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{ "id" : 21 , "animationId" : 213 , "damage" : { "critical" : false , "elementId" : 13 , "formula" : "" , "type" : 1 , "variance" : 1 } , "description" : "" , "effects" : [ ] , "hitType" : 0 , "iconIndex" : 384 , "message1" : "\\c[9]审查官配枪\\c[0]射击!" , "message2" : "" , "mpCost" : 0 , "name" : "配枪射击" , "note" : "<技能类型:普攻特效>\n\n<Bypass Barrier>\n<Cannot Counter>\n\n<damage formula>\n var i = $gameActors.actor(12)._lastallyid;\n var c = $gameActors.actor(i);\n value = 120 + 2*c.level + c.atk;\n var random = Math.random();\n value *= (random <= c.cri)?3: 1;\n value = Math.floor(value);\n</damage formula>", "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" : 23 , "animationId" : 19 , "damage" : { "critical" : true , "elementId" : -1 , "formula" : "a.atk*9/10 + a.level*11/10 + 120" , "type" : 1 , "variance" : 5 } , "description" : "尝试将敌方打晕,造成 120+2.2*\\c[17]Lv\\c[0]+0.9\\c[18]ad\\c[0] 点 伤害\n几率施加\\c[9]\\it[70]\\c[0]", "effects" : [ { "code" : 21 , "dataId" : 70 , "value1" : 0.65 , "value2" : 0 } ] , "hitType" : 1 , "iconIndex" : 6 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "击晕II" , "note" : "<Hide if Learned Skill: 24>\n\n<技能类型:类普攻>\n<Learn Cost: 5 JP>\n<Learn Require Skill: 22>\n\n<Before Eval>\n this._bsaffective = 0.5;\n</Before Eval>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 10 , "tpGain" : 5 } ,
{ "id" : 24 , "animationId" : 19 , "damage" : { "critical" : true , "elementId" : -1 , "formula" : "a.atk*9/10 + a.level*12/10 + 150" , "type" : 1 , "variance" : 5 } , "description" : "尝试将敌方打晕,造成 120+2.4*\\c[17]Lv\\c[0]+0.9\\c[18]ad\\c[0] 点 伤害\n几率施加\\c[9]\\it[70]\\c[0]", "effects" : [ { "code" : 21 , "dataId" : 70 , "value1" : 0.8 , "value2" : 0 } ] , "hitType" : 1 , "iconIndex" : 6 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "击晕III" , "note" : "<技能类型:类普攻>\n<Learn Cost: 7 JP>\n<Learn Require Skill: 23>\n\n<Before Eval>\n this._bsaffective = 0.5;\n</Before Eval>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 15 , "tpGain" : 5 } ,
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{ "id" : 26 , "animationId" : 35 , "damage" : { "critical" : false , "elementId" : 17 , "formula" : "a.atk + a.level*5/2 + 200" , "type" : 1 , "variance" : 0 } , "description" : "\\c[18]<无视护盾>\\c[0] 来自《惊悚乐园》的因果律技能,可以百分百绊倒直立的敌人\n( 施加\\it[45])并造成 200+2.5*\\c[17]Lv\\c[0]+1.0\\c[18]ad\\c[0] 点 伤害", "effects" : [ { "code" : 21 , "dataId" : 45 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 1 , "iconIndex" : 305 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "熊孩子的下鞭腿II" , "note" : "<Hide if Learned Skill: 27>\n<Bypass Barrier>\n\n<Learn Cost: 6 JP>\n<Learn Require Skill: 25>\n\n<技能类型:技能>\n\n<Before Eval>\n this._bsaffective = 0.2;\n</Before Eval>\n\n<Cooldown: 7>\n<Cooldown Steps: 10>\n\n<Before Eval>\nthis. _bpt = 1;\n</Before Eval>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 3 , "successRate" : 100 , "tpCost" : 25 , "tpGain" : 0 } ,
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{ "id" : 21 , "animationId" : 213 , "damage" : { "critical" : false , "elementId" : 13 , "formula" : "" , "type" : 1 , "variance" : 1 } , "description" : "" , "effects" : [ ] , "hitType" : 0 , "iconIndex" : 384 , "message1" : "\\c[9]审查官配枪\\c[0]射击!" , "message2" : "" , "mpCost" : 0 , "name" : "配枪射击" , "note" : "<技能类型:普攻特效>\n\n<Bypass Barrier>\n<Cannot Counter>\n\n<damage formula>\n var i = $gameActors.actor(12)._lastallyid;\n var c = $gameActors.actor(i);\n value = 120 + 5/ 2*c.level + c.atk;\n var random = Math.random();\n value *= (random <= c.cri)?3: 1;\n value = Math.floor(value);\n</damage formula>", "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" : 25 , "animationId" : 35 , "damage" : { "critical" : false , "elementId" : 1 , "formula" : "a.atk + a.level*2 + 140" , "type" : 1 , "variance" : 0 } , "description" : "来自《惊悚乐园》的因果律技能,可以百分百绊倒直立的敌人(施加\\it[45]) \n并造成 140+2*\\c[17]Lv\\c[0]+1.0\\c[18]ad\\c[0] 点 \\c[18]物理 伤害\\c[0] ", "effects" : [ { "code" : 21 , "dataId" : 45 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 1 , "iconIndex" : 305 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "熊孩子的下鞭腿I" , "note" : "<Hide if Learned Skill: 26,27>\n\n<技能类型:技能>\n\n<Cooldown: 7>\n<Cooldown Steps: 10>\n\n<Before Eval>\n this._bsaffective = 0.2;\n</Before Eval>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 3 , "successRate" : 100 , "tpCost" : 25 , "tpGain" : 0 } ,
{ "id" : 26 , "animationId" : 35 , "damage" : { "critical" : false , "elementId" : 17 , "formula" : "a.atk + a.level*5/2 + 200" , "type" : 1 , "variance" : 0 } , "description" : "\\c[18]<无视护盾>\\c[0] 来自《惊悚乐园》的因果律技能,可以百分百绊倒直立的敌人\n( 施加\\it[45])并造成 200+2.5*\\c[17]Lv\\c[0]+1.0\\c[18]ad\\c[0] 点 \\c[17]真实 伤害\\c[0] ", "effects" : [ { "code" : 21 , "dataId" : 45 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 305 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "熊孩子的下鞭腿II" , "note" : "<Hide if Learned Skill: 27>\n<Bypass Barrier>\n\n<Learn Cost: 6 JP>\n<Learn Require Skill: 25>\n\n<技能类型:技能>\n\n<Before Eval>\n this._bsaffective = 0.2;\n</Before Eval>\n\n<Cooldown: 7>\n<Cooldown Steps: 10>\n\n<Before Eval>\nthis. _bpt = 1;\n</Before Eval>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 3 , "successRate" : 100 , "tpCost" : 25 , "tpGain" : 0 } ,
{ "id" : 27 , "animationId" : 35 , "damage" : { "critical" : false , "elementId" : 17 , "formula" : "a.atk + a.level*3 + 280" , "type" : 1 , "variance" : 0 } , "description" : "c[18]<无视护盾>\\c[17]<无视嘲讽>\\c[0] 来自《惊悚乐园》的因果律技能,可以百分百绊倒直立的敌人\n( 施加\\it[45])并造成 280+3*\\c[17]Lv\\c[0]+1.0\\c[18]ad\\c[0] 点 \\c[17]真实 伤害\\c[0] ", "effects" : [ { "code" : 21 , "dataId" : 45 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 305 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "熊孩子的下鞭腿III" , "note" : "<Bypass Barrier>\n<Bypass Taunt>\n\n<Learn Cost: 8 JP>\n<Learn Require Skill: 26>\n\n<技能类型:技能>\n\n<Before Eval>\n this._bsaffective = 0.2;\n</Before Eval>\n\n<Cooldown: 7>\n<Cooldown Steps: 10>\n\n<Before Eval>\nthis. _bpt = 1;\n</Before Eval>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 3 , "successRate" : 100 , "tpCost" : 25 , "tpGain" : 5 } ,
