@ -1,6 +1,6 @@
[
[
null ,
null ,
{ "id" : 1 , "animationId" : -1 , "damage" : { "critical" : true , "elementId" : -1 , "formula" : "a.atk + a.level*2 + 5 0", "type" : 1 , "variance" : 5 } , "description" : "" , "effects" : [ { "code" : 21 , "dataId" : 0 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 1 , "iconIndex" : 76 , "message1" : "的攻击!" , "message2" : "" , "mpCost" : 0 , "name" : "攻击" , "note" : "1 号技能会在选择“攻击”指令时使用。\n<Bypass Cooldown>\n\n<技能类型:普攻>\n" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 5 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 9 } ,
{ "id" : 1 , "animationId" : -1 , "damage" : { "critical" : true , "elementId" : -1 , "formula" : "a.atk + a.level*2 + 6 0", "type" : 1 , "variance" : 5 } , "description" : "" , "effects" : [ { "code" : 21 , "dataId" : 0 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 1 , "iconIndex" : 76 , "message1" : "的攻击!" , "message2" : "" , "mpCost" : 0 , "name" : "攻击" , "note" : "1 号技能会在选择“攻击”指令时使用。\n<Bypass Cooldown>\n\n<技能类型:普攻>\n" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 5 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 9 } ,
{ "id" : 2 , "animationId" : 0 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "" , "effects" : [ { "code" : 21 , "dataId" : 2 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 81 , "message1" : "正在保护自己。" , "message2" : "" , "mpCost" : 0 , "name" : "防御" , "note" : "1 号技能会在选择“防御”指令时使用。\n<Bypass Cooldown>" , "occasion" : 0 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 11 , "speed" : 2000 , "stypeId" : 0 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 5 } ,
{ "id" : 2 , "animationId" : 0 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "" , "effects" : [ { "code" : 21 , "dataId" : 2 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 81 , "message1" : "正在保护自己。" , "message2" : "" , "mpCost" : 0 , "name" : "防御" , "note" : "1 号技能会在选择“防御”指令时使用。\n<Bypass Cooldown>" , "occasion" : 0 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 11 , "speed" : 2000 , "stypeId" : 0 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 5 } ,
{ "id" : 3 , "animationId" : 0 , "damage" : { "critical" : true , "elementId" : 0 , "formula" : "100" , "type" : 1 , "variance" : 0 } , "description" : "" , "effects" : [ ] , "hitType" : 0 , "iconIndex" : 0 , "message1" : "" , "message2" : "" , "mpCost" : 0 , "name" : "伤害100(测试用)" , "note" : "" , "occasion" : 0 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 3 , "animationId" : 0 , "damage" : { "critical" : true , "elementId" : 0 , "formula" : "100" , "type" : 1 , "variance" : 0 } , "description" : "" , "effects" : [ ] , "hitType" : 0 , "iconIndex" : 0 , "message1" : "" , "message2" : "" , "mpCost" : 0 , "name" : "伤害100(测试用)" , "note" : "" , "occasion" : 0 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 4 , "animationId" : 0 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "" , "effects" : [ ] , "hitType" : 0 , "iconIndex" : 0 , "message1" : "" , "message2" : "" , "mpCost" : 0 , "name" : "郝仁的技能" , "note" : "" , "occasion" : 0 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 4 , "animationId" : 0 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "" , "effects" : [ ] , "hitType" : 0 , "iconIndex" : 0 , "message1" : "" , "message2" : "" , "mpCost" : 0 , "name" : "郝仁的技能" , "note" : "" , "occasion" : 0 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
@ -128,9 +128,9 @@ null,
{ "id" : 126 , "animationId" : 204 , "damage" : { "critical" : false , "elementId" : 1 , "formula" : "a.atk*4/5 + 2*a.level + 80" , "type" : 1 , "variance" : 5 } , "description" : "\\c[18]<类普攻>\\c[0] 对全体敌人射出流血箭, 附加20层\\it[102]\n造成 80+2*\\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" : "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" : 126 , "animationId" : 204 , "damage" : { "critical" : false , "elementId" : 1 , "formula" : "a.atk*4/5 + 2*a.level + 80" , "type" : 1 , "variance" : 5 } , "description" : "\\c[18]<类普攻>\\c[0] 对全体敌人射出流血箭, 附加20层\\it[102]\n造成 80+2*\\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" : "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" : "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 } ,
{ "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 } ,
{ "id" : 128 , "animationId" : 204 , "damage" : { "critical" : false , "elementId" : 1 , "formula" : "a.atk*4/5 + 3*a.level + 240" , "type" : 1 , "variance" : 5 } , "description" : "\\c[18]<类普攻>\\c[0] 对全体敌人射出流血箭, 附加40层\\it[102]\n造成 240+3*\\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" : "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" : 128 , "animationId" : 204 , "damage" : { "critical" : false , "elementId" : 1 , "formula" : "a.atk*4/5 + 3*a.level + 240" , "type" : 1 , "variance" : 5 } , "description" : "\\c[18]<类普攻>\\c[0] 对全体敌人射出流血箭, 附加40层\\it[102]\n造成 240+3*\\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" : "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" : "a.atk*3/4 + 2*a.level + 90" , "type" : 1 , "variance" : 5 } , "description" : "\\c[17]<30%额外命中>\\c[0] \\c[18]<类普攻>\\c[0] 对一个目标连续进行三次射击\n每次造成 90+2*\\c[17]Lv\\c[0]+0.75\\c[18]ad\\c[0] 点\\c[18]物理伤害\\c[0]" , "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" : 129 , "animationId" : 0 , "damage" : { "critical" : true , "elementId" : -1 , "formula" : "a.atk*3/4 + 2*a.level + 90" , "type" : 1 , "variance" : 5 } , "description" : "\\c[17]<30%额外命中>\\c[0] \\c[18]<类普攻>\\c[0] 对一个目标连续进行三次射击\n每次造成 90+2*\\c[17]Lv\\c[0]+0.75\\c[18]ad\\c[0] 点\\c[18]物理伤害\\c[0]" , "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" : 6, "requiredWtypeId2" : 7 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 30 , "tpGain" : 0 } ,
