1.28 继续改滚郝籽诺兰数值;

main
戴面具的乐子人 11 months ago
parent 3c9a41b49b
commit 9b4b41fd5d

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## 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;
- **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;
- **2024/1/22****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****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

@ -1,16 +1,16 @@
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@ -223,9 +223,9 @@ null,
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{"id":301,"animationId":-1,"damage":{"critical":true,"elementId":-1,"formula":"(2 - b.hp/b.mhp) * (a.atk * 5/2 - b.def)*(a.level*a.atk/2048+2)","type":1,"variance":5},"description":"\\c[18]<2倍收割><类普攻>\\c[0] 诺兰重击敌人并借力退出战场恢复10TP并隐身一回合修复\n机体(血量恢复量受\\c[17]机体增强模块\\c[0]等级的影响)使用后所有“狐迅式”冷却2回合","effects":[],"hitType":1,"iconIndex":395,"message1":"使用了%1","message2":"","mpCost":0,"name":"狐迅 • 二式","note":"<技能类型:类普攻>\n\n<Custom Requirement>\n if (user.isStateAffected(274)) {\n value = true;\n } else {\n value = false;\n }\n</Custom Requirement>\n\n<After Eval>\n var heal = (user.mhp - user.hp)/10;\n heal *= (user.isStateAffected(280)?1.2: 1);\n heal *= (user.isStateAffected(281)?1.4: 1);\n heal *= (user.isStateAffected(282)?1.6: 1);\n heal = Math.floor(heal);\n user.gainHp(heal);\n user.startDamagePopup();\n user.removeState(274);\n if(user.isStateAffected(46)){}\n else{\n if(user.isStateAffected(264)||\n user.isStateAffected(270)){\n user.addState(278);\n }\n }\nuser.addState(277);\n</After Eval>\n\n<Skill 299 Cooldown: 3>\n<Skill 300 Cooldown: 3>\n<Skill 301 Cooldown: 3>\n<Cooldown Steps: 1>","occasion":0,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":0,"tpGain":0},
{"id":302,"animationId":-1,"damage":{"critical":true,"elementId":-1,"formula":"1+(a.atk * 5/2+a.agi/200 - b.def*4/5)*(a.level*a.atk/2048+2)","type":1,"variance":5},"description":"","effects":[{"code":21,"dataId":0,"value1":1,"value2":0}],"hitType":1,"iconIndex":0,"message1":"的\\c[18]远程攻击\\c[0]","message2":"","mpCost":0,"name":"远程射击(诺兰)","note":"<Before Eval>\n this._pcirate = 1.5;\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<技能类型:普攻>\n\n<Custom Counter Rate>\nif(target.isStateAffected(284)){}\nelse{ rate *= 0;}\n</Custom Counter Rate>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":5,"successRate":100,"tpCost":0,"tpGain":2},
{"id":303,"animationId":-1,"damage":{"critical":true,"elementId":-1,"formula":"Math.min(b.hp*2/25, 8000) + (3/2+(1-b.hp/b.mhp)/2)*(a.atk * 2+a.agi/200 - b.def/2)*(a.level*a.atk/2048+2)","type":1,"variance":5},"description":"","effects":[{"code":21,"dataId":0,"value1":1,"value2":0}],"hitType":0,"iconIndex":0,"message1":"的\\c[18]隐身背刺\\c[0]","message2":"","mpCost":0,"name":"隐身背刺","note":"<Hit Reward: Add State 167>\n<Hit Reward: Remove State 278>\n\n<技能类型:普攻>\n\n<Before Eval>\n this._pcirate = 1.5;\n</Before Eval>","occasion":0,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":0,"tpGain":8},
