战力计算

This commit is contained in:
mamengke01
2020-12-11 21:03:14 +08:00
parent 4d649f46a8
commit b411c5efe0
18 changed files with 2741 additions and 1566 deletions
@@ -5,7 +5,7 @@ import { resResult, getItems, decodeStr } from '../../../pubUtils/util';
import { STATUS } from '../../../consts/statusCode'; import { STATUS } from '../../../consts/statusCode';
import {HeroModel} from '../../../db/Hero'; import {HeroModel} from '../../../db/Hero';
import {CURRENCY_BY_TYPE, CURRENCY_TYPE, ITID, CONSUME_TYPE, HERO_GROW_MAX} from '../../../consts/consts'; 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 { ABI_STAGE } from '../../../consts/abilityConst';
import { RoleModel } from '../../../db/Role'; import { RoleModel } from '../../../db/Role';
@@ -280,7 +280,7 @@ export class HeroHandler {
let roleId: string = session.get('roleId'); let roleId: string = session.get('roleId');
let sid: string = session.get('sid'); let sid: string = session.get('sid');
let { hid } = msg; let { hid } = msg;
let hero = await HeroModel.findByHidAndRole(hid, roleId); let hero = await HeroModel.findByHidAndRole(hid, roleId, false);
if (!hero) if (!hero)
return resResult(STATUS.HERO_NOT_FIND); return resResult(STATUS.HERO_NOT_FIND);
let heroJob = getJobInfoById(hero.job); let heroJob = getJobInfoById(hero.job);
@@ -307,7 +307,7 @@ export class HeroHandler {
let roleId: string = session.get('roleId'); let roleId: string = session.get('roleId');
let sid: string = session.get('sid'); let sid: string = session.get('sid');
let { hid } = msg; let { hid } = msg;
let hero = await HeroModel.findByHidAndRole(hid, roleId); let hero = await HeroModel.findByHidAndRole(hid, roleId, false);
if (!hero) if (!hero)
return resResult(STATUS.HERO_NOT_FIND); return resResult(STATUS.HERO_NOT_FIND);
let heroJob = getJobInfoById(hero.job); let heroJob = getJobInfoById(hero.job);
@@ -329,26 +329,41 @@ export class HeroHandler {
} }
//激活羁绊 //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 roleId: string = session.get('roleId');
let sid: string = session.get('sid'); let sid: string = session.get('sid');
let { hid, id } = msg; let { shipId } = msg;
let friendShip = getFriendShipById(id); let shipHidAndLevel = getHidAndLevelByShipId(shipId);
if (!friendShip) if (!shipHidAndLevel)
return resResult(STATUS.HERO_CONECTION_IS_EXIT); return resResult(STATUS.HERO_CONECTION_IS_NOT_EXIT);
if (friendShip.actorId != hid) let hero = await HeroModel.findByHidAndRole(shipHidAndLevel.actorId, roleId, false);
return resResult(STATUS.WRONG_PARMS);
let hero = await HeroModel.findByHidAndRole(hid, roleId);
if (!hero) if (!hero)
return resResult(STATUS.HERO_NOT_FIND); return resResult(STATUS.HERO_NOT_FIND);
if (!!_.findWhere(hero.conections, {id:id})) let flag = true;
return resResult(STATUS.HERO_CONECTION_IS_EXIT); 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) if (hero.star < friendShip.level)
return resResult(STATUS.NOT_REACH_UNLOCK_LEVEL); return resResult(STATUS.NOT_REACH_UNLOCK_LEVEL);
let heroIds = friendShip.memberId.split('|'); let hids = friendShip.hids;
for (let heroId of heroIds) { for (let hid of hids) {
let member = await HeroModel.findByHidAndRole(heroId, roleId); if (hid == shipHidAndLevel.actorId)
if(!member) continue;
let member = await HeroModel.findByHidAndRole(hid, roleId, false);
if (!member)
return resResult(STATUS.HERO_NOT_FIND); return resResult(STATUS.HERO_NOT_FIND);
if (member.star < friendShip.level) if (member.star < friendShip.level)
return resResult(STATUS.NOT_REACH_UNLOCK_LEVEL); return resResult(STATUS.NOT_REACH_UNLOCK_LEVEL);
@@ -357,9 +372,6 @@ export class HeroHandler {
if(!result) { if(!result) {
return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH); return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH);
} }
hero.conections.push({
id : id
});
//重算战力并下发 //重算战力并下发
let heros = await calPlayerCeAndSave(sid, roleId, [hero]); let heros = await calPlayerCeAndSave(sid, roleId, [hero]);
return resResult(STATUS.SUCCESS, { hid : heros[0].hid, conections : heros[0].conections}); 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 roleId: string = session.get('roleId');
let sid: string = session.get('sid'); let sid: string = session.get('sid');
let { hid, items } = msg; let { hid, items } = msg;
let hero = await HeroModel.findByHidAndRole(hid, roleId); let hero = await HeroModel.findByHidAndRole(hid, roleId, false);
if (!hero) if (!hero)
return resResult(STATUS.HERO_NOT_FIND); return resResult(STATUS.HERO_NOT_FIND);
let friendShipLevels = getFriendShipLevels(); let friendShipLevels = getFriendShipLevels();
@@ -412,7 +424,7 @@ export class HeroHandler {
let skinInfo = getFashionsById(id); let skinInfo = getFashionsById(id);
if (!skinInfo) if (!skinInfo)
return resResult(STATUS.HERO_SKIN_NOT_FIND); 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) if (!hero)
return resResult(STATUS.HERO_NOT_FIND); return resResult(STATUS.HERO_NOT_FIND);
let result = false; let result = false;
+51 -23
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@@ -6,43 +6,71 @@ import { ActionPointModel } from '../db/ActionPoint';
import { HERO_SYSTEM_TYPE } from '../consts/consts'; import { HERO_SYSTEM_TYPE } from '../consts/consts';
import { pinus } from 'pinus'; import { pinus } from 'pinus';
import { STATUS } from '../consts/statusCode'; import { STATUS } from '../consts/statusCode';
import {resResult } from '../pubUtils/util'; import { resResult } from '../pubUtils/util';
import {HeroModel} from '../db/Hero'; import { HeroModel } from '../db/Hero';
import {RoleModel} from '../db/Role'; 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 //战力计算TODO
export function calPlayerCe(hero:any, type: number, args: Array<number>) { export function calPlayerCe(hero: any, type: number, args: Array<number>) {
let ce = 0; let incCe = 0;
let incAttr; let incArr = {};
if (HERO_SYSTEM_TYPE.STAR == 1) { let reIncAttr;
incAttr = calHeroStarIncAttr(hero, args); if (type == HERO_SYSTEM_TYPE.STAR) {
} reIncAttr = calHeroStarIncAttr(hero, args);
return ce; } 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 //修改并下发战力
export async function calPlayerCeAndSave(sid: string, roleId: string, heros:Array<any>, type?: number, args?: Array<number>) { export async function calPlayerCeAndSave(sid: string, roleId: string, heros: Array<any>, type?: number, args?: Array<number>) {
let playerCe = 0; let incPlayerCe = 0;
let pushHeros = []; let pushHeros = [];
for (let hero of heros) { for (let hero of heros) {
hero.ce = calPlayerCe(hero, type, args); let incHeroCe = calPlayerCe(hero, type, args);
playerCe = playerCe + hero.ce; incPlayerCe += incHeroCe;
await hero.save(); await hero.save();
pushHeros.push({ pushHeros.push({
hid: hero.hid, hid: hero.hid,
ce: hero.ce ce: hero.ce,
incHeroCe : incHeroCe,
}); });
} }
let role = await RoleModel.findOne({roleId}); let role = await RoleModel.findOne({ roleId });
role.ce = playerCe; role.ce += incPlayerCe;
await role.save(); await role.save();
//下发战力 //下发战力
let uids = [{uid: roleId, sid}]; let uids = [{ uid: roleId, sid }];
