<Cooldown Steps: 1>\n\n<Before Eval>\n this._bsaffective = 0.5;\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<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 target._attackedtimes = target._attackedtimes || 0;\n value = 280 + user.level*5/2 + user.atk*9/10 + user.mat/5;\n value *= (target.hp/target.mhp <= 0.3)?7/5: 1;\n value *= (1 - target._attackedtimes*15/100);\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>\n\n<After-Damage Eval>\n target._attackedtimes = target._attackedtimes || 0;\n target._attackedtimes += 1;\n</After-Damage Eval>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":40,"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%,且技能无法被反击","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<Cannot Counter>\n\n<Hide if Learned Skill: 330>\n\n<Cooldown: 13>\n<Cooldown Steps: 1>\n\n<Before Eval>\n this._bsaffective = 0.5;\n</Before Eval>\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":40,"tpGain":0}, {"id":329,"animationId":0,"damage":{"critical":true,"elementId":-1,"formula":"","type":1,"variance":5},"description":"\\c[18]<类普攻>\\c[17]<20%额外命中>\\c[0] 攻击选中敌人和随机四个被\\c[18]\\it[36]\\c[0]的敌人,无法被反击\n每次造成340+2.7*\\c[17]Lv\\c[0]+0.9\\c[18]ad\\c[0]+0.2\\c[27]ap\\c[0]点\\c[18]物理伤害\\c[0]对同一目标每次衰减15%","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<Cannot Counter>\n\n<Hide if Learned Skill: 330>\n\n<Cooldown: 13>\n<Cooldown Steps: 1>\n\n<Before Eval>\n this._bsaffective = 0.5;\n</Before Eval>\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 target._attackedtimes = target._attackedtimes || 0;\n value = 340 + user.level*27/10 + user.atk*9/10 + user.mat/5;\n value *= (target.hp/target.mhp <= 0.3)?7/5: 1;\n value *= (1 - target._attackedtimes*15/100);\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 target._attackedtimes = target._attackedtimes || 0;\n target._attackedtimes += 1;\n</Pre-Damage Eval>\n\n<After-Damage Eval>\n target._attackedtimes = target._attackedtimes || 0;\n target._attackedtimes += 1;\n</After-Damage Eval>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":40,"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%,且技能无法被反击","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<Cannot Counter>\n\n<Cooldown: 13>\n<Cooldown Steps: 1>\n\n<Before Eval>\n this._bsaffective = 0.5;\n</Before Eval>\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":40,"tpGain":0}, {"id":330,"animationId":0,"damage":{"critical":true,"elementId":-1,"formula":"","type":1,"variance":5},"description":"\\c[18]<类普攻>\\c[17]<20%额外命中>\\c[0] 攻击选中敌人和随机四个被\\c[18]\\it[36]\\c[0]的敌人,无法被反击\n每次造成400+3*\\c[17]Lv\\c[0]+0.9\\c[18]ad\\c[0]+0.2\\c[27]ap\\c[0]点\\c[18]物理伤害\\c[0]对同一目标每次衰减15%","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<Cannot Counter>\n\n<Cooldown: 13>\n<Cooldown Steps: 1>\n\n<Before Eval>\n this._bsaffective = 0.5;\n</Before Eval>\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 target._attackedtimes = target._attackedtimes || 0;\n value = 400 + user.level*3 + user.atk*9/10 + user.mat/5;\n value *= (target.hp/target.mhp <= 0.3)?7/5: 1;\n value *= (1 - target._attackedtimes*15/100);\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>\n\n<After-Damage Eval>\n target._attackedtimes = target._attackedtimes || 0;\n target._attackedtimes += 1;\n</After-Damage Eval>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":40,"tpGain":0},
{"id":331,"animationId":240,"damage":{"critical":false,"elementId":5,"formula":"","type":1,"variance":5},"description":"\\c[17]<20%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":2,"iconIndex":406,"message1":"使用了%1","message2":"","mpCost":8,"name":"隐焰爆破I","note":"<技能类型:技能>\n<Learn Cost: 5 JP>\n\n<Hide if Learned Skill: 332,333>\n\n<Cooldown: 7>\n<Cooldown Steps: 1>\n\n<Before Eval>\n this._bsaffective = 0.5;\n</Before Eval>\n\n<Before Eval>\n user.addState(228);\n</Before Eval>\n<After Eval>\n user.removeState(228);\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 * 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":331,"animationId":240,"damage":{"critical":false,"elementId":5,"formula":"","type":1,"variance":5},"description":"\\c[17]<20%额外命中>\\c[0] 