1.28改莉莉数值;

main
戴面具的乐子人 11 months ago
parent 3bfb7f205a
commit 3c9a41b49b

@ -22,7 +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;
- **2024/1/27****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;1.28改莉莉数值;
- **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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@ -15,7 +15,7 @@ null,
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@ -7,9 +7,9 @@ null,
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{"id":12,"animationId":0,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"持续替血量最少的队友抵挡攻击持续三回合\n获得\\it[178]","effects":[{"code":21,"dataId":179,"value1":1,"value2":0}],"hitType":0,"iconIndex":130,"message1":"准备掩护队友!","message2":"","mpCost":0,"name":"掩护II","note":"<Hide if Learned Skill: 13>\n<Learn Cost: 7 JP>\n<Learn Require Skill: 11>\n\n<技能类型:技能>\n\n<Cooldown: 7>\n<Cooldown Steps: 10>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":11,"speed":0,"stypeId":1,"successRate":100,"tpCost":25,"tpGain":0},
{"id":13,"animationId":0,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"持续替血量最少的队友抵挡攻击持续四回合\n获得\\it[179]","effects":[{"code":21,"dataId":180,"value1":1,"value2":0}],"hitType":0,"iconIndex":130,"message1":"准备掩护队友!","message2":"","mpCost":0,"name":"掩护III","note":"<技能类型:技能>\n<Learn Cost: 9 JP>\n<Learn Require Skill: 13>\n\n\n<Cooldown: 7>\n<Cooldown Steps: 10>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":11,"speed":1000,"stypeId":1,"successRate":100,"tpCost":30,"tpGain":0},
@ -22,8 +22,8 @@ null,
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{"id":26,"animationId":35,"damage":{"critical":false,"elementId":17,"formula":"a.atk + a.level*5/2 + 200","type":1,"variance":0},"description":"\\c[18]<无视护盾>\\c[0] 来自《惊悚乐园》的因果律技能,可以百分百绊倒直立的敌人\n施加\\it[45])并造成 200+2.5*\\c[17]Lv\\c[0]+1.0\\c[18]ad\\c[0] 点\\c[17]真实伤害\\c[0]","effects":[{"code":21,"dataId":45,"value1":1,"value2":0}],"hitType":0,"iconIndex":305,"message1":"使用了%1","message2":"","mpCost":0,"name":"熊孩子的下鞭腿II","note":"<Hide if Learned Skill: 27>\n<Bypass Barrier>\n\n<Learn Cost: 6 JP>\n<Learn Require Skill: 25>\n\n<技能类型:技能>\n\n<Before Eval>\n this._bsaffective = 0.2;\n</Before Eval>\n\n<Cooldown: 7>\n<Cooldown Steps: 10>\n\n<Before Eval>\nthis. _bpt = 1;\n</Before Eval>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":3,"successRate":100,"tpCost":25,"tpGain":0},
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@ -138,7 +138,7 @@ null,
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@ -173,7 +173,7 @@ null,
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@ -187,12 +187,12 @@ null,
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{"id":199,"animationId":0,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"伊丽莎白所有机械装置的中枢核心,升级可以\n降低机械技能的消耗或提升它们的威力","effects":[],"hitType":0,"iconIndex":351,"message1":"","message2":"","mpCost":0,"name":"机械中枢II","note":"<Hide if Learned Skill: 200>\n<Bypass Cooldown>\n<Learn Cost: 3000 Gold>\n<Learn Cost>\n Item 82: 1 \n</Learn Cost>","occasion":3,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":0,"speed":0,"stypeId":3,"successRate":100,"tpCost":0,"tpGain":0},
{"id":200,"animationId":0,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"伊丽莎白所有机械装置的中枢核心,升级可以\n降低机械技能的消耗或提升它们的威力","effects":[],"hitType":0,"iconIndex":351,"message1":"","message2":"","mpCost":0,"name":"机械中枢III","note":"<Bypass Cooldown>\n<Learn Cost: 6000 Gold>\n<Learn Cost>\n Item 83: 1 \n</Learn Cost>","occasion":3,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":0,"speed":0,"stypeId":3,"successRate":100,"tpCost":0,"tpGain":0},
{"id":201,"animationId":206,"damage":{"critical":false,"elementId":8,"formula":"","type":1,"variance":5},"description":"伊丽莎白特制榴弹,对全体敌人造成圣属性伤害;对全体己方恢复生命\n\\c[17]【过热增幅】\\c[0] 数值增加50%","effects":[],"hitType":0,"iconIndex":72,"message1":"使用了%1","message2":"","mpCost":0,"name":"圣光榴弹","note":"<技能类型:技能>\n\n<Skill 201 Cooldown: 5>\n<Skill 307 Cooldown: 5>\n<Cooldown Steps: 1>\n\n<Before Eval>\n this._bsaffective = 0;\n</Before Eval>\n\n<Pre-Damage Eval>\nif (target.isActor() === user.isActor()) { \n value = -1 * Math.abs(value);\n}\n</Pre-Damage Eval>\n\n<Before Eval>\nthis._times = this._times || 0 ;\nuser._charge = user._charge || 0 ;\nthis._times +=1 ;\nif(this._times == 1){\n if(user.isStateAffected(372)){}\n else{\n user._charge += 1;\n if(user._charge == 3){\n user.addState(372);\n user._charge = 0 ;\n }\n }\n}\n</Before Eval>\n\n<Custom Show Eval>\n if (user.isStateAffected(372)) {\n visible = false;\n } else {\n visible = true;\n }\n </Custom Show Eval>\n\n<Target: Everybody>\n\n <MP Cost: 5%>\n\n<Damage Formula>\nif (target.isActor() === user.isActor()) {\n value = user.mat * (3/2 + (user.isLearnedSkill(199)? 1/2 : 0) + (user.isLearnedSkill(200)? 1/2 : 0));\n value *= (2+user.mat*user.level/2048)/2; \n} else {\n value = user.mat * (3/2 + (user.isLearnedSkill(199)? 1/2 : 0) + (user.isLearnedSkill(200)? 1/2 : 0));\n value -= target.mdf;\n value *= (2+user.mat*user.level/2048)/2; \n}\n</Damage Formula>\n","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":0,"speed":0,"stypeId":3,"successRate":100,"tpCost":5,"tpGain":10},