pinus.app.get('channelService').pushMessageByUids('onPlayerCeUpdate', resResult(STATUS.SUCCESS, {ce: playerCe, heros:pushHeros, topFiveCe:0}), uids); pinus.app.get('channelService').pushMessageByUids('onPlayerCeUpdate', resResult(STATUS.SUCCESS, { ce: role.ce, heros: pushHeros, topFiveCe: 0 }), uids);
return heros; return heros;
} }
export function calHeroStarIncAttr (hero:any, args: Array<number>) { export function calHeroStarIncAttr(hero: any, args: Array<number>) {
let incHp = 0; return {};//属性增量可以是多个
return {incHp};//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;
} }
+38 -10
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@@ -4,7 +4,7 @@
* 属性 id * 属性 id
*/ */
export enum ABI_TYPE{ export enum ABI_TYPE {
/**生命 */ /**生命 */
ABI_HP = 1, ABI_HP = 1,
/**物攻 */ /**物攻 */
@@ -40,19 +40,19 @@ export enum ABI_TYPE{
ABI_BLOOD_SUCK = 16, ABI_BLOOD_SUCK = 16,
/**怒气 */ /**怒气 */
ABI_AP = 17, ABI_AP = 17,
ABI_MAX, ABI_MAX,
} }
export enum SEID_TYPE{ export enum SEID_TYPE {
/**属性固定值加成(数值) */ /**属性固定值加成(数值) */
TYPE101 = 101, TYPE101 = 101,
/**属性固定值加成(百分比) */ /**属性固定值加成(百分比) */
TYPE102 = 102, TYPE102 = 102,
} }
export enum ABI_STAGE { export enum ABI_STAGE {
START = 0, START = 0,
HP = 1, HP = 1,
ATK = 2, ATK = 2,
@@ -61,4 +61,32 @@ export enum ABI_TYPE{
AGI = 5, AGI = 5,
LUK = 6, LUK = 6,
END = 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,
};
+2 -1
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@@ -23,7 +23,8 @@ export const ACTION_POIN = {
}; };
//武将养成系统分类 //武将养成系统分类
export const HERO_SYSTEM_TYPE = { export const HERO_SYSTEM_TYPE = {
STAR:1, STAR: 1,
TRAIN: 5,
}; };
export const BATTLE_REWARD_TYPE = { export const BATTLE_REWARD_TYPE = {
+2 -1
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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'}, 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_NOT_FIND: {code: 30303, simStr: '时装不存在'},
HERO_SKIN_IS_EXIST: {code: 30304, simStr: '时装已存在'}, 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'}, 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 // 社交相关状态 40000 - 49999
// 运营模块相关状态 50000 - 59999 // 运营模块相关状态 50000 - 59999
+6 -4
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@@ -10,7 +10,9 @@ import { COUNTER } from '../consts/consts';
class Connect { class Connect {
@prop({ required: true }) @prop({ required: true })
id: number; shipId: number;
@prop({ required: true })
level: number;
} }
class Skin { class Skin {
@@ -63,9 +65,9 @@ export default class Hero extends BaseModel {
@prop({ required: true, default: 0 }) @prop({ required: true, default: 0 })
ce: number; // 武将战力 ce: number; // 武将战力
@prop({ required: true, default: 0 }) @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: {} }) @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 }) @prop({ required: true, default: 1 })
star: number; // 星级 star: number; // 星级
@@ -95,7 +97,7 @@ export default class Hero extends BaseModel {
@prop({ ref: Equip, type: mongoose.Schema.Types.ObjectId }) @prop({ ref: Equip, type: mongoose.Schema.Types.ObjectId })
equips: Ref<Equip>[]; // 武将装备引用数组 equips: Ref<Equip>[]; // 武将装备引用数组
public static async findByRole(roleId: string, lean = true) { public static async findByRole(roleId: string, lean = true) {
const heros = await HeroModel.find({ roleId }).populate('equips').lean(lean); const heros = await HeroModel.find({ roleId }).populate('equips').lean(lean);
return heros || []; return heros || [];
+1 -1
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@@ -77,7 +77,7 @@ export default class Role extends BaseModel {
lv: number; // 主公等级 lv: number; // 主公等级
@prop({ required: true, default: 0 }) @prop({ required: true, default: 0 })
ce: number; // 总战力 ce: number; // 总战力
@prop({ required: true, default: 0 }) @prop({ required: true, default: {} })
globalCeAttr: CeAttr; // 总战力 globalCeAttr: CeAttr; // 总战力
@prop({ required: true, default: 0 }) @prop({ required: true, default: 0 })
topFiveCe: number; // 最强5人战力 topFiveCe: number; // 最强5人战力
+19 -6
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@@ -27,8 +27,9 @@ const blueprtToWar = new Map<number, number>();
const goodInfo = new Map<number, any>(); const goodInfo = new Map<number, any>();
const blueprt = new Map<number, Array<number>>(); const blueprt = new Map<number, Array<number>>();
const blueprtCompose = new Map<number, any>(); 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 fashions = new Map<number, any>();
const fiendShipHidAandIds = new Map<number, {actorId: number, level:number}>();
function parseWarData() { function parseWarData() {
let result = null; let result = null;
for (let filename of wars) { for (let filename of wars) {
@@ -254,7 +255,13 @@ function parseFiendShips() {
const data = gamedata['jsons'][file] || []; const data = gamedata['jsons'][file] || [];
data.forEach(elem => { data.forEach(elem => {
if (elem && elem.id) { 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]; var name = file.split('.')[0];
try { try {
gamedata[folder][name] = JSON.parse( 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) { } catch(e) {
console.error(e); console.error(e);
@@ -361,6 +368,7 @@ export function getJobInfoById(jid: number) {
const jobInfo = jobInfos.get(jid); const jobInfo = jobInfos.get(jid);
return jobInfo; return jobInfo;
} }
export function getMaxGradeByjobClass(jobClass: number) { export function getMaxGradeByjobClass(jobClass: number) {
const job = jobClassMaxGrades.get(jobClass); const job = jobClassMaxGrades.get(jobClass);
return job?.jobid; return job?.jobid;
@@ -474,8 +482,13 @@ export function getBlueprtComposeByQuality(quality: number) {
export function getFashionsById(id:number) { export function getFashionsById(id:number) {
return fashions.get(id); 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() { export function getFriendShipLevels() {
@@ -483,6 +496,6 @@ export function getFriendShipLevels() {
return gamedata['jsons'][file] || []; return gamedata['jsons'][file] || [];
} }
export function getJobByGradeAndClass(jobClass:number, grade: number) { export function getJobByGradeAndClass(jobClass: number, grade: number) {
return jobClassAndgrades.get(jobClass +'_' + grade); return jobClassAndgrades.get(jobClass +'_' + grade);
} }
+7 -7
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@@ -1,9 +1,9 @@
[ [
{ {
"IsTestService":true, "IsTestService":true,
"OpenIosAliPay":false, "OpenIosAliPay":false,
"GuideSwitch":true, "GuideSwitch":true,
"GENERAL_EQUIPMENT_DEFAULT_LEVEL":7, "GENERAL_EQUIPMENT_DEFAULT_LEVEL":7,
"ServiceSign":"guanfu" "ServiceSign":"guanfu"
} }
] ]
File diff suppressed because it is too large Load Diff
+57 -57
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@@ -1,58 +1,58 @@
[ [
{ {
"mpid": 1, "mpid": 1,
"name": "单体伤害", "name": "单体伤害",
"cname": "攻击单个目标", "cname": "攻击单个目标",
"json": "[{\"x\":0,\"y\":0}]", "json": "[{\"x\":0,\"y\":0}]",
"penetration": "&" "penetration": "&"
}, },
{ {
"mpid": 2, "mpid": 2,
"name": "近身伤害", "name": "近身伤害",
"cname": "攻击最多8个目标", "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}]", "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": "&" "penetration": "&"
}, },
{ {
"mpid": 3, "mpid": 3,
"name": "远程伤害", "name": "远程伤害",