{ "id" : 28 , "animationId" : 44 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "\\c[17]<群体解控>\\c[0] 渡鸦12345: 干! 别怂! ( PS: 解除全队绝大部分\n负面状态并附加\\it[22]) " , "effects" : [ { "code" : 21 , "dataId" : 22 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 58 , "value1" : 1 , "value2" : 0 } , { "code" : 21 , "dataId" : 63 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 67 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 68 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 59 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 60 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 62 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 75 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 61 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 69 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 64 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 56 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 57 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 65 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 94 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 54 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 55 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 99 , "message1" : "施放了%1! " , "message2" : "" , "mpCost" : 50 , "name" : "天神勇气" , "note" : "<Hit Reward: Add State 37>\n\n<技能类型:技能>\n<Learn Cost: 12 JP>\n" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 8 , "speed" : 0 , "stypeId" : 4 , "successRate" : 100 , "tpCost" : 100 , "tpGain" : 0 } ,
{ "id" : 29 , "animationId" : 46 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "\\c[9]<群体削弱>\\c[17]<破霸体>\\c[0] 渡鸦12345: 干你蛋事! ( 解除对方全属性增幅和\\it[152]\n并附加\\it[43]和\\it[65]) " , "effects" : [ { "code" : 21 , "dataId" : 43 , "value1" : 1 , "value2" : 0 } , { "code" : 21 , "dataId" : 65 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 115 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 116 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 117 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 118 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 119 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 120 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 121 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 122 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 123 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 124 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 125 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 126 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 127 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 128 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 129 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 130 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 131 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 132 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 136 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 137 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 138 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 139 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 140 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 141 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 142 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 143 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 148 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 149 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 147 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 150 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 152 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 165 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 245 , "message1" : "吟唱了%1! " , "message2" : "" , "mpCost" : 50 , "name" : "神圣干涉" , "note" : "<Hit Reward: Add State 37>\n\n<技能类型:技能>\n<Learn Cost: 10 JP>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 2 , "speed" : 0 , "stypeId" : 4 , "successRate" : 100 , "tpCost" : 100 , "tpGain" : 0 } ,
{ "id" : 30 , "animationId" : 95 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "渡鸦12345: 老娘最高! ( PS: 给全体队友\\it[24], \n七回合内可以抵挡一次HP清空造成的\\c[18]\\it[1]\\c[0]) " , "effects" : [ { "code" : 21 , "dataId" : 210 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 70 , "message1" : "吟唱了%1! " , "message2" : "全员获得\\it[210]! " , "mpCost" : 30 , "name" : "礼赞术" , "note" : "<Hit Reward: Add State 37>\n\n<技能类型:技能>\n<Learn Cost: 12 JP>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 8 , "speed" : 0 , "stypeId" : 4 , "successRate" : 100 , "tpCost" : 50 , "tpGain" : 0 } ,
@ -35,35 +35,35 @@ null,
{ "id" : 33 , "animationId" : 0 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "" , "effects" : [ ] , "hitType" : 0 , "iconIndex" : 0 , "message1" : "" , "message2" : "" , "mpCost" : 0 , "name" : "薇薇安的技能" , "note" : "" , "occasion" : 0 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 34 , "animationId" : 123 , "damage" : { "critical" : false , "elementId" : 17 , "formula" : "b.hp/10" , "type" : 1 , "variance" : 0 } , "description" : "\\c[9]<群体削弱>\\c[0]薇薇安独有的强大技能,召唤一轮诡异红月,\n红月下薇薇安会变得极其强大, 敌人也会被削弱, 但使用技能有一定代价" , "effects" : [ { "code" : 44 , "dataId" : 4 , "value1" : 1 , "value2" : 0 } , { "code" : 21 , "dataId" : 35 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 341 , "message1" : "召唤了红月!" , "message2" : "" , "mpCost" : 0 , "name" : "召唤红月" , "note" : "<Hide if Learned Skill: 35>\n<Cooldown: 100>\n<Cooldown Steps: 5>\n<Bypass Barrier>\n\n<技能类型:技能>\n\n<Before Eval>\nthis. _bpt = 1;\n</Before Eval>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 2 , "speed" : 0 , "stypeId" : 4 , "successRate" : 100 , "tpCost" : 100 , "tpGain" : 0 } ,
{ "id" : 35 , "animationId" : 123 , "damage" : { "critical" : false , "elementId" : 17 , "formula" : "b.hp/10" , "type" : 1 , "variance" : 0 } , "description" : "\\c[9]<群体削弱>\\c[0]薇薇安独有的强大技能,召唤一轮诡异红月,\n红月下薇薇安会变得极其强大, 敌人也会被削弱, 寻回力量后使用技能代价较小" , "effects" : [ { "code" : 44 , "dataId" : 4 , "value1" : 1 , "value2" : 0 } , { "code" : 21 , "dataId" : 35 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 341 , "message1" : "召唤了红月!" , "message2" : "" , "mpCost" : 0 , "name" : "召唤红月" , "note" : "<Cooldown: 80>\n<Cooldown Steps: 5>\n<Bypass Barrier>\n\n<技能类型:技能>\n\n<Before Eval>\nthis. _bpt = 1;\n</Before Eval>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 2 , "speed" : 0 , "stypeId" : 4 , "successRate" : 100 , "tpCost" : 100 , "tpGain" : 5 } ,
