From 08789fef1d5a5be53f0a3df02fe065ebf375ea26 Mon Sep 17 00:00:00 2001 From: lzr <1838979562@qq.com> Date: Thu, 7 Sep 2023 21:43:38 +0800 Subject: [PATCH] =?UTF-8?q?=E7=BB=86=E8=8A=82=E4=BF=AE=E6=94=B9?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- Readme.md | 1 + data/Actors.json | 2 +- data/Classes.json | 8 ++++---- data/CommonEvents.json | 6 +++--- data/Enemies.json | 4 ++-- data/MapInfos.json | 2 +- data/Skills.json | 10 +++++----- data/States.json | 14 +++++++------- data/System.json | 2 +- data/Weapons.json | 2 +- 10 files changed, 26 insertions(+), 25 deletions(-) diff --git a/Readme.md b/Readme.md index 3fd7650..e6d3443 100644 --- a/Readme.md +++ b/Readme.md @@ -22,6 +22,7 @@ ## 更新记录 +- **2023/9/7**;**乐子人**;技能细节修改; - **2023/9/6**;**乐子人**;技能细节修改; - **2023/9/3**;**乐子人**;重做南宫三八一个技能,补充伊丽莎白技能组细节; - **2023/9/3**;**乐子人**;怪物数值重做,补充技能和动画; diff --git a/data/Actors.json b/data/Actors.json index 921480f..a69306d 100644 --- a/data/Actors.json +++ b/data/Actors.json @@ -1,6 +1,6 @@ [ null, -{"id":1,"battlerName":"","characterIndex":0,"characterName":"郝仁行走图改","classId":1,"equips":[6,0,0,0,0],"faceIndex":0,"faceName":"主角团","traits":[{"code":14,"dataId":34,"value":1},{"code":14,"dataId":63,"value":1}],"initialLevel":1,"maxLevel":13,"name":"郝仁","nickname":"","note":"\n","profile":"似乎是个平平无奇的普通人"}, +{"id":1,"battlerName":"","characterIndex":0,"characterName":"郝仁行走图改","classId":1,"equips":[6,0,0,0,0],"faceIndex":0,"faceName":"主角团","traits":[{"code":14,"dataId":34,"value":1},{"code":14,"dataId":63,"value":1},{"code":43,"dataId":126,"value":1}],"initialLevel":1,"maxLevel":13,"name":"郝仁","nickname":"","note":"\n","profile":"似乎是个平平无奇的普通人"}, {"id":2,"battlerName":"","characterIndex":0,"characterName":"vva","classId":2,"equips":[0,0,0,0,0],"faceIndex":1,"faceName":"主角团","traits":[{"code":14,"dataId":34,"value":1},{"code":43,"dataId":136,"value":1}],"initialLevel":1,"maxLevel":13,"name":"薇薇安","nickname":"","note":"\n","profile":"最古血族、最穷血族、估计也是厨艺最好的血族(PS:\n她的血魔法血量消耗和效果都会随着血量下降而下降)"}, {"id":3,"battlerName":"","characterIndex":0,"characterName":"五月","classId":8,"equips":[0,0,0,0,0],"faceIndex":2,"faceName":"主角团","traits":[],"initialLevel":1,"maxLevel":13,"name":"南宫五月","nickname":"","note":"\n","profile":"陆生海妖,亲爸是个猎魔人,\n原本是不会任何攻击法术的"}, {"id":4,"battlerName":"","characterIndex":2,"characterName":"People1","classId":5,"equips":[0,0,0,0,0],"faceIndex":3,"faceName":"主角团","traits":[],"initialLevel":1,"maxLevel":13,"name":"南宫三八","nickname":"","note":"\n","profile":"亲妈是个海妖的半吊子猎魔人,只能选择精进符卡技艺"}, diff --git a/data/Classes.json b/data/Classes.json index 8cfe102..8ed5007 100644 --- a/data/Classes.json +++ b/data/Classes.json @@ -1,20 +1,20 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\nif(user.isStateAffected(348)){\n cost -= 20;\n}\nif(user.isStateAffected(350)){\n cost -= 20;\n}\nif(user.isStateAffected(354)){\n cost -= 20;\n}\n \n\n \nif(user.isStateAffected(348)){\n user.removeState(348);\n}\nif(user.isStateAffected(350)){\n user.removeState(350);\n}\nelse{\n user.addState(350);\n}\nif(user.isStateAffected(354)){\n user.removeState(354);\n}\n \n\n\n if (user.isStateAffected(159) || user.isStateAffected(160) || user.isStateAffected(164) ){\n var subject = user;\n subject.forceAction(117, -2);\n BattleManager.forceAction(subject);\n }\n\n\n","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":8,"speed":0,"stypeId":3,"successRate":100,"tpCost":60,"tpGain":0}, {"id":137,"animationId":212,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"消耗: \\c[17]\\it[350]、\\it[352]\\c[0] 构成:\\c[9]\\it[354]\\c[0] 引导风的力量形成缓冲,\n给予全队\\c[9]5 + 0.66*自身level\\c[0] 的\\c[9]\\it[238]\\c[0]属性持续5回合","effects":[{"code":21,"dataId":360,"value1":1,"value2":0}],"hitType":0,"iconIndex":413,"message1":"启用了\\c[17]%1!