"cname": "攻击近中距12格", "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}]", "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": "&" "penetration": "&"
}, },
{ {
"mpid": 4, "mpid": 4,
"name": "广域伤害", "name": "广域伤害",
"cname": "攻击近中远距24格", "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}]", "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": "&" "penetration": "&"
}, },
{ {
"mpid": 5, "mpid": 5,
"name": "近身伤害 全", "name": "近身伤害 全",
"cname": "攻击9格范围", "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}]", "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": "&" "penetration": "&"
}, },
{ {
"mpid": 6, "mpid": 6,
"name": "远程伤害 全", "name": "远程伤害 全",
"cname": "攻击近中距13格", "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}]", "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": "&" "penetration": "&"
}, },
{ {
"mpid": 7, "mpid": 7,
"name": "广域伤害 全", "name": "广域伤害 全",
"cname": "攻击近中远距25格", "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}]", "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": "&" "penetration": "&"
}, },
{ {
"mpid": 8, "mpid": 8,
"name": "横扫", "name": "横扫",
"cname": "面前三格", "cname": "面前三格",
"json": "[{\"x\":0,\"y\":0}]", "json": "[{\"x\":0,\"y\":0}]",
"penetration": "1&1" "penetration": "1&1"
} }
] ]
+58 -58
View File
@@ -1,8 +1,8 @@
[ [
{ {
"id": 1, "id": 1,
"rSpine": "cacao1", "rSpine": "LH_jiaxu",
"sSpine": "cacao1", "sSpine": "jiaxu",
"skill": "1&12|2&13", "skill": "1&12|2&13",
"seid": "344&456&234", "seid": "344&456&234",
"globalAttr": "1&2000|2&500", "globalAttr": "1&2000|2&500",
@@ -11,8 +11,8 @@
}, },
{ {
"id": 2, "id": 2,
"rSpine": "cacao2", "rSpine": "LH_jiaxu",
"sSpine": "cacao2", "sSpine": "jiaxu",
"skill": "1&12|2&13", "skill": "1&12|2&13",
"seid": "344&456&235", "seid": "344&456&235",
"globalAttr": "1&2000|2&501", "globalAttr": "1&2000|2&501",
@@ -21,8 +21,8 @@
}, },
{ {
"id": 3, "id": 3,
"rSpine": "cacao3", "rSpine": "LH_jiaxu",
"sSpine": "cacao3", "sSpine": "jiaxu",
"skill": "1&12|2&13", "skill": "1&12|2&13",
"seid": "344&456&236", "seid": "344&456&236",
"globalAttr": "1&2000|2&502", "globalAttr": "1&2000|2&502",
@@ -31,8 +31,8 @@
}, },
{ {
"id": 4, "id": 4,
"rSpine": "cacao4", "rSpine": "LH_jiaxu",
"sSpine": "cacao4", "sSpine": "jiaxu",
"skill": "1&12|2&13", "skill": "1&12|2&13",
"seid": "344&456&237", "seid": "344&456&237",
"globalAttr": "1&2000|2&503", "globalAttr": "1&2000|2&503",
@@ -41,8 +41,8 @@
}, },
{ {
"id": 5, "id": 5,
"rSpine": "cacao5", "rSpine": "LH_jiaxu",
"sSpine": "cacao5", "sSpine": "jiaxu",
"skill": "1&12|2&13", "skill": "1&12|2&13",
"seid": "344&456&238", "seid": "344&456&238",
"globalAttr": "1&2000|2&504", "globalAttr": "1&2000|2&504",
@@ -51,8 +51,8 @@
}, },
{ {
"id": 6, "id": 6,
"rSpine": "cacao6", "rSpine": "LH_jiaxu",
"sSpine": "cacao6", "sSpine": "jiaxu",
"skill": "1&12|2&13", "skill": "1&12|2&13",
"seid": "344&456&239", "seid": "344&456&239",
"globalAttr": "1&2000|2&505", "globalAttr": "1&2000|2&505",
@@ -61,8 +61,8 @@
}, },
{ {
"id": 7, "id": 7,
"rSpine": "cacao7", "rSpine": "LH_jiaxu",
"sSpine": "cacao7", "sSpine": "jiaxu",
"skill": "1&12|2&13", "skill": "1&12|2&13",
"seid": "344&456&240", "seid": "344&456&240",
"globalAttr": "1&2000|2&506", "globalAttr": "1&2000|2&506",
@@ -71,8 +71,8 @@
}, },
{ {
"id": 8, "id": 8,
"rSpine": "cacao8", "rSpine": "LH_jiaxu",
"sSpine": "cacao8", "sSpine": "jiaxu",
"skill": "1&12|2&13", "skill": "1&12|2&13",
"seid": "344&456&241", "seid": "344&456&241",
"globalAttr": "1&2000|2&507", "globalAttr": "1&2000|2&507",
@@ -81,8 +81,8 @@
}, },
{ {
"id": 9, "id": 9,
"rSpine": "cacao9", "rSpine": "LH_jiaxu",
"sSpine": "cacao9", "sSpine": "jiaxu",
"skill": "1&12|2&13", "skill": "1&12|2&13",
"seid": "344&456&242", "seid": "344&456&242",
"globalAttr": "1&2000|2&508", "globalAttr": "1&2000|2&508",
@@ -91,8 +91,8 @@
}, },
{ {
"id": 10, "id": 10,
"rSpine": "cacao10", "rSpine": "LH_jiaxu",
"sSpine": "cacao10", "sSpine": "jiaxu",
"skill": "1&12|2&13", "skill": "1&12|2&13",
"seid": "344&456&243", "seid": "344&456&243",
"globalAttr": "1&2000|2&509", "globalAttr": "1&2000|2&509",
@@ -101,8 +101,8 @@
}, },
{ {
"id": 11, "id": 11,
"rSpine": "cacao11", "rSpine": "LH_jiaxu",
"sSpine": "cacao11", "sSpine": "jiaxu",
"skill": "1&12|2&13", "skill": "1&12|2&13",
"seid": "344&456&244", "seid": "344&456&244",
"globalAttr": "1&2000|2&510", "globalAttr": "1&2000|2&510",
@@ -111,8 +111,8 @@
}, },
{ {
"id": 12, "id": 12,
"rSpine": "cacao12", "rSpine": "LH_jiaxu",
"sSpine": "cacao12", "sSpine": "jiaxu",
"skill": "1&12|2&13", "skill": "1&12|2&13",
"seid": "344&456&245", "seid": "344&456&245",
"globalAttr": "1&2000|2&511", "globalAttr": "1&2000|2&511",
@@ -121,8 +121,8 @@
}, },
{ {
"id": 13, "id": 13,
"rSpine": "cacao13", "rSpine": "LH_jiaxu",
"sSpine": "cacao13", "sSpine": "jiaxu",
"skill": "1&12|2&13", "skill": "1&12|2&13",
"seid": "344&456&246", "seid": "344&456&246",
"globalAttr": "1&2000|2&512", "globalAttr": "1&2000|2&512",
@@ -131,8 +131,8 @@
}, },
{ {
"id": 14, "id": 14,
"rSpine": "cacao14", "rSpine": "LH_jiaxu",
"sSpine": "cacao14", "sSpine": "jiaxu",
"skill": "1&12|2&13", "skill": "1&12|2&13",
"seid": "344&456&247", "seid": "344&456&247",
"globalAttr": "1&2000|2&513", "globalAttr": "1&2000|2&513",
@@ -141,8 +141,8 @@
}, },
{ {
"id": 15, "id": 15,
"rSpine": "cacao15", "rSpine": "LH_jiaxu",
"sSpine": "cacao15", "sSpine": "jiaxu",
"skill": "1&12|2&13", "skill": "1&12|2&13",
"seid": "344&456&248", "seid": "344&456&248",
"globalAttr": "1&2000|2&514", "globalAttr": "1&2000|2&514",
@@ -151,8 +151,8 @@
}, },
{ {
"id": 16, "id": 16,
"rSpine": "cacao16", "rSpine": "LH_jiaxu",
"sSpine": "cacao16", "sSpine": "jiaxu",
"skill": "1&12|2&13", "skill": "1&12|2&13",
"seid": "344&456&249", "seid": "344&456&249",
"globalAttr": "1&2000|2&515", "globalAttr": "1&2000|2&515",
@@ -161,8 +161,8 @@
}, },
{ {
"id": 17, "id": 17,
"rSpine": "cacao17", "rSpine": "LH_jiaxu",
"sSpine": "cacao17", "sSpine": "jiaxu",
"skill": "1&12|2&13", "skill": "1&12|2&13",
"seid": "344&456&250", "seid": "344&456&250",
"globalAttr": "1&2000|2&516", "globalAttr": "1&2000|2&516",
@@ -171,8 +171,8 @@
}, },
{ {
"id": 18, "id": 18,
"rSpine": "cacao18", "rSpine": "LH_jiaxu",
"sSpine": "cacao18", "sSpine": "jiaxu",
"skill": "1&12|2&13", "skill": "1&12|2&13",
"seid": "344&456&251", "seid": "344&456&251",
"globalAttr": "1&2000|2&517", "globalAttr": "1&2000|2&517",
@@ -181,8 +181,8 @@
}, },
{ {
"id": 19, "id": 19,
"rSpine": "cacao19", "rSpine": "LH_jiaxu",
"sSpine": "cacao19", "sSpine": "jiaxu",
"skill": "1&12|2&13", "skill": "1&12|2&13",
"seid": "344&456&252", "seid": "344&456&252",
"globalAttr": "1&2000|2&518", "globalAttr": "1&2000|2&518",
@@ -191,8 +191,8 @@
}, },
{ {
"id": 20, "id": 20,
"rSpine": "cacao20", "rSpine": "LH_jiaxu",
"sSpine": "cacao20", "sSpine": "jiaxu",
"skill": "1&12|2&13", "skill": "1&12|2&13",
"seid": "344&456&253", "seid": "344&456&253",
"globalAttr": "1&2000|2&519", "globalAttr": "1&2000|2&519",
@@ -201,8 +201,8 @@
}, },
{ {
"id": 21, "id": 21,
"rSpine": "cacao21", "rSpine": "LH_jiaxu",
"sSpine": "cacao21", "sSpine": "jiaxu",
"skill": "1&12|2&13", "skill": "1&12|2&13",
"seid": "344&456&254", "seid": "344&456&254",
"globalAttr": "1&2000|2&520", "globalAttr": "1&2000|2&520",
