From b332a5e165f30fa25353f7131bcdc47e152e9598 Mon Sep 17 00:00:00 2001 From: lzr <1838979562@qq.com> Date: Mon, 19 Feb 2024 22:26:42 +0800 Subject: [PATCH] =?UTF-8?q?2.19=20=E7=BB=86=E8=8A=82=E4=BF=AE=E6=94=B9?= =?UTF-8?q?=EF=BC=9B?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- Readme.md | 2 +- data/Armors.json | 44 +++++++++++++++++++++--------------------- data/CommonEvents.json | 4 ++-- data/Items.json | 20 +++++++++---------- data/Map040.json | 2 +- data/Map048.json | 14 +++++++++++++- data/Map049.json | 10 +++++++++- data/Map064.json | 13 ++++++++++++- data/MapInfos.json | 8 ++++---- data/Skills.json | 18 ++++++++--------- data/States.json | 8 ++++---- data/System.json | 2 +- data/Troops.json | 2 +- data/Weapons.json | 2 +- js/plugins.js | 2 +- 15 files changed, 91 insertions(+), 60 deletions(-) diff --git a/Readme.md b/Readme.md index 7313c5a..11bdac4 100644 --- a/Readme.md +++ b/Readme.md @@ -22,7 +22,7 @@ ## -- **2024/2/18**;**乐子人**;数值及技能效果调整; +- **2024/2/18**;**乐子人**;数值及技能效果调整;2.19 细节修改; - **2024/2/11**;**乐子人**;细节修改,新增风之地地图;2.12, 修复飞船操纵事件BUG;优化莉莉狗炮机制; - **2024/2/8**;**枪兵**;改bgm删图片; - **2024/2/7**;**枪兵**;去艾欧前剧情; diff --git a/data/Armors.json b/data/Armors.json index b261d39..2ef80a6 100644 --- a/data/Armors.json +++ b/data/Armors.json @@ -27,14 +27,14 @@ null, {"id":25,"atypeId":1,"description":"掺杂圣银锻造的轻甲,抵御魔法的能力不错","etypeId":4,"traits":[{"code":22,"dataId":1,"value":0.01},{"code":22,"dataId":4,"value":0.05}],"iconIndex":473,"name":"圣银甲","note":"\n","params":[0,0,0,32,0,60,0,0],"price":800}, {"id":26,"atypeId":1,"description":"铭刻符文的靴子,轻便而且抵御魔法能力不错","etypeId":5,"traits":[{"code":22,"dataId":1,"value":0.04},{"code":22,"dataId":4,"value":0.02}],"iconIndex":477,"name":"魔纹轻靴","note":"\n","params":[0,0,0,7,0,12,8,0],"price":320}, 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{"id":236,"animationId":0,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"被动,寒冷环境下的莉莉更加精神,自动获得\\it[146]和\n\\it[153]","effects":[],"hitType":0,"iconIndex":363,"message1":"激活了自身的抗寒能力!","message2":"","mpCost":0,"name":"北地之哈","note":"","occasion":3,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":0,"speed":0,"stypeId":3,"successRate":100,"tpCost":0,"tpGain":0}, {"id":237,"animationId":82,"damage":{"critical":true,"elementId":1,"formula":"","type":1,"variance":5},"description":"","effects":[{"code":21,"dataId":255,"value1":1,"value2":0}],"hitType":1,"iconIndex":0,"message1":"的狗爪攻击!","message2":"","mpCost":0,"name":"狗形态普通攻击","note":"<技能类型:空手普攻>\n\n\n\nthis._times = this._times || 0;\nthis._times += 1;\nuser._agatktimes = user._agatktimes || 0;\nif(user.isStateAffected(298) && \n user._agatktimes > 0 &&\n this._times == 1){\n user._agatktimes -= 1;\n if(user._agatktimes == 0){\n user.removeState(298);\n }\n }\n\n\n\n value = 60+3/2*user.level+3/5*user.atk;\n if(user.isStateAffected(298)){\n value += user.atk*15/100;\n value += (user.isLearnedSkill(222)?110: 0);\n value += (user.isLearnedSkill(221)?90: 0);\n value += (user.isLearnedSkill(220)?70: 0);\n value += (user.isLearnedSkill(219)?55: 0);\n value += (user.isLearnedSkill(218)?45: 0);\n }\n value = Math.floor(value);\n\n\n\n\n if(user.isStateAffected(292)){\n var random = Math.round(Math.random() * 10 + 1);\n if(random <= 3){\n user.addState(281);\n }\n }\n","occasion":1,"repeats":2,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":5,"successRate":100,"tpCost":0,"tpGain":10}, {"id":238,"animationId":31,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"最炫的特效配最怂的效果————开润!