{"id":201,"animationId":206,"damage":{"critical":false,"elementId":8,"formula":"","type":1,"variance":5},"description":"伊丽莎白特制榴弹,对全体敌人造成圣属性伤害;对全体己方恢复生命\n\\c[17]【过热增幅】\\c[0] 数值增加30%","effects":[],"hitType":0,"iconIndex":72,"message1":"使用了%1","message2":"","mpCost":0,"name":"圣光榴弹","note":"<技能类型:技能>\n\n<Skill 201 Cooldown: 5>\n<Skill 307 Cooldown: 5>\n<Cooldown Steps: 1>\n\n<Before Eval>\n this._bsaffective = 0;\n</Before Eval>\n\n<Pre-Damage Eval>\nif (target.isActor() === user.isActor()) { \n value = -1 * Math.abs(value);\n}\n</Pre-Damage Eval>\n\n<Before Eval>\nthis._times = this._times || 0 ;\nuser._charge = user._charge || 0 ;\nthis._times +=1 ;\nif(this._times == 1){\n if(user.isStateAffected(372)){}\n else{\n user._charge += 1;\n if(user._charge == 3){\n user.addState(372);\n user._charge = 0 ;\n }\n }\n}\n</Before Eval>\n\n<Custom Show Eval>\n if (user.isStateAffected(372)) {\n visible = false;\n } else {\n visible = true;\n }\n </Custom Show Eval>\n\n<Target: Everybody>\n\n <MP Cost: 5%>\n\n<Damage Formula>\nif (target.isActor() === user.isActor()) {\n value = user.mat*7/10 + 120;\n var si = 0.15;\n si += (user.isLearnedSkill(199)? 0.05 : 0) + (user.isLearnedSkill(200)? 0.05 : 0);\n value += (target.mhp-target.hp)*si;\n} else {\n value = user.mat * 7/10 + user.level*3;\n value += (user.isLearnedSkill(199)? 80 : 0) + (user.isLearnedSkill(200)? 80 : 0) + 120;\n}\n</Damage Formula>\n","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":0,"speed":0,"stypeId":3,"successRate":100,"tpCost":5,"tpGain":10},
{"id":202,"animationId":183,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"给全队施加一层\\c[9]\\it[377]\\c[0]受到大于生命上限10%的直接攻击伤害时\n会吸收超出部分 \\c[17]【过热增幅】\\c[0] 增加到2层","effects":[{"code":21,"dataId":19,"value1":1,"value2":0}],"hitType":0,"iconIndex":468,"message1":"使用了%1","message2":"","mpCost":0,"name":"缓冲镀层","note":"<技能类型:技能>\n<Learn Cost: 10 JP>\n<MP Cost: 3%>\n\n<Skill 202 Cooldown: 5>\n<Skill 308 Cooldown: 5>\n<Cooldown Steps: 1>\n\n<Before Eval>\nthis._times = this._times || 0 ;\nuser._charge = user._charge || 0 ;\nthis._times +=1 ;\nif(this._times == 1){\n if(user.isStateAffected(372)){}\n else{\n user._charge += 1;\n if(user._charge == 3){\n user.addState(372);\n user._charge = 0 ;\n }\n }\n}\n</Before Eval>\n\n <Custom TP Cost>\n cost = 35;\n if (user.isLearnedSkill(200)){\n cost -= 5;\n }\n else{\n if (user.isLearnedSkill(199)){\n cost -= 5;\n }\n }\n</Custom TP Cost>\n\n<Custom Show Eval>\n if (user.isStateAffected(372)) {\n visible = false;\n } else {\n visible = true;\n }\n </Custom Show Eval>\n\n<After Eval>\n target._cushion = target._cushion || 0;\n target._cushion += 1;\n user.setStateCounter(377, user._cushion);\n</After Eval>","occasion":0,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":8,"speed":0,"stypeId":3,"successRate":100,"tpCost":35,"tpGain":0},
{"id":203,"animationId":207,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"制造一个力场漩涡,扣减敌方大量护盾并清空行动读条,随机附加\n减速类控制和\\it[57] \\c[17]【过热增幅】\\c[0] 解除全部护盾,\\it[57]几率翻倍","effects":[{"code":21,"dataId":52,"value1":1,"value2":0},{"code":21,"dataId":54,"value1":0.8,"value2":0},{"code":21,"dataId":55,"value1":0.4,"value2":0},{"code":21,"dataId":56,"value1":0.2,"value2":0}],"hitType":0,"iconIndex":424,"message1":"使用了%1","message2":"","mpCost":0,"name":"力场漩涡","note":"<技能类型:技能>\n<Learn Cost: 9 JP>\n\n<Skill 203 Cooldown: 4>\n<Skill 309 Cooldown: 4>\n<Cooldown Steps: 1>\n\n<Before Eval>\nthis._times = this._times || 0 ;\nuser._charge = user._charge || 0 ;\nthis._times +=1 ;\nif(this._times == 1){\n if(user.isStateAffected(372)){}\n else{\n user._charge += 1;\n if(user._charge == 3){\n user.addState(372);\n user._charge = 0 ;\n }\n }\n}\n</Before Eval>\n\n<Custom Show Eval>\n if (user.isStateAffected(372)) {\n visible = false;\n } else {\n visible = ture;\n }\n</Custom Show Eval>\n<Custom MP Cost>\n cost = Math.floor(user.mmp*0.06);\n if (user.isLearnedSkill(200)){\n cost -= Math.floor(user.mmp*0.01);\n }\n else{\n if (user.isLearnedSkill(199)){\n cost -= Math.floor(user.mmp*0.01);\n }\n }\n </Custom MP Cost>\n\n<Custom Target Barrier>\n value = -(500+user.mat*10*(user.level*user.mat/2048+2));\n value = Math.floor(value);\n</Custom Target Barrier>\n\n<Before Eval>\n var random = Math.random();\n if(random > 0.8){\n target.addState(57);\n }\n</Before Eval>\n\n<Cooldown: 5>\n<Cooldown Steps: 5>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":2,"speed":0,"stypeId":3,"successRate":100,"tpCost":0,"tpGain":0},
{"id":204,"animationId":95,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"全队获得\\it[115]并增加10点TP \n\\c[17]【过热增幅】\\c[0] \\it[115]替换为\\it[116]TP增加至15点","effects":[{"code":21,"dataId":19,"value1":1,"value2":0}],"hitType":0,"iconIndex":71,"message1":"使用了%1","message2":"","mpCost":0,"name":"加速引擎","note":"<技能类型:技能>\n<Learn Cost: 7 JP>\n\n<Skill 204 Cooldown: 4>\n<Skill 310 Cooldown: 4>\n<Cooldown Steps: 1>\n\n<MP Cost: 1%>\n\n<Before Eval>\nthis._times = this._times || 0 ;\nuser._charge = user._charge || 0 ;\nthis._times +=1 ;\nif(this._times == 1){\n if(user.isStateAffected(372)){}\n else{\n user._charge += 1;\n if(user._charge == 3){\n user.addState(372);\n user._charge = 0 ;\n }\n }\n}\n</Before Eval>\n\n<Custom Show Eval>\n if (user.isStateAffected(372)) {\n visible = false;\n } else {\n visible = ture;\n }\n</Custom Show Eval>\n\n <Custom TP Cost>\n cost = 30;\n if (user.isLearnedSkill(200)){\n cost -= 5;\n }\n else{\n if (user.isLearnedSkill(199)){\n cost -= 5;\n }\n }\n</Custom TP Cost>\n\n<Before Eval>\n target.gainTp(10);\n target.addState(115);\n</Before Eval>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":8,"speed":0,"stypeId":3,"successRate":100,"tpCost":0,"tpGain":0},