在选定和相邻敌人脚下引爆剑气造成160+2*\\c[17]Lv\\c[0]+0.4\\c[18]ad\\c[0]+0.8\\c[27]ap\\c[0]点\n\\c[18]火\\c[0]属性\\c[27]魔法伤害\\c[0]和\\c[9]\\it[52]\\c[0],目标被\\c[18]\\it[36]\\c[0]则伤害增加20%且造成\\c[17]\\it[56]\\c[0]","effects":[{"code":21,"dataId":36,"value1":0.5,"value2":0}],"hitType":2,"iconIndex":406,"message1":"使用了%1","message2":"","mpCost":8,"name":"隐焰爆破I","note":"<技能类型:技能>\n<Learn Cost: 5 JP>\n\n<Hide if Learned Skill: 332,333>\n\n<Cooldown: 7>\n<Cooldown Steps: 1>\n\n<Before Eval>\n this._bsaffective = 0.5;\n</Before Eval>\n\n<Before Eval>\n user.addState(228);\n</Before Eval>\n<After Eval>\n user.removeState(228);\n</After Eval>\n\n<Custom Target Eval>\ntargets.push(target);\nvar l1 = $gameTroop.members().length;\nif(l1 == 1){\n targets.push(target);\n targets.push(target);\n}\nelse{\nvar n1 = this._targetIndex - 1;\nvar targeta = $gameTroop.members()[n1];\nif(n1 >= 0){\n if(targeta.isAlive()){\n targets.push(targeta); }\n else{ targets.push(target); }\n}\nelse{ targets.push(target); }\nvar n2 = this._targetIndex + 1;\nvar targetb = $gameTroop.members()[n2];\nif(n2 < l1){\n if(targetb.isAlive()){\n targets.push(targetb); }\n else{ targets.push(target); }\n}\nelse{ targets.push(target); }\n}\n</Custom Target Eval>\n\n<damage formula>\n value = 160 + user.level*2 + user.atk*2/5 + user.mat*4/5;\n value *= (target.isStateAffected(36)?1.2: 1);\n value = Math.floor(value);\n</damage formula>\n\n<Pre-Damage Eval>\nif(target.isStateAffected(36)){\n target.addState(56);\n}\nelse{ target.addState(52); }\n</Pre-Damage Eval>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":20,"tpGain":0},
{"id":332,"animationId":240,"damage":{"critical":false,"elementId":5,"formula":"","type":1,"variance":5},"description":"\\c[17]<30%额外命中>\\c[0] 向地下注入剑气在指定敌人及相邻敌人脚下爆炸,造成\n\\c[18]火\\c[0]属性伤害和\\c[9]\\it[52]\\c[0],对被\\c[18]\\it[36]\\c[0]的敌人伤害增加且造成\\c[17]\\it[56]\\c[0]","effects":[{"code":21,"dataId":36,"value1":0.5,"value2":0}],"hitType":2,"iconIndex":406,"message1":"使用了%1","message2":"","mpCost":8,"name":"隐焰爆破II","note":"<技能类型:技能>\n<Learn Cost: 7 JP>\n<Learn Require Skill: 331>\n\n<Hide if Learned Skill: 333>\n\n<Cooldown: 7>\n<Cooldown Steps: 1>\n\n<Before Eval>\n user.addState(229);\n</Before Eval>\n<After Eval>\n user.removeState(229);\n</After Eval>\n\n<Before Eval>\n this._bsaffective = 0.5;\n</Before Eval>\n\n<Custom Target Eval>\ntargets.push(target);\ntargets.push($gameTroop.members()[this._targetIndex - 1]);\ntargets.push($gameTroop.members()[this._targetIndex + 1]);\n</Custom Target Eval>\n\n<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] 在选定和相邻敌人脚下引爆剑气造成240+2.5*\\c[17]Lv\\c[0]+0.4\\c[18]ad\\c[0]+0.8\\c[27]ap\\c[0]点\n\\c[18]火\\c[0]属性\\c[27]魔法伤害\\c[0]和\\c[9]\\it[52]\\c[0],目标被\\c[18]\\it[36]\\c[0]则伤害增加20%且造成\\c[17]\\it[56]\\c[0]","effects":[{"code":21,"dataId":36,"value1":0.5,"value2":0}],"hitType":2,"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<Before Eval>\n this._bsaffective = 0.5;\n</Before Eval>\n\n<Custom Target Eval>\ntargets.push(target);\nvar l1 = $gameTroop.members().length;\nif(l1 == 1){\n targets.push(target);\n targets.push(target);\n}\nelse{\nvar n1 = this._targetIndex - 1;\nvar targeta = $gameTroop.members()[n1];\nif(n1 >= 0){\n if(targeta.isAlive()){\n targets.push(targeta); }\n else{ targets.push(target); }\n}\nelse{ targets.push(target); }\nvar n2 = this._targetIndex + 1;\nvar targetb = $gameTroop.members()[n2];\nif(n2 < l1){\n if(targetb.isAlive()){\n targets.push(targetb); }\n else{ targets.push(target); }\n}\nelse{ targets.push(target); }\n}\n</Custom Target Eval>\n\n<damage formula>\n value = 240 + user.level*5/2 + user.atk*2/5 + user.mat*4/5;\n value *= (target.isStateAffected(36)?1.2: 1);\n value = Math.floor(value);\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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{"id":336,"animationId":0,"damage":{"critical":true,"elementId":-1,"formula":"","type":1,"variance":5},"description":"\\c[18]<类普攻>\\c[0] 对选中敌人进行两次回旋斩击并\\c[17]增加自身下回合读条40%\\c[0],命中被\n\\c[18]\\it[36]\\c[0]的敌人时会减少其当前回合读条75%(对读条已满的敌人无效)","effects":[{"code":21,"dataId":0,"value1":1,"value2":0}],"hitType":1,"iconIndex":419,"message1":"使用了%1","message2":"","mpCost":6,"name":"炫焰风华III","note":"<技能类型:类普攻>\n<Learn Cost: 8 JP>\n<Learn Require Skill: 