{ "id" : 36 , "animationId" : 15 , "damage" : { "critical" : true , "elementId" : 16 , "formula" : " ", "type" : 1 , "variance" : 5 } , "description" : "\\c[1 8]<2倍收割>\\c[1 7]<20%额外命中>\\c[0] \\c[18]<类普攻>\\c[0] 用血魔法凝聚的长枪,\n造成\\c[18]生命\\c[0]属性伤害, 累计使用三次后冷却2回合", "effects" : [ ] , "hitType" : 2 , "iconIndex" : 78 , "message1" : "施放了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "血色长枪I" , "note" : "<Hide if Learned Skill: 37,38>\n<Learn Cost: 4 JP>\n\n<技能类型:类普攻>\n\n<Cooldown Steps: 1>\n\n< Custom HP Cost>\ncost += user.mhp/40+user.hp/20;\n</Custom HP Cost>\n\n<damage formula>\n value = 1;\n value += user.mat*2;\n value += user.atk/2;\n value -= target.mdf;\n var i = 1;\n i -= user.hp/user.mhp<0.7?(0.7 - user.hp/user.mhp)/3: 0;\n value *= i;\n value *= (user.level*user.mat/2048+2);\n value *= (2 - target.hp/target.mhp);\n value += 20;\n value = Math.floor(value);\n</damage formula >\n\n<Before Eval>\n user.addState(228);\n user._speartimes = user._speartimes || 0;\n user._speartimes += 1;\n if(user._speartimes >= 3){\n user._speartimes = 0;\n user.addCooldown(36,+3);\n }\n</Before Eval>\n<After Eval>\n user.removeState(228);\n</After Eval>\n\n<Before Eval>\n this._bsaffective = 0.5;\n</Before Eval>\n\n<Custom Show Eval>\n if (user.isStateAffected(30) ||\n user.isStateAffected(31) ) {\n visible = false;\n } else {\n visible = true;\n }\n</Custom Show Eval>", "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 10 } ,
{ "id" : 37 , "animationId" : 15 , "damage" : { "critical" : true , "elementId" : 16 , "formula" : " ", "type" : 1 , "variance" : 5 } , "description" : "\\c[1 8]<2倍收割>\\c[1 7]<30%额外命中>\\c[0] \\c[18]<类普攻>\\c[0] 用血魔法凝聚的长枪,\n造成\\c[18]生命\\c[0]属性伤害, 累计使用三次后冷却2回合", "effects" : [ ] , "hitType" : 2 , "iconIndex" : 78 , "message1" : "施放了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "血色长枪II" , "note" : "<Hide if Learned Skill: 38>\n\n<技能类型:类普攻>\n<Learn Cost: 6 JP>\n<Learn Require Skill: 36>\n\n<Cooldown Steps: 1>\n\n< Custom HP Cost>\ncost += user.mhp/40+user.hp/20;\n</Custom HP Cost>\n\n<damage formula>\n value = 1;\n value += user.mat*2;\n value += user.atk/2;\n value -= target.mdf;\n var i = 1.15;\n i -= user.hp/user.mhp<0.7?(0.7 - user.hp/user.mhp)/3: 0;\n value *= i;\n value *= (user.level*user.mat/2048+2);\n value *= (2 - target.hp/target.mhp);\n value += 300;\n value = Math.floor(value);\n</damage formula >\n\n<Before Eval>\n user.addState(229);\n user._speartimes = user._speartimes || 0;\n user._speartimes += 1;\n if(user._speartimes >= 3){\n user._speartimes = 0;\n user.addCooldown(37,+3);\n }\n</Before Eval>\n<After Eval>\n user.removeState(229);\n</After Eval>\n\n<Before Eval>\n this._bsaffective = 0.5;\n</Before Eval>\n\n<Custom Show Eval>\n if (user.isStateAffected(30) ||\n user.isStateAffected(31) ) {\n visible = false;\n } else {\n visible = true;\n }\n</Custom Show Eval>\n", "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 10 } ,
{ "id" : 38 , "animationId" : 15 , "damage" : { "critical" : true , "elementId" : 16 , "formula" : " ", "type" : 1 , "variance" : 5 } , "description" : "\\c[1 8]<2倍收割>\\c[1 7]<40%额外命中>\\c[0] \\c[18]<类普攻>\\c[0] 用血魔法凝聚的长枪,\n造成\\c[18]生命\\c[0]属性伤害, 累计使用三次后冷却2回合", "effects" : [ ] , "hitType" : 2 , "iconIndex" : 78 , "message1" : "施放了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "血色长枪III" , "note" : "< Custom HP Cost>\ncost += user.mhp/40+user.hp/20;\n</Custom HP Cost >\n\n<技能类型:类普攻>\n<Learn Cost: 8 JP>\n<Learn Require Skill: 37>\n<Cooldown Steps: 1>\n\n<damage formula>\n value = 1;\n value += user.mat*2;\n value += user.atk/2;\n value -= target.mdf;\n var i = 1.3;\n i -= user.hp/user.mhp<0.7?(0.7 - user.hp/user.mhp)/3: 0;\n value *= i;\n value *= (user.level*user.mat/2048+2);\n value *= (2 - target.hp/target.mhp);\n value += 800;\n value = Math.floor(value);\n</damage formula >\n\n<Before Eval>\n this._bsaffective = 0.5;\n</Before Eval>\n\n<Before Eval>\n user.addState(230);\n user._speartimes = user._speartimes || 0;\n user._speartimes += 1;\n if(user._speartimes >= 3){\n user._speartimes = 0;\n user.addCooldown(38,+3);\n }\n</Before Eval>\n<After Eval>\n user.removeState(230);\n</After Eval>\n\n<Custom Show Eval>\n if (user.isStateAffected(30) ||\n user.isStateAffected(31) ) {\n visible = false;\n } else {\n visible = true;\n }\n</Custom Show Eval>", "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : -2 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 10 } ,
{ "id" : 39 , "animationId" : 49 , "damage" : { "critical" : true , "elementId" : 16 , "formula" : " 150+(3/2*(a.mhp-a.hp)/a.mhp)*(a.mat* 2+a.atk*3/4- b.mdf-b.def/5)*(a.level*a.mat/2048+2) ", "type" : 5 , "variance" : 5 } , "description" : "吸 血技能, 自身HP越低伤害和吸血越高。\n 有几率附加\\it[94],但装备的吸血效果对该技能无效。", "effects" : [ { "code" : 21 , "dataId" : 94 , "value1" : 0. 05 , "value2" : 0 } ] , "hitType" : 2 , "iconIndex" : 71 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "生命吸取I" , "note" : "<Hide if Learned Skill: 40,41>\n<Learn Cost: 5 JP>\n\n<Before Eval>\n this._bsaffective = 0;\n</Before Eval>\n\n<技能类型:技能>\n\n<Cooldown: 2>\n<Cooldown Steps: 1>\n" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 30 , "tpGain" : 5 } ,
{ "id" : 40 , "animationId" : 49 , "damage" : { "critical" : true , "elementId" : 16 , "formula" : " 300+(7/8*(a.mhp-a.hp)/a.mhp)*(a.mat* 2+a.atk*3/4- b.mdf-b.def/5)*(a.level*a.mat/2048+2) ", "type" : 5 , "variance" : 5 } , "description" : "吸 血技能, 自身HP越低伤害和吸血越高。\n 有几率附加\\it[94],但装备的吸血效果对该技能无效。", "effects" : [ { "code" : 21 , "dataId" : 94 , "value1" : 0. 1 , "value2" : 0 } ] , "hitType" : 2 , "iconIndex" : 71 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "生命吸取II" , "note" : "<Hide if Learned Skill: 41>\n<Learn Cost: 7 JP>\n<Learn Require Skill: 39>\n\n<Before Eval>\n this._bsaffective = 0;\n</Before Eval>\n\n<技能类型:技能>\n\n<Cooldown: 2>\n<Cooldown Steps: 1>\n" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 30 , "tpGain" : 5 } ,
{ "id" : 41 , "animationId" : 49 , "damage" : { "critical" : true , "elementId" : 16 , "formula" : " 700+(2*(a.mhp-a.hp)/a.mhp)*(a.mat* 2+a.atk- b.mdf-b.def/10)*(a.level*a.mat/2048+2) ", "type" : 5 , "variance" : 5 } , "description" : "吸 血技能, 自身HP越低伤害和吸血越高。\n 有几率附加\\it[94],但装备的吸血效果对该技能无效。", "effects" : [ { "code" : 21 , "dataId" : 94 , "value1" : 0. 2 , "value2" : 0 } ] , "hitType" : 2 , "iconIndex" : 71 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "生命吸取III" , "note" : "<Before Eval>\n this._bsaffective = 0;\n</Before Eval>\n\n<技能类型:技能>\n<Learn Cost: 9 JP>\n<Learn Require Skill: 40>\n\n<Cooldown: 2>\n<Cooldown Steps: 1>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 30 , "tpGain" : 5 } ,
