白火技能组细节调整;

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## 更新记录 ## 更新记录
- **2023/11/19****乐子人**;白火技能组细节调整;
- **2023/11/18****乐子人**;辅助技能强度调整;重做白火技能组;修改普攻和技能特效实现方式; - **2023/11/18****乐子人**;辅助技能强度调整;重做白火技能组;修改普攻和技能特效实现方式;
- **2023/11/17****枪兵**修bug可以打女王了 - **2023/11/17****枪兵**修bug可以打女王了
- **2023/11/16****枪兵**修bug老王可以启动了 - **2023/11/16****枪兵**修bug老王可以启动了

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{"id":301,"animationId":-1,"damage":{"critical":true,"elementId":-1,"formula":"(2 - b.hp/b.mhp) * (a.atk * 5/2 - b.def)*(a.level*a.atk/2048+2)","type":1,"variance":5},"description":"\\c[18]<2倍收割><类普攻>\\c[0] 诺兰重击敌人并借力退出战场恢复10TP并隐身一回合修复\n机体(血量恢复量受\\c[17]机体增强模块\\c[0]等级的影响)使用后所有“狐迅式”冷却2回合","effects":[],"hitType":1,"iconIndex":395,"message1":"使用了%1","message2":"","mpCost":0,"name":"狐迅 • 二式","note":"<技能类型:类普攻>\n\n<Custom Requirement>\n if (user.isStateAffected(274)) {\n value = true;\n } else {\n value = false;\n }\n</Custom Requirement>\n\n<After Eval>\n var heal = (user.mhp - user.hp)/10;\n heal *= (user.isStateAffected(280)?1.2: 1);\n heal *= (user.isStateAffected(281)?1.4: 1);\n heal *= (user.isStateAffected(282)?1.6: 1);\n heal = Math.floor(heal);\n user.gainHp(heal);\n user.startDamagePopup();\n user.removeState(274);\n if(user.isStateAffected(46)){}\n else{\n if(user.isStateAffected(264)||\n user.isStateAffected(270)){\n user.addState(278);\n }\n }\nuser.addState(277);\n</After Eval>\n\n<Skill 299 Cooldown: 3>\n<Skill 300 Cooldown: 3>\n<Skill 301 Cooldown: 3>\n<Cooldown Steps: 1>","occasion":0,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":0,"tpGain":0}, {"id":301,"animationId":-1,"damage":{"critical":true,"elementId":-1,"formula":"(2 - b.hp/b.mhp) * (a.atk * 5/2 - b.def)*(a.level*a.atk/2048+2)","type":1,"variance":5},"description":"\\c[18]<2倍收割><类普攻>\\c[0] 诺兰重击敌人并借力退出战场恢复10TP并隐身一回合修复\n机体(血量恢复量受\\c[17]机体增强模块\\c[0]等级的影响)使用后所有“狐迅式”冷却2回合","effects":[],"hitType":1,"iconIndex":395,"message1":"使用了%1","message2":"","mpCost":0,"name":"狐迅 • 二式","note":"<技能类型:类普攻>\n\n<Custom Requirement>\n if (user.isStateAffected(274)) {\n value = true;\n } else {\n value = false;\n }\n</Custom Requirement>\n\n<After Eval>\n var heal = (user.mhp - user.hp)/10;\n heal *= (user.isStateAffected(280)?1.2: 1);\n heal *= (user.isStateAffected(281)?1.4: 1);\n heal *= (user.isStateAffected(282)?1.6: 1);\n heal = Math.floor(heal);\n user.gainHp(heal);\n user.startDamagePopup();\n user.removeState(274);\n if(user.isStateAffected(46)){}\n else{\n if(user.isStateAffected(264)||\n user.isStateAffected(270)){\n user.addState(278);\n }\n }\nuser.addState(277);\n</After Eval>\n\n<Skill 299 Cooldown: 3>\n<Skill 300 Cooldown: 3>\n<Skill 301 Cooldown: 3>\n<Cooldown Steps: 1>","occasion":0,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":0,"tpGain":0},
@ -317,27 +317,27 @@ null,
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{"id":316,"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":316,"animationId":0,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"","effects":[],"hitType":0,"iconIndex":0,"message1":"","message2":"","mpCost":0,"name":"","note":"","occasion":0,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":0,"tpGain":0},
