{"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<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 = 1;\n value += c.mat*2 - target.mdf;\n value *= (c.mat*c.level/2048 + 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":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 = 1;\n value += c.atk*2 + c.agi/5 + c.def/2 - target.def;\n value *= (c.level*c.atk/2048+2);\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},
{"name":"YEP_X_VisualHpGauge","status":true,"description":"v1.07 (Requires YEP_BattleEngineCore.js) Reveal HP Gauges\r\nwhen a battler is selected or takes damage in battle.","parameters":{"---General---":"","Display Actor":"false","Defeat First":"false","Always Visible":"true","---Appearance---":"","Minimum Gauge Width":"144","Gauge Height":"18","Back Color":"19","HP Color 1":"20","HP Color 2":"21","Gauge Duration":"30","Gauge Position":"false","Y Buffer":"-16","Use Thick Gauges":"false","---Text Display---":"","Show HP":"true","Show Value":"true","Show Max":"true"}},
{"name":"YEP_VictoryAftermath","status":true,"description":"v1.07 Display an informative window after a battle is over\r\ninstead of message box text stating what the party earned.","parameters":{"---General---":"","Victory Order":"","---BGM---":"","Victory BGM":"Ship","BGM Volume":"90","BGM Pitch":"100","BGM Pan":"0","---Battle Results---":"","Cheer Wait":"90","Battle Results Text":"Battle Results","Battle Drops Text":"Battle Spoils","---EXP Window---":"","Font Size":"28","Level Up Text":"LEVEL UP!","Max Level Text":"MAX LEVEL","Show Skills Learned":"false","Gained EXP Text":"Gained EXP","Gained EXP Format":"+%1","EXP Gauge Color 1":"30","EXP Gauge Color 2":"31","Level Gauge Color 1":"14","Level Gauge Color 2":"6","Gauge Ticks":"15","Tick SE":"Absorb2","Tick Volume":"90","Tick Pitch":"150","Tick Pan":"0"}},