(需要同时装备两个爪子才能用,\n可以掩护\\c[18]\\it[1]\\c[0]的队员逃跑)","effects":[{"code":41,"dataId":0,"value1":1,"value2":0}],"hitType":0,"iconIndex":160,"message1":"使用了%1!","message2":"","mpCost":0,"name":"超级•冰火双击•水蒸气逃窜之术","note":"\nvar members = $gameParty.deadMembers();\nif (members) { \n var subject = $gameActors.actor(12);\n subject.forceAction(376, -1);\n BattleManager.forceAction(subject);\n }\n\n\n<技能类型:技能>\n\n\n if (user.isStateAffected(259) && user.isStateAffected(260)) {\n value = true;\n } else {\n value = false;\n }\n\n","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":8,"speed":-5,"stypeId":3,"successRate":100,"tpCost":0,"tpGain":0}, diff --git a/data/States.json b/data/States.json index 27dd759..536e63e 100644 --- a/data/States.json +++ b/data/States.json @@ -171,9 +171,9 @@ null, {"id":169,"autoRemovalTiming":2,"chanceByDamage":100,"traits":[{"code":22,"dataId":1,"value":0.2},{"code":22,"dataId":4,"value":0.2}],"iconIndex":377,"maxTurns":2,"message1":"被魔法迷雾遮蔽!","message2":"被魔法迷雾遮蔽!","message3":"","message4":"周围的迷雾已经消散!","minTurns":2,"motion":0,"name":"迷雾遮蔽I","note":"","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100}, {"id":170,"autoRemovalTiming":2,"chanceByDamage":100,"traits":[{"code":22,"dataId":1,"value":0.3},{"code":22,"dataId":4,"value":0.3}],"iconIndex":377,"maxTurns":2,"message1":"被魔法迷雾遮蔽!","message2":"被魔法迷雾遮蔽!","message3":"","message4":"周围的迷雾已经消散!","minTurns":2,"motion":0,"name":"迷雾遮蔽II","note":"","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100}, {"id":171,"autoRemovalTiming":2,"chanceByDamage":100,"traits":[{"code":22,"dataId":1,"value":0.4},{"code":22,"dataId":4,"value":0.4}],"iconIndex":377,"maxTurns":2,"message1":"被魔法迷雾遮蔽!","message2":"被魔法迷雾遮蔽!","message3":"","message4":"周围的迷雾已经消散!","minTurns":2,"motion":0,"name":"迷雾遮蔽III","note":"","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100}, -{"id":172,"autoRemovalTiming":2,"chanceByDamage":100,"traits":[{"code":21,"dataId":2,"value":1.1},{"code":23,"dataId":0,"value":0.4},{"code":22,"dataId":1,"value":0.5},{"code":22,"dataId":4,"value":0.5},{"code":22,"dataId":2,"value":0.5},{"code":22,"dataId":0,"value":0.2}],"iconIndex":395,"maxTurns":3,"message1":"","message2":"","message3":"","message4":"","minTurns":3,"motion":0,"name":"隐身I","note":"\n\n ","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100}, -{"id":173,"autoRemovalTiming":2,"chanceByDamage":100,"traits":[{"code":21,"dataId":2,"value":1.2},{"code":23,"dataId":0,"value":0.3},{"code":22,"dataId":1,"value":0.7},{"code":22,"dataId":4,"value":0.7},{"code":22,"dataId":2,"value":0.7},{"code":22,"dataId":0,"value":0.3}],"iconIndex":395,"maxTurns":3,"message1":"","message2":"","message3":"","message4":"","minTurns":3,"motion":0,"name":"隐身II","note":"\n\n ","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100}, -{"id":174,"autoRemovalTiming":2,"chanceByDamage":100,"traits":[{"code":21,"dataId":2,"value":1.3},{"code":23,"dataId":0,"value":0.2},{"code":22,"dataId":1,"value":0.9},{"code":22,"dataId":4,"value":0.9},{"code":22,"dataId":2,"value":0.9},{"code":22,"dataId":0,"value":0.5}],"iconIndex":395,"maxTurns":3,"message1":"","message2":"","message3":"","message4":"","minTurns":3,"motion":0,"name":"隐身III","note":"\n\n ","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100}, +{"id":172,"autoRemovalTiming":2,"chanceByDamage":100,"traits":[{"code":21,"dataId":2,"value":1.1},{"code":23,"dataId":0,"value":0.4},{"code":22,"dataId":1,"value":1},{"code":22,"dataId":4,"value":1},{"code":22,"dataId":2,"value":0.2},{"code":22,"dataId":0,"value":0.2}],"iconIndex":395,"maxTurns":3,"message1":"","message2":"","message3":"","message4":"","minTurns":3,"motion":0,"name":"隐身I","note":"\n\n ","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100}, +{"id":173,"autoRemovalTiming":2,"chanceByDamage":100,"traits":[{"code":21,"dataId":2,"value":1.2},{"code":23,"dataId":0,"value":0.3},{"code":22,"dataId":1,"value":1.5},{"code":22,"dataId":4,"value":1.5},{"code":22,"dataId":2,"value":0.4},{"code":22,"dataId":0,"value":0.3}],"iconIndex":395,"maxTurns":3,"message1":"","message2":"","message3":"","message4":"","minTurns":3,"motion":0,"name":"隐身II","note":"\n\n ","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100}, +{"id":174,"autoRemovalTiming":2,"chanceByDamage":100,"traits":[{"code":21,"dataId":2,"value":1.3},{"code":23,"dataId":0,"value":0.2},{"code":22,"dataId":1,"value":2},{"code":22,"dataId":4,"value":2},{"code":22,"dataId":2,"value":0.6},{"code":22,"dataId":0,"value":0.5}],"iconIndex":395,"maxTurns":3,"message1":"","message2":"","message3":"","message4":"","minTurns":3,"motion":0,"name":"隐身III","note":"\n\n ","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100}, {"id":175,"autoRemovalTiming":2,"chanceByDamage":100,"traits":[{"code":22,"dataId":1,"value":0.1},{"code":22,"dataId":4,"value":0.1}],"iconIndex":82,"maxTurns":3,"message1":"","message2":"","message3":"","message4":"","minTurns":3,"motion":0,"name":"以退为进I","note":"","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100}, {"id":176,"autoRemovalTiming":2,"chanceByDamage":100,"traits":[{"code":22,"dataId":1,"value":0.2},{"code":22,"dataId":4,"value":0.2}],"iconIndex":82,"maxTurns":3,"message1":"","message2":"","message3":"","message4":"","minTurns":3,"motion":0,"name":"以退为进II","note":"","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100}, {"id":177,"autoRemovalTiming":2,"chanceByDamage":100,"traits":[{"code":22,"dataId":1,"value":0.3},{"code":22,"dataId":4,"value":0.3}],"iconIndex":82,"maxTurns":3,"message1":"","message2":"","message3":"","message4":"","minTurns":3,"motion":0,"name":"以退为进III","note":"","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100}, @@ -215,7 +215,7 @@ null, {"id":213,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":805,"maxTurns":1,"message1":"","message2":"\\c[17]\\it[213]\\c[0]的次数增加了!","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","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;\nif(this.isDamage() && \n this.isHpEffect() && \n value > 0 ){\n var fde = 0;\n