战力计算

This commit is contained in:
mamengke01
2020-12-11 21:02:35 +08:00
parent 4d649f46a8
commit b411c5efe0
18 changed files with 2741 additions and 1566 deletions

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@@ -5,7 +5,7 @@ import { resResult, getItems, decodeStr } from '../../../pubUtils/util';
import { STATUS } from '../../../consts/statusCode';
import {HeroModel} from '../../../db/Hero';
import {CURRENCY_BY_TYPE, CURRENCY_TYPE, ITID, CONSUME_TYPE, HERO_GROW_MAX} from '../../../consts/consts';
import {getJobInfoById, getMaxGradeByjobClass, getHeroInfoById, getGoodById, getHeroExpByLv, getGamedata, getJobByGradeAndClass, getFriendShipById, getFriendShipLevels, getFashionsById} from '../../../pubUtils/gamedata';
import {getJobInfoById, getMaxGradeByjobClass, getHidAndLevelByShipId, getHeroInfoById, getGoodById, getHeroExpByLv, getGamedata, getJobByGradeAndClass, getFriendShipById, getFriendShipLevels, getFashionsById} from '../../../pubUtils/gamedata';
import { ABI_STAGE } from '../../../consts/abilityConst';
import { RoleModel } from '../../../db/Role';
@@ -280,7 +280,7 @@ export class HeroHandler {
let roleId: string = session.get('roleId');
let sid: string = session.get('sid');
let { hid } = msg;
let hero = await HeroModel.findByHidAndRole(hid, roleId);
let hero = await HeroModel.findByHidAndRole(hid, roleId, false);
if (!hero)
return resResult(STATUS.HERO_NOT_FIND);
let heroJob = getJobInfoById(hero.job);
@@ -307,7 +307,7 @@ export class HeroHandler {
let roleId: string = session.get('roleId');
let sid: string = session.get('sid');
let { hid } = msg;
let hero = await HeroModel.findByHidAndRole(hid, roleId);
let hero = await HeroModel.findByHidAndRole(hid, roleId, false);
if (!hero)
return resResult(STATUS.HERO_NOT_FIND);
let heroJob = getJobInfoById(hero.job);
@@ -329,26 +329,41 @@ export class HeroHandler {
}
//激活羁绊
async heroConectionActivate(msg: {hid:number, id:number}, session: BackendSession) {
async heroConectionActivate(msg: {shipId: number}, session: BackendSession) {
let roleId: string = session.get('roleId');
let sid: string = session.get('sid');
let { hid, id } = msg;
let friendShip = getFriendShipById(id);
if (!friendShip)
return resResult(STATUS.HERO_CONECTION_IS_EXIT);
if (friendShip.actorId != hid)
return resResult(STATUS.WRONG_PARMS);
let hero = await HeroModel.findByHidAndRole(hid, roleId);
let { shipId } = msg;
let shipHidAndLevel = getHidAndLevelByShipId(shipId);
if (!shipHidAndLevel)
return resResult(STATUS.HERO_CONECTION_IS_NOT_EXIT);
let hero = await HeroModel.findByHidAndRole(shipHidAndLevel.actorId, roleId, false);
if (!hero)
return resResult(STATUS.HERO_NOT_FIND);
if (!!_.findWhere(hero.conections, {id:id}))
return resResult(STATUS.HERO_CONECTION_IS_EXIT);
let flag = true;
let level = 1;
for (let conection of hero.conections) {
if (conection.shipId == shipId ) {
if (conection.level >= shipHidAndLevel.level) {
return resResult(STATUS.HERO_CONECTION_IS_MAX_LEVEL);
} else {
flag = false;
conection.level++;
level = conection.level;
}
}
}
if (!!flag) {
hero.conections.push({shipId,level});
}
let friendShip = getFriendShipById(shipId, level);
if (hero.star < friendShip.level)
return resResult(STATUS.NOT_REACH_UNLOCK_LEVEL);
let heroIds = friendShip.memberId.split('|');
for (let heroId of heroIds) {
let member = await HeroModel.findByHidAndRole(heroId, roleId);
if(!member)
let hids = friendShip.hids;
for (let hid of hids) {
if (hid == shipHidAndLevel.actorId)
continue;
let member = await HeroModel.findByHidAndRole(hid, roleId, false);
if (!member)
return resResult(STATUS.HERO_NOT_FIND);
if (member.star < friendShip.level)
return resResult(STATUS.NOT_REACH_UNLOCK_LEVEL);
@@ -357,9 +372,6 @@ export class HeroHandler {
if(!result) {
return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH);
}
hero.conections.push({
id : id
});
//重算战力并下发
let heros = await calPlayerCeAndSave(sid, roleId, [hero]);
return resResult(STATUS.SUCCESS, { hid : heros[0].hid, conections : heros[0].conections});
@@ -370,7 +382,7 @@ export class HeroHandler {
let roleId: string = session.get('roleId');
let sid: string = session.get('sid');
let { hid, items } = msg;
let hero = await HeroModel.findByHidAndRole(hid, roleId);
let hero = await HeroModel.findByHidAndRole(hid, roleId, false);
if (!hero)
return resResult(STATUS.HERO_NOT_FIND);
let friendShipLevels = getFriendShipLevels();
@@ -412,7 +424,7 @@ export class HeroHandler {
let skinInfo = getFashionsById(id);
if (!skinInfo)
return resResult(STATUS.HERO_SKIN_NOT_FIND);
let hero = await HeroModel.findByHidAndRole(skinInfo.actorId, roleId);
let hero = await HeroModel.findByHidAndRole(skinInfo.actorId, roleId, false);
if (!hero)
return resResult(STATUS.HERO_NOT_FIND);
let result = false;

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@@ -6,43 +6,71 @@ import { ActionPointModel } from '../db/ActionPoint';
import { HERO_SYSTEM_TYPE } from '../consts/consts';
import { pinus } from 'pinus';
import { STATUS } from '../consts/statusCode';
import {resResult } from '../pubUtils/util';
import {HeroModel} from '../db/Hero';
import {RoleModel} from '../db/Role';
import { resResult } from '../pubUtils/util';
import { HeroModel } from '../db/Hero';
import { RoleModel } from '../db/Role';
import { getJobInfoById, getJobByGradeAndClass, getHeroInfoById } from '../pubUtils/gamedata';
import { HEROTARIN, CE_RATIO} from '../consts/abilityConst';
const HERO_CE_RATIO = 100;
//战力计算TODO
export function calPlayerCe(hero:any, type: number, args: Array<number>) {
let ce = 0;
let incAttr;
if (HERO_SYSTEM_TYPE.STAR == 1) {
incAttr = calHeroStarIncAttr(hero, args);
}
return ce;
export function calPlayerCe(hero: any, type: number, args: Array<number>) {
let incCe = 0;
let incArr = {};
let reIncAttr;
if (type == HERO_SYSTEM_TYPE.STAR) {
reIncAttr = calHeroStarIncAttr(hero, args);
} else if (type == HERO_SYSTEM_TYPE.TRAIN) {
reIncAttr = calHeroTrainIncAttr(hero);
}
for (let attrName in reIncAttr) {
for (let attrKey in reIncAttr[attrName]) {
hero.CeAttr[attrName][attrKey] += parseInt(reIncAttr[attrName][attrKey]);
}
incArr[attrName] = reIncAttr[attrName].fixUp * HERO_CE_RATIO + reIncAttr[attrName].base *(HERO_CE_RATIO + reIncAttr[attrName].ratioUp); //计算属性
incCe += incArr[attrName] * CE_RATIO[attrName];
}
hero.ce += incCe;
return incCe;
}
//修改并下发战力
export async function calPlayerCeAndSave(sid: string, roleId: string, heros:Array<any>, type?: number, args?: Array<number>) {
let playerCe = 0;
export async function calPlayerCeAndSave(sid: string, roleId: string, heros: Array<any>, type?: number, args?: Array<number>) {
let incPlayerCe = 0;
let pushHeros = [];
for (let hero of heros) {
hero.ce = calPlayerCe(hero, type, args);
playerCe = playerCe + hero.ce;
let incHeroCe = calPlayerCe(hero, type, args);
incPlayerCe += incHeroCe;
await hero.save();
pushHeros.push({
hid: hero.hid,
ce: hero.ce
ce: hero.ce,
incHeroCe : incHeroCe,
});
}
let role = await RoleModel.findOne({roleId});
role.ce = playerCe;
let role = await RoleModel.findOne({ roleId });
role.ce += incPlayerCe;
await role.save();
//下发战力
let uids = [{uid: roleId, sid}];
pinus.app.get('channelService').pushMessageByUids('onPlayerCeUpdate', resResult(STATUS.SUCCESS, {ce: playerCe, heros:pushHeros, topFiveCe:0}), uids);
let uids = [{ uid: roleId, sid }];
pinus.app.get('channelService').pushMessageByUids('onPlayerCeUpdate', resResult(STATUS.SUCCESS, { ce: role.ce, heros: pushHeros, topFiveCe: 0 }), uids);
return heros;
}
export function calHeroStarIncAttr (hero:any, args: Array<number>) {
let incHp = 0;
return {incHp};//属性增量可以是多个
export function calHeroStarIncAttr(hero: any, args: Array<number>) {
return {};//属性增量可以是多个
}
export function calHeroTrainIncAttr(hero: any) {
let res = {};
let attrName: string = HEROTARIN[hero.jobStage];
res[attrName] = {};
let currentJob = getJobInfoById(hero.job);
if (currentJob.grade > 1) {
let jobGradeAndClass = getJobByGradeAndClass(currentJob.job_class, currentJob.grade - 1);
let lastJob = getJobInfoById(jobGradeAndClass.jobid);
res[attrName].fixUp = (currentJob[attrName] - lastJob[attrName]) * HERO_CE_RATIO;
} else {
res[attrName].fixUp = currentJob[attrName] * HERO_CE_RATIO;
}
return res;
}

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@@ -4,7 +4,7 @@
* 属性 id
*/
export enum ABI_TYPE{
export enum ABI_TYPE {
/**生命 */
ABI_HP = 1,
/**物攻 */
@@ -40,19 +40,19 @@ export enum ABI_TYPE{
ABI_BLOOD_SUCK = 16,
/**怒气 */
ABI_AP = 17,
ABI_MAX,
}
export enum SEID_TYPE{
}
export enum SEID_TYPE {
/**属性固定值加成(数值) */
TYPE101 = 101,
/**属性固定值加成(百分比) */
TYPE102 = 102,
}
export enum ABI_STAGE {
}
export enum ABI_STAGE {
START = 0,
HP = 1,
ATK = 2,
@@ -61,4 +61,32 @@ export enum ABI_TYPE{
AGI = 5,
LUK = 6,
END = 6
}
}
export const HEROTARIN = {
"1": "hp",
"2": "atk",
"3": "def",
"4": "mdef",
"5": "agi",
"6": "luk"
};
export const CE_RATIO = {
"hp" : 1,
"atk" : 2,
"matk" :2,
"def": 2,
"mdef": 2,
"agi": 2,
"luk": 0,
"hit": 0,
"cri": 0,
"flee": 0,
"antCri": 0,
"damageIncrease": 0,
"damageDecrease": 0,
"defIngnore": 0,
"bloodSuck": 0,
};