@ -212,31 +212,31 @@ null,
{"id":210,"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":211,"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":212,"animationId":0,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"","effects":[],"hitType":0,"iconIndex":0,"message1":"","message2":"","mpCost":0,"name":"刘莉莉的技能","note":"","occasion":0,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":0,"tpGain":0},
{"id":213,"animationId":-1,"damage":{"critical":true,"elementId":-1,"formula":"","type":1,"variance":5},"description":"莉莉人形态普攻第一段","effects":[{"code":21,"dataId":0,"value1":1,"value2":0}],"hitType":1,"iconIndex":320,"message1":"的突进攻击!","message2":"","mpCost":0,"name":"突进攻击","note":" <Hit Reward: Add State 294>\n <Hit Reward: Add State 113>\n <Hit Reward: Remove State 293>\n <Missed Reward: Add State 293>\n <Missed Reward: Add State 229>\n <Hit Reward: Remove State 229>\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 *= (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 *= Math.min(1+user.agi/400, 2);\n</damage formula>\n\n<Post-Damage Eval>\n if(user.isStateAffected(292)){\n user.addState(167);\n }\n</Post-Damage Eval>\n\n","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":5,"successRate":100,"tpCost":0,"tpGain":10},
{"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);\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":213,"animationId":-1,"damage":{"critical":true,"elementId":-1,"formula":"","type":1,"variance":5},"description":"莉莉人形态普攻第一段","effects":[{"code":21,"dataId":0,"value1":1,"value2":0}],"hitType":1,"iconIndex":320,"message1":"的突进攻击!","message2":"","mpCost":0,"name":"突进攻击","note":"<Hit Reward: Add State 294>\n <Hit Reward: Add State 113>\n <Hit Reward: Remove State 293>\n <Missed Reward: Add State 293>\n <Missed Reward: Add State 229>\n <Hit Reward: Remove State 229>\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<After Eval>\nuser._agatktimes = user._agatktimes || 0;\nif(user.isStateAffected(298) && user._agatktimes > 0){\n user._agatktimes -= 1;\n if(user._agatktimes == 0){\n user.removeState(298);\n }\n }\n</After Eval>\n\n<damage formula>\n value = user.atk + 80 + user.level*3/2;\n if(user.isStateAffected(298)){\n value += (user.isLearnedSkill(222)?120: 0);\n value += (user.isLearnedSkill(221)?100: 0);\n value += (user.isLearnedSkill(220)?90: 0);\n value += (user.isLearnedSkill(219)?60: 0);\n value += (user.isLearnedSkill(218)?40: 0);\n }\n value *= Math.min(1+user.agi/300, 2);\n</damage formula>\n\n<Post-Damage Eval>\n if(user.isStateAffected(292)){\n user.addState(167);\n }\n</Post-Damage Eval>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":5,"successRate":100,"tpCost":0,"tpGain":10},
{"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":"<After Eval>\nuser.removeState(294);\nuser.addState(295);\n</After Eval>\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<After Eval>\nuser._agatktimes = user._agatktimes || 0;\nthis._times = this._times || 0;\nthis._times += 1;\nif(user.isStateAffected(298) && \n user._agatktimes > 0 &&\n this._times == 1){\n user._agatktimes -= 1;\n if(user._agatktimes == 0){\n user.removeState(298);\n }\n }\n</After Eval>\n\n<damage formula>\n value = user.atk/2 + user.level + 60;\n if(user.isStateAffected(298)){\n value += (user.isLearnedSkill(222)?120: 0);\n value += (user.isLearnedSkill(221)?100: 0);\n value += (user.isLearnedSkill(220)?90: 0);\n value += (user.isLearnedSkill(219)?60: 0);\n value += (user.isLearnedSkill(218)?40: 0);\n }\n if(target.isStateAffected(58) || target.isStateAffected(70) ){\n value *= 1.2;\n }\n value = Math.floor(value);\n</damage formula>","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":"<After Eval>\nuser.removeState(295);\nuser.addState(296);\n</After Eval>\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>\nthis._times = this._times || 0;\nthis._times += 1;\nuser._agatktimes = user._agatktimes || 0;\nif(user.isStateAffected(298) && \n user._agatktimes > 0 &&\n this._times == 1){\n user._agatktimes -= 1;\n if(user._agatktimes == 0){\n user.removeState(298);\n }\n }\n</Before Eval>\n\n<damage formula>\n this._times = this._times || 1;\n value = 80 + 2*user.level + user.atk;\n if(user.isStateAffected(298)){\n value += (user.isLearnedSkill(222)?120: 0);\n value += (user.isLearnedSkill(221)?100: 0);\n value += (user.isLearnedSkill(220)?90: 0);\n value += (user.isLearnedSkill(219)?60: 0);\n value += (user.isLearnedSkill(218)?40: 0);\n }\n value *= (target.isStateAffected(56) ? 13/10 : 1);\n value = Math.floor(value/3);\n if(this._times == 1){\n value *= 3\n }\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":"<技能类型:普攻>\n<Bypass Cooldown>\n\n<After Eval>\nuser.removeState(296);\nuser.addState(293);\n</After Eval>\n\n<Before Eval>\n this._bsaffective = 0.7;\n</Before Eval>\n\n<After Eval>\nuser._agatktimes = user._agatktimes || 0;\nif(user.isStateAffected(298) && user._agatktimes > 0){\n user._agatktimes -= 1;\n if(user._agatktimes == 0){\n user.removeState(298);\n }\n }\n</After Eval>\n\n<damage formula>\n value = 100 + user.level*3 + user.atk;\n value *= (user.level*user.atk/2048+2);\n if(user.isStateAffected(298)){\n value += (user.isLearnedSkill(222)?120: 0);\n value += (user.isLearnedSkill(221)?100: 0);\n value += (user.isLearnedSkill(220)?90: 0);\n value += (user.isLearnedSkill(219)?60: 0);\n value += (user.isLearnedSkill(218)?40: 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},
