白火技能组细节调整;

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## 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;
- **2023/11/17****枪兵**修bug可以打女王了
- **2023/11/16****枪兵**修bug老王可以启动了

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{"id":236,"animationId":0,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"寒冷环境下的莉莉更加精神,自动获得\\it[146]和\n\\it[153]","effects":[{"code":21,"dataId":146,"value1":1,"value2":0},{"code":21,"dataId":153,"value1":1,"value2":0}],"hitType":0,"iconIndex":363,"message1":"激活了自身的抗寒能力!","message2":"","mpCost":0,"name":"北地之哈","note":"<技能类型:技能>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":11,"speed":0,"stypeId":0,"successRate":100,"tpCost":0,"tpGain":0},
@ -297,7 +297,7 @@ null,
{"id":295,"animationId":0,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"菜单使用查看该被动效果","effects":[],"hitType":0,"iconIndex":420,"message1":"","message2":"","mpCost":0,"name":"百变灰狐(被动)","note":"","occasion":2,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":0,"speed":0,"stypeId":3,"successRate":100,"tpCost":0,"tpGain":0},
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{"id":297,"animationId":198,"damage":{"critical":true,"elementId":1,"formula":"(a.atk * 5/2 - b.def*3/5)*(a.level*a.atk/2048+2)* (b.isStateAffected(56) ? 3/2 : 1)","type":1,"variance":5},"description":"诺兰高高跳起,向敌人使用强力腿斧攻击,对\\c[17]\\it[56]\\c[0]的目标造成\n更高伤害并延长\\c[17]\\it[56]\\c[0]二回合。使用后所有“狐猎”式冷却2回合。","effects":[],"hitType":1,"iconIndex":78,"message1":"使用了%1","message2":"","mpCost":0,"name":"狐猎 • 一式","note":"<技能类型:技能>\n\n<Skill 296 Cooldown: 3>\n<Skill 297 Cooldown: 3>\n<Skill 298 Cooldown: 3>\n <Cooldown Steps: 1>\n\n<Custom Requirement>\n if (user.isStateAffected(273)) {\n value = true;\n } else {\n value = false;\n }\n</Custom Requirement>\n\n<State 56 Turns: +2>\n\n<After Eval>\n user.removeState(273);\n if(user.isStateAffected(46)){}\n else{\n if(user.isStateAffected(271)||\n user.isStateAffected(272)){\n user.addState(275);\n }\n }\n</After Eval>\n\n<Custom Counter Rate>\nif(target.isStateAffected(56)){\n rate *= 0;\n }\n</Custom Counter Rate>","occasion":0,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":0,"tpGain":5},
{"id":298,"animationId":229,"damage":{"critical":true,"elementId":-1,"formula":"(3 - 2 * b.hp/b.mhp) * (a.atk * 2 - b.def*2/5)*(a.level*a.atk/2048+2) + Math.min((b.mhp - b.hp)/20, 20000)","type":1,"variance":10},"description":"\\c[18]<3倍收割><类普攻>\\c[0] 诺兰绕后发起三次背刺,成功清空目标血条时\n获得20TP且下回合读条增加75%使用后所有“狐猎”式冷却2回合。","effects":[{"code":21,"dataId":0,"value1":1,"value2":0}],"hitType":0,"iconIndex":435,"message1":"使用了%1","message2":"","mpCost":0,"name":"狐猎 • 二式","note":"<Pre-Damage Eval>\n this.certainhp = target.hp;\n</Pre-Damage Eval>\n\n<技能类型:类普攻>\n\n<Skill 296 Cooldown: 2>\n<Skill 297 Cooldown: 2>\n<Skill 298 Cooldown: 2>\n<Cooldown Steps: 1>\n\n<Custom Requirement>\n if (user.isStateAffected(274)) {\n value = true;\n } else {\n value = false;\n }\n</Custom Requirement>\n\n<Post-Damage Eval>\n if(this.certainhp == 0){}\n else{\n if(target.hp <= 0){\n user.gainTp(20);\n user.addState(166);\n }\n }\n</Post-Damage Eval>\n\n<After Eval>\n user.removeState(274);\n</After Eval>","occasion":0,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":15,"tpGain":0},
{"id":298,"animationId":229,"damage":{"critical":true,"elementId":-1,"formula":"(3 - 2 * b.hp/b.mhp) * (a.atk * 2 - b.def*2/5)*(a.level*a.atk/2048+2) + Math.min((b.mhp - b.hp)/20, 20000)","type":1,"variance":10},"description":"\\c[18]<3倍收割><类普攻>\\c[0] 诺兰绕后发起三次背刺,成功清空目标血条时\n获得20TP且\\c[17]下回合读条增加75%\\c[0]使用后所有“狐猎”式冷却2回合。","effects":[{"code":21,"dataId":0,"value1":1,"value2":0}],"hitType":0,"iconIndex":435,"message1":"使用了%1","message2":"","mpCost":0,"name":"狐猎 • 二式","note":"<Pre-Damage Eval>\n this.certainhp = target.hp;\n</Pre-Damage Eval>\n\n<技能类型:类普攻>\n\n<Skill 296 Cooldown: 2>\n<Skill 297 Cooldown: 2>\n<Skill 298 Cooldown: 2>\n<Cooldown Steps: 1>\n\n<Custom Requirement>\n if (user.isStateAffected(274)) {\n value = true;\n } else {\n value = false;\n }\n</Custom Requirement>\n\n<Post-Damage Eval>\n if(this.certainhp == 0){}\n else{\n if(target.hp <= 0){\n user.gainTp(20);\n user.addState(166);\n }\n }\n</Post-Damage Eval>\n\n<After Eval>\n user.removeState(274);\n</After Eval>","occasion":0,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":15,"tpGain":0},
{"id":299,"animationId":227,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"诺兰加速行动,提升闪避率和魔法闪避率,持续三回合\n并恢复5点TP使用后禁用两个“零式”解锁两个“二式”","effects":[{"code":21,"dataId":276,"value1":1,"value2":0}],"hitType":0,"iconIndex":778,"message1":"使用了%1","message2":"","mpCost":0,"name":"狐迅 • 零式","note":"<After Eval>\n user.addState(274);\n</After Eval>\n\n<技能类型:技能>\n<Cooldown Steps: 1>\n\n<Custom Requirement>\n if (user.isStateAffected(273) ||\n user.isStateAffected(274) ) {\n value = false;\n } else {\n value = true;\n }\n</Custom Requirement>\n","occasion":0,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":11,"speed":0,"stypeId":1,"successRate":100,"tpCost":0,"tpGain":5},