{ "id" : 42 , "animationId" : 51 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "5" , "type" : 0 , "variance" : 0 } , "description" : "解体成小蝙蝠,变得更灵活且避免部分暴击, 增加电魔法穿透力, \n但需要消耗HP来维持解体, HP比例低于30%会自动恢复人形", "effects" : [ { "code" : 21 , "dataId" : 20 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 74 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 57 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 54 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 55 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 59 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 61 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 347 , "message1" : "" , "message2" : "" , "mpCost" : 5 , "name" : "解体" , "note" : "<技能类型:技能>\n\n<Cooldown: 4 >\n<Cooldown Steps: 1>", "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 11 , "speed" : 50 , "stypeId" : 4 , "successRate" : 100 , "tpCost" : 5 , "tpGain" : 0 } ,
{ "id" : 36 , "animationId" : 15 , "damage" : { "critical" : true , "elementId" : 16 , "formula" : " 120 + 3*a.level + 7/10*a.mat + a.atk*3/10 ", "type" : 1 , "variance" : 5 } , "description" : "\\c[1 7]<20%额外命中>\\c[0] \\c[18]<类普攻>\\c[0] 用血魔法凝聚的长枪,HP比例低于20%时禁用 \n造成120+3*\\c[17]Lv\\c[0]+0.3\\c[18]ad\\c[0]+0.7\\c[27]ap\\c[0] 点 \\c[18]生命\\c[0]属性\\c[27]魔法 伤害\\c[0] , 累计使用三次后冷却2回合", "effects" : [ ] , "hitType" : 2 , "iconIndex" : 78 , "message1" : "施放了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "血色长枪I" , "note" : "<Hide if Learned Skill: 37,38>\n<Learn Cost: 4 JP>\n\n<技能类型:类普攻>\n\n<Cooldown Steps: 1>\n\n< HP Cost: 4%>\n\n <Custom Requirement>\n if (user.hp/user.mhp >= 0.2) {\n value = true;\n } else {\n value = false;\n }\n </Custom Requirement >\n\n<Before Eval>\n user.addState(228);\n user._speartimes = user._speartimes || 0;\n user._speartimes += 1;\n if(user._speartimes >= 3){\n user._speartimes = 0;\n user.addCooldown(36,+3);\n }\n</Before Eval>\n<After Eval>\n user.removeState(228);\n</After Eval>\n\n<Before Eval>\n this._bsaffective = 0.5;\n</Before Eval>\n\n<Custom Show Eval>\n if (user.isStateAffected(30) ||\n user.isStateAffected(31) ) {\n visible = false;\n } else {\n visible = true;\n }\n</Custom Show Eval>", "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 10 } ,
{ "id" : 37 , "animationId" : 15 , "damage" : { "critical" : true , "elementId" : 16 , "formula" : " 180 + 7/2*a.level + 7/10*a.mat + a.atk*3/10 ", "type" : 1 , "variance" : 5 } , "description" : "\\c[1 7]<30%额外命中>\\c[0] \\c[18]<类普攻>\\c[0] 用血魔法凝聚的长枪,HP比例低于20%时禁用 \n造成180+3.5*\\c[17]Lv\\c[0]+0.3\\c[18]ad\\c[0]+0.7\\c[27]ap\\c[0] 点 \\c[18]生命\\c[0]属性\\c[27]魔法 伤害\\c[0] , 累计使用三次后冷却2回合", "effects" : [ ] , "hitType" : 2 , "iconIndex" : 78 , "message1" : "施放了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "血色长枪II" , "note" : "<Hide if Learned Skill: 38>\n\n<技能类型:类普攻>\n<Learn Cost: 6 JP>\n<Learn Require Skill: 36>\n\n<Cooldown Steps: 1>\n\n< HP Cost: 4%>\n\n <Custom Requirement>\n if (user.hp/user.mhp >= 0.2) {\n value = true;\n } else {\n value = false;\n }\n </Custom Requirement >\n\n<Before Eval>\n user.addState(229);\n user._speartimes = user._speartimes || 0;\n user._speartimes += 1;\n if(user._speartimes >= 3){\n user._speartimes = 0;\n user.addCooldown(37,+3);\n }\n</Before Eval>\n<After Eval>\n user.removeState(229);\n</After Eval>\n\n<Before Eval>\n this._bsaffective = 0.5;\n</Before Eval>\n\n<Custom Show Eval>\n if (user.isStateAffected(30) ||\n user.isStateAffected(31) ) {\n visible = false;\n } else {\n visible = true;\n }\n</Custom Show Eval>\n", "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 10 } ,
{ "id" : 38 , "animationId" : 15 , "damage" : { "critical" : true , "elementId" : 16 , "formula" : " 240 + 4*a.level + 7/10*a.mat + a.atk*3/10 ", "type" : 1 , "variance" : 5 } , "description" : "\\c[1 7]<40%额外命中>\\c[0] \\c[18]<类普攻>\\c[0] 用血魔法凝聚的长枪,HP比例低于20%时禁用 \n造成240+4*\\c[17]Lv\\c[0]+0.3\\c[18]ad\\c[0]+0.7\\c[27]ap\\c[0] 点 \\c[18]生命\\c[0]属性\\c[27]魔法 伤害\\c[0] , 累计使用三次后冷却2回合", "effects" : [ ] , "hitType" : 2 , "iconIndex" : 78 , "message1" : "施放了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "血色长枪III" , "note" : "< HP Cost: 4% >\n\n<技能类型:类普攻>\n<Learn Cost: 8 JP>\n<Learn Require Skill: 37>\n<Cooldown Steps: 1>\n\n <Custom Requirement>\n if (user.hp/user.mhp >= 0.2) {\n value = true;\n } else {\n value = false;\n }\n </Custom Requirement >\n\n<Before Eval>\n this._bsaffective = 0.5;\n</Before Eval>\n\n<Before Eval>\n user.addState(230);\n user._speartimes = user._speartimes || 0;\n user._speartimes += 1;\n if(user._speartimes >= 3){\n user._speartimes = 0;\n user.addCooldown(38,+3);\n }\n</Before Eval>\n<After Eval>\n user.removeState(230);\n</After Eval>\n\n<Custom Show Eval>\n if (user.isStateAffected(30) ||\n user.isStateAffected(31) ) {\n visible = false;\n } else {\n visible = true;\n }\n</Custom Show Eval>", "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : -2 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 10 } ,
{ "id" : 39 , "animationId" : 49 , "damage" : { "critical" : true , "elementId" : 16 , "formula" : " 90 + 3*a.level + 4/5*a.mat ", "type" : 5 , "variance" : 5 } , "description" : "吸 取敌人生命, 造成90+3*\\c[17]Lv\\c[0]+0.8\\c[27]ap\\c[0] 点\\c[18]生命\\c[0]属性\\c[27]魔法伤害\\c[0], \n并恢复等量HP, 有几率附加\\it[94],但装备的吸血效果对该技能无效。", "effects" : [ { "code" : 21 , "dataId" : 94 , "value1" : 0. 1 , "value2" : 0 } ] , "hitType" : 2 , "iconIndex" : 71 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "生命吸取I" , "note" : "<Hide if Learned Skill: 40,41>\n<Learn Cost: 5 JP>\n\n<Before Eval>\n this._bsaffective = 0;\n</Before Eval>\n\n<技能类型:技能>\n\n<Cooldown: 2>\n<Cooldown Steps: 1>\n" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 25 , "tpGain" : 5 } ,
{ "id" : 40 , "animationId" : 49 , "damage" : { "critical" : true , "elementId" : 16 , "formula" : " 160 + 7/2*a.level + 4/5*a.mat ", "type" : 5 , "variance" : 5 } , "description" : "吸 取敌人生命, 造成160+3.5*\\c[17]Lv\\c[0]+0.8\\c[27]ap\\c[0] 点\\c[18]生命\\c[0]属性\\c[27]魔法伤害\\c[0], \n并恢复等量HP, 有几率附加\\it[94],但装备的吸血效果对该技能无效。", "effects" : [ { "code" : 21 , "dataId" : 94 , "value1" : 0. 2 , "value2" : 0 } ] , "hitType" : 2 , "iconIndex" : 71 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "生命吸取II" , "note" : "<Hide if Learned Skill: 41>\n<Learn Cost: 7 JP>\n<Learn Require Skill: 39>\n\n<Before Eval>\n this._bsaffective = 0;\n</Before Eval>\n\n<技能类型:技能>\n\n<Cooldown: 2>\n<Cooldown Steps: 1>\n" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 25 , "tpGain" : 5 } ,
{ "id" : 41 , "animationId" : 49 , "damage" : { "critical" : true , "elementId" : 16 , "formula" : " 240 + 4*a.level + 4/5*a.mat ", "type" : 5 , "variance" : 5 } , "description" : "吸 取敌人生命, 造成240+4*\\c[17]Lv\\c[0]+0.8\\c[27]ap\\c[0] 点\\c[18]生命\\c[0]属性\\c[27]魔法伤害\\c[0], \n并恢复等量HP, 有几率附加\\it[94],但装备的吸血效果对该技能无效。", "effects" : [ { "code" : 21 , "dataId" : 94 , "value1" : 0. 3 , "value2" : 0 } ] , "hitType" : 2 , "iconIndex" : 71 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "生命吸取III" , "note" : "<Before Eval>\n this._bsaffective = 0;\n</Before Eval>\n\n<技能类型:技能>\n<Learn Cost: 9 JP>\n<Learn Require Skill: 40>\n\n<Cooldown: 2>\n<Cooldown Steps: 1>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 25 , "tpGain" : 5 } ,
