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@ -215,7 +215,7 @@ null,
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{"id":213,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":805,"maxTurns":1,"message1":"","message2":"\\c[17]\\it[213]\\c[0]的次数增加了!","message3":"","message4":"","minTurns":1,"motion":0,"name":"伤害无效","note":"<Counter Alignment: left>\n<Counter Text Color: 17>\n\n<Custom Apply Effect>\nuser._defence = user._defence || 0; \nuser.setStateCounter(213, user._defence);\n</Custom Apply Effect>\n","overlay":0,"priority":99,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
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{"id":214,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"角色受伤修饰流程","note":"<Custom React Effect>\ntarget._cushion = target._cushion || 0;\ntarget._block = target._block || 0;\nif(this.isDamage() && \n this.isHpEffect() && \n value > 0 ){\n if((this.isPhysical() ||\n this.isMagical() ) &&\n user.isStateAffected(303)){\n var random = Math.random()*100;\n if(random <=5){ user.addState(46); }\n else{ value = Math.floor(value*0.7); }\n } //齐格弗里德叶痕免伤计算\nvalue -= target._block*10; //格挡生效\nif(target.isStateAffected(311) &&\n target.mp >= 100){\n var mpdam = Math.floor(value*0.2*(-1)/8);\n target.gainMp(mpdam);\n target.startDamagePopup();\n value = Math.floor(value*0.8);\n} //魔力屏障\nvar acturldamage = 0;\nthis._bpt = this._bpt || 0;\nif(target.barrierPoints() > 0){\n acturldamage = Math.max(value*this._bpt, value - target.barrierPoints());\n }\nelse{ acturldamage = value; }\nif(acturldamage > target.mhp/10 &&\n target._cushion > 0){\n value = Math.floor(target.mhp/10); \n target._cushion -= 1; \n target.setStateCounter(377, target._cushion);\n if (target._cushion <= 0){ \n target.removeState(377); }\n }\n if(acturldamage > target.hp ){\n if(target.isStateAffected(210)){\n if(target.barrierPoints() > 0){\n if(acturldamage == value*this._bpt){\n value = Math.floor((target._hp - 50)/this._bpt);\n }\n else{ \n value = Math.floor(target._hp - 50 + target.barrierPoints()); }\n }\n else{ value = Math.floor(target.hp - 50); }\n target.removeState(210);\n target.addState(200);\n }\n else{\n if(target.isStateAffected(209)){\n value = 0;\n target.startAnimation(187);\n target.removeState(209);\n target.addState(113);\n target.addState(199);\n target._obsesscd = 25;\n }\n else{\n if(target.isStateAffected(208)){\n if(target.barrierPoints() > 0){\n if(acturldamage == value*this._bpt){\n value = Math.floor((target._hp - 50)/this._bpt);\n }\n else{ \n value = Math.floor(target._hp - 50 + target.barrierPoints()); }\n }\n else{ value = Math.floor(target.hp - 50); }\n target.removeState(208);\n }\n }\n }\n }\n if(value >= target.hp*0.3){\n if(target.isStateAffected(336)){\n target.addState(337); }\n if(target.isStateAffected(338)){\n target.addState(339); }\n }//吸血祝福的特殊效果\n if(value >= target.mhp/50){\n var tpgain = Math.min(50, Math.floor(100*value/target.mhp));\n if(target.isStateAffected(312) ){\n target.gainTp(-tpgain); }\n else{\n if(target.isStateAffected(314) ){\n target.gainTp(tpgain); }\n }\n }\n }//TP增加或减少\n</Custom React Effect>","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
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{"id":215,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"怪物受伤修饰流程","note":"<Custom React Effect>\ntarget._block = target._block || 0;\ntarget._defence = target._defence || 0; \nif(this.isDamage() && this.isHpEffect() && value > 0 ){\n value *= (1 - target._block*3/1000);\n if(target.isStateAffected(387) &&\n this.isMagical() && target.barrierPoints() > 0){\n target.gainBarrier(value);\n value = 0;\n }\n else{\n if(target._defence > 0 ){\n target._defence -= 1; \n target.setStateCounter(213, target._defence);\n value = 0;\n if (target._defence <= 0){ target.removeState(213); }\n }\n else{\n var acturldamage = 0;\n this._bpt = this._bpt || 0;\n if(target.barrierPoints() > 0){\n acturldamage = Math.max(value*this._bpt, value - target.barrierPoints()); }\n else{ acturldamage = value; }\n if(acturldamage > target.hp){\n var i = 0;\n i += target.isStateAffected(201)?1:0;\n i += target.isStateAffected(202)?2:0;\n i += target.isStateAffected(203)?3:0;\n i += target.isStateAffected(204)?4:0;\n i += target.isStateAffected(205)?5:0;\n if( i > 0){\n target.removeState(200 + i);\n target.addState(206);\n target._revivallevel = i;\n if(target.barrierPoints() > 0){\n if(acturldamage == value*this._bpt){\n value = Math.floor((target._hp - 50)/this._bpt);\n }\n else{ \n value = Math.floor(target._hp - 50 + target.barrierPoints()); }\n }\n else{ value = Math.floor(target.hp - 50); }\n }\n }\n }\n } \n } \n<Custom React Effect>","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
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{"id":216,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"角色输出伤害修饰流程","note":"","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