{"id":219,"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400点使用技能\\c[17]增加自身下回合读条60%\\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II","note":"<Hide if Learned Skill: 220,221,222>\n<技能类型:技能>\n<Learn Cost: 8 JP>\n<Learn Require Skill: 218>\n\n<After ATB: 60%>\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},
{"id":220,"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1200点使用技能\\c[17]增加自身下回合读条70%\\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III","note":"<Hide if Learned Skill: 221,222>\n<技能类型:技能>\n<Learn Cost: 10 JP>\n<Learn Require Skill: 219>\n\n<After ATB: 70%>\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},
{"id":221,"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3000点使用技能\\c[17]增加自身下回合读条80%\\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IV","note":"<Hide if Learned Skill: 222>\n<技能类型:技能>\n<Learn Cost: 12 JP>\n<Learn Require Skill: 220>\n\n<After ATB: 80%>\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},
{"id":222,"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5000点使用技能\\c[17]增加自身下回合读条90%\\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V","note":"<技能类型:技能>\n<Learn Cost: 14 JP>\n<Learn Require Skill: 221>\n\n<After ATB: 90%>\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},
{"id":223,"animationId":44,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"进入\\it[292]敏捷增加20%并免疫\\it[46]强化接下来12次普攻无视敌方\n15%护甲(其他强化效果见被动说明),但处于\\it[292]时不可再次使用此技能","effects":[{"code":21,"dataId":292,"value1":1,"value2":0}],"hitType":0,"iconIndex":579,"message1":"进入\\c[17]\\it[292]\\c[0]!","message2":"","mpCost":0,"name":"脱缰模式","note":"<技能类型:技能>\n<Learn Cost: 15 JP>\n\n<After ATB: 90%>\n\n<Cooldown: 11>\n<Cooldown Steps: 1>\n\n\n<Custom Requirement>\n if (user .isStateAffected(292)) {\n value = false;\n } else {\n value = true;\n }\n</Custom Requirement>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":11,"speed":0,"stypeId":1,"successRate":100,"tpCost":100,"tpGain":0},
{"id":224,"animationId":0,"damage":{"critical":false,"elementId":1,"formula":"1+(a.atk * 5/2 - b.def)*(a.level*a.atk/2048+2)* (b.isStateAffected(57) ? 11/10 : 1)* (b.isStateAffected(59) ? 11/10 : 1)* (b.isStateAffected(61) ? 11/10 : 1)","type":1,"variance":5},"description":"莉莉尝试擒住敌人,命中进行一次摔打,造成物理伤害,如果敌人处于\n\\it[57]、\\it[59]或\\it[61],则造成更高伤害并解除相应状态,附加\\it[70]","effects":[],"hitType":0,"iconIndex":439,"message1":"","message2":"","mpCost":0,"name":"擒拿I","note":"<Hide if Learned Skill: 225,226>\n<技能类型:技能>\n<Learn Cost: 5 JP>\n\n<Before Eval>\n this._bsaffective = 0.4;\n</Before Eval>\n\n<Cooldown: 3>\n<Cooldown Steps: 1>\n\n<Post-Damage Eval>\nif(target.isStateAffected(57) || target.isStateAffected(59) || target.isStateAffected(61) ){\n target.removeState(57);\n target.removeState(59);\n target.removeState(61);\n target.addState(70);\n}\n</Post-Damage Eval>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":30,"tpGain":0},
{"id":225,"animationId":0,"damage":{"critical":false,"elementId":1,"formula":"1+(a.atk * 3 - b.def)*(a.level*a.atk/2048+2)* (b.isStateAffected(57) ? 11/10 : 1)* (b.isStateAffected(59) ? 11/10 : 1)* (b.isStateAffected(61) ? 11/10 : 1)","type":1,"variance":5},"description":"莉莉尝试擒住敌人,命中进行一次摔打,造成物理伤害,如果敌人处于\n\\it[57]、\\it[59]或\\it[61],则造成更高伤害并解除相应状态,附加\\it[70]","effects":[],"hitType":0,"iconIndex":439,"message1":"","message2":"","mpCost":0,"name":"擒拿II","note":"<Hide if Learned Skill: 226>\n<技能类型:技能>\n<Learn Cost: 7 JP>\n<Learn Require Skill: 224>\n\n<Before Eval>\n this._bsaffective = 0.4;\n</Before Eval>\n\n<Cooldown: 3>\n<Cooldown Steps: 1>\n\n<Post-Damage Eval>\nif(target.isStateAffected(57) || target.isStateAffected(59) || target.isStateAffected(61) ){\n target.removeState(57);\n target.removeState(59);\n target.removeState(61);\n target.addState(70);\n}\n</Post-Damage Eval>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":25,"tpGain":0},
{"id":226,"animationId":0,"damage":{"critical":false,"elementId":1,"formula":"1+(a.atk * 7/2 - b.def)*(a.level*a.atk/2048+2)* (b.isStateAffected(57) ? 11/10 : 1)* (b.isStateAffected(59) ? 11/10 : 1)* (b.isStateAffected(61) ? 11/10 : 1)","type":1,"variance":5},"description":"莉莉尝试擒住敌人,命中进行一次摔打,造成物理伤害,如果敌人处于\n\\it[57]、\\it[59]或\\it[61],则造成更高伤害并解除相应状态,附加\\it[70]","effects":[],"hitType":0,"iconIndex":439,"message1":"","message2":"","mpCost":0,"name":"擒拿III","note":"<技能类型:技能>\n<Learn Cost: 9 JP>\n<Learn Require Skill: 225>\n\n<Before Eval>\n this._bsaffective = 0.4;\n</Before Eval>\n\n<Cooldown: 3>\n<Cooldown Steps: 1>\n\n<Post-Damage Eval>\nif(target.isStateAffected(57) || target.isStateAffected(59) || target.isStateAffected(61) ){\n target.removeState(57);\n target.removeState(59);\n target.removeState(61);\n target.addState(70);\n}\n</Post-Damage Eval>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":20,"tpGain":0},