if(this.isPhysical()){\n fde = target.def;\n }\n else{\n if(this.isMagical()){\n fde = target.mdf;\n }\n }\n var adf = (fde - user.luk)*(1 - user.mrf);\n var drr = adf/(adf + 500);\n if(fde > 0) value = Math.floor(value*(1 - drr));\n //防御减伤计算\n if((this.isPhysical() ||\n this.isMagical() ) &&\n user.isStateAffected(303)){\n var random = Math.random()*100;\n if(random <=5){ user.addState(46); }\n else{ value = Math.floor(value*0.7); }\n } //齐格弗里德叶痕免伤计算\nvalue -= target._block*10; //格挡生效\nif(target.isStateAffected(311) &&\n target.mp >= 100){\n var mpdam = Math.floor(value*0.2*(-1)/8);\n target.gainMp(mpdam);\n target.startDamagePopup();\n value = Math.floor(value*0.8);\n} //魔力屏障\nvar acturldamage = 0;\nthis._bpt = this._bpt || 0;\nif(target.barrierPoints() > 0){\n acturldamage = Math.max(value*this._bpt, value - target.barrierPoints());\n }\nelse{ acturldamage = value; }\nif(acturldamage > target.mhp/10 &&\n target._cushion > 0){\n value = Math.floor(target.mhp/10); \n target._cushion -= 1; \n target.setStateCounter(377, target._cushion);\n if (target._cushion <= 0){ \n target.removeState(377); }\n }\n if(acturldamage > target.hp ){\n if(target.isStateAffected(210)){\n if(target.barrierPoints() > 0){\n if(acturldamage == value*this._bpt){\n value = Math.floor((target._hp - 50)/this._bpt);\n }\n else{ \n value = Math.floor(target._hp - 50 + target.barrierPoints()); }\n }\n else{ 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.startAnimation(187);\n target.removeState(209);\n target.addState(113);\n target.addState(199);\n target._obsesscd = 25;\n }\n else{\n if(target.isStateAffected(208)){\n if(target.barrierPoints() > 0){\n if(acturldamage == value*this._bpt){\n value = Math.floor((target._hp - 50)/this._bpt);\n }\n else{ \n value = Math.floor(target._hp - 50 + target.barrierPoints()); }\n }\n else{ value = Math.floor(target.hp - 50); }\n target.removeState(208);\n }\n }\n }\n }\n if(value >= target.hp*0.3){\n if(target.isStateAffected(336)){\n target.addState(337); }\n if(target.isStateAffected(338)){\n target.addState(339); }\n }//吸血祝福的特殊效果\n if(value >= target.mhp/50){\n var tpgain = Math.min(50, Math.floor(100*value/target.mhp));\n if(target.isStateAffected(312) ){\n target.gainTp(-tpgain); }\n else{\n if(target.isStateAffected(314) ){\n target.gainTp(tpgain); }\n }\n }\n }//TP增加或减少\nvalue = Math.floor(value);\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*5; //格挡生效\n if(target.isStateAffected(387) &&\n this.isMagical() && target.barrierPoints() > 0){\n target.gainBarrier(value);\n value = 0;\n }\n else{\n if(target._defence > 0 ){\n target._defence -= 1; \n target.setStateCounter(213, target._defence);\n value = 0;\n if (target._defence <= 0){ target.removeState(213); }\n }\n else{\n var acturldamage = 0;\n this._bpt = this._bpt || 0;\n if(target.barrierPoints() > 0){\n acturldamage = Math.max(value*this._bpt, value - target.barrierPoints()); }\n else{ acturldamage = value; }\n if(acturldamage > target.hp){\n var i = 0;\n i += target.isStateAffected(201)?1:0;\n i += target.isStateAffected(202)?2:0;\n i += target.isStateAffected(203)?3:0;\n i += target.isStateAffected(204)?4:0;\n i += target.isStateAffected(205)?5:0;\n