335>\n\n<After ATB: 40%>\n\n<Cooldown: 5>\n<Cooldown Steps: 1>\n\n<Before Eval>\n this._bsaffective = 0.7;\n</Before Eval>\n\n<damage formula>\n value = 1;\n value += (user.atk * 12/5 + user.mat - target.def - 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>\nthis._times = this._times || 0;\nthis._times += 1;\nif(this._times == 1){\n target.startAnimation(241);\n if(target.isStateAffected(36)){\n var subject = $gameActors.actor(12);\n subject.forceAction(337, this._targetIndex);\n BattleManager.forceAction(subject);\n }\n}\n</Pre-Damage Eval>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":15,"tpGain":0}, {"id":336,"animationId":0,"damage":{"critical":true,"elementId":-1,"formula":"","type":1,"variance":5},"description":"\\c[18]<类普攻>\\c[0] 进行两次回旋斩击每次造成200+2.0*\\c[17]Lv\\c[0]+0.8\\c[18]ad\\c[0]+0.2\\c[27]ap\\c[0]点\\c[18]物理伤害\\c[0]\n并\\c[17]增加自身下回合读条40%\\c[0],目标被\\c[18]\\it[36]\\c[0]且\\c[9]回合读条未满\\c[0]则\\c[17]减少其75%读条\\c[0]","effects":[{"code":21,"dataId":0,"value1":1,"value2":0}],"hitType":1,"iconIndex":419,"message1":"使用了%1","message2":"","mpCost":6,"name":"炫焰风华III","note":"<技能类型:类普攻>\n<Learn Cost: 8 JP>\n<Learn Require Skill: 335>\n\n<After ATB: 40%>\n\n<Cooldown: 5>\n<Cooldown Steps: 1>\n\n<Before Eval>\n this._bsaffective = 0.7;\n</Before Eval>\n\n<damage formula>\n value = 200 + 2*user.level + user.atk*4/5 + user.mat/5;\n value = Math.floor(value);\n value *= (target.isStateAffected(36)?1.2: 1);\n</damage formula>\n\n<Pre-Damage Eval>\nthis._times = this._times || 0;\nthis._times += 1;\nif(this._times == 1){\n target.startAnimation(241);\n if(target.isStateAffected(36)){\n var subject = $gameActors.actor(12);\n subject.forceAction(337, this._targetIndex);\n BattleManager.forceAction(subject);\n }\n}\n</Pre-Damage Eval>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":15,"tpGain":0},
{"id":337,"animationId":0,"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":"","message2":"","mpCost":0,"name":"减少目标行动读条","note":"<Target ATB Eval>\nspeed = speed * 1/4;\n</Target ATB Eval>","occasion":0,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":0,"tpGain":0}, {"id":337,"animationId":0,"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":"","message2":"","mpCost":0,"name":"减少目标行动读条","note":"<Target ATB Eval>\nspeed = speed * 1/4;\n</Target ATB Eval>","occasion":0,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":0,"tpGain":0},
{"id":338,"animationId":0,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"被动技能,在菜单中使用查看被动说明","effects":[{"code":44,"dataId":20,"value1":1,"value2":0}],"hitType":0,"iconIndex":435,"message1":"","message2":"","mpCost":0,"name":"猎魔剑术","note":"<Bypass Cooldown>","occasion":2,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":0,"speed":0,"stypeId":3,"successRate":100,"tpCost":0,"tpGain":0}, {"id":338,"animationId":0,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"被动技能,在菜单中使用查看被动说明","effects":[{"code":44,"dataId":20,"value1":1,"value2":0}],"hitType":0,"iconIndex":435,"message1":"","message2":"","mpCost":0,"name":"猎魔剑术","note":"<Bypass Cooldown>","occasion":2,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":0,"speed":0,"stypeId":3,"successRate":100,"tpCost":0,"tpGain":0},
{"id":339,"animationId":54,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"白火不受猎魔人猎杀本能的影响,当她认为战斗没有意义的时候,会在安全的位置\n开始摸鱼恢复10点TP和8%最大MP且期间获得极高闪避率和魔法闪避率","effects":[{"code":12,"dataId":0,"value1":0.08,"value2":0},{"code":21,"dataId":5,"value1":1,"value2":0}],"hitType":0,"iconIndex":260,"message1":"开始摸鱼!","message2":"","mpCost":0,"name":"死宅摸鱼","note":"","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":11,"speed":0,"stypeId":1,"successRate":100,"tpCost":0,"tpGain":10}, {"id":339,"animationId":54,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"白火不受猎魔人猎杀本能的影响,当她认为战斗没有意义的时候,会在安全的位置\n开始摸鱼恢复10点TP和8%最大MP且期间获得极高闪避率和魔法闪避率","effects":[{"code":12,"dataId":0,"value1":0.08,"value2":0},{"code":21,"dataId":5,"value1":1,"value2":0}],"hitType":0,"iconIndex":260,"message1":"开始摸鱼!","message2":"","mpCost":0,"name":"死宅摸鱼","note":"","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":11,"speed":0,"stypeId":1,"successRate":100,"tpCost":0,"tpGain":10},

@ -274,10 +274,10 @@ null,
