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{ "id" : 7 , "animationId" : 34 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "向敌人宣战,强制将敌人所有攻击目标改为自身\n并提升10%敏捷,但少数技能会无视这一效果" , "effects" : [ { "code" : 21 , "dataId" : 163 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 293 , "message1" : "向敌人宣战!" , "message2" : "" , "mpCost" : 10 , "name" : "宣战" , "note" : "<技能类型:技能>\n<Learn Cost: 8 JP>\n<Learn Require Skill: 6>\n\n<Cooldown: 7>\n<Cooldown Steps: 1>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 11 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 15 , "tpGain" : 0 } ,
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{ "id" : 24 , "animationId" : 19 , "damage" : { "critical" : true , "elementId" : -1 , "formula" : "a.atk*9/10 + a.level*3 + 150" , "type" : 1 , "variance" : 5 } , "description" : "尝试将敌方打晕,造成 120+3*\\c[17]Lv\\c[0]+0.9\\c[18]ad\\c[0] 点\\c[18]物理伤害\\c[0]\n几率施加\\c[9]\\it[70]\\c[0]" , "effects" : [ { "code" : 21 , "dataId" : 70 , "value1" : 0.8 , "value2" : 0 } ] , "hitType" : 1 , "iconIndex" : 6 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "击晕III" , "note" : "<技能类型:类普攻>\n<Learn Cost: 7 JP>\n<Learn Require Skill: 23>\n\n<Before Eval>\n this._bsaffective = 0.5;\n</Before Eval>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 15 , "tpGain" : 5 } ,
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{ "id" : 36 , "animationId" : 15 , "damage" : { "critical" : true , "elementId" : 16 , "formula" : "120 + 3*a.level + 7/10*a.mat + a.atk*3/10" , "type" : 1 , "variance" : 5 } , "description" : "\\c[17]<20%额外命中>\\c[0] \\c[18]<类普攻>\\c[0] 用血魔法凝聚的长枪, HP比例低于20%时禁用\n造成120+3*\\c[17]Lv\\c[0]+0.3\\c[18]ad\\c[0]+0.7\\c[27]ap\\c[0] 点\\c[18]生命\\c[0]属性\\c[27]魔法伤害\\c[0], 累计使用三次后冷却2回合" , "effects" : [ ] , "hitType" : 2 , "iconIndex" : 78 , "message1" : "施放了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "血色长枪I" , "note" : "<Hide if Learned Skill: 37,38>\n<Learn Cost: 4 JP>\n\n<技能类型:类普攻>\n\n<Cooldown Steps: 1>\n\n<HP Cost: 4%>\n\n <Custom Requirement>\n if (user.hp/user.mhp >= 0.2) {\n value = true;\n } else {\n value = false;\n }\n </Custom Requirement>\n\n<Before Eval>\n user.addState(228);\n user._speartimes = user._speartimes || 0;\n user._speartimes += 1;\n if(user._speartimes >= 3){\n user._speartimes = 0;\n user.addCooldown(36,+3);\n }\n</Before Eval>\n<After Eval>\n user.removeState(228);\n</After Eval>\n\n<Custom Show Eval>\n if (user.isStateAffected(30) ||\n user.isStateAffected(31) ) {\n visible = false;\n } else {\n visible = true;\n }\n</Custom Show Eval>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 10 } ,
{ "id" : 37 , "animationId" : 15 , "damage" : { "critical" : true , "elementId" : 16 , "formula" : "180 + 7/2*a.level + 7/10*a.mat + a.atk*3/10" , "type" : 1 , "variance" : 5 } , "description" : "\\c[17]<30%额外命中>\\c[0] \\c[18]<类普攻>\\c[0] 用血魔法凝聚的长枪, HP比例低于20%时禁用\n造成180+3.5*\\c[17]Lv\\c[0]+0.3\\c[18]ad\\c[0]+0.7\\c[27]ap\\c[0] 点\\c[18]生命\\c[0]属性\\c[27]魔法伤害\\c[0], 累计使用三次后冷却2回合" , "effects" : [ ] , "hitType" : 2 , "iconIndex" : 78 , "message1" : "施放了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "血色长枪II" , "note" : "<Hide if Learned Skill: 38>\n\n<技能类型:类普攻>\n<Learn Cost: 6 JP>\n<Learn Require Skill: 36>\n\n<Cooldown Steps: 1>\n\n<HP Cost: 4%>\n\n <Custom Requirement>\n if (user.hp/user.mhp >= 0.2) {\n value = true;\n } else {\n value = false;\n }\n </Custom Requirement>\n\n<Before Eval>\n user.addState(229);\n user._speartimes = user._speartimes || 0;\n user._speartimes += 1;\n if(user._speartimes >= 3){\n user._speartimes = 0;\n user.addCooldown(37,+3);\n }\n</Before Eval>\n<After Eval>\n user.removeState(229);\n</After Eval>\n\n<Custom Show Eval>\n if (user.isStateAffected(30) ||\n user.isStateAffected(31) ) {\n visible = false;\n } else {\n visible = true;\n }\n</Custom Show Eval>\n" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 10 } ,
{ "id" : 38 , "animationId" : 15 , "damage" : { "critical" : true , "elementId" : 16 , "formula" : "240 + 4*a.level + 7/10*a.mat + a.atk*3/10" , "type" : 1 , "variance" : 5 } , "description" : "\\c[17]<40%额外命中>\\c[0] \\c[18]<类普攻>\\c[0] 用血魔法凝聚的长枪, HP比例低于20%时禁用\n造成240+4*\\c[17]Lv\\c[0]+0.3\\c[18]ad\\c[0]+0.7\\c[27]ap\\c[0] 点\\c[18]生命\\c[0]属性\\c[27]魔法伤害\\c[0], 累计使用三次后冷却2回合" , "effects" : [ ] , "hitType" : 2 , "iconIndex" : 78 , "message1" : "施放了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "血色长枪III" , "note" : "<HP Cost: 4%>\n\n<技能类型:类普攻>\n<Learn Cost: 8 JP>\n<Learn Require Skill: 37>\n<Cooldown Steps: 1>\n\n <Custom Requirement>\n if (user.hp/user.mhp >= 0.2) {\n value = true;\n } else {\n value = false;\n }\n </Custom Requirement>\n\n<Before Eval>\n user.addState(230);\n user._speartimes = user._speartimes || 0;\n user._speartimes += 1;\n if(user._speartimes >= 3){\n user._speartimes = 0;\n user.addCooldown(38,+3);\n }\n</Before Eval>\n<After Eval>\n user.removeState(230);\n</After Eval>\n\n<Custom Show Eval>\n if (user.isStateAffected(30) ||\n user.isStateAffected(31) ) {\n visible = false;\n } else {\n visible = true;\n }\n</Custom Show Eval>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : -2 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 10 } ,
{ "id" : 39 , "animationId" : 49 , "damage" : { "critical" : false , "elementId" : 16 , "formula" : "(50 + 2*a.level + a.mat/2)*(3/2 - 1/2*a.hp/a.mhp)" , "type" : 1 , "variance" : 5 } , "description" : "吸取敌人生命, 造成50+2*\\c[17]Lv\\c[0]+0.5\\c[27]ap\\c[0] 点\\c[18]生命\\c[0]属性\\c[27]魔法伤害\\c[0], \n并恢复等量HP, 自身HP越少吸取越多, 但装备的吸血效果对该技能无效。" , "effects" : [ ] , "hitType" : 2 , "iconIndex" : 71 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "生命吸取I" , "note" : "<Hide if Learned Skill: 40,41>\n<Learn Cost: 5 JP>\n\n<Before Eval>\n this._bsaffective = 0;\n</Before Eval>\n\n<技能类型:技能>\n\n<Cooldown: 3>\n<Cooldown Steps: 1>\n\n<Pre-Damage Eval>\nuser._confirmHp = user.hp;\n</Pre-Damage Eval>\n\n<Post-Damage Eval>\nif(value > 0 ){\n user.gainHp(value);\n user.startDamagePopup();\n if((target.isStateAffected(218) ||\n target.isStateAffected(219) ||\n target.isStateAffected(220) ) && \n user.hp == user.mhp){\n var overheal = Math.abs(value);\n overheal += user._confirmHp;\n overheal -= user.mhp;\n var ohr = 0;\n ohr += user.isStateAffected(218)?0.3: 0;\n ohr += user.isStateAffected(219)?0.1: 0;\n ohr += user.isStateAffected(220)?0.1: 0;\n overheal = Math.floor(overheal*ohr);\n user.gainBarrier(overheal);\n }\n }\n</Post-Damage Eval>\n" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 25 , "tpGain" : 5 } ,
{ "id" : 40 , "animationId" : 49 , "damage" : { "critical" : false , "elementId" : 16 , "formula" : "(160 + 5/2*a.level + a.mat/2)*(3/2 - 1/2*a.hp/a.mhp)" , "type" : 1 , "variance" : 5 } , "description" : "吸取敌人生命, 造成160+2.5*\\c[17]Lv\\c[0]+0.6\\c[27]ap\\c[0] 点\\c[18]生命\\c[0]属性\\c[27]魔法伤害\\c[0], \n并恢复等量HP, 自身HP越少吸取越多, 但装备的吸血效果对该技能无效。" , "effects" : [ ] , "hitType" : 2 , "iconIndex" : 71 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "生命吸取II" , "note" : "<Hide if Learned Skill: 41>\n<Learn Cost: 7 JP>\n<Learn Require Skill: 39>\n\n<Before Eval>\n this._bsaffective = 0;\n</Before Eval>\n\n<技能类型:技能>\n\n<Cooldown: 3>\n<Cooldown Steps: 1>\n\n<Pre-Damage Eval>\nuser._confirmHp = user.hp;\n</Pre-Damage Eval>\n\n<Post-Damage Eval>\nif(value > 0 ){\n user.gainHp(value);\n user.startDamagePopup();\n if((target.isStateAffected(218) ||\n target.isStateAffected(219) ||\n target.isStateAffected(220) ) && \n user.hp == user.mhp){\n var overheal = Math.abs(value);\n overheal += user._confirmHp;\n overheal -= user.mhp;\n var ohr = 0;\n ohr += user.isStateAffected(218)?0.3: 0;\n ohr += user.isStateAffected(219)?0.1: 0;\n ohr += user.isStateAffected(220)?0.1: 0;\n overheal = Math.floor(overheal*ohr);\n user.gainBarrier(overheal);\n }\n }\n</Post-Damage Eval>\n" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 25 , "tpGain" : 5 } ,
{ "id" : 41 , "animationId" : 49 , "damage" : { "critical" : false , "elementId" : 16 , "formula" : "(280 + 3*a.level + a.mat/2)*(3/2 - 1/2*a.hp/a.mhp)" , "type" : 1 , "variance" : 5 } , "description" : "吸取敌人生命, 造成280+3*\\c[17]Lv\\c[0]+0.6\\c[27]ap\\c[0] 点\\c[18]生命\\c[0]属性\\c[27]魔法伤害\\c[0], \n并恢复等量HP, 有几率附加\\it[94],但装备的吸血效果对该技能无效。" , "effects" : [ ] , "hitType" : 2 , "iconIndex" : 71 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "生命吸取III" , "note" : "<Before Eval>\n this._bsaffective = 0;\n</Before Eval>\n\n<技能类型:技能>\n<Learn Cost: 9 JP>\n<Learn Require Skill: 40>\n\n<Cooldown: 3>\n<Cooldown Steps: 1>\n\n<Pre-Damage Eval>\nuser._confirmHp = user.hp;\n</Pre-Damage Eval>\n\n<Post-Damage Eval>\nif(value > 0 ){\n user.gainHp(value);\n user.startDamagePopup();\n if((target.isStateAffected(218) ||\n target.isStateAffected(219) ||\n target.isStateAffected(220) ) && \n user.hp == user.mhp){\n var overheal = Math.abs(value);\n overheal += user._confirmHp;\n overheal -= user.mhp;\n var ohr = 0;\n ohr += user.isStateAffected(218)?0.3: 0;\n ohr += user.isStateAffected(219)?0.1: 0;\n ohr += user.isStateAffected(220)?0.1: 0;\n overheal = Math.floor(overheal*ohr);\n user.gainBarrier(overheal);\n }\n }\n</Post-Damage Eval>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 25 , "tpGain" : 5 } ,
{ "id" : 42 , "animationId" : 51 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "5" , "type" : 0 , "variance" : 0 } , "description" : "解体成小蝙蝠,变得更灵活且避免部分暴击,同时解除部分控制效果\n但需要消耗HP来维持解体, HP比例低于30%会自动恢复人形" , "effects" : [ { "code" : 21 , "dataId" : 20 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 74 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 57 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 54 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 55 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 59 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 61 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 347 , "message1" : "" , "message2" : "" , "mpCost" : 5 , "name" : "解体" , "note" : "<技能类型:技能>\n\n<Cooldown: 6>\n<Cooldown Steps: 1>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 11 , "speed" : 50 , "stypeId" : 4 , "successRate" : 100 , "tpCost" : 5 , "tpGain" : 0 } ,
{ "id" : 43 , "animationId" : 33 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "从小蝙蝠状态重新聚合成人形\n使用技能会\\c[17]增加自身下回合50%读条\\c[0]" , "effects" : [ { "code" : 22 , "dataId" : 20 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 345 , "message1" : "" , "message2" : "" , "mpCost" : 5 , "name" : "聚合" , "note" : "<技能类型:技能>\n<After ATB: 50%>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 11 , "speed" : 0 , "stypeId" : 4 , "successRate" : 100 , "tpCost" : 5 , "tpGain" : 0 } ,
{ "id" : 44 , "animationId" : 81 , "damage" : { "critical" : false , "elementId" : 15 , "formula" : "40+a.hp*8/100" , "type" : 4 , "variance" : 0 } , "description" : "消耗一定的HP和MP, 获得双倍于消耗量的MP, \n有几率获得\\it[148]" , "effects" : [ { "code" : 21 , "dataId" : 148 , "value1" : 0.3 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 75 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "血灵转化I" , "note" : "<Hide if Learned Skill: 45,46>\n<Learn Cost: 4 JP>\n\n<Custom HP Cost>\ncost += user.hp*24/100;\n</Custom HP Cost>\n<Custom MP Cost>\ncost += user.hp*4/100+20;\n</Custom MP Cost>\n\n<技能类型:技能>\n\n <Custom Requirement>\n if (user.hp/user.mhp >= 0.2) {\n value = true;\n } else {\n value = false;\n }\n </Custom Requirement>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 11 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 45 , "animationId" : 81 , "damage" : { "critical" : false , "elementId" : 15 , "formula" : "60+a.hp/10" , "type" : 4 , "variance" : 0 } , "description" : "消耗一定的HP和MP, 获得双倍于消耗量的MP, \n有几率获得\\it[148]" , "effects" : [ { "code" : 21 , "dataId" : 148 , "value1" : 0.6 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 75 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "血灵转化II" , "note" : "<Hide if Learned Skill: 46>\n<Learn Cost: 6 JP>\n<Learn Require Skill: 44>\n\n<Custom HP Cost>\ncost += user.hp*24/100;\n</Custom HP Cost>\n<Custom MP Cost>\ncost += user.hp/20+30;\n</Custom MP Cost>\n\n<技能类型:技能>\n\n <Custom Requirement>\n if (user.hp/user.mhp >= 0.2) {\n value = true;\n } else {\n value = false;\n }\n </Custom Requirement>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 11 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 46 , "animationId" : 81 , "damage" : { "critical" : false , "elementId" : 15 , "formula" : "80+a.hp*12/100" , "type" : 4 , "variance" : 0 } , "description" : "消耗一定的HP和MP, 获得双倍于消耗量的MP, \n有几率获得\\it[148]" , "effects" : [ { "code" : 21 , "dataId" : 148 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 75 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "血灵转化III" , "note" : "<Learn Cost: 8 JP>\n<Learn Require Skill: 45>\n\n<Custom HP Cost>\ncost += user.hp*24/100;\n</Custom HP Cost>\n<Custom MP Cost>\ncost += user.hp*6/100+40;\n</Custom MP Cost>\n\n<技能类型:技能>\n\n <Custom Requirement>\n if (user.hp/user.mhp >= 0.2) {\n value = true;\n } else {\n value = false;\n }\n </Custom Requirement>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 11 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 47 , "animationId" : 0 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "被动技能, 将溢出治疗效果的30%转化为\\c[17]护盾\\c[0],这一技能也遵循\n\\c[18]生命凝聚\\c[0]系列被动的覆盖规则(见资料库)" , "effects" : [ ] , "hitType" : 0 , "iconIndex" : 162 , "message1" : "" , "message2" : "" , "mpCost" : 0 , "name" : "生命凝聚II" , "note" : "<Passive State: 219>\n<Hide if Learned Skill: 48>\n<Bypass Cooldown>\n\n<Learn Cost: 5 JP>" , "occasion" : 3 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 0 , "speed" : 0 , "stypeId" : 3 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 48 , "animationId" : 0 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "被动技能, 将溢出治疗效果的40%转化为\\c[17]护盾\\c[0],这一技能也遵循\n\\c[18]生命凝聚\\c[0]系列被动的覆盖规则(见资料库)" , "effects" : [ ] , "hitType" : 0 , "iconIndex" : 162 , "message1" : "" , "message2" : "" , "mpCost" : 0 , "name" : "生命凝聚III" , "note" : "<Passive State: 220>\n<Bypass Cooldown>\n\n<Learn Cost: 7 JP>\n<Learn Require Skill: 47>" , "occasion" : 3 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 0 , "speed" : 0 , "stypeId" : 3 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 49 , "animationId" : 96 , "damage" : { "critical" : true , "elementId" : 9 , "formula" : "160 + 7/2*a.level + 4/5*a.mat" , "type" : 1 , "variance" : 5 } , "description" : "薇薇安从邪念体获取的技能, 造成160+3.5*\\c[17]Lv\\c[0]+0.8\\c[27]ap\\c[0] 点\\c[27]暗\\c[0]属性\\c[27]魔法伤害\\c[0]\n对敌方\\c[17]护盾\\c[0]额外造成等量伤害, 并附加30层\\it[102]" , "effects" : [ ] , "hitType" : 2 , "iconIndex" : 18 , "message1" : "施放了%1! " , "message2" : "" , "mpCost" : 15 , "name" : "凋零一指" , "note" : "<Cooldown: 2>\n<Cooldown Steps: 1>\n\n<After Eval>\n target._bleed = target._bleed || 0;\n target._bleed += 30; \n target.setStateCounter(102, user._bleed);\n</After Eval>\n\n<Pre-Damage Eval>\n target.loseBarrier(value);\n</Pre-Damage Eval>\n\n<技能类型:技能>\n" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 5 } ,
{ "id" : 50 , "animationId" : 22 , "damage" : { "critical" : false , "elementId" : 6 , "formula" : "90 + 2*a.level + 3/5*a.mat" , "type" : 1 , "variance" : 1 } , "description" : "薇薇安电击所有敌人造成90+2*\\c[17]Lv\\c[0]+0.6\\c[27]ap\\c[0] 点\\c[27]电\\c[0]属性\\c[27]魔法伤害\\c[0],\n每多一个敌人增加20%MP消耗, 最多翻倍; 累计使用两次后会冷却两回合" , "effects" : [ ] , "hitType" : 2 , "iconIndex" : 9 , "message1" : "施放了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "电击I" , "note" : "<Hide if Learned Skill: 51,52>\n\n<Cooldown Steps: 1>\n\n<Before Eval>\n this._bsaffective = 0.2;\n</Before Eval>\n\n<Custom MP Cost>\n cost += 10;\n var amount = $gameTroop.aliveMembers().length;\n cost += Math.min(10, (amount - 1)*2);\n</Custom MP Cost>\n\n<Before Eval>\n this._times = this._times || 0;\n this._times += 1;\n if(this._times == 1){\n user._eletimes = user._eletimes || 0;\n user._eletimes += 1;\n if(user._eletimes >= 2){\n user._eletimes = 0;\n user.addCooldown(50,+3);\n }\n}\n</Before Eval>\n\n<技能类型:技能>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 2 , "speed" : 0 , "stypeId" : 2 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 8 } ,
{ "id" : 51 , "animationId" : 65 , "damage" : { "critical" : false , "elementId" : 6 , "formula" : "130 + 2.5*a.level + 3/5*a.mat" , "type" : 1 , "variance" : 1 } , "description" : "薇薇安电击所有敌人造成130+2.5*\\c[17]Lv\\c[0]+0.6\\c[27]ap\\c[0] 点\\c[27]电\\c[0]属性\\c[27]魔法伤害\\c[0],\n每多一个敌人增加20%MP消耗, 最多翻倍; 累计使用两次后会冷却两回合" , "effects" : [ ] , "hitType" : 2 , "iconIndex" : 9 , "message1" : "施放了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "电击II" , "note" : "<Hide if Learned Skill: 52>\n<Learn Cost: 6 JP>\n<Learn Require Skill: 50>\n\n<Cooldown Steps: 1>\n\n<Before Eval>\n this._bsaffective = 0.2;\n</Before Eval>\n\n<Custom MP Cost>\n cost += 10;\n var amount = $gameTroop.aliveMembers().length;\n cost += Math.min(10, (amount - 1)*2);\n</Custom MP Cost>\n\n<Before Eval>\n this._times = this._times || 0;\n this._times += 1;\n if(this._times == 1){\n user._eletimes = user._eletimes || 0;\n user._eletimes += 1;\n if(user._eletimes >= 2){\n user._eletimes = 0;\n user.addCooldown(51,+3);\n }\n}\n</Before Eval>\n\n<技能类型:技能>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 2 , "speed" : 10 , "stypeId" : 2 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 8 } ,
{ "id" : 52 , "animationId" : 65 , "damage" : { "critical" : false , "elementId" : 6 , "formula" : "170 + 3*a.level + 3/5*a.mat" , "type" : 1 , "variance" : 1 } , "description" : "薇薇安电击所有敌人造成170+3*\\c[17]Lv\\c[0]+0.6\\c[27]ap\\c[0] 点\\c[27]电\\c[0]属性\\c[27]魔法伤害\\c[0],\n每多一个敌人增加20%MP消耗, 最多翻倍; 累计使用两次后会冷却两回合" , "effects" : [ ] , "hitType" : 2 , "iconIndex" : 9 , "message1" : "施放了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "电击III" , "note" : "<Learn Cost: 8 JP>\n<Learn Require Skill: 51>\n\n<Before Eval>\n this._bsaffective = 0.2;\n</Before Eval>\n\n<Before Eval>\n this._times = this._times || 0;\n this._times += 1;\n if(this._times == 1){\n user._eletimes = user._eletimes || 0;\n user._eletimes += 1;\n if(user._eletimes >= 2){\n user._eletimes = 0;\n user.addCooldown(52,+3);\n }\n}\n</Before Eval>\n\n<Cooldown Steps: 1>\n\n<Custom MP Cost>\n cost += 10;\n var amount = $gameTroop.aliveMembers().length;\n cost += Math.min(10, (amount - 1)*2);\n</Custom MP Cost>\n\n<技能类型:技能>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 2 , "speed" : 20 , "stypeId" : 2 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 8 } ,
{ "id" : 53 , "animationId" : 68 , "damage" : { "critical" : false , "elementId" : 6 , "formula" : "170 + 3*a.level + 9/10*a.mat" , "type" : 1 , "variance" : 1 } , "description" : "\\c[18]\\it[20]\\c[0]后的薇薇安用蝙蝠群形成两个电极电击全体敌人。\n造成170+3*\\c[17]Lv\\c[0]+0.9\\c[27]ap\\c[0] 点\\c[27]电\\c[0]属性\\c[27]魔法伤害\\c[0],使用技能解除\\c[18]\\it[20]\\c[0]状态" , "effects" : [ ] , "hitType" : 2 , "iconIndex" : 9 , "message1" : "施放了%1! " , "message2" : "" , "mpCost" : 18 , "name" : "闪电风暴" , "note" : "<Before Eval>\n user.addState(231);\n</Before Eval>\n<After Eval>\n user.removeState(231);\n user.removeState(20);\n</After Eval>\n\n<Before Eval>\n this._bsaffective = 0.1;\n</Before Eval>\n\n<Skill 50 Cooldown: 3>\n<Skill 51 Cooldown: 3>\n<Skill 52 Cooldown: 3>\n<Skill 53 Cooldown: 3>\n<Cooldown Steps: 1>\n\n <Custom Requirement>\n if (user.isStateAffected(20)) {\n value = true;\n } else {\n value = false;\n }\n </Custom Requirement>\n\n<Custom MP Cost>\n cost += 10;\n var amount = $gameTroop.aliveMembers().length;\n cost += Math.min(10, (amount - 1)*2);\n</Custom MP Cost>\n\n<技能类型:技能>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 2 , "speed" : 20 , "stypeId" : 2 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 8 } ,
{ "id" : 54 , "animationId" : 44 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "大幅提升速度的强大技能(\\it[117]) " , "effects" : [ { "code" : 21 , "dataId" : 117 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 381 , "message1" : "施放了%1! " , "message2" : "" , "mpCost" : 20 , "name" : "神速I" , "note" : "<Hide if Learned Skill: 55>\n\n<技能类型:技能>\n\n<Learn Cost: 7 JP>\n\n<Cooldown: 7>\n<Cooldown Steps: 1>\n" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 11 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 40 , "tpGain" : 0 } ,
{ "id" : 55 , "animationId" : 44 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "大幅提升速度的强大技能(\\it[118]) " , "effects" : [ { "code" : 21 , "dataId" : 118 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 382 , "message1" : "施放了%1! " , "message2" : "" , "mpCost" : 20 , "name" : "神速II" , "note" : "<技能类型:技能>\n<Learn Cost: 9 JP>\n<Learn Require Skill: 54>\n\n<Cooldown: 7>\n<Cooldown Steps: 1>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 11 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 40 , "tpGain" : 0 } ,
{ "id" : 56 , "animationId" : 26 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "" , "type" : 0 , "variance" : 0 } , "description" : "薇薇安释放寒风影响敌人行动,对敌人施加\\c[9]\\it[52]\\c[0], \n同时释放迷雾遮蔽所有队友行踪(施加\\c[17]\\it[169]\\c[0])" , "effects" : [ { "code" : 21 , "dataId" : 19 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 2 , "iconIndex" : 65 , "message1" : "施放了%1! " , "message2" : "" , "mpCost" : 2 , "name" : "寒冻黑雾I" , "note" : "<Hide if Learned Skill: 57,58>\n<Learn Cost: 4 JP>\n\n<Target: Everybody>\n\n<技能类型:技能>\n\n<Cooldown: 3>\n<Cooldown Steps: 1>\n\n<Before Eval>\nif(target.isActor() === user.isActor()){\n target.addState(169);\n }\n else{\n target.addState(52);\n }\n</Before Eval>\n" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 2 , "speed" : 0 , "stypeId" : 2 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 5 } ,
{ "id" : 57 , "animationId" : 26 , "damage" : { "critical" : false , "elementId" : 7 , "formula" : "1+(a.mat * 2 - b.mdf)*(a.level*a.mat/2048+2)" , "type" : 0 , "variance" : 5 } , "description" : "薇薇安释放寒风影响敌人行动,对敌人施加\\c[9]\\it[52]\\c[0], \n同时释放迷雾遮蔽所有队友行踪(施加\\c[17]\\it[170]\\c[0])" , "effects" : [ { "code" : 21 , "dataId" : 19 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 2 , "iconIndex" : 65 , "message1" : "施放了%1! " , "message2" : "" , "mpCost" : 12 , "name" : "寒冻黑雾II" , "note" : "<Hide if Learned Skill: 58>\n<Learn Cost: 6 JP>\n<Learn Require Skill: 56>\n\n<Target: Everybody>\n\n<技能类型:技能>\n\n<Cooldown: 3>\n<Cooldown Steps: 1>\n\n\n<Before Eval>\nif(target.isActor() === user.isActor()){\n target.addState(170);\n }\n else{\n target.addState(52);\n }\n</Before Eval>\n" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 2 , "speed" : 0 , "stypeId" : 2 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 8 } ,
{ "id" : 58 , "animationId" : 26 , "damage" : { "critical" : false , "elementId" : 7 , "formula" : "100+(a.mat * 11/5 - b.mdf)*(a.level*a.mat/2048+2)" , "type" : 0 , "variance" : 5 } , "description" : "薇薇安释放寒风影响敌人行动,对敌人施加\\c[9]\\it[52]\\c[0], \n同时释放迷雾遮蔽所有队友行踪(施加\\c[17]\\it[171]\\c[0])" , "effects" : [ { "code" : 21 , "dataId" : 19 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 2 , "iconIndex" : 65 , "message1" : "施放了%1! " , "message2" : "" , "mpCost" : 18 , "name" : "寒冻黑雾III" , "note" : "<技能类型:技能>\n<Learn Cost: 8 JP>\n<Learn Require Skill: 57>\n\n<Target: Everybody>\n\n<Cooldown: 3>\n<Cooldown Steps: 1>\n\n\n<Before Eval>\nif(target.isActor() === user.isActor()){\n target.addState(171);\n }\n else{\n target.addState(52);\n }\n</Before Eval>\n" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 2 , "speed" : 0 , "stypeId" : 2 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 9 } ,
{ "id" : 59 , "animationId" : 0 , "damage" : { "critical" : false , "elementId" : 7 , "formula" : "" , "type" : 1 , "variance" : 5 } , "description" : "薇薇安的冰系攻击魔法, 造成140+2*\\c[17]Lv\\c[0]+0.7\\c[27]ap\\c[0] 点\\c[9]冰\\c[0]属性\\c[27]魔法伤害\\c[0]\n并对相邻两个敌人造成1/3的溅射伤害, 累计三次后进入2回合冷却" , "effects" : [ ] , "hitType" : 2 , "iconIndex" : 65 , "message1" : "施放了%1! " , "message2" : "" , "mpCost" : 6 , "name" : "冰刺I" , "note" : "<技能类型:技能>\n<Hide if Learned Skill: 60,61>\n<Cooldown Steps: 1>\n<Learn Cost: 4 JP>\n\n<Before Eval>\n this._bsaffective = 0.5;\n</Before Eval>\n\n<Custom Target Eval>\ntargets.push(target);\ntargets.push($gameTroop.members()[this._targetIndex - 1]);\ntargets.push($gameTroop.members()[this._targetIndex + 1]);\n</Custom Target Eval>\n\n<Before Eval>\n this._times = this._times || 0;\n this._times += 1;\n if(this._times == 1){\n target.startAnimation(15); \n user._icetimes = user._icetimes || 0;\n user._icetimes += 1;\n if(user._icetimes >= 3){\n user._icetimes = 0;\n user.addCooldown(59,+3);\n }\n}\n</Before Eval>\n\n<damage formula>\nvalue = 140;\nvalue += user.mat*7/10;\nvalue += user.level*2;\nvalue = Math.floor(value/3);\nvalue *= this._times == 1?3: 1;\n</damage formula>" , "occasion" : 0 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 2 , "successRate" : 100 , "tpCost" : 5 , "tpGain" : 0 } ,
{ "id" : 60 , "animationId" : 0 , "damage" : { "critical" : false , "elementId" : 7 , "formula" : "" , "type" : 1 , "variance" : 5 } , "description" : "薇薇安的冰系攻击魔法, 造成210+2.5*\\c[17]Lv\\c[0]+0.7\\c[27]ap\\c[0] 点\\c[9]冰\\c[0]属性\\c[27]魔法伤害\\c[0]\n并对相邻两个敌人造成1/3的溅射伤害, 累计三次后进入2回合冷却" , "effects" : [ ] , "hitType" : 2 , "iconIndex" : 65 , "message1" : "施放了%1! " , "message2" : "" , "mpCost" : 12 , "name" : "冰刺II" , "note" : "<技能类型:技能>\n<Hide if Learned Skill: 60,61>\n<Cooldown Steps: 1>\n<Learn Cost: 6 JP>\n<Learn Require Skill: 59>\n\n<Before Eval>\n this._bsaffective = 0.5;\n</Before Eval>\n\n<Custom Target Eval>\ntargets.push(target);\ntargets.push($gameTroop.members()[this._targetIndex - 1]);\ntargets.push($gameTroop.members()[this._targetIndex + 1]);\n</Custom Target Eval>\n\n<Before Eval>\n this._times = this._times || 0;\n this._times += 1;\n if(this._times == 1){\n target.startAnimation(15); \n user._icetimes = user._icetimes || 0;\n user._icetimes += 1;\n if(user._icetimes >= 3){\n user._icetimes = 0;\n user.addCooldown(60,+3);\n }\n}\n</Before Eval>\n\n<damage formula>\nvalue = 210;\nvalue += user.mat*7/10;\nvalue += user.level*2.5;\nvalue = Math.floor(value/3);\nvalue *= this._times == 1?3: 1;\n</damage formula>" , "occasion" : 0 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 2 , "successRate" : 100 , "tpCost" : 5 , "tpGain" : 0 } ,