\\c[0]","message2":"","mpCost":15,"name":"卡阵•风息缎带","note":"<技能类型:技能>\n\n \nif(user.isStateAffected(350)){\n user.removeState(350);\n}\n\nif(user.isStateAffected(352)){\n user.removeState(352);\n}\nif(user.isStateAffected(354)){\n user.removeState(354);\n}\nelse{\n user.addState(354);\n}\n \n\n \nif(user.isStateAffected(350)){\n cost -= 20;\n}\nif(user.isStateAffected(352)){\n cost -= 20;\n}\nif(user.isStateAffected(354)){\n cost -= 20;\n}\n \n","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":8,"speed":0,"stypeId":3,"successRate":100,"tpCost":60,"tpGain":0}, {"id":138,"animationId":205,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"消耗: \\c[17]\\it[350]、\\it[354]\\c[0] 构成:\\c[9]\\it[348]\\c[0] 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if($gameParty.members()[2].hp > 0){\n heal += ($gameParty.members()[2].mhp - $gameParty.members()[2].hp)/5;\n $gameParty.members()[2].gainHp(Math.floor(heal));\n }\n if($gameParty.members()[3].hp > 0){\n heal += ($gameParty.members()[3].mhp - $gameParty.members()[3].hp)/5;\n $gameParty.members()[3].gainHp(Math.floor(heal));\n }\n if($gameParty.members()[4].hp > 0){\n heal += ($gameParty.members()[4].mhp - $gameParty.members()[4].hp)/5;\n $gameParty.members()[4].gainHp(Math.floor(heal));\n }\n","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":7,"speed":0,"stypeId":3,"successRate":100,"tpCost":60,"tpGain":0}, -{"id":139,"animationId":219,"damage":{"critical":true,"elementId":18,"formula":"1+(a.level/45+1)*(a.mat * 4 - b.mdf/4)*(a.level*a.mat/2048+2)","type":1,"variance":20},"description":"消耗: \\c[17]\\it[348]、\\it[354]\\c[0] 构成:\\c[9]\\it[352]\\c[0] 对敌方全体造成生命属性\n的伤害(附带其当前生命8%的伤害,最高20000点),并附加\\it[252]","effects":[{"code":21,"dataId":252,"value1":1,"value2":0}],"hitType":2,"iconIndex":651,"message1":"启用了\\c[17]%1!\\c[0]","message2":"","mpCost":15,"name":"卡阵•生之创伤","note":"<技能类型:技能>\n\n\n\n \nif(user.isStateAffected(348)){\n cost -= 20;\n}\nif(user.isStateAffected(352)){\n cost -= 20;\n}\nif(user.isStateAffected(354)){\n cost -= 20;\n}\n \n\n\nif(user.isStateAffected(348)){\n user.removeState(348);\n}\nif(user.isStateAffected(352)){\n user.removeState(352);\n}\nelse{\n user.addState(352);\n}\nif(user.isStateAffected(354)){\n user.removeState(354);\n}\n \n\n\nvar damage = target.hp*0.08;\ndamage = Math.min(damage, 20000);\ntarget.gainHp(-damage);\n target.startDamagePopup();\n\n\n\n if (user.isStateAffected(159) || user.isStateAffected(160) || user.isStateAffected(164) ){\n var subject = user;\n subject.forceAction(117, -2);\n BattleManager.forceAction(subject);\n }\n 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user.removeState(354);\n}\n \n\n\nif(value > 0){\nvar damage = target.hp*0.08;\ndamage = Math.min(damage, 20000);\ntarget.gainHp(-damage);\n target.startDamagePopup();\n}\n\n\n\n if (user.isStateAffected(159) || user.isStateAffected(160) || user.isStateAffected(164) ){\n var subject = user;\n subject.forceAction(117, -2);\n BattleManager.forceAction(subject);\n }\n ","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":2,"speed":0,"stypeId":3,"successRate":100,"tpCost":60,"tpGain":15}, {"id":140,"animationId":104,"damage":{"critical":true,"elementId":10,"formula":"1+(a.level/45+1)*(a.mat * 8 - b.mdf/4)*(a.level*a.mat/2048+2)+Math.min(Math.floor((b.mhp - b.hp)*0.18), 80000)","type":1,"variance":20},"description":"消耗: \\c[17]\\全部符卡 \\c[0] 以象征皇权的符文改变战局,对敌方造成精神属性伤害\n并附加\\it[93]和\\it[90],同时,恢复己方一定生命并附加\\it[165]","effects":[{"code":21,"dataId":93,"value1":1,"value2":0},{"code":21,"dataId":90,"value1":1,"value2":0},{"code":44,"dataId":1,"value1":1,"value2":0}],"hitType":2,"iconIndex":824,"message1":"启用了\\c[17]%1!