{"id":272,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"装备枪炮","note":"","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100}, {"id":272,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"装备枪炮","note":"","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":273,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"一式解锁","note":"","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100}, {"id":273,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"一式解锁","note":"","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":274,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"二式解锁","note":"","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100}, {"id":274,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"二式解锁","note":"","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":275,"autoRemovalTiming":2,"chanceByDamage":100,"traits":[],"iconIndex":437,"maxTurns":2,"message1":"","message2":"","message3":"","message4":"","minTurns":2,"motion":0,"name":"三目标射击","note":"<SF_CommonAttack: 0302, 8>","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100}, {"id":275,"autoRemovalTiming":2,"chanceByDamage":100,"traits":[],"iconIndex":437,"maxTurns":2,"message1":"","message2":"","message3":"","message4":"","minTurns":2,"motion":0,"name":"强力射击","note":"<SF_CommonAttack: 0302, 8>","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":276,"autoRemovalTiming":2,"chanceByDamage":100,"traits":[{"code":21,"dataId":6,"value":1.3},{"code":22,"dataId":1,"value":0.5},{"code":22,"dataId":4,"value":0.5}],"iconIndex":778,"maxTurns":3,"message1":"","message2":"","message3":"","message4":"","minTurns":3,"motion":0,"name":"狐迅零式加速","note":"","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100}, {"id":276,"autoRemovalTiming":2,"chanceByDamage":100,"traits":[{"code":21,"dataId":6,"value":1.3},{"code":22,"dataId":1,"value":0.5},{"code":22,"dataId":4,"value":0.5}],"iconIndex":778,"maxTurns":3,"message1":"","message2":"","message3":"","message4":"","minTurns":3,"motion":0,"name":"狐迅零式加速","note":"","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":277,"autoRemovalTiming":2,"chanceByDamage":100,"traits":[{"code":21,"dataId":6,"value":2},{"code":22,"dataId":1,"value":10},{"code":22,"dataId":4,"value":10},{"code":23,"dataId":0,"value":0}],"iconIndex":395,"maxTurns":2,"message1":"","message2":"","message3":"","message4":"","minTurns":2,"motion":0,"name":"狐迅二式隐身","note":"","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100}, {"id":277,"autoRemovalTiming":2,"chanceByDamage":100,"traits":[{"code":21,"dataId":6,"value":2},{"code":22,"dataId":1,"value":10},{"code":22,"dataId":4,"value":10},{"code":23,"dataId":0,"value":0}],"iconIndex":395,"maxTurns":2,"message1":"","message2":"","message3":"","message4":"","minTurns":2,"motion":0,"name":"狐迅二式隐身","note":"","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":278,"autoRemovalTiming":2,"chanceByDamage":100,"traits":[{"code":22,"dataId":0,"value":10},{"code":22,"dataId":0,"value":10}],"iconIndex":438,"maxTurns":2,"message1":"","message2":"","message3":"","message4":"","minTurns":2,"motion":0,"name":"普攻背刺","note":"<SF_CommonAttack: 0303, 8>","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100}, {"id":278,"autoRemovalTiming":2,"chanceByDamage":100,"traits":[{"code":22,"dataId":0,"value":10},{"code":22,"dataId":0,"value":10}],"iconIndex":438,"maxTurns":2,"message1":"","message2":"","message3":"","message4":"","minTurns":2,"motion":0,"name":"背刺攻击","note":"<SF_CommonAttack: 0303, 8>","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":279,"autoRemovalTiming":2,"chanceByDamage":100,"traits":[{"code":21,"dataId":6,"value":1.3},{"code":22,"dataId":9,"value":0.05},{"code":21,"dataId":2,"value":1.2}],"iconIndex":336,"maxTurns":9,"message1":"进入\\c[17]\\it[279]\\c[0]","message2":"","message3":"","message4":"\\c[17]\\it[279]\\c[0]已结束!","minTurns":9,"motion":0,"name":"全功率模式","note":"","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100}, {"id":279,"autoRemovalTiming":2,"chanceByDamage":100,"traits":[{"code":21,"dataId":6,"value":1.3},{"code":22,"dataId":9,"value":0.05},{"code":21,"dataId":2,"value":1.2}],"iconIndex":336,"maxTurns":9,"message