@@ -211,8 +211,8 @@
}, },
{ {
"id": 22, "id": 22,
"rSpine": "cacao22", "rSpine": "LH_jiaxu",
"sSpine": "cacao22", "sSpine": "jiaxu",
"skill": "1&12|2&13", "skill": "1&12|2&13",
"seid": "344&456&255", "seid": "344&456&255",
"globalAttr": "1&2000|2&521", "globalAttr": "1&2000|2&521",
@@ -221,8 +221,8 @@
}, },
{ {
"id": 23, "id": 23,
"rSpine": "cacao23", "rSpine": "LH_jiaxu",
"sSpine": "cacao23", "sSpine": "jiaxu",
"skill": "1&12|2&13", "skill": "1&12|2&13",
"seid": "344&456&256", "seid": "344&456&256",
"globalAttr": "1&2000|2&522", "globalAttr": "1&2000|2&522",
@@ -231,8 +231,8 @@
}, },
{ {
"id": 24, "id": 24,
"rSpine": "cacao24", "rSpine": "LH_jiaxu",
"sSpine": "cacao24", "sSpine": "jiaxu",
"skill": "1&12|2&13", "skill": "1&12|2&13",
"seid": "344&456&257", "seid": "344&456&257",
"globalAttr": "1&2000|2&523", "globalAttr": "1&2000|2&523",
@@ -241,8 +241,8 @@
}, },
{ {
"id": 25, "id": 25,
"rSpine": "cacao25", "rSpine": "LH_jiaxu",
"sSpine": "cacao25", "sSpine": "jiaxu",
"skill": "1&12|2&13", "skill": "1&12|2&13",
"seid": "344&456&258", "seid": "344&456&258",
"globalAttr": "1&2000|2&524", "globalAttr": "1&2000|2&524",
@@ -251,8 +251,8 @@
}, },
{ {
"id": 26, "id": 26,
"rSpine": "cacao26", "rSpine": "LH_jiaxu",
"sSpine": "cacao26", "sSpine": "jiaxu",
"skill": "1&12|2&13", "skill": "1&12|2&13",
"seid": "344&456&259", "seid": "344&456&259",
"globalAttr": "1&2000|2&525", "globalAttr": "1&2000|2&525",
@@ -261,8 +261,8 @@
}, },
{ {
"id": 27, "id": 27,
"rSpine": "cacao27", "rSpine": "LH_jiaxu",
"sSpine": "cacao27", "sSpine": "jiaxu",
"skill": "1&12|2&13", "skill": "1&12|2&13",
"seid": "344&456&260", "seid": "344&456&260",
"globalAttr": "1&2000|2&526", "globalAttr": "1&2000|2&526",
@@ -271,8 +271,8 @@
}, },
{ {
"id": 28, "id": 28,
"rSpine": "cacao28", "rSpine": "LH_jiaxu",
"sSpine": "cacao28", "sSpine": "jiaxu",
"skill": "1&12|2&13", "skill": "1&12|2&13",
"seid": "344&456&261", "seid": "344&456&261",
"globalAttr": "1&2000|2&527", "globalAttr": "1&2000|2&527",
@@ -281,8 +281,8 @@
}, },
{ {
"id": 29, "id": 29,
"rSpine": "cacao29", "rSpine": "LH_jiaxu",
"sSpine": "cacao29", "sSpine": "jiaxu",
"skill": "1&12|2&13", "skill": "1&12|2&13",
"seid": "344&456&262", "seid": "344&456&262",
"globalAttr": "1&2000|2&528", "globalAttr": "1&2000|2&528",
+15 -15
View File
@@ -67,9 +67,9 @@
"skillid": 9, "skillid": 9,
"name": "邓艾", "name": "邓艾",
"starSkill": "1&4|3&5", "starSkill": "1&4|3&5",
"colorStarSkill": "&", "colorStarSkill": "2&20|4&21",
"starSeid": "2&1136|4&1140", "starSeid": "2&1133|4&1137|5&1134|6&500",
"colorStarSeid": "1&1144" "colorStarSeid": "1&1144|3&1135|5&1138|6&501"
}, },
{ {
"skillid": 10, "skillid": 10,
@@ -83,17 +83,17 @@
"skillid": 11, "skillid": 11,
"name": "曹仁", "name": "曹仁",
"starSkill": "1&14|3&15", "starSkill": "1&14|3&15",
"colorStarSkill": "&", "colorStarSkill": "2&22|4&23",
"starSeid": "2&1268|4&1272", "starSeid": "2&1265|4&1269|5&1266|6&500",
"colorStarSeid": "1&1276" "colorStarSeid": "1&1276|3&1267|5&1270|6&501"
}, },
{ {
"skillid": 12, "skillid": 12,
"name": "李典", "name": "李典",
"starSkill": "1&6|3&7", "starSkill": "1&6|3&7",
"colorStarSkill": "&", "colorStarSkill": "2&24|4&25",
"starSeid": "2&1352|4&1356", "starSeid": "2&1349|4&1353|5&1350|6&500",
"colorStarSeid": "1&1360" "colorStarSeid": "1&1360|3&1351|5&1354|6&501"
}, },
{ {
"skillid": 13, "skillid": 13,
@@ -107,17 +107,17 @@
"skillid": 14, "skillid": 14,
"name": "贾诩", "name": "贾诩",
"starSkill": "1&8|3&9", "starSkill": "1&8|3&9",
"colorStarSkill": "&", "colorStarSkill": "2&26|4&27",
"starSeid": "2&1556|4&1560", "starSeid": "2&1553|4&1557|5&1554|6&500",
"colorStarSeid": "1&1564" "colorStarSeid": "1&1564|3&1555|5&1558|6&501"
}, },
{ {
"skillid": 15, "skillid": 15,
"name": "许褚", "name": "许褚",
"starSkill": "1&10|3&11", "starSkill": "1&10|3&11",
"colorStarSkill": "&", "colorStarSkill": "2&28|4&29",
"starSeid": "2&1628|4&1632", "starSeid": "2&1625|4&1629|5&1626|6&500",
"colorStarSeid": "1&1636" "colorStarSeid": "1&1636|3&1627|5&1630|6&501"
}, },
{ {
"skillid": 16, "skillid": 16,
+80 -80
View File
@@ -13,8 +13,8 @@
"seid": "0&", "seid": "0&",
"effect": "eff_503", "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。", "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", "trainingConsume": "17002&5|17010&5|17014&5|17018&5|17022&5|17026&5",
"upGradeConsume": "17003&1", "upGradeConsume": "17030&2",
"hp": 100, "hp": 100,
"atk": 101, "atk": 101,
"def": 102, "def": 102,
@@ -36,8 +36,8 @@
"seid": "0&", "seid": "0&",
"effect": "eff_503", "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。", "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", "trainingConsume": "17003&5|17011&5|17015&5|17019&5|17023&5|17027&5",
"upGradeConsume": "17003&2", "upGradeConsume": "17031&2",
"hp": 101, "hp": 101,
"atk": 102, "atk": 102,
"def": 103, "def": 103,
@@ -59,8 +59,8 @@
"seid": "0&", "seid": "0&",
"effect": "eff_503", "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。", "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", "trainingConsume": "17004&5|17012&5|17016&5|17020&5|17024&5|17028&5",
"upGradeConsume": "17003&3", "upGradeConsume": "17032&2",
"hp": 102, "hp": 102,
"atk": 103, "atk": 103,
"def": 104, "def": 104,
@@ -82,8 +82,8 @@
"seid": "0&", "seid": "0&",
"effect": "eff_502", "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。", "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", "trainingConsume": "17005&5|17013&5|17017&5|17021&5|17025&5|17029&5",
"upGradeConsume": "17003&4", "upGradeConsume": "17033&2",
"hp": 103, "hp": 103,
"atk": 104, "atk": 104,
"def": 105, "def": 105,
@@ -105,8 +105,8 @@
"seid": "0&", "seid": "0&",
"effect": "eff_501", "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。", "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", "trainingConsume": "&",
"upGradeConsume": "17003&5", "upGradeConsume": "&",
"hp": 0, "hp": 0,
"atk": 0, "atk": 0,
"def": 0, "def": 0,
@@ -128,8 +128,8 @@
"seid": "0&", "seid": "0&",
"effect": "eff_500", "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。", "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", "trainingConsume": "17002&5|17010&5|17014&5|17018&5|17022&5|17026&5",
"upGradeConsume": "17005&1", "upGradeConsume": "17030&2",
"hp": 105, "hp": 105,
"atk": 106, "atk": 106,
"def": 107, "def": 107,
@@ -151,8 +151,8 @@
"seid": "0&", "seid": "0&",
"effect": "eff_504", "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。", "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", "trainingConsume": "17003&5|17011&5|17015&5|17019&5|17023&5|17027&5",
"upGradeConsume": "17005&2", "upGradeConsume": "17031&2",
"hp": 106, "hp": 106,
"atk": 107, "atk": 107,
"def": 108, "def": 108,
@@ -174,8 +174,8 @@
"seid": "0&", "seid": "0&",
"effect": "eff_500", "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。", "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", "trainingConsume": "17004&5|17012&5|17016&5|17020&5|17024&5|17028&5",
"upGradeConsume": "17005&3", "upGradeConsume": "17032&2",
"hp": 107, "hp": 107,
"atk": 108, "atk": 108,
"def": 109, "def": 109,
@@ -197,8 +197,8 @@
"seid": "0&", "seid": "0&",