\\c[0]","message2":"","mpCost":15,"name":"卡阵•战争皇权","note":"<技能类型:技能>\n\n\n\n \nif(user.isStateAffected(348)){\n cost -= 20;\n}\nif(user.isStateAffected(350)){\n cost -= 20;\n}\nif(user.isStateAffected(352)){\n cost -= 20;\n}\nif(user.isStateAffected(354)){\n cost -= 20;\n}\n \n\n\nif(user.isStateAffected(348)){\n user.removeState(348);\n}\nif(user.isStateAffected(350)){\n user.removeState(350);\n}\nif(user.isStateAffected(352)){\n user.removeState(352);\n}\nif(user.isStateAffected(354)){\n user.removeState(354);\n}\n \n\n\n if (user.isStateAffected(159) || user.isStateAffected(160) || user.isStateAffected(164) ){\n var subject = user;\n subject.forceAction(117, -2);\n BattleManager.forceAction(subject);\n }\n \n\n\n var heal = 5/4*user.mat*(2 + user.mat*user.level/2048);\n if($gameParty.members()[0].hp > 0){\n heal += ($gameParty.members()[0].mhp - $gameParty.members()[0].hp)/4;\n $gameParty.members()[0].gainHp(Math.floor(heal));\n $gameParty.members()[0].addState(165);\n }\n if($gameParty.members()[1].hp > 0){\n heal += ($gameParty.members()[1].mhp - $gameParty.members()[1].hp)/4;\n $gameParty.members()[1].gainHp(Math.floor(heal));\n $gameParty.members()[1].addState(165);\n }\n if($gameParty.members()[2].hp > 0){\n heal += ($gameParty.members()[2].mhp - $gameParty.members()[2].hp)/4;\n $gameParty.members()[2].gainHp(Math.floor(heal));\n $gameParty.members()[2].addState(165);\n }\n if($gameParty.members()[3].hp > 0){\n heal += ($gameParty.members()[3].mhp - $gameParty.members()[3].hp)/4;\n $gameParty.members()[3].gainHp(Math.floor(heal));\n $gameParty.members()[3].addState(165);\n }\n if($gameParty.members()[4].hp > 0){\n heal += ($gameParty.members()[4].mhp - $gameParty.members()[4].hp)/5;\n $gameParty.members()[4].gainHp(Math.floor(heal));\n $gameParty.members()[4].addState(165);\n }\n","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":2,"speed":0,"stypeId":3,"successRate":100,"tpCost":80,"tpGain":20}, {"id":141,"animationId":0,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"南宫三八以极快的速度布置符卡,期间特技和普通攻击\n将被禁用","effects":[{"code":21,"dataId":358,"value1":1,"value2":0}],"hitType":0,"iconIndex":79,"message1":"使用了%1!","message2":"","mpCost":0,"name":"符卡急速","note":"<技能类型:技能>\n\n\n\n\n\n\n","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":11,"speed":0,"stypeId":1,"successRate":100,"tpCost":0,"tpGain":0}, {"id":142,"animationId":0,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"菜单中使用查看南宫三八的符卡师被动","effects":[{"code":44,"dataId":9,"value1":1,"value2":0}],"hitType":0,"iconIndex":187,"message1":"","message2":"","mpCost":0,"name":"被动说明","note":"","occasion":2,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":0,"speed":0,"stypeId":1,"successRate":100,"tpCost":0,"tpGain":0}, @@ -404,7 +404,7 @@ null, {"id":402,"animationId":181,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"","effects":[{"code":21,"dataId":213,"value1":1,"value2":0}],"hitType":0,"iconIndex":0,"message1":"使用了\\c[17]%1\\c[0]!","message2":"","mpCost":0,"name":"伤害无效","note":" \n target._defence = target._defence || 0; \n target._defence += 5;\n target.setStateCounter(213, target._defence);\n ","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":11,"speed":0,"stypeId":1,"successRate":100,"tpCost":0,"tpGain":0}, {"id":403,"animationId":182,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"","effects":[{"code":21,"dataId":213,"value1":1,"value2":0}],"hitType":0,"iconIndex":0,"message1":"使用了\\c[27]%1\\c[0]!","message2":"","mpCost":0,"name":"高级伤害无效","note":" \n