{ "id" : 130 , "animationId" : 0 , "damage" : { "critical" : true , "elementId" : -1 , "formula" : "a.atk*3/4 + 5/2*a.level + 160" , "type" : 1 , "variance" : 5 } , "description" : "\\c[17]<40%额外命中>\\c[0] \\c[18]<类普攻>\\c[0] 对一个目标连续进行三次射击\n每次造成 160+2.5*\\c[17]Lv\\c[0]+0.75\\c[18]ad\\c[0] 点\\c[18]物理伤害\\c[0]" , "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" : 130 , "animationId" : 0 , "damage" : { "critical" : true , "elementId" : -1 , "formula" : "a.atk*3/4 + 5/2*a.level + 160" , "type" : 1 , "variance" : 5 } , "description" : "\\c[17]<40%额外命中>\\c[0] \\c[18]<类普攻>\\c[0] 对一个目标连续进行三次射击\n每次造成 160+2.5*\\c[17]Lv\\c[0]+0.75\\c[18]ad\\c[0] 点\\c[18]物理伤害\\c[0]" , "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" : 6, "requiredWtypeId2" : 7 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 30 , "tpGain" : 0 } ,
{ "id" : 131 , "animationId" : 0 , "damage" : { "critical" : true , "elementId" : -1 , "formula" : "a.atk*3/4 + 3*a.level + 240" , "type" : 1 , "variance" : 5 } , "description" : "\\c[17]<40%额外命中>\\c[0] \\c[18]<类普攻>\\c[0] 对一个目标连续进行三次射击\n每次造成 240+3*\\c[17]Lv\\c[0]+0.75\\c[18]ad\\c[0] 点\\c[18]物理伤害\\c[0]" , "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 } ,
{ "id" : 131 , "animationId" : 0 , "damage" : { "critical" : true , "elementId" : -1 , "formula" : "a.atk*3/4 + 3*a.level + 240" , "type" : 1 , "variance" : 5 } , "description" : "\\c[17]<40%额外命中>\\c[0] \\c[18]<类普攻>\\c[0] 对一个目标连续进行三次射击\n每次造成 240+3*\\c[17]Lv\\c[0]+0.75\\c[18]ad\\c[0] 点\\c[18]物理伤害\\c[0]" , "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" : 6, "requiredWtypeId2" : 7 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 30 , "tpGain" : 0 } ,
{ "id" : 132 , "animationId" : 208 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "布设符文卡•长剑, 持续给队友增加15%攻击力,\n最多存在3回合" , "effects" : [ { "code" : 21 , "dataId" : 348 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 435 , "message1" : "" , "message2" : "" , "mpCost" : 0 , "name" : "符文卡 • 长剑" , "note" : "" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 11 , "speed" : 0 , "stypeId" : 3 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 132 , "animationId" : 208 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "布设符文卡•长剑, 持续给队友增加15%攻击力,\n最多存在3回合" , "effects" : [ { "code" : 21 , "dataId" : 348 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 435 , "message1" : "" , "message2" : "" , "mpCost" : 0 , "name" : "符文卡 • 长剑" , "note" : "" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 11 , "speed" : 0 , "stypeId" : 3 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "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 } ,
{ "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 } ,
{ "id" : 134 , "animationId" : 211 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "布设符文卡•权杖, 持续减少敌方15%敏捷,\n最多存在3回合" , "effects" : [ { "code" : 21 , "dataId" : 352 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 440 , "message1" : "" , "message2" : "" , "mpCost" : 0 , "name" : "符文卡 • 权杖" , "note" : "" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 11 , "speed" : 0 , "stypeId" : 3 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 134 , "animationId" : 211 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "布设符文卡•权杖, 持续减少敌方15%敏捷,\n最多存在3回合" , "effects" : [ { "code" : 21 , "dataId" : 352 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 440 , "message1" : "" , "message2" : "" , "mpCost" : 0 , "name" : "符文卡 • 权杖" , "note" : "" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 11 , "speed" : 0 , "stypeId" : 3 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
@ -212,16 +212,16 @@ 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" : 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" : 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" : 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<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)?1 20: 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)?4 0: 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" : 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)?1 40: 0);\n value += (user.isLearnedSkill(221)?120: 0);\n value += (user.isLearnedSkill(220)?100: 0);\n value += (user.isLearnedSkill(219)?80: 0);\n value += (user.isLearnedSkill(218)?6 0: 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)?1 20: 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)?4 0: 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" : 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)?1 40: 0);\n value += (user.isLearnedSkill(221)?120: 0);\n value += (user.isLearnedSkill(220)?100: 0);\n value += (user.isLearnedSkill(219)?80: 0);\n value += (user.isLearnedSkill(218)?6 0: 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)?1 