削弱狗炮伤害并取消蓄力设定,新增精金猫神殿

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戴面具的乐子人 10 months ago
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{"id":209,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[{"code":13,"dataId":1,"value":0}],"iconIndex":417,"maxTurns":1,"message1":"获得\\it[209]的庇护!","message2":"","message3":"","message4":"\\it[209]已消耗!","minTurns":1,"motion":0,"name":"执念之力","note":"<Custom Apply Effect>\nuser.removeState(212);\n</Custom Apply Effect>","overlay":0,"priority":100,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100}, {"id":209,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[{"code":13,"dataId":1,"value":0}],"iconIndex":417,"maxTurns":1,"message1":"获得\\it[209]的庇护!","message2":"","message3":"","message4":"\\it[209]已消耗!","minTurns":1,"motion":0,"name":"执念之力","note":"<Custom Apply Effect>\nuser.removeState(212);\n</Custom Apply Effect>","overlay":0,"priority":100,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":210,"autoRemovalTiming":2,"chanceByDamage":100,"traits":[{"code":13,"dataId":1,"value":0}],"iconIndex":378,"maxTurns":8,"message1":"","message2":"","message3":"","message4":"获得的\\it[210]已被消耗!","minTurns":8,"motion":0,"name":"神之恩赐","note":"\n","overlay":0,"priority":100,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100}, {"id":210,"autoRemovalTiming":2,"chanceByDamage":100,"traits":[{"code":13,"dataId":1,"value":0}],"iconIndex":378,"maxTurns":8,"message1":"","message2":"","message3":"","message4":"获得的\\it[210]已被消耗!","minTurns":8,"motion":0,"name":"神之恩赐","note":"\n","overlay":0,"priority":100,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":211,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"执念庇护","note":"<Custom Battle Effect>\n user._obsesscd = user._obsesscd || 0;\n if (user._obsesscd <= 0){\n user._obsesscd = 0;\n user.startAnimation(186, false, 0);\n user.addState(209);\n user.removeState(212);\n }\n else {\n if (user._obsesscd > 0 && user._hp >0){\n user._obsesscd -= 1;\n }\n if (user._obsesscd <= 5 && user._obsesscd > 0 ){\n user.addState(212);\n }\n else{\n if (user._obsesscd <= 0){\n user._obsesscd = 0;\n user.startAnimation(186, false, 0);\n user.addState(209);\n user.removeState(212);\n }\n }\n }\n</Custom Battle Effect>\n\n<Custom Turn Start Effect>\n user._obsesscd = user._obsesscd || 0;\n if(user.isStateAffected(209)){}\n else{\n if (user._obsesscd <= 0){\n user._obsesscd = 0;\n user.startAnimation(186, false, 0);\n user.addState(209);\n user.removeState(212);\n }\n else {\n if (user._obsesscd > 0 && user._hp >0){\n user._obsesscd -= 1;\n }\n if (user._obsesscd <= 5 && user._obsesscd > 0 ){\n user.addState(212);\n \n }\n else{\n if (user._obsesscd <= 0){\n \n user._obsesscd = 0;\n user.startAnimation(186, false, 0);\n user.addState(209);\n user.removeState(212);\n }\n }\n }\n }\n</Custom Turn Start Effect>","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100}, {"id":211,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"执念庇护","note":"<Custom Battle Effect>\n user._obsesscd = user._obsesscd || 0;\n if (user._obsesscd <= 0){\n user._obsesscd = 0;\n user.startAnimation(186, false, 0);\n user.addState(209);\n user.removeState(212);\n }\n else {\n if (user._obsesscd > 0 && user._hp >0){\n user._obsesscd -= 1;\n }\n if (user._obsesscd <= 5 && user._obsesscd > 0 ){\n user.addState(212);\n }\n else{\n if (user._obsesscd <= 0){\n user._obsesscd = 0;\n user.startAnimation(186, false, 0);\n user.addState(209);\n user.removeState(212);\n }\n }\n }\n</Custom Battle Effect>\n\n<Custom Turn Start Effect>\n user._obsesscd = user._obsesscd || 0;\n if(user.isStateAffected(209)){}\n else{\n if (user._obsesscd <= 0){\n user._obsesscd = 0;\n user.startAnimation(186, false, 0);\n user.addState(209);\n user.removeState(212);\n }\n else {\n if (user._obsesscd > 0 && user._hp >0){\n user._obsesscd -= 1;\n }\n if (user._obsesscd <= 5 && user._obsesscd > 0 ){\n user.addState(212);\n \n }\n else{\n if (user._obsesscd <= 0){\n \n user._obsesscd = 0;\n user.startAnimation(186, false, 0);\n user.addState(209);\n user.removeState(212);\n }\n }\n }\n }\n</Custom Turn Start Effect>","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":212,"autoRemovalTiming":2,"chanceByDamage":100,"traits":[],"iconIndex":416,"maxTurns":5,"message1":"的\\c[17]\\it[209]\\c[9]即将冷却完成!