"effect": "eff_500", "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。", "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", "trainingConsume": "17005&5|17013&5|17017&5|17021&5|17025&5|17029&5",
"upGradeConsume": "17005&4", "upGradeConsume": "17033&2",
"hp": 108, "hp": 108,
"atk": 109, "atk": 109,
"def": 110, "def": 110,
@@ -220,8 +220,8 @@
"seid": "0&", "seid": "0&",
"effect": "eff_505", "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。", "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", "trainingConsume": "&",
"upGradeConsume": "17005&5", "upGradeConsume": "&",
"hp": 0, "hp": 0,
"atk": 0, "atk": 0,
"def": 0, "def": 0,
@@ -243,8 +243,8 @@
"seid": "0&", "seid": "0&",
"effect": "eff_500", "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。", "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", "trainingConsume": "17002&5|17010&5|17014&5|17018&5|17022&5|17026&5",
"upGradeConsume": "17007&1", "upGradeConsume": "17030&2",
"hp": 110, "hp": 110,
"atk": 111, "atk": 111,
"def": 112, "def": 112,
@@ -266,8 +266,8 @@
"seid": "0&", "seid": "0&",
"effect": "eff_500", "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。", "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", "trainingConsume": "17003&5|17011&5|17015&5|17019&5|17023&5|17027&5",
"upGradeConsume": "17007&2", "upGradeConsume": "17031&2",
"hp": 111, "hp": 111,
"atk": 112, "atk": 112,
"def": 113, "def": 113,
@@ -289,8 +289,8 @@
"seid": "0&", "seid": "0&",
"effect": "eff_500", "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。", "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", "trainingConsume": "17004&5|17012&5|17016&5|17020&5|17024&5|17028&5",
"upGradeConsume": "17007&3", "upGradeConsume": "17032&2",
"hp": 112, "hp": 112,
"atk": 113, "atk": 113,
"def": 114, "def": 114,
@@ -312,8 +312,8 @@
"seid": "0&", "seid": "0&",
"effect": "eff_500", "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。", "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", "trainingConsume": "17005&5|17013&5|17017&5|17021&5|17025&5|17029&5",
"upGradeConsume": "17007&4", "upGradeConsume": "17033&2",
"hp": 113, "hp": 113,
"atk": 114, "atk": 114,
"def": 115, "def": 115,
@@ -335,8 +335,8 @@
"seid": "0&", "seid": "0&",
"effect": "eff_500", "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。", "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", "trainingConsume": "&",
"upGradeConsume": "17007&5", "upGradeConsume": "&",
"hp": 0, "hp": 0,
"atk": 0, "atk": 0,
"def": 0, "def": 0,
@@ -358,8 +358,8 @@
"seid": "0&", "seid": "0&",
"effect": "eff_505", "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。", "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", "trainingConsume": "17002&5|17010&5|17014&5|17018&5|17022&5|17026&5",
"upGradeConsume": "17009&1", "upGradeConsume": "17030&2",
"hp": 115, "hp": 115,
"atk": 116, "atk": 116,
"def": 117, "def": 117,
@@ -381,8 +381,8 @@
"seid": "0&", "seid": "0&",
"effect": "eff_500", "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。", "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", "trainingConsume": "17003&5|17011&5|17015&5|17019&5|17023&5|17027&5",
"upGradeConsume": "17009&2", "upGradeConsume": "17031&2",
"hp": 116, "hp": 116,
"atk": 117, "atk": 117,
"def": 118, "def": 118,
@@ -404,8 +404,8 @@
"seid": "0&", "seid": "0&",
"effect": "eff_504", "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。", "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", "trainingConsume": "17004&5|17012&5|17016&5|17020&5|17024&5|17028&5",
"upGradeConsume": "17009&3", "upGradeConsume": "17032&2",
"hp": 117, "hp": 117,
"atk": 118, "atk": 118,
"def": 119, "def": 119,
@@ -427,8 +427,8 @@
"seid": "0&", "seid": "0&",
"effect": "eff_505", "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。", "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", "trainingConsume": "17005&5|17013&5|17017&5|17021&5|17025&5|17029&5",
"upGradeConsume": "17009&4", "upGradeConsume": "17033&2",
"hp": 118, "hp": 118,
"atk": 119, "atk": 119,
"def": 120, "def": 120,
@@ -450,8 +450,8 @@
"seid": "0&", "seid": "0&",
"effect": "eff_505", "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。", "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", "trainingConsume": "&",
"upGradeConsume": "17009&5", "upGradeConsume": "&",
"hp": 0, "hp": 0,
"atk": 0, "atk": 0,
"def": 0, "def": 0,
@@ -473,8 +473,8 @@
"seid": "0&", "seid": "0&",
"effect": "eff_500", "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。", "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", "trainingConsume": "17002&5|17010&5|17014&5|17018&5|17022&5|17026&5",
"upGradeConsume": "17011&1", "upGradeConsume": "17030&2",
"hp": 120, "hp": 120,
"atk": 121, "atk": 121,
"def": 122, "def": 122,
@@ -496,8 +496,8 @@
"seid": "0&", "seid": "0&",
"effect": "eff_500", "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。", "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", "trainingConsume": "17003&5|17011&5|17015&5|17019&5|17023&5|17027&5",
"upGradeConsume": "17011&2", "upGradeConsume": "17031&2",
"hp": 121, "hp": 121,
"atk": 122, "atk": 122,
"def": 123, "def": 123,
@@ -519,8 +519,8 @@
"seid": "0&", "seid": "0&",
"effect": "eff_500", "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。", "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", "trainingConsume": "17004&5|17012&5|17016&5|17020&5|17024&5|17028&5",
"upGradeConsume": "17011&3", "upGradeConsume": "17032&2",
"hp": 122, "hp": 122,
"atk": 123, "atk": 123,
"def": 124, "def": 124,
@@ -542,8 +542,8 @@
"seid": "0&", "seid": "0&",
"effect": "eff_500", "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。", "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", "trainingConsume": "17005&5|17013&5|17017&5|17021&5|17025&5|17029&5",
"upGradeConsume": "17011&4", "upGradeConsume": "17033&2",
"hp": 123, "hp": 123,
"atk": 124, "atk": 124,
"def": 125, "def": 125,
@@ -565,8 +565,8 @@
"seid": "0&", "seid": "0&",
"effect": "eff_500", "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。", "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", "trainingConsume": "&",
"upGradeConsume": "17011&5", "upGradeConsume": "&",
"hp": 0, "hp": 0,
"atk": 0, "atk": 0,
"def": 0, "def": 0,
@@ -588,8 +588,8 @@
"seid": "0&", "seid": "0&",
"effect": "eff_500", "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。", "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", "trainingConsume": "17006&5|17010&5|17014&5|17018&5|17022&5|17026&5",
"upGradeConsume": "17013&1", "upGradeConsume": "17030&2",
"hp": 125, "hp": 125,
"atk": 126, "atk": 126,
"def": 127, "def": 127,
@@ -611,8 +611,8 @@
"seid": "0&", "seid": "0&",
"effect": "eff_500", "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。", "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", "trainingConsume": "17007&5|17011&5|17015&5|17019&5|17023&5|17027&5",
"upGradeConsume": "17013&2", "upGradeConsume": "17031&2",
"hp": 126, "hp": 126,
"atk": 127, "atk": 127,
"def": 128, "def": 128,
@@ -634,8 +634,8 @@
"seid": "0&", "seid": "0&",
"effect": "eff_500", "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。", "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", "trainingConsume": "17008&5|17012&5|17016&5|17020&5|17024&5|17028&5",