target._defence = target._defence || 0; \n target._defence += 10;\n target.setStateCounter(213, target._defence);\n ","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":11,"speed":0,"stypeId":1,"successRate":100,"tpCost":0,"tpGain":0}, {"id":404,"animationId":184,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"","effects":[{"code":21,"dataId":213,"value1":1,"value2":0}],"hitType":0,"iconIndex":0,"message1":"使用了\\c[18]%1\\c[0]!","message2":"","mpCost":0,"name":"顶级伤害无效","note":" \n target._defence = target._defence || 0; \n target._defence += 15;\n target.setStateCounter(213, target._defence);\n ","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":11,"speed":0,"stypeId":1,"successRate":100,"tpCost":0,"tpGain":0}, -{"id":405,"animationId":218,"damage":{"critical":true,"elementId":1,"formula":"1+(a.atk * 2+a.mat+a.agi/200 - b.def-b.mdf/5)*(a.level*a.atk/2048+2)","type":1,"variance":20},"description":"","effects":[{"code":21,"dataId":71,"value1":1,"value2":0}],"hitType":1,"iconIndex":437,"message1":"使用了%1!","message2":"","mpCost":0,"name":"流血羽箭","note":"\n\n target._bleed = target._bleed || 0;\n target._bleed += 18; \n target.setStateCounter(71, user._bleed);\n","occasion":1,"repeats":1,"requiredWtypeId1":6,"requiredWtypeId2":7,"scope":2,"speed":0,"stypeId":1,"successRate":100,"tpCost":0,"tpGain":0}, +{"id":405,"animationId":218,"damage":{"critical":true,"elementId":1,"formula":"1+(a.atk * 2+a.mat+a.agi/200 - b.def-b.mdf/5)*(a.level*a.atk/2048+2)","type":1,"variance":20},"description":"","effects":[{"code":21,"dataId":102,"value1":1,"value2":0}],"hitType":1,"iconIndex":437,"message1":"使用了%1!","message2":"","mpCost":0,"name":"流血羽箭","note":"\n\n target._bleed = target._bleed || 0;\n target._bleed += 18; \n target.setStateCounter(102, user._bleed);\n","occasion":1,"repeats":1,"requiredWtypeId1":6,"requiredWtypeId2":7,"scope":2,"speed":0,"stypeId":1,"successRate":100,"tpCost":0,"tpGain":0}, {"id":406,"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":407,"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":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}, diff --git a/data/States.json b/data/States.json index 42fa1ea..4f156be 100644 --- a/data/States.json +++ b/data/States.json @@ -70,7 +70,7 @@ null, {"id":68,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[{"code":22,"dataId":7,"value":-0.09},{"code":23,"dataId":2,"value":0.8}],"iconIndex":361,"maxTurns":1,"message1":"中毒了!","message2":"中毒了!","message3":"","message4":"体内的毒素解除了!","minTurns":1,"motion":0,"name":"中毒III","note":"\n user.removeState(66);\n user.removeState(67);\n user.removeState(248);\n","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100}, {"id":69,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[{"code":22,"dataId":7,"value":-0.06},{"code":23,"dataId":2,"value":0.9},{"code":13,"dataId":66,"value":1.5},{"code":11,"dataId":14,"value":1.3}],"iconIndex":340,"maxTurns":1,"message1":"的生命开始流失!","message2":"的生命开始流失!","message3":"","message4":"生命的流失止住了!","minTurns":1,"motion":0,"name":"生命流失","note":"","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100}, {"id":70,"autoRemovalTiming":2,"chanceByDamage":20,"traits":[{"code":22,"dataId":1,"value":-0.9},{"code":22,"dataId":4,"value":-0.9}],"iconIndex":22,"maxTurns":2,"message1":"陷入了眩晕!","message2":"陷入了眩晕!","message3":"仍旧站立不稳","message4":"的身体站稳了!","minTurns":2,"motion":0,"name":"眩晕","note":"\n if (user.isStateAffected(58)){\n user.addState(58);\n }\nvar random = Math.floor(Math.random() * 10 + 1);\nif (random <= 3) {\n