20: 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)?4 0: 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" : 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)?1 40: 0);\n value += (user.isLearnedSkill(221)?120: 0);\n value += (user.isLearnedSkill(220)?100: 0);\n value += (user.isLearnedSkill(219)?80: 0);\n value += (user.isLearnedSkill(218)?6 0: 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)?4 0: 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" : 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)?140: 0);\n value += (user.isLearnedSkill(221)?120: 0);\n value += (user.isLearnedSkill(220)?100: 0);\n value += (user.isLearnedSkill(219)?80: 0);\n value += (user.isLearnedSkill(218)?6 0: 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" : 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,接下来四次普通攻击,每段伤害\n增加 4 0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" : 218 , "animationId" : 43 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "莉莉集中注意力,接下来四次普通攻击,每段伤害\n增加 6 0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,接下来四次普通攻击,每 次伤害\n增加9 0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" : 219 , "animationId" : 43 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "莉莉集中注意力,接下来四次普通攻击,每 段伤害\n增加14 0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,接下来四次普通攻击,每 次伤害\n增加18 0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" : 220 , "animationId" : 43 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "莉莉集中注意力,接下来四次普通攻击,每 段伤害\n增加24 0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,接下来四次普通攻击,每 次伤害\n增加28 0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" : 221 , "animationId" : 43 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "莉莉集中注意力,接下来四次普通攻击,每 段伤害\n增加36 0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,接下来四次普通攻击,每 次伤害\n增加4 00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" : 222 , "animationId" : 43 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "莉莉集中注意力,接下来四次普通攻击,每 段伤害\n增加5 00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], 增加20%敏捷和10%比例穿透,免疫\\it[46], \n并强化普攻获得额外效果( 详见被动说明) 持续12回合, 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" : 223 , "animationId" : 44 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "进入\\it[292], 增加20%敏捷和10%比例穿透,免疫\\it[46], \n并强化普攻获得额外效果( 详见被动说明) 持续12回合, 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" : "120+a.atk+a.level*2" , "type" : 1 , "variance" : 5 } , "description" : "莉莉擒住敌人进行一次摔打,造成 120+2*\\c[17]Lv\\c[0]+1.0\\c[18]ad\\c[0] 点\\c[18]物理伤害\\c[0], \n如果敌人处于\\it[57]、\\it[59]或\\it[61],则追加\\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.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" : 224 , "animationId" : 0 , "damage" : { "critical" : false , "elementId" : 1 , "formula" : "120+a.atk+a.level*2" , "type" : 1 , "variance" : 5 } , "description" : "莉莉擒住敌人进行一次摔打,造成 120+2*\\c[17]Lv\\c[0]+1.0\\c[18]ad\\c[0] 点\\c[18]物理伤害\\c[0], \n如果敌人处于\\it[57]、\\it[59]或\\it[61],则追加\\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.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" : "180+a.atk+a.level*3" , "type" : 1 , "variance" : 5 } , "description" : "莉莉擒住敌人进行一次摔打,造成 180+3*\\c[17]Lv\\c[0]+1.0\\c[18]ad\\c[0] 点\\c[18]物理伤害\\c[0], \n如果敌人处于\\it[57]、\\it[59]或\\it[61],则追加\\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.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" : 225 , "animationId" : 0 , "damage" : { "critical" : false , "elementId" : 1 , "formula" : "180+a.atk+a.level*3" , "type" : 1 , "variance" : 5 } , "description" : "莉莉擒住敌人进行一次摔打,造成 180+3*\\c[17]Lv\\c[0]+1.0\\c[18]ad\\c[0] 点\\c[18]物理伤害\\c[0], \n如果敌人处于\\it[57]、\\it[59]或\\it[61],则追加\\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.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 } ,
@ -236,7 +236,7 @@ null,
{ "id" : 234 , "animationId" : 4 , "damage" : { "critical" : false , "elementId" : 8 , "formula" : "b.hp/33+a.mat*2+400" , "type" : 1 , "variance" : 5 } , "description" : "狗•破天一击•炮( 青春版) , 消耗8点狗炮能量\n造成400+2.0\\c[27]ap\\c[0]+3%\\c[18]目标当前HP\\c[0] 点\\c[17]圣\\c[0]属性\\c[27]魔法伤害\\c[0]" , "effects" : [ { "code" : 44 , "dataId" : 10 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 2 , "iconIndex" : 338 , "message1" : "施放了%1! " , "message2" : "" , "mpCost" : 15 , "name" : "小型狗炮" , "note" : "<Item 0066 Cost: 8>\n\n<Before Eval>\n this._bsaffective = 0;\n</Before Eval>\n\n<Cooldown: 1>\n<Cooldown Steps: 1>\n\n<技能类型:技能>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 4 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 10 } ,
{ "id" : 234 , "animationId" : 4 , "damage" : { "critical" : false , "elementId" : 8 , "formula" : "b.hp/33+a.mat*2+400" , "type" : 1 , "variance" : 5 } , "description" : "狗•破天一击•炮( 青春版) , 消耗8点狗炮能量\n造成400+2.0\\c[27]ap\\c[0]+3%\\c[18]目标当前HP\\c[0] 点\\c[17]圣\\c[0]属性\\c[27]魔法伤害\\c[0]" , "effects" : [ { "code" : 44 , "dataId" : 10 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 2 , "iconIndex" : 338 , "message1" : "施放了%1! " , "message2" : "" , "mpCost" : 15 , "name" : "小型狗炮" , "note" : "<Item 0066 Cost: 8>\n\n<Before Eval>\n this._bsaffective = 0;\n</Before Eval>\n\n<Cooldown: 1>\n<Cooldown Steps: 1>\n\n<技能类型:技能>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 4 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 10 } ,
