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## 更新记录
- **2023/9/3****乐子人**;重做南宫三八一个技能,补充伊丽莎白技能组细节;
- **2023/9/3****乐子人**;怪物数值重做,补充技能和动画;
- **2023/9/3****乐子人**;细节修改;
- **2023/9/2****乐子人**;郝仁的审查官配枪改为被动,新增法球效果“恐惧侵蚀”;

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@ -137,9 +137,9 @@ null,
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{"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30%的物攻和双防2回合","effects":[{"code":21,"dataId":356,"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(159) || user.isStateAffected(160) || user.isStateAffected(164) ){\n var subject = user;\n subject.forceAction(117, -2);\n BattleManager.forceAction(subject);\n }\n</Post-Damage Eval>\n\n<After ATB: 70%>","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]属性持续5回合","effects":[{"code":21,"dataId":360,"value1":1,"value2":0}],"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>\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":0,"formula":"0","type":0,"variance":20},"description":"消耗: \\c[17]\\it[350]、\\it[354]\\c[0] 构成:\\c[9]\\it[348]\\c[0] \n生成符文圣装提升指定队友50%物攻和双防五回合,并回复全队一定生命","effects":[{"code":44,"dataId":1,"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}\n </Before Eval>\n\n<After Eval>\n var heal = user.mat*(3/2 + user.mat*user.level/2048);\n if($gameParty.members()[0].hp > 0){\n heal += ($gameParty.members()[0].mhp - $gameParty.members()[0].hp)/5;\n $gameParty.members()[0].gainHp(Math.floor(heal));\n }\n if($gameParty.members()[1].hp > 0){\n heal += ($gameParty.members()[1].mhp - $gameParty.members()[1].hp)/5;\n $gameParty.members()[1].gainHp(Math.floor(heal));\n }\n if($gameParty.members()[2].hp > 0){\n heal += ($gameParty.members()[2].mhp - $gameParty.members()[2].hp)/5;\n $gameParty.members()[2].gainHp(Math.floor(heal));\n }\n if($gameParty.members()[3].hp > 0){\n heal += ($gameParty.members()[3].mhp - $gameParty.members()[3].hp)/5;\n $gameParty.members()[3].gainHp(Math.floor(heal));\n }\n if($gameParty.members()[4].hp > 0){\n heal += ($gameParty.members()[4].mhp - $gameParty.members()[4].hp)/5;\n $gameParty.members()[4].gainHp(Math.floor(heal));\n }\n</After Eval>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":7,"speed":0,"stypeId":3,"successRate":100,"tpCost":60,"tpGain":0},
{"id":139,"animationId":76,"damage":{"critical":true,"elementId":11,"formula":"1+(a.level/45+1)*(a.mat * 4 - b.mdf/4)*(a.level*a.mat/2048+2)+Math.min(Math.floor((b.mhp - b.hp)*0.18), 80000)","type":1,"variance":20},"description":"消耗: \\c[17]\\it[348]、\\it[354]\\c[0] 构成:\\c[9]\\it[352]\\c[0] \n\\c[18]<18%损伤>\\c[0] 对敌方全体造成力场伤害","effects":[],"hitType":2,"iconIndex":707,"message1":"启用了\\c[17]%1\\c[0]","message2":"","mpCost":15,"name":"卡阵 • 时光之创","note":"<技能类型:技能>\n\n<Barrier Penetration: 50%>\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}\n </Before Eval>\n\n<Post-Damage Eval>\n if (user.isStateAffected(159) || user.isStateAffected(160) || user.isStateAffected(164) ){\n var subject = user;\n subject.forceAction(117, -2);\n BattleManager.forceAction(subject);\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":true,"elementId":10,"formula":"1+(a.level/45+1)*(a.mat * 8 - b.mdf/4)*(a.level*a.mat/2048+2)+Math.min(Math.floor((b.mhp - b.hp)*0.18), 80000)","type":1,"variance":20},"description":"消耗: \\c[17]\\全部符卡 \\c[0] 对敌方造成精神属性伤害并附加\\it[93]\n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},{"code":44,"dataId":1,"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\n<Barrier Penetration: 50%>\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<Post-Damage