{"id":227,"animationId":36,"damage":{"critical":true,"elementId":1,"formula":"80+(a.atk * 2+a.agi/5+a.def/5 - b.def)*(a.level*a.atk/2048+2)","type":1,"variance":5},"description":"莉莉撞向敌人,速度越快伤害越高,有几率造成\\it[56]\n但技能命中会移除自身受到的所有加速效果\\is[223]的加速除外)","effects":[{"code":21,"dataId":56,"value1":0.2,"value2":0}],"hitType":1,"iconIndex":132,"message1":"撞了过去!","message2":"","mpCost":0,"name":"冲撞I","note":"<Hide if Learned Skill: 228,229>\n<技能类型:技能>\n\n<Cooldown: 2>\n<Cooldown Steps: 1>\n\n<Before Eval>\n this._bsaffective = 0;\n</Before Eval>\n\n<Pre-Damage Eval>\n user.removeState(113);\n user.removeState(115);\n user.removeState(116);\n</Pre-Damage Eval>\n\n<Before Eval>\n this._bsaffective = 0;\n</Before Eval>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":20,"tpGain":0},
{"id":228,"animationId":36,"damage":{"critical":true,"elementId":1,"formula":"300+(a.atk * 11/5+a.agi/5+a.def/5 - b.def)*(a.level*a.atk/2048+2)","type":1,"variance":5},"description":"莉莉撞向敌人,速度越快伤害越高,有几率造成\\it[56]\n但技能命中会移除自身受到的所有加速效果\\is[223]的加速除外)","effects":[{"code":21,"dataId":56,"value1":0.4,"value2":0}],"hitType":1,"iconIndex":132,"message1":"撞了过去!","message2":"","mpCost":0,"name":"冲撞II","note":"<Hide if Learned Skill: 229>\n<技能类型:技能>\n<Learn Cost: 7 JP>\n<Learn Require Skill: 221>\n\n<Before Eval>\n this._bsaffective = 0;\n</Before Eval>\n\n<Cooldown: 2>\n<Cooldown Steps: 1>\n\n<Pre-Damage Eval>\n user.removeState(113);\n user.removeState(115);\n user.removeState(116);\n</Pre-Damage Eval>\n\n<Before Eval>\n this._bsaffective = 0;\n</Before Eval>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":20,"tpGain":0},
{"id":229,"animationId":36,"damage":{"critical":true,"elementId":1,"formula":"600+(a.atk * 12/5 + a.agi/5 + a.def/2 - b.def)*(a.level*a.atk/2048+2)","type":1,"variance":5},"description":"莉莉撞向敌人,速度越快伤害越高,有几率造成\\it[56]\n但技能命中会移除自身受到的所有加速效果\\is[223]的加速除外)","effects":[{"code":21,"dataId":56,"value1":0.6,"value2":0}],"hitType":1,"iconIndex":132,"message1":"撞了过去!","message2":"","mpCost":0,"name":"冲撞III","note":"<技能类型:技能>\n<Learn Cost: 9 JP>\n<Learn Require Skill: 228>\n\n<Cooldown: 2>\n<Cooldown Steps: 1>\n\n<Before Eval>\n this._bsaffective = 0;\n</Before Eval>\n\n<Pre-Damage Eval>\n user.removeState(113);\n user.removeState(115);\n user.removeState(116);\n</Pre-Damage Eval>\n\n<Before Eval>\n this._bsaffective = 0;\n</Before Eval>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":20,"tpGain":0},
{"id":230,"animationId":44,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"大幅提升速度的强大技能\\it[117]\n但加速时禁用技能\\c[17]冲撞\\c[0]","effects":[{"code":21,"dataId":117,"value1":1,"value2":0}],"hitType":0,"iconIndex":381,"message1":"使用了%1","message2":"","mpCost":10,"name":"神速I","note":"<Hide if Learned Skill: 231>\n\n<技能类型:技能>\n<Learn Cost: 12 JP>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":11,"speed":0,"stypeId":1,"successRate":100,"tpCost":60,"tpGain":0},
{"id":231,"animationId":44,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"大幅提升速度的强大技能\\it[118]\n但加速时禁用技能\\c[17]冲撞\\c[0]","effects":[{"code":21,"dataId":118,"value1":1,"value2":0}],"hitType":0,"iconIndex":382,"message1":"使用了%1","message2":"","mpCost":10,"name":"神速II","note":"<技能类型:技能>\n<Learn Cost: 14 JP>\n<Learn Require Skill: 230>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":11,"speed":0,"stypeId":1,"successRate":100,"tpCost":60,"tpGain":0},
{"id":232,"animationId":74,"damage":{"critical":false,"elementId":3,"formula":"(1+a.level/40)*(1+(a.atk+a.mat * 2 - b.mdf/10)*(a.level*a.atk/2048+2))","type":1,"variance":5},"description":"“房东,房东,我也会放魔法了诶,那个蝙蝠不能说我没脑子了!”\n(PS风属性伤害几率施加\\it[56],变身后才能用)","effects":[{"code":21,"dataId":56,"value1":0.5,"value2":0}],"hitType":2,"iconIndex":69,"message1":"施放了%1","message2":"","mpCost":20,"name":"巨兽狂风","note":"<Before Eval>\n this._bsaffective = 0;\n</Before Eval>\n<Learn Cost: 6 JP>\n\n<技能类型:技能>\n\n<Cooldown: 3>\n<Cooldown Steps: 1>\n\n<Custom Requirement>\n if (user.isStateAffected(9)) {\n visible = true;\n } else {\n visible = false;\n }\n</Custom Requirement>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":2,"speed":0,"stypeId":3,"successRate":100,"tpCost":0,"tpGain":0},
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{"id":237,"animationId":82,"damage":{"critical":true,"elementId":1,"formula":"","type":1,"variance":5},"description":"","effects":[{"code":21,"dataId":255,"value1":1,"value2":0}],"hitType":1,"iconIndex":0,"message1":"的狗爪攻击!","message2":"","mpCost":0,"name":"狗形态普通攻击","note":"<Bypass Cooldown>\n<技能类型:空手普攻>\n\n<Before Eval>\n this._bsaffective = 0;\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 = 50;\n if(user.isStateAffected(292) && user._agatktimes > 0){\n value += (user.atk * 2 +user.mat - target.def*0.85);\n }\n else{\n value += (user.atk * 2 +user.mat - target.def);\n }\n value *= (user.level*user.atk/2048+2);\n value *= 0.5+user.level/198;\n if(user.isStateAffected(298)){\n if(user.isLearnedSkill(222)){\n value += 5000;\n }\n else{\n if(user.isLearnedSkill(221)){\n value += 3000;\n }\n else{\n if(user.isLearnedSkill(220)){\n value += 1200;\n }\n else{\n if(user.isLearnedSkill(219)){\n value += 400;\n }\n else{\n value += 75;\n }\n }\n }\n }\n }\n value = Math.floor(value);\n</damage formula>\n\n\n<Post-Damage Eval>\n if(user.isStateAffected(292)){\n var random = Math.round(Math.random() * 10 + 1);\n if(random <= 3){\n user.addState(167);\n }\n }\n</Post-Damage Eval>","occasion":1,"repeats":2,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":5,"successRate":100,"tpCost":0,"tpGain":10},