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@@ -23,7 +23,8 @@ export const ACTION_POIN = {
};
//武将养成系统分类
export const HERO_SYSTEM_TYPE = {
STAR:1,
STAR: 1,
TRAIN: 5,
};
export const BATTLE_REWARD_TYPE = {

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@@ -138,7 +138,8 @@ export const STATUS = {
NOT_REACH_UNLOCK_LEVEL: {code: 30302, simStr: '未达到解锁等级'},
HERO_SKIN_NOT_FIND: {code: 30303, simStr: '时装不存在'},
HERO_SKIN_IS_EXIST: {code: 30304, simStr: '时装已存在'},
HERO_CONECTION_IS_EXIT: {code: 30305, simStr: '羁绊已解锁'},
HERO_CONECTION_IS_MAX_LEVEL: {code: 30305, simStr: '羁绊已达到最大等级'},
HERO_CONECTION_IS_NOT_EXIT: {code: 30305, simStr: '羁绊不存在'},
HERO_FAVOUR_LEVEL_REACH_MAXT:{code: 30304, simStr: '武将好感等级以达到最大'},
// 社交相关状态 40000 - 49999
// 运营模块相关状态 50000 - 59999

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@@ -10,7 +10,9 @@ import { COUNTER } from '../consts/consts';
class Connect {
@prop({ required: true })
id: number;
shipId: number;
@prop({ required: true })
level: number;
}
class Skin {
@@ -63,9 +65,9 @@ export default class Hero extends BaseModel {
@prop({ required: true, default: 0 })
ce: number; // 武将战力
@prop({ required: true, default: 0 })
historyCe: number; // 武将历史最高战力
historyCe: number; // 武将历史最高战力存储的是实际10000倍数据
@prop({required: true, default: {} })
ceAttr: CeAttr; // 影响战力的属性
ceAttr: CeAttr; // 影响战力的属性存储的是实际10000倍数据
@prop({ required: true, default: 1 })
star: number; // 星级
@@ -95,7 +97,7 @@ export default class Hero extends BaseModel {
@prop({ ref: Equip, type: mongoose.Schema.Types.ObjectId })
equips: Ref<Equip>[]; // 武将装备引用数组
public static async findByRole(roleId: string, lean = true) {
const heros = await HeroModel.find({ roleId }).populate('equips').lean(lean);
return heros || [];

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@@ -77,7 +77,7 @@ export default class Role extends BaseModel {
lv: number; // 主公等级
@prop({ required: true, default: 0 })
ce: number; // 总战力
@prop({ required: true, default: 0 })
@prop({ required: true, default: {} })
globalCeAttr: CeAttr; // 总战力
@prop({ required: true, default: 0 })
topFiveCe: number; // 最强5人战力

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@@ -27,8 +27,9 @@ const blueprtToWar = new Map<number, number>();
const goodInfo = new Map<number, any>();
const blueprt = new Map<number, Array<number>>();
const blueprtCompose = new Map<number, any>();
const fiendShips = new Map<number, any>();
const fiendShips = new Map<string, any>();
const fashions = new Map<number, any>();
const fiendShipHidAandIds = new Map<number, {actorId: number, level:number}>();
function parseWarData() {
let result = null;
for (let filename of wars) {
@@ -254,7 +255,13 @@ function parseFiendShips() {
const data = gamedata['jsons'][file] || [];
data.forEach(elem => {
if (elem && elem.id) {
fiendShips.set(elem.id, elem);
let hids = elem.memberId.split('|');
elem.hids = hids;
delete elem.memberId;
fiendShips.set(elem.shipId + '_' + elem.level, elem);
let fiendShipHidAandId = fiendShipHidAandIds.get(elem.shipId);
if (!fiendShipHidAandId || fiendShipHidAandId.level < elem.level)
fiendShipHidAandIds.set(elem.shipId, {actorId: elem.actorId, level: elem.level});
}
});
}
@@ -279,7 +286,7 @@ function initData (folder: string) {
var name = file.split('.')[0];
try {
gamedata[folder][name] = JSON.parse(
fs.readFileSync(path.resolve(__dirname, "../resource/" + folder + "/" + file)).toString()
fs.readFileSync(path.resolve(__dirname, "../resource/" + folder + "/" + file)).toString('utf8').replace(/^\uFEFF/, '')
);
} catch(e) {
console.error(e);
@@ -361,6 +368,7 @@ export function getJobInfoById(jid: number) {
const jobInfo = jobInfos.get(jid);
return jobInfo;
}
export function getMaxGradeByjobClass(jobClass: number) {
const job = jobClassMaxGrades.get(jobClass);
return job?.jobid;
@@ -474,8 +482,13 @@ export function getBlueprtComposeByQuality(quality: number) {
export function getFashionsById(id:number) {
return fashions.get(id);
}
export function getFriendShipById(id:number) {
return fiendShips.get(id);
export function getFriendShipById(shipId: number, level: number) {
return fiendShips.get(shipId +'_' + level);
}
export function getHidAndLevelByShipId(shipId: number) {
return fiendShipHidAandIds.get(shipId);
}
export function getFriendShipLevels() {
@@ -483,6 +496,6 @@ export function getFriendShipLevels() {
return gamedata['jsons'][file] || [];
}
export function getJobByGradeAndClass(jobClass:number, grade: number) {
export function getJobByGradeAndClass(jobClass: number, grade: number) {
return jobClassAndgrades.get(jobClass +'_' + grade);
}

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@@ -1,9 +1,9 @@
[
[
{
"IsTestService":true,
"OpenIosAliPay":false,
"GuideSwitch":true,
"GENERAL_EQUIPMENT_DEFAULT_LEVEL":7,
"ServiceSign":"guanfu"
"IsTestService":true,
"OpenIosAliPay":false,
"GuideSwitch":true,
"GENERAL_EQUIPMENT_DEFAULT_LEVEL":7,
"ServiceSign":"guanfu"
}
]
]

File diff suppressed because it is too large Load Diff

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@@ -1,58 +1,58 @@
[
{
"mpid": 1,
"name": "单体伤害",
"cname": "攻击单个目标",
"json": "[{\"x\":0,\"y\":0}]",
"penetration": "&"
},
{
"mpid": 2,
"name": "近身伤害",
"cname": "攻击最多8个目标",
"json": "[{\"x\":-1,\"y\":0},{\"x\":1,\"y\":0},{\"x\":0,\"y\":-1},{\"x\":0,\"y\":1},{\"x\":-1,\"y\":-1},{\"x\":1,\"y\":-1},{\"x\":-1,\"y\":1},{\"x\":1,\"y\":1}]",
"penetration": "&"
},
{
"mpid": 3,
"name": "远程伤害",
"cname": "攻击近中距12格",
"json": "[{\"x\":-1,\"y\":0},{\"x\":1,\"y\":0},{\"x\":0,\"y\":-1},{\"x\":0,\"y\":1},{\"x\":-1,\"y\":-1},{\"x\":1,\"y\":-1},{\"x\":-1,\"y\":1},{\"x\":1,\"y\":1},{\"x\":-2,\"y\":0},{\"x\":2,\"y\":0},{\"x\":0,\"y\":-2},{\"x\":0,\"y\":2}]",
"penetration": "&"
},
{
"mpid": 4,
"name": "广域伤害",
"cname": "攻击近中远距24格",
"json": "[{\"x\":-1,\"y\":0},{\"x\":1,\"y\":0},{\"x\":0,\"y\":-1},{\"x\":0,\"y\":1},{\"x\":-1,\"y\":-1},{\"x\":1,\"y\":-1},{\"x\":-1,\"y\":1},{\"x\":1,\"y\":1},{\"x\":-2,\"y\":0},{\"x\":2,\"y\":0},{\"x\":0,\"y\":-2},{\"x\":0,\"y\":2},\n{\"x\":-2,\"y\":-1},{\"x\":2,\"y\":-1},{\"x\":-2,\"y\":1},{\"x\":2,\"y\":1},{\"x\":-1,\"y\":-2},{\"x\":1,\"y\":-2},{\"x\":-1,\"y\":2},{\"x\":1,\"y\":2},{\"x\":-3,\"y\":0},{\"x\":3,\"y\":0},{\"x\":0,\"y\":-3},{\"x\":0,\"y\":3}]",
"penetration": "&"
},
{
"mpid": 5,
"name": "近身伤害 全",
"cname": "攻击9格范围",
"json": "[{\"x\":-1,\"y\":0},{\"x\":0,\"y\":0},{\"x\":1,\"y\":0},{\"x\":0,\"y\":-1},{\"x\":0,\"y\":1},{\"x\":-1,\"y\":-1},{\"x\":1,\"y\":-1},{\"x\":-1,\"y\":1},{\"x\":1,\"y\":1}]",
"penetration": "&"
},
{
"mpid": 6,
"name": "远程伤害 全",
"cname": "攻击近中距13格",
"json": "[{\"x\":-1,\"y\":0},{\"x\":0,\"y\":0},{\"x\":1,\"y\":0},{\"x\":0,\"y\":-1},{\"x\":0,\"y\":1},{\"x\":-1,\"y\":-1},{\"x\":1,\"y\":-1},{\"x\":-1,\"y\":1},{\"x\":1,\"y\":1},{\"x\":-2,\"y\":0},{\"x\":2,\"y\":0},{\"x\":0,\"y\":-2},{\"x\":0,\"y\":2}]",
"penetration": "&"
},
{
"mpid": 7,
"name": "广域伤害 全",
"cname": "攻击近中远距25格",
"json": "[{\"x\":-1,\"y\":0},{\"x\":1,\"y\":0},{\"x\":0,\"y\":0},{\"x\":0,\"y\":-1},{\"x\":0,\"y\":1},{\"x\":-1,\"y\":-1},{\"x\":1,\"y\":-1},{\"x\":-1,\"y\":1},{\"x\":1,\"y\":1},{\"x\":-2,\"y\":0},{\"x\":2,\"y\":0},{\"x\":0,\"y\":-2},{\"x\":0,\"y\":2},\n{\"x\":-2,\"y\":-1},{\"x\":2,\"y\":-1},{\"x\":-2,\"y\":1},{\"x\":2,\"y\":1},{\"x\":-1,\"y\":-2},{\"x\":1,\"y\":-2},{\"x\":-1,\"y\":2},{\"x\":1,\"y\":2},{\"x\":-3,\"y\":0},{\"x\":3,\"y\":0},{\"x\":0,\"y\":-3},{\"x\":0,\"y\":3}]",
"penetration": "&"
},
{
"mpid": 8,
"name": "横扫",
"cname": "面前三格",
"json": "[{\"x\":0,\"y\":0}]",
"penetration": "1&1"
}
[
{
"mpid": 1,
"name": "单体伤害",
"cname": "攻击单个目标",
"json": "[{\"x\":0,\"y\":0}]",
"penetration": "&"
},
{
"mpid": 2,
"name": "近身伤害",
"cname": "攻击最多8个目标",
"json": "[{\"x\":-1,\"y\":0},{\"x\":1,\"y\":0},{\"x\":0,\"y\":-1},{\"x\":0,\"y\":1},{\"x\":-1,\"y\":-1},{\"x\":1,\"y\":-1},{\"x\":-1,\"y\":1},{\"x\":1,\"y\":1}]",
"penetration": "&"
},
{
"mpid": 3,
"name": "远程伤害",
"cname": "攻击近中距12格",
"json": "[{\"x\":-1,\"y\":0},{\"x\":1,\"y\":0},{\"x\":0,\"y\":-1},{\"x\":0,\"y\":1},{\"x\":-1,\"y\":-1},{\"x\":1,\"y\":-1},{\"x\":-1,\"y\":1},{\"x\":1,\"y\":1},{\"x\":-2,\"y\":0},{\"x\":2,\"y\":0},{\"x\":0,\"y\":-2},{\"x\":0,\"y\":2}]",
"penetration": "&"
},
{
"mpid": 4,
"name": "广域伤害",
"cname": "攻击近中远距24格",
"json": "[{\"x\":-1,\"y\":0},{\"x\":1,\"y\":0},{\"x\":0,\"y\":-1},{\"x\":0,\"y\":1},{\"x\":-1,\"y\":-1},{\"x\":1,\"y\":-1},{\"x\":-1,\"y\":1},{\"x\":1,\"y\":1},{\"x\":-2,\"y\":0},{\"x\":2,\"y\":0},{\"x\":0,\"y\":-2},{\"x\":0,\"y\":2},\n{\"x\":-2,\"y\":-1},{\"x\":2,\"y\":-1},{\"x\":-2,\"y\":1},{\"x\":2,\"y\":1},{\"x\":-1,\"y\":-2},{\"x\":1,\"y\":-2},{\"x\":-1,\"y\":2},{\"x\":1,\"y\":2},{\"x\":-3,\"y\":0},{\"x\":3,\"y\":0},{\"x\":0,\"y\":-3},{\"x\":0,\"y\":3}]",
"penetration": "&"
},
{
"mpid": 5,
"name": "近身伤害 全",
"cname": "攻击9格范围",
"json": "[{\"x\":-1,\"y\":0},{\"x\":0,\"y\":0},{\"x\":1,\"y\":0},{\"x\":0,\"y\":-1},{\"x\":0,\"y\":1},{\"x\":-1,\"y\":-1},{\"x\":1,\"y\":-1},{\"x\":-1,\"y\":1},{\"x\":1,\"y\":1}]",
"penetration": "&"
},
{
"mpid": 6,
"name": "远程伤害 全",
"cname": "攻击近中距13格",
"json": "[{\"x\":-1,\"y\":0},{\"x\":0,\"y\":0},{\"x\":1,\"y\":0},{\"x\":0,\"y\":-1},{\"x\":0,\"y\":1},{\"x\":-1,\"y\":-1},{\"x\":1,\"y\":-1},{\"x\":-1,\"y\":1},{\"x\":1,\"y\":1},{\"x\":-2,\"y\":0},{\"x\":2,\"y\":0},{\"x\":0,\"y\":-2},{\"x\":0,\"y\":2}]",
"penetration": "&"
},
{
"mpid": 7,
"name": "广域伤害 全",
"cname": "攻击近中远距25格",
"json": "[{\"x\":-1,\"y\":0},{\"x\":1,\"y\":0},{\"x\":0,\"y\":0},{\"x\":0,\"y\":-1},{\"x\":0,\"y\":1},{\"x\":-1,\"y\":-1},{\"x\":1,\"y\":-1},{\"x\":-1,\"y\":1},{\"x\":1,\"y\":1},{\"x\":-2,\"y\":0},{\"x\":2,\"y\":0},{\"x\":0,\"y\":-2},{\"x\":0,\"y\":2},\n{\"x\":-2,\"y\":-1},{\"x\":2,\"y\":-1},{\"x\":-2,\"y\":1},{\"x\":2,\"y\":1},{\"x\":-1,\"y\":-2},{\"x\":1,\"y\":-2},{\"x\":-1,\"y\":2},{\"x\":1,\"y\":2},{\"x\":-3,\"y\":0},{\"x\":3,\"y\":0},{\"x\":0,\"y\":-3},{\"x\":0,\"y\":3}]",
"penetration": "&"
},
{
"mpid": 8,
"name": "横扫",
"cname": "面前三格",
"json": "[{\"x\":0,\"y\":0}]",
"penetration": "1&1"
}
]