"upGradeConsume": "17013&3", "upGradeConsume": "17032&2",
"hp": 127, "hp": 127,
"atk": 128, "atk": 128,
"def": 129, "def": 129,
@@ -657,8 +657,8 @@
"seid": "0&", "seid": "0&",
"effect": "eff_500", "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。", "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", "trainingConsume": "17009&5|17013&5|17017&5|17021&5|17025&5|17029&5",
"upGradeConsume": "17013&4", "upGradeConsume": "17033&2",
"hp": 128, "hp": 128,
"atk": 129, "atk": 129,
"def": 130, "def": 130,
@@ -680,8 +680,8 @@
"seid": "0&", "seid": "0&",
"effect": "eff_500", "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。", "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", "trainingConsume": "&",
"upGradeConsume": "17013&5", "upGradeConsume": "&",
"hp": 0, "hp": 0,
"atk": 0, "atk": 0,
"def": 0, "def": 0,
@@ -703,8 +703,8 @@
"seid": "0&", "seid": "0&",
"effect": "eff_500", "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。", "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", "trainingConsume": "17006&5|17010&5|17014&5|17018&5|17022&5|17026&5",
"upGradeConsume": "17015&1", "upGradeConsume": "17030&2",
"hp": 130, "hp": 130,
"atk": 131, "atk": 131,
"def": 132, "def": 132,
@@ -726,8 +726,8 @@
"seid": "0&", "seid": "0&",
"effect": "eff_500", "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。", "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", "trainingConsume": "17007&5|17011&5|17015&5|17019&5|17023&5|17027&5",
"upGradeConsume": "17015&2", "upGradeConsume": "17031&2",
"hp": 131, "hp": 131,
"atk": 132, "atk": 132,
"def": 133, "def": 133,
@@ -749,8 +749,8 @@
"seid": "0&", "seid": "0&",
"effect": "eff_500", "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。", "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", "trainingConsume": "17008&5|17012&5|17016&5|17020&5|17024&5|17028&5",
"upGradeConsume": "17015&3", "upGradeConsume": "17032&2",
"hp": 132, "hp": 132,
"atk": 133, "atk": 133,
"def": 134, "def": 134,
@@ -772,8 +772,8 @@
"seid": "0&", "seid": "0&",
"effect": "eff_500", "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。", "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", "trainingConsume": "17009&5|17013&5|17017&5|17021&5|17025&5|17029&5",
"upGradeConsume": "17015&4", "upGradeConsume": "17033&2",
"hp": 133, "hp": 133,
"atk": 134, "atk": 134,
"def": 135, "def": 135,
@@ -795,8 +795,8 @@
"seid": "0&", "seid": "0&",
"effect": "eff_500", "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。", "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", "trainingConsume": "&",
"upGradeConsume": "17015&5", "upGradeConsume": "&",
"hp": 0, "hp": 0,
"atk": 0, "atk": 0,
"def": 0, "def": 0,
@@ -818,8 +818,8 @@
"seid": "0&", "seid": "0&",
"effect": "eff_500", "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。", "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", "trainingConsume": "17006&5|17010&5|17014&5|17018&5|17022&5|17026&5",
"upGradeConsume": "17017&1", "upGradeConsume": "17030&2",
"hp": 135, "hp": 135,
"atk": 136, "atk": 136,
"def": 137, "def": 137,
@@ -841,8 +841,8 @@
"seid": "0&", "seid": "0&",
"effect": "eff_500", "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。", "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", "trainingConsume": "17007&5|17011&5|17015&5|17019&5|17023&5|17027&5",
"upGradeConsume": "17017&2", "upGradeConsume": "17031&2",
"hp": 136, "hp": 136,
"atk": 137, "atk": 137,
"def": 138, "def": 138,
@@ -864,8 +864,8 @@
"seid": "0&", "seid": "0&",
"effect": "eff_500", "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。", "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", "trainingConsume": "17008&5|17012&5|17016&5|17020&5|17024&5|17028&5",
"upGradeConsume": "17017&3", "upGradeConsume": "17032&2",
"hp": 137, "hp": 137,
"atk": 138, "atk": 138,
"def": 139, "def": 139,
@@ -887,8 +887,8 @@
"seid": "0&", "seid": "0&",
"effect": "eff_500", "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。", "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", "trainingConsume": "17009&5|17013&5|17017&5|17021&5|17025&5|17029&5",
"upGradeConsume": "17017&4", "upGradeConsume": "17033&2",
"hp": 138, "hp": 138,
"atk": 139, "atk": 139,
"def": 140, "def": 140,
@@ -910,8 +910,8 @@
"seid": "0&", "seid": "0&",
"effect": "eff_500", "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。", "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", "trainingConsume": "&",
"upGradeConsume": "17017&5", "upGradeConsume": "&",
"hp": 0, "hp": 0,
"atk": 0, "atk": 0,
"def": 0, "def": 0,
+419 -229
View File
@@ -1323,51 +1323,51 @@
"id": 1133, "id": 1133,
"name": "螺旋突刺Ⅰ", "name": "螺旋突刺Ⅰ",
"img": 1, "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, "type": 205,
"isShow": 1, "isShow": 1,
"gainvalue": "50&10&0&0", "gainvalue": "50&10&0&0",
"maxOnlyNum": 1, "maxOnlyNum": 1,
"info": "攻击时有50%概率使自身额外获得10点怒气" "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, "id": 1137,
"name": "识破Ⅰ", "name": "识破 I",
"img": 2, "img": 2,
"type": 999, "type": 999,
"isShow": 1, "isShow": 1,
"gainvalue": "&", "gainvalue": "338&339",
"maxOnlyNum": 1, "maxOnlyNum": 1,
"info": "&" "info": "格挡率提升10%,策防提升10%"
}, },
{ {
"id": 1138, "id": 1138,
@@ -1375,9 +1375,9 @@
"img": 2, "img": 2,
"type": 999, "type": 999,
"isShow": 1, "isShow": 1,
"gainvalue": "&", "gainvalue": "498&499",
"maxOnlyNum": 1, "maxOnlyNum": 1,
"info": "&" "info": "格挡率提升20%,策防提升20%"
}, },
{ {
"id": 1139, "id": 1139,
@@ -1385,9 +1385,9 @@
"img": 2, "img": 2,
"type": 999, "type": 999,
"isShow": 1, "isShow": 1,
"gainvalue": "&", "gainvalue": "338&339",
"maxOnlyNum": 1, "maxOnlyNum": 1,
"info": "&" "info": "格挡率提升10%,策防提升10%"
}, },
{ {
"id": 1140, "id": 1140,
@@ -2641,37 +2641,7 @@
}, },
{ {
"id": 1265, "id": 1265,
"name": "死战Ⅰ", "name": "死战 I",
"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",
"img": 11, "img": 11,
"type": 204, "type": 204,
"isShow": 1, "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" "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, "id": 1266,
"name": "擅守Ⅰ", "name": "死战Ⅱ",
"img": 10, "img": 11,
"type": 999, "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, "isShow": 1,
"gainvalue": "&", "gainvalue": "&",
"maxOnlyNum": 1, "maxOnlyNum": 1,
"info": "&" "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, "id": 1270,
"name": "擅守Ⅱ", "name": "擅守Ⅱ",
"img": 10, "img": 10,
"type": 999, "type": 999,
"isShow": 1, "isShow": 1,
"gainvalue": "&", "gainvalue": "502&503&504",
"maxOnlyNum": 1, "maxOnlyNum": 1,
"info": "&" "info": "物理,策略防御力各提升5%,血量提升10%"
}, },
{ {
"id": 1271, "id": 1271,
@@ -3481,37 +3481,7 @@
}, },
{ {
"id": 1349, "id": 1349,
"name": "阻塞Ⅰ", "name": "阻塞 I",
"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",
"img": 13, "img": 13,
"type": 205, "type": 205,
"isShow": 1, "isShow": 1,
@@ -3520,24 +3490,54 @@
"info": "攻击时,有50%的概率额外获得怒气10点" "info": "攻击时,有50%的概率额外获得怒气10点"
}, },
{ {
"id": 1353, "id": 1350,
"name": "灵敏Ⅰ", "name": "阻塞Ⅱ",
"img": 14, "img": 13,
"type": 999, "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, "isShow": 1,
"gainvalue": "&", "gainvalue": "&",
"maxOnlyNum": 1, "maxOnlyNum": 1,