{"id":237,"animationId":82,"damage":{"critical":true,"elementId":1,"formula":"","type":1,"variance":5},"description":"","effects":[{"code":21,"dataId":255,"value1":1,"value2":0}],"hitType":1,"iconIndex":0,"message1":"的狗爪攻击!","message2":"","mpCost":0,"name":"狗形态普通攻击","note":"<技能类型:空手普攻>\n<Bypass Cooldown>\n\n<Before Eval>\nthis._times = this._times || 0;\nthis._times += 1;\nuser._agatktimes = user._agatktimes || 0;\nif(user.isStateAffected(298) && \n user._agatktimes > 0 &&\n this._times == 1){\n user._agatktimes -= 1;\n if(user._agatktimes == 0){\n user.removeState(298);\n }\n }\n</Before Eval>\n\n<damage formula>\n value = 60+3/2*user.level+3/5*user.atk;\n if(user.isStateAffected(298)){\n value += (user.isLearnedSkill(222)?120: 0);\n value += (user.isLearnedSkill(221)?100: 0);\n value += (user.isLearnedSkill(220)?90: 0);\n value += (user.isLearnedSkill(219)?60: 0);\n value += (user.isLearnedSkill(218)?40: 0);\n }\n value = Math.floor(value);\n</damage formula>\n\n\n<Post-Damage Eval>\n if(user.isStateAffected(292)){\n var random = Math.round(Math.random() * 10 + 1);\n if(random <= 3){\n user.addState(281);\n }\n }\n</Post-Damage Eval>","occasion":1,"repeats":2,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":5,"successRate":100,"tpCost":0,"tpGain":10},
{"id":238,"animationId":31,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"最炫的特效配最怂的效果————开润!(需要同时装备两个爪子才能用,\n可以掩护\\c[18]\\it[1]\\c[0]的队员逃跑)","effects":[{"code":41,"dataId":0,"value1":1,"value2":0}],"hitType":0,"iconIndex":160,"message1":"使用了%1","message2":"","mpCost":0,"name":"超级•冰火双击•水蒸气逃窜之术","note":"<Before Eval>\nvar members = $gameParty.deadMembers();\nif (members) { \n var subject = $gameActors.actor(12);\n subject.forceAction(376, -1);\n BattleManager.forceAction(subject);\n }\n</Before Eval>\n\n<技能类型:技能>\n\n<Custom Requirement>\n if (user.isStateAffected(259) && user.isStateAffected(260)) {\n value = true;\n } else {\n value = false;\n }\n</Custom Requirement>\n","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":8,"speed":-5,"stypeId":3,"successRate":100,"tpCost":0,"tpGain":0},
{"id":239,"animationId":0,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"吃下辣条变身巨型哈士奇并回复25%的HP每次变身\n都要消耗辣条一包而且存在变身冷却","effects":[{"code":21,"dataId":9,"value1":1,"value2":0},{"code":22,"dataId":54,"value1":1,"value2":0},{"code":22,"dataId":55,"value1":1,"value2":0},{"code":22,"dataId":56,"value1":1,"value2":0},{"code":22,"dataId":59,"value1":1,"value2":0},{"code":44,"dataId":14,"value1":1,"value2":0},{"code":11,"dataId":0,"value1":0.25,"value2":0}],"hitType":0,"iconIndex":343,"message1":"吃下辣条准备变身!","message2":"","mpCost":0,"name":"哈士奇变身","note":"<Item 0060 Cost: 1>\n<Cooldown: 30>\n<Cooldown Steps: 5>\n\n<技能类型:技能>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":11,"speed":0,"stypeId":3,"successRate":100,"tpCost":0,"tpGain":0},
{"id":240,"animationId":0,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"","effects":[{"code":44,"dataId":7,"value1":1,"value2":0}],"hitType":0,"iconIndex":343,"message1":"","message2":"","mpCost":0,"name":"哈士奇被动说明","note":"<Bypass Cooldown>","occasion":2,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":0,"speed":0,"stypeId":3,"successRate":100,"tpCost":0,"tpGain":0},
@ -306,7 +306,7 @@ null,
{"id":304,"animationId":230,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"进入\\c[17]\\it[279]\\c[0]提高30%敏捷和20%攻击力直接获得20TP(TP直接获取量\n受\\c[17]机体增强模块\\c[0]等级的影响)且每回合恢复5点TP同时减少所有特技一回合冷却","effects":[{"code":21,"dataId":279,"value1":1,"value2":0}],"hitType":0,"iconIndex":336,"message1":"","message2":"","mpCost":0,"name":"全功率模式","note":"<技能类型:技能>\n\n<After ATB: 90%>\n\n<Cooldown: 25>\n<Cooldown Steps: 1>\n\n<Skill 296 Cooldown: -1>\n<Skill 297 Cooldown: -1>\n<Skill 298 Cooldown: -1>\n<Skill 299 Cooldown: -1>\n<Skill 300 Cooldown: -1>\n<Skill 301 Cooldown: -1>\n\n<After Eval>\n var tpgain = 0;\n tpgain += (user.isStateAffected(280)?5: 0);\n tpgain += (user.isStateAffected(281)?10: 0);\n tpgain += (user.isStateAffected(282)?15: 0);\n user.gainTp(tpgain);\n</After Eval>\n","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":11,"speed":0,"stypeId":3,"successRate":100,"tpCost":0,"tpGain":0},
{"id":305,"animationId":0,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"菜单使用查看该被动效果","effects":[{"code":44,"dataId":21,"value1":1,"value2":0}],"hitType":0,"iconIndex":0,"message1":"","message2":"","mpCost":0,"name":"机体特性(被动)","note":"<Bypass Cooldown>","occasion":2,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":0,"speed":0,"stypeId":3,"successRate":100,"tpCost":0,"tpGain":0},
{"id":306,"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},