View File

@@ -1,8 +1,8 @@
[
{
"id": 1,
"rSpine": "cacao1",
"sSpine": "cacao1",
"rSpine": "LH_jiaxu",
"sSpine": "jiaxu",
"skill": "1&12|2&13",
"seid": "344&456&234",
"globalAttr": "1&2000|2&500",
@@ -11,8 +11,8 @@
},
{
"id": 2,
"rSpine": "cacao2",
"sSpine": "cacao2",
"rSpine": "LH_jiaxu",
"sSpine": "jiaxu",
"skill": "1&12|2&13",
"seid": "344&456&235",
"globalAttr": "1&2000|2&501",
@@ -21,8 +21,8 @@
},
{
"id": 3,
"rSpine": "cacao3",
"sSpine": "cacao3",
"rSpine": "LH_jiaxu",
"sSpine": "jiaxu",
"skill": "1&12|2&13",
"seid": "344&456&236",
"globalAttr": "1&2000|2&502",
@@ -31,8 +31,8 @@
},
{
"id": 4,
"rSpine": "cacao4",
"sSpine": "cacao4",
"rSpine": "LH_jiaxu",
"sSpine": "jiaxu",
"skill": "1&12|2&13",
"seid": "344&456&237",
"globalAttr": "1&2000|2&503",
@@ -41,8 +41,8 @@
},
{
"id": 5,
"rSpine": "cacao5",
"sSpine": "cacao5",
"rSpine": "LH_jiaxu",
"sSpine": "jiaxu",
"skill": "1&12|2&13",
"seid": "344&456&238",
"globalAttr": "1&2000|2&504",
@@ -51,8 +51,8 @@
},
{
"id": 6,
"rSpine": "cacao6",
"sSpine": "cacao6",
"rSpine": "LH_jiaxu",
"sSpine": "jiaxu",
"skill": "1&12|2&13",
"seid": "344&456&239",
"globalAttr": "1&2000|2&505",
@@ -61,8 +61,8 @@
},
{
"id": 7,
"rSpine": "cacao7",
"sSpine": "cacao7",
"rSpine": "LH_jiaxu",
"sSpine": "jiaxu",
"skill": "1&12|2&13",
"seid": "344&456&240",
"globalAttr": "1&2000|2&506",
@@ -71,8 +71,8 @@
},
{
"id": 8,
"rSpine": "cacao8",
"sSpine": "cacao8",
"rSpine": "LH_jiaxu",
"sSpine": "jiaxu",
"skill": "1&12|2&13",
"seid": "344&456&241",
"globalAttr": "1&2000|2&507",
@@ -81,8 +81,8 @@
},
{
"id": 9,
"rSpine": "cacao9",
"sSpine": "cacao9",
"rSpine": "LH_jiaxu",
"sSpine": "jiaxu",
"skill": "1&12|2&13",
"seid": "344&456&242",
"globalAttr": "1&2000|2&508",
@@ -91,8 +91,8 @@
},
{
"id": 10,
"rSpine": "cacao10",
"sSpine": "cacao10",
"rSpine": "LH_jiaxu",
"sSpine": "jiaxu",
"skill": "1&12|2&13",
"seid": "344&456&243",
"globalAttr": "1&2000|2&509",
@@ -101,8 +101,8 @@
},
{
"id": 11,
"rSpine": "cacao11",
"sSpine": "cacao11",
"rSpine": "LH_jiaxu",
"sSpine": "jiaxu",
"skill": "1&12|2&13",
"seid": "344&456&244",
"globalAttr": "1&2000|2&510",
@@ -111,8 +111,8 @@
},
{
"id": 12,
"rSpine": "cacao12",
"sSpine": "cacao12",
"rSpine": "LH_jiaxu",
"sSpine": "jiaxu",
"skill": "1&12|2&13",
"seid": "344&456&245",
"globalAttr": "1&2000|2&511",
@@ -121,8 +121,8 @@
},
{
"id": 13,
"rSpine": "cacao13",
"sSpine": "cacao13",
"rSpine": "LH_jiaxu",
"sSpine": "jiaxu",
"skill": "1&12|2&13",
"seid": "344&456&246",
"globalAttr": "1&2000|2&512",
@@ -131,8 +131,8 @@
},
{
"id": 14,
"rSpine": "cacao14",
"sSpine": "cacao14",
"rSpine": "LH_jiaxu",
"sSpine": "jiaxu",
"skill": "1&12|2&13",
"seid": "344&456&247",
"globalAttr": "1&2000|2&513",
@@ -141,8 +141,8 @@
},
{
"id": 15,
"rSpine": "cacao15",
"sSpine": "cacao15",
"rSpine": "LH_jiaxu",
"sSpine": "jiaxu",
"skill": "1&12|2&13",
"seid": "344&456&248",
"globalAttr": "1&2000|2&514",
@@ -151,8 +151,8 @@
},
{
"id": 16,
"rSpine": "cacao16",
"sSpine": "cacao16",
"rSpine": "LH_jiaxu",
"sSpine": "jiaxu",
"skill": "1&12|2&13",
"seid": "344&456&249",
"globalAttr": "1&2000|2&515",
@@ -161,8 +161,8 @@
},
{
"id": 17,
"rSpine": "cacao17",
"sSpine": "cacao17",
"rSpine": "LH_jiaxu",
"sSpine": "jiaxu",
"skill": "1&12|2&13",
"seid": "344&456&250",
"globalAttr": "1&2000|2&516",
@@ -171,8 +171,8 @@
},
{
"id": 18,
"rSpine": "cacao18",
"sSpine": "cacao18",
"rSpine": "LH_jiaxu",
"sSpine": "jiaxu",
"skill": "1&12|2&13",
"seid": "344&456&251",
"globalAttr": "1&2000|2&517",
@@ -181,8 +181,8 @@
},
{
"id": 19,
"rSpine": "cacao19",
"sSpine": "cacao19",
"rSpine": "LH_jiaxu",
"sSpine": "jiaxu",
"skill": "1&12|2&13",
"seid": "344&456&252",
"globalAttr": "1&2000|2&518",
@@ -191,8 +191,8 @@
},
{
"id": 20,
"rSpine": "cacao20",
"sSpine": "cacao20",
"rSpine": "LH_jiaxu",
"sSpine": "jiaxu",
"skill": "1&12|2&13",
"seid": "344&456&253",
"globalAttr": "1&2000|2&519",
@@ -201,8 +201,8 @@
},
{
"id": 21,
"rSpine": "cacao21",
"sSpine": "cacao21",
"rSpine": "LH_jiaxu",
"sSpine": "jiaxu",
"skill": "1&12|2&13",
"seid": "344&456&254",
"globalAttr": "1&2000|2&520",
@@ -211,8 +211,8 @@
},
{
"id": 22,
"rSpine": "cacao22",
"sSpine": "cacao22",
"rSpine": "LH_jiaxu",
"sSpine": "jiaxu",
"skill": "1&12|2&13",
"seid": "344&456&255",
"globalAttr": "1&2000|2&521",
@@ -221,8 +221,8 @@
},
{
"id": 23,
"rSpine": "cacao23",
"sSpine": "cacao23",
"rSpine": "LH_jiaxu",
"sSpine": "jiaxu",
"skill": "1&12|2&13",
"seid": "344&456&256",
"globalAttr": "1&2000|2&522",
@@ -231,8 +231,8 @@
},
{
"id": 24,
"rSpine": "cacao24",
"sSpine": "cacao24",
"rSpine": "LH_jiaxu",
"sSpine": "jiaxu",
"skill": "1&12|2&13",
"seid": "344&456&257",
"globalAttr": "1&2000|2&523",
@@ -241,8 +241,8 @@
},
{
"id": 25,
"rSpine": "cacao25",
"sSpine": "cacao25",
"rSpine": "LH_jiaxu",
"sSpine": "jiaxu",
"skill": "1&12|2&13",
"seid": "344&456&258",
"globalAttr": "1&2000|2&524",
@@ -251,8 +251,8 @@
},
{
"id": 26,
"rSpine": "cacao26",
"sSpine": "cacao26",
"rSpine": "LH_jiaxu",
"sSpine": "jiaxu",
"skill": "1&12|2&13",
"seid": "344&456&259",
"globalAttr": "1&2000|2&525",
@@ -261,8 +261,8 @@
},
{
"id": 27,
"rSpine": "cacao27",
"sSpine": "cacao27",
"rSpine": "LH_jiaxu",
"sSpine": "jiaxu",
"skill": "1&12|2&13",
"seid": "344&456&260",
"globalAttr": "1&2000|2&526",
@@ -271,8 +271,8 @@
},
{
"id": 28,
"rSpine": "cacao28",
"sSpine": "cacao28",
"rSpine": "LH_jiaxu",
"sSpine": "jiaxu",
"skill": "1&12|2&13",
"seid": "344&456&261",
"globalAttr": "1&2000|2&527",
@@ -281,8 +281,8 @@
},
{
"id": 29,
"rSpine": "cacao29",
"sSpine": "cacao29",
"rSpine": "LH_jiaxu",
"sSpine": "jiaxu",
"skill": "1&12|2&13",
"seid": "344&456&262",
"globalAttr": "1&2000|2&528",