Eval>\n if (user.isStateAffected(159) || user.isStateAffected(160) || user.isStateAffected(164) ){\n var subject = user;\n subject.forceAction(117, -2);\n BattleManager.forceAction(subject);\n }\n </Post-Damage Eval>\n\n<After Eval>\n var heal = 5/4*user.mat*(2 + user.mat*user.level/2048);\n if($gameParty.members()[0].hp > 0){\n heal += ($gameParty.members()[0].mhp - $gameParty.members()[0].hp)/4;\n $gameParty.members()[0].gainHp(Math.floor(heal));\n $gameParty.members()[0].addState(165);\n }\n if($gameParty.members()[1].hp > 0){\n heal += ($gameParty.members()[1].mhp - $gameParty.members()[1].hp)/4;\n $gameParty.members()[1].gainHp(Math.floor(heal));\n $gameParty.members()[1].addState(165);\n }\n if($gameParty.members()[2].hp > 0){\n heal += ($gameParty.members()[2].mhp - $gameParty.members()[2].hp)/4;\n $gameParty.members()[2].gainHp(Math.floor(heal));\n $gameParty.members()[2].addState(165);\n }\n if($gameParty.members()[3].hp > 0){\n heal += ($gameParty.members()[3].mhp - $gameParty.members()[3].hp)/4;\n $gameParty.members()[3].gainHp(Math.floor(heal));\n $gameParty.members()[3].addState(165);\n }\n if($gameParty.members()[4].hp > 0){\n heal += ($gameParty.members()[4].mhp - $gameParty.members()[4].hp)/5;\n $gameParty.members()[4].gainHp(Math.floor(heal));\n $gameParty.members()[4].addState(165);\n }\n</After Eval>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":2,"speed":0,"stypeId":3,"successRate":100,"tpCost":80,"tpGain":20},
{"id":138,"animationId":205,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"消耗: \\c[17]\\it[350]、\\it[354]\\c[0] 构成:\\c[9]\\it[348]\\c[0] 生成符文圣装,\n提升指定队友50%物攻和双防五回合,并回复全队一定生命","effects":[{"code":44,"dataId":1,"value1":1,"value2":0}],"hitType":0,"iconIndex":741,"message1":"启用了\\c[17]%1\\c[0]","message2":"","mpCost":15,"name":"卡阵•守护圣装","note":"<技能类型:技能>\n\n<Custom TP Cost> \nif(user.isStateAffected(348)){\n cost -= 20;\n}\nif(user.isStateAffected(350)){\n cost -= 20;\n}\nif(user.isStateAffected(352)){\n cost -= 20;\n}\n</Custom TP Cost> \n\n<Before Eval>\nif(user.isStateAffected(348)){\n user.removeState(348);\n}\nelse{\n user.addState(348);\n}\nif(user.isStateAffected(350)){\n user.removeState(350);\n}\nif(user.isStateAffected(354)){\n user.removeState(354);\n}\n </Before Eval>\n\n<After Eval>\n var heal = user.mat*(3/2 + user.mat*user.level/2048);\n if($gameParty.members()[0].hp > 0){\n heal += ($gameParty.members()[0].mhp - $gameParty.members()[0].hp)/5;\n $gameParty.members()[0].gainHp(Math.floor(heal));\n }\n if($gameParty.members()[1].hp > 0){\n heal += ($gameParty.members()[1].mhp - $gameParty.members()[1].hp)/5;\n $gameParty.members()[1].gainHp(Math.floor(heal));\n }\n if($gameParty.members()[2].hp > 0){\n heal += ($gameParty.members()[2].mhp - $gameParty.members()[2].hp)/5;\n $gameParty.members()[2].gainHp(Math.floor(heal));\n }\n if($gameParty.members()[3].hp > 0){\n heal += ($gameParty.members()[3].mhp - $gameParty.members()[3].hp)/5;\n $gameParty.members()[3].gainHp(Math.floor(heal));\n }\n if($gameParty.members()[4].hp > 0){\n heal += ($gameParty.members()[4].mhp - $gameParty.members()[4].hp)/5;\n $gameParty.members()[4].gainHp(Math.floor(heal));\n }\n</After 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":true,"elementId":18,"formula":"1+(a.level/45+1)*(a.mat * 4 - b.mdf/4)*(a.level*a.mat/2048+2)","type":1,"variance":20},"description":"消耗: \\c[17]\\it[348]、\\it[354]\\c[0] 构成:\\c[9]\\it[352]\\c[0] 