1":"进入\\c[17]\\it[279]\\c[0]","message2":"","message3":"","message4":"\\c[17]\\it[279]\\c[0]已结束!","minTurns":9,"motion":0,"name":"全功率模式","note":"","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":280,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"机体增强模块I","note":"","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100}, {"id":280,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"机体增强模块I","note":"","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":281,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"机体增强模块II","note":"","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100}, {"id":281,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"机体增强模块II","note":"","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},

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@ -637,6 +637,26 @@ Yanfly.BEC.version = 1.5;
* @default false * @default false
* *
* @help * @help
*
* 魔改作者: 流逝的岁月
* 魔改版本: v1.00
*
* 魔改内容: v1.00 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
*
* ============================================================================ * ============================================================================
* Introduction * Introduction
* ============================================================================ * ============================================================================
@ -1179,6 +1199,12 @@ Yanfly.BEC.version = 1.5;
Yanfly.Parameters = PluginManager.parameters("YEP_BattleEngineCore"); Yanfly.Parameters = PluginManager.parameters("YEP_BattleEngineCore");
Yanfly.Param = Yanfly.Param || {}; Yanfly.Param = Yanfly.Param || {};
var Zzy = Zzy || {};
Zzy.CYBEC = Zzy.CYBEC || {};
Yanfly.Param.BECSystem = String(Yanfly.Parameters["Default System"]); Yanfly.Param.BECSystem = String(Yanfly.Parameters["Default System"]);
Yanfly.Param.BECEscRatio = String(Yanfly.Parameters["Escape Ratio"]); Yanfly.Param.BECEscRatio = String(Yanfly.Parameters["Escape Ratio"]);
Yanfly.Param.BECEscFail = String(Yanfly.Parameters["Fail Escape Boost"]); Yanfly.Param.BECEscFail = String(Yanfly.Parameters["Fail Escape Boost"]);
@ -5569,6 +5595,111 @@ Yanfly.Util.onlyUnique = function (value, index, self) {
return self.indexOf(value) === index; return self.indexOf(value) === index;
}; };
//=============================================================================
//Zzy.CYBEC.Function
//=============================================================================
//---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[li].hp > mems[i].hp)li = i;
}
return li;
}
Zzy.CYBEC.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.CYBEC.Lower2HpIndex = function(unArr)
{
var mems = unArr.aliveMembers();
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;
}
Zzy.CYBEC.High2HpIndex = function(unArr)
{
var mems = unArr.aliveMembers();
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;
}
Game_Troop.prototype.LowerHpIndex = function()//血量第一低的敌人
{
return Zzy.CYBEC.LowerHpIndexOfArr(this.aliveMembers());
}
Game_Party.prototype.LowerHpIndex = function()//血量第一低的队友
{
return Zzy.CYBEC.LowerHpIndexOfArr(this.aliveMembers());
}
Game_Troop.prototype.Lower2HpIndex = function()//血量第二低的敌人
{
return Zzy.CYBEC.Lower2HpIndex(this);
}
Game_Party.prototype.Lower2HpIndex = function()//血量第二低的队友
{
return Zzy.CYBEC.Lower2HpIndex(this);
}
Game_Troop.prototype.HighHpIndex = function()//血量第一高的敌人
{
return Zzy.CYBEC.HighHpIndexOfArr(this.aliveMembers());
}
Game_Party.prototype.HighHpIndex = function()//血量第一高的队友
{
return Zzy.CYBEC.HighHpIndexOfArr(this.aliveMembers());
}
Game_Troop.prototype.High2HpIndex = function()//血量第二高的敌人
{
return Zzy.CYBEC.High2HpIndex(this);
}
Game_Party.prototype.High2HpIndex = function()//血量第二高的队友
{
return Zzy.CYBEC.High2HpIndex(this);
}
//============================================================================= //=============================================================================
// End of File // End of File
//============================================================================= //=============================================================================

@ -15,6 +15,30 @@ Yanfly.Core.version = 1.31;
* @plugindesc v1.31 [v1.0] 系统 - 引擎核心 * @plugindesc v1.31 [v1.0] 系统 - 引擎核心