View File

@@ -67,9 +67,9 @@
"skillid": 9,
"name": "邓艾",
"starSkill": "1&4|3&5",
"colorStarSkill": "&",
"starSeid": "2&1136|4&1140",
"colorStarSeid": "1&1144"
"colorStarSkill": "2&20|4&21",
"starSeid": "2&1133|4&1137|5&1134|6&500",
"colorStarSeid": "1&1144|3&1135|5&1138|6&501"
},
{
"skillid": 10,
@@ -83,17 +83,17 @@
"skillid": 11,
"name": "曹仁",
"starSkill": "1&14|3&15",
"colorStarSkill": "&",
"starSeid": "2&1268|4&1272",
"colorStarSeid": "1&1276"
"colorStarSkill": "2&22|4&23",
"starSeid": "2&1265|4&1269|5&1266|6&500",
"colorStarSeid": "1&1276|3&1267|5&1270|6&501"
},
{
"skillid": 12,
"name": "李典",
"starSkill": "1&6|3&7",
"colorStarSkill": "&",
"starSeid": "2&1352|4&1356",
"colorStarSeid": "1&1360"
"colorStarSkill": "2&24|4&25",
"starSeid": "2&1349|4&1353|5&1350|6&500",
"colorStarSeid": "1&1360|3&1351|5&1354|6&501"
},
{
"skillid": 13,
@@ -107,17 +107,17 @@
"skillid": 14,
"name": "贾诩",
"starSkill": "1&8|3&9",
"colorStarSkill": "&",
"starSeid": "2&1556|4&1560",
"colorStarSeid": "1&1564"
"colorStarSkill": "2&26|4&27",
"starSeid": "2&1553|4&1557|5&1554|6&500",
"colorStarSeid": "1&1564|3&1555|5&1558|6&501"
},
{
"skillid": 15,
"name": "许褚",
"starSkill": "1&10|3&11",
"colorStarSkill": "&",
"starSeid": "2&1628|4&1632",
"colorStarSeid": "1&1636"
"colorStarSkill": "2&28|4&29",
"starSeid": "2&1625|4&1629|5&1626|6&500",
"colorStarSeid": "1&1636|3&1627|5&1630|6&501"
},
{
"skillid": 16,