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{"id":307,"animationId":206,"damage":{"critical":false,"elementId":8,"formula":"","type":1,"variance":5},"description":"伊丽莎白特制榴弹,对全体敌人造成圣属性伤害;对全体己方恢复生命\n\\c[17]【过热增幅】\\c[0] 数值增加30%","effects":[],"hitType":0,"iconIndex":72,"message1":"使用了%1","message2":"","mpCost":0,"name":"过热•圣光榴弹","note":"<技能类型:技能>\n\n<Skill 201 Cooldown: 5>\n<Skill 307 Cooldown: 5>\n<Cooldown Steps: 1>\n\n<Pre-Damage Eval>\nif (target.isActor() === user.isActor()) { \n value = -1 * Math.abs(value);\n}\n</Pre-Damage Eval>\n\n<Custom Show Eval>\n if (user.isStateAffected(372) ) {\n visible = true;\n } else {\n visible = false;\n }\n</Custom Show Eval>\n\n<Target: Everybody>\n\n <MP Cost: 5%>\n\n<Damage Formula>\nif (target.isActor() === user.isActor()) {\n value = user.mat*7/10 + 120;\n var si = 0.15;\n si += (user.isLearnedSkill(199)? 0.05 : 0) + (user.isLearnedSkill(200)? 0.05 : 0);\n value += (target.mhp-target.hp)*si;\n} else {\n value = user.mat * 7/10 + user.level*3;\n value += (user.isLearnedSkill(199)? 80 : 0) + (user.isLearnedSkill(200)? 80 : 0) + 120;\n}\nvalue = Math.floor(value*13/10);\n</Damage Formula>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":0,"speed":0,"stypeId":3,"successRate":100,"tpCost":5,"tpGain":10},
{"id":308,"animationId":183,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"给全队施加一层\\c[9]\\it[377]\\c[0]受到大于生命上限10%的直接攻击伤害时会吸收超出部分; \n\\c[17]【过热增幅】\\c[0] 增加到2层","effects":[{"code":21,"dataId":19,"value1":1,"value2":0}],"hitType":0,"iconIndex":468,"message1":"使用了%1","message2":"","mpCost":0,"name":"过热•缓冲镀层","note":"<技能类型:技能>\n\n<MP Cost: 3%>\n\n<Skill 202 Cooldown: 5>\n<Skill 308 Cooldown: 5>\n<Cooldown Steps: 1>\n\n<Custom Show Eval>\n if (user.isStateAffected(372) &&\n user.isLearnedSkill(202)) {\n visible = true;\n } else {\n visible = false;\n }\n</Custom Show Eval>\n\n <Custom TP Cost>\n cost = 35;\n if (user.isLearnedSkill(200)){\n cost -= 5;\n }\n else{\n if (user.isLearnedSkill(199)){\n cost -= 5;\n }\n }\n</Custom TP Cost>\n\n<After Eval>\n target._cushion = target._cushion || 0;\n target._cushion += 2;\n user.setStateCounter(377, user._cushion);\n</After Eval>","occasion":0,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":8,"speed":0,"stypeId":3,"successRate":100,"tpCost":35,"tpGain":0},
{"id":309,"animationId":207,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"制造一个力场漩涡,扣减敌方大量护盾并清空行动读条,随机附加\n减速类控制和\\it[57] \\c[17]【过热增幅】\\c[0] 解除全部护盾,\\it[57]几率翻倍","effects":[{"code":21,"dataId":52,"value1":1,"value2":0},{"code":21,"dataId":54,"value1":0.8,"value2":0},{"code":21,"dataId":55,"value1":0.4,"value2":0},{"code":21,"dataId":56,"value1":0.2,"value2":0}],"hitType":0,"iconIndex":424,"message1":"使用了%1","message2":"","mpCost":0,"name":"过热•力场漩涡","note":"<技能类型:技能>\n\n<Skill 203 Cooldown: 4>\n<Skill 309 Cooldown: 4>\n<Cooldown Steps: 1>\n\n<Custom Show Eval>\n if (user.isStateAffected(372) &&\n user.isLearnedSkill(203)) {\n visible = true;\n } else {\n visible = false;\n }\n</Custom Show Eval>\n\n<Custom MP Cost>\n cost = Math.floor(user.mmp*0.06);\n if (user.isLearnedSkill(200)){\n cost -= Math.floor(user.mmp*0.01);\n }\n else{\n if (user.isLearnedSkill(199)){\n cost -= Math.floor(user.mmp*0.01);\n }\n }\n </Custom MP Cost>\n\n<Custom Target Barrier>\n value = -999999;\n</Custom Target Barrier>\n\n<Before Eval>\n var random = Math.random();\n if(random > 0.6){\n target.addState(57);\n }\n</Before Eval>\n\n<Cooldown: 5>\n<Cooldown Steps: 5>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":2,"speed":0,"stypeId":3,"successRate":100,"tpCost":0,"tpGain":0},
{"id":310,"animationId":95,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"全队获得\\it[115]并增加10点TP \n\\c[17]【过热增幅】\\c[0] \\it[115]替换为\\it[116]TP增加至15点","effects":[{"code":21,"dataId":19,"value1":1,"value2":0}],"hitType":0,"iconIndex":71,"message1":"使用了%1","message2":"","mpCost":0,"name":"过热•加速引擎","note":"<技能类型:技能>\n\n<Skill 204 Cooldown: 4>\n<Skill 310 Cooldown: 4>\n<Cooldown Steps: 1>\n\n<MP Cost: 1%>\n\n<Custom Show Eval>\n if (user.isStateAffected(372) &&\n user.isLearnedSkill(204)) {\n visible = true;\n } else {\n visible = false;\n }\n</Custom Show Eval>\n\n <Custom TP Cost>\n cost = 30;\n if (user.isLearnedSkill(200)){\n cost -= 5;\n }\n else{\n if (user.isLearnedSkill(199)){\n cost -= 5;\n }\n }\n</Custom TP Cost>\n\n<Before Eval>\n target.gainTp(15);\n target.addState(116);\n</Before Eval>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":8,"speed":0,"stypeId":3,"successRate":100,"tpCost":30,"tpGain":0},

@ -112,7 +112,7 @@ null,
{"id":110,"autoRemovalTiming":2,"chanceByDamage":100,"traits":[{"code":22,"dataId":3,"value":-0.2}],"iconIndex":370,"maxTurns":4,"message1":"弱点暴露了!","message2":"弱点暴露了!","message3":"","message4":"所有弱点都被掩盖!","minTurns":4,"motion":1,"name":"弱点暴露III","note":"<Custom Apply Effect>\n user.removeState(254);\n</Custom Apply Effect>","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":111,"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":112,"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":113,"autoRemovalTiming":2,"chanceByDamage":10,"traits":[{"code":21,"dataId":6,"value":1.2}],"iconIndex":38,"maxTurns":2,"message1":"","message2":"","message3":"","message4":"","minTurns":2,"motion":0,"name":"加速二回合","note":"<Custom Apply Effect>\n if (user.isStateAffected(116)){\n user.addState(116);\n user.removeState(113);\n }\n else{\n if (user.isStateAffected(115)){\n user.addState(115);\n user.removeState(113);\n }\n }\n</Custom Apply