{ "id" : 235 , "animationId" : 163 , "damage" : { "critical" : false , "elementId" : 8 , "formula" : "b.hp/15+a.mat*4+600" , "type" : 1 , "variance" : 5 } , "description" : "狗•破天一击•炮, 消耗15点狗炮能量, 变身后可用\n造成600+4.0\\c[27]ap\\c[0]+6%\\c[18]目标当前HP\\c[0] 点\\c[17]圣\\c[0]属性\\c[27]魔法伤害\\c[0]" , "effects" : [ { "code" : 44 , "dataId" : 10 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 2 , "iconIndex" : 338 , "message1" : "施放了%1! " , "message2" : "" , "mpCost" : 30 , "name" : "大型狗炮" , "note" : "<Item 0066 Cost: 15>\n\n<Before Eval>\n this._bsaffective = 0;\n</Before Eval>\n\n<技能类型:技能>\n\n<Cooldown: 1>\n<Cooldown Steps: 1>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 2 , "speed" : 0 , "stypeId" : 4 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 20 } ,
{ "id" : 235 , "animationId" : 163 , "damage" : { "critical" : false , "elementId" : 8 , "formula" : "b.hp/15+a.mat*4+600" , "type" : 1 , "variance" : 5 } , "description" : "狗•破天一击•炮, 消耗15点狗炮能量, 变身后可用\n造成600+4.0\\c[27]ap\\c[0]+6%\\c[18]目标当前HP\\c[0] 点\\c[17]圣\\c[0]属性\\c[27]魔法伤害\\c[0]" , "effects" : [ { "code" : 44 , "dataId" : 10 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 2 , "iconIndex" : 338 , "message1" : "施放了%1! " , "message2" : "" , "mpCost" : 30 , "name" : "大型狗炮" , "note" : "<Item 0066 Cost: 15>\n\n<Before Eval>\n this._bsaffective = 0;\n</Before Eval>\n\n<技能类型:技能>\n\n<Cooldown: 1>\n<Cooldown Steps: 1>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 2 , "speed" : 0 , "stypeId" : 4 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 20 } ,
{ "id" : 236 , "animationId" : 0 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "被动,寒冷环境下的莉莉更加精神,自动获得\\it[146]和\n\\it[153]" , "effects" : [ ] , "hitType" : 0 , "iconIndex" : 363 , "message1" : "激活了自身的抗寒能力!" , "message2" : "" , "mpCost" : 0 , "name" : "北地之哈" , "note" : "<Bypass Cooldown>" , "occasion" : 3 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 0 , "speed" : 0 , "stypeId" : 3 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 236 , "animationId" : 0 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "被动,寒冷环境下的莉莉更加精神,自动获得\\it[146]和\n\\it[153]" , "effects" : [ ] , "hitType" : 0 , "iconIndex" : 363 , "message1" : "激活了自身的抗寒能力!" , "message2" : "" , "mpCost" : 0 , "name" : "北地之哈" , "note" : "<Bypass Cooldown>" , "occasion" : 3 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 0 , "speed" : 0 , "stypeId" : 3 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "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)?4 0: 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" : 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)?140: 0);\n value += (user.isLearnedSkill(221)?120: 0);\n value += (user.isLearnedSkill(220)?100: 0);\n value += (user.isLearnedSkill(219)?80: 0);\n value += (user.isLearnedSkill(218)?6 0: 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 } ,
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@ -349,14 +349,14 @@ null,
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{ "id" : 360 , "animationId" : 249 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "以降低20%敏捷为代价换取40%反击率和10%暴击率" , "effects" : [ { "code" : 21 , "dataId" : 130 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 77 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "专注反击I" , "note" : "" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 11 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
@ -371,7 +371,7 @@ null,
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@ -404,37 +404,37 @@ null,
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{ "id" : 493 , "animationId" : -1 , "damage" : { "critical" : true , "elementId" : 6 , "formula" : " 40+2*a.level+9/10*a.atk+a.mat/5 ", "type" : 1 , "variance" : 5 } , "description" : "电属性附魔普通攻击" , "effects" : [ { "code" : 21 , "dataId" : 0 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 1 , "iconIndex" : 0 , "message1" : "的\\c[18]远程攻击\\c[0]! " , "message2" : "" , "mpCost" : 0 , "name" : "远程射击(电)" , "note" : "<技能类型:普攻>\n<Bypass Cooldown>\n\n<Custom Counter Rate>\nif(target.isStateAffected(284)){}\nelse{ rate *= 0;}\n</Custom Counter Rate>\n" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 6 , "requiredWtypeId2" : 7 , "scope" : 1 , "speed" : 0 , "stypeId" : 5 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 8 } ,
{ "id" : 494 , "animationId" : -1 , "damage" : { "critical" : true , "elementId" : 3 , "formula" : " 1+(a.atk * 3/2+a.mat+a.agi/200 - b.def-b.mdf/2)*(a.level*a.atk/2048+2) ", "type" : 1 , "variance" : 5 } , "description" : "火属性附魔普通攻击" , "effects" : [ { "code" : 21 , "dataId" : 0 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 1 , "iconIndex" : 0 , "message1" : "的\\c[18]远程攻击\\c[0]! " , "message2" : "" , "mpCost" : 0 , "name" : "远程射击(风)" , "note" : "<技能类型:普攻>\n<Bypass Cooldown>\n\n<Custom Counter Rate>\nif(target.isStateAffected(284)){}\nelse{ rate *= 0;}\n</Custom Counter Rate>\n" , "occasion" : 1 , "repeats" : 2 , "requiredWtypeId1" : 6 , "requiredWtypeId2" : 7 , "scope" : 1 , "speed" : 0 , "stypeId" : 5 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 8 } ,