{ "id" : 61 , "animationId" : 0 , "damage" : { "critical" : false , "elementId" : 7 , "formula" : "" , "type" : 1 , "variance" : 5 } , "description" : "薇薇安的冰系攻击魔法, 造成280+3*\\c[17]Lv\\c[0]+0.7\\c[27]ap\\c[0] 点\\c[9]冰\\c[0]属性\\c[27]魔法伤害\\c[0]\n并对相邻两个敌人造成1/3的溅射伤害, 累计三次后进入2回合冷却" , "effects" : [ ] , "hitType" : 2 , "iconIndex" : 65 , "message1" : "施放了%1! " , "message2" : "" , "mpCost" : 18 , "name" : "冰刺III" , "note" : "<技能类型:技能>\n<Hide if Learned Skill: 60,61>\n<Cooldown Steps: 1>\n<Learn Cost: 8 JP>\n<Learn Require Skill: 60>\n\n<Before Eval>\n this._bsaffective = 0.5;\n</Before Eval>\n\n<Custom Target Eval>\ntargets.push(target);\ntargets.push($gameTroop.members()[this._targetIndex - 1]);\ntargets.push($gameTroop.members()[this._targetIndex + 1]);\n</Custom Target Eval>\n\n<Before Eval>\n this._times = this._times || 0;\n this._times += 1;\n if(this._times == 1){\n target.startAnimation(15); \n user._icetimes = user._icetimes || 0;\n user._icetimes += 1;\n if(user._icetimes >= 3){\n user._icetimes = 0;\n user.addCooldown(61,+3);\n }\n}\n</Before Eval>\n\n<damage formula>\nvalue = 280;\nvalue += user.mat*7/10;\nvalue += user.level*3;\nvalue = Math.floor(value/3);\nvalue *= this._times == 1?3: 1;\n</damage formula>" , "occasion" : 0 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 2 , "successRate" : 100 , "tpCost" : 5 , "tpGain" : 0 } ,
{ "id" : 62 , "animationId" : 109 , "damage" : { "critical" : false , "elementId" : 15 , "formula" : "" , "type" : 3 , "variance" : 5 } , "description" : "薇薇安用自己的血液转化为生命力治愈队友, 恢复80+4%\\c[18]Mhp\\c[0]+0.5\\c[27]ap\\c[0] 点 HP\n存在\\c[18]\\it[1]\\c[0]的队友时,随机复苏其中一个,但技能的消耗和冷却翻倍" , "effects" : [ ] , "hitType" : 0 , "iconIndex" : 231 , "message1" : "施放了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "鲜血治愈I" , "note" : "<Hide if Learned Skill: 63,64>\n<Learn Cost: 6 JP>\n\n<Cooldown: 3>\n<Cooldown Steps: 1>\n\n<Custom HP Cost>\ncost += user.mhp/20;\nvar members = $gameParty.deadMembers();\nif (members) { cost += user.mhp/20; }\n</Custom HP Cost>\n\n<技能类型:技能>\n\n <Custom Requirement>\n if (user.hp/user.mhp >= 0.2) {\n value = true;\n } else {\n value = false;\n }\n </Custom Requirement>\n\n<Before Eval>\n if(target.isStateAffected(1)){\n user.addCooldown(62,+2);\n target.removeState(1);\n target.gainHp(1);\n }\n</Before Eval>\n\n<damage Formula>\nif(user == target){\n value = user.mhp/20;\n value = Math.floor(value);\n}\nelse{\n value = user.mat/2 + user.mhp/25 + 80;\n value = Math.floor(value);\n}\n</damage Formula>\n\n<Custom Target Eval>\ntargets.push(target);\nvar members = $gameParty.deadMembers();\nif (members) {\n var member = members[Math.floor(Math.random()*members.length)];\n targets.push(member);\n}\n</Custom Target Eval>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 7 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 5 } ,
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{ "id" : 120 , "animationId" : 0 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "释放单向强光照射选中敌人和相邻敌人,影响其视力,对\\is[398]无效\n并破除敌人部分隐身效果( \\it[172]) " , "effects" : [ { "code" : 21 , "dataId" : 74 , "value1" : 0.7 , "value2" : 0 } , { "code" : 22 , "dataId" : 172 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 414 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 2 , "name" : "闪光术I" , "note" : "<Hide if Learned Skill: 121,122>\n<Learn Cost: 3 JP>\n\n<技能类型:技能>\n\n<Custom Target Eval>\ntargets.push(target);\ntargets.push($gameTroop.members()[this._targetIndex - 1]);\ntargets.push($gameTroop.members()[this._targetIndex + 1]);\n</Custom Target Eval>\n\n<Cooldown: 3>\n<Cooldown Steps: 1>\n\n<Before Eval>\n this._times = this._times || 0;\n this._times += 1;\n if(this._times == 1){\n target.startAnimation(33); \n}\n</Before Eval>\n" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 10 , "tpGain" : 0 } ,
{ "id" : 121 , "animationId" : 0 , "damage" : { "critical" : false , "elementId" : 10 , "formula" : "90 + 3*a.level + 6/10*a.mat" , "type" : 0 , "variance" : 5 } , "description" : "释放单向强光照射选中敌人和相邻敌人,影响其视力,有几率破除\\is[398]\n并破除敌人部分隐身效果( \\it[172]、\\it[173]) " , "effects" : [ { "code" : 22 , "dataId" : 123 , "value1" : 0.5 , "value2" : 0 } , { "code" : 21 , "dataId" : 74 , "value1" : 0.8 , "value2" : 0 } , { "code" : 22 , "dataId" : 172 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 173 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 414 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 2 , "name" : "闪光术II" , "note" : "<Hide if Learned Skill: 122>\n<Learn Cost: 6 JP>\n<Learn Require Skill: 120>\n\n<技能类型:技能>\n\n<Cooldown: 3>\n<Cooldown Steps: 1>\n\n<Custom Target Eval>\ntargets.push(target);\ntargets.push($gameTroop.members()[this._targetIndex - 1]);\ntargets.push($gameTroop.members()[this._targetIndex + 1]);\n</Custom Target Eval>\n\n<Before Eval>\n this._times = this._times || 0;\n this._times += 1;\n if(this._times == 1){\n target.startAnimation(33); \n}\n</Before Eval>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 10 , "tpGain" : 0 } ,
{ "id" : 122 , "animationId" : 0 , "damage" : { "critical" : false , "elementId" : 10 , "formula" : "180 + 4*a.level + 6/10*a.mat" , "type" : 0 , "variance" : 5 } , "description" : "释放单向强光照射选中敌人和相邻敌人,影响其视力,破除\\is[398]\n并破除敌人全部隐身效果( \\it[172]、\\it[173]、\\it[174]) " , "effects" : [ { "code" : 22 , "dataId" : 123 , "value1" : 1 , "value2" : 0 } , { "code" : 21 , "dataId" : 74 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 172 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 173 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 174 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 414 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 2 , "name" : "闪光术III" , "note" : "<技能类型:技能>\n<Learn Cost: 8 JP>\n<Learn Require Skill: 121>\n\n<Cooldown: 3>\n<Cooldown Steps: 1>\n\n<Custom Target Eval>\ntargets.push(target);\ntargets.push($gameTroop.members()[this._targetIndex - 1]);\ntargets.push($gameTroop.members()[this._targetIndex + 1]);\n</Custom Target Eval>\n\n<Before Eval>\n this._times = this._times || 0;\n this._times += 1;\n if(this._times == 1){\n target.startAnimation(33); \n}\n</Before Eval>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 10 , "tpGain" : 0 } ,
{ "id" : 123 , "animationId" : 95 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "保持灵活游走的战斗技巧,需要持续消耗法力,期间每次攻击都会追加一次\n特定的普通攻击( 可以叠加布设符卡所需的攻击次数, 但不能触发普攻特效) " , "effects" : [ { "code" : 21 , "dataId" : 361 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 82 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "游斗术" , "note" : "<技能类型:技能>\n<Learn Cost: 6 JP>\n\n<After ATB: 90%>\n\n<Hide if Learned Skill: 124,125>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 11 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 30 , "tpGain" : 0 } ,
{ "id" : 124 , "animationId" : 95 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "保持灵活游走的战斗技巧,需要持续消耗法力,期间每次攻击都会追加一次\n特定的普通攻击( 可以叠加布设符卡所需的攻击次数, 但不能触发普攻特效) " , "effects" : [ { "code" : 21 , "dataId" : 362 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 82 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "专业游斗术" , "note" : "<技能类型:技能>\n<Learn Cost: 8 JP>\n<Learn Require Skill: 123>\n\n<After ATB: 90%>\n\n<Hide if Learned Skill: 125>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 11 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 30 , "tpGain" : 0 } ,
{ "id" : 125 , "animationId" : 95 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "保持灵活游走的战斗技巧,需要持续消耗法力,期间每次攻击都会追加一次\n特定的普通攻击( 可以叠加布设符卡所需的攻击次数, 但不能触发普攻特效) " , "effects" : [ { "code" : 21 , "dataId" : 363 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 82 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "大师游斗术" , "note" : "<技能类型:技能>\n<Learn Cost: 10 JP>\n<Learn Require Skill: 126>\n\n<After ATB: 90%>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 11 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 30 , "tpGain" : 0 } ,
{ "id" : 126 , "animationId" : 204 , "damage" : { "critical" : false , "elementId" : 1 , "formula" : "a.atk*4/5 + 2*a.level + 80" , "type" : 1 , "variance" : 5 } , "description" : "\\c[18]<类普攻>\\c[0] 对全体敌人射出流血箭, 附加20层\\it[102]\n造成 80+2*\\c[17]Lv\\c[0]+0.8\\c[18]ad\\c[0] 点\\c[18]物理伤害\\c[0]" , "effects" : [ { "code" : 21 , "dataId" : 102 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 1 , "iconIndex" : 437 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "流血箭" , "note" : "<技能类型:类普攻>\n<Learn Cost: 4 JP>\n\n<Before Eval>\n this._bsaffective = 0.1;\n</Before Eval>\n\n<Hide if Learned Skill: 127,128>\n\n <Before Eval>\n target._bleed = target._bleed || 0; \n target._bleed += 20;\n target.setStateCounter(102, target._bleed);\n </Before Eval>\n\n<Post-Damage Eval>\n if (user.isStateAffected(361) || \n user.isStateAffected(362) || \n user.isStateAffected(363) ){\n this._times = this._times || 0;\n this._times += 1;\n if(this._times == 1){\n user._shottimes += 1;\n $gameActors.actor(12)._lastallyid = user.actorId();\n var subject = $gameActors.actor(12);\n subject.forceAction(118, -1);\n BattleManager.forceAction(subject);\n }\n }\n</Post-Damage Eval>\n\n<Custom Counter Rate>\nif(target.isStateAffected(284)){}\nelse{ rate *= 0;}\n</Custom Counter Rate>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 2 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 15 , "tpGain" : 0 } ,
{ "id" : 127 , "animationId" : 204 , "damage" : { "critical" : false , "elementId" : 1 , "formula" : "a.atk*4/5 + 5/2*a.level + 160" , "type" : 1 , "variance" : 5 } , "description" : "\\c[18]<类普攻>\\c[0] 对全体敌人射出流血箭, 附加30层\\it[102]\n造成 160+2.5*\\c[17]Lv\\c[0]+0.8\\c[18]ad\\c[0] 点\\c[18]物理伤害\\c[0]" , "effects" : [ { "code" : 21 , "dataId" : 102 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 1 , "iconIndex" : 437 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "强劲流血箭" , "note" : "<技能类型:类普攻>\n<Learn Cost: 6 JP>\n<Learn Require Skill: 126>\n\n<Hide if Learned Skill: 128>\n\n<Before Eval>\n this._bsaffective = 0.1;\n</Before Eval>\n\n<After Eval>\n target._bleed = target._bleed || 0;\n target._bleed += 30; \n target.setStateCounter(102, user._bleed);\n</After Eval>\n\n<Post-Damage Eval>\n if (user.isStateAffected(361) || \n user.isStateAffected(362) || \n user.isStateAffected(363) ){\n this._times = this._times || 0;\n this._times += 1;\n if(this._times == 1){\n user._shottimes += 1;\n $gameActors.actor(12)._lastallyid = user.actorId();\n var subject = $gameActors.actor(12);\n subject.forceAction(118, -1);\n BattleManager.forceAction(subject);\n }\n }\n</Post-Damage Eval>\n\n<Custom Counter Rate>\nif(target.isStateAffected(284)){}\nelse{ rate *= 0;}\n</Custom Counter Rate>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 6 , "requiredWtypeId2" : 7 , "scope" : 2 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 15 , "tpGain" : 0 } ,
{ "id" : 128 , "animationId" : 204 , "damage" : { "critical" : false , "elementId" : 1 , "formula" : "a.atk*4/5 + 3*a.level + 240" , "type" : 1 , "variance" : 5 } , "description" : "\\c[18]<类普攻>\\c[0] 对全体敌人射出流血箭, 附加40层\\it[102]\n造成 240+3*\\c[17]Lv\\c[0]+0.8\\c[18]ad\\c[0] 点\\c[18]物理伤害\\c[0]" , "effects" : [ { "code" : 21 , "dataId" : 102 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 1 , "iconIndex" : 437 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "绝杀流血箭" , "note" : "<技能类型:类普攻>\n<Learn Cost: 8 JP>\n<Learn Require Skill: 127>\n\n<Before Eval>\n this._bsaffective = 0.1;\n</Before Eval>\n\n<After Eval>\n target._bleed = target._bleed || 0;\n target._bleed += 40; \n target.setStateCounter(102, user._bleed);\n</After Eval>\n\n<Post-Damage Eval>\n if (user.isStateAffected(361) || \n user.isStateAffected(362) || \n user.isStateAffected(363) ){\n this._times = this._times || 0;\n this._times += 1;\n if(this._times == 1){\n user._shottimes += 1;\n $gameActors.actor(12)._lastallyid = user.actorId();\n var subject = $gameActors.actor(12);\n subject.forceAction(118, -1);\n BattleManager.forceAction(subject);\n }\n }\n</Post-Damage Eval>\n\n<Custom Counter Rate>\nif(target.isStateAffected(284)){}\nelse{ rate *= 0;}\n</Custom Counter Rate>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 6 , "requiredWtypeId2" : 7 , "scope" : 2 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 15 , "tpGain" : 0 } ,
{ "id" : 129 , "animationId" : 0 , "damage" : { "critical" : true , "elementId" : -1 , "formula" : "a.atk*3/4 + 2*a.level + 90" , "type" : 1 , "variance" : 5 } , "description" : "\\c[17]<30%额外命中>\\c[0] \\c[18]<类普攻>\\c[0] 对一个目标连续进行三次射击\n每次造成 90+2*\\c[17]Lv\\c[0]+0.75\\c[18]ad\\c[0] 点\\c[18]物理伤害\\c[0]" , "effects" : [ ] , "hitType" : 0 , "iconIndex" : 116 , "message1" : "" , "message2" : "" , "mpCost" : 0 , "name" : "精湛射击I" , "note" : "<技能类型:类普攻>\n\n<Hide if Learned Skill: 130,131>\n\n<Before Eval>\n this._pcirate = 1.5;\n</Before Eval>\n\n<Before Eval>\n this._bsaffective = 0.1;\n</Before Eval>\n\n<Before Eval>\n user.addState(229);\n</Before Eval>\n<After Eval>\n user.removeState(229);\n</After Eval>\n\n<After Eval>\n if (user.isStateAffected(361) || \n user.isStateAffected(362) || \n user.isStateAffected(363) ){\n this._times = this._times || 0;\n this._times += 1;\n if(this._times == 3){\n user._shottimes += 1;\n $gameActors.actor(12)._lastallyid = user.actorId();\n var subject = $gameActors.actor(12);\n subject.forceAction(117, this._targetIndex);\n BattleManager.forceAction(subject);\n }\n }\n</After Eval>\n\n<Custom Counter Rate>\nif(target.isStateAffected(284)){}\nelse{ rate *= 0;}\n</Custom Counter Rate>" , "occasion" : 1 , "repeats" : 3 , "requiredWtypeId1" : 6 , "requiredWtypeId2" : 7 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 30 , "tpGain" : 0 } ,
{ "id" : 130 , "animationId" : 0 , "damage" : { "critical" : true , "elementId" : -1 , "formula" : "a.atk*3/4 + 5/2*a.level + 160" , "type" : 1 , "variance" : 5 } , "description" : "\\c[17]<40%额外命中>\\c[0] \\c[18]<类普攻>\\c[0] 对一个目标连续进行三次射击\n每次造成 160+2.5*\\c[17]Lv\\c[0]+0.75\\c[18]ad\\c[0] 点\\c[18]物理伤害\\c[0]" , "effects" : [ ] , "hitType" : 0 , "iconIndex" : 116 , "message1" : "" , "message2" : "" , "mpCost" : 0 , "name" : "精湛射击II" , "note" : "<技能类型:类普攻>\n<Learn Cost: 6 JP>\n<Learn Require Skill: 129>\n\n<Hide if Learned Skill: 131>\n\n<Before Eval>\n this._pcirate = 1.5;\n</Before Eval>\n\n<Before Eval>\n this._bsaffective = 0.1;\n</Before Eval>\n\n<Before Eval>\n user.addState(230);\n</Before Eval>\n<After Eval>\n user.removeState(230);\n</After Eval>\n\n<After Eval>\n if (user.isStateAffected(361) || \n user.isStateAffected(362) || \n user.isStateAffected(363) ){\n this._times = this._times || 0;\n this._times += 1;\n if(this._times == 3){\n user._shottimes += 1;\n $gameActors.actor(12)._lastallyid = user.actorId();\n var subject = $gameActors.actor(12);\n subject.forceAction(117, this._targetIndex);\n BattleManager.forceAction(subject);\n }\n }\n</After Eval>\n\n<Custom Counter Rate>\nif(target.isStateAffected(284)){}\nelse{ rate *= 0;}\n</Custom Counter Rate>" , "occasion" : 1 , "repeats" : 3 , "requiredWtypeId1" : 6 , "requiredWtypeId2" : 7 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 30 , "tpGain" : 0 } ,
{ "id" : 131 , "animationId" : 0 , "damage" : { "critical" : true , "elementId" : -1 , "formula" : "a.atk*3/4 + 3*a.level + 240" , "type" : 1 , "variance" : 5 } , "description" : "\\c[17]<40%额外命中>\\c[0] \\c[18]<类普攻>\\c[0] 对一个目标连续进行三次射击\n每次造成 240+3*\\c[17]Lv\\c[0]+0.75\\c[18]ad\\c[0] 点\\c[18]物理伤害\\c[0]" , "effects" : [ ] , "hitType" : 0 , "iconIndex" : 116 , "message1" : "" , "message2" : "" , "mpCost" : 0 , "name" : "精湛射击III" , "note" : "<技能类型:类普攻>\n<Learn Cost: 8 JP>\n<Learn Require Skill: 131>\n\n<Before Eval>\n user.addState(231);\n</Before Eval>\n<After Eval>\n user.removeState(231);\n</After Eval>\n\n<Before Eval>\n this._bsaffective = 0.1;\n</Before Eval>\n\n<Before Eval>\n this._pcirate = 1.5;\n</Before Eval>\n\n<After Eval>\n if (user.isStateAffected(361) || \n user.isStateAffected(362) || \n user.isStateAffected(363) ){\n this._times = this._times || 0;\n this._times += 1;\n if(this._times == 3){\n user._shottimes += 1;\n $gameActors.actor(12)._lastallyid = user.actorId();\n var subject = $gameActors.actor(12);\n subject.forceAction(117, this._targetIndex);\n BattleManager.forceAction(subject);\n }\n }\n</After Eval>\n\n<Custom Counter Rate>\nif(target.isStateAffected(284)){}\nelse{ rate *= 0;}\n</Custom Counter Rate>" , "occasion" : 1 , "repeats" : 3 , "requiredWtypeId1" : 6 , "requiredWtypeId2" : 7 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 30 , "tpGain" : 0 } ,
{ "id" : 132 , "animationId" : 208 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "布设符文卡•长剑, 持续给队友增加15%攻击力,\n最多存在3回合" , "effects" : [ { "code" : 21 , "dataId" : 348 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 435 , "message1" : "" , "message2" : "" , "mpCost" : 0 , "name" : "符文卡 • 长剑" , "note" : "" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 11 , "speed" : 0 , "stypeId" : 3 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 133 , "animationId" : 209 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "布设符文卡•壁垒, 持续给队友增加20%物理防御和10%魔法防御,\n最多存在3回合" , "effects" : [ { "code" : 21 , "dataId" : 350 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 443 , "message1" : "" , "message2" : "" , "mpCost" : 0 , "name" : "符文卡 • 壁垒" , "note" : "" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 11 , "speed" : 0 , "stypeId" : 3 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 134 , "animationId" : 211 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "布设符文卡•权杖, 持续减少敌方15%敏捷,\n最多存在3回合" , "effects" : [ { "code" : 21 , "dataId" : 352 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 440 , "message1" : "" , "message2" : "" , "mpCost" : 0 , "name" : "符文卡 • 权杖" , "note" : "" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 11 , "speed" : 0 , "stypeId" : 3 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 135 , "animationId" : 210 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "布设符文卡•年轮, 让队友每回合自动获得20%行动读条,\n最多存在三回合" , "effects" : [ { "code" : 21 , "dataId" : 354 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 302 , "message1" : "" , "message2" : "" , "mpCost" : 0 , "name" : "符文卡 • 年轮" , "note" : "" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 11 , "speed" : 0 , "stypeId" : 3 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 136 , "animationId" : 95 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "消耗: \\c[17]\\it[348]、\\it[354]\\c[0] 构成:\\c[9]\\it[350]\\c[0] 模拟战车效果,\n下回合全队获得70%的行动读条, 并增加20%的物攻和双防2回合" , "effects" : [ { "code" : 21 , "dataId" : 356 , "value1" : 1 , "value2" : 0 } , { "code" : 21 , "dataId" : 360 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 314 , "message1" : "启用了\\c[17]%1! \\c[0]" , "message2" : "" , "mpCost" : 15 , "name" : "卡阵•无畏战车" , "note" : "<技能类型:技能>\n \n<Custom TP Cost> \nif(user.isStateAffected(348)){\n cost -= 20;\n}\nif(user.isStateAffected(350)){\n cost -= 20;\n}\nif(user.isStateAffected(354)){\n cost -= 20;\n}\n</Custom TP Cost> \n\n <Before Eval>\nif(user.isStateAffected(348)){\n user.removeState(348);\n}\nif(user.isStateAffected(350)){\n user.removeState(350);\n}\nelse{\n user.addState(350);\n}\nif(user.isStateAffected(354)){\n user.removeState(354);\n}\n </Before Eval>\n\n<Post-Damage Eval>\n if (user.isStateAffected(361) || \n user.isStateAffected(362) || \n user.isStateAffected(363) ){\n this._times = this._times || 0;\n this._times += 1;\n if(this._times == 1){\n user._shottimes += 1;\n $gameActors.actor(12)._lastallyid = user.actorId();\n var subject = $gameActors.actor(12);\n subject.forceAction(118, this._targetIndex);\n BattleManager.forceAction(subject);\n }\n }\n</Post-Damage Eval>\n\n" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 8 , "speed" : 0 , "stypeId" : 3 , "successRate" : 100 , "tpCost" : 60 , "tpGain" : 0 } ,
{ "id" : 137 , "animationId" : 212 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "消耗: \\c[17]\\it[350]、\\it[352]\\c[0] 构成:\\c[9]\\it[354]\\c[0] 引导风的力量形成缓冲,\n给予全队\\c[9]5 + 0.66*自身level\\c[0] 的\\c[9]\\it[238]\\c[0]属性, 最多叠加到99点" , "effects" : [ ] , "hitType" : 0 , "iconIndex" : 413 , "message1" : "启用了\\c[17]%1! \\c[0]" , "message2" : "" , "mpCost" : 15 , "name" : "卡阵•风息缎带" , "note" : "<技能类型:技能>\n\n<Before Eval>\n target._block = target._block || 0;\n target._block += Math.floor(5 + $gameActors.actor(4).level*2/3);\n target._block = Math.max(target._block, -100);\n target._block = Math.min(target._block, 100);\n if(target._block == 0){ \n target.setStateCounter(237, 0);\n target.setStateCounter(238, 0);\n target.removeState(237);\n target.removeState(238); } \n else{\n if(target._block > 0){\n target.addState(238);\n target.setStateCounter(238, target._block);\n }\n else{\n target.addState(237);\n target.setStateCounter(237, Math.abs(target._block));\n }\n }\n</Before Eval>\n\n <Before Eval>\nif(user.isStateAffected(350)){\n user.removeState(350);\n}\n\nif(user.isStateAffected(352)){\n user.removeState(352);\n}\nif(user.isStateAffected(354)){\n user.removeState(354);\n}\nelse{\n user.addState(354);\n}\n </Before Eval>\n\n<Custom TP Cost> \nif(user.isStateAffected(350)){\n cost -= 20;\n}\nif(user.isStateAffected(352)){\n cost -= 20;\n}\nif(user.isStateAffected(354)){\n cost -= 20;\n}\n</Custom TP Cost> \n" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 8 , "speed" : 0 , "stypeId" : 3 , "successRate" : 100 , "tpCost" : 60 , "tpGain" : 0 } ,
{ "id" : 138 , "animationId" : 205 , "damage" : { "critical" : false , "elementId" : 8 , "formula" : "240 + a.mat*3/4 + (b.mhp - b.hp)/5" , "type" : 3 , "variance" : 0 } , "description" : "消耗: \\c[17]\\it[350]、\\it[354]\\c[0] 构成:\\c[9]\\it[348]\\c[0] 生成符文圣装,\n提升指定队友40%物攻和双防五回合,并回复该队友及其相邻两队友一定生命" , "effects" : [ { "code" : 22 , "dataId" : 102 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 741 , "message1" : "启用了\\c[17]%1! \\c[0]" , "message2" : "" , "mpCost" : 15 , "name" : "卡阵•守护圣装" , "note" : "<技能类型:技能>\n\n<Custom TP Cost> \nif(user.isStateAffected(348)){\n cost -= 20;\n}\nif(user.isStateAffected(350)){\n cost -= 20;\n}\nif(user.isStateAffected(352)){\n cost -= 20;\n}\n</Custom TP Cost> \n\n<Before Eval>\nif(user.isStateAffected(348)){\n user.removeState(348);\n}\nelse{\n user.addState(348);\n}\nif(user.isStateAffected(350)){\n user.removeState(350);\n}\nif(user.isStateAffected(354)){\n user.removeState(354);\n}\nthis._times = this._times || 0;\nthis._times += 1;\nif(this._times == 1){\n target.addState(357);\n target.startAnimation(248);\n}\n </Before Eval>\n\n<Custom Target Eval>\ntargets.push(target);\ntargets.push($gameParty.members()[this._targetIndex - 1]);\ntargets.push($gameParty.members()[this._targetIndex + 1]);\n</Custom Target Eval>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 7 , "speed" : 0 , "stypeId" : 3 , "successRate" : 100 , "tpCost" : 60 , "tpGain" : 0 } ,
{ "id" : 139 , "animationId" : 219 , "damage" : { "critical" : false , "elementId" : 16 , "formula" : "1+Math.floor(Math.min(b.hp*2/25, 800))+ 3*a.level + a.mat" , "type" : 1 , "variance" : 5 } , "description" : "消耗: \\c[17]\\it[348]、\\it[354]\\c[0] 构成:\\c[9]\\it[352]\\c[0] 对敌方全体造成 8%\\c[18]目标当前HP\\c[0]+3*\\c[17]Lv\\c[0]\n+1.0\\c[27]ap\\c[0]点\\c[18]生命\\c[0]属性\\c[27]魔法伤害\\c[0], 解除其双防增幅并附加2回合\\c[25]\\it[96]\\c[0]" , "effects" : [ { "code" : 21 , "dataId" : 96 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 2 , "iconIndex" : 651 , "message1" : "启用了\\c[17]%1! \\c[0]" , "message2" : "" , "mpCost" : 15 , "name" : "卡阵•生之创伤" , "note" : "<技能类型:技能>\n\n<Barrier Penetration: 50%>\n<Before Eval>\nthis. _bpt = 0.5;\n</Before Eval>\n\n<Custom TP Cost> \nif(user.isStateAffected(348)){\n cost -= 20;\n}\nif(user.isStateAffected(352)){\n cost -= 20;\n}\nif(user.isStateAffected(354)){\n cost -= 20;\n}\n</Custom TP Cost> \n\n<Before Eval>\nif(user.isStateAffected(348)){\n user.removeState(348);\n}\nif(user.isStateAffected(352)){\n user.removeState(352);\n}\nelse{\n user.addState(352);\n}\nif(user.isStateAffected(354)){\n user.removeState(354);\n}\ntarget.removeState(136);\ntarget.removeState(137);\ntarget.removeState(138);\ntarget.removeState(139);\ntarget.removeState(140);\ntarget.removeState(141);\n </Before Eval>\n\n<Post-Damage Eval>\n if (user.isStateAffected(361) || \n user.isStateAffected(362) || \n user.isStateAffected(363) ){\n this._times = this._times || 0;\n this._times += 1;\n if(this._times == 1){\n user._shottimes += 1;\n $gameActors.actor(12)._lastallyid = user.actorId();\n var subject = $gameActors.actor(12);\n subject.forceAction(118, -1);\n BattleManager.forceAction(subject);\n }\n }\n</Post-Damage Eval>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 2 , "speed" : 0 , "stypeId" : 3 , "successRate" : 100 , "tpCost" : 60 , "tpGain" : 15 } ,
{ "id" : 140 , "animationId" : 104 , "damage" : { "critical" : false , "elementId" : 10 , "formula" : "" , "type" : 1 , "variance" : 5 } , "description" : "消耗: \\c[17]\\全部符卡 \\c[0] 以象征皇权的符文改变战局,对敌方造成精神属性伤害\n并附加\\it[93]和\\it[90],同时,恢复己方一定生命并附加\\it[165]" , "effects" : [ { "code" : 21 , "dataId" : 93 , "value1" : 1 , "value2" : 0 } , { "code" : 21 , "dataId" : 90 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 2 , "iconIndex" : 824 , "message1" : "启用了\\c[17]%1! \\c[0]" , "message2" : "" , "mpCost" : 15 , "name" : "卡阵•战争皇权" , "note" : "<技能类型:技能>\n<Learn Cost: 12 JP>\n\n<Target: Everybody>\n\n<Barrier Penetration: 50%>\n<Before Eval>\nthis. _bpt = 0.5;\n</Before Eval>\n\n<Custom TP Cost> \nif(user.isStateAffected(348)){\n cost -= 20;\n}\nif(user.isStateAffected(350)){\n cost -= 20;\n}\nif(user.isStateAffected(352)){\n cost -= 20;\n}\nif(user.isStateAffected(354)){\n cost -= 20;\n}\n</Custom TP Cost> \n\n<Before Eval>\nif(user.isStateAffected(348)){\n user.removeState(348);\n}\nif(user.isStateAffected(350)){\n user.removeState(350);\n}\nif(user.isStateAffected(352)){\n user.removeState(352);\n}\nif(user.isStateAffected(354)){\n user.removeState(354);\n}\n </Before Eval>\n\n<Damage Formula>\n value = user.mat + 280;\n if (target.isActor() === user.isActor()) {\n value += (target.nhp - target.hp)/4; \n } \n else { value += user.level*4; }\n</Damage Formula>\n\n<Pre-Damage Eval>\nif (target.isActor() === user.isActor()) { \n value = -1 * Math.abs(value);\n target.removeState(102);\n}\n</Pre-Damage Eval>\n\n<Post-Damage Eval>\n if (user.isStateAffected(361) || \n user.isStateAffected(362) || \n user.isStateAffected(363) ){\n this._times = this._times || 0;\n this._times += 1;\n if(this._times == 1){\n user._shottimes += 1;\n $gameActors.actor(12)._lastallyid = user.actorId();\n var subject = $gameActors.actor(12);\n subject.forceAction(118, -1);\n BattleManager.forceAction(subject);\n }\n }\n</Post-Damage Eval>\n\n" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 2 , "speed" : 0 , "stypeId" : 3 , "successRate" : 100 , "tpCost" : 80 , "tpGain" : 20 } ,
