改南宫五月、南宫三八、伊扎克斯数值,修复莉莉三段普攻寻敌异常的问题;

main
戴面具的乐子人 11 months ago
parent 816f4f3808
commit 3bfb7f205a

@ -22,6 +22,7 @@
## 更新记录
- **2024/1/27****乐子人**;改南宫五月、南宫三八、伊扎克斯数值,修复莉莉三段普攻寻敌异常的问题;
- **2024/1/22****乐子人**初步改数值1.23 接着改数值1.25 改薇薇安数值;
- **2024/1/20****枪兵**;一点点剧情,草原地图;
- **2024/1/20****乐子人**写入天赋微调数值1.21, 0点再次写入天赋; 1.21 13点再次写入天赋1.21 17点再次写入天赋

@ -1,6 +1,6 @@
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{"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 this._bsaffective = 0.5;\n</Before Eval>\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":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":true,"elementId":16,"formula":"90 + 3*a.level + 4/5*a.mat","type":5,"variance":5},"description":"吸取敌人生命造成90+3*\\c[17]Lv\\c[0]+0.8\\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":[{"code":21,"dataId":94,"value1":0.1,"value2":0}],"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: 2>\n<Cooldown Steps: 1>\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":true,"elementId":16,"formula":"160 + 7/2*a.level + 4/5*a.mat","type":5,"variance":5},"description":"吸取敌人生命造成160+3.5*\\c[17]Lv\\c[0]+0.8\\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":[{"code":21,"dataId":94,"value1":0.2,"value2":0}],"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: 2>\n<Cooldown Steps: 1>\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":true,"elementId":16,"formula":"240 + 4*a.level + 4/5*a.mat","type":5,"variance":5},"description":"吸取敌人生命造成240+4*\\c[17]Lv\\c[0]+0.8\\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":[{"code":21,"dataId":94,"value1":0.3,"value2":0}],"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: 2>\n<Cooldown Steps: 1>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":25,"tpGain":5},
@ -61,9 +61,9 @@ null,
{"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]+0.8\\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 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 this._times = this._times || 0;\n this._times += 1;\n if(this._times == 1){\n target.startAnimation(15); }\n</Before Eval>\n\n<damage formula>\nvalue = 140;\nvalue += user.mat*4/5;\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":1,"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]+0.8\\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 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 this._times = this._times || 0;\n this._times += 1;\n if(this._times == 1){\n target.startAnimation(15); }\n</Before Eval>\n\n<damage formula>\nvalue = 210;\nvalue += user.mat*4/5;\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":1,"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]+0.8\\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 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 this._times = this._times || 0;\n this._times += 1;\n if(this._times == 1){\n target.startAnimation(15); }\n</Before Eval>\n\n<damage formula>\nvalue = 280;\nvalue += user.mat*4/5;\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":1,"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150+5%\\c[18]Mhp\\c[0]+0.7\\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*0.7 + user.mhp/20 + 150;\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},
{"id":63,"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200+6%\\c[18]Mhp\\c[0]+0.7\\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II","note":"<Hide if Learned Skill: 64>\n<Learn Cost: 8 JP>\n<Learn Require Skill: 62>\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(63,+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*0.7 + user.mhp*3/50 + 200;\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":2,"successRate":100,"tpCost":0,"tpGain":5},