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{"id":216,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"角色输出伤害修饰流程","note":"<Custom Confirm Effect>\nif(this.isSkill() &&\n this.isHpEffect() && \n value > 0){\n user._precise = user._precise || 0;\n this._pcirate = this._pcirate || 1;\n if(user._precise > 0){\n value += Math.floor( user._precise*this._pcirate); //精准计算\n if((this.item().meta.技能类型 == '普攻' \n || this.item().meta.技能类型 == '类普攻'\n || this.item().meta.技能类型 == '空手普攻') \n && user.atk > 10 \n && target.hp >= 100){\n if(user.isStateAffected(327)){\n var i = target.hp*(3 + (target.level + 1)/25)/100;\n i = Math.min(i, 8000);\n i *= this._pcirate;\n i = Math.floor(i);\n target._defence = target._defence || 0; \n if(target._defence > 0){\n target._defence -= 1;\n target.setStateCounter(213, target._defence);\n if (target._defence <= 0)target.removeState(213);\n }\n else{value += i; }\n } //破败效果\n if(user.isStateAffected(312)){\n i = 0;\n i += user.level*user.tp/9900;\n i = Math.floor(i* this._pcirate*8000);\n value += i>10?i: 0;\n } //狂热旌旗\n //此处插入其他普攻伤害修饰\n }\n if(this,isPhysical()){\n if(user.isStateAffected(345)){\n value += Math.floor((50 + user.level*5)*user._pcirate); \n } //剑术训练\n }\n }\n if((this.item().meta.技能类型 == '技能' ||\n this.item().meta.技能类型 == '类普攻')){ \n if(this.isMagical()){\n if(user.isStateAffected(341)){\n value += 70 + user.level*10; } //法术精进增伤\n if(user.isStateAffected(343)){\n target.addState(344);\n this._freezeadd = this._freezeadd || 0;\n if(this._freezeadd < 2){\n target._freeze = target._freeze || 0;\n target._freeze += 1;\n target.setStateCounter(344, target._freeze);\n this._freezeadd += 1;\n if(target._freeze >= 5){\n target._freeze = 0;\n target.setStateCounter(344, 0);\n target.removeState(344);\n value += 120 + user.level*20;\n if(target.isStateAffected(152) ||\n target.isStateAffected(165) ||\n target.isStateAffected(206)){}\n else{\n var fi = 11;\n fi -= target.isStateAffected(144)5: 0;\n var frandom = Math.random()*10;\n if(frandom <= fi)target.addState(61);\n } \n }\n }\n } //冻雨效果\n }\n //此处插入技能伤害修饰 \n }\n }\n</Custom Confirm Effect>","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
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{"id":217,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"","note":"","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
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{"id":218,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"治疗溢出为护盾20%","note":"","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
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{"id":219,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"治疗溢出为护盾30%","note":"","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
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@ -315,7 +315,7 @@ null,
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{"id":313,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"愤怒之斧","note":"","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
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{"id":314,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"苦痛之锤","note":"<Custom Establish Effect>\nif(this.isSkill() &&\n this.isPhysical() &&\n this.isDamage() &&\n this.isHpEffect() ){\n var random = Math.random()*100;\n if(random <= user.tp/2){\n target.addState(251); }\n }\n</Custom Establish Effect>","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
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{"id":315,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"悲悯之枪","note":"<Custom Establish Effect>\nthis._bleedadd = this._bleedadd || 0;\nif(this.isSkill() &&\n this.isPhysical() &&\n this.isDamage() &&\n this.isHpEffect() &&\n this._bleedadd < 30 &&\n (this.item().meta.技能类型 == '普攻' \n || this.item().meta.技能类型 == '类普攻'\n || this.item().meta.技能类型 == '空手普攻') ){\n target.addState(102);\n target._bleed = target._bleed || 0;\n target._bleed += 10;\n target.setStateCounter(102, target._bleed);\n this._bleedadd += 10;\n }\n</Custom Establish Effect>","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
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{"id":316,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"","note":"","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
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{"id":316,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"易伤","note":"<Custom Establish Effect>\nthis._blockadd = this._blockadd || 0;\nif(this._blockadd == 0 &&\n this.isSkill() &&\n this.isMagical() &&\n this.isDamage() &&\n this.isHpEffect() ){\n target._block = target._block || 0;\n target._block -= 20;\n this._blockadd += 20;\n target._block = Math.max(target._block, -99);\n target._block = Math.min(target._block, 99);\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 }\n</Custom Establish Effect>","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
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{"id":317,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"","note":"","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