{ "id" : 494 , "animationId" : -1 , "damage" : { "critical" : true , "elementId" : 3 , "formula" : " 40+2*a.level+9/10*a.atk+a.mat/5 ", "type" : 1 , "variance" : 5 } , "description" : "火属性附魔普通攻击" , "effects" : [ { "code" : 21 , "dataId" : 0 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 1 , "iconIndex" : 0 , "message1" : "的\\c[18]远程攻击\\c[0]! " , "message2" : "" , "mpCost" : 0 , "name" : "远程射击(风)" , "note" : "<技能类型:普攻>\n<Bypass Cooldown>\n\n<Custom Counter Rate>\nif(target.isStateAffected(284)){}\nelse{ rate *= 0;}\n</Custom Counter Rate>\n" , "occasion" : 1 , "repeats" : 2 , "requiredWtypeId1" : 6 , "requiredWtypeId2" : 7 , "scope" : 1 , "speed" : 0 , "stypeId" : 5 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 8 } ,
{ "id" : 495 , "animationId" : -1 , "damage" : { "critical" : true , "elementId" : 9 , "formula" : " 1+(a.atk * 3/2+a.mat+a.agi/200 - b.def-b.mdf/2)*(a.level*a.atk/2048+2) ", "type" : 1 , "variance" : 5 } , "description" : "暗属性附魔普通攻击" , "effects" : [ { "code" : 21 , "dataId" : 0 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 1 , "iconIndex" : 0 , "message1" : "的\\c[18]远程攻击\\c[0]! " , "message2" : "" , "mpCost" : 0 , "name" : "远程射击(暗)" , "note" : "<技能类型:普攻>\n<Bypass Cooldown>\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" : 1 , "speed" : 0 , "stypeId" : 5 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 8 } ,
{ "id" : 495 , "animationId" : -1 , "damage" : { "critical" : true , "elementId" : 9 , "formula" : " 40+2*a.level+9/10*a.atk+a.mat/5 ", "type" : 1 , "variance" : 5 } , "description" : "暗属性附魔普通攻击" , "effects" : [ { "code" : 21 , "dataId" : 0 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 1 , "iconIndex" : 0 , "message1" : "的\\c[18]远程攻击\\c[0]! " , "message2" : "" , "mpCost" : 0 , "name" : "远程射击(暗)" , "note" : "<技能类型:普攻>\n<Bypass Cooldown>\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" : 1 , "speed" : 0 , "stypeId" : 5 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 8 } ,
{ "id" : 496 , "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" : 496 , "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" : 497 , "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" : 497 , "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" : 498 , "animationId" : 0 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "被动技能,滚无视所有嘲讽效果,直接攻击将目标血量清空时,\n滚自身获得20点TP, 且下回合直接获得75%行动读条,无冷却" , "effects" : [ ] , "hitType" : 0 , "iconIndex" : 116 , "message1" : "" , "message2" : "" , "mpCost" : 0 , "name" : "绝对猎手" , "note" : "<Passive State: 334>\n<Bypass Cooldown>" , "occasion" : 3 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 0 , "speed" : 0 , "stypeId" : 3 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 498 , "animationId" : 0 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "被动技能,滚无视所有嘲讽效果,直接攻击将目标血量清空时,\n滚自身获得20点TP, 且下回合直接获得75%行动读条,无冷却" , "effects" : [ ] , "hitType" : 0 , "iconIndex" : 116 , "message1" : "" , "message2" : "" , "mpCost" : 0 , "name" : "绝对猎手" , "note" : "<Passive State: 334>\n<Bypass Cooldown>" , "occasion" : 3 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 0 , "speed" : 0 , "stypeId" : 3 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
@ -502,16 +502,16 @@ null,
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{ "id" : 500 , "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" : 501 , "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" : 501 , "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" : 502 , "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" : 502 , "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" : 503 , "animationId" : 15 , "damage" : { "critical" : false , "elementId" : 7 , "formula" : "" , "type" : 1 , "variance" : 5 } , "description" : "" , "effects" : [ { "code" : 21 , "dataId" : 52 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 1 , "iconIndex" : 401 , "message1" : "\\c[9]%1\\c[0]! " , "message2" : "" , "mpCost" : 0 , "name" : "冰霜强击" , "note" : "<技能类型:普攻特效>\n<Cannot Counter>\n<Bypass Taunt>\n\n<damage formula>\n var i = $gameActors.actor(12)._lastallyid;\n var c = $gameActors.actor(i);\n value = 1;\n value += c.atk*2 + c.mat - target.def - target.mdf/5;\n value *= (c.level*c.atk/2048+2) ;\n value *= c.isStateAffected(410)?1.15: 1;\n value = Math.floor(value);\n</damage formula>", "occasion" : 0 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 1 , "scope" : 1 , "speed" : 0 , "stypeId" : 0 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 503 , "animationId" : 15 , "damage" : { "critical" : false , "elementId" : 7 , "formula" : "" , "type" : 1 , "variance" : 5 } , "description" : "" , "effects" : [ { "code" : 21 , "dataId" : 52 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 1 , "iconIndex" : 401 , "message1" : "\\c[9]%1\\c[0]! " , "message2" : "" , "mpCost" : 0 , "name" : "冰霜强击" , "note" : "<技能类型:普攻特效>\n<Cannot Counter>\n<Bypass Taunt>\n\n<damage formula>\n var i = $gameActors.actor(12)._lastallyid;\n var c = $gameActors.actor(i);\n value = c.atk*4/5+c.mat/10+c.level+40 ;\n value *= c.isStateAffected(410)?1.15: 1;\n value = Math.floor(value);\n</damage formula>", "occasion" : 0 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 