{"id":304,"animationId":230,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"进入\\c[17]\\it[279]\\c[0]提高30%敏捷和20%攻击力直接获得20TP(TP直接获取量\n受\\c[17]机体增强模块\\c[0]等级的影响)且每回合恢复5点TP同时减少所有特技一回合冷却","effects":[{"code":21,"dataId":279,"value1":1,"value2":0}],"hitType":0,"iconIndex":336,"message1":"","message2":"","mpCost":0,"name":"全功率模式","note":"<技能类型:技能>\n\n<After ATB: 90%>\n\n<Cooldown: 25>\n<Cooldown Steps: 1>\n\n<Skill 296 Cooldown: -1>\n<Skill 297 Cooldown: -1>\n<Skill 298 Cooldown: -1>\n<Skill 299 Cooldown: -1>\n<Skill 300 Cooldown: -1>\n<Skill 301 Cooldown: -1>\n\n<After Eval>\n var tpgain = 0;\n tpgain += (user.isStateAffected(280)?5: 0);\n tpgain += (user.isStateAffected(281)?10: 0);\n tpgain += (user.isStateAffected(282)?15: 0);\n user.gainTp(tpgain);\n</After Eval>\n","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":11,"speed":0,"stypeId":3,"successRate":100,"tpCost":0,"tpGain":0},
{"id":300,"animationId":191,"damage":{"critical":true,"elementId":-1,"formula":"","type":1,"variance":5},"description":"\\c[18]<类普攻>\\c[17]<50%命中叠加>\\c[0] 诺兰使用剑舞连续攻击五次每次造成80+1.0*\\c[17]Lv\\c[0]\n+0.5\\c[18]ad\\c[0]点\\c[18]物理伤害\\c[0]且伤害依次递增25%使用后三个“狐迅式”冷却1回合","effects":[{"code":21,"dataId":0,"value1":1,"value2":0}],"hitType":1,"iconIndex":76,"message1":"使用了%1","message2":"","mpCost":0,"name":"狐迅 • 一式","note":"\n<技能类型:类普攻>\n\n<Before Eval>\n user.addState(232);\n</Before Eval>\n\n<After Eval>\n user.removeState(273);\n</After Eval>\n\n<Skill 299 Cooldown: 2>\n<Skill 300 Cooldown: 2>\n<Skill 301 Cooldown: 2>\n<Cooldown Steps: 1>\n\n<Custom Requirement>\n if (user.isStateAffected(273)) {\n value = true;\n } else {\n value = false;\n }\n</Custom Requirement>\n\n<damage formula>\n this._chainmultiplier = this._chainmultiplier || 1;\n value = 80+user.level+user.atk/2;\n value *= this._chainmultiplier;\n value = Math.floor(value);\n this._chainmultiplier += 1/4;\n</damage formula>","occasion":1,"repeats":5,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":30,"tpGain":0},
{"id":301,"animationId":-1,"damage":{"critical":true,"elementId":-1,"formula":"(2 - b.hp/b.mhp) * (150+a.atk*9/10+a.level*3)","type":1,"variance":5},"description":"\\c[18]<2倍收割><类普攻>\\c[0] 诺兰重击敌人并借力退出战场(使用后所有“狐迅式”\n冷却2回合)恢复10TP和 10%\\c[17]+\\I[336]机体增强模块等级*2%\\c[0]\\c[18]自身损失HP\\c[0]点HP","effects":[],"hitType":1,"iconIndex":395,"message1":"使用了%1","message2":"","mpCost":0,"name":"狐迅 • 二式","note":"<技能类型:类普攻>\n\n<Custom Requirement>\n if (user.isStateAffected(274)) {\n value = true;\n } else {\n value = false;\n }\n</Custom Requirement>\n\n<After Eval>\n var heal = (user.mhp - user.hp)/10;\n heal *= (user.isStateAffected(280)?1.2: 1);\n heal *= (user.isStateAffected(281)?1.4: 1);\n heal *= (user.isStateAffected(282)?1.6: 1);\n heal = Math.floor(heal);\n user.gainHp(heal);\n user.startDamagePopup();\n user.removeState(274);\n if(user.isStateAffected(46)){}\n else{\n if(user.isStateAffected(264)||\n user.isStateAffected(270)){\n user.addState(278);\n }\n }\nuser.addState(277);\n</After Eval>\n\n<Skill 299 Cooldown: 3>\n<Skill 300 Cooldown: 3>\n<Skill 301 Cooldown: 3>\n<Cooldown Steps: 1>","occasion":0,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":0,"tpGain":0},
