Traditional Culture Encyclopedia - Weather inquiry - Oriental thinking, heaven is the rule ~ the characteristic system of pursuing the mystery of super-large dolls

Oriental thinking, heaven is the rule ~ the characteristic system of pursuing the mystery of super-large dolls

Plot mode

This story-based war in Fuka uses a new spell cracking system, and attacking the other side at a specific time will cause damage. Breaking spells can cause great rigidity to enemy characters when they are formed, which is an extremely good improvement for this series.

Weather system

Depending on the weather, there will be many effects that will affect the war situation.

◆ Kuaiqing (corresponding role: Hakurei Reimu)

When the speed of flying or rotating in the air increases, the consumption of flying spirit force (the blue ball below) decreases, and the spirit force of avoiding enchantment (note 1) and breaking defense (note 2) collapses (note 3).

◎ Note 1: Avoidance enchantment is an enchantment that appears after being hit hard by Foucault.

◎ Note 2: In the defensive state, when the psychic force is worn below 0, the explosive psychic force state cannot be defended, and the damage caused by the attack is reduced.

◎ Note 3: When the mind collapses, the lower mind ball will appear red, and the cells cannot recover temporarily and cannot be used.

◆ Fog and rain (corresponding role: Kirisame Marisa)

Damage caused by spell card (stunt) × 1.25.

◆ Tan Tian (corresponding role: Izayoi Sakuya)

The consumption grid required to start the symbol card is reduced by one grid, and the minimum consumption is 1. The stacking speed of symbol cards (◎ Note 4) will increase.

◎ Note 4: The lower grid, commonly known as the cage, will rise slowly when it is hit or defended with a barrage, and it will jam when it is full.

The number in the lower right corner of Cafu Zhao indicates how many cages need to be consumed to start. When it can be used, the required grid will glow simultaneously.

This kind of weather can just make this kind of consumption less.

◆ Paradise (corresponding role: Konpaku Youmu)

Killing skills can cancel killing skills (◎ Note 5).

◎ Note 5: In this weather, some killer skills can cancel each other to form a link. In general, the hard straight of nirvana can only be cancelled by SC, and the law of hard straight cancellation is as follows: strike-weak shot-strong shot-nirvana -SC, except in special circumstances, the latter can cancel the hard straight of the former. In Heaven, Nirvana can be mutually cancelled, but in a cancellation chain, the same Nirvana can only appear once, and at the same time, a second Nirvana can be cancelled in a nirvana cancellation chain.

◆ Hail (corresponding role: Alice Margatroid)

The speed of mind recovery increased, and the power of Nirvana skill increased to 1.25 times.

◆ Tan Hua (corresponding role: Patchouli Knowledge)

Basic strike attack (A) is prohibited in the sky, but killing skills and shooting attacks can still be used. If you can't recover your mental strength for a while (◎ Note 6), you can cancel it temporarily (A can, A can also erase it. )

If you change to DASH in the non-ideal law, you can use mental strength to wipe off the attack of physical judgment. When wiping physical skills, the brain consumption rate is about 0.25 grid per1f0 (◎ Note 7). (The continuous blood loss SC of Youzi and Reisen is still valid)

◎ Note 6: If you use your psychic powers without restriction (that is, you use up the psychic power box with fierce shooting or killing skills in one breath), it will cause your psychic powers to be temporarily unable to recover, and this restriction will be lifted in this weather.

Note 7: F is the time unit and frame, and one second is 60 frames.

◆ Dense fog (corresponding role: Remilia)

50% of the damage caused by the opponent's attack system becomes his own blood.

◆ Snow (corresponding role: Saigyouji Yuyuko)

When attacking an opponent, it can also reduce the power of the opponent's card column. If there is no power that is not a card, the opponent's previous card will be knocked off.

◆ Rain (corresponding role: Eight Clouds Purple)

As long as the defense is wrong, it will be broken immediately, but the broken spirit bead will recover soon.

◆ Chyi Yu (corresponding role: Ibuki Suika)

All nirvana skills have a maximum level of effect. (Skill upgrade is not affected)

◆ Wind and rain (corresponding role: Syameimaru Aya)

The limit number of flight or air sprint is increased from 2 to 3, and some killing steps that need to input jump instructions can be omitted. If you don't want to think about the sky, you can speed up the sprint and greatly improve the effect, and ordinary ground movements are not affected.