View File

@@ -13,8 +13,8 @@
"seid": "0&",
"effect": "eff_503",
"info": "步兵系1级。擅长防御的步兵部队。适合守卫城。虽然优于远距离攻击部队但却劣于骑兵部队。",
"trainingConsume": "17002&1|31001&100",
"upGradeConsume": "17003&1",
"trainingConsume": "17002&5|17010&5|17014&5|17018&5|17022&5|17026&5",
"upGradeConsume": "17030&2",
"hp": 100,
"atk": 101,
"def": 102,
@@ -36,8 +36,8 @@
"seid": "0&",
"effect": "eff_503",
"info": "步兵系2级。擅长防御的步兵部队。比起上一阶段防御增强有着很强的守卫能力。",
"trainingConsume": "17002&2|31001&200",
"upGradeConsume": "17003&2",
"trainingConsume": "17003&5|17011&5|17015&5|17019&5|17023&5|17027&5",
"upGradeConsume": "17031&2",
"hp": 101,
"atk": 102,
"def": 103,
@@ -59,8 +59,8 @@
"seid": "0&",
"effect": "eff_503",
"info": "步兵系3级。擅长防御的步兵部队。比起上一阶段移动力增强能更妥善运用。",
"trainingConsume": "17002&3|31001&300",
"upGradeConsume": "17003&3",
"trainingConsume": "17004&5|17012&5|17016&5|17020&5|17024&5|17028&5",
"upGradeConsume": "17032&2",
"hp": 102,
"atk": 103,
"def": 104,
@@ -82,8 +82,8 @@
"seid": "0&",
"effect": "eff_502",
"info": "步兵系4级。擅长防御的步兵部队。比起上一阶段对间接攻击的防御增强防御能力更强。",
"trainingConsume": "17002&4|31001&400",
"upGradeConsume": "17003&4",
"trainingConsume": "17005&5|17013&5|17017&5|17021&5|17025&5|17029&5",
"upGradeConsume": "17033&2",
"hp": 103,
"atk": 104,
"def": 105,
@@ -105,8 +105,8 @@
"seid": "0&",
"effect": "eff_501",
"info": "步兵系5级。擅长防御的步兵部队。比起上一阶段攻击力增强许多可全方位活用攻击与防御。",
"trainingConsume": "17002&5|31001&500",
"upGradeConsume": "17003&5",
"trainingConsume": "&",
"upGradeConsume": "&",
"hp": 0,
"atk": 0,
"def": 0,
@@ -128,8 +128,8 @@
"seid": "0&",
"effect": "eff_500",
"info": "枪兵系1级。擅长攻击的步兵部队。在城内与森林较有优势。与步兵系类似但是在与骑兵部队战斗时较有优势。",
"trainingConsume": "17004&1|31001&100",
"upGradeConsume": "17005&1",
"trainingConsume": "17002&5|17010&5|17014&5|17018&5|17022&5|17026&5",
"upGradeConsume": "17030&2",
"hp": 105,
"atk": 106,
"def": 107,
@@ -151,8 +151,8 @@
"seid": "0&",
"effect": "eff_504",
"info": "枪兵系2级。擅长攻击的步兵部队。比起上一阶段攻击范围增加可让敌人的反击无效。",
"trainingConsume": "17004&2|31001&200",
"upGradeConsume": "17005&2",
"trainingConsume": "17003&5|17011&5|17015&5|17019&5|17023&5|17027&5",
"upGradeConsume": "17031&2",
"hp": 106,
"atk": 107,
"def": 108,
@@ -174,8 +174,8 @@
"seid": "0&",
"effect": "eff_500",
"info": "枪兵系3级。擅长攻击的步兵部队。比起上一阶段移动力增强可快速追击敌人。",
"trainingConsume": "17004&3|31001&300",
"upGradeConsume": "17005&3",
"trainingConsume": "17004&5|17012&5|17016&5|17020&5|17024&5|17028&5",
"upGradeConsume": "17032&2",
"hp": 107,
"atk": 108,
"def": 109,
@@ -197,8 +197,8 @@
"seid": "0&",
"effect": "eff_500",
"info": "枪兵系4级。擅长攻击的步兵部队。比起上一阶段对于骑兵的伤害加强可以迅速的消灭骑兵部队。",
"trainingConsume": "17004&4|31001&400",
"upGradeConsume": "17005&4",
"trainingConsume": "17005&5|17013&5|17017&5|17021&5|17025&5|17029&5",
"upGradeConsume": "17033&2",
"hp": 108,
"atk": 109,
"def": 110,
@@ -220,8 +220,8 @@
"seid": "0&",
"effect": "eff_505",
"info": "枪兵系5级。擅长攻击的步兵部队。比起上一阶段攻击力增强许多是消灭骑兵的杀手。",
"trainingConsume": "17004&5|31001&500",
"upGradeConsume": "17005&5",
"trainingConsume": "&",
"upGradeConsume": "&",
"hp": 0,
"atk": 0,
"def": 0,
@@ -243,8 +243,8 @@
"seid": "0&",
"effect": "eff_500",
"info": "轻骑兵系1级。移动力优秀的骑兵部队。不擅长艰险的地形对步兵部队的攻击较强但对远距离攻击部队较弱。",
"trainingConsume": "17006&1|31001&100",
"upGradeConsume": "17007&1",
"trainingConsume": "17002&5|17010&5|17014&5|17018&5|17022&5|17026&5",
"upGradeConsume": "17030&2",
"hp": 110,
"atk": 111,
"def": 112,
@@ -266,8 +266,8 @@
"seid": "0&",
"effect": "eff_500",
"info": "轻骑兵系2级。移动力优秀的骑兵部队。比起上一阶段攻击力增强更有威胁性。",
"trainingConsume": "17006&2|31001&200",
"upGradeConsume": "17007&2",
"trainingConsume": "17003&5|17011&5|17015&5|17019&5|17023&5|17027&5",
"upGradeConsume": "17031&2",
"hp": 111,
"atk": 112,
"def": 113,
@@ -289,8 +289,8 @@
"seid": "0&",
"effect": "eff_500",
"info": "轻骑兵系3级。移动力优秀的骑兵部队。比起上一阶段攻击范围与移动力增强活用性与运用性较好。",
"trainingConsume": "17006&3|31001&300",
"upGradeConsume": "17007&3",
"trainingConsume": "17004&5|17012&5|17016&5|17020&5|17024&5|17028&5",
"upGradeConsume": "17032&2",
"hp": 112,
"atk": 113,
"def": 114,
@@ -312,8 +312,8 @@
"seid": "0&",
"effect": "eff_500",
"info": "轻骑兵系4级。移动力优秀的骑兵部队。比起上一阶段强化了攻击力平原战的主力。",
"trainingConsume": "17006&4|31001&400",
"upGradeConsume": "17007&4",
"trainingConsume": "17005&5|17013&5|17017&5|17021&5|17025&5|17029&5",
"upGradeConsume": "17033&2",
"hp": 113,
"atk": 114,
"def": 115,
@@ -335,8 +335,8 @@
"seid": "0&",
"effect": "eff_500",
"info": "轻骑兵系5级。移动力优秀的骑兵部队。比起上一阶段战斗力进一步强化是可以依赖的主力部队。",
"trainingConsume": "17006&5|31001&500",
"upGradeConsume": "17007&5",
"trainingConsume": "&",
"upGradeConsume": "&",
"hp": 0,
"atk": 0,
"def": 0,
@@ -358,8 +358,8 @@
"seid": "0&",
"effect": "eff_505",
"info": "弓兵系1级。命中率高的远距离攻击部队。以远距离攻击为特征虽然优于骑兵部队但却劣于步兵。",
"trainingConsume": "17008&1|31001&100",
"upGradeConsume": "17009&1",
"trainingConsume": "17002&5|17010&5|17014&5|17018&5|17022&5|17026&5",
"upGradeConsume": "17030&2",
"hp": 115,
"atk": 116,
"def": 117,
@@ -381,8 +381,8 @@
"seid": "0&",
"effect": "eff_500",
"info": "弓兵系2级。命中率高的远距离攻击部队。比起上一阶段增强了爆发力拥有更高的命中率。",
"trainingConsume": "17008&2|31001&200",
"upGradeConsume": "17009&2",
"trainingConsume": "17003&5|17011&5|17015&5|17019&5|17023&5|17027&5",
"upGradeConsume": "17031&2",
"hp": 116,
"atk": 117,
"def": 118,
@@ -404,8 +404,8 @@
"seid": "0&",
"effect": "eff_504",
"info": "弓兵系3级。命中率高的远距离攻击部队。比起上一阶段增加了攻击范围移动力也增强因此也可在艰险的地形使用。",
"trainingConsume": "17008&3|31001&300",
"upGradeConsume": "17009&3",
"trainingConsume": "17004&5|17012&5|17016&5|17020&5|17024&5|17028&5",
"upGradeConsume": "17032&2",
"hp": 117,
"atk": 118,
"def": 119,
@@ -427,8 +427,8 @@
"seid": "0&",
"effect": "eff_505",
"info": "弓兵系4级。命中率高的远距离攻击部队。比起上一阶段加强了物理攻击可给予敌人大伤害。",
"trainingConsume": "17008&4|31001&400",
"upGradeConsume": "17009&4",
"trainingConsume": "17005&5|17013&5|17017&5|17021&5|17025&5|17029&5",
"upGradeConsume": "17033&2",
"hp": 118,
"atk": 119,
"def": 120,
@@ -450,8 +450,8 @@
"seid": "0&",
"effect": "eff_505",
"info": "弓兵系5级。命中率高的远距离攻击部队。比起上一阶段加强了物理攻击。可趁敌人接近前击杀。",
"trainingConsume": "17008&5|31001&500",
"upGradeConsume": "17009&5",
"trainingConsume": "&",
"upGradeConsume": "&",
"hp": 0,
"atk": 0,
"def": 0,
@@ -473,8 +473,8 @@
"seid": "0&",
"effect": "eff_500",
"info": "武斗家系1级。爆发力强的特殊部队也能使用妨害系的策略。虽然比起步兵部队防御力较弱但是敏捷性与攻击力较高。",
"trainingConsume": "17010&1|31001&100",
"upGradeConsume": "17011&1",
"trainingConsume": "17002&5|17010&5|17014&5|17018&5|17022&5|17026&5",
"upGradeConsume": "17030&2",
"hp": 120,
"atk": 121,
"def": 122,
@@ -496,8 +496,8 @@
"seid": "0&",
"effect": "eff_500",
"info": "武斗家系2级。爆发力强的特殊部队比起上一阶段提升了物理攻击的防御率是近身肉搏的高手。",
"trainingConsume": "17010&2|31001&200",
"upGradeConsume": "17011&2",
"trainingConsume": "17003&5|17011&5|17015&5|17019&5|17023&5|17027&5",
"upGradeConsume": "17031&2",
"hp": 121,
"atk": 122,
"def": 123,
@@ -519,8 +519,8 @@
"seid": "0&",
"effect": "eff_500",
"info": "武斗家系3级。爆发力强的特殊部队比起上一阶段移动力增强适合当战斗的前锋。",
"trainingConsume": "17010&3|31001&300",
"upGradeConsume": "17011&3",
"trainingConsume": "17004&5|17012&5|17016&5|17020&5|17024&5|17028&5",
"upGradeConsume": "17032&2",
"hp": 122,
"atk": 123,
"def": 124,
@@ -542,8 +542,8 @@
"seid": "0&",
"effect": "eff_500",
"info": "武斗家系4级。爆发力强的特殊部队比起上一阶段全防御率进一步提升是我军的中坚力量。",
"trainingConsume": "17010&4|31001&400",
"upGradeConsume": "17011&4",
"trainingConsume": "17005&5|17013&5|17017&5|17021&5|17025&5|17029&5",
"upGradeConsume": "17033&2",
"hp": 123,
"atk": 124,
"def": 125,
@@ -565,8 +565,8 @@
"seid": "0&",
"effect": "eff_500",
"info": "武斗家系5级。爆发力强的特殊部队。比起上一阶段妨害系策略变强战斗时可站在前锋或在后方支援。",
"trainingConsume": "17010&5|31001&500",
"upGradeConsume": "17011&5",
"trainingConsume": "&",
"upGradeConsume": "&",
"hp": 0,
"atk": 0,
"def": 0,
@@ -588,8 +588,8 @@
"seid": "0&",
"effect": "eff_500",
"info": "策士系1级。使用攻击策略的文官部队。火系、水系、地系等策略是其专长。",
"trainingConsume": "17012&1|31001&100",
"upGradeConsume": "17013&1",
"trainingConsume": "17006&5|17010&5|17014&5|17018&5|17022&5|17026&5",
"upGradeConsume": "17030&2",
"hp": 125,
"atk": 126,
"def": 127,
@@ -611,8 +611,8 @@
"seid": "0&",
"effect": "eff_500",
"info": "策士系2级。使用攻击策略的文官部队。比起上一阶段火系策略较强变得更强悍。对精神力较差的敌人来说是个恐怖的对象。",
"trainingConsume": "17012&2|31001&200",
"upGradeConsume": "17013&2",
"trainingConsume": "17007&5|17011&5|17015&5|17019&5|17023&5|17027&5",
"upGradeConsume": "17031&2",
"hp": 126,
"atk": 127,
"def": 128,
@@ -634,8 +634,8 @@
"seid": "0&",
"effect": "eff_500",
"info": "策士系3级。使用攻击策略的文官部队。比起上一阶段移动力增强可快速支援策略。",
"trainingConsume": "17012&3|31001&300",
"upGradeConsume": "17013&3",
"trainingConsume": "17008&5|17012&5|17016&5|17020&5|17024&5|17028&5",
"upGradeConsume": "17032&2",
"hp": 127,
"atk": 128,
"def": 129,
@@ -657,8 +657,8 @@
"seid": "0&",
"effect": "eff_500",
"info": "策士系4级。使用攻击策略的文官部队。比起上一阶段精神力增强用策略给予敌人致命的打击。",
"trainingConsume": "17012&4|31001&400",
"upGradeConsume": "17013&4",
"trainingConsume": "17009&5|17013&5|17017&5|17021&5|17025&5|17029&5",
"upGradeConsume": "17033&2",
"hp": 128,
"atk": 129,
"def": 130,
@@ -680,8 +680,8 @@
"seid": "0&",
"effect": "eff_500",
"info": "策士系5级。使用攻击策略的文官部队。比起上一阶段精神力变得更强。达到极限的策略破坏力实际上非常惊人是个令人恐惧的部队。",
"trainingConsume": "17012&5|31001&500",
"upGradeConsume": "17013&5",
"trainingConsume": "&",
"upGradeConsume": "&",
"hp": 0,
"atk": 0,
"def": 0,
@@ -703,8 +703,8 @@
"seid": "0&",
"effect": "eff_500",
"info": "道士系1级。使用妨害策略的文官部队。不受气候或地形影响可以使用各种策略。",
"trainingConsume": "17014&1|31001&100",
"upGradeConsume": "17015&1",
"trainingConsume": "17006&5|17010&5|17014&5|17018&5|17022&5|17026&5",
"upGradeConsume": "17030&2",
"hp": 130,
"atk": 131,
"def": 132,
@@ -726,8 +726,8 @@
"seid": "0&",
"effect": "eff_500",
"info": "道士系2级。使用妨害策略的文官部队。比起上一阶段妨害系策略增强可使用更多的策略妨害敌人。",
"trainingConsume": "17014&2|31001&200",
"upGradeConsume": "17015&2",
"trainingConsume": "17007&5|17011&5|17015&5|17019&5|17023&5|17027&5",
"upGradeConsume": "17031&2",
"hp": 131,
"atk": 132,
"def": 133,
@@ -749,8 +749,8 @@
"seid": "0&",
"effect": "eff_500",
"info": "道士系3级。使用妨害策略的文官部队。比起上一阶段HP增强生存能力得以提高。",
"trainingConsume": "17014&3|31001&300",
"upGradeConsume": "17015&3",
"trainingConsume": "17008&5|17012&5|17016&5|17020&5|17024&5|17028&5",
"upGradeConsume": "17032&2",
"hp": 132,
"atk": 133,
"def": 134,
@@ -772,8 +772,8 @@
"seid": "0&",
"effect": "eff_500",
"info": "道士系4级。使用妨害策略的文官部队。比起上一阶段士气增强策略的暴击几率得到提高。",
"trainingConsume": "17014&4|31001&400",
"upGradeConsume": "17015&4",
"trainingConsume": "17009&5|17013&5|17017&5|17021&5|17025&5|17029&5",
"upGradeConsume": "17033&2",
"hp": 133,
"atk": 134,
"def": 135,
@@ -795,8 +795,8 @@
"seid": "0&",
"effect": "eff_500",
"info": "道士系5级。使用妨害策略的文官部队。比起上一阶段获得拥有特殊力量的策略在战场上给敌人制造各种各样的困难。",
"trainingConsume": "17014&5|31001&500",
"upGradeConsume": "17015&5",
"trainingConsume": "&",
"upGradeConsume": "&",
"hp": 0,
"atk": 0,
"def": 0,
@@ -818,8 +818,8 @@
"seid": "0&",
"effect": "eff_500",
"info": "风水师系1级。使用回复策略的文官部队。后方支援部队在大战中能大放异彩。",
"trainingConsume": "17016&1|31001&100",
"upGradeConsume": "17017&1",
"trainingConsume": "17006&5|17010&5|17014&5|17018&5|17022&5|17026&5",
"upGradeConsume": "17030&2",
"hp": 135,
"atk": 136,
"def": 137,
@@ -841,8 +841,8 @@
"seid": "0&",
"effect": "eff_500",
"info": "风水师系2级。使用回复策略的文官部队。比起上一阶段移动力增强可快速提供后方支援。",
"trainingConsume": "17016&2|31001&200",
"upGradeConsume": "17017&2",
"trainingConsume": "17007&5|17011&5|17015&5|17019&5|17023&5|17027&5",
"upGradeConsume": "17031&2",
"hp": 136,
"atk": 137,
"def": 138,
@@ -864,8 +864,8 @@
"seid": "0&",
"effect": "eff_500",
"info": "风水师系3级。使用回复策略的文官部队。比起上一阶段对间接伤害的防御增强可快速提供后方支援。",
"trainingConsume": "17016&3|31001&300",
"upGradeConsume": "17017&3",
"trainingConsume": "17008&5|17012&5|17016&5|17020&5|17024&5|17028&5",
"upGradeConsume": "17032&2",
"hp": 137,
"atk": 138,
"def": 139,
@@ -887,8 +887,8 @@
"seid": "0&",
"effect": "eff_500",
"info": "风水师系4级。使用回复策略的文官部队。比起上一阶段MP增加可提供更多的支援给我军。",
"trainingConsume": "17016&4|31001&400",
"upGradeConsume": "17017&4",
"trainingConsume": "17009&5|17013&5|17017&5|17021&5|17025&5|17029&5",
"upGradeConsume": "17033&2",
"hp": 138,
"atk": 139,
"def": 140,
@@ -910,8 +910,8 @@
"seid": "0&",
"effect": "eff_500",
"info": "风水师系5级。使用回复策略的文官部队。比起上一阶段学会更多治疗的策略是我军赖以生存的保障力量。",
"trainingConsume": "17016&5|31001&500",
"upGradeConsume": "17017&5",
"trainingConsume": "&",
"upGradeConsume": "&",
"hp": 0,
"atk": 0,
"def": 0,