{"id":302,"animationId":-1,"damage":{"critical":true,"elementId":-1,"formula":"140+a.atk*12/10+3*a.level","type":1,"variance":5},"description":"","effects":[{"code":21,"dataId":0,"value1":1,"value2":0}],"hitType":1,"iconIndex":0,"message1":"的\\c[18]远程攻击\\c[0]","message2":"","mpCost":0,"name":"远程射击(诺兰)","note":"<Before Eval>\n this._pcirate = 1.5;\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<技能类型:普攻>\n\n<Custom Counter Rate>\nif(target.isStateAffected(284)){}\nelse{ rate *= 0;}\n</Custom Counter Rate>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":5,"successRate":100,"tpCost":0,"tpGain":2},
{"id":303,"animationId":-1,"damage":{"critical":true,"elementId":-1,"formula":"(1+3/2*(1-b.hp/b.mhp))*(120+a.atk+3*a.level)","type":1,"variance":5},"description":"","effects":[{"code":21,"dataId":0,"value1":1,"value2":0}],"hitType":0,"iconIndex":0,"message1":"的\\c[18]隐身背刺\\c[0]","message2":"","mpCost":0,"name":"隐身背刺","note":"<Hit Reward: Add State 167>\n<Hit Reward: Remove State 278>\n\n<技能类型:普攻>\n\n<Before Eval>\n this._pcirate = 1.5;\n</Before Eval>","occasion":0,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":0,"tpGain":8},
{"id":304,"animationId":230,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"接下来8回合提高30%敏捷和20%攻击力、每回合恢复5点TP且使用技能直接获得\n10\\c[17]+\\I[336]机体增强模块等级*5\\c[0]点TP同时减少所有特技当前冷却一回合","effects":[{"code":21,"dataId":279,"value1":1,"value2":0}],"hitType":0,"iconIndex":336,"message1":"","message2":"","mpCost":0,"name":"全功率模式","note":"<技能类型:技能>\n\n<After ATB: 90%>\n\n<Cooldown: 25>\n<Cooldown Steps: 1>\n\n<Skill 296 Cooldown: -1>\n<Skill 297 Cooldown: -1>\n<Skill 298 Cooldown: -1>\n<Skill 299 Cooldown: -1>\n<Skill 300 Cooldown: -1>\n<Skill 301 Cooldown: -1>\n\n<After Eval>\n var tpgain = 10;\n tpgain += (user.isStateAffected(280)?5: 0);\n tpgain += (user.isStateAffected(281)?10: 0);\n tpgain += (user.isStateAffected(282)?15: 0);\n user.gainTp(tpgain);\n</After Eval>\n","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":11,"speed":0,"stypeId":3,"successRate":100,"tpCost":0,"tpGain":0},
{"id":305,"animationId":0,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"菜单使用查看该被动效果","effects":[{"code":44,"dataId":21,"value1":1,"value2":0}],"hitType":0,"iconIndex":0,"message1":"","message2":"","mpCost":0,"name":"机体特性(被动)","note":"<Bypass Cooldown>","occasion":2,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":0,"speed":0,"stypeId":3,"successRate":100,"tpCost":0,"tpGain":0},
{"id":306,"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":307,"animationId":206,"damage":{"critical":false,"elementId":8,"formula":"","type":1,"variance":5},"description":"伊丽莎白特制榴弹,对全体敌人造成圣属性伤害;对全体己方恢复生命\n\\c[17]【过热增幅】\\c[0] 数值增加30%","effects":[],"hitType":0,"iconIndex":72,"message1":"使用了%1","message2":"","mpCost":0,"name":"过热•圣光榴弹","note":"<技能类型:技能>\n\n<Skill 201 Cooldown: 5>\n<Skill 307 Cooldown: 5>\n<Cooldown Steps: 1>\n\n<Pre-Damage Eval>\nif (target.isActor() === user.isActor()) { \n value = -1 * Math.abs(value);\n}\n</Pre-Damage Eval>\n\n<Custom Show Eval>\n if (user.isStateAffected(372) ) {\n visible = true;\n } else {\n visible = false;\n }\n</Custom Show Eval>\n\n<Target: Everybody>\n\n <MP Cost: 5%>\n\n<Damage Formula>\nif (target.isActor() === user.isActor()) {\n value = user.mat*7/10 + 120;\n var si = 0.15;\n si += (user.isLearnedSkill(199)? 