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{"id":326,"animationId":0,"damage":{"critical":true,"elementId":-1,"formula":"","type":1,"variance":5},"description":"\\c[18]<类普攻>\\c[17]<10%额外命中>\\c[0] 对选中敌人和随机四个被\\c[18]\\it[36]\\c[0]的敌人\n进行一次斩击技能对血量低于30%的敌人伤害增加40%","effects":[],"hitType":1,"iconIndex":436,"message1":"使用了%1","message2":"","mpCost":12,"name":"幽焰斩影I","note":"<技能类型:类普攻>\n\n<Hide if Learned Skill: 327,328,329,330>\n\n<Cooldown: 12>\n<Cooldown Steps: 1>\n\n<Before Eval>\n user.addState(227);\n</Before Eval>\n<After Eval>\n user.removeState(227);\n</After Eval>\n\n<Custom Target Eval>\ntargets.push(target); \nvar members = foes.aliveMembers();\nfor (var i = 0; i <= 5; i = targets.length + 1) {\n var member = members[Math.floor(Math.random()*members.length)];\n if (member.isStateAffected(36)) {\n targets.push(member); \n }\n else{\n members.splice(members.indexOf(member), 1);\n }\n }\n</Custom Target Eval>\n\n<damage formula>\n value = 1;\n value += (user.atk * 2 + user.mat - target.def - target.mdf/2);\n value *= (user.level*user.atk/2048+2);\n value *= (target.hprate() <= 0.3)?1.4: 1;\n value = Math.floor(value);\n</damage formula>\n\n<Pre-Damage Eval>\nthis._times = this._times || 1;\nif(this._times == 1 ||\n this._times == 3){\n target.startAnimation(238);\n }\n else{\n if(this._times == 2 ||\n this._times == 4){\n target.startAnimation(235);\n }\n else{ target.startAnimation(239); }\n }\n</Pre-Damage Eval>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":50,"tpGain":0}, {"id":326,"animationId":0,"damage":{"critical":true,"elementId":-1,"formula":"","type":1,"variance":5},"description":"\\c[18]<类普攻>\\c[17]<10%额外命中>\\c[0] 对选中敌人和随机四个被\\c[18]\\it[36]\\c[0]的敌人\n进行一次斩击技能对血量低于30%的敌人伤害增加40%","effects":[],"hitType":1,"iconIndex":436,"message1":"使用了%1","message2":"","mpCost":12,"name":"幽焰斩影I","note":"<技能类型:类普攻>\n\n<Hide if Learned Skill: 327,328,329,330>\n\n<Cooldown: 13>\n<Cooldown Steps: 1>\n\n<Before Eval>\n user.addState(227);\n</Before Eval>\n<After Eval>\n user.removeState(227);\n</After Eval>\n\n<Custom Target Eval>\ntargets.push(target); \nvar members = foes.aliveMembers();\nfor (var i = 0; i <= 5; i = targets.length + 1) {\n var member = members[Math.floor(Math.random()*members.length)];\n if (member.isStateAffected(36)) {\n targets.push(member); \n }\n else{\n members.splice(members.indexOf(member), 1);\n }\n }\n</Custom Target Eval>\n\n<damage formula>\n value = 1;\n value += (user.atk * 2 + user.mat - target.def - target.mdf/2);\n value *= (user.level*user.atk/2048+2);\n value *= (target.hp/target.mhp <= 0.3)?1.4: 1;\n value = Math.floor(value);\n</damage formula>\n\n<Pre-Damage Eval>\nthis._times = this._times || 0;\nthis._times += 1;\nif(this._times == 1 ||\n this._times == 3){\n target.startAnimation(238);\n }\n else{\n if(this._times == 2 ||\n this._times == 4){\n target.startAnimation(235);\n }\n else{ target.startAnimation(239); }\n }\n</Pre-Damage Eval>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":50,"tpGain":0},
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{"id":329,"animationId":0,"damage":{"critical":true,"elementId":-1,"formula":"","type":1,"variance":5},"description":"\\c[18]<类普攻>\\c[17]<40%额外命中>\\c[0] 对选中敌人和随机四个被\\c[18]\\it[36]\\c[0]的敌人\n进行一次斩击技能对血量低于30%的敌人伤害增加40%","effects":[],"hitType":1,"iconIndex":436,"message1":"使用了%1","message2":"","mpCost":12,"name":"幽焰斩影IV","note":"<技能类型:类普攻>\n\n<Hide if Learned Skill: 330>\n\n<Cooldown: 12>\n<Cooldown Steps: 1>\n\n<Before Eval>\n user.addState(230);\n</Before Eval>\n<After Eval>\n user.removeState(230);\n</After Eval>\n\n<Custom Target Eval>\ntargets.push(target); \nvar members = foes.aliveMembers();\nfor (var i = 0; i <= 5; i = targets.length + 1) {\n var member = members[Math.floor(Math.random()*members.length)];\n