Effect>","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":true,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":113,"autoRemovalTiming":2,"chanceByDamage":10,"traits":[{"code":21,"dataId":6,"value":1.2}],"iconIndex":38,"maxTurns":3,"message1":"","message2":"","message3":"","message4":"","minTurns":3,"motion":0,"name":"加速二回合","note":"<Custom Apply Effect>\n if (user.isStateAffected(116)){\n user.addState(116);\n user.removeState(113);\n }\n else{\n if (user.isStateAffected(115)){\n user.addState(115);\n user.removeState(113);\n }\n }\n</Custom Apply Effect>","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":true,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":114,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"通用正面状态","note":"","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":115,"autoRemovalTiming":2,"chanceByDamage":10,"traits":[{"code":21,"dataId":6,"value":1.2}],"iconIndex":38,"maxTurns":5,"message1":"","message2":"","message3":"","message4":"","minTurns":5,"motion":0,"name":"加速","note":"<Custom Apply Effect>\n user.removeState(113);\n if (user.isStateAffected(116)){\n user.addState(116);\n user.removeState(115);\n }\n</Custom Apply Effect>","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":true,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":116,"autoRemovalTiming":2,"chanceByDamage":100,"traits":[{"code":21,"dataId":6,"value":1.5},{"code":14,"dataId":54,"value":1}],"iconIndex":46,"maxTurns":5,"message1":"","message2":"","message3":"","message4":"","minTurns":5,"motion":0,"name":"急速","note":"<Custom Apply Effect>\n user.removeState(113);\n user.removeState(115);\n</Custom Apply Effect>","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
@ -291,13 +291,13 @@ null,
{"id":289,"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":291,"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":292,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[{"code":21,"dataId":6,"value":1.2},{"code":14,"dataId":46,"value":1}],"iconIndex":579,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"精力消耗完了,\\c[17]\\it[292]\\c[0]解除!","minTurns":1,"motion":0,"name":"脱缰模式","note":"<Custom Apply Effect>\n user._agatktimes = 24;\n</Custom Apply Effect>\n\n<Custom Remove Effect>\n user._agatktimes = 0;\n</Custom Remove Effect>","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":292,"autoRemovalTiming":2,"chanceByDamage":100,"traits":[{"code":21,"dataId":6,"value":1.2},{"code":14,"dataId":46,"value":1},{"code":22,"dataId":5,"value":0.1}],"iconIndex":579,"maxTurns":13,"message1":"","message2":"","message3":"","message4":"精力消耗完了,\\c[17]\\it[292]\\c[0]解除!","minTurns":13,"motion":0,"name":"脱缰模式","note":"","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":293,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":320,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"莉莉一段普攻","note":"<SF_CommonAttack: 213, 7>","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":294,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":321,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"莉莉二段普攻","note":"<SF_CommonAttack: 214, 7>","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":295,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":322,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"莉莉三段普攻","note":"<SF_CommonAttack: 215, 7>","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":296,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":283,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"莉莉四段普攻","note":"<SF_CommonAttack: 216, 7>","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":297,"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":298,"autoRemovalTiming":2,"chanceByDamage":100,"traits":[],"iconIndex":734,"maxTurns":5,"message1":"","message2":"","message3":"","message4":"","minTurns":5,"motion":0,"name":"精确攻击","note":"","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":298,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":734,"maxTurns":5,"message1":"","message2":"","message3":"","message4":"","minTurns":5,"motion":0,"name":"精确攻击","note":"<Custom Apply Effect>\n user._agatktimes = 4;\n</Custom Apply Effect>\n\n<Custom Remove Effect>\n user._agatktimes = 0;\n</Custom Remove Effect>","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":299,"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":300,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"被动状态","note":"","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":301,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"风之曼舞","note":"<Custom Battle Effect>\nuser._skilltimes = 0; \nuser._dancecd = 0;\n</Custom Battle Effect>\n\n<Custom Turn End Effect>\nuser._dancecd -= user._dancecd > 0?1: 0;\n</Custom Turn End Effect>\n\n<Custom Conclude Effect>\nuser._skilltimes = user._skilltimes || 0;\nuser._dancecd = user._dancecd || 0;\nif(this.isSkill() && \n (this.item().meta.技能类型 == '技能' ||\n this.item().meta.技能类型 == '类普攻' )&&\n user._dancecd == 0){\n user.addState(302);\n user._skilltimes += 1;\n if(user._skilltimes == 2){\n user._skilltimes = 0;\n user._dancecd = 3;\n }\n }\n</Custom Conclude Effect>","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},

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