* @author Yanfly Engine Plugins drill_up翻译 * @author Yanfly Engine Plugins drill_up翻译
* *
*
*
* @param ---魔改---
* @default
*
* @param MaxLuk
* @text 幸运-最大值
* @parent ---魔改---
* @type text
* @desc 将限制所有角色的最大值上限,这可以是一个公式
* @default 999
*
* @param MaxMrf
* @text 魔法反射率-最大值
* @parent ---魔改---
* @type text
* @desc 将限制所有角色的最大值上限,其中0代表0%,100代表100%这可以是一个公式
* @default 100
*
*
*
*
*
*
* @param ---屏幕--- * @param ---屏幕---
* @default * @default
* *
@ -513,6 +537,36 @@ Yanfly.Core.version = 1.31;
* @default 29 * @default 29
* *
* @help * @help
*
* 魔改作者: 流逝的岁月
* 魔改版本: v1.00
*
*
*
* 魔改内容: v1.00 添加了 幸运 魔法反射率 的控制值 , 添加脚本控制 魔法反射是否有效,可通过脚本进行控制
*
*
* -以下是可能会用到的脚本信息
* Zzy.CYCE.EnableMrf() //开启魔法反射效果
* Zzy.CYCE.DisableMrf() //关闭魔法反射效果
* $gameSystem._ZzyCYCECanMrf = true //开启反射
* $gameSystem._ZzyCYCECanMrf = false //禁用反射
*
*
*
*
*
* 关于参数中设置的公式问题
* 其实是可以输入一段js代码,这会更佳灵活的去操作数据
*
* 以下是在写入公式时可以带入的数据信息:
*
* v[ID],V[ID] //id替换,将会返回全局变量的值
* s[ID],S[ID] //id替换,将会返回全局开关的值
* gw,GW //游戏窗口的宽度
* gh,GH //游戏窗口的高度
*
*
* ============================================================================ * ============================================================================
* 插件介绍 * 插件介绍
* ============================================================================ * ============================================================================
@ -826,10 +880,25 @@ Yanfly.Core.version = 1.31;
// Parameter Variables // Parameter Variables
//============================================================================= //=============================================================================
Yanfly.Parameters = PluginManager.parameters("YEP_CoreEngine"); Yanfly.Parameters = PluginManager.parameters("YEP_CoreEngine");
Yanfly.Param = Yanfly.Param || {}; Yanfly.Param = Yanfly.Param || {};
Yanfly.Icon = Yanfly.Icon || {}; Yanfly.Icon = Yanfly.Icon || {};
var Zzy = Zzy || {};
Zzy.CYCE = Zzy.CYCE || {};
Zzy.CYCE.MaxLuk = String(Yanfly.Parameters['MaxLuk'] || 999);
Zzy.CYCE.MaxMrf = String(Yanfly.Parameters['MaxMrf'] || 100);
Yanfly.Param.ScreenWidth = Number(Yanfly.Parameters["屏幕宽度"] || 816); Yanfly.Param.ScreenWidth = Number(Yanfly.Parameters["屏幕宽度"] || 816);
Yanfly.Param.ScreenHeight = Number(Yanfly.Parameters["屏幕高度"] || 624); Yanfly.Param.ScreenHeight = Number(Yanfly.Parameters["屏幕高度"] || 624);
Yanfly.Param.ScaleBattleback = String(Yanfly.Parameters["屏幕重置-战斗背景"]); Yanfly.Param.ScaleBattleback = String(Yanfly.Parameters["屏幕重置-战斗背景"]);
@ -2712,6 +2781,143 @@ Yanfly.Util.displayError = function (e, code, message) {
} }
}; };
//---魔改--- v1.00 最大值限制
//=============================================================================
//Game_Actor
//=============================================================================
Zzy.CYCE.Game_Actor_param = Game_Actor.prototype.param;
Game_Actor.prototype.param = function(paramId)
{
var value = Zzy.CYCE.Game_Actor_param.call(this,paramId);
if(paramId === 7)//幸运
{
var maxValue = Zzy.CYCE.EvalTransformation(Zzy.CYCE.MaxLuk);
value = value > maxValue ? maxValue : value;
}
return value;//
};
Zzy.CYCE.Game_Actor_xparam = Game_Actor.prototype.xparam;
Game_Actor.prototype.xparam = function(paramId)
{
var value = Zzy.CYCE.Game_Actor_xparam.call(this,paramId);
if(paramId === 5)//魔法反射率
{
var maxValue = Zzy.CYCE.EvalTransformation(Zzy.CYCE.MaxMrf) * 0.01;
value = value > maxValue ? maxValue : value;
}
return value;
};
//=============================================================================
//Game_Enemy
//=============================================================================
Zzy.CYCE.Game_Enemy_param = Game_Enemy.prototype.param;
Game_Enemy.prototype.param = function(paramId)
{
var value = Zzy.CYCE.Game_Enemy_param.call(this,paramId);
if(paramId === 7)//幸运
{
var maxValue = Zzy.CYCE.EvalTransformation(Zzy.CYCE.MaxLuk);
value = value > maxValue ? maxValue : value;
}
return value;//
};
Zzy.CYCE.Game_Enemy_xparam = Game_Enemy.prototype.xparam;
Game_Enemy.prototype.xparam = function(paramId)
{
var value = Zzy.CYCE.Game_Enemy_xparam.call(this,paramId);
if(paramId === 5)//魔法反射率
{
var maxValue = Zzy.CYCE.EvalTransformation(Zzy.CYCE.MaxMrf) * 0.01;
value = value > maxValue ? maxValue : value;
}