{ "id" : 141 , "animationId" : 0 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "南宫三八以极快的速度布置符卡,期间特技和普通攻击\n将被禁用" , "effects" : [ { "code" : 21 , "dataId" : 358 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 79 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "符卡急速" , "note" : "<技能类型:技能>\n<Learn Cost: 10 JP>\n\n<After ATB: 90%>\n\n<MP Cost: 5%>\n\n<Cooldown: 6>\n<Cooldown Steps: 1>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 11 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 142 , "animationId" : 0 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "菜单中使用查看南宫三八的符卡师被动" , "effects" : [ { "code" : 44 , "dataId" : 9 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 187 , "message1" : "" , "message2" : "" , "mpCost" : 0 , "name" : "被动说明" , "note" : "<Bypass Cooldown>" , "occasion" : 2 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 0 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 143 , "animationId" : 0 , "damage" : { "critical" : false , "elementId" : 15 , "formula" : "b.mp/25" , "type" : 0 , "variance" : 20 } , "description" : "用事先准备的凝息符卡辅助自身凝神静气恢复精力,\n同时恢复自身的TP和MP的战斗恢复技巧" , "effects" : [ { "code" : 12 , "dataId" : 0 , "value1" : 0.05 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 657 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "凝息术" , "note" : "<技能类型:技能>\n<Learn Cost: 6 JP>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 11 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 10 } ,
{ "id" : 144 , "animationId" : 0 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "" , "effects" : [ ] , "hitType" : 0 , "iconIndex" : 0 , "message1" : "" , "message2" : "" , "mpCost" : 0 , "name" : "" , "note" : "" , "occasion" : 0 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 145 , "animationId" : 0 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "" , "effects" : [ ] , "hitType" : 0 , "iconIndex" : 0 , "message1" : "" , "message2" : "" , "mpCost" : 0 , "name" : "" , "note" : "" , "occasion" : 0 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 146 , "animationId" : 0 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "" , "effects" : [ ] , "hitType" : 0 , "iconIndex" : 0 , "message1" : "" , "message2" : "" , "mpCost" : 0 , "name" : "伊扎克斯的技能" , "note" : "" , "occasion" : 0 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 147 , "animationId" : 0 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "传送门开润!(\\it[1]的队员不能承受空间传送的负担)" , "effects" : [ { "code" : 41 , "dataId" : 0 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 71 , "message1" : "施放了%1! " , "message2" : "" , "mpCost" : 10 , "name" : "空间传送" , "note" : "" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 8 , "speed" : 0 , "stypeId" : 4 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
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{ "id" : 170 , "animationId" : 226 , "damage" : { "critical" : false , "elementId" : 11 , "formula" : "240 + 3*a.level + 4/5*a.mat" , "type" : 1 , "variance" : 5 } , "description" : "\\c[27]<魔力解锁>\\c[18]<50%护盾穿透>\\c[0] 撕裂空间,对随机两个敌人造成\n240+3*\\c[17]Lv\\c[0]+0.8\\c[27]ap\\c[0] 点\\c[9]力场\\c[0]属性\\c[27]魔法伤害\\c[0]并有几率附加\\it[57]" , "effects" : [ { "code" : 21 , "dataId" : 57 , "value1" : 0.5 , "value2" : 0 } ] , "hitType" : 2 , "iconIndex" : 167 , "message1" : "施放了%1! " , "message2" : "" , "mpCost" : 40 , "name" : "\\c[9]空间撕裂\\c[0]" , "note" : "<Barrier Penetration: 50%>\n<Before Eval>\nthis. _bpt = 0.5;\n</Before Eval>\n\n<技能类型:技能>\n\n<Before Eval>\n this._bsaffective = 0.1;\n</Before Eval>\n\n<Before Eval>\n this._pcirate = 0.5;\n</Before Eval>\n\n<After Eval>\nuser.removeState(185);\nuser.removeState(186);\nuser.removeState(187);\n</After Eval>\n\n<Custom Show Eval>\n if ((user.isStateAffected(185) ||\n user.isStateAffected(186) ) &&\n user.isLearnedSkill(169)) {\n visible = true;\n } else {\n visible = false;\n }\n</Custom Show Eval>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 4 , "speed" : -50 , "stypeId" : 2 , "successRate" : 100 , "tpCost" : 30 , "tpGain" : 5 } ,
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{ "id" : 176 , "animationId" : 0 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "非战斗状态在菜单里使用可以查看伊扎克斯的被动说明" , "effects" : [ { "code" : 44 , "dataId" : 16 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 71 , "message1" : "" , "message2" : "" , "mpCost" : 0 , "name" : "伊扎克斯被动说明" , "note" : "<Bypass Cooldown>" , "occasion" : 2 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 11 , "speed" : 0 , "stypeId" : 4 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 177 , "animationId" : 195 , "damage" : { "critical" : true , "elementId" : -1 , "formula" : "a.atk*7/10 + a.mat*15/100 + 120" , "type" : 1 , "variance" : 5 } , "description" : "" , "effects" : [ { "code" : 21 , "dataId" : 0 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 1 , "iconIndex" : 390 , "message1" : "使用了%1并\\c[17]清空魔力层数\\c[0]! " , "message2" : "" , "mpCost" : 0 , "name" : "魔王斩" , "note" : "<Critical Reward: +4 TP>\n\n<Bypass Cooldown>\n<技能类型:普攻>\n\n<Before Eval>\n this._bsaffective = 0.7;\n</Before Eval>\n\n<After Eval>\nuser.addState(49);\nuser.addState(50);\nuser.addState(51);\nuser.removeState(185);\nuser.removeState(186);\nuser.removeState(187);\nuser.removeState(183);\n</After Eval>" , "occasion" : 1 , "repeats" : 4 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 5 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 10 } ,
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{ "id" : 179 , "animationId" : 115 , "damage" : { "critical" : true , "elementId" : 10 , "formula" : "240 + 3*a.level + 4/5*a.mat" , "type" : 1 , "variance" : 5 } , "description" : "\\c[27]<魔力解锁>\\c[18]<60%护盾穿透>\\c[0] 攫取敌人灵魂,造成240+3*\\c[17]Lv\\c[0]+0.8\\c[27]ap\\c[0] 点\n\\c[27]精神\\c[0]属性\\c[27]魔法伤害\\c[0], 成功击杀时恢复30点MP" , "effects" : [ { "code" : 21 , "dataId" : 250 , "value1" : 0.5 , "value2" : 0 } ] , "hitType" : 2 , "iconIndex" : 75 , "message1" : "施放了%1! " , "message2" : "" , "mpCost" : 40 , "name" : "\\c[9]灵魂攫取\\c[0]" , "note" : "<Barrier Penetration: 60%>\n<Before Eval>\nthis. _bpt = 0.6;\n</Before Eval>\n\n<Defeat Reward: +30 MP>\n\n<Before Eval>\n this._pcirate = 0.5;\n</Before Eval>\n\n<After Eval>\nuser.removeState(185);\nuser.removeState(186);\nuser.removeState(187);\n</After Eval>\n\n<技能类型:技能>\n\n<Custom Show Eval>\n if ((user.isStateAffected(185) ||\n user.isStateAffected(186) ) &&\n user.isLearnedSkill(178)) {\n visible = true;\n } else {\n visible = false;\n }\n</Custom Show Eval>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 2 , "successRate" : 100 , "tpCost" : 30 , "tpGain" : 0 } ,
{ "id" : 180 , "animationId" : 51 , "damage" : { "critical" : true , "elementId" : 10 , "formula" : "300 + 4*a.level + 4/5*a.mat" , "type" : 1 , "variance" : 5 } , "description" : "\\c[27]<魔力解锁>\\c[18]<禁咒><60%护盾穿透>\\c[0] 攫取全体敌人灵魂,造成300+4*\\c[17]Lv\\c[0]+0.8\\c[27]ap\\c[0] 点\n\\c[27]精神\\c[0]属性\\c[27]魔法伤害\\c[0], 成功击杀时恢复30点MP" , "effects" : [ { "code" : 21 , "dataId" : 250 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 2 , "iconIndex" : 166 , "message1" : "施放了\\c[18]%1! \\c[0]" , "message2" : "" , "mpCost" : 60 , "name" : "\\c[18]禁咒 灵魂震爆\\c[0]" , "note" : "<Barrier Penetration: 60%>\n<Before Eval>\nthis. _bpt = 0.6;\n</Before Eval>\n\n<Defeat Reward: +30 MP>\n\n<Before Eval>\n this._bsaffective = 0.1;\n</Before Eval>\n\n<Before Eval>\n this._pcirate = 0.5;\n</Before Eval>\n\n<After Eval>\nuser.removeState(185);\nuser.removeState(186);\nuser.removeState(187);\n</After Eval>\n\n<技能类型:技能>\n\n<Custom Show Eval>\n if (user.isStateAffected(187) &&\n user.isLearnedSkill(178)) {\n visible = true;\n } else {\n visible = false;\n }\n</Custom Show Eval>\n" , "occasion" : 1 , "repeats" : 2 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 2 , "speed" : 0 , "stypeId" : 2 , "successRate" : 100 , "tpCost" : 40 , "tpGain" : 0 } ,
{ "id" : 181 , "animationId" : 0 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "" , "effects" : [ ] , "hitType" : 0 , "iconIndex" : 0 , "message1" : "" , "message2" : "" , "mpCost" : 0 , "name" : "" , "note" : "" , "occasion" : 0 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 182 , "animationId" : 0 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "" , "effects" : [ ] , "hitType" : 0 , "iconIndex" : 0 , "message1" : "" , "message2" : "" , "mpCost" : 0 , "name" : "伊丽莎白的技能" , "note" : "" , "occasion" : 0 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 183 , "animationId" : 81 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "卖个萌降低敌人敌意, 减少被攻击几率, 并恢复10点TP\n同时额外对机械中枢进行一层充能, \\c[18]\\it[372]\\c[0]下不可用" , "effects" : [ { "code" : 21 , "dataId" : 157 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 205 , "message1" : "卖了个萌OvO" , "message2" : "" , "mpCost" : 0 , "name" : "卖萌使坏I" , "note" : "<Hide if Learned Skill: 184>\n<Learn Cost: 6 JP>\n\n<技能类型:技能>\n\n<Before Eval>\nthis._times = this._times || 0 ;\nuser._charge = user._charge || 0 ;\nthis._times +=1 ;\nif(this._times == 1){\n if(user.isStateAffected(372)){}\n else{\n user._charge += 2;\n if(user._charge == 3){\n user.addState(372);\n user._charge = 0 ;\n }\n }\n}\n</Before Eval>\n\n<Custom Requirement>\n if (user.isStateAffected(372)) {\n value = false;\n } else {\n value = true;\n }\n</Custom Requirement>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 11 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 10 } ,
{ "id" : 184 , "animationId" : 81 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "卖个萌降低敌人敌意,减少被攻击几率,解除并免疫\\c[18]\\it[95]\\c[0], \n恢复15点TP同时额外对机械中枢进行一层充能, \\c[18]\\it[372]\\c[0]下不可用" , "effects" : [ { "code" : 21 , "dataId" : 158 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 95 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 205 , "message1" : "卖了个萌OvO" , "message2" : "" , "mpCost" : 0 , "name" : "卖萌使坏II" , "note" : "<技能类型:技能>\n<Learn Cost: 8 JP>\n<Learn Require Skill: 183>\n\n<Before Eval>\nthis._times = this._times || 0 ;\nuser._charge = user._charge || 0 ;\nthis._times +=1 ;\nif(this._times == 1){\n if(user.isStateAffected(372)){}\n else{\n user._charge += 2;\n if(user._charge == 3){\n user.addState(372);\n user._charge = 0 ;\n }\n }\n}\n</Before Eval>\n\n<Custom Requirement>\n if (user.isStateAffected(372)) {\n value = false;\n } else {\n value = true;\n }\n</Custom Requirement>\n\n" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 11 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 15 } ,
{ "id" : 185 , "animationId" : 95 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "使用恶魔天赋强化队友的武器,提升其物理攻击\\it[124]。" , "effects" : [ { "code" : 21 , "dataId" : 124 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 76 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 9 , "name" : "武器附魔I" , "note" : "<Hide if Learned Skill: 186,187>\n\n<技能类型:技能>\n<Learn Cost: 4 JP>\n\n<Cooldown: 6>\n<Cooldown Steps: 1>\n\n<Before Eval>\nthis._times = this._times || 0 ;\nuser._charge = user._charge || 0 ;\nthis._times +=1 ;\nif(this._times == 1){\n if(user.isStateAffected(372)){}\n else{\n user._charge += 1;\n if(user._charge == 3){\n user.addState(372);\n user._charge = 0 ;\n }\n }\n}\n</Before Eval>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 8 , "speed" : 0 , "stypeId" : 2 , "successRate" : 100 , "tpCost" : 10 , "tpGain" : 0 } ,
{ "id" : 186 , "animationId" : 95 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "使用恶魔天赋强化队友的武器,提升其物理攻击\\it[125]。" , "effects" : [ { "code" : 21 , "dataId" : 125 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 76 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 9 , "name" : "武器附魔II" , "note" : "<Hide if Learned Skill: 187>\n\n<技能类型:技能>\n<Learn Cost: 6 JP>\n<Learn Require Skill: 185>\n\n<Cooldown: 6>\n<Cooldown Steps: 1>\n\n<Before Eval>\nthis._times = this._times || 0 ;\nuser._charge = user._charge || 0 ;\nthis._times +=1 ;\nif(this._times == 1){\n if(user.isStateAffected(372)){}\n else{\n user._charge += 1;\n if(user._charge == 3){\n user.addState(372);\n user._charge = 0 ;\n }\n }\n}\n</Before Eval>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 8 , "speed" : 0 , "stypeId" : 2 , "successRate" : 100 , "tpCost" : 10 , "tpGain" : 0 } ,
{ "id" : 187 , "animationId" : 95 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "使用恶魔天赋强化队友的武器,提升其物理攻击\\it[126]。" , "effects" : [ { "code" : 21 , "dataId" : 126 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 76 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 9 , "name" : "武器附魔III" , "note" : "<技能类型:技能>\n<Learn Cost: 8 JP>\n<Learn Require Skill: 186>\n\n<Cooldown: 6>\n<Cooldown Steps: 1>\n\n<Before Eval>\nthis._times = this._times || 0 ;\nuser._charge = user._charge || 0 ;\nthis._times +=1 ;\nif(this._times == 1){\n if(user.isStateAffected(372)){}\n else{\n user._charge += 1;\n if(user._charge == 3){\n user.addState(372);\n user._charge = 0 ;\n }\n }\n}\n</Before Eval>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 8 , "speed" : 0 , "stypeId" : 2 , "successRate" : 100 , "tpCost" : 10 , "tpGain" : 0 } ,
{ "id" : 188 , "animationId" : 58 , "damage" : { "critical" : true , "elementId" : 5 , "formula" : "160 + 3*a.level + 7/10*a.mat + a.atk*4/10" , "type" : 1 , "variance" : 5 } , "description" : "邪能大火球用力糊脸, 造成160+3*\\c[17]Lv\\c[0]+0.4\\c[18]ad\\c[0]+0.7\\c[27]ap\\c[0] 点\n\\c[18]物理\\c[0]和\\c[18]火\\c[0]的混合属性\\c[27]魔法伤害\\c[0]" , "effects" : [ { "code" : 22 , "dataId" : 61 , "value1" : 0.5 , "value2" : 0 } , { "code" : 21 , "dataId" : 36 , "value1" : 0.5 , "value2" : 0 } ] , "hitType" : 2 , "iconIndex" : 64 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 10 , "name" : "火球重击I" , "note" : "<Hide if Learned Skill: 189,190>\n\n<技能类型:技能>\n\n<Before Eval>\n this._bsaffective = 0.7;\n</Before Eval>\n\n<Cooldown: 2>\n<Cooldown Steps: 1>\n\n<Multiple Elements: 1>\n\n<Before Eval>\nthis._times = this._times || 0 ;\nuser._charge = user._charge || 0 ;\nthis._times +=1 ;\nif(this._times == 1){\n if(user.isStateAffected(372)){}\n else{\n user._charge += 1;\n if(user._charge == 3){\n user.addState(372);\n user._charge = 0 ;\n }\n }\n}\n</Before Eval>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 2 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 5 } ,
{ "id" : 189 , "animationId" : 58 , "damage" : { "critical" : true , "elementId" : 5 , "formula" : "220 + 7/2*a.level + 7/10*a.mat + a.atk*4/10" , "type" : 1 , "variance" : 5 } , "description" : "邪能大火球用力糊脸, 造成220+3.5*\\c[17]Lv\\c[0]+0.4\\c[18]ad\\c[0]+0.7\\c[27]ap\\c[0] 点\n\\c[18]物理\\c[0]和\\c[18]火\\c[0]的混合属性\\c[27]魔法伤害\\c[0]" , "effects" : [ { "code" : 22 , "dataId" : 61 , "value1" : 0.5 , "value2" : 0 } , { "code" : 21 , "dataId" : 36 , "value1" : 0.5 , "value2" : 0 } ] , "hitType" : 2 , "iconIndex" : 64 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 20 , "name" : "火球重击II" , "note" : "<Hide if Learned Skill: 190>\n\n<技能类型:技能>\n<Learn Cost: 5 JP>\n<Learn Require Skill: 188>\n\n<Before Eval>\n this._bsaffective = 0.7;\n</Before Eval>\n\n<Cooldown: 2>\n<Cooldown Steps: 1>\n\n<Multiple Elements: 1>\n\n<Before Eval>\nthis._times = this._times || 0 ;\nuser._charge = user._charge || 0 ;\nthis._times +=1 ;\nif(this._times == 1){\n if(user.isStateAffected(372)){}\n else{\n user._charge += 1;\n if(user._charge == 3){\n user.addState(372);\n user._charge = 0 ;\n }\n }\n}\n</Before Eval>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 2 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 5 } ,
{ "id" : 190 , "animationId" : 58 , "damage" : { "critical" : true , "elementId" : 5 , "formula" : "300 + 4*a.level + 7/10*a.mat + a.atk*4/10" , "type" : 1 , "variance" : 5 } , "description" : "邪能大火球用力糊脸, 造成300+4*\\c[17]Lv\\c[0]+0.4\\c[18]ad\\c[0]+0.7\\c[27]ap\\c[0] 点\n\\c[18]物理\\c[0]和\\c[18]火\\c[0]的混合属性\\c[27]魔法伤害\\c[0]" , "effects" : [ { "code" : 22 , "dataId" : 61 , "value1" : 0.5 , "value2" : 0 } , { "code" : 21 , "dataId" : 36 , "value1" : 0.5 , "value2" : 0 } ] , "hitType" : 2 , "iconIndex" : 64 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 30 , "name" : "火球重击III" , "note" : "<技能类型:技能>\n\n<Cooldown: 2>\n<Cooldown Steps: 1>\n<Learn Cost: 7 JP>\n<Learn Require Skill: 189>\n\n<Before Eval>\n this._bsaffective = 0.7;\n</Before Eval>\n\n<Multiple Elements: 1>\n\n<Before Eval>\nthis._times = this._times || 0 ;\nuser._charge = user._charge || 0 ;\nthis._times +=1 ;\nif(this._times == 1){\n if(user.isStateAffected(372)){}\n else{\n user._charge += 1;\n if(user._charge == 3){\n user.addState(372);\n user._charge = 0 ;\n }\n }\n}\n</Before Eval>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 2 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 5 } ,
{ "id" : 191 , "animationId" : 36 , "damage" : { "critical" : false , "elementId" : 1 , "formula" : "a.atk + a.level*2 + 90" , "type" : 1 , "variance" : 5 } , "description" : "对小体型地面敌人专用的格斗技能, 造成90+2*\\c[17]Lv\\c[0]+1.0\\c[18]ad\\c[0] 点\\c[18]物理伤害\\c[0]\n并获得3点TP, 有一定几率将敌人击飞造成\\it[56]" , "effects" : [ { "code" : 21 , "dataId" : 0 , "value1" : 1 , "value2" : 0 } , { "code" : 21 , "dataId" : 56 , "value1" : 0.2 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 78 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "可爱头槌I" , "note" : "<Hide if Learned Skill: 192,193>\n\n<技能类型:技能>\n<Learn Cost: 2 JP>\n\n<Before Eval>\n this._bsaffective = 0;\n</Before Eval>\n\n<Before Eval>\nthis._times = this._times || 0 ;\nuser._charge = user._charge || 0 ;\nthis._times +=1 ;\nif(this._times == 1){\n if(user.isStateAffected(372)){}\n else{\n user._charge += 1;\n if(user._charge == 3){\n user.addState(372);\n user._charge = 0 ;\n }\n }\n}\n</Before Eval>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 3 } ,
{ "id" : 192 , "animationId" : 36 , "damage" : { "critical" : false , "elementId" : 1 , "formula" : "a.atk + a.level*5/2 + 120" , "type" : 1 , "variance" : 5 } , "description" : "对小体型地面敌人专用的格斗技能, 造成120+2.5*\\c[17]Lv\\c[0]+1.0\\c[18]ad\\c[0] 点\\c[18]物理伤害\\c[0]\n并获得5点TP, 有一定几率将敌人击飞造成\\it[56]" , "effects" : [ { "code" : 21 , "dataId" : 0 , "value1" : 1 , "value2" : 0 } , { "code" : 21 , "dataId" : 56 , "value1" : 0.3 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 78 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "可爱头槌II" , "note" : "<Hide if Learned Skill: 193>\n\n<技能类型:技能>\n<Learn Cost: 4 JP>\n<Learn Require Skill: 191>\n\n<Before Eval>\n this._bsaffective = 0;\n</Before Eval>\n\n<Before Eval>\nthis._times = this._times || 0 ;\nuser._charge = user._charge || 0 ;\nthis._times +=1 ;\nif(this._times == 1){\n if(user.isStateAffected(372)){}\n else{\n user._charge += 1;\n if(user._charge == 3){\n user.addState(372);\n user._charge = 0 ;\n }\n }\n}\n</Before Eval>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 5 } ,
{ "id" : 193 , "animationId" : 36 , "damage" : { "critical" : false , "elementId" : 1 , "formula" : "a.atk + a.level*3 + 150" , "type" : 1 , "variance" : 5 } , "description" : "对小体型地面敌人专用的格斗技能, 造成150+3*\\c[17]Lv\\c[0]+1.0\\c[18]ad\\c[0] 点\\c[18]物理伤害\\c[0]\n并获得7点TP, 有一定几率将敌人击飞造成\\it[56]" , "effects" : [ { "code" : 21 , "dataId" : 0 , "value1" : 1 , "value2" : 0 } , { "code" : 21 , "dataId" : 56 , "value1" : 0.4 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 78 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "可爱头槌III" , "note" : "<技能类型:技能>\n<Learn Cost: 6 JP>\n<Learn Require Skill: 192>\n\n<Before Eval>\n this._bsaffective = 0;\n</Before Eval>\n\n<Before Eval>\nthis._times = this._times || 0 ;\nuser._charge = user._charge || 0 ;\nthis._times +=1 ;\nif(this._times == 1){\n if(user.isStateAffected(372)){}\n else{\n user._charge += 1;\n if(user._charge == 3){\n user.addState(372);\n user._charge = 0 ;\n }\n }\n}\n</Before Eval>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 7 } ,
{ "id" : 194 , "animationId" : 28 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "伊丽莎白研究机械时开发出的金属加工魔法,也能够用来破坏敌人\n的防御( 施加\\it[256])并解除\\it[147],但也可能解除他们受到的\\it[61]" , "effects" : [ { "code" : 21 , "dataId" : 256 , "value1" : 0.5 , "value2" : 0 } , { "code" : 22 , "dataId" : 61 , "value1" : 0.5 , "value2" : 0 } , { "code" : 22 , "dataId" : 147 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 2 , "iconIndex" : 346 , "message1" : "施放了%1! " , "message2" : "" , "mpCost" : 10 , "name" : "腐蚀术I" , "note" : "<Hide if Learned Skill: 195, 196>\n\n<技能类型:技能>\n<Learn Cost: 4 JP>\n\n<Cooldown: 2>\n<Cooldown Steps: 1>\n\n<Before Eval>\n this._bsaffective = 0.2;\n</Before Eval>\n\n<Before Eval>\nthis._times = this._times || 0 ;\nuser._charge = user._charge || 0 ;\nthis._times +=1 ;\nif(this._times == 1){\n if(user.isStateAffected(372)){}\n else{\n user._charge += 1;\n if(user._charge == 3){\n user.addState(372);\n user._charge = 0 ;\n }\n }\n}\n</Before Eval>" , "occasion" : 1 , "repeats" : 2 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 2 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 195 , "animationId" : 28 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "伊丽莎白研究机械时开发出的金属加工魔法,也能够用来破坏敌人\n的防御( 施加\\it[256])并解除\\it[147],但也可能解除他们受到的\\it[61]" , "effects" : [ { "code" : 21 , "dataId" : 256 , "value1" : 0.8 , "value2" : 0 } , { "code" : 22 , "dataId" : 61 , "value1" : 0.5 , "value2" : 0 } , { "code" : 22 , "dataId" : 147 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 2 , "iconIndex" : 346 , "message1" : "施放了%1! " , "message2" : "" , "mpCost" : 10 , "name" : "腐蚀术II" , "note" : "<Hide if Learned Skill: 196>\n\n<技能类型:技能>\n<Learn Cost: 6 JP>\n<Learn Require Skill: 194>\n\n<Cooldown: 2>\n<Cooldown Steps: 1>\n\n<Before Eval>\n this._bsaffective = 0.2;\n</Before Eval>\n\n<Before Eval>\nthis._times = this._times || 0 ;\nuser._charge = user._charge || 0 ;\nthis._times +=1 ;\nif(this._times == 1){\n if(user.isStateAffected(372)){}\n else{\n user._charge += 1;\n if(user._charge == 3){\n user.addState(372);\n user._charge = 0 ;\n }\n }\n}\n</Before Eval>" , "occasion" : 1 , "repeats" : 2 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 2 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 196 , "animationId" : 28 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "伊丽莎白研究机械时开发出的金属加工魔法,也能够用来破坏敌人\n的防御( 施加\\it[256])并解除\\it[147],但也可能解除他们受到的\\it[61]" , "effects" : [ { "code" : 21 , "dataId" : 256 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 61 , "value1" : 0.5 , "value2" : 0 } , { "code" : 22 , "dataId" : 147 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 2 , "iconIndex" : 346 , "message1" : "施放了%1! " , "message2" : "" , "mpCost" : 10 , "name" : "腐蚀术III" , "note" : "<技能类型:技能>\n<Learn Cost: 8 JP>\n<Learn Require Skill: 195>\n\n<Before Eval>\n this._bsaffective = 0.2;\n</Before Eval>\n\n<Cooldown: 2>\n<Cooldown Steps: 1>\n\n<Before Eval>\nthis._times = this._times || 0 ;\nuser._charge = user._charge || 0 ;\nthis._times +=1 ;\nif(this._times == 1){\n if(user.isStateAffected(372)){}\n else{\n user._charge += 1;\n if(user._charge == 3){\n user.addState(372);\n user._charge = 0 ;\n }\n }\n}\n</Before Eval>" , "occasion" : 1 , "repeats" : 2 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 2 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 197 , "animationId" : 51 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "机械师必备的逃生装置\n可以携带\\c[18]\\it[1]\\c[0]的队员逃跑" , "effects" : [ { "code" : 41 , "dataId" : 0 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 307 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "逃生装置" , "note" : "<Before Eval>\nvar members = $gameParty.deadMembers();\nif (members) { \n var subject = $gameActors.actor(12);\n subject.forceAction(376, -1);\n BattleManager.forceAction(subject);\n }\n</Before Eval>\n<技能类型:技能>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 8 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 198 , "animationId" : 0 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "伊丽莎白所有机械装置的中枢核心,升级可以\n降低机械技能的消耗或提升它们的威力" , "effects" : [ ] , "hitType" : 0 , "iconIndex" : 351 , "message1" : "" , "message2" : "" , "mpCost" : 0 , "name" : "机械中枢I" , "note" : "<Hide if Learned Skill: 199, 200>\n<Bypass Cooldown>" , "occasion" : 3 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 0 , "speed" : 0 , "stypeId" : 3 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 199 , "animationId" : 0 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "伊丽莎白所有机械装置的中枢核心,升级可以\n降低机械技能的消耗或提升它们的威力" , "effects" : [ ] , "hitType" : 0 , "iconIndex" : 351 , "message1" : "" , "message2" : "" , "mpCost" : 0 , "name" : "机械中枢II" , "note" : "<Hide if Learned Skill: 200>\n<Bypass Cooldown>\n<Learn Cost: 3000 Gold>\n<Learn Cost>\n Item 82: 1 \n</Learn Cost>" , "occasion" : 3 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 0 , "speed" : 0 , "stypeId" : 3 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 200 , "animationId" : 0 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "伊丽莎白所有机械装置的中枢核心,升级可以\n降低机械技能的消耗或提升它们的威力" , "effects" : [ ] , "hitType" : 0 , "iconIndex" : 351 , "message1" : "" , "message2" : "" , "mpCost" : 0 , "name" : "机械中枢III" , "note" : "<Bypass Cooldown>\n<Learn Cost: 6000 Gold>\n<Learn Cost>\n Item 83: 1 \n</Learn Cost>" , "occasion" : 3 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 0 , "speed" : 0 , "stypeId" : 3 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 201 , "animationId" : 206 , "damage" : { "critical" : false , "elementId" : 8 , "formula" : "" , "type" : 1 , "variance" : 5 } , "description" : "伊丽莎白特制榴弹,对全体敌人造成圣属性伤害;对全体己方恢复生命\n\\c[17]【过热增幅】\\c[0] 数值增加30%" , "effects" : [ ] , "hitType" : 0 , "iconIndex" : 72 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "圣光榴弹" , "note" : "<技能类型:技能>\n\n<Skill 201 Cooldown: 5>\n<Skill 307 Cooldown: 5>\n<Cooldown Steps: 1>\n\n<Before Eval>\n this._bsaffective = 0;\n</Before Eval>\n\n<Pre-Damage Eval>\nif (target.isActor() === user.isActor()) { \n value = -1 * Math.abs(value);\n}\n</Pre-Damage Eval>\n\n<Before Eval>\nthis._times = this._times || 0 ;\nuser._charge = user._charge || 0 ;\nthis._times +=1 ;\nif(this._times == 1){\n if(user.isStateAffected(372)){}\n else{\n user._charge += 1;\n if(user._charge == 3){\n user.addState(372);\n user._charge = 0 ;\n }\n }\n}\n</Before Eval>\n\n<Custom Show Eval>\n if (user.isStateAffected(372)) {\n visible = false;\n } else {\n visible = true;\n }\n </Custom Show Eval>\n\n<Target: Everybody>\n\n <MP Cost: 5%>\n\n<Damage Formula>\nif (target.isActor() === user.isActor()) {\n value = user.mat*7/10 + 120;\n var si = 0.15;\n si += (user.isLearnedSkill(199)? 0.05 : 0) + (user.isLearnedSkill(200)? 0.05 : 0);\n value += (target.mhp-target.hp)*si;\n} else {\n value = user.mat * 7/10 + user.level*3;\n value += (user.isLearnedSkill(199)? 80 : 0) + (user.isLearnedSkill(200)? 80 : 0) + 120;\n}\n</Damage Formula>\n" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 0 , "speed" : 0 , "stypeId" : 3 , "successRate" : 100 , "tpCost" : 5 , "tpGain" : 10 } ,