对敌方全体造成生命属性\n的伤害(附带其当前生命8%的伤害最高20000点并附加\\it[252]","effects":[{"code":21,"dataId":252,"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\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}\n </Before Eval>\n\n<Before Eval>\nvar damage = target.hp*0.08;\ndamage = Math.min(damage, 20000);\ntarget.gainHp(-damage);\n target.startDamagePopup();\n</Before Eval>\n\n<Post-Damage Eval>\n if (user.isStateAffected(159) || user.isStateAffected(160) || user.isStateAffected(164) ){\n var subject = user;\n subject.forceAction(117, -2);\n BattleManager.forceAction(subject);\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":true,"elementId":10,"formula":"1+(a.level/45+1)*(a.mat * 8 - b.mdf/4)*(a.level*a.mat/2048+2)+Math.min(Math.floor((b.mhp - b.hp)*0.18), 80000)","type":1,"variance":20},"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},{"code":44,"dataId":1,"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\n<Barrier Penetration: 50%>\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<Post-Damage Eval>\n if (user.isStateAffected(159) || user.isStateAffected(160) || user.isStateAffected(164) ){\n var subject = user;\n subject.forceAction(117, -2);\n BattleManager.forceAction(subject);\n }\n </Post-Damage Eval>\n\n<After Eval>\n var heal = 5/4*user.mat*(2 + user.mat*user.level/2048);\n if($gameParty.members()[0].hp > 0){\n heal += ($gameParty.members()[0].mhp - $gameParty.members()[0].hp)/4;\n $gameParty.members()[0].gainHp(Math.floor(heal));\n $gameParty.members()[0].addState(165);\n }\n if($gameParty.members()[1].hp > 0){\n heal += ($gameParty.members()[1].mhp - $gameParty.members()[1].hp)/4;\n $gameParty.members()[1].gainHp(Math.floor(heal));\n $gameParty.members()[1].addState(165);\n }\n if($gameParty.members()[2].hp > 0){\n heal += ($gameParty.members()[2].mhp - $gameParty.members()[2].hp)/4;\n $gameParty.members()[2].gainHp(Math.floor(heal));\n $gameParty.members()[2].addState(165);\n }\n if($gameParty.members()[3].hp > 0){\n heal += ($gameParty.members()[3].mhp - $gameParty.members()[3].hp)/4;\n $gameParty.members()[3].gainHp(Math.floor(heal));\n $gameParty.members()[3].addState(165);\n }\n if($gameParty.members()[4].hp > 0){\n heal += ($gameParty.members()[4].mhp - $gameParty.members()[4].hp)/5;\n $gameParty.members()[4].gainHp(Math.floor(heal));\n $gameParty.members()[4].addState(165);\n }\n</After Eval>","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\n<After ATB: 90%>\n\n<MP Cost: 4%>","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":"","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":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},
@ -182,8 +182,8 @@ null,
{"id":180,"animationId":51,"damage":{"critical":true,"elementId":10,"formula":"1+(a.level/45+6/5)*(a.mat * 3 - b.mdf/5)*(a.level*a.mat/2048+2) * (b.isStateAffected(80) ? 21/20 : 1) * (b.isStateAffected(81) ? 11/10 : 1) * (b.isStateAffected(82) ? 6/5 : 1)","type":1,"variance":20},"description":"","effects":[{"code":21,"dataId":250,"value1":1,"value2":0}],"hitType":2,"iconIndex":166,"message1":"施放了\\c[18]%1\\c[0]","message2":"","mpCost":0,"name":"禁咒 灵魂震爆","note":"<Barrier Penetration: 60%>\n<Defeat Reward: +30 MP>\n\n<Before Eval>\n this._bsaffective = 0.2;\n</Before Eval>\n\n<Before Eval>\n this._pcirate = 0.5;\n</Before Eval>\n\n<技能类型:技能>\n","occasion":1,"repeats":2,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":2,"speed":0,"stypeId":2,"successRate":100,"tpCost":0,"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":"","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\n<技能类型:技能>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":11,"speed":0,"stypeId":1,"successRate":100,"tpCost":0,"tpGain":10},