{"id":300,"animationId":191,"damage":{"critical":true,"elementId":-1,"formula":"","type":1,"variance":5},"description":"\\c[18]<类普攻>\\c[0] 诺兰使用手刀或刃武器释放剑舞,造成连续五次伤害\n伤害和命中率依次递增使用后所有“狐迅式”冷却一回合","effects":[{"code":21,"dataId":0,"value1":1,"value2":0}],"hitType":1,"iconIndex":76,"message1":"使用了%1","message2":"","mpCost":0,"name":"狐迅 • 一式","note":"\n<技能类型:类普攻>\n\n<Before Eval>\n user.addState(232);\n</Before Eval>\n\n<After Eval>\n user.removeState(273);\n</After Eval>\n\n<Skill 299 Cooldown: 2>\n<Skill 300 Cooldown: 2>\n<Skill 301 Cooldown: 2>\n<Cooldown Steps: 1>\n\n<Custom Requirement>\n if (user.isStateAffected(273)) {\n value = true;\n } else {\n value = false;\n }\n</Custom Requirement>\n\n<damage formula>\n this._chainmultiplier = this._chainmultiplier || 1;\n value = 1;\n value += (user.atk * 2 - target.def)\n value *= (2 + user.atk * user.level/2048)/2;\n value += Math.min(target.mhp/100, 1000);\n value *= this._chainmultiplier;\n this._chainmultiplier += 1/4;\n</damage formula>","occasion":1,"repeats":5,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":30,"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":317,"animationId":0,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"","effects":[],"hitType":0,"iconIndex":0,"message1":"","message2":"","mpCost":0,"name":"白火的技能","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":322,"animationId":237,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"释放圣焰生成护盾,并强化后续三次普通攻击造成更高伤害,\n且有几率\\c[18]\\it[36]\\c[0]敌人,同时减少技能\\c[17]幽焰斩影\\c[0]一回合冷却","effects":[{"code":21,"dataId":15,"value1":1,"value2":0}],"hitType":0,"iconIndex":64,"message1":"使用了%1","message2":"","mpCost":15,"name":"圣焰狂涌I","note":"<技能类型:技能>\n\n<Custom User Barrier>\nvalue = user.mhp/20+user.mat*3;\n</Custom User Barrier>\n\n<Hide if Learned Skill: 323,324>\n\n<Cooldown: 8>\n<Cooldown Steps: 1>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":11,"speed":0,"stypeId":1,"successRate":100,"tpCost":20,"tpGain":0},
{"id":323,"animationId":237,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"释放圣焰生成护盾,并强化后续三次普通攻击造成更高伤害,\n且有几率\\c[18]\\it[36]\\c[0]敌人,同时减少技能\\c[17]幽焰斩影\\c[0]一回合冷却","effects":[{"code":21,"dataId":15,"value1":1,"value2":0}],"hitType":0,"iconIndex":64,"message1":"使用了%1","message2":"","mpCost":15,"name":"圣焰狂涌II","note":"<技能类型:技能>\n\n<Custom User Barrier>\nvalue = user.mhp/15+user.mat*4;\n</Custom User Barrier>\n\n<Hide if Learned Skill: 324>\n\n<Cooldown: 8>\n<Cooldown Steps: 1>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":11,"speed":0,"stypeId":1,"successRate":100,"tpCost":20,"tpGain":0},
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{"id":324,"animationId":237,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"释放圣焰生成护盾,并强化后续三次普通攻击造成更高伤害,\n且有几率\\c[18]\\it[36]\\c[0]敌人,同时减少技能\\c[17]幽焰斩影\\c[0]一回合冷却","effects":[{"code":21,"dataId":15,"value1":1,"value2":0}],"hitType":0,"iconIndex":64,"message1":"使用了%1","message2":"","mpCost":15,"name":"圣焰狂涌III","note":"<技能类型:技能>\n\n<Custom User Barrier>\nvalue = user.mhp/10+user.mat*5;\n</Custom User Barrier>\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":20,"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":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":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},
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{"id":333,"animationId":240,"damage":{"critical":false,"elementId":5,"formula":"","type":1,"variance":10},"description":"\\c[17]<40%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III","note":"<技能类型:技能>\n\n<Cooldown: 6>\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);\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 * 3 - 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},
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{"id":337,"animationId":0,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"","effects":[],"hitType":0,"iconIndex":0,"message1":"","message2":"","mpCost":0,"name":"减少目标行动读条","note":"<ATB Speed: -50%>","occasion":0,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":0,"tpGain":0},
{"id":338,"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":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},
{"id":327,"animationId":0,"damage":{"critical":true,"elementId":-1,"formula":"","type":1,"variance":5},"description":"\\c[18]<类普攻>\\c[17]<20%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II","note":"<技能类型:类普攻>\n\n<Hide if Learned Skill: 328,329,330>\n\n<Cooldown: 13>\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); \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 * 11/5 + 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},
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