View File

@@ -1323,51 +1323,51 @@
"id": 1133,
"name": "螺旋突刺Ⅰ",
"img": 1,
"type": 209,
"isShow": 1,
"gainvalue": "&",
"maxOnlyNum": 1,
"info": "&"
},
{
"id": 1134,
"name": "螺旋突刺Ⅱ",
"img": 1,
"type": 209,
"isShow": 1,
"gainvalue": "&",
"maxOnlyNum": 1,
"info": "&"
},
{
"id": 1135,
"name": "螺旋突刺Ⅲ",
"img": 1,
"type": 209,
"isShow": 1,
"gainvalue": "&",
"maxOnlyNum": 1,
"info": "&"
},
{
"id": 1136,
"name": "螺旋突刺Ⅳ",
"img": 1,
"type": 205,
"isShow": 1,
"gainvalue": "50&10&0&0",
"maxOnlyNum": 1,
"info": "攻击时有50%概率使自身额外获得10点怒气"
},
{
"id": 1134,
"name": "螺旋突刺Ⅱ",
"img": 1,
"type": 205,
"isShow": 1,
"gainvalue": "50&15&0&0",
"maxOnlyNum": 1,
"info": "攻击时有50%概率使自身额外获得15点怒气"
},
{
"id": 1135,
"name": "螺旋突刺Ⅲ",
"img": 1,
"type": 205,
"isShow": 1,
"gainvalue": "50&20&0&0",
"maxOnlyNum": 1,
"info": "攻击时有50%概率使自身额外获得20点怒气"
},
{
"id": 1136,
"name": "螺旋突刺Ⅳ",
"img": 1,
"type": 205,
"isShow": 1,
"gainvalue": "50&25&0&0",
"maxOnlyNum": 1,
"info": "攻击时有50%概率使自身额外获得25点怒气"
},
{
"id": 1137,
"name": "识破",
"name": "识破 I",
"img": 2,
"type": 999,
"isShow": 1,
"gainvalue": "&",
"gainvalue": "338&339",
"maxOnlyNum": 1,
"info": "&"
"info": "格挡率提升10%策防提升10%"
},
{
"id": 1138,
@@ -1375,9 +1375,9 @@
"img": 2,
"type": 999,
"isShow": 1,
"gainvalue": "&",
"gainvalue": "498&499",
"maxOnlyNum": 1,
"info": "&"
"info": "格挡率提升20%策防提升20%"
},
{
"id": 1139,
@@ -1385,9 +1385,9 @@
"img": 2,
"type": 999,
"isShow": 1,
"gainvalue": "&",
"gainvalue": "338&339",
"maxOnlyNum": 1,
"info": "&"
"info": "格挡率提升10%策防提升10%"
},
{
"id": 1140,
@@ -2641,37 +2641,7 @@
},
{
"id": 1265,
"name": "死战",
"img": 11,
"type": 204,
"isShow": 1,
"gainvalue": "&",
"maxOnlyNum": 1,
"info": "&"
},
{
"id": 1266,
"name": "死战Ⅱ",
"img": 11,
"type": 204,
"isShow": 1,
"gainvalue": "&",
"maxOnlyNum": 1,
"info": "&"
},
{
"id": 1267,
"name": "死战Ⅲ",
"img": 11,
"type": 204,
"isShow": 1,
"gainvalue": "&",
"maxOnlyNum": 1,
"info": "&"
},
{
"id": 1268,
"name": "死战Ⅳ",
"name": "死战 I",
"img": 11,
"type": 204,
"isShow": 1,
@@ -2680,24 +2650,54 @@
"info": "攻击时有50%概率生成一个基于自身最大生命值10%的护盾持续2回合"
},
{
"id": 1269,
"name": "擅守Ⅰ",
"img": 10,
"type": 999,
"id": 1266,
"name": "死战Ⅱ",
"img": 11,
"type": 204,
"isShow": 1,
"gainvalue": "50&69&0&0",
"maxOnlyNum": 1,
"info": "攻击时有50%概率生成一个基于自身最大生命值20%的护盾持续2回合"
},
{
"id": 1267,
"name": "死战Ⅲ",
"img": 11,
"type": 204,
"isShow": 1,
"gainvalue": "60&70&0&0",
"maxOnlyNum": 1,
"info": "攻击时有60%概率生成一个基于自身最大生命值30%的护盾持续2回合"
},
{
"id": 1268,
"name": "死战Ⅳ",
"img": 11,
"type": 204,
"isShow": 1,
"gainvalue": "&",
"maxOnlyNum": 1,
"info": "&"
},
{
"id": 1269,
"name": "擅守 I",
"img": 10,
"type": 999,
"isShow": 1,
"gainvalue": "374&375&376",
"maxOnlyNum": 1,
"info": "物理策略防御力各提升3%血量提升6%"
},
{
"id": 1270,
"name": "擅守Ⅱ",
"img": 10,
"type": 999,
"isShow": 1,
"gainvalue": "&",
"gainvalue": "502&503&504",
"maxOnlyNum": 1,
"info": "&"
"info": "物理策略防御力各提升5%血量提升10%"
},
{
"id": 1271,
@@ -3481,37 +3481,7 @@
},
{
"id": 1349,
"name": "阻塞",
"img": 13,
"type": 205,
"isShow": 1,
"gainvalue": "&",
"maxOnlyNum": 1,
"info": "&"
},
{
"id": 1350,
"name": "阻塞Ⅱ",
"img": 13,
"type": 205,
"isShow": 1,
"gainvalue": "&",
"maxOnlyNum": 1,
"info": "&"
},
{
"id": 1351,
"name": "阻塞Ⅲ",
"img": 13,
"type": 205,
"isShow": 1,
"gainvalue": "&",
"maxOnlyNum": 1,
"info": "&"
},
{
"id": 1352,
"name": "阻塞Ⅳ",
"name": "阻塞 I",
"img": 13,
"type": 205,
"isShow": 1,
@@ -3520,24 +3490,54 @@
"info": "攻击时有50%的概率额外获得怒气10点"
},
{
"id": 1353,
"name": "灵敏Ⅰ",
"img": 14,
"type": 999,
"id": 1350,
"name": "阻塞Ⅱ",
"img": 13,
"type": 205,
"isShow": 1,
"gainvalue": "50&20&0&0",
"maxOnlyNum": 1,
"info": "攻击时有50%的概率额外获得怒气20点"
},
{
"id": 1351,
"name": "阻塞Ⅲ",
"img": 13,
"type": 205,
"isShow": 1,
"gainvalue": "60&20&0&0",
"maxOnlyNum": 1,
"info": "攻击时有60%的概率额外获得怒气20点"
},
{
"id": 1352,
"name": "阻塞Ⅳ",
"img": 13,
"type": 205,
"isShow": 1,
"gainvalue": "&",
"maxOnlyNum": 1,
"info": "&"
},
{
"id": 1353,
"name": "灵敏 I",
"img": 14,
"type": 999,
"isShow": 1,
"gainvalue": "398&399",
"maxOnlyNum": 1,
"info": "命中率提升6%物理攻击提升6%"
},
{
"id": 1354,
"name": "灵敏Ⅱ",
"img": 14,
"type": 999,
"isShow": 1,
"gainvalue": "&",
"gainvalue": "505&506",
"maxOnlyNum": 1,
"info": "&"
"info": "命中率提升10%物理攻击提升10%"
},
{
"id": 1355,
@@ -3555,9 +3555,9 @@
"img": 14,
"type": 999,
"isShow": 1,
"gainvalue": "398&399",
"gainvalue": "&",
"maxOnlyNum": 1,
"info": "命中率提升6%物理攻击提升6%"
"info": "&"
},
{
"id": 1357,
@@ -5521,13 +5521,13 @@
},
{
"id": 1553,
"name": "诡道",
"name": "诡道 I",
"img": 7,
"type": 201,
"isShow": 1,
"gainvalue": "&",
"gainvalue": "50&0&24&20000",
"maxOnlyNum": 1,
"info": "&"
"info": "攻击时有50%的概率无视目标的20%策略防御"
},
{
"id": 1554,
@@ -5535,9 +5535,9 @@
"img": 7,
"type": 201,
"isShow": 1,
"gainvalue": "&",
"gainvalue": "50&0&24&30000",
"maxOnlyNum": 1,
"info": "&"
"info": "攻击时有50%的概率无视目标的30%策略防御"
},
{
"id": 1555,
@@ -5545,9 +5545,9 @@
"img": 7,
"type": 201,
"isShow": 1,
"gainvalue": "&",
"gainvalue": "50&0&24&40000",
"maxOnlyNum": 1,
"info": "&"
"info": "攻击时有50%的概率无视目标的40%策略防御"
},
{
"id": 1556,
@@ -5555,29 +5555,29 @@
"img": 7,
"type": 201,
"isShow": 1,
"gainvalue": "50&0&22&20000",
"maxOnlyNum": 1,
"info": "攻击时有50%的概率无视目标的20%策略防御"
},
{
"id": 1557,
"name": "老道Ⅰ",
"img": 8,
"type": 999,
"isShow": 1,
"gainvalue": "&",
"maxOnlyNum": 1,
"info": "&"
},
{
"id": 1557,
"name": "老道 I",
"img": 8,
"type": 999,
"isShow": 1,
"gainvalue": "452&453&454",
"maxOnlyNum": 1,
"info": "血量提升8%,物防, 策防各提升8%"
},
{
"id": 1558,
"name": "老道Ⅱ",
"img": 8,
"type": 999,
"isShow": 1,
"gainvalue": "&",
"gainvalue": "507&508&509",
"maxOnlyNum": 1,
"info": "&"
"info": "血量提升15%,物防, 策防各提升10%"
},
{
"id": 1559,
@@ -5595,9 +5595,9 @@
"img": 8,
"type": 999,
"isShow": 1,
"gainvalue": "452&453&454",
"gainvalue": "&",
"maxOnlyNum": 1,
"info": "血量提升8%,物防, 策防各提升8%"
"info": "&"
},
{
"id": 1561,
@@ -6241,37 +6241,7 @@
},
{
"id": 1625,
"name": "重锤猛击",
"img": 4,
"type": 201,
"isShow": 1,
"gainvalue": "&",
"maxOnlyNum": 1,
"info": "&"
},
{
"id": 1626,
"name": "重锤猛击Ⅱ",
"img": 4,
"type": 201,
"isShow": 1,
"gainvalue": "&",
"maxOnlyNum": 1,
"info": "&"
},
{
"id": 1627,
"name": "重锤猛击Ⅲ",
"img": 4,
"type": 201,
"isShow": 1,
"gainvalue": "&",
"maxOnlyNum": 1,
"info": "&"
},
{
"id": 1628,
"name": "重锤猛击Ⅳ",
"name": "重锤猛击I",
"img": 4,
"type": 201,
"isShow": 1,
@@ -6280,24 +6250,54 @@
"info": "攻击时有50%的概率造成目标昏迷1回合"
},
{
"id": 1629,
"name": "虎威Ⅰ",
"img": 5,
"type": 999,
"id": 1626,
"name": "重锤猛击Ⅱ",
"img": 4,
"type": 201,
"isShow": 1,
"gainvalue": "55&8&0&0",
"maxOnlyNum": 1,
"info": "攻击时有50%的概率造成目标昏迷1回合"
},
{
"id": 1627,
"name": "重锤猛击Ⅲ",
"img": 4,
"type": 201,
"isShow": 1,
"gainvalue": "65&8&0&0",
"maxOnlyNum": 1,
"info": "攻击时有50%的概率造成目标昏迷1回合"
},
{
"id": 1628,
"name": "重锤猛击Ⅳ",
"img": 4,
"type": 201,
"isShow": 1,
"gainvalue": "&",
"maxOnlyNum": 1,
"info": "&"
},
{
"id": 1629,
"name": "虎威 I",
"img": 5,
"type": 999,
"isShow": 1,
"gainvalue": "478&479&480",
"maxOnlyNum": 1,
"info": "血量上限提高8%物防策防各提升4%"
},
{