if (member.isStateAffected(36)) {\n targets.push(member); \n }\n else{\n members.splice(members.indexOf(member), 1);\n }\n }\n</Custom Target Eval>\n\n<damage formula>\n value = 1;\n value += (user.atk * 13/5 + user.mat - target.def - target.mdf/2);\n value *= (user.level*user.atk/2048+2);\n value *= (target.hprate() <= 0.3)?1.4: 1;\n value = Math.floor(value);\n</damage formula>\n\n<Pre-Damage Eval>\nthis._times = this._times || 1;\nif(this._times == 1 ||\n this._times == 3){\n target.startAnimation(238);\n }\n else{\n if(this._times == 2 ||\n this._times == 4){\n target.startAnimation(235);\n }\n else{ target.startAnimation(239); }\n }\n</Pre-Damage Eval>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":50,"tpGain":0}, {"id":329,"animationId":0,"damage":{"critical":true,"elementId":-1,"formula":"","type":1,"variance":5},"description":"\\c[18]<类普攻>\\c[17]<40%额外命中>\\c[0] 对选中敌人和随机四个被\\c[18]\\it[36]\\c[0]的敌人\n进行一次斩击技能对血量低于30%的敌人伤害增加40%","effects":[],"hitType":1,"iconIndex":436,"message1":"使用了%1","message2":"","mpCost":12,"name":"幽焰斩影IV","note":"<技能类型:类普攻>\n\n<Hide if Learned Skill: 330>\n\n<Cooldown: 13>\n<Cooldown Steps: 1>\n\n<Before Eval>\n user.addState(230);\n</Before Eval>\n<After Eval>\n user.removeState(230);\n</After Eval>\n\n<Custom Target Eval>\ntargets.push(target); \nvar members = foes.aliveMembers();\nfor (var i = 0; i <= 5; i = targets.length + 1) {\n var member = members[Math.floor(Math.random()*members.length)];\n if (member.isStateAffected(36)) {\n targets.push(member); \n }\n else{\n members.splice(members.indexOf(member), 1);\n }\n }\n</Custom Target Eval>\n\n<damage formula>\n value = 1;\n value += (user.atk * 13/5 + user.mat - target.def - target.mdf/2);\n value *= (user.level*user.atk/2048+2);\n value *= (target.hp/target.mhp <= 0.3)?1.4: 1;\n value = Math.floor(value);\n</damage formula>\n\n<Pre-Damage Eval>\nthis._times = this._times || 0;\nthis._times += 1;\nif(this._times == 1 ||\n this._times == 3){\n target.startAnimation(238);\n }\n else{\n if(this._times == 2 ||\n this._times == 4){\n target.startAnimation(235);\n }\n else{ target.startAnimation(239); }\n }\n</Pre-Damage Eval>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":50,"tpGain":0},
{"id":330,"animationId":0,"damage":{"critical":true,"elementId":-1,"formula":"","type":1,"variance":5},"description":"\\c[18]<类普攻>\\c[17]<50%额外命中>\\c[0] 对选中敌人和随机四个被\\c[18]\\it[36]\\c[0]的敌人\n进行一次斩击技能对血量低于30%的敌人伤害增加40%","effects":[],"hitType":1,"iconIndex":436,"message1":"使用了%1","message2":"","mpCost":12,"name":"幽焰斩影V","note":"<技能类型:类普攻>\n\n<Cooldown: 12>\n<Cooldown Steps: 1>\n\n<Before Eval>\n user.addState(231);\n</Before Eval>\n<After Eval>\n user.removeState(231);\n</After Eval>\n\n<Custom Target Eval>\ntargets.push(target); \nvar members = foes.aliveMembers();\nfor (var i = 0; i <= 5; i = targets.length + 1) {\n var member = members[Math.floor(Math.random()*members.length)];\n if (member.isStateAffected(36)) {\n targets.push(member); \n }\n else{\n members.splice(members.indexOf(member), 1);\n }\n }\n</Custom Target Eval>\n\n<damage formula>\n value = 1;\n value += (user.atk * 14/5 + user.mat - target.def - target.mdf/2);\n value *= (user.level*user.atk/2048+2);\n value *= (target.hprate() <= 0.3)?1.4: 1;\n value = Math.floor(value);\n</damage formula>\n\n<Pre-Damage Eval>\nthis._times = this._times || 1;\nif(this._times == 1 ||\n this._times == 3){\n target.startAnimation(238);\n }\n else{\n if(this._times == 2 ||\n this._times == 4){\n target.startAnimation(235);\n }\n else{ target.startAnimation(239); }\n }\n</Pre-Damage Eval>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":50,"tpGain":0}, {"id":330,"animationId":0,"damage":{"critical":true,"elementId":-1,"formula":"","type":1,"variance":5},"description":"\\c[18]<类普攻>\\c[17]<50%额外命中>\\c[0] 对选中敌人和随机四个被\\c[18]\\it[36]\\c[0]的敌人\n进行一次斩击技能对血量低于30%的敌人伤害增加40%","effects":[],"hitType":1,"iconIndex":436,"message1":"使用了%1","message2":"","mpCost":12,"name":"幽焰斩影V","note":"<技能类型:类普攻>\n\n<Cooldown: 13>\n<Cooldown Steps: 1>\n\n<Before Eval>\n user.addState(231);\n</Before Eval>\n<After Eval>\n user.removeState(231);\n</After Eval>\n\n<Custom Target Eval>\ntargets.push(target); \nvar members = foes.aliveMembers();\nfor (var i = 0; i <= 5; i = targets.length + 1) {\n var member = members[Math.floor(Math.random()*members.length)];\n if (member.isStateAffected(36)) {\n targets.push(member); \n }\n else{\n members.splice(members.indexOf(member), 1);\n }\n }\n</Custom Target Eval>\n\n<damage formula>\n value = 1;\n value += (user.atk * 14/5 + user.mat - target.def - target.mdf/2);\n value *= (user.level*user.atk/2048+2);\n value *= (target.hp/target.mhp <= 0.3)?1.4: 1;\n value = Math.floor(value);\n</damage formula>\n\n<Pre-Damage Eval>\nthis._times = this._times || 0;\nthis._times += 1;\nif(this._times == 1 ||\n this._times == 3){\n target.startAnimation(238);\n }\n else{\n if(this._times == 2 ||\n this._times == 4){\n target.startAnimation(235);\n }\n else{ target.startAnimation(239); }\n }\n</Pre-Damage Eval>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":50,"tpGain":0},
{"id":331,"animationId":240,"damage":{"critical":false,"elementId":5,"formula":"","type":1,"variance":10},"description":"\\c[17]<20%额外命中>\\c[0] 将剑气注入地下,在指定敌人脚下爆炸造成火属性伤害和\\c[9]\\it[52]\\c[0],对被\\c[18]\\it[36]\\c[0]\n的敌人伤害增加且造成\\c[17]\\it[56]\\c[0],技能会波及相邻两目标造成一半伤害和相同控制","effects":[{"code":21,"dataId":36,"value1":0.5,"value2":0}],"hitType":1,"iconIndex":406,"message1":"使用了%1","message2":"","mpCost":8,"name":"隐焰爆破I","note":"<技能类型:技能>\n\n<Hide if Learned Skill: 332,333>\n\n<Cooldown: 6>\n<Cooldown Steps: 1>\n\n<Before Eval>\n user.addState(228);\n</Before Eval>\n<After Eval>\n user.removeState(228);\n</After Eval>\n\n<Custom Target Eval>\ntargets.push(target);\ntargets.push($gameTroop.members()[this._targetIndex - 1]);\ntargets.push($gameTroop.members()[this._targetIndex + 1]);\n</Custom Target Eval>\n\n<damage formula>\n value = 1;\n value += (user.atk + user.mat * 2 - target.def/3 - target.mdf/2);\n value *= (user.level*user.atk/2048+2);\n value = Math.floor(value);\n value *= (target.isStateAffected(36)?1.2: 1);\n if(this._times == 1){}\n else{ value *= 1/2; }\n</damage formula>\n\n<Before Eval>\nthis._times = this._times || 0;\nthis._times += 1;\n</Before Eval>\n\n<Pre-Damage Eval>\nif(target.isStateAffected(36)){\n target.addState(56);\n}\nelse{ target.addState(52); }\n</Pre-Damage Eval>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":20,"tpGain":0}, {"id":331,"animationId":240,"damage":{"critical":false,"elementId":5,"formula":"","type":1,"variance":10},"description":"\\c[17]<20%额外命中>\\c[0] 向地下注入剑气在指定敌人及相邻敌人脚下爆炸,造成\n\\c[18]火\\c[0]属性伤害和\\c[9]\\it[52]\\c[0],对被\\c[18]\\it[36]\\c[0]的敌人伤害增加且造成\\c[17]\\it[56]\\c[0]","effects":[{"code":21,"dataId":36,"value1":0.5,"value2":0}],"hitType":1,"iconIndex":406,"message1":"使用了%1","message2":"","mpCost":8,"name":"隐焰爆破I","note":"<技能类型:技能>\n\n<Hide if