{ "id" : 42 , "animationId" : 51 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "5" , "type" : 0 , "variance" : 0 } , "description" : "解体成小蝙蝠,变得更灵活且避免部分暴击, \n但需要消耗HP来维持解体, HP比例低于30%会自动恢复人形", "effects" : [ { "code" : 21 , "dataId" : 20 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 74 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 57 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 54 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 55 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 59 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 61 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 347 , "message1" : "" , "message2" : "" , "mpCost" : 5 , "name" : "解体" , "note" : "<技能类型:技能>\n\n<Cooldown: 6 >\n<Cooldown Steps: 1>", "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 11 , "speed" : 50 , "stypeId" : 4 , "successRate" : 100 , "tpCost" : 5 , "tpGain" : 0 } ,
{ "id" : 43 , "animationId" : 33 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "从小蝙蝠状态重新聚合成人形\n使用技能会\\c[17]增加自身下回合50%读条\\c[0]" , "effects" : [ { "code" : 22 , "dataId" : 20 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 345 , "message1" : "" , "message2" : "" , "mpCost" : 5 , "name" : "聚合" , "note" : "<技能类型:技能>\n<After ATB: 50%>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 11 , "speed" : 0 , "stypeId" : 4 , "successRate" : 100 , "tpCost" : 5 , "tpGain" : 0 } ,
{ "id" : 44 , "animationId" : 81 , "damage" : { "critical" : false , "elementId" : 15 , "formula" : "40+a.hp*8/100" , "type" : 4 , "variance" : 0 } , "description" : "消耗一定的 血量和魔力,获得双倍于消耗量的魔力 , \n有几率获得\\it[148]", "effects" : [ { "code" : 21 , "dataId" : 148 , "value1" : 0.3 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 75 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "血灵转化I" , "note" : "<Hide if Learned Skill: 45,46>\n<Learn Cost: 4 JP>\n\n<Custom HP Cost>\ncost += user.hp*24/100;\n</Custom HP Cost>\n<Custom MP Cost>\ncost += user.hp*4/100+20;\n</Custom MP Cost>\n\n<技能类型:技能 >", "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 11 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 45 , "animationId" : 81 , "damage" : { "critical" : false , "elementId" : 15 , "formula" : "60+a.hp/10" , "type" : 4 , "variance" : 0 } , "description" : "消耗一定的 血量和魔力,获得双倍于消耗量的魔力 , \n有几率获得\\it[148]", "effects" : [ { "code" : 21 , "dataId" : 148 , "value1" : 0.6 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 75 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "血灵转化II" , "note" : "<Hide if Learned Skill: 46>\n<Learn Cost: 6 JP>\n<Learn Require Skill: 44>\n\n<Custom HP Cost>\ncost += user.hp*24/100;\n</Custom HP Cost>\n<Custom MP Cost>\ncost += user.hp/20+30;\n</Custom MP Cost>\n\n<技能类型:技能 >", "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 11 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 46 , "animationId" : 81 , "damage" : { "critical" : false , "elementId" : 15 , "formula" : "80+a.hp*12/100" , "type" : 4 , "variance" : 0 } , "description" : "消耗一定的 血量和魔力,获得双倍于消耗量的魔力 , \n有几率获得\\it[148]", "effects" : [ { "code" : 21 , "dataId" : 148 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 75 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "血灵转化III" , "note" : "<Learn Cost: 8 JP>\n<Learn Require Skill: 45>\n\n<Custom HP Cost>\ncost += user.hp*24/100;\n</Custom HP Cost>\n<Custom MP Cost>\ncost += user.hp*6/100+40;\n</Custom MP Cost>\n\n<技能类型:技能 >", "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 11 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 47 , "animationId" : 0 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "被动技能, 将溢出治疗效果的30%转化为护盾,这一技能也遵循\n\\c[18]生命凝聚\\c[0]系列被动的覆盖规则(见资料库)" , "effects" : [ ] , "hitType" : 0 , "iconIndex" : 0 , "message1" : "" , "message2" : "" , "mpCost" : 0 , "name" : "生命凝聚II" , "note" : "<Passive State: 219>\n<Hide if Learned Skill: 48>\n<Bypass Cooldown>\n\n<Learn Cost: 5 JP>" , "occasion" : 3 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 0 , "speed" : 0 , "stypeId" : 3 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 48 , "animationId" : 0 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "被动技能, 将溢出治疗效果的40%转化为护盾,这一技能也遵循\n\\c[18]生命凝聚\\c[0]系列被动的覆盖规则(见资料库)" , "effects" : [ ] , "hitType" : 0 , "iconIndex" : 0 , "message1" : "" , "message2" : "" , "mpCost" : 0 , "name" : "生命凝聚III" , "note" : "<Passive State: 220>\n<Bypass Cooldown>\n\n<Learn Cost: 7 JP>\n<Learn Require Skill: 47>" , "occasion" : 3 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 0 , "speed" : 0 , "stypeId" : 3 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 49 , "animationId" : 96 , "damage" : { "critical" : true , "elementId" : 9 , "formula" : "1 +(2+a.level/99)*(a.mat* 2- b.mdf*0.8)*(a.level*a.mat/2048+2) ", "type" : 1 , "variance" : 20 } , "description" : "薇薇安从邪念体获取的技能,造成 暗属性伤害\n附加30层\\it[102],并对敌方护盾造成额外的高额伤害 ", "effects" : [ ] , "hitType" : 2 , "iconIndex" : 18 , "message1" : "施放了%1! " , "message2" : "" , "mpCost" : 15 , "name" : "凋零一指" , "note" : "<Cooldown: 2>\n<Cooldown Steps: 1>\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< Custom HP Cost>\ncost += +user.mhp/50;\n</Custom HP Cost>\n<Custom Target Barrier>\nvalue = -(100+user.mat*4*(user.level*user.mat/2048+2));\nvalue = Math.floor(value);\n</Custom Target Barrier >\n\n<技能类型:技能>\n", "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 5 } ,
{ "id" : 50 , "animationId" : 22 , "damage" : { "critical" : false , "elementId" : 6 , "formula" : " ", "type" : 1 , "variance" : 1 } , "description" : " \\c[17]<30%额外命中>\\c[0] 薇薇安电击所有敌人造成相同伤害,攻击复数敌人时每\n 多一个敌人增加20%MP消耗, 最多翻倍; 累计使用三次后会冷却两回合", "effects" : [ { "code" : 21 , "dataId" : 59 , "value1" : 0.2 , "value2" : 0 } ] , "hitType" : 2 , "iconIndex" : 9 , "message1" : "施放了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "电击I" , "note" : "<Hide if Learned Skill: 51,52>\n\n<Cooldown Steps: 1>\n\n<Before Eval>\n this._bsaffective = 0. 1;\n</Before Eval>\n\n<damage formula>\nvalue = 70;\nvalue += user.mat*2;\n if(user.isStateAffected(20) ){\n value -= target.mdf*4/5;\n }\n else{ value -= target.mdf; }\n value *= (user.level*user.mat/2048+2);\n value = Math.floor(value);\n</damage formula>\n\n <Custom MP Cost>\n cost += 5;\n var amount = $gameTroop.aliveMembers().length;\n cost += Math.min(5, amount - 1 );\n</Custom MP Cost>\n\n<Before Eval>\n user.addState(229);\n user._eletimes = user._eletimes || 0;\n user._eletimes += 1;\n if(user._eletimes >= 3){\n user._eletimes = 0;\n user.addCooldown(50,+3);\n }\n</Before Eval>\n\n<After Eval>\n user.removeState(229);\n</After Eval>\n\n<技能类型:技能>", "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 2 , "speed" : 0 , "stypeId" : 2 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 8 } ,