◆ Cyan (corresponding role: Reisen Udongein Inaba)

You can't see the contents of the symbol bar at all, but you can still switch and use it. The printed character cards under this system will change, and will be randomly replaced with other cards, and the consumption will be the original card consumption value (invalid). (For example, if you hit a wonderful dream bead, it will become a dream born after being blue. In this weather, you can directly consume two cards and use five SC cards. ) After using the card, Cymbidium stopped. Re-extract symbol cards after weather changes.

◆ Chuanwu (corresponding role: Onozuka Komachi)

The distance between characters will remain the same. If it's too far, pull it closer, if it's too close, pull it away. If you don't want to, you will pull both sides to the farthest distance, and then you will pull both sides to that distance.

◆ Typhoon (corresponding role: Nagae Iku)

When the character is attacked, it is in a state of not falling to the ground and not being stiff (overlord). Hitstop worked normally when you were hit.

◆ Aurora (corresponding role: Hinanai Tenshi)

The influence of any of the above weather is random. (But the aurora is still displayed.

◆ Xuan (corresponding role: Dongfeng Valley Early Seedling)

Hit each other on the head for the last time, there is light, and slowly return to blood.

◆ Diamond dust (corresponding role: Cirno)

After falling to the ground, you will be detained with blood ... about 500. At the same time, the position of getting up can't be changed with the direction key+D.

◆ Huangsha (corresponding role: Hoan Meirin)

An attack that can produce a counter effect will definitely be a counter, and the damage promotion ratio and pursuit time are higher than those of other weather counters.

◆ scorching sun (corresponding role: Lingwu Lukong)

At high altitude (in an obviously bright place, around the height of Sakuya 623C), HP will be continuously reduced, and the accumulation of strength will be increased. The higher the height, the faster the blood loss and strength increase (at the end of a book, you can fly high in the hot sun and save cards).

◆ Mei Yu (corresponding role: Moriya Suwako)

When you are hit to the ground or bounce off the wall, you will bounce more. At this time, you can pursue continuous moves (you can't attack the magic circle). The moves that originally had the effect of bouncing off the ground or off the wall will play higher and further.

contact

This work can use all the characters and scenes/music in conjunction with the previous work "I miss the eastern sky"

The linkage mode is to manually edit and modify configex 123.ini in the game directory:

The value of the item [th 105path] can be modified to the local "Miss Oriental Paradise" game directory.

If it is not linked with "Flying East to Tian Xiang", this work can only be used for:

Hakurei Reimu, Kirisame Marisa, Alice Margatroid, Patchouli Knowledge, Dongfeng Ancient Temple, Cirno, Hoan Meirin, Lingwu Lukong and Moriya Suwako.

***9 characters. When playing online games with others, the optional characters and scenes will also be limited.

card system

Card type

There are three kinds of cards: system card, skill enhancement card and SC card.

System card

This card is identified as a system card and can be used by all roles.

Fei Xiangjian: When Meteorology Jade starts to forecast the coming weather, this card can make this weather happen immediately. Using this card when the weather happens can greatly reduce the weather reading.

Peiza: It won't hurt to blow away the enemies around you. From the moment of launch to the end of the trial, the character is invincible, with an upper limit of 60%.

Arowana Feather: When you are in a defensive state, you can use this card to immediately counterattack your opponent, directly blow him off, and get out of the circle without causing harm. The attack decision point is close to the front.

Ibuki Gone with the Wind: Start singing and increase the energy of the card slot. You can draw two cards at most. This process must be on the ground and no other actions can be done. If attacked, it will be interrupted in advance.

Calm down when you are sick: start singing and recover some physical strength, but you can do other actions during the duration, and you will be interrupted in advance if you are attacked.

Magic bottle: instantly restore the spirit force to full, and ignore the spirit force to restore cooling in a few seconds, continuously maintain the rapid recovery of the spirit force and repair all damaged spirit beads.

Pocket watch: after use, the time will stop for more than one second, and then you can move but not attack.

Bailoujian: immediately interrupt the current action and sprint forward for a certain distance, consuming 2 squares of mental strength, and the cooling time of mental strength recovery is about five seconds.

Human form: increases defense after use.

Western magic book: after use, reduce the cooling time of spiritual power recovery and increase the speed of spiritual power recovery.