Learned Skill: 332,333>\n\n<Cooldown: 7>\n<Cooldown Steps: 1>\n\n<Before Eval>\n user.addState(228);\n</Before Eval>\n<After Eval>\n user.removeState(228);\n</After Eval>\n\n<Custom Target Eval>\ntargets.push(target);\ntargets.push($gameTroop.members()[this._targetIndex - 1]);\ntargets.push($gameTroop.members()[this._targetIndex + 1]);\n</Custom Target Eval>\n\n<damage formula>\n value = 1;\n value += (user.atk + user.mat * 2 - target.def/3 - target.mdf/2);\n value *= (user.level*user.atk/2048+2);\n value = Math.floor(value);\n value *= (target.isStateAffected(36)?1.2: 1);\n</damage formula>\n\n<Pre-Damage Eval>\nif(target.isStateAffected(36)){\n target.addState(56);\n}\nelse{ target.addState(52); }\n</Pre-Damage Eval>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":20,"tpGain":0},
{"id":332,"animationId":240,"damage":{"critical":false,"elementId":5,"formula":"","type":1,"variance":10},"description":"\\c[17]<30%额外命中>\\c[0] 将剑气注入地下,在指定敌人脚下爆炸造成火属性伤害和\\c[9]\\it[52]\\c[0],对被\\c[18]\\it[36]\\c[0]\n的敌人伤害增加且造成\\c[17]\\it[56]\\c[0],技能会波及相邻两目标造成一半伤害和相同控制","effects":[{"code":21,"dataId":36,"value1":0.5,"value2":0}],"hitType":1,"iconIndex":406,"message1":"使用了%1","message2":"","mpCost":8,"name":"隐焰爆破II","note":"<技能类型:技能>\n\n<Hide if Learned Skill: 333>\n\n<Cooldown: 6>\n<Cooldown Steps: 1>\n\n<Before Eval>\n user.addState(229);\n</Before Eval>\n<After Eval>\n user.removeState(229);\n</After Eval>\n\n<Custom Target Eval>\ntargets.push(target);\ntargets.push($gameTroop.members()[this._targetIndex - 1]);\ntargets.push($gameTroop.members()[this._targetIndex + 1]);\n</Custom Target Eval>\n\n<damage formula>\n value = 1;\n value += (user.atk + user.mat * 5/2 - target.def/3 - target.mdf/2);\n value *= (user.level*user.atk/2048+2);\n value = Math.floor(value);\n value *= (target.isStateAffected(36)?1.2: 1);\n if(this._times == 1){}\n else{ value *= 1/2; }\n</damage formula>\n\n<Before Eval>\nthis._times = this._times || 0;\nthis._times += 1;\n</Before Eval>\n\n<Pre-Damage Eval>\nif(target.isStateAffected(36)){\n target.addState(56);\n}\nelse{ target.addState(52); }\n</Pre-Damage Eval>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":20,"tpGain":0}, {"id":332,"animationId":240,"damage":{"critical":false,"elementId":5,"formula":"","type":1,"variance":10},"description":"\\c[17]<30%额外命中>\\c[0] 向地下注入剑气在指定敌人及相邻敌人脚下爆炸,造成\n\\c[18]火\\c[0]属性伤害和\\c[9]\\it[52]\\c[0],对被\\c[18]\\it[36]\\c[0]的敌人伤害增加且造成\\c[17]\\it[56]\\c[0]","effects":[{"code":21,"dataId":36,"value1":0.5,"value2":0}],"hitType":1,"iconIndex":406,"message1":"使用了%1","message2":"","mpCost":8,"name":"隐焰爆破II","note":"<技能类型:技能>\n\n<Hide if Learned Skill: 333>\n\n<Cooldown: 7>\n<Cooldown Steps: 1>\n\n<Before Eval>\n user.addState(229);\n</Before Eval>\n<After Eval>\n user.removeState(229);\n</After Eval>\n\n<Custom Target Eval>\ntargets.push(target);\ntargets.push($gameTroop.members()[this._targetIndex - 1]);\ntargets.push($gameTroop.members()[this._targetIndex + 1]);\n</Custom Target Eval>\n\n<damage formula>\n value = 1;\n value += (user.atk + user.mat * 5/2 - target.def/3 - target.mdf/2);\n value *= (user.level*user.atk/2048+2);\n value = Math.floor(value);\n value *= (target.isStateAffected(36)?1.2: 1);\n</damage formula>\n\n<Pre-Damage Eval>\nif(target.isStateAffected(36)){\n target.addState(56);\n}\nelse{ target.addState(52); }\n</Pre-Damage Eval>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":20,"tpGain":0},
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