{ "id" : 51 , "animationId" : 65 , "damage" : { "critical" : false , "elementId" : 6 , "formula" : " ", "type" : 1 , "variance" : 1 } , "description" : " \\c[17]<40%额外命中>\\c[0] 薇薇安电击所有敌人造成相同伤害,攻击复数敌人时每\n 多一个敌人增加20%MP消耗, 最多翻倍; 累计使用三次后会冷却两回合", "effects" : [ { "code" : 21 , "dataId" : 59 , "value1" : 0.2 , "value2" : 0 } ] , "hitType" : 2 , "iconIndex" : 9 , "message1" : "施放了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "电击II" , "note" : "<Hide if Learned Skill: 52>\n<Learn Cost: 6 JP>\n<Learn Require Skill: 50>\n\n<Cooldown Steps: 1>\n\n<Before Eval>\n this._bsaffective = 0. 1;\n</Before Eval>\n\n<damage formula>\nvalue = 300;\nvalue += user.mat*12/5;\n if(user.isStateAffected(20) ){\n value -= target.mdf*4/5;\n }\n else{ value -= target.mdf; }\n value *= (user.level*user.mat/2048+2);\n value = Math.floor(value);\n</damage formula>\n\n <Custom MP Cost>\n cost += 10;\n var amount = $gameTroop.aliveMembers().length;\n cost += Math.min(10, (amount - 1)*2);\n</Custom MP Cost>\n\n<Before Eval>\n user.addState(230);\n user. _eletimes = user._eletimes || 0;\n user._eletimes += 1;\n if(user._eletimes >= 3){\n user._eletimes = 0;\n user.addCooldown(51,+3);\n }\n</Before Eval>\n\n<After Eval>\n user.removeState(230);\n</After Eval>\n\n<技能类型:技能>", "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 2 , "speed" : 10 , "stypeId" : 2 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 8 } ,
{ "id" : 52 , "animationId" : 65 , "damage" : { "critical" : false , "elementId" : 6 , "formula" : " ", "type" : 1 , "variance" : 1 } , "description" : " \\c[17]<50%额外命中>\\c[0] 薇薇安电击所有敌人造成相同伤害,攻击复数敌人时每\n 多一个敌人增加20%MP消耗, 最多翻倍; 累计使用三次后会冷却两回合", "effects" : [ { "code" : 21 , "dataId" : 59 , "value1" : 0.2 , "value2" : 0 } ] , "hitType" : 2 , "iconIndex" : 9 , "message1" : "施放了%1! " , "message2" : "" , "mpCost" : 18 , "name" : "电击III" , "note" : "<Learn Cost: 8 JP>\n<Learn Require Skill: 51>\n\n<Before Eval>\n this._bsaffective = 0. 1 ;\n</Before Eval>\n\n<Before Eval>\n user.addState(231);\n user. _eletimes = user._eletimes || 0;\n user._eletimes += 1;\n if(user._eletimes >= 3){\n user._eletimes = 0;\n user.addCooldown(52,+3);\n }\n</Before Eval>\n\n<After Eval>\n user.removeState(231);\n</After Eval>\n\n<Cooldown Steps: 1>\n\n<damage formula>\nvalue = 750;\nvalue += user.mat*14/5;\n if(user.isStateAffected(20) ){\n value -= target.mdf*4/5;\n }\n else{ value -= target.mdf; }\n value *= (user.level*user.mat/2048+2);\n value = Math.floor(value);\n</damage formula>\n\n <Custom MP Cost>\n cost += 15;\n var amount = $gameTroop.aliveMembers().length;\n cost += Math.min(15, (amount - 1)*3 );\n</Custom MP Cost>\n\n<技能类型:技能>", "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 2 , "speed" : 20 , "stypeId" : 2 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 8 } ,
{ "id" : 53 , "animationId" : 68 , "damage" : { "critical" : false , "elementId" : 6 , "formula" : " ", "type" : 1 , "variance" : 1 } , "description" : "\\c[1 7]<50%额外命中>\\c[0] \\c[18]\\it[20]\\c[0]后的薇薇安将自己的蝙蝠群化做两个电极,\n再电击全体敌人。是\\c[17]电击\\c[0]技能的强化版本 ,使用技能解除\\c[18]\\it[20]\\c[0]状态", "effects" : [ { "code" : 21 , "dataId" : 59 , "value1" : 0. 2 , "value2" : 0 } ] , "hitType" : 2 , "iconIndex" : 9 , "message1" : "施放了%1! " , "message2" : "" , "mpCost" : 18 , "name" : "闪电风暴" , "note" : "<Before Eval>\n user.addState(231);\n</Before Eval>\n<After Eval>\n user.removeState(231);\n user.removeState(20);\n</After Eval>\n\n<Before Eval>\n this._bsaffective = 0.1;\n</Before Eval>\n\n<Skill 50 Cooldown: 3>\n<Skill 51 Cooldown: 3>\n<Skill 52 Cooldown: 3>\n<Skill 53 Cooldown: 3>\n<Cooldown Steps: 1>\n\n <Custom Requirement>\n if (user.isStateAffected(20)) {\n value = true;\n } else {\n value = false;\n }\n </Custom Requirement>\n\n< damage formula>\nvalue = 70;\nvalue += user.mat*16/5;\n value -= target.mdf*7/10;\n value *= (user.level*user.mat/2048+2);\n value = Math.floor(value);\n</damage formula>\n\n <Custom MP Cost>\n cost += 15;\n var amount = $gameTroop.aliveMembers().length;\n cost += Math.min(15, (amount - 1)*3 );\n</Custom MP Cost>\n\n<技能类型:技能>", "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 2 , "speed" : 20 , "stypeId" : 2 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 8 } ,
{ "id" : 44 , "animationId" : 81 , "damage" : { "critical" : false , "elementId" : 15 , "formula" : "40+a.hp*8/100" , "type" : 4 , "variance" : 0 } , "description" : "消耗一定的 HP和MP, 获得双倍于消耗量的MP , \n有几率获得\\it[148]", "effects" : [ { "code" : 21 , "dataId" : 148 , "value1" : 0.3 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 75 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "血灵转化I" , "note" : "<Hide if Learned Skill: 45,46>\n<Learn Cost: 4 JP>\n\n<Custom HP Cost>\ncost += user.hp*24/100;\n</Custom HP Cost>\n<Custom MP Cost>\ncost += user.hp*4/100+20;\n</Custom MP Cost>\n\n<技能类型:技能 >\n\n <Custom Requirement>\n if (user.hp/user.mhp >= 0.2) {\n value = true;\n } else {\n value = false;\n }\n </Custom Requirement >", "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 11 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 45 , "animationId" : 81 , "damage" : { "critical" : false , "elementId" : 15 , "formula" : "60+a.hp/10" , "type" : 4 , "variance" : 0 } , "description" : "消耗一定的 HP和MP, 获得双倍于消耗量的MP , \n有几率获得\\it[148]", "effects" : [ { "code" : 21 , "dataId" : 148 , "value1" : 0.6 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 75 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "血灵转化II" , "note" : "<Hide if Learned Skill: 46>\n<Learn Cost: 6 JP>\n<Learn Require Skill: 44>\n\n<Custom HP Cost>\ncost += user.hp*24/100;\n</Custom HP Cost>\n<Custom MP Cost>\ncost += user.hp/20+30;\n</Custom MP Cost>\n\n<技能类型:技能 >\n\n <Custom Requirement>\n if (user.hp/user.mhp >= 0.2) {\n value = true;\n } else {\n value = false;\n }\n </Custom Requirement >", "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 11 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 46 , "animationId" : 81 , "damage" : { "critical" : false , "elementId" : 15 , "formula" : "80+a.hp*12/100" , "type" : 4 , "variance" : 0 } , "description" : "消耗一定的 HP和MP, 获得双倍于消耗量的MP , \n有几率获得\\it[148]", "effects" : [ { "code" : 21 , "dataId" : 148 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 75 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "血灵转化III" , "note" : "<Learn Cost: 8 JP>\n<Learn Require Skill: 45>\n\n<Custom HP Cost>\ncost += user.hp*24/100;\n</Custom HP Cost>\n<Custom MP Cost>\ncost += user.hp*6/100+40;\n</Custom MP Cost>\n\n<技能类型:技能 >\n\n <Custom Requirement>\n if (user.hp/user.mhp >= 0.2) {\n value = true;\n } else {\n value = false;\n }\n </Custom Requirement >", "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 11 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 47 , "animationId" : 0 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "被动技能, 将溢出治疗效果的30%转化为护盾,这一技能也遵循\n\\c[18]生命凝聚\\c[0]系列被动的覆盖规则(见资料库)" , "effects" : [ ] , "hitType" : 0 , "iconIndex" : 162 , "message1" : "" , "message2" : "" , "mpCost" : 0 , "name" : "生命凝聚II" , "note" : "<Passive State: 219>\n<Hide if Learned Skill: 48>\n<Bypass Cooldown>\n\n<Learn Cost: 5 JP>" , "occasion" : 3 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 0 , "speed" : 0 , "stypeId" : 3 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 48 , "animationId" : 0 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "被动技能, 将溢出治疗效果的40%转化为护盾,这一技能也遵循\n\\c[18]生命凝聚\\c[0]系列被动的覆盖规则(见资料库)" , "effects" : [ ] , "hitType" : 0 , "iconIndex" : 162 , "message1" : "" , "message2" : "" , "mpCost" : 0 , "name" : "生命凝聚III" , "note" : "<Passive State: 220>\n<Bypass Cooldown>\n\n<Learn Cost: 7 JP>\n<Learn Require Skill: 47>" , "occasion" : 3 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 0 , "speed" : 0 , "stypeId" : 3 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 49 , "animationId" : 96 , "damage" : { "critical" : true , "elementId" : 9 , "formula" : "1 60 + 7/2*a.level + 9/10*a.mat ", "type" : 1 , "variance" : 5 } , "description" : "薇薇安从邪念体获取的技能,造成 160+3.5*\\c[17]Lv\\c[0]+0.9\\c[27]ap\\c[0] 点\\c[27] 暗\\c[0] 属性\\c[27]魔法 伤害\\c[0]\ n对敌方护盾额外造成等量伤害,并 附加30层\\it[102]", "effects" : [ ] , "hitType" : 2 , "iconIndex" : 18 , "message1" : "施放了%1! " , "message2" : "" , "mpCost" : 15 , "name" : "凋零一指" , "note" : "<Cooldown: 2>\n<Cooldown Steps: 1>\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< Pre-Damage Eval>\n target.loseBarrier(value);\n</Pre-Damage Eval >\n\n<技能类型:技能>\n", "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 5 } ,
{ "id" : 50 , "animationId" : 22 , "damage" : { "critical" : false , "elementId" : 6 , "formula" : " 90 + 2*a.level + 7/10*a.mat ", "type" : 1 , "variance" : 1 } , "description" : " 薇薇安电击所有敌人造成90+2*\\c[17]Lv\\c[0]+0.7\\c[27]ap\\c[0] 点\\c[27]电\\c[0]属性\\c[27]魔法伤害\\c[0],\n每 多一个敌人增加20%MP消耗, 最多翻倍; 累计使用三次后会冷却两回合", "effects" : [ { "code" : 21 , "dataId" : 59 , "value1" : 0.2 , "value2" : 0 } ] , "hitType" : 2 , "iconIndex" : 9 , "message1" : "施放了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "电击I" , "note" : "<Hide if Learned Skill: 51,52>\n\n<Cooldown Steps: 1>\n\n<Before Eval>\n this._bsaffective = 0. 2;\n</Before Eval>\n\n<Custom MP Cost>\n cost += 10;\n var amount = $gameTroop.aliveMembers().length;\n cost += Math.min(10, (amount - 1)*2 );\n</Custom MP Cost>\n\n<Before Eval>\n user._eletimes = user._eletimes || 0;\n user._eletimes += 1;\n if(user._eletimes >= 3){\n user._eletimes = 0;\n user.addCooldown(50,+3);\n }\n</Before Eval>\n\n<技能类型:技能>", "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 2 , "speed" : 0 , "stypeId" : 2 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 8 } ,
{ "id" : 51 , "animationId" : 65 , "damage" : { "critical" : false , "elementId" : 6 , "formula" : " 130 + 2.5*a.level + 7/10*a.mat ", "type" : 1 , "variance" : 1 } , "description" : " 薇薇安电击所有敌人造成130+2.5*\\c[17]Lv\\c[0]+0.7\\c[27]ap\\c[0] 点\\c[27]电\\c[0]属性\\c[27]魔法伤害\\c[0],\n每 多一个敌人增加20%MP消耗, 最多翻倍; 累计使用三次后会冷却两回合", "effects" : [ { "code" : 21 , "dataId" : 59 , "value1" : 0.2 , "value2" : 0 } ] , "hitType" : 2 , "iconIndex" : 9 , "message1" : "施放了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "电击II" , "note" : "<Hide if Learned Skill: 52>\n<Learn Cost: 6 JP>\n<Learn Require Skill: 50>\n\n<Cooldown Steps: 1>\n\n<Before Eval>\n this._bsaffective = 0. 2;\n</Before Eval>\n\n <Custom MP Cost>\n cost += 10;\n var amount = $gameTroop.aliveMembers().length;\n cost += Math.min(10, (amount - 1)*2);\n</Custom MP Cost>\n\n<Before Eval>\n user._eletimes = user._eletimes || 0;\n user._eletimes += 1;\n if(user._eletimes >= 3){\n user._eletimes = 0;\n user.addCooldown(51,+3);\n }\n</Before Eval>\n\n<技能类型:技能>", "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 2 , "speed" : 10 , "stypeId" : 2 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 8 } ,
{ "id" : 52 , "animationId" : 65 , "damage" : { "critical" : false , "elementId" : 6 , "formula" : " 170 + 3*a.level + 7/10*a.mat ", "type" : 1 , "variance" : 1 } , "description" : " 薇薇安电击所有敌人造成140+3*\\c[17]Lv\\c[0]+0.7\\c[27]ap\\c[0] 点\\c[27]电\\c[0]属性\\c[27]魔法伤害\\c[0],\n每 多一个敌人增加20%MP消耗, 最多翻倍; 累计使用三次后会冷却两回合", "effects" : [ { "code" : 21 , "dataId" : 59 , "value1" : 0.2 , "value2" : 0 } ] , "hitType" : 2 , "iconIndex" : 9 , "message1" : "施放了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "电击III" , "note" : "<Learn Cost: 8 JP>\n<Learn Require Skill: 51>\n\n<Before Eval>\n this._bsaffective = 0. 2 ;\n</Before Eval>\n\n<Before Eval>\n user._eletimes = user._eletimes || 0;\n user._eletimes += 1;\n if(user._eletimes >= 3){\n user._eletimes = 0;\n user.addCooldown(52,+3);\n }\n</Before Eval>\n\n<Cooldown Steps: 1>\n\n<Custom MP Cost>\n cost += 10;\n var amount = $gameTroop.aliveMembers().length;\n cost += Math.min(10, (amount - 1)*2 );\n</Custom MP Cost>\n\n<技能类型:技能>", "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 2 , "speed" : 20 , "stypeId" : 2 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 8 } ,
{ "id" : 53 , "animationId" : 68 , "damage" : { "critical" : false , "elementId" : 6 , "formula" : " 170 + 3*a.level + 9/10*a.mat ", "type" : 1 , "variance" : 1 } , "description" : "\\c[1 8]\\it[20]\\c[0]后的薇薇安用蝙蝠群形成两个电极电击全体敌人。\n造成140+3*\\c[17]Lv\\c[0]+0.9\\c[27]ap\\c[0] 点\\c[27]电\\c[0]属性\\c[27]魔法伤害\\c[0] ,使用技能解除\\c[18]\\it[20]\\c[0]状态", "effects" : [ { "code" : 21 , "dataId" : 59 , "value1" : 0. 3 , "value2" : 0 } ] , "hitType" : 2 , "iconIndex" : 9 , "message1" : "施放了%1! " , "message2" : "" , "mpCost" : 18 , "name" : "闪电风暴" , "note" : "<Before Eval>\n user.addState(231);\n</Before Eval>\n<After Eval>\n user.removeState(231);\n user.removeState(20);\n</After Eval>\n\n<Before Eval>\n this._bsaffective = 0.1;\n</Before Eval>\n\n<Skill 50 Cooldown: 3>\n<Skill 51 Cooldown: 3>\n<Skill 52 Cooldown: 3>\n<Skill 53 Cooldown: 3>\n<Cooldown Steps: 1>\n\n <Custom Requirement>\n if (user.isStateAffected(20)) {\n value = true;\n } else {\n value = false;\n }\n </Custom Requirement>\n\n< Custom MP Cost>\n cost += 10;\n var amount = $gameTroop.aliveMembers().length;\n cost += Math.min(10, (amount - 1)*2 );\n</Custom MP Cost>\n\n<技能类型:技能>", "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 2 , "speed" : 20 , "stypeId" : 2 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 8 } ,