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{"id":122,"animationId":33,"damage":{"critical":false,"elementId":10,"formula":"1+(a.mat * 12/5 - b.mdf)*(a.level*a.mat/2048+2)","type":1,"variance":5},"description":"释放单向强光影响敌人视觉,并释放精神冲击造成伤害的技能,\n可破除\\is[398]","effects":[{"code":22,"dataId":123,"value1":1,"value2":0},{"code":21,"dataId":74,"value1":1,"value2":0}],"hitType":2,"iconIndex":414,"message1":"使用了%1","message2":"","mpCost":2,"name":"光爆术","note":"<技能类型:技能>\n<Learn Cost: 8 JP>\n<Learn Require Skill: 121>\n\n<Cooldown: 4>\n<Cooldown Steps: 1>\n\n<Barrier Penetration: 40%>\n<Before Eval>\nthis. _bpt = 0.4;\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":1,"successRate":100,"tpCost":10,"tpGain":0},
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{"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":"1+(a.atk * 2+a.mat+a.agi/200 - b.def-b.mdf/5)*(a.level*a.atk/2048+2)","type":1,"variance":5},"description":"\\c[18]<类普攻>\\c[0] 对全体敌人射出流血箭,\n造成物理伤害并附加20层\\it[102]","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":"1+(a.atk * 2+a.mat+a.agi/200 - b.def-b.mdf/5)*(a.level*a.atk/2048+2)","type":1,"variance":5},"description":"\\c[18]<类普攻>\\c[0] 对全体敌人射出流血箭,\n造成物理伤害并附加30层\\it[102]","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":"1+(a.atk * 2+a.mat+a.agi/200 - b.def-b.mdf/5)*(a.level*a.atk/2048+2)","type":1,"variance":5},"description":"\\c[18]<类普攻>\\c[0] 对全体敌人射出流血箭,\n造成物理伤害并附加40层\\it[102]","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":"20+(a.atk * 3/2+a.mat - b.def-b.mdf/5)*(a.level*a.atk/2048+2)","type":1,"variance":5},"description":"\\c[17]<30%额外命中>\\c[0] \\c[18]<类普攻>\\c[0] \n对一个目标连续进行三次射击","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":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":30,"tpGain":0},
{"id":130,"animationId":0,"damage":{"critical":true,"elementId":-1,"formula":"20+(a.atk * 7/4+a.mat - b.def-b.mdf/7)*(a.level*a.atk/2048+2)","type":1,"variance":5},"description":"\\c[17]<40%额外命中>\\c[0] \\c[18]<类普攻>\\c[0]\n对一个目标连续进行三次射击","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":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":30,"tpGain":0},
{"id":131,"animationId":0,"damage":{"critical":true,"elementId":-1,"formula":"20+(a.atk * 2+a.mat - b.def-b.mdf/9)*(a.level*a.atk/2048+2)","type":1,"variance":5},"description":"\\c[17]<50%额外命中>\\c[0] \\c[18]<类普攻>\\c[0]\n对一个目标连续进行三次射击","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":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":30,"tpGain":0},
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{"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},
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{"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},
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{"id":138,"animationId":205,"damage":{"critical":false,"elementId":8,"formula":"b.mhp/32+(b.mhp-b.hp)/10+a.mat*2*(1+a.level/130)","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($gameTroop.members()[this._targetIndex - 1]);\ntargets.push($gameTroop.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},
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@ -214,7 +214,7 @@ null,