\\c[0]","message2":"","message3":"","message4":"","minTurns":5,"motion":0,"name":"执念之力冷却倒数","note":"<Custom Turn Start Effect>\n user._obsesscd = user._obsesscd || 0;\n user.setStateCounter(212, user._obsesscd);\n</Custom Turn Start Effect>","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100}, {"id":212,"autoRemovalTiming":2,"chanceByDamage":100,"traits":[],"iconIndex":416,"maxTurns":5,"message1":"的\\c[17]\\it[209]\\c[9]即将冷却完成!\\c[0]","message2":"","message3":"","message4":"","minTurns":5,"motion":0,"name":"执念之力冷却倒数","note":"<Custom Turn Start Effect>\n user._obsesscd = user._obsesscd || 0;\n user.setStateCounter(212, user._obsesscd);\n</Custom Turn Start Effect>","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"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}, {"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},
{"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 var fde = 0;\n if(this.isPhysical()){\n fde = target.def;\n }\n else{\n if(this.isMagical()){\n fde = target.mdf;\n }\n }\n var adf = (fde - user.luk)*(1 - user.mrf);\n var drr = adf/(adf + 500);\n if(fde > 0) value = Math.floor(value*(1 - drr));\n //防御减伤计算\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\nvalue = Math.floor(value);\n</Custom React Effect>","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100}, {"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 var fde = 0;\n if(this.isPhysical()){\n fde = target.def;\n }\n else{\n if(this.isMagical()){\n fde = target.mdf;\n }\n }\n var adf = (fde - user.luk)*(1 - user.mrf);\n var drr = adf/(adf + 500);\n if(fde > 0) value = Math.floor(value*(1 - drr));\n //防御减伤计算\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 = 20;\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\nvalue = Math.floor(value);\n</Custom React Effect>","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"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 -= target._block*5; //格挡生效\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 }\nvalue = Math.floor(value);\n<Custom React Effect>","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100}, {"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 -= target._block*5; //格挡生效\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 }\nvalue = Math.floor(value);\n<Custom React Effect>","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"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 target._defence = target._defence || 0;\n var fde = 0;\n if(this.isPhysical()){\n fde = target.def;\n }\n else{\n if(this.isMagical()){\n fde = target.mdf;\n }\n }\n var adf = (fde - user.luk)*(1 - user.mrf);\n var drr = adf/(adf + 500);\n if(fde > 0) value = Math.floor(value*(1 - drr));\n //怪物防御减伤计算\n value += Math.floor(user._precise * this._pcirate); //精准计算\n if(target.hp >= 100 &&\n user.atk >= 10 &&\n this.item().meta.技能类型 == '普攻' || '类普攻' || '空手普攻'){\n if(user.isStateAffected(327)){\n var decline = (target.hp * 8/100)*this._pcirate;\n decline *= (fde>0?(1 - drr): 1);\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 += decline; } \n } //破败效果\n if(user.isStateAffected(312)){\n var avid = 0;\n avid = user.level*user.tp/9900;\n avid = Math.floor(avid * 8000*this._pcirate);\n avid = Math.max(avid, 20);\n value += avid;\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*2)*user._pcirate);\n }//剑术训练\n //此处插入其他物理系效果 \n }\n if(this.item().meta.技能类型 == '技能' || '类普攻' ){\n if(this.isMagical()){\n if(user.isStateAffected(341)){\n value += user.level*3 + 70;\n } //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 if(target._freeze >= 5){\n target._freeze = 0;\n target.setStateCounter(344, 0);\n target.removeState(344);\n value += user.level*20 + 120;\n if(target.isStateAffected(152) ||\n target.isStateAffected(165) ||\n target.isStateAffected(206) ){}\n else{\n var freezejudge = 11;\n freezejudge -= target.isStateAffected(144)?4: 0;\n var frandom = Math.random()*10;\n if(frandom <= freezejudge)target.addState(61);\n }\n }\n }\n }//冻雨效果\n }\n //此处插入其他法术技能效果\n }\n //此处插入其他技能伤害结算前效果 \n }\nvalue = Math.floor(value);\n</Custom Confirm Effect>","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100}, {"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 target._defence = target._defence || 0;\n var fde = 0;\n if(this.isPhysical()){\n fde = target.def;\n }\n else{\n if(this.isMagical()){\n fde = target.mdf;\n }\n }\n var adf = (fde - user.luk)*(1 - user.mrf);\n var drr = adf/(adf + 500);\n if(fde > 0) value = Math.floor(value*(1 - drr));\n //怪物防御减伤计算\n value += Math.floor(user._precise * this._pcirate); //精准计算\n if(target.hp >= 100 &&\n user.atk >= 10 &&\n this.item().meta.