return value;
};
//=============================================================================
//Game_Action
//=============================================================================
//此处进行反射判断检测
Zzy.CYCE.Game_Action_itemMrf = Game_Action.prototype.itemMrf;
Game_Action.prototype.itemMrf = function(target)
{
if(!Zzy.CYCE.GetCanMrf())return 0;//不可以进行反射
return Zzy.CYCE.Game_Action_itemMrf.call(this,target);
};
//=============================================================================
//Zzy.CYCE.Function
//=============================================================================
//公式
Zzy.CYCE.EvalTransformation = function(formula)//转换
{
var v = $gameVariables._data;
var s = $gameSwitches._data;
var V = v;
var S = s;
var gw = Graphics.boxWidth;
var gh = Graphics.boxHeight;
var GW = gw;
var GH = gh;
return eval(formula);
}
Zzy.CYCE.EnableMrf = function() //开启魔法反射效果
{
$gameSystem._ZzyCYCECanMrf = true;
}
Zzy.CYCE.DisableMrf = function() //关闭魔法反射效果
{
$gameSystem._ZzyCYCECanMrf = false;
}
//获取反射
Zzy.CYCE.GetCanMrf = function()
{
if($gameSystem._ZzyCYCECanMrf === undefined)$gameSystem._ZzyCYCECanMrf = true;
return $gameSystem._ZzyCYCECanMrf;
}
//============================================================================= //=============================================================================
// End of File // End of File
//============================================================================= //=============================================================================

@ -76,11 +76,11 @@ Yanfly.Equip.version = 1.16;
* @help * @help
* *
* 魔改作者: 流逝的岁月 * 魔改作者: 流逝的岁月
* 魔改版本: v1.04 * 魔改版本: v1.05
*
* *
* *
* *
* v1.05 修改界面的布局方式
* v1.04 添加额外标签,实现功能拓展,可在下方 数据库备注 中查看用法 * v1.04 添加额外标签,实现功能拓展,可在下方 数据库备注 中查看用法
* v1.03 修改参数结构,自定义化调整接口 * v1.03 修改参数结构,自定义化调整接口
* v1.02 添加更多的信息显示,调整布局 * v1.02 添加更多的信息显示,调整布局
@ -149,7 +149,7 @@ if($gameSwitches.value(10))
* *
* 以下是在写入公式时可以带入的数据信息: * 以下是在写入公式时可以带入的数据信息:
* *
* a,User,user //如果有,那这个值就是目前指定的 持有者(玩家)对象 * User,user //如果有,那这个值就是目前指定的 持有者(玩家)对象
* Item,item //如果有,那这个值就是目前 安装/卸载 的装备对象 * Item,item //如果有,那这个值就是目前 安装/卸载 的装备对象
* v[ID],V[ID] //id替换,将会返回全局变量的值 * v[ID],V[ID] //id替换,将会返回全局变量的值
* s[ID],S[ID] //id替换,将会返回全局开关的值 * s[ID],S[ID] //id替换,将会返回全局开关的值
@ -1110,8 +1110,8 @@ Window_StatCompare.prototype.drawParamName = function(y, paramId)
{ {
paramId -= bLen; paramId -= bLen;
var pid = Window_StatCompare.XParamMap[paramId]; var pid = Window_StatCompare.XParamMap[paramId];
var tArr = ['命中率','暴击率','回避率']; var tArr = Window_StatCompare.XParamMapTextArr;
name = tArr[pid] name = tArr[pid];
} }
@ -1275,9 +1275,15 @@ Window_StatCompare.prototype.drawParamDifference = function(y, paramId)
//--魔改-- //--魔改--
// Window_StatCompare.BaseParamMap = [0,1,2,3,4,5,6];
// Window_StatCompare.XParamMap = [0,2,1];
// Window_StatCompare.XParamMapTextArr = ['命中率','暴击率','回避率'];
Window_StatCompare.BaseParamMap = [0,1,2,3,4,5,6]; //---魔改--- v1.05
Window_StatCompare.XParamMap = [0,2,1]; Window_StatCompare.BaseParamMap = [0,1,2,3,4,5,6,7];
Window_StatCompare.XParamMap = [0,1];
Window_StatCompare.XParamMapTextArr = ['命中率','暴击率'];
Window_StatCompare.ParamsLen = Window_StatCompare.BaseParamMap.length + Window_StatCompare.XParamMap.length;//默认12个参数 Window_StatCompare.ParamsLen = Window_StatCompare.BaseParamMap.length + Window_StatCompare.XParamMap.length;//默认12个参数

@ -361,9 +361,13 @@ Yanfly.Status = Yanfly.Status || {};
* *
* *
* 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: 隐藏状态窗口,信息窗口的绘制内容 使下方信息向上调整 *
*
*
* 魔改内容: v1.01 界面调整
* 魔改内容: v1.00 隐藏状态窗口,信息窗口的绘制内容 使下方信息向上调整
* *
* ============================================================================ * ============================================================================
* Introduction * Introduction
@ -747,7 +751,7 @@ Window_StatusInfo.prototype.drawGeneralParam = function () {
//--魔改--距离调整 //--魔改--距离调整
var disY = this.lineHeight() * 2; var disY = this.lineHeight() * 2;
//---魔改--- v1.01 调整界面布局
var dx = rect.x + this.textPadding(); var dx = rect.x + this.textPadding();
var dw = rect.width - this.textPadding() * 2; var dw = rect.width - this.textPadding() * 2;
this.drawDarkRect(rect.x, rect.y - disY, rect.width, rect.height); this.drawDarkRect(rect.x, rect.y - disY, rect.width, rect.height);