{ "id" : 202 , "animationId" : 183 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "给全队施加一层\\c[9]\\it[377]\\c[0], 受到大于生命上限10%的直接攻击伤害时\n会吸收超出部分; \\c[17]【过热增幅】\\c[0] 增加到2层" , "effects" : [ { "code" : 21 , "dataId" : 19 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 468 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "缓冲镀层" , "note" : "<技能类型:技能>\n<Learn Cost: 10 JP>\n<MP Cost: 3%>\n\n<Skill 202 Cooldown: 5>\n<Skill 308 Cooldown: 5>\n<Cooldown Steps: 1>\n\n<Before Eval>\nthis._times = this._times || 0 ;\nuser._charge = user._charge || 0 ;\nthis._times +=1 ;\nif(this._times == 1){\n if(user.isStateAffected(372)){}\n else{\n user._charge += 1;\n if(user._charge == 3){\n user.addState(372);\n user._charge = 0 ;\n }\n }\n}\n</Before Eval>\n\n <Custom TP Cost>\n cost = 35;\n if (user.isLearnedSkill(200)){\n cost -= 5;\n }\n else{\n if (user.isLearnedSkill(199)){\n cost -= 5;\n }\n }\n</Custom TP Cost>\n\n<Custom Show Eval>\n if (user.isStateAffected(372)) {\n visible = false;\n } else {\n visible = true;\n }\n </Custom Show Eval>\n\n<After Eval>\n target._cushion = target._cushion || 0;\n target._cushion += 1;\n user.setStateCounter(377, user._cushion);\n</After Eval>" , "occasion" : 0 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 8 , "speed" : 0 , "stypeId" : 3 , "successRate" : 100 , "tpCost" : 35 , "tpGain" : 0 } ,
{ "id" : 203 , "animationId" : 207 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "制造一个力场漩涡,扣减敌方大量\\c[17]护盾\\c[0]并清空行动读条,随机附加\n减速类控制和\\it[57] \\c[17]【过热增幅】\\c[0] 解除全部\\c[17]护盾\\c[0], \\it[57]几率翻倍" , "effects" : [ { "code" : 21 , "dataId" : 52 , "value1" : 1 , "value2" : 0 } , { "code" : 21 , "dataId" : 54 , "value1" : 0.8 , "value2" : 0 } , { "code" : 21 , "dataId" : 55 , "value1" : 0.4 , "value2" : 0 } , { "code" : 21 , "dataId" : 56 , "value1" : 0.2 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 424 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "力场漩涡" , "note" : "<技能类型:技能>\n<Learn Cost: 9 JP>\n\n<Skill 203 Cooldown: 4>\n<Skill 309 Cooldown: 4>\n<Cooldown Steps: 1>\n\n<Before Eval>\nthis._times = this._times || 0 ;\nuser._charge = user._charge || 0 ;\nthis._times +=1 ;\nif(this._times == 1){\n if(user.isStateAffected(372)){}\n else{\n user._charge += 1;\n if(user._charge == 3){\n user.addState(372);\n user._charge = 0 ;\n }\n }\n}\n</Before Eval>\n\n<Custom Show Eval>\n if (user.isStateAffected(372)) {\n visible = false;\n } else {\n visible = ture;\n }\n</Custom Show Eval>\n<Custom MP Cost>\n cost = Math.floor(user.mmp*0.06);\n if (user.isLearnedSkill(200)){\n cost -= Math.floor(user.mmp*0.01);\n }\n else{\n if (user.isLearnedSkill(199)){\n cost -= Math.floor(user.mmp*0.01);\n }\n }\n </Custom MP Cost>\n\n<Custom Target Barrier>\n value = -(500+user.mat*10*(user.level*user.mat/2048+2));\n value = Math.floor(value);\n</Custom Target Barrier>\n\n<Before Eval>\n var random = Math.random();\n if(random > 0.8){\n target.addState(57);\n }\n</Before Eval>\n\n<Cooldown: 5>\n<Cooldown Steps: 5>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 2 , "speed" : 0 , "stypeId" : 3 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 204 , "animationId" : 95 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "全队获得\\it[115], 并增加10点TP \n\\c[17]【过热增幅】\\c[0] \\it[115]替换为\\it[116], TP增加至15点" , "effects" : [ { "code" : 21 , "dataId" : 19 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 71 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "加速引擎" , "note" : "<技能类型:技能>\n<Learn Cost: 7 JP>\n\n<Skill 204 Cooldown: 4>\n<Skill 310 Cooldown: 4>\n<Cooldown Steps: 1>\n\n<MP Cost: 1%>\n\n<Before Eval>\nthis._times = this._times || 0 ;\nuser._charge = user._charge || 0 ;\nthis._times +=1 ;\nif(this._times == 1){\n if(user.isStateAffected(372)){}\n else{\n user._charge += 1;\n if(user._charge == 3){\n user.addState(372);\n user._charge = 0 ;\n }\n }\n}\n</Before Eval>\n\n<Custom Show Eval>\n if (user.isStateAffected(372)) {\n visible = false;\n } else {\n visible = ture;\n }\n</Custom Show Eval>\n\n <Custom TP Cost>\n cost = 30;\n if (user.isLearnedSkill(200)){\n cost -= 5;\n }\n else{\n if (user.isLearnedSkill(199)){\n cost -= 5;\n }\n }\n</Custom TP Cost>\n\n<Before Eval>\n target.gainTp(10);\n target.addState(115);\n</Before Eval>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 8 , "speed" : 0 , "stypeId" : 3 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 205 , "animationId" : 0 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "给全队施加100+2.0\\c[27]ap\\c[0]+\\I[351]\\c[17]机械中枢等级\\c[0]*80 点\\c[17]护盾\\c[0]持续8回合\n\\c[17]【过热增幅】\\c[0] \\c[17]护盾\\c[0]数值增加50%" , "effects" : [ { "code" : 21 , "dataId" : 19 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 488 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "小队护盾" , "note" : "<技能类型:技能>\n<Learn Cost: 7 JP>\n\n<MP Cost: 4%>\n\n<Skill 205 Cooldown: 4>\n<Skill 311 Cooldown: 4>\n<Cooldown Steps: 1>\n\n<Before Eval>\nthis._times = this._times || 0 ;\nuser._charge = user._charge || 0 ;\nthis._times +=1 ;\nif(this._times == 1){\n if(user.isStateAffected(372)){}\n else{\n user._charge += 1;\n if(user._charge == 3){\n user.addState(372);\n user._charge = 0 ;\n }\n }\n}\n</Before Eval>\n\n<Custom Show Eval>\n if (user.isStateAffected(372)) {\n visible = false;\n } else {\n visible = true;\n }\n</Custom Show Eval>\n\n<Custom Target Barrier 8 Turns>\nvalue = 120 + user.mat*2;\nvalue += user.isLearnedSkill(198)?80: 0;\nvalue += user.isLearnedSkill(199)?80: 0;\nvalue += user.isLearnedSkill(200)?80: 0;\nvalue = Math.floor(value);\n</Custom Target Barrie 8 Turnsr>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 8 , "speed" : 0 , "stypeId" : 3 , "successRate" : 100 , "tpCost" : 5 , "tpGain" : 0 } ,
{ "id" : 206 , "animationId" : 224 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "以特殊装置释放射线,移除敌方的物理攻击和魔法攻击增幅\n\\c[17]【过热增幅】\\c[0] 可移除三级增幅" , "effects" : [ { "code" : 22 , "dataId" : 124 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 125 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 127 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 128 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 88 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "衰弱射线" , "note" : "<技能类型:技能>\n<Learn Cost: 7 JP>\n<MP Cost: 2%>\n\n<Skill 206 Cooldown: 4>\n<Skill 312 Cooldown: 4>\n<Cooldown Steps: 1>\n\n<Before Eval>\nthis._times = this._times || 0 ;\nuser._charge = user._charge || 0 ;\nthis._times +=1 ;\nif(this._times == 1){\n if(user.isStateAffected(372)){}\n else{\n user._charge += 1;\n if(user._charge == 3){\n user.addState(372);\n user._charge = 0 ;\n }\n }\n}\n</Before Eval>\n\n<Custom Show Eval>\n if (user.isStateAffected(372)) {\n visible = false;\n } else {\n visible = true;\n }\n</Custom Show Eval>\n\n <Custom TP Cost>\n cost = 30;\n if (user.isLearnedSkill(200)){\n cost -= 5;\n }\n else{\n if (user.isLearnedSkill(199)){\n cost -= 5;\n }\n }\n</Custom TP Cost>\n" , "occasion" : 0 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 2 , "speed" : 0 , "stypeId" : 3 , "successRate" : 100 , "tpCost" : 30 , "tpGain" : 0 } ,
{ "id" : 207 , "animationId" : 0 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "菜单中使用查看伊丽莎白被动说明" , "effects" : [ { "code" : 44 , "dataId" : 11 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 0 , "message1" : "" , "message2" : "" , "mpCost" : 0 , "name" : "伊丽莎白被动说明" , "note" : "<Bypass Cooldown>" , "occasion" : 2 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 0 , "speed" : 0 , "stypeId" : 3 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 208 , "animationId" : 0 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "" , "effects" : [ ] , "hitType" : 0 , "iconIndex" : 0 , "message1" : "" , "message2" : "" , "mpCost" : 0 , "name" : "" , "note" : "" , "occasion" : 0 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 209 , "animationId" : 0 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "" , "effects" : [ ] , "hitType" : 0 , "iconIndex" : 0 , "message1" : "" , "message2" : "" , "mpCost" : 0 , "name" : "" , "note" : "" , "occasion" : 0 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 210 , "animationId" : 0 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "" , "effects" : [ ] , "hitType" : 0 , "iconIndex" : 0 , "message1" : "" , "message2" : "" , "mpCost" : 0 , "name" : "" , "note" : "" , "occasion" : 0 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 211 , "animationId" : 74 , "damage" : { "critical" : false , "elementId" : 3 , "formula" : "300+a.mat+3*a.level" , "type" : 1 , "variance" : 5 } , "description" : "“房东房东,我也会放魔法了诶,那个蝙蝠不能说我没脑子了!”(\\c[17]加强版\\c[0]) \n( 造成300+3*\\c[17]Lv\\c[0]+1.0\\c[27]ap\\c[0] 点\\c[3]风\\c[0]属性\\c[27]魔法伤害\\c[0],几率施加\\it[56],变身后可用)" , "effects" : [ { "code" : 21 , "dataId" : 56 , "value1" : 0.5 , "value2" : 0 } ] , "hitType" : 2 , "iconIndex" : 69 , "message1" : "施放了%1! " , "message2" : "" , "mpCost" : 20 , "name" : "巨兽狂风" , "note" : "<Before Eval>\n this._bsaffective = 0;\n</Before Eval>\n<Learn Cost: 6 JP>\n\n<Learn Cost>\nItem 103: 3\n</Learn Cost>\n\n<技能类型:技能>\n\n<Cooldown: 3>\n<Cooldown Steps: 1>\n\n<Custom Requirement>\n if (user.isStateAffected(9)) {\n value = true;\n } else {\n value = false;\n }\n</Custom Requirement>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 2 , "speed" : 0 , "stypeId" : 3 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 212 , "animationId" : 0 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "" , "effects" : [ ] , "hitType" : 0 , "iconIndex" : 0 , "message1" : "" , "message2" : "" , "mpCost" : 0 , "name" : "刘莉莉的技能" , "note" : "" , "occasion" : 0 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 213 , "animationId" : -1 , "damage" : { "critical" : true , "elementId" : -1 , "formula" : "" , "type" : 1 , "variance" : 5 } , "description" : "莉莉人形态普攻第一段" , "effects" : [ { "code" : 21 , "dataId" : 0 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 1 , "iconIndex" : 320 , "message1" : "的突进攻击!" , "message2" : "" , "mpCost" : 0 , "name" : "突进攻击" , "note" : "<Hit Reward: Add State 294>\n <Hit Reward: Add State 113>\n <Hit Reward: Remove State 293>\n <Missed Reward: Add State 293>\n <Missed Reward: Add State 229>\n <Hit Reward: Remove State 229>\n\n<技能类型:普攻>\n<Bypass Cooldown>\n\n<Before Eval>\n this._bsaffective = 0.7;\n</Before Eval>\n\n<After Eval>\nuser._agatktimes = user._agatktimes || 0;\nif(user.isStateAffected(298) && user._agatktimes > 0){\n user._agatktimes -= 1;\n if(user._agatktimes == 0){\n user.removeState(298);\n }\n }\n</After Eval>\n\n<damage formula>\n value = user.atk + 60 + user.level*3/2;\n if(user.isStateAffected(298)){\n value += user.atk*15/100;\n value += (user.isLearnedSkill(222)?110: 0);\n value += (user.isLearnedSkill(221)?90: 0);\n value += (user.isLearnedSkill(220)?70: 0);\n value += (user.isLearnedSkill(219)?55: 0);\n value += (user.isLearnedSkill(218)?45: 0);\n }\n value *= Math.min(1+user.agi/300, 1.5);\n value = Math.floor(value);\n</damage formula>\n\n<Post-Damage Eval>\n if(user.isStateAffected(292)){\n user.addState(167);\n }\n</Post-Damage Eval>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 5 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 10 } ,
{ "id" : 214 , "animationId" : -1 , "damage" : { "critical" : true , "elementId" : -1 , "formula" : "" , "type" : 1 , "variance" : 5 } , "description" : "莉莉人形态普攻第二段" , "effects" : [ { "code" : 21 , "dataId" : 0 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 1 , "iconIndex" : 321 , "message1" : "的三段攻击!" , "message2" : "" , "mpCost" : 0 , "name" : "三连击" , "note" : "<After Eval>\nuser.removeState(294);\nuser.addState(295);\n</After Eval>\n\n<技能类型:普攻>\n<Bypass Cooldown>\n\n<Before Eval>\n this._bsaffective = 0.7;\n</Before Eval>\n\n<After Eval>\nuser._agatktimes = user._agatktimes || 0;\nthis._times = this._times || 0;\nthis._times += 1;\nif(user.isStateAffected(298) && \n user._agatktimes > 0 &&\n this._times == 1){\n user._agatktimes -= 1;\n if(user._agatktimes == 0){\n user.removeState(298);\n }\n }\n</After Eval>\n\n<damage formula>\n value = user.atk*45/100 + user.level + 40;\n if(user.isStateAffected(298)){\n value += user.atk*15/100;\n value += (user.isLearnedSkill(222)?110: 0);\n value += (user.isLearnedSkill(221)?90: 0);\n value += (user.isLearnedSkill(220)?70: 0);\n value += (user.isLearnedSkill(219)?55: 0);\n value += (user.isLearnedSkill(218)?45: 0);\n }\n if(target.isStateAffected(58) || target.isStateAffected(70) ){\n value *= 1.2;\n }\n value = Math.floor(value);\n</damage formula>" , "occasion" : 1 , "repeats" : 3 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 5 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 3 } ,
{ "id" : 215 , "animationId" : -1 , "damage" : { "critical" : false , "elementId" : -1 , "formula" : "" , "type" : 1 , "variance" : 5 } , "description" : "莉莉人形态普攻第三段" , "effects" : [ { "code" : 21 , "dataId" : 0 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 1 , "iconIndex" : 322 , "message1" : "的旋转攻击!" , "message2" : "" , "mpCost" : 0 , "name" : "旋转攻击" , "note" : "<After Eval>\nuser.removeState(295);\nuser.addState(296);\n</After Eval>\n\n<技能类型:普攻>\n<Bypass Cooldown>\n\n<Before Eval>\n this._bsaffective = 0.7;\n</Before Eval>\n\n<Post-Damage Eval>\n if(user.isStateAffected(292)){\n user.addState(167);\n }\n</Post-Damage Eval>\n\n<Before Eval>\nthis._times = this._times || 0;\nthis._times += 1;\nuser._agatktimes = user._agatktimes || 0;\nif(user.isStateAffected(298) && \n user._agatktimes > 0 &&\n this._times == 1){\n user._agatktimes -= 1;\n if(user._agatktimes == 0){\n user.removeState(298);\n }\n }\n</Before Eval>\n\n<damage formula>\n this._times = this._times || 1;\n value = 60 + 2*user.level + user.atk;\n if(user.isStateAffected(298)){\n value += user.atk*15/100;\n value += (user.isLearnedSkill(222)?110: 0);\n value += (user.isLearnedSkill(221)?90: 0);\n value += (user.isLearnedSkill(220)?70: 0);\n value += (user.isLearnedSkill(219)?55: 0);\n value += (user.isLearnedSkill(218)?45: 0);\n }\n value *= (target.isStateAffected(56) ? 13/10 : 1);\n value = Math.floor(value/3);\n if(this._times == 1){\n value *= 3\n }\n</damage formula>\n\n<Custom Target Eval>\ntargets.push(target);\nvar l1 = $gameTroop.members().length;\nif(l1 == 1){\n targets.push(target);\n targets.push(target);\n}\nelse{\nvar n1 = this._targetIndex - 1;\nvar targeta = $gameTroop.members()[n1];\nif(n1 >= 0){\n if(targeta.isAlive()){\n targets.push(targeta); }\n else{ targets.push(target); }\n}\nelse{ targets.push(target); }\nvar n2 = this._targetIndex + 1;\nvar targetb = $gameTroop.members()[n2];\nif(n2 < l1){\n if(targetb.isAlive()){\n targets.push(targetb); }\n else{ targets.push(target); }\n}\nelse{ targets.push(target); }\n}\n</Custom Target Eval>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 5 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 3 } ,
{ "id" : 216 , "animationId" : -1 , "damage" : { "critical" : true , "elementId" : -1 , "formula" : "" , "type" : 1 , "variance" : 5 } , "description" : "莉莉人形态普攻第四段" , "effects" : [ { "code" : 21 , "dataId" : 0 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 1 , "iconIndex" : 283 , "message1" : "的跳跃攻击!" , "message2" : "" , "mpCost" : 0 , "name" : "跳跃攻击" , "note" : "<技能类型:普攻>\n<Bypass Cooldown>\n\n<After Eval>\nuser.removeState(296);\nuser.addState(293);\n</After Eval>\n\n<Before Eval>\n this._bsaffective = 0.7;\n</Before Eval>\n\n<After Eval>\nuser._agatktimes = user._agatktimes || 0;\nif(user.isStateAffected(298) && user._agatktimes > 0){\n user._agatktimes -= 1;\n if(user._agatktimes == 0){\n user.removeState(298);\n }\n }\n</After Eval>\n\n<damage formula>\n value = 80 + user.level*3 + user.atk;\n value *= (user.level*user.atk/2048+2);\n if(user.isStateAffected(298)){\n value += user.atk*15/100;\n value += (user.isLearnedSkill(222)?110: 0);\n value += (user.isLearnedSkill(221)?90: 0);\n value += (user.isLearnedSkill(220)?70: 0);\n value += (user.isLearnedSkill(219)?55: 0);\n value += (user.isLearnedSkill(218)?45: 0);\n }\n value *= 2 - target.hp/target.mhp;\n value = Math.floor(value);\n</damage formula>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 5 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 4 } ,
{ "id" : 217 , "animationId" : 0 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "用来显示狗炮能量" , "effects" : [ ] , "hitType" : 0 , "iconIndex" : 338 , "message1" : "" , "message2" : "" , "mpCost" : 0 , "name" : "狗炮能量显示" , "note" : "<Custom Cost Display>\n 拥有\\c[4]\\v[71]\\c[0]点\\I[343]\n</Custom Cost Display>\n\n<Bypass Cooldown>" , "occasion" : 3 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 0 , "speed" : 0 , "stypeId" : 4 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 218 , "animationId" : 43 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "莉莉集中注意力,接下来四次普通攻击,每段伤害\n增加45+0.15\\c[17]ad\\c[0] 点,使用技能\\c[17]增加自身下回合读条50%\\c[0]" , "effects" : [ { "code" : 21 , "dataId" : 298 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 734 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "精确攻击I" , "note" : "<Hide if Learned Skill: 219,220,221,222>\n<技能类型:技能>\n<Learn Cost: 6 JP>\n\n<After ATB: 50%>\n\n<Cooldown: 7>\n<Cooldown Steps: 1>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 11 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 40 , "tpGain" : 0 } ,
{ "id" : 219 , "animationId" : 43 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "莉莉集中注意力,接下来四次普通攻击,每段伤害\n增加100+0.15\\c[17]ad\\c[0] 点,使用技能\\c[17]增加自身下回合读条60%\\c[0]" , "effects" : [ { "code" : 21 , "dataId" : 298 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 734 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "精确攻击II" , "note" : "<Hide if Learned Skill: 220,221,222>\n<技能类型:技能>\n<Learn Cost: 8 JP>\n<Learn Require Skill: 218>\n\n<After ATB: 60%>\n\n<Cooldown: 7>\n<Cooldown Steps: 1>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 11 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 40 , "tpGain" : 0 } ,
{ "id" : 220 , "animationId" : 43 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "莉莉集中注意力,接下来四次普通攻击,每段伤害\n增加170+0.15\\c[17]ad\\c[0] 点,使用技能\\c[17]增加自身下回合读条70%\\c[0]" , "effects" : [ { "code" : 21 , "dataId" : 298 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 734 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "精确攻击III" , "note" : "<Hide if Learned Skill: 221,222>\n<技能类型:技能>\n<Learn Cost: 10 JP>\n<Learn Require Skill: 219>\n\n<After ATB: 70%>\n\n<Cooldown: 7>\n<Cooldown Steps: 1>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 11 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 40 , "tpGain" : 0 } ,
{ "id" : 221 , "animationId" : 43 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "莉莉集中注意力,接下来四次普通攻击,每段伤害\n增加260+0.15\\c[17]ad\\c[0] 点,使用技能\\c[17]增加自身下回合读条80%\\c[0]" , "effects" : [ { "code" : 21 , "dataId" : 298 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 734 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "精确攻击IV" , "note" : "<Hide if Learned Skill: 222>\n<技能类型:技能>\n<Learn Cost: 12 JP>\n<Learn Require Skill: 220>\n\n<After ATB: 80%>\n\n<Cooldown: 7>\n<Cooldown Steps: 1>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 11 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 40 , "tpGain" : 0 } ,
{ "id" : 222 , "animationId" : 43 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "莉莉集中注意力,接下来四次普通攻击,每段伤害\n增加370+0.15\\c[17]ad\\c[0] 点,使用技能\\c[17]增加自身下回合读条90%\\c[0]" , "effects" : [ { "code" : 21 , "dataId" : 298 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 734 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "精确攻击V" , "note" : "<技能类型:技能>\n<Learn Cost: 14 JP>\n<Learn Require Skill: 221>\n\n<After ATB: 90%>\n\n<Cooldown: 7>\n<Cooldown Steps: 1>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 11 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 40 , "tpGain" : 0 } ,
{ "id" : 223 , "animationId" : 44 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "进入\\it[292], 增加20%\\c[3]敏捷\\c[0]和10%\\c[17]比例穿透\\c[0],免疫\\it[46],并使普攻\n获得额外效果( 详见被动说明) 持续12回合, 已处于\\it[292]时不可再使用" , "effects" : [ { "code" : 21 , "dataId" : 292 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 579 , "message1" : "进入\\c[17]\\it[292]\\c[0]!" , "message2" : "" , "mpCost" : 0 , "name" : "脱缰模式" , "note" : "<技能类型:技能>\n<Learn Cost: 15 JP>\n\n<After ATB: 90%>\n\n<Cooldown: 11>\n<Cooldown Steps: 1>\n\n\n<Custom Requirement>\n if (user .isStateAffected(292)) {\n value = false;\n } else {\n value = true;\n }\n</Custom Requirement>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 11 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 100 , "tpGain" : 0 } ,
{ "id" : 224 , "animationId" : 1 , "damage" : { "critical" : false , "elementId" : 1 , "formula" : "120+a.atk+a.level*2" , "type" : 1 , "variance" : 5 } , "description" : "莉莉擒住敌人进行一次摔打,造成 120+2*\\c[17]Lv\\c[0]+1.0\\c[18]ad\\c[0] 点\\c[18]物理伤害\\c[0], \n如果敌人处于\\it[57]、\\it[59]或\\it[61],则追加\\it[70]" , "effects" : [ ] , "hitType" : 0 , "iconIndex" : 439 , "message1" : "" , "message2" : "" , "mpCost" : 0 , "name" : "擒拿I" , "note" : "<Hide if Learned Skill: 225,226>\n<技能类型:技能>\n<Learn Cost: 5 JP>\n\n<Before Eval>\n this._bsaffective = 0.4;\n</Before Eval>\n\n<Cooldown: 3>\n<Cooldown Steps: 1>\n\n<Post-Damage Eval>\nif(target.isStateAffected(57) || target.isStateAffected(59) || target.isStateAffected(61) ){\n target.addState(70);\n}\n</Post-Damage Eval>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 30 , "tpGain" : 0 } ,
{ "id" : 225 , "animationId" : 1 , "damage" : { "critical" : false , "elementId" : 1 , "formula" : "180+a.atk+a.level*3" , "type" : 1 , "variance" : 5 } , "description" : "莉莉擒住敌人进行一次摔打,造成 180+3*\\c[17]Lv\\c[0]+1.0\\c[18]ad\\c[0] 点\\c[18]物理伤害\\c[0], \n如果敌人处于\\it[57]、\\it[59]或\\it[61],则追加\\it[70]" , "effects" : [ ] , "hitType" : 0 , "iconIndex" : 439 , "message1" : "" , "message2" : "" , "mpCost" : 0 , "name" : "擒拿II" , "note" : "<Hide if Learned Skill: 226>\n<技能类型:技能>\n<Learn Cost: 7 JP>\n<Learn Require Skill: 224>\n\n<Before Eval>\n this._bsaffective = 0.4;\n</Before Eval>\n\n<Cooldown: 3>\n<Cooldown Steps: 1>\n\n<Post-Damage Eval>\nif(target.isStateAffected(57) || target.isStateAffected(59) || target.isStateAffected(61) ){\n target.addState(70);\n}\n</Post-Damage Eval>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 25 , "tpGain" : 0 } ,
{ "id" : 226 , "animationId" : 1 , "damage" : { "critical" : false , "elementId" : 1 , "formula" : "240+a.atk+a.level*4" , "type" : 1 , "variance" : 5 } , "description" : "莉莉擒住敌人进行一次摔打,造成 240+4*\\c[17]Lv\\c[0]+1.0\\c[18]ad\\c[0] 点\\c[18]物理伤害\\c[0], \n如果敌人处于\\it[57]、\\it[59]或\\it[61],则追加\\it[70]" , "effects" : [ ] , "hitType" : 0 , "iconIndex" : 439 , "message1" : "" , "message2" : "" , "mpCost" : 0 , "name" : "擒拿III" , "note" : "<技能类型:技能>\n<Learn Cost: 9 JP>\n<Learn Require Skill: 225>\n\n<Before Eval>\n this._bsaffective = 0.4;\n</Before Eval>\n\n<Cooldown: 3>\n<Cooldown Steps: 1>\n\n<Post-Damage Eval>\nif(target.isStateAffected(57) || target.isStateAffected(59) || target.isStateAffected(61) ){\n target.addState(70);\n}\n</Post-Damage Eval>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 20 , "tpGain" : 0 } ,
{ "id" : 227 , "animationId" : 36 , "damage" : { "critical" : true , "elementId" : 1 , "formula" : "80+a.atk+a.level*2+a.agi/10" , "type" : 1 , "variance" : 5 } , "description" : "莉莉撞向敌人,造成 80+2*\\c[17]Lv\\c[0]+1.0\\c[18]ad\\c[0]+0.1*\\c[3]实时敏捷\\c[0] 点\\c[18]物理伤害\\c[0]\n有几率造成\\it[56],但技能命中会移除自身受到的所有常规加速效果" , "effects" : [ { "code" : 21 , "dataId" : 56 , "value1" : 0.2 , "value2" : 0 } ] , "hitType" : 1 , "iconIndex" : 132 , "message1" : "撞了过去!" , "message2" : "" , "mpCost" : 0 , "name" : "冲撞I" , "note" : "<Hide if Learned Skill: 228,229>\n<技能类型:技能>\n\n<Cooldown: 2>\n<Cooldown Steps: 1>\n\n<Before Eval>\n this._bsaffective = 0;\n</Before Eval>\n\n<Pre-Damage Eval>\n user.removeState(113);\n user.removeState(115);\n user.removeState(116);\n</Pre-Damage Eval>\n\n<Before Eval>\n this._bsaffective = 0;\n</Before Eval>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 20 , "tpGain" : 0 } ,
{ "id" : 228 , "animationId" : 36 , "damage" : { "critical" : true , "elementId" : 1 , "formula" : "160+a.atk+a.level*5/2+a.agi/10" , "type" : 1 , "variance" : 5 } , "description" : "莉莉撞向敌人,造成 160+2.5*\\c[17]Lv\\c[0]+1.0\\c[18]ad\\c[0]+0.1*\\c[3]实时敏捷\\c[0] 点\\c[18]物理伤害\\c[0]\n有几率造成\\it[56],但技能命中会移除自身受到的所有常规加速效果" , "effects" : [ { "code" : 21 , "dataId" : 56 , "value1" : 0.4 , "value2" : 0 } ] , "hitType" : 1 , "iconIndex" : 132 , "message1" : "撞了过去!" , "message2" : "" , "mpCost" : 0 , "name" : "冲撞II" , "note" : "<Hide if Learned Skill: 229>\n<技能类型:技能>\n<Learn Cost: 7 JP>\n<Learn Require Skill: 221>\n\n<Before Eval>\n this._bsaffective = 0;\n</Before Eval>\n\n<Cooldown: 2>\n<Cooldown Steps: 1>\n\n<Pre-Damage Eval>\n user.removeState(113);\n user.removeState(115);\n user.removeState(116);\n</Pre-Damage Eval>\n\n<Before Eval>\n this._bsaffective = 0;\n</Before Eval>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 20 , "tpGain" : 0 } ,
{ "id" : 229 , "animationId" : 36 , "damage" : { "critical" : true , "elementId" : 1 , "formula" : "240+a.atk+a.level*3+a.agi/10" , "type" : 1 , "variance" : 5 } , "description" : "莉莉撞向敌人,造成 240+3*\\c[17]Lv\\c[0]+1.0\\c[18]ad\\c[0]+0.1*\\c[3]实时敏捷\\c[0] 点\\c[18]物理伤害\\c[0]\n有几率造成\\it[56],但技能命中会移除自身受到的所有常规加速效果" , "effects" : [ { "code" : 21 , "dataId" : 56 , "value1" : 0.6 , "value2" : 0 } ] , "hitType" : 1 , "iconIndex" : 132 , "message1" : "撞了过去!" , "message2" : "" , "mpCost" : 0 , "name" : "冲撞III" , "note" : "<技能类型:技能>\n<Learn Cost: 9 JP>\n<Learn Require Skill: 228>\n\n<Cooldown: 2>\n<Cooldown Steps: 1>\n\n<Before Eval>\n this._bsaffective = 0;\n</Before Eval>\n\n<Pre-Damage Eval>\n user.removeState(113);\n user.removeState(115);\n user.removeState(116);\n</Pre-Damage Eval>\n\n<Before Eval>\n this._bsaffective = 0;\n</Before Eval>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 20 , "tpGain" : 0 } ,