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{"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":" <Hit Reward: Add State 295>\n <Hit Reward: Remove State 294>\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<Before Eval>\nuser._agatktimes = user._agatktimes || 0;\nif(user.isStateAffected(292) && user._agatktimes > 0){\n user._agatktimes -= 1;\n if(user._agatktimes <= 0){\n user.removeState(292);\n }\n }\n</Before Eval>\n\n<damage formula>\n value = 1;\n if(user.isStateAffected(292) && user._agatktimes > 0){\n value += (user.atk * 2 - target.def*0.85);\n }\n else{\n value += (user.atk * 2 - target.def);\n }\n value *= 0.6;\n value *= (user.level*user.atk/2048+2);\n if(user.isStateAffected(298)){\n value += (user.isLearnedSkill(222)?2000: 0);\n value += (user.isLearnedSkill(221)?1800: 0);\n value += (user.isLearnedSkill(220)?800: 0);\n value += (user.isLearnedSkill(219)?325: 0);\n value += (user.isLearnedSkill(218)?75: 0);\n }\n if(target.isStateAffected(58) || target.isStateAffected(70) ){\n value *= 1.2;\n }\n value = Math.floor(value);\n</damage formula>\n\n","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":"<Hit Reward: Add State 296>\n<Hit Reward: Remove State 295>\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>\nuser._agatktimes = user._agatktimes || 0;\nif(user.isStateAffected(292) && user._agatktimes > 0){\n user._agatktimes -= 1;\n if(user._agatktimes <= 0){\n user.removeState(292);\n }\n }\n</Before Eval>\n\n<damage formula>\n this._times = this._times || 1;\n value = 1;\n if(user.isStateAffected(292) && user._agatktimes > 0){\n value += 1/2*(user.atk * 2 - target.def*0.85);\n }\n else{\n value += 1/2*(user.atk * 2 - target.def);\n }\n value *= (user.level*user.atk/2048+2);\n if(user.isStateAffected(298)){\n value += (user.isLearnedSkill(222)?2000: 0);\n value += (user.isLearnedSkill(221)?1800: 0);\n value += (user.isLearnedSkill(220)?800: 0);\n value += (user.isLearnedSkill(219)?325: 0);\n value += (user.isLearnedSkill(218)?75: 0);\n }\n value *= (target.isStateAffected(56) ? 13/10 : 1);\n value = Math.floor(value);\n if(this._times == 1){\n value *= 3\n }\n this._times += 1;\n</damage formula>\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":1,"repeats":1,"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":"<Hit Reward: Add State 296>\n<Hit Reward: Remove State 295>\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>\nuser._agatktimes = user._agatktimes || 0;\nif(user.isStateAffected(292) && user._agatktimes > 0){\n user._agatktimes -= 1;\n if(user._agatktimes <= 0){\n user.removeState(292);\n }\n }\n</Before Eval>\n\n<damage formula>\n this._times = this._times || 1;\n value = 1;\n if(user.isStateAffected(292) && user._agatktimes > 0){\n value += 1/2*(user.atk * 2 - target.def*0.85);\n }\n else{\n value += 1/2*(user.atk * 2 - target.def);\n }\n value *= (user.level*user.atk/2048+2);\n if(user.isStateAffected(298)){\n value += (user.isLearnedSkill(222)?2000: 0);\n value += (user.isLearnedSkill(221)?1800: 0);\n value += (user.isLearnedSkill(220)?800: 0);\n value += (user.isLearnedSkill(219)?325: 0);\n value += (user.isLearnedSkill(218)?75: 0);\n }\n value *= (target.isStateAffected(56) ? 13/10 : 1);\n value = Math.floor(value);\n if(this._times == 1){\n value *= 3\n }\n this._times += 1;\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":"<Hit Reward: Add State 293>\n<Hit Reward: Remove State 296>\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<Before Eval>\nuser._agatktimes = user._agatktimes || 0;\nif(user.isStateAffected(292) && user._agatktimes > 0){\n user._agatktimes -= 1;\n if(user._agatktimes <= 0){\n user.removeState(292);\n }\n }\n</Before Eval>\n\n<After Eval>\nuser.removeState(296);\nuser.addState(293);\n</After Eval>\n\n<damage formula>\n value = 1;\n if(user.isStateAffected(292) && user._agatktimes > 0){\n value += (user.atk * 3 - target.def*0.6);\n }\n else{\n value += (user.atk * 3 - target.def*0.75);\n }\n value *= (user.level*user.atk/2048+2);\n if(user.isStateAffected(298)){\n value += (user.isLearnedSkill(222)?2000: 0);\n value += (user.isLearnedSkill(221)?1800: 0);\n value += (user.isLearnedSkill(220)?800: 0);\n value += (user.isLearnedSkill(219)?325: 0);\n value += (user.isLearnedSkill(218)?75: 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":"","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":218,"animationId":43,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"莉莉集中注意力,接下来四回合的普通攻击,每次伤害\n增加75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},