Special note の Sun umbrella: A hemispherical shield will be formed in front of you for a period of time after use, which can defend against some barrage attacks to a certain extent (a few barrage with high killing level and fast number cannot be completely defended).

Soul lamp: After use, there are three ghost barrage above, and they track each other at a certain angle. After use, the character will not disappear after being hit.

Left Fan: Launches a physical attack of Xu Li. If you hit the defensive state, the enemy will immediately break through the defense. If you hit an unguarded enemy, you will do little damage and then fall to the ground.

Tengu round fan: improve the moving speed after use.

Corrosive drugs: Nirvana skill level is cancelled, and a physical trial attack is issued in front. If it hits, the opponent's front card is destroyed.

Overnight money: used in a defensive state, it will immediately bounce the two sides away from each other for a certain distance, and at the same time it will not consume itself. It is a good thing to escape repression.

Frozen frog: after use, create a frozen area on the ground in front, in which Dash or jump will immediately trigger and fall to the ground. Disappear after a period of time or the trigger effect disappears after three times.

Long Xing: After using it, you can enter the bullying state for a few seconds, and you won't enter the stiff state because of being hit in the 1 hit attack.

Imperial Staff: After use, it increases attack power and reduces defense power.

Three drops from the sky: when using the third drop, you will enter the invincible state, and you will not be hit in the invincible state, and your spirit will recover quickly. Continue to use three drops of heaven in invincible state, which will prolong invincible time. If you use the map of the fourth day after the invincible time has passed, the effect will be the same as the first one. )

Catfish earthquake: After a few seconds of use, a big catfish will fall from the sky, and it is judged that it will attack the underground section when landing. Standing defense will consume 2 points of spirit, squatting defense will consume 1 point of spirit, and not being on the ground defense will drop blood to the ground.

All system cards must be used on the ground, and other cards except Arowana Feather and Nightmare Currency cannot be used for defense.

Skill enhancement card

Cards are recognized as skill cards, and skill enhancement cards for each role are different. The description of the skill enhancement card includes its input instructions.

Among the skill enhancement cards, the top is the skill card equipped by default, and the bottom is the new skill card that can replace the original skill.

At any time, an instruction can only specify one skill. If other skill enhancement cards with the same instruction are used, the skills currently equipped on the instruction will be replaced and the skills contained in the skill card will be re-equipped.

The default skill is level 0, which can be upgraded with matching skill cards. You can upgrade to level 4 (displayed as the highest level) every time you use it. Upgrading skills can improve the attack power of slaying, and some slaying will improve performance because of upgrading.

When replacing the command skill with another skill card, the original skill level of the command will be abolished, and the new skill level will start from 1. Even if you re-equip the original skills in the future, you can only start from 1 level.

For example, in a battle, the alert array is upgraded to level 3, then changed to the binding array, 1 level, and then changed to the alert array, and the alert array is still 1 level.

When using the skill enhancement card in battle, the current level of skill will be displayed on the head of the character. Please note that using the skill enhancement card is not invincible.

Using the enhanced card will release skills and consume corresponding mental strength. When using, holding down the arrow keys will only announce the card upgrade without using skills. Some skills that can be released in the air can be used and upgraded when the conditions are met in the air.

SC card

The card logo is a magic card, and the SC card of each character is different. The description of SC card includes the number of cards required to use SC.

Powerful and gorgeous SC, of course, the use conditions are expensive! Except for a few symbol cards, most SC's are supported by cards above 1.

The number of cards required to start SC is clearly marked on the lower right of the symbol card.

For example, five SCs marked with "one, two, three, four and five" require 1, 2, 3, 4 and 5 cards from left to right.

In battle, you can also judge the number of cards consumed by SC by the halo that appears when selecting SC cards.

The performance of each character's different SC is very different. The only way to really understand SC is to practice and use it constantly, so we don't introduce each character's SC card separately here.

Most SCs are launched without being attacked on the ground, a few SCs can be launched in the air, and some SCs are physically invincible/wiped/completely invincible in the whole process or in a short time.

Don't rush to launch SC. If SC can't trap the opponent, the opponent can attack your body to interrupt the process. Even if SC is invincible in the whole process, part of it can still be interrupted by the attack when the cards have been consumed and the attack judgment has not yet occurred. Remember.

SC card system in combat

When a character hits (including being defended)/shoots/is hit by an opponent in a battle (= =b), the energy of the card slot will rise and be displayed in red.