user.addState(148);\n}\n","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":true,"removeByRestriction":false,"removeByWalking":false,"restriction":4,"stepsToRemove":100}, -{"id":71,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[{"code":23,"dataId":2,"value":0.85}],"iconIndex":437,"maxTurns":1,"message1":"被叠加了流血!","message2":"","message3":"正在流失血液!","message4":"的流血已被治愈!","minTurns":1,"motion":0,"name":"流血","note":"\n user._bleed = user._bleed || 0;\n user.setStateCounter(71, user._bleed);\n\n\n\nuser._bleed = undefined;\n\n\n\nuser._bleed = user._bleed || 0;\nif(user._bleed > 0){\n var bleed = user.hp/25;\n bleed = Math.min(target.hp - 1, 4000, bleed);\n bleed = Math.floor(bleed);\n user.gainHp(-bleed);\n user.startDamagePopup();\n user._bleed -= 1;\n user.setStateCounter(71, user._bleed);\n }\n\n\n\ntarget._block = target._block || 0;\nif(this.isDamage() && this.isHpEffect() && value > 0 && this.isPhysical()){\n target._defence = target._defence || 0; \nif(target._defence > 0){\n target.gainHp(0); \n target.startDamagePopup();\n target._defence -= 1;\n target.setStateCounter(213, target._defence);\n if (target._defence <= 0){ \n target.removeState(213); \n }\n target._bleed -= 1;\n user.setStateCounter(71, user._bleed);\n if(target._bleed = 0){\n target.removeState(71);\n }\n }\nelse{\n var i = target.hp/30;\n if(user.atk > target.def){\n i += (user.atk - target.def)*( 1 + user.level*user.atk/2048);\n }\n i -= target.block;\n i = Math.max(i, 0);\n i = Math.min(target.hp - 1, 4000, i);\n i = Math.floor(i);\n target.gainHp(-i);\n target.startDamagePopup();\n target._bleed -= 1;\n user.setStateCounter(71, user._bleed);\n if(target._bleed = 0){\n target.removeState(71);\n }\n}\n}\n","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100}, 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{"id":73,"autoRemovalTiming":0,"chanceByDamage":20,"traits":[{"code":23,"dataId":3,"value":0.5}],"iconIndex":332,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"耐药性","note":"","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":true,"removeByRestriction":false,"removeByWalking":true,"restriction":0,"stepsToRemove":100}, {"id":74,"autoRemovalTiming":2,"chanceByDamage":100,"traits":[{"code":22,"dataId":0,"value":-0.9},{"code":22,"dataId":1,"value":-0.5}],"iconIndex":19,"maxTurns":6,"message1":"暂时失去了视力!","message2":"暂时失去了视力!","message3":"","message4":"的视力恢复了!","minTurns":4,"motion":0,"name":"致盲","note":"\nvar random = Math.floor(Math.random() * 10 + 1);\nif (random <= 3) {\n user.addState(148);\n}\n","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100}, @@ -101,7 +101,7 @@ null, {"id":99,"autoRemovalTiming":2,"chanceByDamage":100,"traits":[{"code":11,"dataId":14,"value":1.09},{"code":22,"dataId":3,"value":-0.1},{"code":22,"dataId":7,"value":-0.03},{"code":11,"dataId":18,"value":1.09}],"iconIndex":355,"maxTurns":5,"message1":"的体表被抓伤了!","message2":"的体表被抓伤了!","message3":"","message4":"","minTurns":5,"motion":0,"name":"抓伤III","note":"\n user.removeState(97);\n user.removeState(98);\n user.removeState(255);\n","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100}, {"id":100,"autoRemovalTiming":2,"chanceByDamage":100,"traits":[{"code":11,"dataId":14,"value":1.12},{"code":22,"dataId":3,"value":-0.13},{"code":22,"dataId":7,"value":-0.04},{"code":11,"dataId":18,"value":1.12}],"iconIndex":356,"maxTurns":5,"message1":"的体表被抓伤了!","message2":"的体表被抓伤了!","message3":"","message4":"","minTurns":5,"motion":0,"name":"抓伤IV","note":"\n user.removeState(97);\n user.removeState(98);\n user.removeState(99);\n