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@ -33,7 +33,7 @@ var $plugins =
{"name":"YEP_SkillCore","status":true,"description":"v1.11 技能核心☁️","parameters":{"---全局---":"","Cost Padding":"4","Command Alignment":"center","Window Columns":"2","---HP 费用---":"","HP Format":"%1%2","HP Font Size":"20","HP Text Color":"18","HP Icon":"162","---MP 费用---":"","MP Format":"%1%2","MP Font Size":"20","MP Text Color":"23","MP Icon":"165","---TP 费用---":"","TP Format":"%1%2","TP Font Size":"20","TP Text Color":"29","TP Icon":"164"}},
{"name":"YEP_MessageCore","status":true,"description":"v1.17 信息核心","parameters":{"---General---":"","Default Rows":"4","Default Width":"Graphics.boxWidth","Face Indent":"Window_Base._faceWidth + 24","Fast Forward Key":"pagedown","Enable Fast Forward":"true","Word Wrapping":"false","Description Wrap":"false","Word Wrap Space":"false","Tight Wrap":"false","---Font---":"","Font Name":"GameFont","Font Size":"28","Font Size Change":"12","Font Changed Max":"96","Font Changed Min":"12","Font Outline":"4","Maintain Font":"false","---Name Box---":"","Name Box Buffer X":"-28","Name Box Buffer Y":"0","Name Box Padding":"this.standardPadding() * 4","Name Box Color":"0","Name Box Clear":"false","Name Box Added Text":"\\c[6]","Name Box Auto Close":"false"}},
{"name":"YEP_ItemCore","status":true,"description":"v1.30 Changes the way Items are handled for your game\r\nand the Item Scene, too.","parameters":{"---General---":"","Max Items":"999","Max Weapons":"999","Max Armors":"999","Starting ID":"3000","Random Variance":"0","Negative Variance":"false","Name Format":"%1%2%3%4","Name Spacing":"true","Boost Format":"(+%1)","---Item Scene---":"","Updated Scene Item":"true","List Equipped Items":"false","Show Icon":"true","Icon Size":"128","Font Size":"20","Command Alignment":"center","Recovery Format":"%1 Heal","Add State":"+State","Add Buff":"+Buff","Remove State":"-State","Remove Buff":"-Buff","Maximum Icons":"4","Use Command":"使用 %1","Carry Format":"%1/%2","--Independent Items--":"","Midgame Note Parsing":"false"}},
{"name":"YEP_StatusMenuCore","status":true,"description":"v1.01a 身份状态菜单核心☁️","parameters":{"---设置---":"","Command Order":"General Attributes Elements States Custom Cancel","Command Window Width":"240","Command Window Rows":"4","Command Alignment":"center","---全局---":"","General Command":"角色状态","Parameters Text":"状态窗口","Experience Text":"经验窗口","Total Format":"经验整体显示","EXP Gauge Color 1":"30","EXP Gauge Color 2":"31","---参数---":"","Parameters Command":"角色属性","Graph Text":"属性图","ATK Color":"#ed1c24 #f26c4f","DEF Color":"#f7941d #fdc689","MAT Color":"#605ca8 #bd8cbf","MDF Color":"#448ccb #a6caf4","AGI Color":"#39b54a #82ca9c","LUK Color":"#fff568 #fffac3","---抵制颜色---":"","Above 300%":"10","200% to 300%":"20","150% to 200%":"14","120% to 150%":"6","100% to 120%":"0","80% to 100%":"24","50% to 80%":"29","1% to 50%":"23","Exactly 0%":"31","Below 0%":"27","---元素---":"","Elements Command":"元素抗性","Elements Decimal":"3","Element Column 1":"1 10 14 15 18 17","Element Column 2":"2 3 4 5 6 7","Element Column 3":"16 8 9 11 13 12","Element Column 4":"","---状态---":"","States Command":"异常状态","States Decimal":"2","States Column 1":"1 57 59 61 60 58","States Column 2":"62 63 93 90 66 95","States Column 