{ "id" : 230 , "animationId" : 44 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "大幅提升速度的强大技能\\it[117]\n但加速时禁用自身技能\\c[17]冲撞\\c[0]" , "effects" : [ { "code" : 21 , "dataId" : 117 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 381 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 10 , "name" : "神速I" , "note" : "<Hide if Learned Skill: 231>\n\n<技能类型:技能>\n<Learn Cost: 12 JP>\n\n<Cooldown: 7>\n<Cooldown Steps: 1>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 11 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 60 , "tpGain" : 0 } ,
{ "id" : 231 , "animationId" : 44 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "大幅提升速度的强大技能\\it[118]\n但加速时禁用自身技能\\c[17]冲撞\\c[0]" , "effects" : [ { "code" : 21 , "dataId" : 118 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 382 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 10 , "name" : "神速II" , "note" : "<技能类型:技能>\n<Learn Cost: 14 JP>\n<Learn Require Skill: 230>\n\n<Cooldown: 7>\n<Cooldown Steps: 1>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 11 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 60 , "tpGain" : 0 } ,
{ "id" : 232 , "animationId" : 74 , "damage" : { "critical" : false , "elementId" : 3 , "formula" : "200" , "type" : 1 , "variance" : 5 } , "description" : "“房东房东,我也会放魔法了诶,那个蝙蝠不能说我没脑子了!”\n( 造成200 点\\c[3]风\\c[0]属性\\c[27]魔法伤害\\c[0],几率施加\\it[56],变身后可用)" , "effects" : [ { "code" : 21 , "dataId" : 56 , "value1" : 0.5 , "value2" : 0 } ] , "hitType" : 2 , "iconIndex" : 69 , "message1" : "施放了%1! " , "message2" : "" , "mpCost" : 20 , "name" : "奔行之风" , "note" : "<Hide if Learned Skill: 211>\n\n<Before Eval>\n this._bsaffective = 0;\n</Before Eval>\n\n<技能类型:技能>\n\n<Cooldown: 3>\n<Cooldown Steps: 1>\n\n<Custom Requirement>\n if (user.isStateAffected(9)) {\n value = true;\n } else {\n value = false;\n }\n</Custom Requirement>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 2 , "speed" : 0 , "stypeId" : 3 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 233 , "animationId" : 43 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "开始蓄力大型狗炮" , "effects" : [ { "code" : 21 , "dataId" : 16 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 343 , "message1" : "开始蓄力大型狗炮!" , "message2" : "" , "mpCost" : 0 , "name" : "大型狗炮蓄力" , "note" : "<技能类型:技能>\n\n<Cooldown: 3>\n<Cooldown Steps: 1>\n\n<After ATB: 30%>\n\n<Custom Requirement>\n if (user.isStateAffected(9) &&\n $gameVariables.value(71) >= 9){\n value = true;\n } else {\n value = false;\n }\n</Custom Requirement>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 11 , "speed" : 0 , "stypeId" : 4 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 234 , "animationId" : 4 , "damage" : { "critical" : false , "elementId" : 8 , "formula" : "b.hp/33+a.mat*2+400" , "type" : 1 , "variance" : 5 } , "description" : "狗•破天一击•炮( 青春版) , 消耗6点狗炮能量\n造成400+2.0\\c[27]ap\\c[0]+3%\\c[18]目标当前HP\\c[0] 点\\c[17]圣\\c[0]属性\\c[27]魔法伤害\\c[0]" , "effects" : [ ] , "hitType" : 2 , "iconIndex" : 338 , "message1" : "施放了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "小型狗炮" , "note" : "<Before Eval>\n this._bsaffective = 0;\n</Before Eval>\n\n<技能类型:技能>\n\n<Cooldown: 2>\n<Cooldown Steps: 1>\n\n<Custom Cost Display>\n 需要\\c[4]6\\c[0]点\\I[343]\n</Custom Cost Display>\n\n<Custom Requirement>\n if ($gameVariables.value(71) >= 6){\n value = true;\n } else {\n value = false;\n }\n</Custom Requirement>\n\n<After Eval>\n$gameVariables.setValue(71,\n $gameVariables.value(71) - 6);\n</After Eval>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 4 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 10 } ,
{ "id" : 235 , "animationId" : 163 , "damage" : { "critical" : false , "elementId" : 8 , "formula" : "b.hp/15+a.mat*4+800" , "type" : 1 , "variance" : 5 } , "description" : "狗•破天一击•炮, 消耗9点狗炮能量, 变身后可用, 需要预热\n造成800+4.0\\c[27]ap\\c[0]+6%\\c[18]目标当前HP\\c[0] 点\\c[17]圣\\c[0]属性\\c[27]魔法伤害\\c[0]" , "effects" : [ ] , "hitType" : 2 , "iconIndex" : 338 , "message1" : "施放了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "大型狗炮" , "note" : "<Before Eval>\n this._bsaffective = 0;\n</Before Eval>\n\n<技能类型:技能>\n\n<Custom Cost Display>\n 需要\\c[4]9\\c[0]点\\I[343]\n</Custom Cost Display>\n\n<Custom Requirement>\n if (user.isStateAffected(16) &&\n $gameVariables.value(71) >= 9){\n value = true;\n } else {\n value = false;\n }\n</Custom Requirement>\n\n<After Eval>\n$gameVariables.setValue(71,\n $gameVariables.value(71) - 9);\n</After Eval>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 2 , "speed" : 0 , "stypeId" : 4 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 20 } ,
{ "id" : 236 , "animationId" : 0 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "被动,寒冷环境下的莉莉更加精神,自动获得\\it[146]和\n\\it[153]" , "effects" : [ ] , "hitType" : 0 , "iconIndex" : 363 , "message1" : "激活了自身的抗寒能力!" , "message2" : "" , "mpCost" : 0 , "name" : "北地之哈" , "note" : "<Bypass Cooldown>" , "occasion" : 3 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 0 , "speed" : 0 , "stypeId" : 3 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 237 , "animationId" : 82 , "damage" : { "critical" : true , "elementId" : 1 , "formula" : "" , "type" : 1 , "variance" : 5 } , "description" : "" , "effects" : [ { "code" : 21 , "dataId" : 255 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 1 , "iconIndex" : 0 , "message1" : "的狗爪攻击!" , "message2" : "" , "mpCost" : 0 , "name" : "狗形态普通攻击" , "note" : "<技能类型:空手普攻>\n<Bypass Cooldown>\n\n<Before Eval>\nthis._times = this._times || 0;\nthis._times += 1;\nuser._agatktimes = user._agatktimes || 0;\nif(user.isStateAffected(298) && \n user._agatktimes > 0 &&\n this._times == 1){\n user._agatktimes -= 1;\n if(user._agatktimes == 0){\n user.removeState(298);\n }\n }\n</Before Eval>\n\n<damage formula>\n value = 60+3/2*user.level+3/5*user.atk;\n if(user.isStateAffected(298)){\n value += user.atk*15/100;\n value += (user.isLearnedSkill(222)?110: 0);\n value += (user.isLearnedSkill(221)?90: 0);\n value += (user.isLearnedSkill(220)?70: 0);\n value += (user.isLearnedSkill(219)?55: 0);\n value += (user.isLearnedSkill(218)?45: 0);\n }\n value = Math.floor(value);\n</damage formula>\n\n\n<Post-Damage Eval>\n if(user.isStateAffected(292)){\n var random = Math.round(Math.random() * 10 + 1);\n if(random <= 3){\n user.addState(281);\n }\n }\n</Post-Damage Eval>" , "occasion" : 1 , "repeats" : 2 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 5 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 10 } ,
{ "id" : 238 , "animationId" : 31 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "最炫的特效配最怂的效果————开润!(需要同时装备两个爪子才能用,\n可以掩护\\c[18]\\it[1]\\c[0]的队员逃跑)" , "effects" : [ { "code" : 41 , "dataId" : 0 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 160 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "超级•冰火双击•水蒸气逃窜之术" , "note" : "<Before Eval>\nvar members = $gameParty.deadMembers();\nif (members) { \n var subject = $gameActors.actor(12);\n subject.forceAction(376, -1);\n BattleManager.forceAction(subject);\n }\n</Before Eval>\n\n<技能类型:技能>\n\n<Custom Requirement>\n if (user.isStateAffected(259) && user.isStateAffected(260)) {\n value = true;\n } else {\n value = false;\n }\n</Custom Requirement>\n" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 8 , "speed" : -5 , "stypeId" : 3 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 239 , "animationId" : 0 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "吃下辣条变身巨型哈士奇并回复25%的HP, 每次变身\n都要消耗辣条一包, 而且存在变身冷却" , "effects" : [ { "code" : 21 , "dataId" : 9 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 54 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 55 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 56 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 59 , "value1" : 1 , "value2" : 0 } , { "code" : 44 , "dataId" : 14 , "value1" : 1 , "value2" : 0 } , { "code" : 11 , "dataId" : 0 , "value1" : 0.25 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 343 , "message1" : "吃下辣条准备变身!" , "message2" : "" , "mpCost" : 0 , "name" : "哈士奇变身" , "note" : "<Item 0060 Cost: 1>\n<Cooldown: 30>\n<Cooldown Steps: 5>\n\n<技能类型:技能>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 11 , "speed" : 0 , "stypeId" : 3 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 240 , "animationId" : 0 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "" , "effects" : [ { "code" : 44 , "dataId" : 7 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 343 , "message1" : "" , "message2" : "" , "mpCost" : 0 , "name" : "哈士奇被动说明" , "note" : "<Bypass Cooldown>" , "occasion" : 2 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 0 , "speed" : 0 , "stypeId" : 3 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 241 , "animationId" : 0 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "" , "effects" : [ ] , "hitType" : 0 , "iconIndex" : 0 , "message1" : "" , "message2" : "" , "mpCost" : 0 , "name" : "" , "note" : "" , "occasion" : 0 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 242 , "animationId" : 0 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "" , "effects" : [ ] , "hitType" : 0 , "iconIndex" : 0 , "message1" : "" , "message2" : "" , "mpCost" : 0 , "name" : "滚的技能" , "note" : "" , "occasion" : 0 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 243 , "animationId" : 82 , "damage" : { "critical" : true , "elementId" : -1 , "formula" : "a.atk*35/100+30+ b.isStateAffected(97) ? 20 : 0 +b.isStateAffected(98) ? 20 : 0 + b.isStateAffected(99) ? 20 : 0 + b.isStateAffected(100) ? 20 : 0 + b.isStateAffected(101) ? 20 : 0" , "type" : 1 , "variance" : 5 } , "description" : "\\c[17]<10%额外命中>\\c[0] 使用利爪抓挠敌人三次并附加\\it[255], 每次造成30+\\c[17]\\c[255]层数\\c[0]*20+0.35\\c[18]ad\\c[0] \n点\\c[18]物理伤害\\c[0], 并施加15层\\c[18]伤害加深\\c[0](最多叠加到99层)" , "effects" : [ { "code" : 21 , "dataId" : 0 , "value1" : 1 , "value2" : 0 } , { "code" : 21 , "dataId" : 255 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 1 , "iconIndex" : 105 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "利爪抓挠I" , "note" : "<技能类型:类普攻>\n\n<Before Eval>\n this._bsaffective = 0.4;\n</Before Eval>\n\n<Before Eval>\n user.addState(227);\n</Before Eval>\n<After Eval>\n user.removeState(227);\n</After Eval>\n\n<Pre-Damage Eval>\n target._block = target._block || 0;\n target._block -= 15;\n target._block = Math.max(target._block, -100);\n target._block = Math.min(target._block, 100);\n if(target._block == 0){ \n target.setStateCounter(237, 0);\n target.setStateCounter(238, 0);\n target.removeState(237);\n target.removeState(238); } \n else{\n if(target._block > 0){\n target.addState(238);\n target.setStateCounter(238, target._block);\n }\n else{\n target.addState(237);\n target.setStateCounter(237, Math.abs(target._block));\n }\n }\n</Pre-Damage Eval>\n\n<Hide if Learned Skill: 244,245>" , "occasion" : 1 , "repeats" : 3 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 15 , "tpGain" : 0 } ,
{ "id" : 244 , "animationId" : 82 , "damage" : { "critical" : true , "elementId" : -1 , "formula" : "a.atk*35/100+60+ b.isStateAffected(97) ? 30 : 0 +b.isStateAffected(98) ? 30 : 0 + b.isStateAffected(99) ? 30 : 0 + b.isStateAffected(100) ? 30 : 0 + b.isStateAffected(101) ? 30 : 0" , "type" : 1 , "variance" : 5 } , "description" : "\\c[17]<20%额外命中>\\c[0] 使用利爪抓挠敌人三次并附加\\it[255], 每次造成60+\\c[17]\\c[255]层数\\c[0]*30+0.35\\c[18]ad\\c[0] \n点\\c[18]物理伤害\\c[0], 并施加20层\\c[18]伤害加深\\c[0](最多叠加到99层)" , "effects" : [ { "code" : 21 , "dataId" : 0 , "value1" : 1 , "value2" : 0 } , { "code" : 21 , "dataId" : 255 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 1 , "iconIndex" : 105 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "利爪抓挠II" , "note" : "<Hide if Learned Skill: 245>\n<Learn Cost: 6 JP>\n<Learn Require Skill: 243>\n\n<技能类型:类普攻>\n\n<Before Eval>\n this._bsaffective = 0.4;\n</Before Eval>\n\n<Before Eval>\n user.addState(228);\n</Before Eval>\n<After Eval>\n user.removeState(228);\n</After Eval>\n\n<Pre-Damage Eval>\n target._block = target._block || 0;\n target._block -= 20;\n target._block = Math.max(target._block, -100);\n target._block = Math.min(target._block, 100);\n if(target._block == 0){ \n target.setStateCounter(237, 0);\n target.setStateCounter(238, 0);\n target.removeState(237);\n target.removeState(238); } \n else{\n if(target._block > 0){\n target.addState(238);\n target.setStateCounter(238, target._block);\n }\n else{\n target.addState(237);\n target.setStateCounter(237, Math.abs(target._block));\n }\n }\n</Pre-Damage Eval>" , "occasion" : 1 , "repeats" : 3 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 15 , "tpGain" : 0 } ,
{ "id" : 245 , "animationId" : 82 , "damage" : { "critical" : true , "elementId" : -1 , "formula" : "a.atk*35/100+90+ b.isStateAffected(97) ? 40 : 0 +b.isStateAffected(98) ? 40 : 0 + b.isStateAffected(99) ? 40 : 0 + b.isStateAffected(100) ? 40 : 0 + b.isStateAffected(101) ? 40 : 0" , "type" : 1 , "variance" : 5 } , "description" : "\\c[17]<30%额外命中>\\c[0] 使用利爪抓挠敌人三次并附加\\it[255], 每次造成90+\\c[17]\\c[255]层数\\c[0]*40+0.35\\c[18]ad\\c[0] \n点\\c[18]物理伤害\\c[0], 并施加25层\\c[18]伤害加深\\c[0](最多叠加到99层)" , "effects" : [ { "code" : 21 , "dataId" : 0 , "value1" : 1 , "value2" : 0 } , { "code" : 21 , "dataId" : 255 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 1 , "iconIndex" : 105 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "利爪抓挠III" , "note" : "<技能类型:类普攻>\n<Learn Cost: 8 JP>\n<Learn Require Skill: 244>\n\n<Before Eval>\n this._bsaffective = 0.4;\n</Before Eval>\n\n<Before Eval>\n user.addState(229);\n</Before Eval>\n<After Eval>\n user.removeState(229);\n</After Eval>\n\n<Pre-Damage Eval>\n target._block = target._block || 0;\n target._block -= 25;\n target._block = Math.max(target._block, -100);\n target._block = Math.min(target._block, 100);\n if(target._block == 0){ \n target.setStateCounter(237, 0);\n target.setStateCounter(238, 0);\n target.removeState(237);\n target.removeState(238); } \n else{\n if(target._block > 0){\n target.addState(238);\n target.setStateCounter(238, target._block);\n }\n else{\n target.addState(237);\n target.setStateCounter(237, Math.abs(target._block));\n }\n }\n</Pre-Damage Eval>" , "occasion" : 1 , "repeats" : 3 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 15 , "tpGain" : 0 } ,
{ "id" : 246 , "animationId" : 243 , "damage" : { "critical" : true , "elementId" : -1 , "formula" : "a.atk+30+ b.isStateAffected(97) ? 20 : 0 +b.isStateAffected(98) ? 20 : 0 + b.isStateAffected(99) ? 20 : 0 + b.isStateAffected(100) ? 20 : 0 + b.isStateAffected(101) ? 20 : 0" , "type" : 1 , "variance" : 5 } , "description" : "消耗一定HP, 飞扑攻击指定目标并叠加一层\\it[255], 造成30+\\c[17]\\c[255]层数\\c[0]*20+1.0\\c[18]ad\\c[0] \n点\\c[18]物理伤害\\c[0]并附加\\it[255], 增加自身35点TP和\\c[17]自身下回合50%读条\\c[0]" , "effects" : [ { "code" : 21 , "dataId" : 255 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 1 , "iconIndex" : 291 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "狂野飞扑I" , "note" : "<Hide if Learned Skill: 247>\n<Cooldown: 8>\n<Cooldown Steps: 1>\n<Learn Cost: 7 JP>\n\n<After ATB: 50%>\n\n<Hit condition Reward: +35 TP>\n\n<技能类型:技能>\n\n<Custom HP Cost>\ncost += user.mhp/30+user.hp/15;\n</Custom HP Cost>" , "occasion" : 1 , "repeats" : 3 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 247 , "animationId" : 243 , "damage" : { "critical" : true , "elementId" : -1 , "formula" : "a.atk+60+ b.isStateAffected(97) ? 30 : 0 +b.isStateAffected(98) ? 30 : 0 + b.isStateAffected(99) ? 30 : 0 + b.isStateAffected(100) ? 30 : 0 + b.isStateAffected(101) ? 30 : 0" , "type" : 1 , "variance" : 5 } , "description" : "消耗一定HP, 飞扑攻击指定目标并叠加一层\\it[255], 造成60+\\c[17]\\c[255]层数\\c[0]*30+1.0\\c[18]ad\\c[0] \n点\\c[18]物理伤害\\c[0]并附加\\it[255], 增加自身50点TP和\\c[17]自身下回合50%读条\\c[0]" , "effects" : [ { "code" : 21 , "dataId" : 255 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 1 , "iconIndex" : 291 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "狂野飞扑II" , "note" : "<Cooldown: 6>\n<Cooldown Steps: 1>\n<Learn Cost: 9 JP>\n<Learn Require Skill: 246>\n\n<Hit condition Reward: +35 TP>\n\n<After ATB: 70%>\n\n<技能类型:技能>\n\n<Custom HP Cost>\ncost += user.mhp/30+user.hp/15;\n</Custom HP Cost>" , "occasion" : 1 , "repeats" : 4 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 50 } ,
{ "id" : 248 , "animationId" : 85 , "damage" : { "critical" : true , "elementId" : -1 , "formula" : "a.atk*3/10+30+ b.isStateAffected(97) ? 15 : 0 +b.isStateAffected(98) ? 15 : 0 + b.isStateAffected(99) ? 15 : 0 + b.isStateAffected(100) ? 15 : 0 + b.isStateAffected(101) ? 15 : 0" , "type" : 1 , "variance" : 5 } , "description" : "\\c[18]<10%暴击叠加>\\c[17]<50%命中叠加>\\c[0] 疯狂爪击选定目标七次, 每次造成30+\\c[17]\\c[255]层数\\c[0]*15+0.3\\c[18]ad\\c[0] \n点\\c[18]物理伤害\\c[0],成功击杀目标时\\c[17]\\it[113]\\c[0]。" , "effects" : [ { "code" : 21 , "dataId" : 0 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 1 , "iconIndex" : 290 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "疯狂爪击I" , "note" : "<Hide if Learned Skill: 249,250>\n<Learn Cost: 4 JP>\n\n<Before Eval>\n this._pcirate = 0.7;\n</Before Eval>\n<Before Eval>\n this._bsaffective = 0.3;\n</Before Eval>\n\n<Missed Reward: Add State 232>\n\n<技能类型:类普攻>\n\n<Critical Reward: Rolling Critical 0%>\n<Noncritical Reward: Rolling Critical +10%>\n<Defeat Reward: Add State 113>\n<Defeat Reward: +10 TP>\n" , "occasion" : 1 , "repeats" : 5 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 30 , "tpGain" : 0 } ,
{ "id" : 249 , "animationId" : 85 , "damage" : { "critical" : true , "elementId" : -1 , "formula" : "a.atk*3/10+50+ b.isStateAffected(97) ? 25 : 0 +b.isStateAffected(98) ? 25 : 0 + b.isStateAffected(99) ? 25 : 0 + b.isStateAffected(100) ? 25 : 0 + b.isStateAffected(101) ? 25 : 0" , "type" : 1 , "variance" : 5 } , "description" : "\\c[18]<15%暴击叠加>\\c[17]<50%命中叠加>\\c[0] 疯狂爪击选定目标七次, 每次造成50+\\c[17]\\c[255]层数\\c[0]*25+0.3\\c[18]ad\\c[0] \n点\\c[18]物理伤害\\c[0],成功击杀目标时\\c[17]\\it[113]\\c[0]。" , "effects" : [ { "code" : 21 , "dataId" : 0 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 1 , "iconIndex" : 290 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "疯狂爪击II" , "note" : "<Hide if Learned Skill: 250>\n<Learn Cost: 6 JP>\n<Learn Require Skill: 248>\n\n<Before Eval>\n this._pcirate = 0.7;\n</Before Eval>\n\n<Before Eval>\n this._bsaffective = 0.3;\n</Before Eval>\n\n<Missed Reward: Add State 232>\n\n<技能类型:类普攻>\n\n<Critical Reward: Rolling Critical 0%>\n<Noncritical Reward: Rolling Critical +15%>\n<Defeat Reward: Add State 113>\n<Defeat Reward: +10 TP>" , "occasion" : 1 , "repeats" : 5 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 30 , "tpGain" : 0 } ,
{ "id" : 250 , "animationId" : 85 , "damage" : { "critical" : true , "elementId" : -1 , "formula" : "a.atk*3/10+70+ b.isStateAffected(97) ? 35 : 0 +b.isStateAffected(98) ? 35 : 0 + b.isStateAffected(99) ? 35 : 0 + b.isStateAffected(100) ? 35 : 0 + b.isStateAffected(101) ? 35 : 0" , "type" : 1 , "variance" : 5 } , "description" : "\\c[18]<15%暴击叠加>\\c[17]<50%命中叠加>\\c[0] 疯狂爪击选定目标七次, 每次造成70+\\c[17]\\c[255]层数\\c[0]*35+0.3\\c[18]ad\\c[0] \n点\\c[18]物理伤害\\c[0],成功击杀目标时\\c[17]\\it[113]\\c[0]。" , "effects" : [ { "code" : 21 , "dataId" : 0 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 1 , "iconIndex" : 290 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "疯狂爪击III" , "note" : "<Before Eval>\n this._pcirate = 0.9;\n</Before Eval>\n<Before Eval>\n this._bsaffective = 0.3;\n</Before Eval>\n\n<技能类型:类普攻>\n<Learn Cost: 8 JP>\n<Learn Require Skill: 249>\n\n<Missed Reward: Add State 232>\n\n<Critical Reward: Rolling Critical 0%>\n<Noncritical Reward: Rolling Critical +20%>\n<Defeat Reward: Add State 113>\n<Defeat Reward: +20 TP>\n" , "occasion" : 1 , "repeats" : 5 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 30 , "tpGain" : 0 } ,
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{ "id" : 253 , "animationId" : 85 , "damage" : { "critical" : true , "elementId" : -1 , "formula" : "a.atk/2+80+ b.isStateAffected(97) ? 30 : 0 +b.isStateAffected(98) ? 30 : 0 + b.isStateAffected(99) ? 30 : 0 + b.isStateAffected(100) ? 30 : 0 + b.isStateAffected(101) ? 30 : 0" , "type" : 1 , "variance" : 5 } , "description" : "利用利爪破坏敌人的护甲(施加\\it[251])两次, 每次造成80+\\c[17]\\c[255]层数\\c[0]*30+0.5\\c[18]ad\\c[0] \n点\\c[18]物理伤害\\c[0]并解除目标\\c[17]\\it[149]\\c[0], 被闪避时返还5点TP" , "effects" : [ { "code" : 21 , "dataId" : 0 , "value1" : 1 , "value2" : 0 } , { "code" : 21 , "dataId" : 251 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 147 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 1 , "iconIndex" : 167 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "撕裂III" , "note" : "<Missed Reward: +5 TP>\n\n<技能类型:类普攻>\n<Learn Cost: 8 JP>\n<Learn Require Skill: 252>\n\n<Before Eval>\n this._bsaffective = 0.7;\n</Before Eval>" , "occasion" : 1 , "repeats" : 2 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 15 , "tpGain" : 0 } ,
{ "id" : 254 , "animationId" : 31 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "让自身每回合直接获得25%回合读条, 并增加10%攻击力的追杀技能,\n持续5回合" , "effects" : [ { "code" : 21 , "dataId" : 133 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 449 , "message1" : "开始追击猎物!" , "message2" : "" , "mpCost" : 0 , "name" : "猫之追猎I" , "note" : "<Hide if Learned Skill: 255,262>\n\n<技能类型:技能>\n<Learn Cost: 7 JP>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 11 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 25 , "tpGain" : 0 } ,
{ "id" : 255 , "animationId" : 31 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "让自身每回合直接获得25%回合读条, 并增加20%攻击力的追杀技能,\n持续5回合" , "effects" : [ { "code" : 21 , "dataId" : 134 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 449 , "message1" : "开始追击猎物!" , "message2" : "" , "mpCost" : 0 , "name" : "猫之追猎II" , "note" : "<Hide if Learned Skill: 262>\n\n<技能类型:技能>\n<Learn Cost: 9 JP>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 11 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 25 , "tpGain" : 0 } ,
{ "id" : 256 , "animationId" : 173 , "damage" : { "critical" : false , "elementId" : 10 , "formula" : "50" , "type" : 1 , "variance" : 0 } , "description" : "发出尖利的叫声,造成固定精神伤害,几率性附加\\it[62]和\\it[90], \n并减少目标20%行动读条(对读条已满的敌人无效)" , "effects" : [ { "code" : 21 , "dataId" : 62 , "value1" : 0.5 , "value2" : 0 } , { "code" : 21 , "dataId" : 90 , "value1" : 0.2 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 11 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "恫吓尖叫I" , "note" : "<Hide if Learned Skill: 257,258>\n\n<技能类型:技能>\n<Learn Cost: 4 JP>\n\n<Target ATB Eval>\nspeed = speed * 4/5;\n</Target ATB Eval>\n\n<Barrier Penetration: 40%>\n<Before Eval>\nthis. _bpt = 0.4;\n</Before Eval>\n\n<Before Eval>\n this._bsaffective = 0;\n</Before Eval>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 2 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 5 , "tpGain" : 10 } ,
{ "id" : 257 , "animationId" : 173 , "damage" : { "critical" : false , "elementId" : 10 , "formula" : "200" , "type" : 1 , "variance" : 0 } , "description" : "发出尖利的叫声,造成固定精神伤害,几率性附加\\it[62]和\\it[90], \n并减少目标40%行动读条(对读条已满的敌人无效)" , "effects" : [ { "code" : 21 , "dataId" : 62 , "value1" : 0.7 , "value2" : 0 } , { "code" : 21 , "dataId" : 90 , "value1" : 0.4 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 11 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "恫吓尖叫II" , "note" : "<Hide if Learned Skill: 258>\n\n<技能类型:技能>\n<Learn Cost: 6 JP>\n<Learn Require Skill: 256>\n\n<Target ATB Eval>\nspeed = speed * 3/5;\n</Target ATB Eval>\n\n<Barrier Penetration: 40%>\n<Before Eval>\nthis. _bpt = 0.4;\n</Before Eval>\n\n<Before Eval>\n this._bsaffective = 0;\n</Before Eval>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 2 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 5 , "tpGain" : 10 } ,
{ "id" : 258 , "animationId" : 173 , "damage" : { "critical" : false , "elementId" : 10 , "formula" : "500" , "type" : 1 , "variance" : 0 } , "description" : "发出尖利的叫声,造成固定精神伤害,几率性附加\\it[62]和\\it[90], \n并减少目标60%行动读条(对读条已满的敌人无效)" , "effects" : [ { "code" : 21 , "dataId" : 62 , "value1" : 0.9 , "value2" : 0 } , { "code" : 21 , "dataId" : 90 , "value1" : 0.6 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 11 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "恫吓尖叫III" , "note" : "<技能类型:技能>\n<Barrier Penetration: 40%>\n<Before Eval>\nthis. _bpt = 0.4;\n</Before Eval>\n\n<Learn Cost: 8 JP>\n<Learn Require Skill: 257>\n\n<Target ATB Eval>\nspeed = speed * 2/5;\n</Target ATB Eval>\n\n<Before Eval>\n this._bsaffective = 0;\n</Before Eval>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 2 , "speed" : 1 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 5 , "tpGain" : 10 } ,
{ "id" : 259 , "animationId" : 52 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "猫咪安静地观察她的猎物,洞察敌方的弱点(施加\\it[254]), \n并且破除他们的隐身( 破除\\it[172]) , 同时自身恢复8点TP" , "effects" : [ { "code" : 22 , "dataId" : 172 , "value1" : 1 , "value2" : 0 } , { "code" : 21 , "dataId" : 254 , "value1" : 0.8 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 89 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "猫之窥视I" , "note" : "<Hide if Learned Skill: 260,261>\n\n<技能类型:技能>\n<Learn Cost: 4 JP>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 8 } ,
{ "id" : 260 , "animationId" : 52 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "猫咪安静地观察她的猎物,洞察敌方的弱点(施加\\it[254]), \n并且破除他们的隐身( 破除\\it[172]、\\it[173]) , 同时自身恢复10点TP" , "effects" : [ { "code" : 22 , "dataId" : 172 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 173 , "value1" : 1 , "value2" : 0 } , { "code" : 21 , "dataId" : 254 , "value1" : 0.8 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 89 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "猫之窥视II" , "note" : "<Hide if Learned Skill: 261>\n\n<技能类型:技能>\n<Learn Cost: 6 JP>\n<Learn Require Skill: 259>" , "occasion" : 1 , "repeats" : 2 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 10 } ,
