整合角色受到治疗时的特殊计算状态

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parent f67a97af50
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@ -1,17 +1,17 @@
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@ -13,9 +13,9 @@ null,
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@ -220,7 +220,7 @@ null,
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{"id":220,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"治疗溢出为护盾40%","note":"","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":221,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"治疗溢出为护盾计算","note":"<Custom React Effect>\ntarget._confirmHp = target.hp; \n//用变量存储角色受到伤害(治疗)前的生命值\n</Custom React Effect>\n\n<Custom Respond Effect>\nif (value < 0 && this.isHpEffect() && target.hp === target.mhp) { \nvar overheal = (result.hpDamage + user._confirmHp - user.mhp);\nif (overheal > 0) { \nif (target.isStateAffected(218)){\n overheal *= 0.2;\n}\nelse{\nif (target.isStateAffected(219)){\n overheal *= 0.3;\n }\nelse{\nif (target.isStateAffected(220)){\n overheal *= 0.4;\n}\n}\n}\n}\ntarget.gainBarrier(overheal); //转化为护盾值\n}\n</Custom Respond Effect>","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":221,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"受到治疗时的特殊计算","note":"<Custom React Effect>\ntarget._confirmHp = target.hp; \n</Custom React Effect>\n\n<Custom Respond Effect>\ntarget._easedamage = target._easedamage || 0;\nif(value < 0 && this.isHpEffect() ){\nif(target._easedamage > 0){\n var i = Math.round(value/2);\n target._easedamage = Math.floor(Math.max(target._easedamage - i, 0));\n target.gainBarrier(Math.floor(Math.max(i - target._easedamage, 0)));\n value = 0;\n if(target.isStateAffected(14)){\n user.setStateCounter(14, Math.round(user._easedamage/user.mhp * 100));\n }\n else{\n if(target.isStateAffected(15)){\n user.setStateCounter(15, Math.round(user._easedamage/user.mhp * 100));\n }\n else{\n if(target.isStateAffected(15)){\n user.setStateCounter(15, Math.round(user._easedamage/user.mhp * 100));\n }\n }\n } \n }\n else{\n if (target.hp === target.mhp) { \n var overheal = (result.hpDamage + user._confirmHp - user.mhp);\n if (overheal > 0) { \n if (target.isStateAffected(218)){\n overheal *= 0.2;\n }\n else{\n if (target.isStateAffected(219)){\n overheal *= 0.3;\n }\n else{\n if (target.isStateAffected(220)){\n overheal *= 0.4;\n }\n }\n }\n }\n target.gainBarrier(Math.floor(overheal)); \n }\n }\n }\n</Custom Respond Effect>","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":222,"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":223,"autoRemovalTiming":2,"chanceByDamage":100,"traits":[{"code":22,"dataId":0,"value":0.5}],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"命中提升1","note":"<Custom Apply Effect>\n user.removeState(232);\n</Custom Apply Effect>","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":224,"autoRemovalTiming":2,"chanceByDamage":100,"traits":[{"code":22,"dataId":0,"value":1}],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"命中提升2","note":"<Custom Apply Effect>\n user.removeState(232);\n user.removeState(223);\n</Custom Apply Effect>","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},

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