"info": "&" "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, "id": 1354,
"name": "灵敏Ⅱ", "name": "灵敏Ⅱ",
"img": 14, "img": 14,
"type": 999, "type": 999,
"isShow": 1, "isShow": 1,
"gainvalue": "&", "gainvalue": "505&506",
"maxOnlyNum": 1, "maxOnlyNum": 1,
"info": "&" "info": "命中率提升10%,物理攻击提升10%"
}, },
{ {
"id": 1355, "id": 1355,
@@ -3555,9 +3555,9 @@
"img": 14, "img": 14,
"type": 999, "type": 999,
"isShow": 1, "isShow": 1,
"gainvalue": "398&399", "gainvalue": "&",
"maxOnlyNum": 1, "maxOnlyNum": 1,
"info": "命中率提升6%,物理攻击提升6%" "info": "&"
}, },
{ {
"id": 1357, "id": 1357,
@@ -5521,13 +5521,13 @@
}, },
{ {
"id": 1553, "id": 1553,
"name": "诡道Ⅰ", "name": "诡道 I",
"img": 7, "img": 7,
"type": 201, "type": 201,
"isShow": 1, "isShow": 1,
"gainvalue": "&", "gainvalue": "50&0&24&20000",
"maxOnlyNum": 1, "maxOnlyNum": 1,
"info": "&" "info": "攻击时有50%的概率无视目标的20%策略防御"
}, },
{ {
"id": 1554, "id": 1554,
@@ -5535,9 +5535,9 @@
"img": 7, "img": 7,
"type": 201, "type": 201,
"isShow": 1, "isShow": 1,
"gainvalue": "&", "gainvalue": "50&0&24&30000",
"maxOnlyNum": 1, "maxOnlyNum": 1,
"info": "&" "info": "攻击时有50%的概率无视目标的30%策略防御"
}, },
{ {
"id": 1555, "id": 1555,
@@ -5545,9 +5545,9 @@
"img": 7, "img": 7,
"type": 201, "type": 201,
"isShow": 1, "isShow": 1,
"gainvalue": "&", "gainvalue": "50&0&24&40000",
"maxOnlyNum": 1, "maxOnlyNum": 1,
"info": "&" "info": "攻击时有50%的概率无视目标的40%策略防御"
}, },
{ {
"id": 1556, "id": 1556,
@@ -5555,29 +5555,29 @@
"img": 7, "img": 7,
"type": 201, "type": 201,
"isShow": 1, "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": "&", "gainvalue": "&",
"maxOnlyNum": 1, "maxOnlyNum": 1,
"info": "&" "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, "id": 1558,
"name": "老道Ⅱ", "name": "老道Ⅱ",
"img": 8, "img": 8,
"type": 999, "type": 999,
"isShow": 1, "isShow": 1,
"gainvalue": "&", "gainvalue": "507&508&509",
"maxOnlyNum": 1, "maxOnlyNum": 1,
"info": "&" "info": "血量提升15%,物防, 策防各提升10%"
}, },
{ {
"id": 1559, "id": 1559,
@@ -5595,9 +5595,9 @@
"img": 8, "img": 8,
"type": 999, "type": 999,
"isShow": 1, "isShow": 1,
"gainvalue": "452&453&454", "gainvalue": "&",
"maxOnlyNum": 1, "maxOnlyNum": 1,
"info": "血量提升8%,物防, 策防各提升8%" "info": "&"
}, },
{ {
"id": 1561, "id": 1561,
@@ -6241,37 +6241,7 @@
}, },
{ {
"id": 1625, "id": 1625,
"name": "重锤猛击Ⅰ", "name": "重锤猛击I",
"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",
"img": 4, "img": 4,
"type": 201, "type": 201,
"isShow": 1, "isShow": 1,
@@ -6280,24 +6250,54 @@
"info": "攻击时有50%的概率造成目标昏迷1回合" "info": "攻击时有50%的概率造成目标昏迷1回合"
}, },
{ {
"id": 1629, "id": 1626,
"name": "虎威Ⅰ", "name": "重锤猛击Ⅱ",
"img": 5, "img": 4,
"type": 999, "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, "isShow": 1,
"gainvalue": "&", "gainvalue": "&",
"maxOnlyNum": 1, "maxOnlyNum": 1,
"info": "&" "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, "id": 1630,
"name": "虎威Ⅱ", "name": "虎威Ⅱ",
"img": 5, "img": 5,
"type": 999, "type": 999,
"isShow": 1, "isShow": 1,
"gainvalue": "&", "gainvalue": "510&511&512",
"maxOnlyNum": 1, "maxOnlyNum": 1,
"info": "&" "info": "血量上限提高10%,物防策防各提升8%"
}, },
{ {
"id": 1631, "id": 1631,
@@ -6315,9 +6315,9 @@
"img": 5, "img": 5,
"type": 999, "type": 999,
"isShow": 1, "isShow": 1,
"gainvalue": "478&479&480", "gainvalue": "&",
"maxOnlyNum": 1, "maxOnlyNum": 1,
"info": "血量上限提高8%,物防策防各提升4%" "info": "&"
}, },
{ {
"id": 1633, "id": 1633,
@@ -8689,6 +8689,156 @@
"maxOnlyNum": 1, "maxOnlyNum": 1,
"info": "策防提升6%" "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, "id": 3001,
"name": "&", "name": "&",
@@ -9361,7 +9511,7 @@
}, },
{ {
"id": 3068, "id": 3068,
"name": "投枪Ⅳ", "name": "投枪I",
"img": 1, "img": 1,
"type": 1015, "type": 1015,
"isShow": 1, "isShow": 1,
@@ -9371,13 +9521,13 @@
}, },
{ {
"id": 3069, "id": 3069,
"name": "&", "name": "投枪II",
"img": 1, "img": 1,
"type": 0, "type": 1015,
"isShow": 1, "isShow": 1,
"gainvalue": "&", "gainvalue": "2&13&30000&47",
"maxOnlyNum": 1, "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, "id": 3070,
@@ -9401,7 +9551,7 @@
}, },
{ {
"id": 3072, "id": 3072,
"name": "赦免Ⅳ", "name": "赦免I",
"img": 1, "img": 1,
"type": 999, "type": 999,
"isShow": 1, "isShow": 1,
@@ -9411,13 +9561,13 @@
}, },
{ {
"id": 3073, "id": 3073,
"name": "&", "name": "赦免II",
"img": 1, "img": 1,
"type": 0, "type": 999,
"isShow": 1, "isShow": 1,
"gainvalue": "&", "gainvalue": "4013&4014",
"maxOnlyNum": 1, "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, "id": 3074,
@@ -9521,7 +9671,7 @@
}, },
{ {
"id": 3084, "id": 3084,
"name": "突破Ⅳ", "name": "突破 I",
"img": 1, "img": 1,
"type": 1017, "type": 1017,
"isShow": 1, "isShow": 1,
@@ -9531,37 +9681,37 @@
}, },
{ {
"id": 3085, "id": 3085,
"name": "&", "name": "突破 II",
"img": 1, "img": 1,
"type": 0, "type": 1017,
"isShow": 1, "isShow": 1,
"gainvalue": "&", "gainvalue": "64&",
"maxOnlyNum": 1, "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, "id": 3086,
"name": "&", "name": "&",
"img": 1, "img": 1,
"type": 0, "type": 1017,
"isShow": 1, "isShow": 1,
"gainvalue": "&", "gainvalue": "&",
"maxOnlyNum": 1, "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, "id": 3087,
"name": "&", "name": "&",
"img": 1, "img": 1,
"type": 0, "type": 1017,
"isShow": 1, "isShow": 1,
"gainvalue": "&", "gainvalue": "&",
"maxOnlyNum": 1, "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, "id": 3088,
"name": "坚壁Ⅳ", "name": "坚壁 I",
"img": 1, "img": 1,
"type": 1003, "type": 1003,
"isShow": 1, "isShow": 1,
@@ -9571,13 +9721,13 @@
}, },
{ {
"id": 3089, "id": 3089,
"name": "&", "name": "坚壁 II",
"img": 1, "img": 1,
"type": 0, "type": 1003,
"isShow": 1, "isShow": 1,
"gainvalue": "&", "gainvalue": "68&",
"maxOnlyNum": 1, "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, "id": 3090,
@@ -9601,7 +9751,7 @@
}, },
{ {
"id": 3092, "id": 3092,
"name": "狙射Ⅳ", "name": "狙射 I",
"img": 1, "img": 1,
"type": 1018, "type": 1018,
"isShow": 1, "isShow": 1,
@@ -9611,13 +9761,13 @@
}, },
{ {
"id": 3093, "id": 3093,
"name": "&", "name": "狙射 II",
"img": 1, "img": 1,
"type": 0, "type": 1018,
"isShow": 1, "isShow": 1,
"gainvalue": "&", "gainvalue": "3&33&71",
"maxOnlyNum": 1, "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, "id": 3094,
@@ -9641,7 +9791,7 @@
}, },
{ {
"id": 3096, "id": 3096,
"name": "鼓舞Ⅳ", "name": "鼓舞 I",
"img": 1, "img": 1,
"type": 1003, "type": 1003,
"isShow": 1, "isShow": 1,
@@ -9651,13 +9801,13 @@
}, },
{ {
"id": 3097, "id": 3097,
"name": "&", "name": "鼓舞 II",
"img": 1, "img": 1,
"type": 0, "type": 1003,
"isShow": 1, "isShow": 1,
"gainvalue": "&", "gainvalue": "72&",
"maxOnlyNum": 1, "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, "id": 3098,
@@ -9761,7 +9911,7 @@
}, },
{ {
"id": 3108, "id": 3108,
"name": "毒雾Ⅳ", "name": "毒雾 I",
"img": 1, "img": 1,
"type": 1034, "type": 1034,
"isShow": 1, "isShow": 1,
@@ -9771,13 +9921,13 @@
}, },
{ {
"id": 3109, "id": 3109,
"name": "&", "name": "毒雾 II",
"img": 1, "img": 1,
"type": 0, "type": 1034,
"isShow": 1, "isShow": 1,
"gainvalue": "&", "gainvalue": "73&74&0",
"maxOnlyNum": 1, "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, "id": 3110,
@@ -9801,7 +9951,7 @@
}, },
{ {
"id": 3112, "id": 3112,
"name": "投毒Ⅳ", "name": "投毒 I",
"img": 1, "img": 1,