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@ -288,7 +288,7 @@ null,
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@ -70,7 +70,7 @@ null,
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{"id":69,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[{"code":22,"dataId":7,"value":-0.06},{"code":23,"dataId":2,"value":0.9},{"code":13,"dataId":66,"value":1.5},{"code":11,"dataId":14,"value":1.3}],"iconIndex":340,"maxTurns":1,"message1":"的生命开始流失!","message2":"的生命开始流失!","message3":"","message4":"生命的流失止住了!","minTurns":1,"motion":0,"name":"生命流失","note":"","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":70,"autoRemovalTiming":2,"chanceByDamage":20,"traits":[{"code":22,"dataId":1,"value":-0.9},{"code":22,"dataId":4,"value":-0.9}],"iconIndex":22,"maxTurns":2,"message1":"陷入了眩晕!","message2":"陷入了眩晕!","message3":"仍旧站立不稳","message4":"的身体站稳了!","minTurns":2,"motion":0,"name":"眩晕","note":"<Custom Apply Effect>\n if (user.isStateAffected(58)){\n user.addState(58);\n }\nvar random = Math.floor(Math.random() * 10 + 1);\nif (random <= 3) {\n user.addState(148);\n}\n</Custom Apply Effect>","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":true,"removeByRestriction":false,"removeByWalking":false,"restriction":4,"stepsToRemove":100},
{"id":71,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[{"code":23,"dataId":2,"value":0.85}],"iconIndex":437,"maxTurns":1,"message1":"被叠加了流血!","message2":"","message3":"正在流失血液!","message4":"的流血已被治愈!","minTurns":1,"motion":0,"name":"流血","note":"<Custom Apply Effect>\n user._bleed = user._bleed || 0;\n user.setStateCounter(71, user._bleed);\n</Custom Apply Effect>\n\n<Custom Remove Effect>\nuser._bleed = undefined;\n</Custom Remove Effect>\n\n<Custom Turn Start Effect>\nuser._bleed = user._bleed || 0;\nif(user._bleed > 0){\n var bleed = -user.hp/25;\n bleed = Math.max(1 - target.hp, bleed);\n user.gainHp(Math.ceil(bleed));\n user.startDamagePopup();\n user._bleed -= 1;\n user.setStateCounter(71, user._bleed);\n }\n</Custom Turn Start Effect>\n\n<Custom Respond Effect>\ntarget._block = target._block || 0;\nif(this.isDamage() && this.isHpEffect() && value > 0 && this.isPhysical()){\n target._defence = target._defence || 0; \nif(target._defence > 0){\n target.gainHp(0); \n target.startDamagePopup();\n target._defence -= 1;\n target.setStateCounter(213, target._defence);\n if (target._defence <= 0){ \n target.removeState(213); \n }\n target._bleed -= 1;\n user.setStateCounter(71, user._bleed);\n if(target._bleed = 0){\n target.removeState(71);\n }\n }\nelse{\n var i = target.hp/30;\n if(user.atk > target.def){\n i += (user.atk - target.def)*( 1 + user.level*user.atk/2048);\n }\n i -= target.block;\n i = Math.max(Math.floor(i), 0);\n i = Math.min(target.hp - 1, i);\n target.gainHp(-i);\n target.startDamagePopup();\n target._bleed -= 1;\n user.setStateCounter(71, user._bleed);\n if(target._bleed = 0){\n target.removeState(71);\n }\n}\n}\n</Custom Respond Effect>","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":71,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[{"code":23,"dataId":2,"value":0.85}],"iconIndex":437,"maxTurns":1,"message1":"被叠加了流血!","message2":"","message3":"正在流失血液!","message4":"的流血已被治愈!","minTurns":1,"motion":0,"name":"流血","note":"<Custom Apply Effect>\n user._bleed = user._bleed || 0;\n user.setStateCounter(71, user._bleed);\n</Custom Apply Effect>\n\n<Custom Remove Effect>\nuser._bleed = undefined;\n</Custom Remove Effect>\n\n<Custom Turn Start Effect>\nuser._bleed = user._bleed || 0;\nif(user._bleed > 0){\n var bleed = user.hp/25;\n bleed = Math.min(target.hp - 1, bleed);\n bleed = Math.floor(bleed);\n user.gainHp(-bleed);\n user.startDamagePopup();\n user._bleed -= 1;\n user.setStateCounter(71, user._bleed);\n }\n</Custom Turn Start Effect>\n\n<Custom Respond Effect>\ntarget._block = target._block || 0;\nif(this.isDamage() && this.isHpEffect() && value > 0 && this.isPhysical()){\n target._defence = target._defence || 0; \nif(target._defence > 0){\n target.gainHp(0); \n target.startDamagePopup();\n target._defence -= 1;\n target.setStateCounter(213, target._defence);\n if (target._defence <= 0){ \n target.removeState(213); \n }\n target._bleed -= 1;\n user.setStateCounter(71, user._bleed);\n if(target._bleed = 0){\n target.removeState(71);\n }\n }\nelse{\n var i = target.hp/30;\n if(user.atk > target.def){\n i += (user.atk - target.def)*( 1 + user.level*user.atk/2048);\n }\n i -= target.block;\n i = Math.max(i, 0);\n i = Math.min(target.hp - 1, i);\n i = Math.floor(i);\n target.gainHp(-i);\n target.startDamagePopup();\n target._bleed -= 1;\n user.setStateCounter(71, user._bleed);\n if(target._bleed = 0){\n target.removeState(71);\n }\n}\n}\n</Custom Respond Effect>","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":72,"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":74,"autoRemovalTiming":2,"chanceByDamage":100,"traits":[{"code":22,"dataId":0,"value":-0.9},{"code":22,"dataId":1,"value":-0.5}],"iconIndex":19,"maxTurns":6,"message1":"暂时失去了视力!","message2":"暂时失去了视力!","message3":"","message4":"的视力恢复了!","minTurns":4,"motion":0,"name":"致盲","note":"<Custom Apply Effect>\nvar random = Math.floor(Math.random() * 10 + 1);\nif (random <= 3) {\n user.addState(148);\n}\n</Custom Apply Effect>","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
@ -326,7 +326,7 @@ null,
{"id":324,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"电弧","note":"<Custom Battle Effect>\nuser._atktimes = 0;\n</Custom Battle Effect>\n\n<Custom Establish Effect>\nif(this.isSkill() && (this.item().meta.技能类型 == '普攻' || this.item().meta.技能类型 == '类普攻') && user.atk > 10 ){\n user._atktimes = user._atktimes || 0;\n user._atktimes += 1;\n if(user._atktimes == 4){\n user._atktimes = 0;\n BattleManager.queueForceAction(user, 507, -2);\n }\n }\n</Custom Establish Effect>","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":325,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"迅捷强击被动","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() && (this.item().meta.技能类型 == '类普攻' || this.item().meta.技能类型 == '技能')&& user.atk > 10 && user._stratkcd == 0){\n user.addState(326);\n }\n}\n</Custom Initiate Effect>\n\n<Custom Establish Effect>\nif(this.isSkill() && (this.item().meta.技能类型 == '普攻' || this.item().meta.技能类型 == '类普攻' )&& user.isStateAffected(326)){\n BattleManager.queueForceAction(user, 506, -2);\n user.removeState(326);\n user._stratkcd = 4;\n}\n</Custom Establish Effect>","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":326,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":123,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"迅捷强击","note":"","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":327,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"破败","note":"<Custom Establish Effect>\nthis._pcirate = this._pcirate || 1;\ntarget._block = target._block || 0;\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.atk > 10 ){\nvar h = user.atk - target.def;\nvar i = target.mhp*0.06;\ni += h*(2 + target.level *h/2048);\ni = Math.floor(i);\nvar j = Math.floor(target.mhp*0.04);\nvar k = Math.floor(Math.min(Math.max(i, j), 20000) * this._pcirate);\nk -= target._block*10;\nk = Math.max(k, 0);\nk = Math.min(target.hp - 1, k);\ntarget._defence = target._defence || 0; \nif( k > 0 && target._defence > 0){\n target.gainHp(0); \n target.startDamagePopup();\n target._defence -= 1;\n target.setStateCounter(213, target._defence);\n if (target._defence <= 0){ \n target.removeState(213); \n }\n}\nelse{\n if(target.barrierPoints() > 0){\n target.loseBarrier(Math.floor(-k*1.5));\n }\n else{\n target.gainHp(-k); \n target.startDamagePopup();\n }\n}\n}\n</Custom Establish Effect>","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":327,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"破败","note":"<Custom Establish Effect>\nthis._pcirate = this._pcirate || 1;\ntarget._block = target._block || 0;\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.atk > 10 ){\nvar i = target.hp*0.06;\nvar h = user.atk - target.def;\ni += h*(1 + h*target.level/2048);\nvar j = target.hp*0.04;\ni = Math.max(i,j);\ni *= this._pcirate;\ni -= target._block;\ni = Math.min(i, 4000, target.hp - 1);\ni = Math.floor(i);\ntarget._defence = target._defence || 0; \nif( i > 0 && target._defence > 0){\n target.gainHp(0); \n target.startDamagePopup();\n target._defence -= 1;\n target.setStateCounter(213, target._defence);\n if (target._defence <= 0){ \n target.removeState(213); \n }\n}\nelse{\n if(target.barrierPoints() > 0){\n target.loseBarrier(Math.floor(-i*2));\n }\n else{\n target.gainHp(-i); \n target.startDamagePopup();\n }\n}\n}\n</Custom Establish Effect>","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":328,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"冰霜溅射","note":"<Custom Battle Effect>\nuser._icecd = 0;\n</Custom Battle Effect>\n\n<Custom Turn End Effect>\nuser._icecd = user._icecd || 0;\nuser._icecd = Math.max(user._icecd - 1, 0);\n</Custom Turn End Effect>\n\n<Custom Establish Effect>\nif(this.isSkill() && this.item().meta.技能类型 == '技能' \n && this.isMagical() && user.mat > 10 && user._icecd == 0){\n BattleManager.queueForceAction(user, 508, -2);\n user._icecd = 5;\n}\n</Custom Establish Effect>","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":329,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"奥术波动","note":"<Custom Battle Effect>\nuser._wavecd = 0;\n</Custom Battle Effect>\n\n<Custom Turn End Effect>\nuser._wavecd = user._wavecd || 0;\nuser._wavecd = Math.max(user._wavecd - 1, 0);\n</Custom Turn End Effect>\n\n<Custom Establish Effect>\nif(this.isSkill() && this.item().meta.技能类型 == '技能' \n && this.isMagical() && user.mat > 10 && user._wavecd == 0){\n BattleManager.queueForceAction(user, 509, -2);\n user._wavecd = 5;\n}\n</Custom Establish Effect>","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":330,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"迟滞之环","note":"<Custom Battle Effect>\nuser._ringcd = 0;\n</Custom Battle Effect>\n\n<Custom Turn End Effect>\nuser._ringcd = user._ringcd || 0;\nuser._ringcd = Math.max(user._ringcd - 1, 0);\n</Custom Turn End Effect>\n\n<Custom Establish Effect>\nif(this.isSkill() && this.item().meta.技能类型 == '技能' \n && this.isMagical() && user.mat > 10 && user._ringcd == 0){\n BattleManager.queueForceAction(user, 510, -2);\n user._ringcd = 5;\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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