3":"","States Column 4":"","---属性---":"","Attributes Command":"特殊属性","Attribute Font Size":"20","Attribute Decimal":"0","Attributes Column 1":"exr hit eva cri cev tgr","Attributes Column 2":"hrg mrg trg mcr tcr exr","Attributes Column 3":"cnt mrf rec pha grd fdr","Attributes Column 4":"","hit Name":"命中率","eva Name":"闪避率","cri Name":"暴击率","cev Name":"暴击抵抗率","mev Name":"魔法闪避率","mrf Name":"魔法反射率","cnt Name":"反击率","hrg Name":"HP回复率","mrg Name":"MP回复率","trg Name":"TP回复率","tgr Name":"被敌人攻击率","grd Name":"防御率","rec Name":"恢复效果比例","pha Name":"药水恢复比例","mcr Name":"MP消耗率","tcr Name":"TP消耗率","pdr Name":"承受物理伤害率","mdr Name":"承受魔法伤害率","fdr Name":"承受地面伤害率","exr Name":"经验获取率"}},
{"name":"YEP_StatusMenuCore","status":true,"description":"v1.01a 身份状态菜单核心☁️","parameters":{"---设置---":"","Command Order":"General Attributes Elements States Custom Cancel","Command Window Width":"240","Command Window Rows":"4","Command Alignment":"center","---全局---":"","General Command":"角色状态","Parameters Text":"状态窗口","Experience Text":"经验窗口","Total Format":"经验整体显示","EXP Gauge Color 1":"30","EXP Gauge Color 2":"31","---参数---":"","Parameters Command":"角色属性","Graph Text":"属性图","ATK Color":"#ed1c24 #f26c4f","DEF Color":"#f7941d #fdc689","MAT Color":"#605ca8 #bd8cbf","MDF Color":"#448ccb #a6caf4","AGI Color":"#39b54a #82ca9c","LUK Color":"#fff568 #fffac3","---抵制颜色---":"","Above 300%":"10","200% to 300%":"20","150% to 200%":"14","120% to 150%":"6","100% to 120%":"0","80% to 100%":"24","50% to 80%":"29","1% to 50%":"23","Exactly 0%":"31","Below 0%":"27","---元素---":"","Elements Command":"元素抗性","Elements Decimal":"3","Element Column 1":"1 10 14 15 18 17","Element Column 2":"2 3 4 5 6 7","Element Column 3":"16 8 9 11 13 12","Element Column 4":"","---状态---":"","States Command":"异常状态","States Decimal":"2","States Column 1":"1 57 59 61 60 58","States Column 2":"62 63 93 90 66 95","States Column 3":"","States Column 4":"","---属性---":"","Attributes Command":"特殊属性","Attribute Font Size":"20","Attribute Decimal":"0","Attributes Column 1":"exr hit eva cri cev tgr","Attributes Column 2":"hrg mrg trg mcr tcr exr","Attributes Column 3":"cnt mrf rec pha grd fdr","Attributes Column 4":"","hit Name":"命中率","eva Name":"闪避率","cri Name":"暴击率","cev Name":"暴击抵抗率","mev Name":"魔法闪避率","mrf Name":"比例穿透","cnt Name":"反击率","hrg Name":"HP回复率","mrg Name":"MP回复率","trg Name":"TP回复率","tgr Name":"被敌人攻击率","grd Name":"防御率","rec Name":"恢复效果比例","pha Name":"药水恢复比例","mcr Name":"MP消耗率","tcr Name":"TP消耗率","pdr Name":"承受物理伤害率","mdr Name":"承受魔法伤害率","fdr Name":"承受地面伤害率","exr Name":"经验获取率"}},
{"name":"--------------------","status":true,"description":"------------------------------------------------------------","parameters":{}},
{"name":"YEP_X_BattleSysATB","status":true,"description":"v1.25 时间槽战斗系统☁️","parameters":{"---ATB 设置---":"","Per Tick":"user.agi","Initial Speed":"0","Full Gauge":"Math.max(5000, BattleManager.highestBaseAgi() * 100)","Charge Gauge":"0","Pre-Emptive Bonuses":"0.8","Surprise Bonuses":"0.8","---逃跑---":"","Escape Ratio":"0.25 * $gameParty.agility() / $gameTroop.agility()","Fail Escape Boost":"0.025","---Turn---":"","Full Turn":"Math.min(200, BattleManager.lowestBaseAgi() * 8)","Flash Enemy":"true","---Rubberband---":"","Enable Rubberband":"false","Minimum Speed":"0.1 * BattleManager.highestBaseAgi()","Maximum Speed":"10 * BattleManager.highestBaseAgi()","---准备音乐---":"","Ready Sound":"Decision1","Ready Volume":"90","Ready Pitch":"120","Ready Pan":"0","---选项---":"","ATB Speed Text":"ATB速度","Default ATB Speed":"10","---窗口---":"","Lock Status Window":"true","Gauge Style":"1","Gauge Text":"Turn","Gauge Text Align":"center","ATB Gauge Color 1":"13","ATB Gauge Color 2":"5","Slow Gauge Color 1":"12","Slow Gauge Color 2":"4","Fast Gauge Color 1":"26","Fast Gauge Color 2":"27","Stop Gauge Color 1":"7","Stop Gauge Color 2":"8","Full Gauge Color 1":"14","Full Gauge Color 2":"6","Charge Gauge Color 1":"2","Charge Gauge Color 2":"10"}},