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{"id":318,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"冰霜强击被动","note":"<Custom Battle Effect>\nuser._stratkcd = 0;\n</Custom Battle Effect>\n\n<Custom Turn End Effect>\nuser._stratkcd = user._stratkcd || 0;\nuser._stratkcd = Math.max(user._stratkcd - 1, 0); \n</Custom Turn End Effect>\n\n<Custom Initiate Effect>\nuser._stratkcd = user._stratkcd || 0;\nif(this.isSkill() && this.item().meta.技能类型 == '普攻'){}\nelse{\n if(this.isSkill() && \n (this.item().meta.技能类型 == '类普攻' || \n this.item().meta.技能类型 == '技能')&& \n user.atk > 10 && user._stratkcd == 0){\n user.addState(319);\n $gameActors.actor(12)._lastallyid = user.actorId();\n }\n}\n</Custom Initiate Effect>\n\n<Custom Establish Effect>\nif(this.isSkill() && \n (this.item().meta.技能类型 == '普攻' || \n this.item().meta.技能类型 == '类普攻' )\n && user.isStateAffected(319)){\n var subject = $gameActors.actor(12);\n subject.forceAction(503, this._targetIndex);\n BattleManager.forceAction(subject);\n user.removeState(319);\n user._stratkcd = 3;\n}\n</Custom Establish Effect>","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
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{"id":319,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":401,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"冰霜强击","note":"","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
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@ -340,11 +340,11 @@ null,
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{"id":338,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"渴血者的呢喃","note":"","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
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{"id":339,"autoRemovalTiming":2,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":2,"message1":"","message2":"","message3":"","message4":"","minTurns":2,"motion":0,"name":"渴血者自动恢复","note":"<Custom Turn End Effect>\nvar ghp = (user.mhp-user)/20;\nghp = Math.floor(user.mat + ghp);\nuser.gainhp(ghp);\nuser.startDamagePopup();\n</Custom Turn End Effect>","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
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{"id":340,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"初拥仪式","note":"<ATB Turn: +6%>","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
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{"id":341,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"","note":"","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
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{"id":342,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"","note":"","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
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{"id":343,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"","note":"","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
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{"id":344,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"","note":"","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
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{"id":345,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"","note":"","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
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{"id":341,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"法术精进","note":"","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
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{"id":342,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"法力结晶","note":"<Custom Turn Start Effect>\nif(user.mp/user.mmp <= 0.5){\n user.gainMp(Math.floor(user.mmp/50));\n}\n</Custom Turn Start Effect>","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
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{"id":343,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"冻雨","note":"","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
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{"id":344,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":411,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"冻雨标记","note":"<Counter Alignment: left>\n<Counter Text Color: 17>\n\n","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
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{"id":345,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"剑术训练","note":"","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
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{"id":346,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"","note":"","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
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{"id":347,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"三八技能相关状态","note":"","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
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{"id":348,"autoRemovalTiming":2,"chanceByDamage":100,"traits":[],"iconIndex":435,"maxTurns":3,"message1":"布设\\c[9]符文卡 • 长剑\\c[0]!","message2":"","message3":"","message4":"\\c[9]符文卡 • 长剑\\c[0]已被消耗!","minTurns":3,"motion":0,"name":"长剑","note":"<Custom Apply Effect>\n$gameParty.members()[0].addState(349);\n$gameParty.members()[1].addState(349);\n$gameParty.members()[2].addState(349);\n$gameParty.members()[3].addState(349);\n$gameParty.members()[4].addState(349);\n</Custom Apply Effect>\n\n<Custom Turn Start Effect>\n$gameParty.members()[0].addState(349);\n$gameParty.members()[1].addState(349);\n$gameParty.members()[2].addState(349);\n$gameParty.members()[3].addState(349);\n$gameParty.members()[4].addState(349);\n</Custom Turn Start Effect>","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
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