user.removeState(255);\n","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100}, {"id":101,"autoRemovalTiming":2,"chanceByDamage":100,"traits":[{"code":11,"dataId":14,"value":1.15},{"code":22,"dataId":3,"value":-0.15},{"code":22,"dataId":7,"value":-0.05},{"code":11,"dataId":18,"value":1.15}],"iconIndex":357,"maxTurns":5,"message1":"的体表被抓伤了!","message2":"的体表被抓伤了!","message3":"","message4":"","minTurns":5,"motion":0,"name":"抓伤V","note":"\n user.removeState(97);\n user.removeState(98);\n user.removeState(99);\n user.removeState(100);\n user.removeState(255);\n","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100}, 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}\n\n\n\ndebugger;\ntarget._block = target._block || 0;\nif(this.isDamage() && this.isHpEffect() && value > 0 && this.isPhysical()){\n target._defence = target._defence || 0; \nif(target._defence > 0){\n target._defence -= 1;\n target.setStateCounter(213, target._defence);\n if (target._defence <= 0){ \n target.removeState(213); \n }\n target._bleed -= 1;\n target.setStateCounter(102, user._bleed);\n if(target._bleed = 0){\n target.removeState(102);\n }\n }\nelse{\n var bleeding = target.hp/30;\n if(user.atk > target.def){\n bleeding += (user.atk - target.def)*( 1 + user.level*user.atk/2048);\n }\n bleeding -= target.block;\n bleeding = Math.max(bleeding, 0);\n bleeding = Math.min(target.hp - 1, 4000, bleeding);\n bleeding = Math.floor(bleeding);\n target.gainHp(-bleeding);\n target.startDamagePopup();\n target._bleed -= 1;\n target.setStateCounter(102, user._bleed);\n if(target._bleed = 0){\n target.removeState(102);\n }\n}\n}\n","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100}, {"id":103,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"","note":"","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100}, {"id":104,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"","note":"","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100}, {"id":105,"autoRemovalTiming":2,"chanceByDamage":100,"traits":[{"code":22,"dataId":6,"value":-0.3}],"iconIndex":365,"maxTurns":3,"message1":"的反击受到了限制!","message2":"的反击受到了限制!","message3":"","message4":"","minTurns":3,"motion":0,"name":"反击受限I","note":"\n user.removeState(253);\n","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100}, @@ -184,9 +184,9 @@ null, {"id":182,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"主角团和boss专属状态补充","note":"","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100}, 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{"id":189,"autoRemovalTiming":2,"chanceByDamage":100,"traits":[{"code":21,"dataId":6,"value":2}],"iconIndex":321,"maxTurns":3,"message1":"","message2":"","message3":"","message4":"","minTurns":3,"motion":0,"name":"二式强化","note":"","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100}, {"id":190,"autoRemovalTiming":2,"chanceByDamage":100,"traits":[{"code":21,"dataId":6,"value":2}],"iconIndex":322,"maxTurns":3,"message1":"","message2":"","message3":"","message4":"","minTurns":3,"motion":0,"name":"三式强化","note":"","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100}, @@ -214,7 +214,7 @@ null, {"id":212,"autoRemovalTiming":2,"chanceByDamage":100,"traits":[],"iconIndex":416,"maxTurns":5,"message1":"的\\c[17]\\it[209]\\c[9]即将冷却完成!