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{ "id" : 262 , "animationId" : 0 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "被动, 滚在第一回合会自动获得90%的行动读条\n这一效果与装备先发制人相同, 不会叠加" , "effects" : [ ] , "hitType" : 0 , "iconIndex" : 46 , "message1" : "" , "message2" : "" , "mpCost" : 0 , "name" : "先发制人" , "note" : "<Passive State: 263>\n<Bypass Cooldown>\n<Learn Cost: 6 JP>" , "occasion" : 3 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 0 , "speed" : 0 , "stypeId" : 3 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 263 , "animationId" : 0 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "" , "effects" : [ ] , "hitType" : 0 , "iconIndex" : 0 , "message1" : "" , "message2" : "" , "mpCost" : 0 , "name" : "" , "note" : "" , "occasion" : 0 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 264 , "animationId" : 0 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "" , "effects" : [ ] , "hitType" : 0 , "iconIndex" : 0 , "message1" : "" , "message2" : "" , "mpCost" : 0 , "name" : "郝籽的技能" , "note" : "" , "occasion" : 0 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 265 , "animationId" : 0 , "damage" : { "critical" : true , "elementId" : -1 , "formula" : "20+a.atk/4+a.mat/10+a.level/2" , "type" : 1 , "variance" : 5 } , "description" : "" , "effects" : [ { "code" : 21 , "dataId" : 0 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 1 , "iconIndex" : 72 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "一式 • 暴雨梨花" , "note" : "<技能类型:普攻>\n<Bypass Cooldown>\n\n<Counter Rate: 30%>\n\n<Before Eval>\n if(user.isStateAffected(21)){\n user.addState(188);\n }\n else{\n user.removeState(188);\n }\n this._times = this._times || 0;\n this._times += 1;\n if(this._times == 1){\n target.startAnimation(18);}\n</Before Eval>\n\n<Before Eval>\n this._pcirate = 0.7;\n</Before Eval>\n\n<Before Eval>\n this._bsaffective = 0.5;\n</Before Eval>\n\n<Missed Reward: Add State 232>\n" , "occasion" : 1 , "repeats" : 9 , "requiredWtypeId1" : 1 , "requiredWtypeId2" : 2 , "scope" : 1 , "speed" : 0 , "stypeId" : 5 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 1 } ,
{ "id" : 266 , "animationId" : 201 , "damage" : { "critical" : true , "elementId" : -1 , "formula" : "80+a.atk*7/10+a.mat*3/10+a.level*2" , "type" : 1 , "variance" : 5 } , "description" : "" , "effects" : [ { "code" : 21 , "dataId" : 0 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 1 , "iconIndex" : 122 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "二式 • 星分穹宇" , "note" : "<技能类型:普攻>\n<Bypass Cooldown>\n\n<Before Eval>\n this._bsaffective = 0.1;\n</Before Eval>\n\n<Before Eval>\n if(user.isStateAffected(21)){\n user.addState(189);\n }\n else{\n user.removeState(189);\n }\n</Before Eval>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 1 , "requiredWtypeId2" : 2 , "scope" : 2 , "speed" : 0 , "stypeId" : 5 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 3 } ,
{ "id" : 267 , "animationId" : 16 , "damage" : { "critical" : true , "elementId" : -1 , "formula" : "(3 - b.hp/b.mhp)*(180+a.atk+a.mat*4/10+4*a.level)" , "type" : 1 , "variance" : 5 } , "description" : "" , "effects" : [ { "code" : 21 , "dataId" : 0 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 1 , "iconIndex" : 97 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "三式 • 白虹贯日" , "note" : "<技能类型:普攻>\n<Bypass Cooldown>\n<Bypass Taunt>\n\n<After Eval>\nif(user.isStateAffected(21)){\n user.addState(190);\n }\n else{\nif( target.hp <= 0){\n user.addState(17);\n user.addState(190);\n }\n else{ user.removeState(190);}\n }\n</After Eval>\n\n<Before Eval>\n this._bsaffective = 0.7;\n</Before Eval>\n\n<Before Eval>\n this._pcirate = 2;\n</Before Eval>\n" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 1 , "requiredWtypeId2" : 2 , "scope" : 1 , "speed" : 0 , "stypeId" : 5 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 10 } ,
{ "id" : 268 , "animationId" : 216 , "damage" : { "critical" : true , "elementId" : -1 , "formula" : "(60+a.atk/2+a.mat/5+a.level*2) * (b.isStateAffected(56) ? 13/10 : 1)" , "type" : 1 , "variance" : 5 } , "description" : "\\c[18]<强化 • 一式>\\c[18]<类普攻>\\c[0] 进行两次上挑, 每次造成60+2*\\c[17]Lv\\c[0]+0.5\\c[18]ad\\c[0]+0.2\\c[27]ap\\c[0] \n点\\c[18]物理伤害\\c[0], 30%几率附加\\it[56]和\\it[76],对\\it[56]的敌人伤害增加30%" , "effects" : [ { "code" : 21 , "dataId" : 56 , "value1" : 0.3 , "value2" : 0 } , { "code" : 21 , "dataId" : 76 , "value1" : 0.3 , "value2" : 0 } , { "code" : 21 , "dataId" : 0 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 1 , "iconIndex" : 69 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "上挑I" , "note" : "<Hide if Learned Skill: 269,270>\n<Hit Reward: Remove State 189>\n<Hit Reward: Remove State 190>\n<Hit Reward: Add State 188>\n\n<技能类型:类普攻>" , "occasion" : 1 , "repeats" : 2 , "requiredWtypeId1" : 1 , "requiredWtypeId2" : 2 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 10 , "tpGain" : 0 } ,
{ "id" : 269 , "animationId" : 216 , "damage" : { "critical" : true , "elementId" : -1 , "formula" : "(80+a.atk/2+a.mat/5+a.level*5/2) * (b.isStateAffected(56) ? 13/10 : 1)" , "type" : 1 , "variance" : 5 } , "description" : "\\c[18]<强化 • 一式>\\c[18]<类普攻>\\c[0] 进行两次上挑, 每次造成80+2.5*\\c[17]Lv\\c[0]+0.5\\c[18]ad\\c[0]+0.2\\c[27]ap\\c[0] \n点\\c[18]物理伤害\\c[0], 50%几率附加\\it[56]和\\it[76],对\\it[56]的敌人伤害增加30%" , "effects" : [ { "code" : 21 , "dataId" : 56 , "value1" : 0.5 , "value2" : 0 } , { "code" : 21 , "dataId" : 76 , "value1" : 0.5 , "value2" : 0 } , { "code" : 21 , "dataId" : 0 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 1 , "iconIndex" : 69 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "上挑II" , "note" : "<Hide if Learned Skill: 270>\n<Hit Reward: Remove State 189>\n<Hit Reward: Remove State 190>\n<Hit Reward: Add State 188>\n\n<技能类型:类普攻>\n<Learn Cost: 5 JP>\n<Learn Require Skill: 268>" , "occasion" : 1 , "repeats" : 2 , "requiredWtypeId1" : 1 , "requiredWtypeId2" : 2 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 10 , "tpGain" : 0 } ,
{ "id" : 270 , "animationId" : 216 , "damage" : { "critical" : true , "elementId" : -1 , "formula" : "(100+a.atk/2+a.mat/5+a.level*3) * (b.isStateAffected(56) ? 13/10 : 1)" , "type" : 1 , "variance" : 5 } , "description" : "\\c[18]<强化 • 一式>\\c[18]<类普攻>\\c[0] 进行两次上挑, 每次造成100+3*\\c[17]Lv\\c[0]+0.5\\c[18]ad\\c[0]+0.2\\c[27]ap\\c[0] \n点\\c[18]物理伤害\\c[0], 70%几率附加\\it[56]和\\it[76],对\\it[56]的敌人伤害增加30%" , "effects" : [ { "code" : 21 , "dataId" : 56 , "value1" : 0.7 , "value2" : 0 } , { "code" : 21 , "dataId" : 76 , "value1" : 0.7 , "value2" : 0 } , { "code" : 21 , "dataId" : 0 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 1 , "iconIndex" : 69 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "上挑III" , "note" : "<Hit Reward: Remove State 189>\n<Hit Reward: Remove State 190>\n<Hit Reward: Add State 188>\n\n<技能类型:类普攻>\n<Learn Cost: 7 JP>\n<Learn Require Skill: 269>" , "occasion" : 1 , "repeats" : 2 , "requiredWtypeId1" : 1 , "requiredWtypeId2" : 2 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 10 , "tpGain" : 0 } ,
{ "id" : 271 , "animationId" : 197 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "拥有强化招式才能使用,禁用技能,但可以连续使用三次\n当前强化招式。期间攻击力增加20%,使用后立刻进入下一回合" , "effects" : [ { "code" : 21 , "dataId" : 21 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 421 , "message1" : "进入\\c[17]\\it[21]!\\c[0]" , "message2" : "" , "mpCost" : 0 , "name" : "专注模式I" , "note" : "<Hide if Learned Skill: 272,273>\n<Learn Cost: 6 JP>\n\n<Cooldown: 6>\n<Cooldown Steps: 1>\n\n<After ATB: 90%>\n\n <Custom Requirement>\n if (user.isStateAffected(188) || user.isStateAffected(189) || user.isStateAffected(190)) {\n value = true;\n } else {\n value = false;\n }\n</Custom Requirement>\n\n<技能类型:技能>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 11 , "speed" : 0 , "stypeId" : 3 , "successRate" : 100 , "tpCost" : 50 , "tpGain" : 0 } ,
{ "id" : 272 , "animationId" : 197 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "拥有强化招式才能使用,禁用技能,但可以连续使用三次当前\n强化招式。期间攻击力和敏捷增加30%,使用后立刻进入下一回合" , "effects" : [ { "code" : 21 , "dataId" : 21 , "value1" : 1 , "value2" : 0 } , { "code" : 21 , "dataId" : 26 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 421 , "message1" : "进入\\c[17]\\it[21]!\\c[0]" , "message2" : "" , "mpCost" : 0 , "name" : "专注模式II" , "note" : "<Hide if Learned Skill: 273>\n<Learn Cost: 8 JP>\n<Learn Require Skill: 271>\n\n<Cooldown: 6>\n<Cooldown Steps: 1>\n\n<After ATB: 90%>\n\n <Custom Requirement>\n if (user.isStateAffected(188) || user.isStateAffected(189) || user.isStateAffected(190)) {\n value = true;\n } else {\n value = false;\n }\n </Custom Requirement>\n\n<技能类型:技能>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 11 , "speed" : 0 , "stypeId" : 3 , "successRate" : 100 , "tpCost" : 50 , "tpGain" : 0 } ,
{ "id" : 273 , "animationId" : 197 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "\\c[17]<霸体四回合>\\c[0] 拥有强化招式才能使用,禁用技能,但可以连续使用\n三次当前强化招式。期间攻击力和敏捷增加30%,使用后立刻进入下一回合" , "effects" : [ { "code" : 21 , "dataId" : 21 , "value1" : 1 , "value2" : 0 } , { "code" : 21 , "dataId" : 26 , "value1" : 1 , "value2" : 0 } , { "code" : 21 , "dataId" : 152 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 421 , "message1" : "进入\\c[17]\\it[21]!\\c[0]" , "message2" : "" , "mpCost" : 0 , "name" : "专注模式III" , "note" : "<After ATB: 90%>\n<Learn Cost: 10 JP>\n<Learn Require Skill: 272>\n\n<Cooldown: 6>\n<Cooldown Steps: 1>\n\n<Custom Requirement>\n if (user.isStateAffected(188) || user.isStateAffected(189) || user.isStateAffected(190)) {\n value = true;\n } else {\n value = false;\n }\n </Custom Requirement>\n\n<技能类型:技能>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 11 , "speed" : 0 , "stypeId" : 3 , "successRate" : 100 , "tpCost" : 60 , "tpGain" : 0 } ,
{ "id" : 274 , "animationId" : 232 , "damage" : { "critical" : true , "elementId" : 6 , "formula" : "120+a.atk*4/10+a.mat+2*a.level" , "type" : 1 , "variance" : 5 } , "description" : "\\c[18]<强化 • 二式>\\c[0] 释放强化的生物电, 增加自身180+1.5\\c[27]ap\\c[0]点\\c[17]护盾\\c[0],并攻击\n指定目标及相邻目标, 造成120+2*\\c[17]Lv\\c[0]+0.4\\c[18]ad\\c[0]+1.0\\c[27]ap\\c[0]点\\c[27]电\\c[0]属性\\c[27]魔法伤害\\c[0]" , "effects" : [ { "code" : 21 , "dataId" : 59 , "value1" : 0.2 , "value2" : 0 } ] , "hitType" : 2 , "iconIndex" : 66 , "message1" : "施放了%1! " , "message2" : "" , "mpCost" : 18 , "name" : "电蛇狂舞I" , "note" : "<Hide if Learned Skill: 275,276>\n<Learn Cost: 5 JP>\n\n<技能类型:技能>\n\n<Cooldown: 5>\n<Cooldown Steps: 1>\n\n<Custom Target Eval>\ntargets.push(target);\nvar l1 = $gameTroop.members().length;\nif(l1 == 1){\n targets.push(target);\n targets.push(target);\n}\nelse{\nvar n1 = this._targetIndex - 1;\nvar targeta = $gameTroop.members()[n1];\nif(n1 >= 0){\n if(targeta.isAlive()){\n targets.push(targeta); }\n else{ targets.push(target); }\n}\nelse{ targets.push(target); }\nvar n2 = this._targetIndex + 1;\nvar targetb = $gameTroop.members()[n2];\nif(n2 < l1){\n if(targetb.isAlive()){\n targets.push(targetb); }\n else{ targets.push(target); }\n}\nelse{ targets.push(target); }\n}\n</Custom Target Eval>\n\n<Custom User Barrier>\nvalue = 180+user.mat*3/2;\n</Custom User Barrier>\n<Hit Reward: Remove State 188>\n<Hit Reward: Remove State 190>\n<Hit Reward: Add State 189>\n\n<Before Eval>\n this._bsaffective = 0.7;\n</Before Eval>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 5 , "tpGain" : 0 } ,
{ "id" : 275 , "animationId" : 232 , "damage" : { "critical" : true , "elementId" : 6 , "formula" : "180+a.atk*4/10+a.mat+3*a.level" , "type" : 1 , "variance" : 5 } , "description" : "\\c[18]<强化 • 二式>\\c[0] 释放强化的生物电, 增加自身240+2\\c[27]ap\\c[0]点\\c[17]护盾\\c[0],并攻击\n指定目标及相邻目标, 造成180+3*\\c[17]Lv\\c[0]+0.4\\c[18]ad\\c[0]+1.0\\c[27]ap\\c[0]点\\c[27]电\\c[0]属性\\c[27]魔法伤害\\c[0]" , "effects" : [ { "code" : 21 , "dataId" : 59 , "value1" : 0.3 , "value2" : 0 } ] , "hitType" : 2 , "iconIndex" : 66 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 18 , "name" : "电蛇狂舞II" , "note" : "<Hide if Learned Skill: 250>\n<Learn Cost: 7 JP>\n<Learn Require Skill: 274>\n\n<技能类型:技能>\n\n<Cooldown: 5>\n<Cooldown Steps: 1>\n\n<Custom Target Eval>\ntargets.push(target);\nvar l1 = $gameTroop.members().length;\nif(l1 == 1){\n targets.push(target);\n targets.push(target);\n}\nelse{\nvar n1 = this._targetIndex - 1;\nvar targeta = $gameTroop.members()[n1];\nif(n1 >= 0){\n if(targeta.isAlive()){\n targets.push(targeta); }\n else{ targets.push(target); }\n}\nelse{ targets.push(target); }\nvar n2 = this._targetIndex + 1;\nvar targetb = $gameTroop.members()[n2];\nif(n2 < l1){\n if(targetb.isAlive()){\n targets.push(targetb); }\n else{ targets.push(target); }\n}\nelse{ targets.push(target); }\n}\n</Custom Target Eval>\n\n<Custom User Barrier>\nvalue = 240+user.mat*2;\n</Custom User Barrier>\n\n<Hit Reward: Remove State 188>\n<Hit Reward: Remove State 190>\n<Hit Reward: Add State 189>\n\n<Before Eval>\n this._bsaffective = 0.7;\n</Before Eval>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 5 , "tpGain" : 0 } ,
{ "id" : 276 , "animationId" : 232 , "damage" : { "critical" : true , "elementId" : 6 , "formula" : "240+a.atk*4/10+a.mat+4*a.level" , "type" : 1 , "variance" : 5 } , "description" : "\\c[18]<强化 • 二式>\\c[0] 释放强化的生物电, 增加自身320+2.5\\c[27]ap\\c[0]点\\c[17]护盾\\c[0],并攻击\n指定目标及相邻目标, 造成240+4*\\c[17]Lv\\c[0]+0.4\\c[18]ad\\c[0]+1.0\\c[27]ap\\c[0]点\\c[27]电\\c[0]属性\\c[27]魔法伤害\\c[0]" , "effects" : [ { "code" : 21 , "dataId" : 59 , "value1" : 0.4 , "value2" : 0 } ] , "hitType" : 2 , "iconIndex" : 66 , "message1" : "施放了%1! " , "message2" : "" , "mpCost" : 18 , "name" : "电蛇狂舞III" , "note" : "<技能类型:技能>\n<Learn Cost: 9 JP>\n<Learn Require Skill: 275>\n\n<Cooldown: 5>\n<Cooldown Steps: 1>\n\n<Custom Target Eval>\ntargets.push(target);\nvar l1 = $gameTroop.members().length;\nif(l1 == 1){\n targets.push(target);\n targets.push(target);\n}\nelse{\nvar n1 = this._targetIndex - 1;\nvar targeta = $gameTroop.members()[n1];\nif(n1 >= 0){\n if(targeta.isAlive()){\n targets.push(targeta); }\n else{ targets.push(target); }\n}\nelse{ targets.push(target); }\nvar n2 = this._targetIndex + 1;\nvar targetb = $gameTroop.members()[n2];\nif(n2 < l1){\n if(targetb.isAlive()){\n targets.push(targetb); }\n else{ targets.push(target); }\n}\nelse{ targets.push(target); }\n}\n</Custom Target Eval>\n\n<Custom User Barrier>\nvalue = 320+user.mat*5/2;\n</Custom User Barrier>\n\n<Hit Reward: Remove State 188>\n<Hit Reward: Remove State 190>\n<Hit Reward: Add State 189>\n\n<Before Eval>\n this._bsaffective = 0.7;\n</Before Eval>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 5 , "tpGain" : 0 } ,
{ "id" : 277 , "animationId" : 33 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "\\c[18]<强化 • 二式>\\c[0]\\c[17]<群体解控>\\c[0] 用微电流刺激队友的神经系统,\n可以解除\\it[74]、\\it[60]、\\it[59]" , "effects" : [ { "code" : 22 , "dataId" : 74 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 60 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 59 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 72 , "message1" : "施放了%1! " , "message2" : "" , "mpCost" : 2 , "name" : "微电刺激I" , "note" : "<Hide if Learned Skill: 278,279>\n<Hit Reward: Remove State 188>\n<Hit Reward: Remove State 190>\n<Hit Reward: Add State 189>\n\n<技能类型:技能>\n<Learn Cost: 5 JP>\n\n<Cooldown: 7>\n<Cooldown Steps: 1>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 8 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 5 , "tpGain" : 0 } ,
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{ "id" : 294 , "animationId" : 0 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "" , "effects" : [ ] , "hitType" : 0 , "iconIndex" : 0 , "message1" : "" , "message2" : "" , "mpCost" : 0 , "name" : "诺兰的技能" , "note" : "" , "occasion" : 0 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 295 , "animationId" : 0 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "菜单使用查看该被动效果" , "effects" : [ ] , "hitType" : 0 , "iconIndex" : 420 , "message1" : "" , "message2" : "" , "mpCost" : 0 , "name" : "百变灰狐(被动)" , "note" : "<Bypass Cooldown>" , "occasion" : 2 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 0 , "speed" : 0 , "stypeId" : 3 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 296 , "animationId" : 190 , "damage" : { "critical" : true , "elementId" : 1 , "formula" : "(100+a.atk*35/100+a.level)* (b.isStateAffected(56) ? 115/100 : 1)" , "type" : 1 , "variance" : 5 } , "description" : "诺兰擒住目标摔打三次, 每次造成100+1*\\c[17]Lv\\c[0]+0.35\\c[18]ad\\c[0]点\\c[18]物理伤害\\c[0]\n后抛向空中造成\\c[17]\\it[56]\\c[0],技能对\\it[56]目标伤害增加15%" , "effects" : [ { "code" : 21 , "dataId" : 56 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 1 , "iconIndex" : 77 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "狐猎 • 零式" , "note" : "<After Eval>\n user.addState(273);\n</After Eval>\n\n<技能类型:技能>\n<Cooldown Steps: 1>\n\n<Custom Requirement>\n if (user.isStateAffected(273) ||\n user.isStateAffected(274) ) {\n value = false;\n } else {\n value = true;\n }\n</Custom Requirement>\n\n<Custom Counter Rate>\nif(target.isStateAffected(56)){\n rate *= 0;\n }\n</Custom Counter Rate>\n" , "occasion" : 1 , "repeats" : 3 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 5 } ,
{ "id" : 297 , "animationId" : 198 , "damage" : { "critical" : true , "elementId" : 1 , "formula" : "(100+a.atk+a.level*3)* (b.isStateAffected(56) ? 13/10 : 1)" , "type" : 1 , "variance" : 5 } , "description" : "诺兰跳起以腿斧攻击敌人, 造成180+3*\\c[17]Lv\\c[0]+1.0\\c[18]ad\\c[0]点\\c[18]物理伤害\\c[0]\n对\\c[17]\\it[56]\\c[0]的目标伤害增加30%并延长\\c[17]\\it[56]\\c[0]二回合。" , "effects" : [ ] , "hitType" : 1 , "iconIndex" : 78 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "狐猎 • 一式" , "note" : "<技能类型:技能>\n\n<Skill 296 Cooldown: 3>\n<Skill 297 Cooldown: 3>\n<Skill 298 Cooldown: 3>\n <Cooldown Steps: 1>\n\n<Custom Requirement>\n if (user.isStateAffected(273)) {\n value = true;\n } else {\n value = false;\n }\n</Custom Requirement>\n\n<State 56 Turns: +2>\n\n<After Eval>\n user.removeState(273);\n if(user.isStateAffected(46)){}\n else{\n if(user.isStateAffected(271)||\n user.isStateAffected(272)){\n user.addState(275);\n }\n }\n</After Eval>\n\n<Custom Counter Rate>\nif(target.isStateAffected(56)){\n rate *= 0;\n }\n</Custom Counter Rate>" , "occasion" : 0 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 5 } ,
{ "id" : 298 , "animationId" : 229 , "damage" : { "critical" : true , "elementId" : -1 , "formula" : "(3 - 2 * b.hp/b.mhp) * (120+a.atk*7/10+a.level*3/2)" , "type" : 1 , "variance" : 5 } , "description" : "\\c[18]<3倍收割><类普攻>\\c[0] 诺兰绕后背刺三次, 每次造成120+1.5*\\c[17]Lv\\c[0]+0.7\\c[18]ad\\c[0]点\\c[18]物理伤害\\c[0]\n成功清空血量时获得20点TP及下回合75%读条, 使用后三个“狐猎式”冷却1回合" , "effects" : [ { "code" : 21 , "dataId" : 0 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 435 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "狐猎 • 二式" , "note" : "<Pre-Damage Eval>\n target.removeState(258);\n this._certainhp = target.hp;\n</Pre-Damage Eval>\n\n<技能类型:类普攻>\n\n<Skill 296 Cooldown: 2>\n<Skill 297 Cooldown: 2>\n<Skill 298 Cooldown: 2>\n<Cooldown Steps: 1>\n\n<Custom Requirement>\n if (user.isStateAffected(274)) {\n value = true;\n } else {\n value = false;\n }\n</Custom Requirement>\n\n<After Eval>\n if(this._certainhp == 0){}\n else{\n if(target.hp <= 0){\n user.gainTp(20);\n user.addState(166);\n }\n }\nuser.removeState(274);\n</After Eval>\n" , "occasion" : 0 , "repeats" : 3 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 15 , "tpGain" : 0 } ,
{ "id" : 299 , "animationId" : 227 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "诺兰加速行动,提升闪避率和魔法闪避率,持续三回合\n并恢复5点TP, 使用后禁用两个“零式”, 解锁两个“二式”" , "effects" : [ { "code" : 21 , "dataId" : 276 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 778 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "狐迅 • 零式" , "note" : "<After Eval>\n user.addState(274);\n</After Eval>\n\n<技能类型:技能>\n<Cooldown Steps: 1>\n\n<Custom Requirement>\n if (user.isStateAffected(273) ||\n user.isStateAffected(274) ) {\n value = false;\n } else {\n value = true;\n }\n</Custom Requirement>\n" , "occasion" : 0 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 11 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 5 } ,
{ "id" : 300 , "animationId" : 191 , "damage" : { "critical" : true , "elementId" : -1 , "formula" : "" , "type" : 1 , "variance" : 5 } , "description" : "\\c[18]<类普攻>\\c[17]<50%命中叠加>\\c[0] 诺兰使用剑舞连续攻击五次, 每次造成80+1.0*\\c[17]Lv\\c[0]\n+0.5\\c[18]ad\\c[0]点\\c[18]物理伤害\\c[0]且伤害依次递增25%, 使用后三个“狐迅式”冷却1回合" , "effects" : [ { "code" : 21 , "dataId" : 0 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 1 , "iconIndex" : 76 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "狐迅 • 一式" , "note" : "\n<技能类型:类普攻>\n\n<Before Eval>\n user.addState(232);\n</Before Eval>\n\n<After Eval>\n user.removeState(273);\n</After Eval>\n\n<Skill 299 Cooldown: 2>\n<Skill 300 Cooldown: 2>\n<Skill 301 Cooldown: 2>\n<Cooldown Steps: 1>\n\n<Custom Requirement>\n if (user.isStateAffected(273)) {\n value = true;\n } else {\n value = false;\n }\n</Custom Requirement>\n\n<damage formula>\n this._chainmultiplier = this._chainmultiplier || 1;\n value = 80+user.level+user.atk/2;\n value *= this._chainmultiplier;\n value = Math.floor(value);\n this._chainmultiplier += 1/4;\n</damage formula>" , "occasion" : 1 , "repeats" : 5 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 30 , "tpGain" : 0 } ,
{ "id" : 301 , "animationId" : -1 , "damage" : { "critical" : true , "elementId" : -1 , "formula" : "(2 - b.hp/b.mhp) * (150+a.atk*9/10+a.level*3)" , "type" : 1 , "variance" : 5 } , "description" : "\\c[18]<2倍收割><类普攻>\\c[0] 诺兰重击敌人并借力退出战场(使用后所有“狐迅式”\n冷却2回合), 恢复10TP和 10%\\c[17]( +\\I[336]机体增强模块等级*2%) \\c[0]\\c[18]自身损失HP\\c[0]点HP" , "effects" : [ ] , "hitType" : 1 , "iconIndex" : 395 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "狐迅 • 二式" , "note" : "<技能类型:类普攻>\n\n<Custom Requirement>\n if (user.isStateAffected(274)) {\n value = true;\n } else {\n value = false;\n }\n</Custom Requirement>\n\n<After Eval>\n var heal = (user.mhp - user.hp)/10;\n heal *= (user.isStateAffected(280)?1.2: 1);\n heal *= (user.isStateAffected(281)?1.4: 1);\n heal *= (user.isStateAffected(282)?1.6: 1);\n heal = Math.floor(heal);\n user.gainHp(heal);\n user.startDamagePopup();\n user.removeState(274);\n if(user.isStateAffected(46)){}\n else{\n if(user.isStateAffected(264)||\n user.isStateAffected(270)){\n user.addState(278);\n }\n }\nuser.addState(277);\n</After Eval>\n\n<Skill 299 Cooldown: 3>\n<Skill 300 Cooldown: 3>\n<Skill 301 Cooldown: 3>\n<Cooldown Steps: 1>" , "occasion" : 0 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 302 , "animationId" : -1 , "damage" : { "critical" : true , "elementId" : -1 , "formula" : "140+a.atk*12/10+3*a.level" , "type" : 1 , "variance" : 5 } , "description" : "" , "effects" : [ { "code" : 21 , "dataId" : 0 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 1 , "iconIndex" : 0 , "message1" : "的\\c[18]远程攻击\\c[0]! " , "message2" : "" , "mpCost" : 0 , "name" : "远程射击(诺兰)" , "note" : "<Before Eval>\n this._pcirate = 1.5;\n</Before Eval>\n\n<Custom Target Eval>\ntargets.push(target);\nvar l1 = $gameTroop.members().length;\nif(l1 == 1){\n targets.push(target);\n targets.push(target);\n}\nelse{\nvar n1 = this._targetIndex - 1;\nvar targeta = $gameTroop.members()[n1];\nif(n1 >= 0){\n if(targeta.isAlive()){\n targets.push(targeta); }\n else{ targets.push(target); }\n}\nelse{ targets.push(target); }\nvar n2 = this._targetIndex + 1;\nvar targetb = $gameTroop.members()[n2];\nif(n2 < l1){\n if(targetb.isAlive()){\n targets.push(targetb); }\n else{ targets.push(target); }\n}\nelse{ targets.push(target); }\n}\n</Custom Target Eval>\n\n<技能类型:普攻>\n\n<Custom Counter Rate>\nif(target.isStateAffected(284)){}\nelse{ rate *= 0;}\n</Custom Counter Rate>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 5 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 2 } ,
{ "id" : 303 , "animationId" : -1 , "damage" : { "critical" : true , "elementId" : -1 , "formula" : "(1+2*(1-b.hp/b.mhp))*(120+a.atk+3*a.level)" , "type" : 1 , "variance" : 5 } , "description" : "" , "effects" : [ { "code" : 21 , "dataId" : 0 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 0 , "message1" : "的\\c[18]隐身背刺\\c[0]! " , "message2" : "" , "mpCost" : 0 , "name" : "隐身背刺" , "note" : "<Hit Reward: Add State 167>\n<Hit Reward: Remove State 278>\n\n<技能类型:普攻>\n\n<Before Eval>\n this._pcirate = 1.5;\n</Before Eval>" , "occasion" : 0 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 8 } ,
{ "id" : 304 , "animationId" : 230 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "接下来8回合提高30%敏捷和20%攻击力、每回合恢复5点TP, 且使用技能直接获得\n10\\c[17]( +\\I[336]机体增强模块等级*5) \\c[0]点TP, 同时减少所有特技当前冷却一回合" , "effects" : [ { "code" : 21 , "dataId" : 279 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 336 , "message1" : "" , "message2" : "" , "mpCost" : 0 , "name" : "全功率模式" , "note" : "<技能类型:技能>\n\n<After ATB: 90%>\n\n<Cooldown: 25>\n<Cooldown Steps: 1>\n\n<Skill 296 Cooldown: -1>\n<Skill 297 Cooldown: -1>\n<Skill 298 Cooldown: -1>\n<Skill 299 Cooldown: -1>\n<Skill 300 Cooldown: -1>\n<Skill 301 Cooldown: -1>\n\n<After Eval>\n var tpgain = 10;\n tpgain += (user.isStateAffected(280)?5: 0);\n tpgain += (user.isStateAffected(281)?10: 0);\n tpgain += (user.isStateAffected(282)?15: 0);\n user.gainTp(tpgain);\n</After Eval>\n" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 11 , "speed" : 0 , "stypeId" : 3 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 305 , "animationId" : 0 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "菜单使用查看该被动效果" , "effects" : [ { "code" : 44 , "dataId" : 21 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 0 , "message1" : "" , "message2" : "" , "mpCost" : 0 , "name" : "机体特性(被动)" , "note" : "<Bypass Cooldown>" , "occasion" : 2 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 0 , "speed" : 0 , "stypeId" : 3 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 306 , "animationId" : 0 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "" , "effects" : [ ] , "hitType" : 0 , "iconIndex" : 0 , "message1" : "" , "message2" : "" , "mpCost" : 0 , "name" : "" , "note" : "" , "occasion" : 0 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 307 , "animationId" : 206 , "damage" : { "critical" : false , "elementId" : 8 , "formula" : "" , "type" : 1 , "variance" : 5 } , "description" : "伊丽莎白特制榴弹,对全体敌人造成圣属性伤害;对全体己方恢复生命\n\\c[17]【过热增幅】\\c[0] 数值增加30%" , "effects" : [ ] , "hitType" : 0 , "iconIndex" : 72 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "过热•圣光榴弹" , "note" : "<技能类型:技能>\n\n<Skill 201 Cooldown: 5>\n<Skill 307 Cooldown: 5>\n<Cooldown Steps: 1>\n\n<Pre-Damage Eval>\nif (target.isActor() === user.isActor()) { \n value = -1 * Math.abs(value);\n}\n</Pre-Damage Eval>\n\n<Custom Show Eval>\n if (user.isStateAffected(372) ) {\n visible = true;\n } else {\n visible = false;\n }\n</Custom Show Eval>\n\n<Target: Everybody>\n\n <MP Cost: 5%>\n\n<Damage Formula>\nif (target.isActor() === user.isActor()) {\n value = user.mat*7/10 + 120;\n var si = 0.15;\n si += (user.isLearnedSkill(199)? 0.05 : 0) + (user.isLearnedSkill(200)? 0.05 : 0);\n value += (target.mhp-target.hp)*si;\n} else {\n value = user.mat * 7/10 + user.level*3;\n value += (user.isLearnedSkill(199)? 80 : 0) + (user.isLearnedSkill(200)? 80 : 0) + 120;\n}\nvalue = Math.floor(value*13/10);\n</Damage Formula>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 0 , "speed" : 0 , "stypeId" : 3 , "successRate" : 100 , "tpCost" : 5 , "tpGain" : 10 } ,