When energy is collected at the top of a card slot, a card will be randomly selected from the card set you selected and displayed, and you can hold up to 5 cards at the same time.

If the current card meets the starting conditions, a golden circle will appear around the card slot, and the numbers surrounded by the golden circle indicate the cards and card slots consumed by starting the current card. If the starting conditions are not met, the remaining card slots will turn black to show the number of cards needed to start this card, as shown in the figure.

When using cards, the current card and the corresponding number of card slots will be consumed, but other cards not in the current card slot will be returned to the deck for shuffling and can be drawn out again for use.

Note that only 20 slots can be used in a battle. There is no card when it is used up.

Tips: If tips: The story mode is not connected, there are only 20 card slots, which will not be replenished after the battle, until the customs clearance or missing the connection for three times.

Press A+B to rotate the cards in the current card slot in turn, and press B+C to use the current card.

Basic combat system

Dash system/flight: On the ground or in the air, you can form a forward dash of 66, or press it for 6 days to form a longer dash. You can quickly approach your opponent through DASH and wipe the bomb at the same time. Of course, you can also form a backward dash in 44 or 4 days. When you are invincible for a certain time, you can avoid some attacks. A sprint in the air is called flying. You can make dashes twice in the air (three times in rainy days), and you can use eight directions +D to form dashes in all directions, which is very flexible. Everyone has a different form of DASH, which you can experience slowly after you get in touch with the game.

Big jump: that is, high jump, simply written as HJ game. Press 28 to jump in place. 668 can jump forward and has the property of wiping bullets, so jumping is also an effective means of wiping bullets.

Barrage system and bullet cleaning system: As a barrage fighting game, the barrage of Oriental Flying Sky is still very gorgeous and rich. Through the cooperation of barrage and strike, suppression can be formed. Everyone's barrage has its own characteristics. Of course, if it is a light defense in front of the dazzling barrage, it must be the result of breaking the defense. When others play barrage, we can effectively wipe these barrage through DASH/ fly.

Cancellation system: the purpose of suppression is achieved through mutual cancellation of various attacks in the game. For example, shooting can cancel the blow and then jump, shooting can be cancelled, and some shooting that cannot be cancelled can sometimes be cancelled with magic cards, which can form a very strict suppression.

Basic knowledge of cancellation:

General strike->; Special skills-> Weak barrage->; Strong barrage-> Killing skills-> Magic card skills.

Some shooting skills can be cancelled by jumping (forced high jump)/dash cancellation (air restriction).

Description:

1. The higher the cancellation level, the more you can cancel all previous attacks. For example, you can cancel special skills.

2. If A exceeds a certain number of times, you can only cancel the barrage. From A to the last paragraph, you can't cancel anything but spell cards.

3. Under the condition of Heaven, killer skills can be realized1-> Killing skills 2->; Kill skill 3->; ... the cycle is endless, as long as the spiritual force is sufficient. On the condition that you must hit your opponent, you can also hit your opponent when defending.

4. Weak barrage and strong barrage can be cancelled by jumping, and the killing skill can be cancelled. Dash cancelled (restricted in the air).

5.DASH can't cancel special skills in the air.

6. You can't cancel when you miss/play your physical skills.

Counter-attack system: Similar to other fighting games, there is a counter-attack system, that is, both sides make moves, and if a move does not appear, there will be a counter-attack. Of course, the premise is that the attacker's moves have counterattack properties, and the counterattack is more powerful than the general hit, and at the same time, it can make a combo that cannot be established by the general hit. For example, there will be a rebound attribute after the counter, and it is also important to effectively use the counter to form a link.

Receiving system: sometimes you can press the direction key +D key to receive the body when you are hit in the air, but you can't receive the body when you are out of the circle, and you can't extend the receiving time at the counter. Pay attention to being temporarily undefended when accepting the body.

Get up and move: After being buckled by the opponent, the position of getting up can be controlled by direction +D, otherwise, getting up in place is 6D, and getting up in front is 4D.

Root/attack power correction: Simply put, the less blood, the higher the defense. When combo is full of blood, you can hit 3000 empty blood, and you may only be able to hit 2200 attack power correction, which means that one stroke takes 500 basic damage, but after combo is formed, each stroke needs to be multiplied by a correction value (speed value). The greater the ratio value. The bigger the correction. In other words, the farther back you go, the less strength you have.