if( i > 0){\n target.removeState(200 + i);\n target.addState(206);\n target._revivallevel = i;\n if(target.barrierPoints() > 0){\n if(acturldamage == value*this._bpt){\n value = Math.floor((target._hp - 50)/this._bpt);\n }\n else{ \n value = Math.floor(target._hp - 50 + target.barrierPoints()); }\n }\n else{ value = Math.floor(target.hp - 50); }\n }\n }\n }\n } \n }\nvalue = Math.floor(value);\n","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100}, -{"id":216,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"角色输出伤害修饰流程","note":"\nif(this.isSkill() &&\n this.isHpEffect() &&\n value > 0 ){\n user._precise = user._precise || 0;\n this._pcirate = this._pcirate || 1;\n target._defence = target._defence || 0;\n var fde = 0;\n if(this.isPhysical()){\n fde = target.def;\n }\n else{\n if(this.isMagical()){\n fde = target.mdf;\n }\n }\n var adf = (fde - user.luk)*(1 - user.mrf);\n var drr = adf/(adf + 500);\n if(fde > 0) value = Math.floor(value*(1 - drr));\n //怪物防御减伤计算\n value += Math.floor(user._precise * this._pcirate); //精准计算\n if(target.hp >= 100 &&\n user.atk >= 10 &&\n this.item().meta.技能类型 == '普攻' || '类普攻' || '空手普攻'){\n if(user.isStateAffected(327)){\n var decline = (target.hp * 8/100)*this._pcirate;\n decline *= (fde>0?(1 - drr): 1);\n if(target._defence > 0){\n target._defence -= 1;\n target.setStateCounter(213, target._defence);\n if(target._defence <= 0)target.removeState(213);\n }\n else{ value += decline; } \n } //破败效果\n if(user.isStateAffected(312)){\n var avid = 0;\n avid = user.level*user.tp/9900;\n avid = Math.floor(avid * 8000*this._pcirate);\n avid = Math.max(avid, 20);\n value += avid;\n } //狂热旌旗\n //此处插入其他普攻伤害修饰\n }\n if(this.isPhysical()){\n if(user.isStateAffected(345)){\n value += Math.floor((50 + user.level*3/2)*user._pcirate);\n }//剑术训练\n //此处插入其他物理系效果 \n }\n if(this.item().meta.技能类型 == '技能' || '类普攻' ){\n if(this.isMagical()){\n if(user.isStateAffected(341)){\n value += user.level*3 + 70;\n } //法术精进增伤\n if(user.isStateAffected(343)){\n target.addState(344);\n this._freezeadd = this._freezeadd || 0;\n if(this._freezeadd < 2){\n target._freeze = target._freeze || 0;\n target._freeze += 1;\n target.setStateCounter(344, target._freeze);\n if(target._freeze >= 5){\n target._freeze = 0;\n target.setStateCounter(344, 0);\n target.removeState(344);\n value += user.level*20 + 120;\n if(target.isStateAffected(152) ||\n target.isStateAffected(165) ||\n target.isStateAffected(206) ){}\n else{\n var freezejudge = 11;\n freezejudge -= target.isStateAffected(144)?4: 0;\n var frandom = Math.random()*10;\n if(frandom <= freezejudge)target.addState(61);\n }\n }\n }\n }//冻雨效果\n }\n //此处插入其他法术技能效果\n }\n //此处插入其他技能伤害结算前效果 \n }\nvalue = Math.floor(value);\n","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100}, +{"id":216,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"角色输出伤害修饰流程","note":"\nif(this.isSkill() &&\n this.isHpEffect() &&\n value > 0 ){\n user._precise = user._precise || 0;\n this._pcirate = this._pcirate || 1;\n target._defence = target._defence || 0;\n var fde = 0;\n if(this.isPhysical()){\n fde = target.def;\n }\n else{\n 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