0.05 : 0) + (user.isLearnedSkill(200)? 0.05 : 0);\n value += (target.mhp-target.hp)*si;\n} else {\n value = user.mat * 7/10 + user.level*3;\n value += (user.isLearnedSkill(199)? 80 : 0) + (user.isLearnedSkill(200)? 80 : 0) + 120;\n}\nvalue = Math.floor(value*13/10);\n</Damage Formula>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":0,"speed":0,"stypeId":3,"successRate":100,"tpCost":5,"tpGain":10},
@ -313,7 +313,7 @@ null,
{"id":311,"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":"过热•小队护盾","note":"<技能类型:技能>\n\n<MP Cost: 2%>\n\n\n<Skill 205 Cooldown: 4>\n<Skill 311 Cooldown: 4>\n<Cooldown Steps: 1>\n\n\n<Custom Show Eval>\n if (user.isStateAffected(372) &&\n user.isLearnedSkill(205)) {\n visible = true;\n } else {\n visible = false;\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 }\n value *= 2;\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":312,"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":126,"value1":1,"value2":0},{"code":22,"dataId":127,"value1":1,"value2":0},{"code":22,"dataId":128,"value1":1,"value2":0},{"code":22,"dataId":129,"value1":1,"value2":0}],"hitType":0,"iconIndex":88,"message1":"使用了%1","message2":"","mpCost":15,"name":"过热•衰弱射线","note":"<技能类型:技能>\n<MP Cost: 2%>\n\n<Skill 206 Cooldown: 4>\n<Skill 312 Cooldown: 4>\n<Cooldown Steps: 1>\n\n<Custom Show Eval>\n if (user.isStateAffected(372) &&\n user.isLearnedSkill(206)) {\n visible = true;\n } else {\n visible = false;\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":313,"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":314,"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":314,"animationId":132,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"读取敌方属性值的技能","effects":[{"code":44,"dataId":1,"value1":1,"value2":0}],"hitType":0,"iconIndex":734,"message1":"使用了%1","message2":"","mpCost":0,"name":"侦测","note":"<技能类型:技能>\n<Learn Cost: 5 JP>\n\n<Before Eval>\n$gameVariables.setValue(62, target.atk);\n$gameVariables.setValue(63, target.mat);\n$gameVariables.setValue(64, target.def);\n$gameVariables.setValue(65, target.mdf);\n$gameVariables.setValue(66, target.luk);\nvar bc = Math.floor(target.mrf*100);\n$gameVariables.setValue(67, bc);\n$gameVariables.setValue(68, target.agi);\n</Before Eval>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":3,"successRate":100,"tpCost":5,"tpGain":0},
{"id":315,"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":316,"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":317,"animationId":0,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"","effects":[],"hitType":0,"iconIndex":0,"message1":"","message2":"","mpCost":0,"name":"白火的技能","note":"","occasion":0,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":0,"tpGain":0},

@ -16,7 +16,7 @@ null,
{"id":14,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"稳流护盾模块","note":"","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
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