技能类型 == '普攻' || '类普攻' || '空手普攻'){\n if(user.isStateAffected(327)){\n var decline = (target.hp * 8/100)*this._pcirate;\n decline *= (fde>0?(1 - drr): 1);\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 += decline; } \n } //破败效果\n if(user.isStateAffected(312)){\n var avid = 0;\n avid = user.level*user.tp/9900;\n avid = Math.floor(avid * 8000*this._pcirate);\n avid = Math.max(avid, 20);\n value += avid;\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*2)*user._pcirate);\n }//剑术训练\n //此处插入其他物理系效果 \n }\n if(this.item().meta.技能类型 == '技能' || '类普攻' ){\n if(this.isMagical()){\n if(user.isStateAffected(341)){\n value += user.level*3 + 70;\n } //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 if(target._freeze >= 5){\n target._freeze = 0;\n target.setStateCounter(344, 0);\n target.removeState(344);\n value += user.level*20 + 120;\n if(target.isStateAffected(152) ||\n target.isStateAffected(165) ||\n target.isStateAffected(206) ){}\n else{\n var freezejudge = 11;\n freezejudge -= target.isStateAffected(144)?4: 0;\n var frandom = Math.random()*10;\n if(frandom <= freezejudge)target.addState(61);\n }\n }\n }\n }//冻雨效果\n }\n //此处插入其他法术技能效果\n }\n //此处插入其他技能伤害结算前效果 \n }\nvalue = Math.floor(value);\n</Custom Confirm Effect>","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"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}, {"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},
@ -306,9 +306,9 @@ null,
{"id":304,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"拉文凯斯的探索","note":"<Custom Initiate Effect>\nif(this.isSkill() &&\n this.isMagical){\n user.addState(305);\n }\n</Custom Initiate Effect>\n\n<Custom Conclude Effect>\nif(user.isStateAffected(305)){\n user.removeState(305);\n}\n</Custom Conclude Effect>","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100}, {"id":304,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"拉文凯斯的探索","note":"<Custom Initiate Effect>\nif(this.isSkill() &&\n this.isMagical){\n user.addState(305);\n }\n</Custom Initiate Effect>\n\n<Custom Conclude Effect>\nif(user.isStateAffected(305)){\n user.removeState(305);\n}\n</Custom Conclude Effect>","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":305,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[{"code":22,"dataId":0,"value":0.3}],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"拉文凯斯额外命中率","note":"","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100}, {"id":305,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[{"code":22,"dataId":0,"value":0.3}],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"拉文凯斯额外命中率","note":"","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":306,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"莱特的信条","note":"<Custom Establish Effect>\nif(this.isSkill() &&\n this.isDamage() &&\n this.isMagical() &&\n value > 100){\n var barrier = Math.floor(value/8);\n var i = $gameParty.LowerHpIndex();\n $gameParty.members()[i].gainBarrier(barrier);\n i = $gameParty.Lower2HpIndex();\n $gameParty.members()[i].gainBarrier(barrier);\n }\n</Custom Establish Effect>","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100}, {"id":306,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"莱特的信条","note":"<Custom Establish Effect>\nif(this.isSkill() &&\n this.isDamage() &&\n this.isMagical() &&\n value > 100){\n var barrier = Math.floor(value/8);\n var i = $gameParty.LowerHpIndex();\n $gameParty.members()[i].gainBarrier(barrier);\n i = $gameParty.Lower2HpIndex();\n $gameParty.members()[i].gainBarrier(barrier);\n }\n</Custom Establish