@ -758,30 +762,100 @@ Window_StatusInfo.prototype.drawGeneralParam = function () {
this.drawText(text, dx, rect.y - disY, dw, "right"); this.drawText(text, dx, rect.y - disY, dw, "right");
for (var i = 0; i < 8; ++i) {
if (i < 2) {
rect.y += this.lineHeight();
} else if (i === 2) {
rect.y += this.lineHeight();
rect.width /= 2;
dw = rect.width - this.textPadding() * 2;
} else if (i % 2 === 0) {
rect.x = 0;
dx = rect.x + this.textPadding();
rect.y += this.lineHeight();
} else {
rect.x += rect.width;
dx += rect.width;
}
var paramPosIndexArr = [0,1,2,4,3,5,7,undefined,6];
this.drawDarkRect(rect.x, rect.y - disY, rect.width, rect.height);
this.changeTextColor(this.systemColor());
this.drawText(TextManager.param(i), dx, rect.y - disY, dw, "left"); //设置取一半
this.changeTextColor(this.normalColor());
text = Yanfly.Util.toGroup(this._actor.param(i));
this.drawText(text, dx, rect.y - disY, dw, "right");
} for (var i = 0; i < paramPosIndexArr.length; ++i)
{
var pid = paramPosIndexArr[i];//进行转换
var hw = rect.width/2;
var hdw = hw - this.textPadding() * 2;
if(i === paramPosIndexArr.length - 1)//最后一个
{
hw = rect.width;
hdw = dw;
}
if (i % 2 === 0)
{
rect.x = 0;
dx = rect.x + this.textPadding();
rect.y += this.lineHeight();
}
else
{
rect.x += hw;
dx += hw;
}
if(pid === undefined)
{
//---魔改--- v1.01 显示魔法反击率
this.drawDarkRect(rect.x, rect.y - disY, hw, rect.height);
this.changeTextColor(this.systemColor());
this.drawText(Yanfly.Param.StatusAttr_mrf, dx, rect.y - disY, hdw, "left");
this.changeTextColor(this.normalColor());
text = Yanfly.Util.toGroup(this._actor.xparam(5));
text = text + '%';//添加百分号
this.drawText(text, dx, rect.y - disY, hdw, "right");
}
else
{
this.drawDarkRect(rect.x, rect.y - disY, hw, rect.height);
this.changeTextColor(this.systemColor());
this.drawText(TextManager.param(pid), dx, rect.y - disY, hdw, "left");
this.changeTextColor(this.normalColor());
text = Yanfly.Util.toGroup(this._actor.param(pid));
this.drawText(text, dx, rect.y - disY, hdw, "right");
}
}
// for (var i = 0; i < 8; ++i)
// {
// if (i < 2)
// {
// rect.y += this.lineHeight();
// } else if (i === 2) {
// rect.y += this.lineHeight();
// rect.width /= 2;
// dw = rect.width - this.textPadding() * 2;
// } else if (i % 2 === 0) {
// rect.x = 0;
// dx = rect.x + this.textPadding();
// rect.y += this.lineHeight();
// } else {
// rect.x += rect.width;
// dx += rect.width;
// }
// this.drawDarkRect(rect.x, rect.y - disY, rect.width, rect.height);
// this.changeTextColor(this.systemColor());
// this.drawText(TextManager.param(i), dx, rect.y - disY, dw, "left");
// this.changeTextColor(this.normalColor());
// text = Yanfly.Util.toGroup(this._actor.param(i));
// this.drawText(text, dx, rect.y - disY, dw, "right");
// }
}; };
Window_StatusInfo.prototype.actorCurrentExpRate = function (actor) { Window_StatusInfo.prototype.actorCurrentExpRate = function (actor) {

@ -74,38 +74,13 @@ Yanfly.BStats.version = 1.01;
* @help * @help
* *
* 魔改作者: 流逝的岁月 * 魔改作者: 流逝的岁月
* 魔改版本: v1.01 * 魔改版本: v1.02
*
* *
* 魔改内容: v1.02 转移封装到YEP_BattleEngineCore.js中,功能不变
* 魔改内容: v1.01 封装了一些函数功能,可以使用 * 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 * 魔改内容: v1.00 移除受到治疗数,移除助攻数
* *
* *
*
* ============================================================================ * ============================================================================
* Introduction * Introduction
* ============================================================================ * ============================================================================
@ -542,17 +517,6 @@ Window_StatusInfo.prototype.drawTotalDamageHealing = function() {
}; };
//============================================================================= //=============================================================================
// Utilities // Utilities
//============================================================================= //=============================================================================
@ -572,95 +536,3 @@ if (!Yanfly.Util.toGroup) {
//---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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