{ "id" : 308 , "animationId" : 183 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "给全队施加一层\\c[9]\\it[377]\\c[0], 受到大于生命上限10%的直接攻击伤害时会吸收超出部分; \n\\c[17]【过热增幅】\\c[0] 增加到2层" , "effects" : [ { "code" : 21 , "dataId" : 19 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 468 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "过热•缓冲镀层" , "note" : "<技能类型:技能>\n\n<MP Cost: 3%>\n\n<Skill 202 Cooldown: 5>\n<Skill 308 Cooldown: 5>\n<Cooldown Steps: 1>\n\n<Custom Show Eval>\n if (user.isStateAffected(372) &&\n user.isLearnedSkill(202)) {\n visible = true;\n } else {\n visible = false;\n }\n</Custom Show Eval>\n\n <Custom TP Cost>\n cost = 35;\n if (user.isLearnedSkill(200)){\n cost -= 5;\n }\n else{\n if (user.isLearnedSkill(199)){\n cost -= 5;\n }\n }\n</Custom TP Cost>\n\n<After Eval>\n target._cushion = target._cushion || 0;\n target._cushion += 2;\n user.setStateCounter(377, user._cushion);\n</After Eval>" , "occasion" : 0 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 8 , "speed" : 0 , "stypeId" : 3 , "successRate" : 100 , "tpCost" : 35 , "tpGain" : 0 } ,
{ "id" : 309 , "animationId" : 207 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "制造一个力场漩涡,扣减敌方大量\\c[17]护盾\\c[0]并清空行动读条,随机附加\n减速类控制和\\it[57] \\c[17]【过热增幅】\\c[0] 解除全部\\c[17]护盾\\c[0], \\it[57]几率翻倍" , "effects" : [ { "code" : 21 , "dataId" : 52 , "value1" : 1 , "value2" : 0 } , { "code" : 21 , "dataId" : 54 , "value1" : 0.8 , "value2" : 0 } , { "code" : 21 , "dataId" : 55 , "value1" : 0.4 , "value2" : 0 } , { "code" : 21 , "dataId" : 56 , "value1" : 0.2 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 424 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "过热•力场漩涡" , "note" : "<技能类型:技能>\n\n<Skill 203 Cooldown: 4>\n<Skill 309 Cooldown: 4>\n<Cooldown Steps: 1>\n\n<Custom Show Eval>\n if (user.isStateAffected(372) &&\n user.isLearnedSkill(203)) {\n visible = true;\n } else {\n visible = false;\n }\n</Custom Show Eval>\n\n<Custom MP Cost>\n cost = Math.floor(user.mmp*0.06);\n if (user.isLearnedSkill(200)){\n cost -= Math.floor(user.mmp*0.01);\n }\n else{\n if (user.isLearnedSkill(199)){\n cost -= Math.floor(user.mmp*0.01);\n }\n }\n </Custom MP Cost>\n\n<Custom Target Barrier>\n value = -999999;\n</Custom Target Barrier>\n\n<Before Eval>\n var random = Math.random();\n if(random > 0.6){\n target.addState(57);\n }\n</Before Eval>\n\n<Cooldown: 5>\n<Cooldown Steps: 5>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 2 , "speed" : 0 , "stypeId" : 3 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 310 , "animationId" : 95 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "全队获得\\it[115], 并增加10点TP \n\\c[17]【过热增幅】\\c[0] \\it[115]替换为\\it[116], TP增加至15点" , "effects" : [ { "code" : 21 , "dataId" : 19 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 71 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "过热•加速引擎" , "note" : "<技能类型:技能>\n\n<Skill 204 Cooldown: 4>\n<Skill 310 Cooldown: 4>\n<Cooldown Steps: 1>\n\n<MP Cost: 1%>\n\n<Custom Show Eval>\n if (user.isStateAffected(372) &&\n user.isLearnedSkill(204)) {\n visible = true;\n } else {\n visible = false;\n }\n</Custom Show Eval>\n\n <Custom TP Cost>\n cost = 30;\n if (user.isLearnedSkill(200)){\n cost -= 5;\n }\n else{\n if (user.isLearnedSkill(199)){\n cost -= 5;\n }\n }\n</Custom TP Cost>\n\n<Before Eval>\n target.gainTp(15);\n target.addState(116);\n</Before Eval>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 8 , "speed" : 0 , "stypeId" : 3 , "successRate" : 100 , "tpCost" : 30 , "tpGain" : 0 } ,
{ "id" : 311 , "animationId" : 0 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "给全队施加100+2.0\\c[27]ap\\c[0]+\\I[351]\\c[17]机械中枢等级\\c[0]*80 点\\c[17]护盾\\c[0]持续8回合\n\\c[17]【过热增幅】\\c[0] \\c[17]护盾\\c[0]数值增加50%" , "effects" : [ { "code" : 21 , "dataId" : 19 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 488 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "过热•小队护盾" , "note" : "<技能类型:技能>\n\n<MP Cost: 2%>\n\n\n<Skill 205 Cooldown: 4>\n<Skill 311 Cooldown: 4>\n<Cooldown Steps: 1>\n\n\n<Custom Show Eval>\n if (user.isStateAffected(372) &&\n user.isLearnedSkill(205)) {\n visible = true;\n } else {\n visible = false;\n }\n</Custom Show Eval>\n<Custom Target Barrier 8 Turns>\nvalue = 120 + user.mat*2;\nvalue += user.isLearnedSkill(198)?80: 0;\nvalue += user.isLearnedSkill(199)?80: 0;\nvalue += user.isLearnedSkill(200)?80: 0;\nvalue = Math.floor(value*3/2);\n</Custom Target Barrie 8 Turnsr>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 8 , "speed" : 0 , "stypeId" : 3 , "successRate" : 100 , "tpCost" : 5 , "tpGain" : 0 } ,
{ "id" : 312 , "animationId" : 224 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "以特殊装置释放射线,移除敌方的物理攻击和魔法攻击增幅\n\\c[17]【过热增幅】\\c[0] 可移除三级增幅" , "effects" : [ { "code" : 22 , "dataId" : 124 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 125 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 126 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 127 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 128 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 129 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 88 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 15 , "name" : "过热•衰弱射线" , "note" : "<技能类型:技能>\n<MP Cost: 2%>\n\n<Skill 206 Cooldown: 4>\n<Skill 312 Cooldown: 4>\n<Cooldown Steps: 1>\n\n<Custom Show Eval>\n if (user.isStateAffected(372) &&\n user.isLearnedSkill(206)) {\n visible = true;\n } else {\n visible = false;\n }\n</Custom Show Eval>\n\n <Custom TP Cost>\n cost = 30;\n if (user.isLearnedSkill(200)){\n cost -= 5;\n }\n else{\n if (user.isLearnedSkill(199)){\n cost -= 5;\n }\n }\n</Custom TP Cost>\n" , "occasion" : 0 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 2 , "speed" : 0 , "stypeId" : 3 , "successRate" : 100 , "tpCost" : 30 , "tpGain" : 0 } ,
{ "id" : 313 , "animationId" : 0 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "" , "effects" : [ ] , "hitType" : 0 , "iconIndex" : 0 , "message1" : "" , "message2" : "" , "mpCost" : 0 , "name" : "" , "note" : "" , "occasion" : 0 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 314 , "animationId" : 132 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "读取敌方属性值的技能" , "effects" : [ { "code" : 44 , "dataId" : 1 , "value1" : 1 , "value2" : 0 } , { "code" : 21 , "dataId" : 19 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 734 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "侦测" , "note" : "<技能类型:技能>\n<Learn Cost: 5 JP>\n\n<Before Eval>\n$gameVariables.setValue(62, target.atk);\n$gameVariables.setValue(63, target.mat);\n$gameVariables.setValue(64, target.def);\n$gameVariables.setValue(65, target.mdf);\n$gameVariables.setValue(66, target.luk);\nvar bc = Math.floor(target.mrf*100);\n$gameVariables.setValue(67, bc);\n$gameVariables.setValue(68, target.agi);\n</Before Eval>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 5 , "tpGain" : 0 } ,
{ "id" : 315 , "animationId" : 0 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "" , "effects" : [ ] , "hitType" : 0 , "iconIndex" : 0 , "message1" : "" , "message2" : "" , "mpCost" : 0 , "name" : "" , "note" : "" , "occasion" : 0 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 316 , "animationId" : 0 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "" , "effects" : [ ] , "hitType" : 0 , "iconIndex" : 0 , "message1" : "" , "message2" : "" , "mpCost" : 0 , "name" : "" , "note" : "" , "occasion" : 0 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 317 , "animationId" : 0 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "" , "effects" : [ ] , "hitType" : 0 , "iconIndex" : 0 , "message1" : "" , "message2" : "" , "mpCost" : 0 , "name" : "白火的技能" , "note" : "" , "occasion" : 0 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 318 , "animationId" : -1 , "damage" : { "critical" : true , "elementId" : -1 , "formula" : "" , "type" : 1 , "variance" : 5 } , "description" : "" , "effects" : [ ] , "hitType" : 1 , "iconIndex" : 0 , "message1" : "的攻击!" , "message2" : "" , "mpCost" : 0 , "name" : "白火的普通攻击" , "note" : "<技能类型:普攻>\n<Bypass Cooldown>\n\n<After ATB: 25%>\n\n<Before Eval>\n this._bsaffective = 0.7;\n</Before Eval>\n\n<damage formula>\n value = 80 + user.atk + user.mat*15/100 + 2*user.level;\n if(user.isStateAffected(15) && user._agatktimes > 0){\n var extradamage = 0;\n extradamage += user.isLearnedSkill(322)?(70 + user.mat/10): 0;\n extradamage += user.isLearnedSkill(323)?(90 + user.mat/20): 0;\n extradamage += user.isLearnedSkill(323)?(140 + user.mat/20): 0;\n value += extradamage;\n }\n value = Math.floor(value);\n</damage formula>\n\n<Before Eval>\nuser._agatktimes = user._agatktimes || 0;\nif(user.isStateAffected(15) && user._agatktimes > 0){\n user._agatktimes -= 1;\n if(user._agatktimes == 0){\n user.removeState(15);\n }\n }\n</Before Eval>\n\n<Post-Damage Eval>\n if(user.isStateAffected(15)){\n var random = Math.random();\n if(random <= 0.5){\n target.addState(36);\n }\n }\n if(user.isStateAffected(28)){\n user.removeState(28);\n user.addState(29);\n }\n else{\n if(user.isStateAffected(27)){\n user.removeState(27);\n user.addState(28);\n }\n else{ user.addState(27); }\n }\n</Post-Damage Eval>\n\n<Pre-Damage Eval>\nif(user.isStateAffected(15)){\n user.addCooldown(326,-1);\n user.addCooldown(327,-1);\n user.addCooldown(328,-1);\n user.addCooldown(329,-1);\n user.addCooldown(330,-1);\n}\n</Pre-Damage Eval>" , "occasion" : 0 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 5 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 6 } ,
{ "id" : 319 , "animationId" : 234 , "damage" : { "critical" : true , "elementId" : 8 , "formula" : "" , "type" : 1 , "variance" : 5 } , "description" : "" , "effects" : [ { "code" : 21 , "dataId" : 36 , "value1" : 0.5 , "value2" : 0 } , { "code" : 22 , "dataId" : 61 , "value1" : 0.5 , "value2" : 0 } ] , "hitType" : 1 , "iconIndex" : 0 , "message1" : "的\\c[18]十字斩击\\c[0]! " , "message2" : "" , "mpCost" : 0 , "name" : "十字斩击" , "note" : "<技能类型:普攻>\n<Bypass Cooldown>\n\n<Before Eval>\n this._pcirate = 2;\n</Before Eval>\n\n<Before Eval>\n this._bsaffective = 0.6;\n</Before Eval>\n\n<damage formula>\n value = 140 + user.atk*12/10 + user.mat/4 + 2*user.level;\n if(user.isStateAffected(15) && user._agatktimes > 0){\n var extradamage = 0;\n extradamage += user.isLearnedSkill(322)?(70 + user.mat/10): 0;\n extradamage += user.isLearnedSkill(323)?(90 + user.mat/20): 0;\n extradamage += user.isLearnedSkill(323)?(140 + user.mat/20): 0;\n value += extradamage;\n }\n value = Math.floor(value);\n</damage formula>\n\n<Before Eval>\nuser.removeState(29);\nuser._agatktimes = user._agatktimes || 0;\nif(user.isStateAffected(15) && user._agatktimes > 0){\n user._agatktimes -= 1;\n if(user._agatktimes == 0){\n user.removeState(15);\n }\n }\n</Before Eval>\n\n<Pre-Damage Eval>\nif(user.isStateAffected(15)){\n user.addCooldown(326,-1);\n user.addCooldown(327,-1);\n user.addCooldown(328,-1);\n user.addCooldown(329,-1);\n user.addCooldown(330,-1);\n}\n</Pre-Damage Eval>" , "occasion" : 0 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 5 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 6 } ,
{ "id" : 320 , "animationId" : 0 , "damage" : { "critical" : true , "elementId" : -1 , "formula" : "" , "type" : 1 , "variance" : 5 } , "description" : "瞬移(\\c[17]增加自身下回合读条90%\\c[0])后对敌人进行一次普通攻击\n( 也会累计攻击次数) , 基本必中, 使用技能可以解除减速类和定身类控制" , "effects" : [ ] , "hitType" : 1 , "iconIndex" : 82 , "message1" : "瞬移后攻击!" , "message2" : "" , "mpCost" : 5 , "name" : "瞬移" , "note" : "<技能类型:类普攻>\n\n<After ATB: 90%>\n\n<damage formula>\nif(user.isStateAffected(29)){\n value = 140 + user.atk*12/10 + user.mat/4 + 3*user.level;\n }\n else{\n value = 80 + user.atk + user.mat*15/100 + 2*user.level;\n }\nif(user.isStateAffected(15) && user._agatktimes > 0){\n var extradamage = 0;\n extradamage += user.isLearnedSkill(322)?(70 + user.mat/10): 0;\n extradamage += user.isLearnedSkill(323)?(90 + user.mat/20): 0;\n extradamage += user.isLearnedSkill(323)?(140 + user.mat/20): 0;\n value += extradamage;\n }\nvalue = Math.floor(value);\n</damage formula>\n\n<Before Eval>\nif(user.isStateAffected(29)){\n target.startAnimation(234);\n}\nelse{ target.startAnimation(235);}\nif(user.isStateAffected(15)){\n var random = Math.random();\n if(random <= 0.5){ target.addState(36);}\n user._agatktimes = user._agatktimes || 0;\n if(user._agatktimes > 0){\n user._agatktimes -= 1;\n user.addCooldown(326,-1);\n user.addCooldown(327,-1);\n user.addCooldown(328,-1);\n user.addCooldown(329,-1);\n user.addCooldown(330,-1);\n if(user._agatktimes == 0){\n user.removeState(15);}\n }\n }\nif(user.isStateAffected(29)){\n user.removeState(29); }\nelse{\n if(user.isStateAffected(28)){\n user.removeState(28);\n user.addState(29);\n }\n else{\n if(user.isStateAffected(27)){\n user.removeState(27);\n user.addState(28);\n }\n else{ user.addState(27); }\n }\n }\nuser.removeState(52);\nuser.removeState(54);\nuser.removeState(55);\nuser.removeState(56);\nuser.removeState(57);\nuser.removeState(59);\nuser.removeState(61);\n</Before Eval>\n\n<Before Eval>\nuser.addState(261);\n</Before Eval>\n\n<After Eval>\nuser.removeState(261);\n</After Eval>\n" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 4 , "successRate" : 100 , "tpCost" : 5 , "tpGain" : 0 } ,
{ "id" : 321 , "animationId" : 236 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "化身圣焰增幅战斗力,特技冷却减少,并免疫大部分物理伤害\n所有攻击都有几率\\c[18]\\it[36]\\c[0]敌人,使用技能可以解除减速类和定身类控制" , "effects" : [ { "code" : 21 , "dataId" : 18 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 52 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 54 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 55 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 56 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 57 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 59 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 61 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 327 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 30 , "name" : "化身圣焰" , "note" : "<技能类型:技能>\n<Learn Cost: 15 JP>\n\n<Cooldown: 30>\n<Cooldown Steps: 1>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 11 , "speed" : 0 , "stypeId" : 4 , "successRate" : 100 , "tpCost" : 100 , "tpGain" : 0 } ,
{ "id" : 322 , "animationId" : 237 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "以圣焰生成240+2.0\\c[27]ap\\c[0]点\\c[17]护盾\\c[0], 并增加下三次普攻90+0.1\\c[27]ap\\c[0]点伤害,\n且普攻有几率\\c[18]\\it[36]\\c[0]敌人和减少\\c[17]\\I[436]幽焰斩影\\c[0]一回合冷却" , "effects" : [ { "code" : 21 , "dataId" : 15 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 64 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 15 , "name" : "圣焰狂涌I" , "note" : "<技能类型:技能>\n<Learn Cost: 6 JP>\n\n<Custom User Barrier>\nvalue = 240+user.mat*2;\n</Custom User Barrier>\n\n<Hide if Learned Skill: 323,324>\n\n<Cooldown: 7>\n<Cooldown Steps: 1>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 11 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 20 , "tpGain" : 0 } ,
{ "id" : 323 , "animationId" : 237 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "以圣焰生成300+2.5\\c[27]ap\\c[0]点\\c[17]护盾\\c[0], 并增加下三次普攻140+0.15\\c[27]ap\\c[0]点伤害,\n且普攻有几率\\c[18]\\it[36]\\c[0]敌人和减少\\c[17]\\I[436]幽焰斩影\\c[0]一回合冷却" , "effects" : [ { "code" : 21 , "dataId" : 15 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 64 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 15 , "name" : "圣焰狂涌II" , "note" : "<技能类型:技能>\n<Learn Cost: 8 JP>\n<Learn Require Skill: 322>\n\n<Custom User Barrier>\nvalue = user.mhp/15+user.mat*4;\n</Custom User Barrier>\n\n<Hide if Learned Skill: 324>\n\n<Cooldown: 7>\n<Cooldown Steps: 1>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 11 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 20 , "tpGain" : 0 } ,
{ "id" : 324 , "animationId" : 237 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "以圣焰生成360+3.0\\c[27]ap\\c[0]点\\c[17]护盾\\c[0], 并增加下三次普攻300+0.2\\c[27]ap\\c[0]点伤害,\n且普攻有几率\\c[18]\\it[36]\\c[0]敌人和减少\\c[17]\\I[436]幽焰斩影\\c[0]一回合冷却" , "effects" : [ { "code" : 21 , "dataId" : 15 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 64 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 15 , "name" : "圣焰狂涌III" , "note" : "<技能类型:技能>\n<Learn Cost: 10 JP>\n<Learn Require Skill: 323>\n\n<Custom User Barrier>\nvalue = user.mhp/10+user.mat*5;\n</Custom User Barrier>\n\n<Cooldown: 7>\n<Cooldown Steps: 1>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 11 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 20 , "tpGain" : 0 } ,
{ "id" : 325 , "animationId" : 0 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "" , "effects" : [ ] , "hitType" : 0 , "iconIndex" : 0 , "message1" : "" , "message2" : "" , "mpCost" : 0 , "name" : "" , "note" : "" , "occasion" : 0 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 326 , "animationId" : 0 , "damage" : { "critical" : true , "elementId" : -1 , "formula" : "" , "type" : 1 , "variance" : 5 } , "description" : "\\c[18]<类普攻>\\c[17]<10%额外命中>\\c[0] 攻击选中敌人和随机四个被\\c[18]\\it[36]\\c[0]的敌人,无法被反击\n每次造成160+2*\\c[17]Lv\\c[0]+0.9\\c[18]ad\\c[0]+0.2\\c[27]ap\\c[0]点\\c[18]物理伤害\\c[0], 对同一目标每次衰减15%" , "effects" : [ ] , "hitType" : 1 , "iconIndex" : 436 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 12 , "name" : "幽焰斩影I" , "note" : "<技能类型:类普攻>\n<Learn Cost: 5 JP>\n<Cannot Counter>\n\n<Hide if Learned Skill: 327,328,329,330>\n\n<Cooldown: 13>\n<Cooldown Steps: 1>\n\n<Before Eval>\n this._bsaffective = 0.5;\n</Before Eval>\n\n<Before Eval>\n user.addState(227);\n</Before Eval>\n<After Eval>\n user.removeState(227);\n</After Eval>\n\n<Custom Target Eval>\ntargets.push(target); \nvar members = foes.aliveMembers();\nfor (var i = 0; i <= 5; i = targets.length + 1) {\n var member = members[Math.floor(Math.random()*members.length)];\n if (member.isStateAffected(36)) {\n targets.push(member); \n }\n else{\n members.splice(members.indexOf(member), 1);\n }\n }\n</Custom Target Eval>\n\n<damage formula>\n target._attackedtimes = target._attackedtimes || 0;\n value = 160 + user.level*2 + user.atk*9/10 + user.mat/5;\n value *= (target.hp/target.mhp <= 0.3)?7/5: 1;\n value *= (1 - target._attackedtimes*15/100);\n value = Math.floor(value);\n</damage formula>\n\n<Pre-Damage Eval>\nthis._times = this._times || 0;\nthis._times += 1;\nif(this._times == 1 ||\n this._times == 3){\n target.startAnimation(238);\n }\n else{\n if(this._times == 2 ||\n this._times == 4){\n target.startAnimation(235);\n }\n else{ target.startAnimation(239); }\n }\n</Pre-Damage Eval>\n\n<After-Damage Eval>\n target._attackedtimes = target._attackedtimes || 0;\n target._attackedtimes += 1;\n</After-Damage Eval>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 40 , "tpGain" : 0 } ,
{ "id" : 327 , "animationId" : 0 , "damage" : { "critical" : true , "elementId" : -1 , "formula" : "" , "type" : 1 , "variance" : 5 } , "description" : "\\c[18]<类普攻>\\c[17]<20%额外命中>\\c[0] 攻击选中敌人和随机四个被\\c[18]\\it[36]\\c[0]的敌人,无法被反击\n每次造成220+2.2*\\c[17]Lv\\c[0]+0.9\\c[18]ad\\c[0]+0.2\\c[27]ap\\c[0]点\\c[18]物理伤害\\c[0], 对同一目标每次衰减15%" , "effects" : [ ] , "hitType" : 1 , "iconIndex" : 436 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 12 , "name" : "幽焰斩影II" , "note" : "<技能类型:类普攻>\n<Learn Cost: 7 JP>\n<Learn Require Skill: 326>\n<Cannot Counter>\n\n<Hide if Learned Skill: 328,329,330>\n\n<Cooldown: 13>\n<Cooldown Steps: 1>\n\n<Before Eval>\n this._bsaffective = 0.5;\n</Before Eval>\n\n<Before Eval>\n user.addState(228);\n</Before Eval>\n<After Eval>\n user.removeState(228);\n</After Eval>\n\n<Custom Target Eval>\ntargets.push(target); \nvar members = foes.aliveMembers();\nfor (var i = 0; i <= 5; i = targets.length + 1) {\n var member = members[Math.floor(Math.random()*members.length)];\n if (member.isStateAffected(36)) {\n targets.push(member); \n }\n else{\n members.splice(members.indexOf(member), 1);\n }\n }\n</Custom Target Eval>\n\n<damage formula>\n target._attackedtimes = target._attackedtimes || 0;\n value = 220 + user.level*11/5 + user.atk*9/10 + user.mat/5;\n value *= (target.hp/target.mhp <= 0.3)?7/5: 1;\n value *= (1 - target._attackedtimes*15/100);\n value = Math.floor(value);\n</damage formula>\n\n<Pre-Damage Eval>\nthis._times = this._times || 0;\nthis._times += 1;\nif(this._times == 1 ||\n this._times == 3){\n target.startAnimation(238);\n }\n else{\n if(this._times == 2 ||\n this._times == 4){\n target.startAnimation(235);\n }\n else{ target.startAnimation(239); }\n }\n</Pre-Damage Eval>\n\n<After-Damage Eval>\n target._attackedtimes = target._attackedtimes || 0;\n target._attackedtimes += 1;\n</After-Damage Eval>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 40 , "tpGain" : 0 } ,
{ "id" : 328 , "animationId" : 0 , "damage" : { "critical" : true , "elementId" : -1 , "formula" : "" , "type" : 1 , "variance" : 5 } , "description" : "\\c[18]<类普攻>\\c[17]<30%额外命中>\\c[0] 攻击选中敌人和随机四个被\\c[18]\\it[36]\\c[0]的敌人,无法被反击\n每次造成280+2.5*\\c[17]Lv\\c[0]+0.9\\c[18]ad\\c[0]+0.2\\c[27]ap\\c[0]点\\c[18]物理伤害\\c[0], 对同一目标每次衰减15%" , "effects" : [ ] , "hitType" : 1 , "iconIndex" : 436 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 12 , "name" : "幽焰斩影III" , "note" : "<技能类型:类普攻>\n<Learn Cost: 9 JP>\n<Learn Require Skill: 327>\n<Cannot Counter>\n\n<Hide if Learned Skill: 329,330>\n\n<Cooldown: 13>\n<Cooldown Steps: 1>\n\n<Before Eval>\n this._bsaffective = 0.5;\n</Before Eval>\n\n<Before Eval>\n user.addState(229);\n</Before Eval>\n<After Eval>\n user.removeState(229);\n</After Eval>\n\n<Custom Target Eval>\ntargets.push(target); \nvar members = foes.aliveMembers();\nfor (var i = 0; i <= 5; i = targets.length + 1) {\n var member = members[Math.floor(Math.random()*members.length)];\n if (member.isStateAffected(36)) {\n targets.push(member); \n }\n else{\n members.splice(members.indexOf(member), 1);\n }\n }\n</Custom Target Eval>\n\n<damage formula>\n target._attackedtimes = target._attackedtimes || 0;\n value = 280 + user.level*5/2 + user.atk*9/10 + user.mat/5;\n value *= (target.hp/target.mhp <= 0.3)?7/5: 1;\n value *= (1 - target._attackedtimes*15/100);\n value = Math.floor(value);\n</damage formula>\n\n<Pre-Damage Eval>\nthis._times = this._times || 0;\nthis._times += 1;\nif(this._times == 1 ||\n this._times == 3){\n target.startAnimation(238);\n }\n else{\n if(this._times == 2 ||\n this._times == 4){\n target.startAnimation(235);\n }\n else{ target.startAnimation(239); }\n }\n</Pre-Damage Eval>\n\n<After-Damage Eval>\n target._attackedtimes = target._attackedtimes || 0;\n target._attackedtimes += 1;\n</After-Damage Eval>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 40 , "tpGain" : 0 } ,
{ "id" : 329 , "animationId" : 0 , "damage" : { "critical" : true , "elementId" : -1 , "formula" : "" , "type" : 1 , "variance" : 5 } , "description" : "\\c[18]<类普攻>\\c[17]<20%额外命中>\\c[0] 攻击选中敌人和随机四个被\\c[18]\\it[36]\\c[0]的敌人,无法被反击\n每次造成340+2.7*\\c[17]Lv\\c[0]+0.9\\c[18]ad\\c[0]+0.2\\c[27]ap\\c[0]点\\c[18]物理伤害\\c[0], 对同一目标每次衰减15%" , "effects" : [ ] , "hitType" : 1 , "iconIndex" : 436 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 12 , "name" : "幽焰斩影IV" , "note" : "<技能类型:类普攻>\n<Learn Cost: 11 JP>\n<Learn Require Skill: 328>\n<Cannot Counter>\n\n<Hide if Learned Skill: 330>\n\n<Cooldown: 13>\n<Cooldown Steps: 1>\n\n<Before Eval>\n this._bsaffective = 0.5;\n</Before Eval>\n\n<Before Eval>\n user.addState(230);\n</Before Eval>\n<After Eval>\n user.removeState(230);\n</After Eval>\n\n<Custom Target Eval>\ntargets.push(target); \nvar members = foes.aliveMembers();\nfor (var i = 0; i <= 5; i = targets.length + 1) {\n var member = members[Math.floor(Math.random()*members.length)];\n if (member.isStateAffected(36)) {\n targets.push(member); \n }\n else{\n members.splice(members.indexOf(member), 1);\n }\n }\n</Custom Target Eval>\n\n<damage formula>\n target._attackedtimes = target._attackedtimes || 0;\n value = 340 + user.level*27/10 + user.atk*9/10 + user.mat/5;\n value *= (target.hp/target.mhp <= 0.3)?7/5: 1;\n value *= (1 - target._attackedtimes*15/100);\n value = Math.floor(value);\n</damage formula>\n\n<Pre-Damage Eval>\nthis._times = this._times || 0;\nthis._times += 1;\nif(this._times == 1 ||\n this._times == 3){\n target.startAnimation(238);\n }\n else{\n if(this._times == 2 ||\n this._times == 4){\n target.startAnimation(235);\n }\n else{ target.startAnimation(239); }\n }\n target._attackedtimes = target._attackedtimes || 0;\n target._attackedtimes += 1;\n</Pre-Damage Eval>\n\n<After-Damage Eval>\n target._attackedtimes = target._attackedtimes || 0;\n target._attackedtimes += 1;\n</After-Damage Eval>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 40 , "tpGain" : 0 } ,