"id": 1630,
"name": "虎威Ⅱ",
"img": 5,
"type": 999,
"isShow": 1,
"gainvalue": "&",
"gainvalue": "510&511&512",
"maxOnlyNum": 1,
"info": "&"
"info": "血量上限提高10%物防策防各提升8%"
},
{
"id": 1631,
@@ -6315,9 +6315,9 @@
"img": 5,
"type": 999,
"isShow": 1,
"gainvalue": "478&479&480",
"gainvalue": "&",
"maxOnlyNum": 1,
"info": "血量上限提高8%物防策防各提升4%"
"info": "&"
},
{
"id": 1633,
@@ -8689,6 +8689,156 @@
"maxOnlyNum": 1,
"info": "策防提升6%"
},
{
"id": 498,
"name": "格挡率提升",
"img": 1,
"type": 101,
"isShow": 1,
"gainvalue": "11&20000",
"maxOnlyNum": 1,
"info": "提升20%"
},
{
"id": 499,
"name": "策防提升",
"img": 1,
"type": 102,
"isShow": 1,
"gainvalue": "5&20",
"maxOnlyNum": 1,
"info": "提升20%"
},
{
"id": 500,
"name": "狂怒",
"img": 1,
"type": 301,
"isShow": 1,
"gainvalue": "40&",
"maxOnlyNum": 1,
"info": "初始怒气提升到40点"
},
{
"id": 501,
"name": "暴怒",
"img": 1,
"type": 300,
"isShow": 1,
"gainvalue": "200&",
"maxOnlyNum": 1,
"info": "怒气上限提升至200点"
},
{
"id": 502,
"name": "血量提升",
"img": 1,
"type": 102,
"isShow": 1,
"gainvalue": "1&10",
"maxOnlyNum": 1,
"info": "提升6%"
},
{
"id": 503,
"name": "物防提升",
"img": 1,
"type": 102,
"isShow": 1,
"gainvalue": "4&5",
"maxOnlyNum": 1,
"info": "物防提升3%"
},
{
"id": 504,
"name": "策防提升",
"img": 1,
"type": 102,
"isShow": 1,
"gainvalue": "5&5",
"maxOnlyNum": 1,
"info": "策防提升3%"
},
{
"id": 505,
"name": "攻击力提升",
"img": 1,
"type": 102,
"isShow": 1,
"gainvalue": "2&10",
"maxOnlyNum": 1,
"info": "提升6%"
},
{
"id": 506,
"name": "命中提升",
"img": 1,
"type": 101,
"isShow": 1,
"gainvalue": "9&10000",
"maxOnlyNum": 1,
"info": "命中提升6%"
},
{
"id": 507,
"name": "血量提升",
"img": 1,
"type": 102,
"isShow": 1,
"gainvalue": "1&15",
"maxOnlyNum": 1,
"info": "血量提升15%"
},
{
"id": 508,
"name": "物防提升",
"img": 1,
"type": 102,
"isShow": 1,
"gainvalue": "4&10",
"maxOnlyNum": 1,
"info": "物防提升10%"
},
{
"id": 509,
"name": "策防提升",
"img": 1,
"type": 102,
"isShow": 1,
"gainvalue": "5&10",
"maxOnlyNum": 1,
"info": "策防提升10%"
},
{
"id": 510,
"name": "血量提升",
"img": 1,
"type": 102,
"isShow": 1,
"gainvalue": "1&10",
"maxOnlyNum": 1,
"info": "提升10%"
},
{
"id": 511,
"name": "物防提升",
"img": 1,
"type": 102,
"isShow": 1,
"gainvalue": "4&8",
"maxOnlyNum": 1,
"info": "物防提升8%"
},
{
"id": 512,
"name": "策防提升",
"img": 1,
"type": 102,
"isShow": 1,
"gainvalue": "5&8",
"maxOnlyNum": 1,
"info": "策防提升8%"
},
{
"id": 3001,
"name": "&",
@@ -9361,7 +9511,7 @@
},
{
"id": 3068,
"name": "投枪",
"name": "投枪I",
"img": 1,
"type": 1015,
"isShow": 1,
@@ -9371,13 +9521,13 @@
},
{
"id": 3069,
"name": "&",
"name": "投枪II",
"img": 1,
"type": 0,
"type": 1015,
"isShow": 1,
"gainvalue": "&",
"gainvalue": "2&13&30000&47",
"maxOnlyNum": 1,
"info": "&"
"info": "当攻击策略职业时伤害加深提升30%并同时给目标添加策略伤害加深降低debuff"
},
{
"id": 3070,
@@ -9401,7 +9551,7 @@
},
{
"id": 3072,
"name": "赦免",
"name": "赦免I",
"img": 1,
"type": 999,
"isShow": 1,
@@ -9411,13 +9561,13 @@
},
{
"id": 3073,
"name": "&",
"name": "赦免II",
"img": 1,
"type": 0,
"type": 999,
"isShow": 1,
"gainvalue": "&",
"gainvalue": "4013&4014",
"maxOnlyNum": 1,
"info": "&"
"info": "回复自身30%生命值并且自身的策略伤害减免提升30%"
},
{
"id": 3074,
@@ -9521,7 +9671,7 @@
},
{
"id": 3084,
"name": "突破",
"name": "突破 I",
"img": 1,
"type": 1017,
"isShow": 1,
@@ -9531,37 +9681,37 @@
},
{
"id": 3085,
"name": "&",
"name": "突破 II",
"img": 1,
"type": 0,
"type": 1017,
"isShow": 1,
"gainvalue": "&",
"gainvalue": "64&",
"maxOnlyNum": 1,
"info": "&"
"info": "攻击可以穿透到目标的身后,并且生成该技能伤害百分比的护盾"
},
{
"id": 3086,
"name": "&",
"img": 1,
"type": 0,
"type": 1017,
"isShow": 1,
"gainvalue": "&",
"maxOnlyNum": 1,
"info": "&"
"info": "攻击可以穿透到目标的身后,并且生成该技能伤害百分比的护盾"
},
{
"id": 3087,
"name": "&",
"img": 1,
"type": 0,
"type": 1017,
"isShow": 1,
"gainvalue": "&",
"maxOnlyNum": 1,
"info": "&"
"info": "攻击可以穿透到目标的身后,并且生成该技能伤害百分比的护盾"
},
{
"id": 3088,
"name": "坚壁",
"name": "坚壁 I",
"img": 1,
"type": 1003,
"isShow": 1,
@@ -9571,13 +9721,13 @@
},
{
"id": 3089,
"name": "&",
"name": "坚壁 II",
"img": 1,
"type": 0,
"type": 1003,
"isShow": 1,
"gainvalue": "&",
"gainvalue": "68&",
"maxOnlyNum": 1,
"info": "&"
"info": "给我方单位提升一个物理伤害减免提升的buff"
},
{
"id": 3090,
@@ -9601,7 +9751,7 @@
},
{
"id": 3092,
"name": "狙射",
"name": "狙射 I",
"img": 1,
"type": 1018,
"isShow": 1,
@@ -9611,13 +9761,13 @@
},
{
"id": 3093,
"name": "&",
"name": "狙射 II",
"img": 1,
"type": 0,
"type": 1018,
"isShow": 1,
"gainvalue": "&",
"gainvalue": "3&33&71",
"maxOnlyNum": 1,
"info": "&"
"info": "射击范围内的最多3个目标被攻击目标有33%的概率获得一个物理伤害加深减少30%的减益效果持续4回合"
},
{
"id": 3094,
@@ -9641,7 +9791,7 @@
},
{
"id": 3096,
"name": "鼓舞",
"name": "鼓舞 I",
"img": 1,
"type": 1003,
"isShow": 1,
@@ -9651,13 +9801,13 @@
},
{
"id": 3097,
"name": "&",
"name": "鼓舞 II",
"img": 1,
"type": 0,
"type": 1003,
"isShow": 1,
"gainvalue": "&",
"gainvalue": "72&",
"maxOnlyNum": 1,
"info": "&"
"info": "使我方指定目标获得幸运提升30%的效果持续4回合"
},
{
"id": 3098,
@@ -9761,7 +9911,7 @@
},
{
"id": 3108,
"name": "毒雾",
"name": "毒雾 I",
"img": 1,
"type": 1034,
"isShow": 1,
@@ -9771,13 +9921,13 @@
},
{
"id": 3109,
"name": "&",
"name": "毒雾 II",
"img": 1,
"type": 0,
"type": 1034,
"isShow": 1,
"gainvalue": "&",
"gainvalue": "73&74&0",
"maxOnlyNum": 1,
"info": "&"
"info": "攻击单个目标造成每回合30%策攻伤害的中毒效果持续4回合对已有中毒效果的单位立即生成一段毒伤害同时降低目标25%的敏捷持续3回合"
},
{
"id": 3110,
@@ -9801,7 +9951,7 @@
},
{
"id": 3112,
"name": "投毒",
"name": "投毒 I",
"img": 1,
"type": 1003,
"isShow": 1,
@@ -9811,13 +9961,13 @@
},
{
"id": 3113,
"name": "&",
"name": "投毒 II",
"img": 1,
"type": 0,
"type": 1003,
"isShow": 1,
"gainvalue": "&",
"gainvalue": "73&",
"maxOnlyNum": 1,
"info": "&"
"info": "附加中毒效果"
},
{
"id": 3114,
@@ -9841,7 +9991,7 @@
},
{
"id": 3116,
"name": "巨锤",
"name": "巨锤 I",
"img": 4,
"type": 1014,
"isShow": 1,
@@ -9851,13 +10001,13 @@
},
{
"id": 3117,
"name": "&",
"img": 1,
"type": 0,
"name": "巨锤 II",
"img": 4,
"type": 1014,
"isShow": 1,
"gainvalue": "&",
"gainvalue": "1&13&30000&0&0&0",
"maxOnlyNum": 1,
"info": "&"
"info": "强力攻击一个目标击退1格不能击退的情况下伤害加深提升30%"
},
{
"id": 3118,
@@ -9881,7 +10031,7 @@
},
{
"id": 3120,
"name": "虎痴",
"name": "虎痴 I",
"img": 5,
"type": 999,
"isShow": 1,
@@ -9891,13 +10041,13 @@
},
{
"id": 3121,
"name": "&",
"img": 1,
"type": 0,
"name": "虎痴 II",
"img": 5,
"type": 999,
"isShow": 1,
"gainvalue": "&",
"gainvalue": "4015&4016",
"maxOnlyNum": 1,
"info": "&"
"info": "根据自身攻击力回血并且提升自身伤害减免持续2次"
},
{
"id": 3122,
@@ -13289,6 +13439,46 @@
"maxOnlyNum": 1,
"info": "召唤2只狼"
},
{
"id": 4013,
"name": "赦免",
"img": 1,
"type": 1016,
"isShow": 1,
"gainvalue": "30&",
"maxOnlyNum": 1,
"info": "恢复自身20%的血量"
},
{
"id": 4014,
"name": "赦免添加buff",
"img": 1,
"type": 1003,
"isShow": 1,
"gainvalue": "67&",
"maxOnlyNum": 1,
"info": "策略伤害减免提升30%持续5回合"
},
{
"id": 4015,
"name": "虎痴(回血)",
"img": 1,
"type": 1020,
"isShow": 1,
"gainvalue": "2&20",
"maxOnlyNum": 1,
"info": "恢复自身攻击力20%的血量"
},
{
"id": 4016,
"name": "虎痴(伤害减免)",
"img": 1,
"type": 1003,
"isShow": 1,
"gainvalue": "75&",
"maxOnlyNum": 1,
"info": "给自身添加伤害减免上升"
},
{
"id": 6001,
"name": "强兵",