"type": 1003, "type": 1003,
"isShow": 1, "isShow": 1,
@@ -9811,13 +9961,13 @@
}, },
{ {
"id": 3113, "id": 3113,
"name": "&", "name": "投毒 II",
"img": 1, "img": 1,
"type": 0, "type": 1003,
"isShow": 1, "isShow": 1,
"gainvalue": "&", "gainvalue": "73&",
"maxOnlyNum": 1, "maxOnlyNum": 1,
"info": "&" "info": "附加中毒效果"
}, },
{ {
"id": 3114, "id": 3114,
@@ -9841,7 +9991,7 @@
}, },
{ {
"id": 3116, "id": 3116,
"name": "巨锤Ⅳ", "name": "巨锤 I",
"img": 4, "img": 4,
"type": 1014, "type": 1014,
"isShow": 1, "isShow": 1,
@@ -9851,13 +10001,13 @@
}, },
{ {
"id": 3117, "id": 3117,
"name": "&", "name": "巨锤 II",
"img": 1, "img": 4,
"type": 0, "type": 1014,
"isShow": 1, "isShow": 1,
"gainvalue": "&", "gainvalue": "1&13&30000&0&0&0",
"maxOnlyNum": 1, "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, "id": 3118,
@@ -9881,7 +10031,7 @@
}, },
{ {
"id": 3120, "id": 3120,
"name": "虎痴Ⅳ", "name": "虎痴 I",
"img": 5, "img": 5,
"type": 999, "type": 999,
"isShow": 1, "isShow": 1,
@@ -9891,13 +10041,13 @@
}, },
{ {
"id": 3121, "id": 3121,
"name": "&", "name": "虎痴 II",
"img": 1, "img": 5,
"type": 0, "type": 999,
"isShow": 1, "isShow": 1,
"gainvalue": "&", "gainvalue": "4015&4016",
"maxOnlyNum": 1, "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, "id": 3122,
@@ -13289,6 +13439,46 @@
"maxOnlyNum": 1, "maxOnlyNum": 1,
"info": "召唤2只狼" "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, "id": 6001,
"name": "强兵", "name": "强兵",
+198 -8
View File
@@ -58,7 +58,7 @@
}, },
{ {
"id": 4, "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)", "hurt_formula": " (ownAtk*2*ownTerAddtion/100 - oppoDef*oppoTerAddtion/100)*(1 + ownDamInc/100000 - oppoDamDec/100000)",
"gain_formula": "&", "gain_formula": "&",
"rage_cost": 100, "rage_cost": 100,
@@ -77,7 +77,7 @@
}, },
{ {
"id": 5, "id": 5,
"name": "赦免", "name": "赦免I",
"hurt_formula": 0, "hurt_formula": 0,
"gain_formula": "&", "gain_formula": "&",
"rage_cost": 0, "rage_cost": 0,
@@ -96,7 +96,7 @@
}, },
{ {
"id": 6, "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)", "hurt_formula": " (ownAtk*1.2*ownTerAddtion/100 - oppoDef*oppoTerAddtion/100)*(1 + ownDamInc/100000 - oppoDamDec/100000)",
"gain_formula": "&", "gain_formula": "&",
"rage_cost": 100, "rage_cost": 100,
@@ -115,7 +115,7 @@
}, },
{ {
"id": 7, "id": 7,
"name": "鼓舞", "name": "鼓舞 I",
"hurt_formula": 0, "hurt_formula": 0,
"gain_formula": "&", "gain_formula": "&",
"rage_cost": 0, "rage_cost": 0,
@@ -172,7 +172,7 @@
}, },
{ {
"id": 10, "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)", "hurt_formula": " (ownAtk*2*ownTerAddtion/100 - oppoDef*oppoTerAddtion/100)*(1 + ownDamInc/100000 - oppoDamDec/100000)",
"gain_formula": "&", "gain_formula": "&",
"rage_cost": 100, "rage_cost": 100,
@@ -191,7 +191,7 @@
}, },
{ {
"id": 11, "id": 11,
"name": "虎痴", "name": "虎痴 I",
"hurt_formula": 0, "hurt_formula": 0,
"gain_formula": "&", "gain_formula": "&",
"rage_cost": 0, "rage_cost": 0,
@@ -248,7 +248,7 @@
}, },
{ {
"id": 14, "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)", "hurt_formula": " (ownAtk*2*ownTerAddtion/100 - oppoDef*oppoTerAddtion/100)*(1 + ownDamInc/100000 - oppoDamDec/100000)",
"gain_formula": "&", "gain_formula": "&",
"rage_cost": 100, "rage_cost": 100,
@@ -267,7 +267,7 @@
}, },
{ {
"id": 15, "id": 15,
"name": "坚壁", "name": "坚壁 I",
"hurt_formula": 0, "hurt_formula": 0,
"gain_formula": "&", "gain_formula": "&",
"rage_cost": 0, "rage_cost": 0,
@@ -359,5 +359,195 @@
"skill_info": "召唤2只狼", "skill_info": "召唤2只狼",
"skilNameImage": 7, "skilNameImage": 7,
"skillSceneSpine": "nuqijidonghuablue" "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,
"attack_area": 4,
"strike_area": 1,
"object": 0,
"skill_class": 1,
"effect": "3093&",
"actionName": "skill1",
"secondActionName": "&",
"oppoSecondActionName": "&",
"skill_info": "对范围内的多个目标(最多3个)造成150%的伤害,被攻击目标有33%的概率获得一个减益效果,攻击时,物理伤害加深减少30%,持续4回合",
"skilNameImage": 2,
"skillSceneSpine": "nuqijidonghuablue"
},
{
"id": 25,
"name": "鼓舞 II",
"hurt_formula": 0,
"gain_formula": "&",
"rage_cost": 0,
"cd": 3,
"attack_area": 2,
"strike_area": 1,
"object": 1,
"skill_class": 2,
"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": "&"
},
{
"id": 26,
"name": "猛毒迷雾",
"hurt_formula": " (ownAtk*1.2*ownTerAddtion/100 - oppoDef*oppoTerAddtion/100)*(1 + ownDamInc/100000 - oppoDamDec/100000)",
"gain_formula": "&",
"rage_cost": 100,
"cd": 0,
"attack_area": 2,
"strike_area": 4,
"object": 0,
"skill_class": 1,
"effect": "3109&",
"actionName": "skill1",
"secondActionName": "&",
"oppoSecondActionName": "&",
"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,
"skillSceneSpine": "nuqijidonghuablue"
},
{
"id": 27,
"name": "投毒",
"hurt_formula": " (ownAtk*1.8*ownTerAddtion/100 - oppoDef*oppoTerAddtion/100)*(1 + ownDamInc/100000 - oppoDamDec/100000)",
"gain_formula": "&",
"rage_cost": 0,
"cd": 3,
"attack_area": 2,
"strike_area": 1,
"object": 0,
"skill_class": 2,
"effect": "3113&",
"actionName": "skill2",
"secondActionName": "&",
"oppoSecondActionName": "&",
"skill_info": "对目标下毒,造成180%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",
"skilNameImage": 0,
"skillSceneSpine": "&"
},
{
"id": 28,
"name": "巨锤震击 II",
"hurt_formula": " (ownAtk*2.2*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": "3117&",
"actionName": "skill1",
"secondActionName": "skill1_B",
"oppoSecondActionName": "&",
"skill_info": "造成220%物理伤害,并且击退1格,如果不能击退则这次攻击伤害加深提升30%",
"skilNameImage": 5,
"skillSceneSpine": "nuqijidonghuablue"
},
{
"id": 29,
"name": "虎痴 II",
"hurt_formula": 0,
"gain_formula": "&",
"rage_cost": 0,
"cd": 3,
"attack_area": 5,
"strike_area": 1,
"object": 1,
"skill_class": 2,
"effect": "3121&",
"actionName": "skill2",
"secondActionName": "&",
"oppoSecondActionName": "&",
"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": "&"
} }
] ]
+150
View File
@@ -973,5 +973,155 @@
"img": 44, "img": 44,
"info": "回春状态描述文字", "info": "回春状态描述文字",
"showOnChar": "回春" "showOnChar": "回春"
},
{
"buffId": 66,
"type": 33,
"name": "策略伤害加深下降",
"maxOlyNum": 1,
"round": 4,
"times": 0,
"cover": 1,
"buffOrDebuff": 1,
"gainvalue": "20000&",
"dotOrHot": 0,
"img": 3,
"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 ",
"maxOlyNum": 1,
"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)",
"maxOlyNum": 1,
"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)",
"maxOlyNum": 1,
"round": 2,
"times": 0,
"cover": 1,
"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",
"maxOlyNum": 1,
"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↓"
},
{
"buffId": 72,
"type": 22,
"name": "幸运上升 ",
"maxOlyNum": 1,
"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,
"type": 13,
"name": "中毒",
"maxOlyNum": 1,
"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",
"maxOlyNum": 1,
"round": 3,
"times": 0,
"cover": 1,
"buffOrDebuff": 1,
"gainvalue": "25&",
"dotOrHot": 0,
"img": 7,
"info": "敏捷下降25%",
"showOnChar": "敏捷↓"
},
{
"buffId": 75,
"type": 28,
"name": "伤害减免上升 ",
"maxOlyNum": 1,
"round": 4,
"times": 2,
"cover": 0,
"buffOrDebuff": 0,
"gainvalue": "15000&",
"dotOrHot": 0,
"img": 8,
"info": "伤害减免上升15%",
"showOnChar": "减伤↑"
} }
] ]
+351 -351
View File
@@ -1,352 +1,352 @@
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