Effect>","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":307,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[{"code":21,"dataId":6,"value":1.1}],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"阿莫恩一级加速","note":"","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100}, {"id":307,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[{"code":21,"dataId":6,"value":1.15}],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"阿莫恩一级加速","note":"","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":308,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[{"code":11,"dataId":1,"value":1.2}],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"阿莫恩二级加速","note":"","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100}, {"id":308,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[{"code":11,"dataId":1,"value":1.3}],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"阿莫恩二级加速","note":"<Custom Apply Effect>\n user.removeState(307);\n</Custom Apply Effect>","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":309,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[{"code":21,"dataId":6,"value":1.3}],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"阿莫恩三级加速","note":"","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100}, {"id":309,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[{"code":21,"dataId":6,"value":1.45}],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"阿莫恩三级加速","note":"<Custom Apply Effect>\n user.removeState(307);\n user.removeState(308);\n</Custom Apply Effect>","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":310,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"阿莫恩的无畏","note":"<Custom Battle Effect>\nuser._agijudge = user.agi*1.6;\nuser._agicd = 0;\n</Custom Battle Effect>\n\n<Custom Turn End Effect>\nuser._agicd = user._agicd || 0;\nuser._agicd = Math.max(user._agicd, 0);\nif(user._agicd == 0){\n var e = 0;\n e += user.isStateAffected(307)?1: 0;\n e += user.isStateAffected(308)?1: 0;\n e += user.isStateAffected(309)?1: 0;\n if(e < 3)user.addState(307 + e);\n }\nelse{ user._agicd = Math.max(user._agicd - 1, 0); } \nif(user.agi > user._agijudge){\n user.removeState(307);\n user.removeState(308);\n user.removeState(309);\n $gameActors.actor(12)._lastallyid = user.actorId();\n var subject = $gameActors.actor(12);\n subject.forceAction(512, -1);\n BattleManager.forceAction(subject);\n user._agicd = 2;\n}\n</Custom Turn End Effect>","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100}, {"id":310,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"阿莫恩的无畏","note":"<Custom Battle Effect>\nuser._agijudge = user.agi*1.6;\nuser._agicd = 0;\n</Custom Battle Effect>\n\n<Custom Turn End Effect>\nuser._agicd = user._agicd || 0;\nuser._agicd = Math.max(user._agicd, 0);\nif(user._agicd == 0){\n var e = 0;\n e += user.isStateAffected(307)?1: 0;\n e += user.isStateAffected(308)?1: 0;\n e += user.isStateAffected(309)?1: 0;\n if(e < 3)user.addState(307 + e);\n }\nelse{ user._agicd = Math.max(user._agicd - 1, 0); } \nif(user.agi > user._agijudge){\n user.removeState(307);\n user.removeState(308);\n user.removeState(309);\n $gameActors.actor(12)._lastallyid = user.actorId();\n var subject = $gameActors.actor(12);\n subject.forceAction(512, -1);\n BattleManager.forceAction(subject);\n user._agicd = 2;\n}\n</Custom Turn End Effect>","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":311,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"魔力屏障","note":"","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100}, {"id":311,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"魔力屏障","note":"","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":312,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"狂热旌旗","note":"<Custom Turn Start Effect>\nif(user.tp >= 60){\n var barrier = 10;\n barrier += user.mat + user.tp*3;\n target.gainBarrier(Math.floor(barrier));\n}\n</Custom Turn Start Effect>","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100}, {"id":312,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"狂热旌旗","note":"<Custom Turn Start Effect>\nif(user.tp >= 60){\n var barrier = 10;\n barrier += user.mat + user.tp*3;\n target.gainBarrier(Math.floor(barrier));\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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