View File

@@ -58,7 +58,7 @@
},
{
"id": 4,
"name": "长枪投射",
"name": "长枪投射I",
"hurt_formula": " (ownAtk*2*ownTerAddtion/100 - oppoDef*oppoTerAddtion/100)*(1 + ownDamInc/100000 - oppoDamDec/100000)",
"gain_formula": "&",
"rage_cost": 100,
@@ -77,7 +77,7 @@
},
{
"id": 5,
"name": "赦免",
"name": "赦免I",
"hurt_formula": 0,
"gain_formula": "&",
"rage_cost": 0,
@@ -96,7 +96,7 @@
},
{
"id": 6,
"name": "连珠三箭",
"name": "连珠三箭 I",
"hurt_formula": " (ownAtk*1.2*ownTerAddtion/100 - oppoDef*oppoTerAddtion/100)*(1 + ownDamInc/100000 - oppoDamDec/100000)",
"gain_formula": "&",
"rage_cost": 100,
@@ -115,7 +115,7 @@
},
{
"id": 7,
"name": "鼓舞",
"name": "鼓舞 I",
"hurt_formula": 0,
"gain_formula": "&",
"rage_cost": 0,
@@ -172,7 +172,7 @@
},
{
"id": 10,
"name": "巨锤震击",
"name": "巨锤震击 I",
"hurt_formula": " (ownAtk*2*ownTerAddtion/100 - oppoDef*oppoTerAddtion/100)*(1 + ownDamInc/100000 - oppoDamDec/100000)",
"gain_formula": "&",
"rage_cost": 100,
@@ -191,7 +191,7 @@
},
{
"id": 11,
"name": "虎痴",
"name": "虎痴 I",
"hurt_formula": 0,
"gain_formula": "&",
"rage_cost": 0,
@@ -248,7 +248,7 @@
},
{
"id": 14,
"name": "敌阵突破",
"name": "敌阵突破 I",
"hurt_formula": " (ownAtk*2*ownTerAddtion/100 - oppoDef*oppoTerAddtion/100)*(1 + ownDamInc/100000 - oppoDamDec/100000)",
"gain_formula": "&",
"rage_cost": 100,
@@ -267,7 +267,7 @@
},
{
"id": 15,
"name": "坚壁",
"name": "坚壁 I",
"hurt_formula": 0,
"gain_formula": "&",
"rage_cost": 0,
@@ -359,5 +359,195 @@
"skill_info": "召唤2只狼",
"skilNameImage": 7,
"skillSceneSpine": "nuqijidonghuablue"
},
{
"id": 20,
"name": "长枪投射II",
"hurt_formula": " (ownAtk*3*ownTerAddtion/100 - oppoDef*oppoTerAddtion/100)*(1 + ownDamInc/100000 - oppoDamDec/100000)",
"gain_formula": "&",
"rage_cost": 100,
"cd": 0,
"attack_area": 2,
"strike_area": 1,
"object": 0,
"skill_class": 1,
"effect": "3069&",
"actionName": "skill1",
"secondActionName": "&",
"oppoSecondActionName": "skill1_B",
"skill_info": "远距离投射长枪对目标造成300%的伤害目标为策略职业时伤害提升30%并且给目标添加一个策略伤害加深降低20%的效果持续4回合",
"skilNameImage": 1,
"skillSceneSpine": "nuqijidonghuablue"
},
{
"id": 21,
"name": "赦免II",
"hurt_formula": 0,
"gain_formula": "&",
"rage_cost": 0,
"cd": 3,
"attack_area": 5,
"strike_area": 1,
"object": 1,
"skill_class": 2,
"effect": "3072&",
"actionName": "skill2",
"secondActionName": "&",
"oppoSecondActionName": "&",
"skill_info": "回复自身10%生命值并且自身的策略伤害减免上升20%持续2回合",
"skilNameImage": 0,
"skillSceneSpine": "&"
},
{
"id": 22,
"name": "敌阵突破 II",
"hurt_formula": " (ownAtk*3*ownTerAddtion/100 - oppoDef*oppoTerAddtion/100)*(1 + ownDamInc/100000 - oppoDamDec/100000)",
"gain_formula": "&",
"rage_cost": 100,
"cd": 0,
"attack_area": 3,
"strike_area": 1,
"object": 0,
"skill_class": 1,
"effect": "3085&",
"actionName": "skill1",
"secondActionName": "&",
"oppoSecondActionName": "&",
"skill_info": "向目标冲锋造成300%伤害同时会生成自身攻击30%的护盾持续4回合冲锋会位移到目标的身后",
"skilNameImage": 4,
"skillSceneSpine": "nuqijidonghuablue"
},
{
"id": 23,
"name": "坚壁 II",
"hurt_formula": 0,
"gain_formula": "&",
"rage_cost": 0,
"cd": 3,
"attack_area": 2,
"strike_area": 1,
"object": 1,
"skill_class": 2,
"effect": "3089&",
"actionName": "skill2",
"secondActionName": "&",
"oppoSecondActionName": "&",
"skill_info": "使我方指定目标获得物理伤害减免提升30%持续2回合",
"skilNameImage": 0,
"skillSceneSpine": "&"
},
{
"id": 24,
"name": "连珠三箭 II",
"hurt_formula": " (ownAtk*1.5*ownTerAddtion/100 - oppoDef*oppoTerAddtion/100)*(1 + ownDamInc/100000 - oppoDamDec/100000)",
"gain_formula": "&",
"rage_cost": 100,
"cd": 0,
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"effect": "3093&",
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"secondActionName": "&",
"oppoSecondActionName": "&",
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"skilNameImage": 2,
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"effect": "3097&",
"actionName": "skill2",
"secondActionName": "&",
"oppoSecondActionName": "&",
"skill_info": "使我方指定目标获得幸运提升20%的效果持续4回合",
"skilNameImage": 0,
"skillSceneSpine": "&"
},
{
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"effect": "3109&",
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"skill_info": "对范围内目标进行毒雾攻击造成120%伤害附加中毒效果造成每回合30%策攻伤害持续4回合对已有中毒效果的单位立即生成一段毒伤害同时降低目标20%的敏捷持续3回合",
"skilNameImage": 3,
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"name": "巨锤震击 II",
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"skill_info": "恢复自身20%攻击力的血量并且给自身附加伤害减免15%4回合内作用2次",
"skilNameImage": 0,
"skillSceneSpine": "&"
}
]

View File

@@ -973,5 +973,155 @@
"img": 44,
"info": "回春状态描述文字",
"showOnChar": "回春"
},
{
"buffId": 66,
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"buffOrDebuff": 1,
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"dotOrHot": 0,
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"info": "策略伤害加深降低20%",
"showOnChar": "增伤↓"
},
{
"buffId": 67,
"type": 34,
"name": "策略伤害减免上升 ",
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"round": 5,
"times": 0,
"cover": 1,
"buffOrDebuff": 0,
"gainvalue": "30000&",
"dotOrHot": 0,
"img": 7,
"info": "策略伤害减免上升30%",
"showOnChar": "减伤↑"
},
{
"buffId": 68,
"type": 28,
"name": "伤害减免上升",
"maxOlyNum": 1,
"round": 2,
"times": 0,
"cover": 1,
"buffOrDebuff": 0,
"gainvalue": "30000&",
"dotOrHot": 0,
"img": 8,
"info": "伤害减免增加30%",
"showOnChar": "减伤↑"
},
{
"buffId": 69,
"type": 5,
"name": "护盾(生命百分比)",
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"round": 2,
"times": 0,
"cover": 1,
"buffOrDebuff": 0,
"gainvalue": "1&20",
"dotOrHot": 0,
"img": 19,
"info": "可以抵消自身生命20%伤害的护盾",
"showOnChar": "护盾"
},
{
"buffId": 70,
"type": 5,
"name": "护盾(生命百分比)",
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"times": 0,
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"buffOrDebuff": 0,
"gainvalue": "1&30",
"dotOrHot": 0,
"img": 19,
"info": "可以抵消自身生命30%伤害的护盾",
"showOnChar": "护盾"
},
{
"buffId": 71,
"type": 31,
"name": "物理伤害加深下降",
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"round": 4,
"times": 0,
"cover": 1,
"buffOrDebuff": 1,
"gainvalue": "30000&",
"dotOrHot": 0,
"img": 7,
"info": "攻击时物理伤害加深下降30%",
"showOnChar": "增伤↓"
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{
"buffId": 72,
"type": 22,
"name": "幸运上升 ",
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"round": 4,
"times": 0,
"cover": 1,
"buffOrDebuff": 0,
"gainvalue": "30&",
"dotOrHot": 0,
"img": 8,
"info": "幸运上升30%",
"showOnChar": "幸运↑"
},
{
"buffId": 73,
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"round": 4,
"times": 0,
"cover": 1,
"buffOrDebuff": 1,
"gainvalue": "1&30",
"dotOrHot": 1,
"img": 1,
"info": "每回合造成30%策攻的中毒伤害",
"showOnChar": "中毒"
},
{
"buffId": 74,
"type": 21,
"name": "敏捷下降",
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"round": 3,
"times": 0,
"cover": 1,
"buffOrDebuff": 1,
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"img": 7,
"info": "敏捷下降25%",
"showOnChar": "敏捷↓"
},
{
"buffId": 75,
"type": 28,
"name": "伤害减免上升 ",
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"times": 2,
"cover": 0,
"buffOrDebuff": 0,
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"img": 8,
"info": "伤害减免上升15%",
"showOnChar": "减伤↑"
}
]

View File

@@ -1,352 +1,352 @@
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