\\c[0]","message2":"","message3":"","message4":"","minTurns":5,"motion":0,"name":"无畏之力冷却倒数","note":"","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100}, {"id":213,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":805,"maxTurns":1,"message1":"无效化伤害的次数增加5次!","message2":"无效化伤害的次数增加5次!","message3":"","message4":"","minTurns":1,"motion":0,"name":"伤害无效","note":"\n\n\n\nuser._defence = user._defence || 0; \nuser.setStateCounter(213, user._defence);\n\n\n\nif (this.isDamage() && value > 0 && this.isHpEffect() && target._defence > 0) { \nvalue = 0; \ntarget._defence -= 1; \ntarget.setStateCounter(213, target._defence);\nif (target._defence <= 0){ \ntarget.removeState(213); \n}\n}\n","overlay":0,"priority":99,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100}, {"id":214,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"角色受伤修饰流程","note":"\ntarget._cushion = target._cushion || 0;\ntarget._block = target._block || 0;\ntarget._easedamage = target._easedamage || 0;\nif(this.isDamage() && && this.isHpEffect() && value > 0 ){\n value -= target._block*10;\n if(value > target.hp ){\n if(target._cushion > 0){\n value = -= Math.floor(target.hp/10); \n target._cushion -= 1; \n target.setStateCounter(377, target._cushion);\n if (target._cushion <= 0){ \n target.removeState(377); \n }\n }\n else{\n if(target.isStateAffected(210)){\n value =Math.floor(target._hp - 50);\n target.removeState(210);\n target.addState(200);\n }\n else{\n if(target.isStateAffected(209)){\n value = 0;\n target._waitCount = 30;\n target.startAnimation(187);\n target.removeState(209);\n target.addState(113);\n target.addState(199);\n target._nofearcd = 30;\n }\n else{\n if(target.isStateAffected(208)){\n value = Math.floor(target._hp - 50);\n target.removeState(208);\n }\n }\n }\n } \n }\n else{\n if(value > target.hp/10 && target._cushion > 0){\n value = -= Math.floor(target.hp/10); \n target._cushion -= 1; \n target.setStateCounter(377, target._cushion);\n if (target._cushion <= 0){ \n target.removeState(377); \n }\n }\n } \n if(target.isStateAffected(14)){\n target._easedamage += Math.round(value*0.4);\n value = Math.round(value*0.6);\n user.setStateCounter(14, Math.round(user._easedamage/user.mhp * 100));\n } \n else{\n if(target.isStateAffected(15)){\n target._easedamage += Math.round(value*0.5);\n value = Math.round(value*0.5);\n user.setStateCounter(15, Math.round(user._easedamage/user.mhp * 100));\n } \n else{\n if(target.isStateAffected(16)){\n target._easedamage += Math.round(value*0.4);\n value = Math.round(value*0.6);\n user.setStateCounter(16, Math.round(user._easedamage/user.mhp * 100));\n } \n }\n }\n}\n","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100}, -{"id":215,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"怪物受伤修饰流程","note":"\ntarget._block = target._block || 0;\ntarget._defence = target._defence || 0; \nif(this.isDamage() && && this.isHpEffect() && value > 0 ){\n value -= target._block*10;\n if(value > target.hp){\n if(target._defence > 0 ){\n value = 0; \n target._defence -= 1; \n target.setStateCounter(213, target._defence);\n if (target._defence <= 0){ \n target.removeState(213); \n }\n }\n else{\n if(target.isStateAffected(201)){\n target.removeState(201);\n target._revivallevel = 1;\n value = Math.floor(target.hp - 50);\n target.addState(206);\n }\n else{\n if(target.isStateAffected(202)){\n target.removeState(202);\n target._revivallevel = 2;\n value = Math.floor(target.hp - 50);\n target.addState(206); \n }\n else{\n if(target.isStateAffected(203)){\n target.removeState(203);\n target._revivallevel = 3;\n value = Math.floor(target.hp - 50);\n target.addState(206);\n }\n else{\n if(target.isStateAffected(204)){\n target.removeState(204);\n target._revivallevel = 4;\n value = Math.floor(target.hp - 50);\n target.addState(206);\n }\n else{\n if(target.isStateAffected(205)){\n target.removeState(205);\n target._revivallevel = 5;\n value = Math.floor(target.hp - 50);\n target.addState(206);\n }\n }\n }\n }\n } \n }\n }\n } \n","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100}, 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