1 , "scope" : 1 , "speed" : 0 , "stypeId" : 0 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 504 , "animationId" : 14 , "damage" : { "critical" : false , "elementId" : 5 , "formula" : "" , "type" : 1 , "variance" : 5 } , "description" : "" , "effects" : [ { "code" : 22 , "dataId" : 61 , "value1" : 0.5 , "value2" : 0 } , { "code" : 21 , "dataId" : 36 , "value1" : 0.5 , "value2" : 0 } ] , "hitType" : 1 , "iconIndex" : 400 , "message1" : "\\c[18]%1\\c[0]! " , "message2" : "" , "mpCost" : 0 , "name" : "炽焰强击" , "note" : "<技能类型:普攻特效>\n<Cannot Counter>\n<Bypass Taunt>\n\n<damage formula>\n var i = $gameActors.actor(12)._lastallyid;\n var c = $gameActors.actor(i);\n value = 1;\n value += c.atk*3/2 + c.mat*2 - target.def - target.mdf/5;\n value *= (c.level*c.atk/2048+2) ;\n value *= c.isStateAffected(408)?1.15: 1;\n value = Math.floor(value);\n</damage formula>", "occasion" : 0 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 0 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 504 , "animationId" : 14 , "damage" : { "critical" : false , "elementId" : 5 , "formula" : "" , "type" : 1 , "variance" : 5 } , "description" : "" , "effects" : [ { "code" : 22 , "dataId" : 61 , "value1" : 0.5 , "value2" : 0 } , { "code" : 21 , "dataId" : 36 , "value1" : 0.5 , "value2" : 0 } ] , "hitType" : 1 , "iconIndex" : 400 , "message1" : "\\c[18]%1\\c[0]! " , "message2" : "" , "mpCost" : 0 , "name" : "炽焰强击" , "note" : "<技能类型:普攻特效>\n<Cannot Counter>\n<Bypass Taunt>\n\n<damage formula>\n var i = $gameActors.actor(12)._lastallyid;\n var c = $gameActors.actor(i);\n value = c.atk*4/5+c.mat/5+c.level+40 ;\n value *= c.isStateAffected(408)?1.15: 1;\n value = Math.floor(value);\n</damage formula>", "occasion" : 0 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 0 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 505 , "animationId" : 16 , "damage" : { "critical" : false , "elementId" : 6 , "formula" : "" , "type" : 1 , "variance" : 5 } , "description" : "" , "effects" : [ ] , "hitType" : 1 , "iconIndex" : 402 , "message1" : "\\c[29]%1\\c[0]! " , "message2" : "" , "mpCost" : 0 , "name" : "疾电强击" , "note" : "<技能类型:普攻特效>\n<Cannot Counter>\n<Bypass Taunt>\n\n<damage formula>\n var i = $gameActors.actor(12)._lastallyid;\n var c = $gameActors.actor(i);\n value = 1;\n value += c.atk*3/2 + c.mat*3/2 - target.def - target.mdf/5;\n value *= (c.level*c.atk/2048+2) ;\n value *= Math.min(2, c.agi/300);\n value *= c.isStateAffected(412)?1.15: 1;\n value = Math.floor(value);\n</damage formula>", "occasion" : 0 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 0 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 505 , "animationId" : 16 , "damage" : { "critical" : false , "elementId" : 6 , "formula" : "" , "type" : 1 , "variance" : 5 } , "description" : "" , "effects" : [ ] , "hitType" : 1 , "iconIndex" : 402 , "message1" : "\\c[29]%1\\c[0]! " , "message2" : "" , "mpCost" : 0 , "name" : "疾电强击" , "note" : "<技能类型:普攻特效>\n<Cannot Counter>\n<Bypass Taunt>\n\n<damage formula>\n var i = $gameActors.actor(12)._lastallyid;\n var c = $gameActors.actor(i);\n value = c.atk*4/5+c.mat/10+c.level+40 ;\n value *= Math.min(2, c.agi/300);\n value *= c.isStateAffected(412)?1.15: 1;\n value = Math.floor(value);\n</damage formula>", "occasion" : 0 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 0 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 506 , "animationId" : -1 , "damage" : { "critical" : false , "elementId" : 1 , "formula" : "" , "type" : 1 , "variance" : 5 } , "description" : "" , "effects" : [ { "code" : 21 , "dataId" : 0 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 1 , "iconIndex" : 123 , "message1" : "\\c[29]%1\\c[0]! " , "message2" : "" , "mpCost" : 0 , "name" : "迅捷强击" , "note" : "<技能类型:普攻特效>\n<Cannot Counter>\n<Bypass Taunt>\n\n<damage formula>\n var i = $gameActors.actor(12)._lastallyid;\n var c = $gameActors.actor(i);\n value = 1;\n value += c.atk*3/2 - target.def*4/5;\n value *= (c.level*c.atk/2048+2) ;\n value = Math.floor(value);\n</damage formula>", "occasion" : 0 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 0 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 506 , "animationId" : -1 , "damage" : { "critical" : false , "elementId" : 1 , "formula" : "" , "type" : 1 , "variance" : 5 } , "description" : "" , "effects" : [ { "code" : 21 , "dataId" : 0 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 1 , "iconIndex" : 123 , "message1" : "\\c[29]%1\\c[0]! " , "message2" : "" , "mpCost" : 0 , "name" : "迅捷强击" , "note" : "<技能类型:普攻特效>\n<Cannot Counter>\n<Bypass Taunt>\n\n<damage formula>\n var i = $gameActors.actor(12)._lastallyid;\n var c = $gameActors.actor(i);\n value = c.atk*4/5+c.mat/10+c.level+40 ;\n value = Math.floor(value);\n</damage formula>", "occasion" : 0 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 0 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 507 , "animationId" : 233 , "damage" : { "critical" : false , "elementId" : 6 , "formula" : "" , "type" : 1 , "variance" : 5 } , "description" : "" , "effects" : [ ] , "hitType" : 2 , "iconIndex" : 66 , "message1" : "\\c[9]电弧\\c[0]!" , "message2" : "" , "mpCost" : 0 , "name" : "电弧" , "note" : "<技能类型:普攻特效>\n<Cannot Counter>\n<Bypass Taunt>\n\n<Custom Target Eval>\ntargets.push(target);\nvar members = foes.aliveMembers();\nmembers.splice(members.indexOf(target), 1);\nvar member = members[Math.round(Math.random()*members.length)];\ntargets.push(member);\n</Custom Target Eval>\n\n<damage formula>\n var i = $gameActors.actor(12)._lastallyid;\n var c = $gameActors.actor(i);\n value = 200;\n value += 6000*c.level/99;\n var i = c.mat - target.mdf/2;\n i *= (c.level*c.mat/2048 + 2);\n value += Math.max(0, i) ;\n value *= c.isStateAffected(412)?1.15: 1;\n value = Math.floor(value);\n</damage formula>", "occasion" : 0 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 0 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 507 , "animationId" : 233 , "damage" : { "critical" : false , "elementId" : 6 , "formula" : "" , "type" : 1 , "variance" : 5 } , "description" : "" , "effects" : [ ] , "hitType" : 2 , "iconIndex" : 66 , "message1" : "\\c[9]电弧\\c[0]!" , "message2" : "" , "mpCost" : 0 , "name" : "电弧" , "note" : "<技能类型:普攻特效>\n<Cannot Counter>\n<Bypass Taunt>\n\n<Custom Target Eval>\ntargets.push(target);\nvar members = foes.aliveMembers();\nmembers.splice(members.indexOf(target), 1);\nvar member = members[Math.round(Math.random()*members.length)];\ntargets.push(member);\n</Custom Target Eval>\n\n<damage formula>\n var i = $gameActors.actor(12)._lastallyid;\n var c = $gameActors.actor(i);\n value = c.mat/2+240+c.level*2 ;\n value *= c.isStateAffected(412)?1.15: 1;\n value = Math.floor(value);\n</damage formula>", "occasion" : 0 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 0 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 508 , "animationId" : 61 , "damage" : { "critical" : false , "elementId" : 7 , "formula" : "" , "type" : 1 , "variance" : 20 } , "description" : "" , "effects" : [ { "code" : 21 , "dataId" : 54 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 2 , "iconIndex" : 0 , "message1" : "\\c[9]冰霜溅射\\c[0]! " , "message2" : "" , "mpCost" : 0 , "name" : "冰霜溅射" , "note" : "<技能类型:技能特效>\n<Cannot Counter>\n<Bypass Taunt>\n\n<Custom Target Eval>\ntargets.push(target);\ntargets.push($gameTroop.members()[this._targetIndex - 1]);\ntargets.push($gameTroop.members()[this._targetIndex + 1]);\n</Custom Target Eval>\n\n<damage formula>\n var i = $gameActors.actor(12)._lastallyid;\n var c = $gameActors.actor(i);\n value = 1 ;\n value += c.mat - target.mdf/2;\n value *= (c.mat*c.level/2048 + 3/2) ;\n value *= c.isStateAffected(410)?1.15: 1;\n value = Math.floor(value);\n</damage formula>", "occasion" : 0 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 0 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 508 , "animationId" : 61 , "damage" : { "critical" : false , "elementId" : 7 , "formula" : "" , "type" : 1 , "variance" : 20 } , "description" : "" , "effects" : [ { "code" : 21 , "dataId" : 54 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 2 , "iconIndex" : 0 , "message1" : "\\c[9]冰霜溅射\\c[0]! " , "message2" : "" , "mpCost" : 0 , "name" : "冰霜溅射" , "note" : "<技能类型:技能特效>\n<Cannot Counter>\n<Bypass Taunt>\n\n<Custom Target Eval>\ntargets.push(target);\ntargets.push($gameTroop.members()[this._targetIndex - 1]);\ntargets.push($gameTroop.members()[this._targetIndex + 1]);\n</Custom Target Eval>\n\n<damage formula>\n var i = $gameActors.actor(12)._lastallyid;\n var c = $gameActors.actor(i);\n value = 1 80+c.mat/5+c.level*3/2 ;\n value *= c.isStateAffected(410)?1.15: 1;\n value = Math.floor(value);\n</damage formula>", "occasion" : 0 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 0 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 509 , "animationId" : 202 , "damage" : { "critical" : false , "elementId" : 11 , "formula" : "" , "type" : 2 , "variance" : 5 } , "description" : "" , "effects" : [ ] , "hitType" : 2 , "iconIndex" : 0 , "message1" : "\\c[9]奥术波动\\c[0]! " , "message2" : "" , "mpCost" : 0 , "name" : "奥术波动" , "note" : "<技能类型:技能特效>\n<Cannot Counter>\n<Barrier Penetration:50%>\n<Before Eval>\nthis. _bpt = 0.5;\n</Before Eval>\n<Bypass Taunt>\n\n<Custom Target Eval>\ntargets.push(target);\ntargets.push($gameTroop.members()[this._targetIndex - 1]);\ntargets.push($gameTroop.members()[this._targetIndex + 1]);\n</Custom Target Eval>\n<技能类型:技能特效>\n\n<damage formula>\n var i = $gameActors.actor(12)._lastallyid;\n var c = $gameActors.actor(i);\n value = 1;\n value += c.mat*2 - target.mdf;\n value *= (c.mat*c.level/2048 + 2) ;\n value = Math.floor(value);\n</damage formula>", "occasion" : 0 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 0 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 509 , "animationId" : 202 , "damage" : { "critical" : false , "elementId" : 11 , "formula" : "" , "type" : 2 , "variance" : 5 } , "description" : "" , "effects" : [ ] , "hitType" : 2 , "iconIndex" : 0 , "message1" : "\\c[9]奥术波动\\c[0]! " , "message2" : "" , "mpCost" : 0 , "name" : "奥术波动" , "note" : "<技能类型:技能特效>\n<Cannot Counter>\n<Barrier Penetration:50%>\n<Before Eval>\nthis. _bpt = 0.5;\n</Before Eval>\n<Bypass Taunt>\n\n<Custom Target Eval>\ntargets.push(target);\ntargets.push($gameTroop.members()[this._targetIndex - 1]);\ntargets.push($gameTroop.members()[this._targetIndex + 1]);\n</Custom Target Eval>\n<技能类型:技能特效>\n\n<damage formula>\n var i = $gameActors.actor(12)._lastallyid;\n var c = $gameActors.actor(i);\n value = c.mat*7/10+240+c.level*2 ;\n value = Math.floor(value);\n</damage formula>", "occasion" : 0 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 0 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 510 , "animationId" : 203 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "" , "effects" : [ { "code" : 21 , "dataId" : 19 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 2 , "iconIndex" : 0 , "message1" : "\\c[9]迟滞之环\\c[0]! " , "message2" : "" , "mpCost" : 0 , "name" : "迟滞之环" , "note" : "<Bypass Taunt>\n<Cannot Counter>\n\n<Target ATB Eval>\n var i = $gameActors.actor(12)._lastallyid;\n var c = $gameActors.actor(i);\n if(c.mat > target.mat*0.6){\n speed = 1;\n }\n else{\n speed = speed * (Math.min(0.3, 0.6 - c.mat/target.mat));\n }\n</Target ATB Eval>\n\n<Custom Target Eval>\ntargets.push(target);\ntargets.push($gameTroop.members()[this._targetIndex - 1]);\ntargets.push($gameTroop.members()[this._targetIndex + 1]);\n</Custom Target Eval>" , "occasion" : 0 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 0 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 510 , "animationId" : 203 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "" , "effects" : [ { "code" : 21 , "dataId" : 19 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 2 , "iconIndex" : 0 , "message1" : "\\c[9]迟滞之环\\c[0]! " , "message2" : "" , "mpCost" : 0 , "name" : "迟滞之环" , "note" : "<Bypass Taunt>\n<Cannot Counter>\n\n<Target ATB Eval>\n var i = $gameActors.actor(12)._lastallyid;\n var c = $gameActors.actor(i);\n if(c.mat > target.mat*0.6){\n speed = 1;\n }\n else{\n speed = speed * (Math.min(0.3, 0.6 - c.mat/target.mat));\n }\n</Target ATB Eval>\n\n<Custom Target Eval>\ntargets.push(target);\ntargets.push($gameTroop.members()[this._targetIndex - 1]);\ntargets.push($gameTroop.members()[this._targetIndex + 1]);\n</Custom Target Eval>" , "occasion" : 0 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 0 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 511 , "animationId" : 215 , "damage" : { "critical" : true , "elementId" : 10 , "formula" : "b.hp/ 3 0", "type" : 1 , "variance" : 2 } , "description" : "" , "effects" : [ { "code" : 21 , "dataId" : 90 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 2 , "iconIndex" : 0 , "message1" : "\\c[27]恐惧侵蚀\\c[0]!" , "message2" : "" , "mpCost" : 0 , "name" : "恐惧侵蚀" , "note" : "<技能类型:技能特效>\n<Barrier Penetration: 50%>\n<Before Eval>\nthis. _bpt = 0.5;\n</Before Eval>\n<Cannot Counter>\n<Bypass Taunt>" , "occasion" : 0 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 0 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 511 , "animationId" : 215 , "damage" : { "critical" : true , "elementId" : 10 , "formula" : "b.hp/ 5 0", "type" : 1 , "variance" : 2 } , "description" : "" , "effects" : [ { "code" : 21 , "dataId" : 90 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 2 , "iconIndex" : 0 , "message1" : "\\c[27]恐惧侵蚀\\c[0]!" , "message2" : "" , "mpCost" : 0 , "name" : "恐惧侵蚀" , "note" : "<技能类型:技能特效>\n<Barrier Penetration: 50%>\n<Before Eval>\nthis. _bpt = 0.5;\n</Before Eval>\n<Cannot Counter>\n<Bypass Taunt>" , "occasion" : 0 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 0 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 512 , "animationId" : 36 , "damage" : { "critical" : true , "elementId" : 1 , "formula" : "" , "type" : 1 , "variance" : 5 } , "description" : "撞向敌人,速度越快伤害越高,有几率造成\\it[56]\n" , "effects" : [ { "code" : 21 , "dataId" : 56 , "value1" : 0.6 , "value2" : 0 } ] , "hitType" : 1 , "iconIndex" : 132 , "message1" : "冲撞!" , "message2" : "" , "mpCost" : 0 , "name" : "冲撞" , "note" : "<技能类型:技能特效>\n<Cannot Counter>\n<Bypass Taunt>\n\n<damage formula>\n var i = $gameActors.actor(12)._lastallyid;\n var c = $gameActors.actor(i);\n value = 1;\n value += c.atk*2 + c.agi/5 + c.def/2 - target.def;\n value *= (c.level*c.atk/2048+2) ;\n value = Math.floor(value);\n</damage formula>", "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 512 , "animationId" : 36 , "damage" : { "critical" : true , "elementId" : 1 , "formula" : "" , "type" : 1 , "variance" : 5 } , "description" : "撞向敌人,速度越快伤害越高,有几率造成\\it[56]\n" , "effects" : [ { "code" : 21 , "dataId" : 56 , "value1" : 0.6 , "value2" : 0 } ] , "hitType" : 1 , "iconIndex" : 132 , "message1" : "冲撞!" , "message2" : "" , "mpCost" : 0 , "name" : "冲撞" , "note" : "<技能类型:技能特效>\n<Cannot Counter>\n<Bypass Taunt>\n\n<damage formula>\n var i = $gameActors.actor(12)._lastallyid;\n var c = $gameActors.actor(i);\n value = c.level*2+120+c.atk+a.agi/5 ;\n value = Math.floor(value);\n</damage formula>", "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 513 , "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" : 513 , "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" : 514 , "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" : 514 , "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" : 515 , "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" : 515 , "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 } ,