{"name":"YEP_BattleStatusWindow","status":true,"description":"v1.09 A simple battle status window that shows the\nfaces of your party members in horizontal format.","parameters":{"---Visual---":"","No Action Icon":"16","Name Font Size":"20","Param Font Size":"20","Param Y Buffer":"7","Param Current Max":"true","Adjust Columns":"false","State Icons Row":"1","---Actor Switching---":"","Left / Right":"true","PageUp / PageDown":"true","Allow Turn Skip":"true","---Front View---":"","Show Animations":"true","Show Sprites":"true","Align Animations":"true","X Offset":"24","Y Offset":"-16"}},
@ -50,7 +50,7 @@ var $plugins =
{"name":"YEP_X_CounterControl","status":true,"description":"v1.07 反击控制","parameters":{"---General---":"","Queue Max":"20","---Default Traits---":"","Counter Skill":"1","Evade Counter":"false","Counter Name":"Counter-%1","Counter Icon":"78","Counter Total":"1","Ally Counter":"false","--Default Conditions-":"","Physical":"true","Single Target":"true","Not Counter":"false"}},
{"name":"YEP_X_SkillCooldowns","status":true,"description":"v1.11 技能冷却☁️","parameters":{"---冷却时间---":"","Cooldown Format":"%1CD","Cooldown Font Size":"20","Cooldown Text Color":"6","Cooldown Icon":"75","Cooldown After Battle":"0","Cooldown Steps":"5","Cooldown Bypass":"1, 2","---热身---":"","Warmup Format":"%1WU","Warmup Font Size":"20","Warmup Text Color":"4","Warmup Icon":"75","---战斗核心---":"","Time Based":"false","Turn Time":"100"}},
{"name":"YEP_X_SkillCostItems","status":true,"description":"v1.03 技能消耗物品☁️","parameters":{"---全局---":"","Cost Style":"2","Font Size":"20","Amount Format":"×%1","Amount Y Buffer":"4","---计量表---":"","Gauge Color 1":"13","Gauge Color 2":"5","Display Name":"true","Text Color":"16"}},
{"name":"YEP_X_CriticalControl","status":true,"description":"v1.03 暴击控制","parameters":{"Critical Rate Formula":"rate = (user.cri - target.cev)*Math.min(Math.max(user.luk/target.luk, 0.8), 1.2);","Critical Multplier Formula":"value *= Math.min(2.0 + bonus, 4);","Flat Critical Formula":"value += ((baseDamage >= 0) ? 1 : -1) * 2 * user.luk + bonus;"}},
{"name":"YEP_X_CriticalControl","status":true,"description":"v1.03 暴击控制","parameters":{"Critical Rate Formula":"rate = user.cri - target.cev;","Critical Multplier Formula":"value *= Math.min(2.0 + bonus, 3);","Flat Critical Formula":"value += Math.min(bonus, 600);"}},
{"name":"YEP_AbsorptionBarrier","status":true,"description":"v1.05 吸收屏障☁️","parameters":{"Barrier State":"23","Barrier Color 1":"13","Barrier Color 2":"5","Barrier Animation":"0","Break Animation":"0","Barrier Popup":"255, 0, 255, 160","Display 0 HP Damage":"false","Clear Per Battle":"true","Clear on Death":"true","Default Penetration Rate":"0","Default Penetration Flat":"0"}},
{"name":"YEP_X_ItemRequirements","status":true,"description":"v1.01 物品使用限制★","parameters":{}},
{"name":"YEP_X_ItemCategories","status":true,"description":"v1.01 (Requires YEP_ItemCore.js) Assign items to various\r\ncategories under the item menu.","parameters":{"---General---":"","Category Order":"Category:消耗品, Category:合成材料, Category:任务道具, Category:配方书, Category:天赋石, Category:武器, Category:防具, Category:饰品","---Naming---":"","Hidden Item A":"合成材料","Hidden Item B":"任务道具","Consumable":"Consumable","Nonconsumable":"Nonconsumable","Always Usable":"Usable","Battle Usable":"Battle","Field Usable":"Field","Never Usable":"Misc"}},

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