{ "id" : 330 , "animationId" : 0 , "damage" : { "critical" : true , "elementId" : -1 , "formula" : "" , "type" : 1 , "variance" : 5 } , "description" : "\\c[18]<类普攻>\\c[17]<20%额外命中>\\c[0] 攻击选中敌人和随机四个被\\c[18]\\it[36]\\c[0]的敌人,无法被反击\n每次造成400+3*\\c[17]Lv\\c[0]+0.9\\c[18]ad\\c[0]+0.2\\c[27]ap\\c[0]点\\c[18]物理伤害\\c[0], 对同一目标每次衰减15%" , "effects" : [ ] , "hitType" : 1 , "iconIndex" : 436 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 12 , "name" : "幽焰斩影V" , "note" : "<技能类型:类普攻>\n<Learn Cost: 13 JP>\n<Learn Require Skill: 329>\n<Cannot Counter>\n\n<Cooldown: 13>\n<Cooldown Steps: 1>\n\n<Before Eval>\n this._bsaffective = 0.5;\n</Before Eval>\n\n<Before Eval>\n user.addState(231);\n</Before Eval>\n<After Eval>\n user.removeState(231);\n</After Eval>\n\n<Custom Target Eval>\ntargets.push(target); \nvar members = foes.aliveMembers();\nfor (var i = 0; i <= 5; i = targets.length + 1) {\n var member = members[Math.floor(Math.random()*members.length)];\n if (member.isStateAffected(36)) {\n targets.push(member); \n }\n else{\n members.splice(members.indexOf(member), 1);\n }\n }\n</Custom Target Eval>\n\n<damage formula>\n target._attackedtimes = target._attackedtimes || 0;\n value = 400 + user.level*3 + user.atk*9/10 + user.mat/5;\n value *= (target.hp/target.mhp <= 0.3)?7/5: 1;\n value *= (1 - target._attackedtimes*15/100);\n value = Math.floor(value);\n</damage formula>\n\n<Pre-Damage Eval>\nthis._times = this._times || 0;\nthis._times += 1;\nif(this._times == 1 ||\n this._times == 3){\n target.startAnimation(238);\n }\n else{\n if(this._times == 2 ||\n this._times == 4){\n target.startAnimation(235);\n }\n else{ target.startAnimation(239); }\n }\n</Pre-Damage Eval>\n\n<After-Damage Eval>\n target._attackedtimes = target._attackedtimes || 0;\n target._attackedtimes += 1;\n</After-Damage Eval>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 40 , "tpGain" : 0 } ,
{ "id" : 331 , "animationId" : 240 , "damage" : { "critical" : false , "elementId" : 5 , "formula" : "" , "type" : 1 , "variance" : 5 } , "description" : "\\c[17]<20%额外命中>\\c[0] 在选定和相邻敌人脚下引爆剑气, 造成160+2*\\c[17]Lv\\c[0]+0.4\\c[18]ad\\c[0]+0.8\\c[27]ap\\c[0]点\n\\c[18]火\\c[0]属性\\c[27]魔法伤害\\c[0]和\\c[9]\\it[52]\\c[0],目标被\\c[18]\\it[36]\\c[0]则伤害增加20%且造成\\c[17]\\it[56]\\c[0]" , "effects" : [ { "code" : 21 , "dataId" : 36 , "value1" : 0.5 , "value2" : 0 } ] , "hitType" : 2 , "iconIndex" : 406 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 8 , "name" : "隐焰爆破I" , "note" : "<技能类型:技能>\n<Learn Cost: 5 JP>\n\n<Hide if Learned Skill: 332,333>\n\n<Cooldown: 7>\n<Cooldown Steps: 1>\n\n<Before Eval>\n this._bsaffective = 0.5;\n</Before Eval>\n\n<Before Eval>\n user.addState(228);\n</Before Eval>\n<After Eval>\n user.removeState(228);\n</After Eval>\n\n<Custom Target Eval>\ntargets.push(target);\nvar l1 = $gameTroop.members().length;\nif(l1 == 1){\n targets.push(target);\n targets.push(target);\n}\nelse{\nvar n1 = this._targetIndex - 1;\nvar targeta = $gameTroop.members()[n1];\nif(n1 >= 0){\n if(targeta.isAlive()){\n targets.push(targeta); }\n else{ targets.push(target); }\n}\nelse{ targets.push(target); }\nvar n2 = this._targetIndex + 1;\nvar targetb = $gameTroop.members()[n2];\nif(n2 < l1){\n if(targetb.isAlive()){\n targets.push(targetb); }\n else{ targets.push(target); }\n}\nelse{ targets.push(target); }\n}\n</Custom Target Eval>\n\n<damage formula>\n value = 160 + user.level*2 + user.atk*2/5 + user.mat*4/5;\n value *= (target.isStateAffected(36)?1.2: 1);\n value = Math.floor(value);\n</damage formula>\n\n<Pre-Damage Eval>\nif(target.isStateAffected(36)){\n target.addState(56);\n}\nelse{ target.addState(52); }\n</Pre-Damage Eval>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 20 , "tpGain" : 0 } ,
{ "id" : 332 , "animationId" : 240 , "damage" : { "critical" : false , "elementId" : 5 , "formula" : "" , "type" : 1 , "variance" : 5 } , "description" : "\\c[17]<30%额外命中>\\c[0] 在选定和相邻敌人脚下引爆剑气, 造成240+2.5*\\c[17]Lv\\c[0]+0.4\\c[18]ad\\c[0]+0.8\\c[27]ap\\c[0]点\n\\c[18]火\\c[0]属性\\c[27]魔法伤害\\c[0]和\\c[9]\\it[52]\\c[0],目标被\\c[18]\\it[36]\\c[0]则伤害增加20%且造成\\c[17]\\it[56]\\c[0]" , "effects" : [ { "code" : 21 , "dataId" : 36 , "value1" : 0.5 , "value2" : 0 } ] , "hitType" : 2 , "iconIndex" : 406 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 8 , "name" : "隐焰爆破II" , "note" : "<技能类型:技能>\n<Learn Cost: 7 JP>\n<Learn Require Skill: 331>\n\n<Hide if Learned Skill: 333>\n\n<Cooldown: 7>\n<Cooldown Steps: 1>\n\n<Before Eval>\n user.addState(229);\n</Before Eval>\n<After Eval>\n user.removeState(229);\n</After Eval>\n\n<Before Eval>\n this._bsaffective = 0.5;\n</Before Eval>\n\n<Custom Target Eval>\ntargets.push(target);\nvar l1 = $gameTroop.members().length;\nif(l1 == 1){\n targets.push(target);\n targets.push(target);\n}\nelse{\nvar n1 = this._targetIndex - 1;\nvar targeta = $gameTroop.members()[n1];\nif(n1 >= 0){\n if(targeta.isAlive()){\n targets.push(targeta); }\n else{ targets.push(target); }\n}\nelse{ targets.push(target); }\nvar n2 = this._targetIndex + 1;\nvar targetb = $gameTroop.members()[n2];\nif(n2 < l1){\n if(targetb.isAlive()){\n targets.push(targetb); }\n else{ targets.push(target); }\n}\nelse{ targets.push(target); }\n}\n</Custom Target Eval>\n\n<damage formula>\n value = 240 + user.level*5/2 + user.atk*2/5 + user.mat*4/5;\n value *= (target.isStateAffected(36)?1.2: 1);\n value = Math.floor(value);\n</damage formula>\n\n<Pre-Damage Eval>\nif(target.isStateAffected(36)){\n target.addState(56);\n}\nelse{ target.addState(52); }\n</Pre-Damage Eval>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 20 , "tpGain" : 0 } ,
{ "id" : 333 , "animationId" : 240 , "damage" : { "critical" : false , "elementId" : 5 , "formula" : "" , "type" : 1 , "variance" : 5 } , "description" : "\\c[17]<40%额外命中>\\c[0] 在选定和相邻敌人脚下引爆剑气, 造成320+3*\\c[17]Lv\\c[0]+0.4\\c[18]ad\\c[0]+0.8\\c[27]ap\\c[0]点\n\\c[18]火\\c[0]属性\\c[27]魔法伤害\\c[0]和\\c[9]\\it[52]\\c[0],目标被\\c[18]\\it[36]\\c[0]则伤害增加20%且造成\\c[17]\\it[56]\\c[0]" , "effects" : [ { "code" : 21 , "dataId" : 36 , "value1" : 0.5 , "value2" : 0 } ] , "hitType" : 2 , "iconIndex" : 406 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 8 , "name" : "隐焰爆破III" , "note" : "<技能类型:技能>\n<Learn Cost: 9 JP>\n<Learn Require Skill: 332>\n\n<Cooldown: 7>\n<Cooldown Steps: 1>\n\n<Before Eval>\n this._bsaffective = 0.5;\n</Before Eval>\n\n<Before Eval>\n user.addState(230);\n</Before Eval>\n<After Eval>\n user.removeState(230);\n</After Eval>\n\n<Custom Target Eval>\ntargets.push(target);\nvar l1 = $gameTroop.members().length;\nif(l1 == 1){\n targets.push(target);\n targets.push(target);\n}\nelse{\nvar n1 = this._targetIndex - 1;\nvar targeta = $gameTroop.members()[n1];\nif(n1 >= 0){\n if(targeta.isAlive()){\n targets.push(targeta); }\n else{ targets.push(target); }\n}\nelse{ targets.push(target); }\nvar n2 = this._targetIndex + 1;\nvar targetb = $gameTroop.members()[n2];\nif(n2 < l1){\n if(targetb.isAlive()){\n targets.push(targetb); }\n else{ targets.push(target); }\n}\nelse{ targets.push(target); }\n}\n</Custom Target Eval>\n\n<damage formula>\n value = 320 + user.level*3 + user.atk*2/5 + user.mat*4/5;\n value *= (target.isStateAffected(36)?1.2: 1);\n value = Math.floor(value);\n</damage formula>\n\n<Pre-Damage Eval>\nif(target.isStateAffected(36)){\n target.addState(56);\n}\nelse{ target.addState(52); }\n</Pre-Damage Eval>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 20 , "tpGain" : 0 } ,
{ "id" : 334 , "animationId" : 0 , "damage" : { "critical" : true , "elementId" : -1 , "formula" : "" , "type" : 1 , "variance" : 5 } , "description" : "\\c[18]<类普攻>\\c[0] 进行两次回旋斩击, 每次造成80+1.0*\\c[17]Lv\\c[0]+0.8\\c[18]ad\\c[0]+0.2\\c[27]ap\\c[0]点\\c[18]物理伤害\\c[0]\n并\\c[17]增加自身下回合读条20%\\c[0],目标被\\c[18]\\it[36]\\c[0]且\\c[9]回合读条未满\\c[0]则\\c[17]减少其75%读条\\c[0]" , "effects" : [ { "code" : 21 , "dataId" : 0 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 1 , "iconIndex" : 419 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 6 , "name" : "炫焰风华I" , "note" : "<技能类型:类普攻>\n<Learn Cost: 4 JP>\n\n<After ATB: 20%>\n\n<Hide if Learned Skill: 335,336>\n\n<Cooldown: 5>\n<Cooldown Steps: 1>\n\n<Before Eval>\n this._bsaffective = 0.7;\n</Before Eval>\n\n<damage formula>\n value = 80 + user.level + user.atk*4/5 + user.mat/5;\n value = Math.floor(value);\n value *= (target.isStateAffected(36)?1.2: 1);\n</damage formula>\n\n<Pre-Damage Eval>\nthis._times = this._times || 0;\nthis._times += 1;\nif(this._times == 1){\n target.startAnimation(241);\n if(target.isStateAffected(36)){\n var subject = $gameActors.actor(12);\n subject.forceAction(337, this._targetIndex);\n BattleManager.forceAction(subject);\n }\n}\n</Pre-Damage Eval>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 15 , "tpGain" : 0 } ,
{ "id" : 335 , "animationId" : 0 , "damage" : { "critical" : true , "elementId" : -1 , "formula" : "" , "type" : 1 , "variance" : 5 } , "description" : "\\c[18]<类普攻>\\c[0] 进行两次回旋斩击, 每次造成130+1.5*\\c[17]Lv\\c[0]+0.8\\c[18]ad\\c[0]+0.2\\c[27]ap\\c[0]点\\c[18]物理伤害\\c[0]\n并\\c[17]增加自身下回合读条30%\\c[0],目标被\\c[18]\\it[36]\\c[0]且\\c[9]回合读条未满\\c[0]则\\c[17]减少其75%读条\\c[0]" , "effects" : [ { "code" : 21 , "dataId" : 0 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 1 , "iconIndex" : 419 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 6 , "name" : "炫焰风华II" , "note" : "<技能类型:类普攻>\n<Learn Cost: 6 JP>\n<Learn Require Skill: 334>\n\n<After ATB: 30%>\n\n<Hide if Learned Skill: 336>\n\n<Cooldown: 5>\n<Cooldown Steps: 1>\n\n<Before Eval>\n this._bsaffective = 0.7;\n</Before Eval>\n\n<damage formula>\n value = 130 + 3/2*user.level + user.atk*4/5 + user.mat/5;\n value = Math.floor(value);\n value *= (target.isStateAffected(36)?1.2: 1);\n</damage formula>\n\n<Pre-Damage Eval>\nthis._times = this._times || 0;\nthis._times += 1;\nif(this._times == 1){\n target.startAnimation(241);\n if(target.isStateAffected(36)){\n var subject = $gameActors.actor(12);\n subject.forceAction(337, this._targetIndex);\n BattleManager.forceAction(subject);\n }\n}\n</Pre-Damage Eval>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 15 , "tpGain" : 0 } ,
{ "id" : 336 , "animationId" : 0 , "damage" : { "critical" : true , "elementId" : -1 , "formula" : "" , "type" : 1 , "variance" : 5 } , "description" : "\\c[18]<类普攻>\\c[0] 进行两次回旋斩击, 每次造成200+2.0*\\c[17]Lv\\c[0]+0.8\\c[18]ad\\c[0]+0.2\\c[27]ap\\c[0]点\\c[18]物理伤害\\c[0]\n并\\c[17]增加自身下回合读条40%\\c[0],目标被\\c[18]\\it[36]\\c[0]且\\c[9]回合读条未满\\c[0]则\\c[17]减少其75%读条\\c[0]" , "effects" : [ { "code" : 21 , "dataId" : 0 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 1 , "iconIndex" : 419 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 6 , "name" : "炫焰风华III" , "note" : "<技能类型:类普攻>\n<Learn Cost: 8 JP>\n<Learn Require Skill: 335>\n\n<After ATB: 40%>\n\n<Cooldown: 5>\n<Cooldown Steps: 1>\n\n<Before Eval>\n this._bsaffective = 0.7;\n</Before Eval>\n\n<damage formula>\n value = 200 + 2*user.level + user.atk*4/5 + user.mat/5;\n value = Math.floor(value);\n value *= (target.isStateAffected(36)?1.2: 1);\n</damage formula>\n\n<Pre-Damage Eval>\nthis._times = this._times || 0;\nthis._times += 1;\nif(this._times == 1){\n target.startAnimation(241);\n if(target.isStateAffected(36)){\n var subject = $gameActors.actor(12);\n subject.forceAction(337, this._targetIndex);\n BattleManager.forceAction(subject);\n }\n}\n</Pre-Damage Eval>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 15 , "tpGain" : 0 } ,
{ "id" : 337 , "animationId" : 0 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "" , "effects" : [ { "code" : 21 , "dataId" : 19 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 0 , "message1" : "" , "message2" : "" , "mpCost" : 0 , "name" : "减少目标行动读条" , "note" : "<Target ATB Eval>\nspeed = speed * 1/4;\n</Target ATB Eval>" , "occasion" : 0 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 338 , "animationId" : 0 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "被动技能,在菜单中使用查看被动说明" , "effects" : [ { "code" : 44 , "dataId" : 20 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 435 , "message1" : "" , "message2" : "" , "mpCost" : 0 , "name" : "猎魔剑术" , "note" : "<Bypass Cooldown>" , "occasion" : 2 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 0 , "speed" : 0 , "stypeId" : 3 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 339 , "animationId" : 54 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "白火不受猎魔人猎杀本能的影响,当她认为战斗没有意义的时候,会在安全的位置\n开始摸鱼, 恢复10点TP和8%最大MP, 且期间获得极高闪避率和魔法闪避率" , "effects" : [ { "code" : 12 , "dataId" : 0 , "value1" : 0.08 , "value2" : 0 } , { "code" : 21 , "dataId" : 5 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 260 , "message1" : "开始摸鱼!" , "message2" : "" , "mpCost" : 0 , "name" : "死宅摸鱼" , "note" : "" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 11 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 10 } ,
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{ "id" : 349 , "animationId" : 0 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "" , "effects" : [ ] , "hitType" : 0 , "iconIndex" : 0 , "message1" : "" , "message2" : "" , "mpCost" : 0 , "name" : "各种强普和主角团的补充技能" , "note" : "" , "occasion" : 0 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 0 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 350 , "animationId" : -1 , "damage" : { "critical" : true , "elementId" : -1 , "formula" : "40+2*a.level+9/10*a.atk+a.mat/5" , "type" : 1 , "variance" : 5 } , "description" : "" , "effects" : [ { "code" : 21 , "dataId" : 0 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 1 , "iconIndex" : 0 , "message1" : "的攻击!" , "message2" : "" , "mpCost" : 0 , "name" : "普通攻击(魔剑士)" , "note" : "<技能类型:普攻>\n<Bypass Cooldown>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 5 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 6 } ,
{ "id" : 351 , "animationId" : -1 , "damage" : { "critical" : true , "elementId" : 5 , "formula" : "40+2*a.level+9/10*a.atk+a.mat/5" , "type" : 1 , "variance" : 5 } , "description" : "" , "effects" : [ { "code" : 21 , "dataId" : 0 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 1 , "iconIndex" : 0 , "message1" : "的攻击!" , "message2" : "" , "mpCost" : 0 , "name" : "普通攻击(火)" , "note" : "<技能类型:普攻>\n<Bypass Cooldown>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 5 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 6 } ,
{ "id" : 352 , "animationId" : -1 , "damage" : { "critical" : true , "elementId" : 7 , "formula" : "40+2*a.level+9/10*a.atk+a.mat/5" , "type" : 1 , "variance" : 5 } , "description" : "" , "effects" : [ { "code" : 21 , "dataId" : 0 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 1 , "iconIndex" : 0 , "message1" : "的攻击!" , "message2" : "" , "mpCost" : 0 , "name" : "普通攻击(冰)" , "note" : "<技能类型:普攻>\n<Bypass Cooldown>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 5 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 6 } ,
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{ "id" : 494 , "animationId" : -1 , "damage" : { "critical" : true , "elementId" : 3 , "formula" : "40+2*a.level+9/10*a.atk+a.mat/5" , "type" : 1 , "variance" : 5 } , "description" : "火属性附魔普通攻击" , "effects" : [ { "code" : 21 , "dataId" : 0 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 1 , "iconIndex" : 0 , "message1" : "的\\c[18]远程攻击\\c[0]! " , "message2" : "" , "mpCost" : 0 , "name" : "远程射击(风)" , "note" : "<技能类型:普攻>\n<Bypass Cooldown>\n\n<Custom Counter Rate>\nif(target.isStateAffected(284)){}\nelse{ rate *= 0;}\n</Custom Counter Rate>\n" , "occasion" : 1 , "repeats" : 2 , "requiredWtypeId1" : 6 , "requiredWtypeId2" : 7 , "scope" : 1 , "speed" : 0 , "stypeId" : 5 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 8 } ,
{ "id" : 495 , "animationId" : -1 , "damage" : { "critical" : true , "elementId" : 9 , "formula" : "40+2*a.level+9/10*a.atk+a.mat/5" , "type" : 1 , "variance" : 5 } , "description" : "暗属性附魔普通攻击" , "effects" : [ { "code" : 21 , "dataId" : 0 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 1 , "iconIndex" : 0 , "message1" : "的\\c[18]远程攻击\\c[0]! " , "message2" : "" , "mpCost" : 0 , "name" : "远程射击(暗)" , "note" : "<技能类型:普攻>\n<Bypass Cooldown>\n\n<Custom Counter Rate>\nif(target.isStateAffected(284)){}\nelse{ rate *= 0;}\n</Custom Counter Rate>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 6 , "requiredWtypeId2" : 7 , "scope" : 1 , "speed" : 0 , "stypeId" : 5 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 8 } ,
{ "id" : 496 , "animationId" : 0 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "" , "effects" : [ ] , "hitType" : 0 , "iconIndex" : 0 , "message1" : "" , "message2" : "" , "mpCost" : 0 , "name" : "" , "note" : "" , "occasion" : 0 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 497 , "animationId" : 0 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "" , "effects" : [ ] , "hitType" : 0 , "iconIndex" : 0 , "message1" : "" , "message2" : "" , "mpCost" : 0 , "name" : "" , "note" : "" , "occasion" : 0 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 498 , "animationId" : 0 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "被动技能,滚无视所有嘲讽效果,直接攻击将目标血量清空时,\n滚自身获得20点TP, 且下回合直接获得75%行动读条,无冷却" , "effects" : [ ] , "hitType" : 0 , "iconIndex" : 116 , "message1" : "" , "message2" : "" , "mpCost" : 0 , "name" : "绝对猎手" , "note" : "<Passive State: 334>\n<Bypass Cooldown>" , "occasion" : 3 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 0 , "speed" : 0 , "stypeId" : 3 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 499 , "animationId" : 1 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "" , "effects" : [ ] , "hitType" : 0 , "iconIndex" : 0 , "message1" : "控制住!" , "message2" : "" , "mpCost" : 0 , "name" : "抓住" , "note" : "" , "occasion" : 0 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 500 , "animationId" : 0 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "" , "effects" : [ ] , "hitType" : 0 , "iconIndex" : 0 , "message1" : "" , "message2" : "" , "mpCost" : 0 , "name" : "" , "note" : "" , "occasion" : 0 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 501 , "animationId" : 0 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "" , "effects" : [ ] , "hitType" : 0 , "iconIndex" : 0 , "message1" : "" , "message2" : "" , "mpCost" : 0 , "name" : "" , "note" : "" , "occasion" : 0 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 502 , "animationId" : 0 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "" , "effects" : [ ] , "hitType" : 0 , "iconIndex" : 0 , "message1" : "" , "message2" : "" , "mpCost" : 0 , "name" : "" , "note" : "" , "occasion" : 0 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 503 , "animationId" : 15 , "damage" : { "critical" : false , "elementId" : 7 , "formula" : "" , "type" : 1 , "variance" : 5 } , "description" : "" , "effects" : [ { "code" : 21 , "dataId" : 52 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 1 , "iconIndex" : 401 , "message1" : "\\c[9]%1\\c[0]! " , "message2" : "" , "mpCost" : 0 , "name" : "冰霜强击" , "note" : "<技能类型:普攻特效>\n<Cannot Counter>\n<Bypass Taunt>\n\n<damage formula>\n var i = $gameActors.actor(12)._lastallyid;\n var c = $gameActors.actor(i);\n value = c.atk*4/5+c.mat/10+c.level+40;\n value *= c.isStateAffected(410)?1.15: 1;\n value = Math.floor(value);\n</damage formula>" , "occasion" : 0 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 1 , "scope" : 1 , "speed" : 0 , "stypeId" : 0 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 504 , "animationId" : 14 , "damage" : { "critical" : false , "elementId" : 5 , "formula" : "" , "type" : 1 , "variance" : 5 } , "description" : "" , "effects" : [ { "code" : 22 , "dataId" : 61 , "value1" : 0.5 , "value2" : 0 } , { "code" : 21 , "dataId" : 36 , "value1" : 0.5 , "value2" : 0 } ] , "hitType" : 1 , "iconIndex" : 400 , "message1" : "\\c[18]%1\\c[0]! " , "message2" : "" , "mpCost" : 0 , "name" : "炽焰强击" , "note" : "<技能类型:普攻特效>\n<Cannot Counter>\n<Bypass Taunt>\n\n<damage formula>\n var i = $gameActors.actor(12)._lastallyid;\n var c = $gameActors.actor(i);\n value = c.atk*4/5+c.mat/5+c.level+40;\n value *= c.isStateAffected(408)?1.15: 1;\n value = Math.floor(value);\n</damage formula>" , "occasion" : 0 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 0 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 505 , "animationId" : 16 , "damage" : { "critical" : false , "elementId" : 6 , "formula" : "" , "type" : 1 , "variance" : 5 } , "description" : "" , "effects" : [ ] , "hitType" : 1 , "iconIndex" : 402 , "message1" : "\\c[29]%1\\c[0]! " , "message2" : "" , "mpCost" : 0 , "name" : "疾电强击" , "note" : "<技能类型:普攻特效>\n<Cannot Counter>\n<Bypass Taunt>\n\n<damage formula>\n var i = $gameActors.actor(12)._lastallyid;\n var c = $gameActors.actor(i);\n value = c.atk*4/5+c.mat/10+c.level+40;\n value *= Math.min(2, c.agi/300);\n value *= c.isStateAffected(412)?1.15: 1;\n value = Math.floor(value);\n</damage formula>" , "occasion" : 0 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 0 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 506 , "animationId" : -1 , "damage" : { "critical" : false , "elementId" : 1 , "formula" : "" , "type" : 1 , "variance" : 5 } , "description" : "" , "effects" : [ { "code" : 21 , "dataId" : 0 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 1 , "iconIndex" : 123 , "message1" : "\\c[29]%1\\c[0]! " , "message2" : "" , "mpCost" : 0 , "name" : "迅捷强击" , "note" : "<技能类型:普攻特效>\n<Cannot Counter>\n<Bypass Taunt>\n\n<damage formula>\n var i = $gameActors.actor(12)._lastallyid;\n var c = $gameActors.actor(i);\n value = c.atk*4/5+c.mat/10+c.level+40;\n value = Math.floor(value);\n</damage formula>" , "occasion" : 0 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 0 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 507 , "animationId" : 233 , "damage" : { "critical" : false , "elementId" : 6 , "formula" : "" , "type" : 1 , "variance" : 5 } , "description" : "" , "effects" : [ ] , "hitType" : 2 , "iconIndex" : 66 , "message1" : "\\c[9]电弧\\c[0]!" , "message2" : "" , "mpCost" : 0 , "name" : "电弧" , "note" : "<技能类型:普攻特效>\n<Cannot Counter>\n<Bypass Taunt>\n\n<Custom Target Eval>\ntargets.push(target);\nvar members = foes.aliveMembers();\nmembers.splice(members.indexOf(target), 1);\nvar member = members[Math.round(Math.random()*members.length)];\ntargets.push(member);\n</Custom Target Eval>\n\n<damage formula>\n var i = $gameActors.actor(12)._lastallyid;\n var c = $gameActors.actor(i);\n value = c.mat/2+240+c.level*2;\n value *= c.isStateAffected(412)?1.15: 1;\n value = Math.floor(value);\n</damage formula>" , "occasion" : 0 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 0 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 508 , "animationId" : 61 , "damage" : { "critical" : false , "elementId" : 7 , "formula" : "" , "type" : 1 , "variance" : 20 } , "description" : "" , "effects" : [ { "code" : 21 , "dataId" : 54 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 2 , "iconIndex" : 0 , "message1" : "\\c[9]冰霜溅射\\c[0]! " , "message2" : "" , "mpCost" : 0 , "name" : "冰霜溅射" , "note" : "<技能类型:技能特效>\n<Cannot Counter>\n<Bypass Taunt>\n\n<Custom Target Eval>\ntargets.push(target);\ntargets.push($gameTroop.members()[this._targetIndex - 1]);\ntargets.push($gameTroop.members()[this._targetIndex + 1]);\n</Custom Target Eval>\n\n<damage formula>\n var i = $gameActors.actor(12)._lastallyid;\n var c = $gameActors.actor(i);\n value = 180+c.mat/5+c.level*3/2;\n value *= c.isStateAffected(410)?1.15: 1;\n value = Math.floor(value);\n</damage formula>" , "occasion" : 0 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 0 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 509 , "animationId" : 202 , "damage" : { "critical" : false , "elementId" : 11 , "formula" : "" , "type" : 2 , "variance" : 5 } , "description" : "" , "effects" : [ ] , "hitType" : 2 , "iconIndex" : 0 , "message1" : "\\c[9]奥术波动\\c[0]! " , "message2" : "" , "mpCost" : 0 , "name" : "奥术波动" , "note" : "<技能类型:技能特效>\n<Cannot Counter>\n<Barrier Penetration:50%>\n<Before Eval>\nthis. _bpt = 0.5;\n</Before Eval>\n<Bypass Taunt>\n\n<Custom Target Eval>\ntargets.push(target);\ntargets.push($gameTroop.members()[this._targetIndex - 1]);\ntargets.push($gameTroop.members()[this._targetIndex + 1]);\n</Custom Target Eval>\n<技能类型:技能特效>\n\n<damage formula>\n var i = $gameActors.actor(12)._lastallyid;\n var c = $gameActors.actor(i);\n value = c.mat*7/10+240+c.level*2;\n value = Math.floor(value);\n</damage formula>" , "occasion" : 0 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 0 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 510 , "animationId" : 203 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "" , "effects" : [ { "code" : 21 , "dataId" : 19 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 2 , "iconIndex" : 0 , "message1" : "\\c[9]迟滞之环\\c[0]! " , "message2" : "" , "mpCost" : 0 , "name" : "迟滞之环" , "note" : "<Bypass Taunt>\n<Cannot Counter>\n\n<Target ATB Eval>\n var i = $gameActors.actor(12)._lastallyid;\n var c = $gameActors.actor(i);\n if(c.mat > target.mat*0.6){\n speed = 1;\n }\n else{\n speed = speed * (Math.min(0.3, 0.6 - c.mat/target.mat));\n }\n</Target ATB Eval>\n\n<Custom Target Eval>\ntargets.push(target);\ntargets.push($gameTroop.members()[this._targetIndex - 1]);\ntargets.push($gameTroop.members()[this._targetIndex + 1]);\n</Custom Target Eval>" , "occasion" : 0 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 0 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 511 , "animationId" : 215 , "damage" : { "critical" : true , "elementId" : 10 , "formula" : "b.hp/50" , "type" : 1 , "variance" : 2 } , "description" : "" , "effects" : [ { "code" : 21 , "dataId" : 90 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 2 , "iconIndex" : 0 , "message1" : "\\c[27]恐惧侵蚀\\c[0]!" , "message2" : "" , "mpCost" : 0 , "name" : "恐惧侵蚀" , "note" : "<技能类型:技能特效>\n<Barrier Penetration: 50%>\n<Before Eval>\nthis. _bpt = 0.5;\n</Before Eval>\n<Cannot Counter>\n<Bypass Taunt>" , "occasion" : 0 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 0 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 512 , "animationId" : 36 , "damage" : { "critical" : true , "elementId" : 1 , "formula" : "" , "type" : 1 , "variance" : 5 } , "description" : "撞向敌人,速度越快伤害越高,有几率造成\\it[56]\n" , "effects" : [ { "code" : 21 , "dataId" : 56 , "value1" : 0.6 , "value2" : 0 } ] , "hitType" : 1 , "iconIndex" : 132 , "message1" : "冲撞!" , "message2" : "" , "mpCost" : 0 , "name" : "冲撞" , "note" : "<技能类型:技能特效>\n<Cannot Counter>\n<Bypass Taunt>\n\n<damage formula>\n var i = $gameActors.actor(12)._lastallyid;\n var c = $gameActors.actor(i);\n value = c.level*2+120+c.atk+a.agi/5;\n value = Math.floor(value);\n</damage formula>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
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{ "id" : 517 , "animationId" : 0 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "" , "effects" : [ ] , "hitType" : 0 , "iconIndex" : 0 , "message1" : "" , "message2" : "" , "mpCost" : 0 , "name" : "" , "note" : "" , "occasion" : 0 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
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