{ "id" : 54 , "animationId" : 44 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "大幅提升速度的强大技能(\\it[117]) " , "effects" : [ { "code" : 21 , "dataId" : 117 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 381 , "message1" : "施放了%1! " , "message2" : "" , "mpCost" : 20 , "name" : "神速I" , "note" : "<Hide if Learned Skill: 55>\n\n<技能类型:技能>\n\n<Learn Cost: 7 JP>\n" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 11 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 40 , "tpGain" : 0 } ,
{ "id" : 55 , "animationId" : 44 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "大幅提升速度的强大技能(\\it[118]) " , "effects" : [ { "code" : 21 , "dataId" : 118 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 382 , "message1" : "施放了%1! " , "message2" : "" , "mpCost" : 20 , "name" : "神速II" , "note" : "<技能类型:技能>\n<Learn Cost: 9 JP>\n<Learn Require Skill: 54>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 11 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 40 , "tpGain" : 0 } ,
{ "id" : 56 , "animationId" : 26 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "" , "type" : 0 , "variance" : 0 } , "description" : "薇薇安释放寒风影响敌人行动,有几率将敌人\\it[61], \n同时释放迷雾遮蔽所有队友行踪" , "effects" : [ { "code" : 21 , "dataId" : 19 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 2 , "iconIndex" : 65 , "message1" : "施放了%1! " , "message2" : "" , "mpCost" : 2 , "name" : "寒冻黑雾I" , "note" : "<Hide if Learned Skill: 57,58>\n<Learn Cost: 4 JP>\n\n<Target: Everybody>\n\n<技能类型:技能>\n\n<Cooldown: 3>\n<Cooldown Steps: 1>\n\n<Before Eval>\nif(target.isActor() === user.isActor()){\n target.addState(169);\n }\n else{\n var random =Math.random()*10;\n if(random <= 6){\n target.addState(61);}\n }\n</Before Eval>\n" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 2 , "speed" : 0 , "stypeId" : 2 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 5 } ,
{ "id" : 57 , "animationId" : 26 , "damage" : { "critical" : false , "elementId" : 7 , "formula" : "1+(a.mat * 2 - b.mdf)*(a.level*a.mat/2048+2)" , "type" : 0 , "variance" : 5 } , "description" : "薇薇安释放寒风影响敌人行动,有几率将敌人\\it[61], \n同时释放迷雾遮蔽所有队友行踪" , "effects" : [ { "code" : 21 , "dataId" : 19 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 2 , "iconIndex" : 65 , "message1" : "施放了%1! " , "message2" : "" , "mpCost" : 12 , "name" : "寒冻黑雾II" , "note" : "<Hide if Learned Skill: 58>\n<Learn Cost: 6 JP>\n<Learn Require Skill: 56>\n\n<Target: Everybody>\n\n<技能类型:技能>\n\n<Cooldown: 3>\n<Cooldown Steps: 1>\n\n<Before Eval>\nif(target.isActor() === user.isActor()){\n target.addState(170);\n }\n else{\n var random =Math.random()*10;\n if(random <= 7.5){\n target.addState(61);}\n }\n</Before Eval>\n" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 2 , "speed" : 0 , "stypeId" : 2 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 8 } ,
{ "id" : 58 , "animationId" : 26 , "damage" : { "critical" : false , "elementId" : 7 , "formula" : "100+(a.mat * 11/5 - b.mdf)*(a.level*a.mat/2048+2)" , "type" : 0 , "variance" : 5 } , "description" : "薇薇安释放寒风影响敌人行动,有几率将敌人\\it[61], \n同时释放迷雾遮蔽所有队友行踪" , "effects" : [ { "code" : 21 , "dataId" : 19 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 2 , "iconIndex" : 65 , "message1" : "施放了%1! " , "message2" : "" , "mpCost" : 18 , "name" : "寒冻黑雾III" , "note" : "<技能类型:技能>\n<Learn Cost: 8 JP>\n<Learn Require Skill: 57>\n\n<Target: Everybody>\n\n<Cooldown: 3>\n<Cooldown Steps: 1>\n\n<Before Eval>\nif(target.isActor() === user.isActor()){\n target.addState(171);\n }\n else{\n var random =Math.random()*10;\n if(random <= 9){\n target.addState(61);}\n }\n</Before Eval>\n" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 2 , "speed" : 0 , "stypeId" : 2 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 9 } ,
{ "id" : 59 , "animationId" : 0 , "damage" : { "critical" : false , "elementId" : 7 , "formula" : "" , "type" : 1 , "variance" : 5 } , "description" : "薇薇安的冰系攻击魔法, 会对相邻两个敌人造成1/3的溅射伤害\n50%几率附加\\c[9]\\it[52]\\c[0] , 累计三次后进入2回合冷却", "effects" : [ { "code" : 21 , "dataId" : 52 , "value1" : 0.5 , "value2" : 0 } ] , "hitType" : 2 , "iconIndex" : 65 , "message1" : "施放了%1! " , "message2" : "" , "mpCost" : 6 , "name" : "冰刺I" , "note" : "<技能类型:技能>\n<Hide if Learned Skill: 60,61>\n<Cooldown Steps: 1>\n<Learn Cost: 4 JP>\n\n<Before Eval>\n this._bsaffective = 0. 3 ;\n</Before Eval>\n\n<Custom Target Eval>\ntargets.push(target);\ntargets.push($gameTroop.members()[this._targetIndex - 1]);\ntargets.push($gameTroop.members()[this._targetIndex + 1]);\n</Custom Target Eval>\n\n<Before Eval>\n user._icetimes = user._icetimes || 0;\n user._icetimes += 1;\n if(user._icetimes >= 3){\n user._icetimes = 0;\n user.addCooldown(59,+3);\n }\n this._times = this._times || 0;\n this._times += 1;\n if(this._times == 1){\n target.startAnimation(15); }\n</Before Eval>\n\n<damage formula>\nvalue = 150;\nvalue += user.mat*2;\nvalue -= target.mdf;\nvalue *= (user.level*user.mat/2048+2) ;\nvalue = Math.floor(value/3);\nvalue *= this._times == 1?3: 1;\n</damage formula>", "occasion" : 0 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 5 , "tpGain" : 0 } ,
{ "id" : 60 , "animationId" : 0 , "damage" : { "critical" : false , "elementId" : 7 , "formula" : "" , "type" : 1 , "variance" : 5 } , "description" : "薇薇安的冰系攻击魔法, 会对相邻两个敌人造成1/3的溅射伤害\n75%几率附加\\c[9]\\it[52]\\c[0] , 累计三次后进入2回合冷却", "effects" : [ {"code" : 21 , "dataId" : 52 , "value1" : 0.75 , "value2" : 0 } ], "hitType" : 2 , "iconIndex" : 65 , "message1" : "施放了%1! " , "message2" : "" , "mpCost" : 6 , "name" : "冰刺II" , "note" : "<技能类型:技能>\n<Hide if Learned Skill: 60,61>\n<Cooldown Steps: 1>\n<Learn Cost: 6 JP>\n<Learn Require Skill: 59>\n\n<Before Eval>\n this._bsaffective = 0. 3 ;\n</Before Eval>\n\n<Custom Target Eval>\ntargets.push(target);\ntargets.push($gameTroop.members()[this._targetIndex - 1]);\ntargets.push($gameTroop.members()[this._targetIndex + 1]);\n</Custom Target Eval>\n\n<Before Eval>\n user._icetimes = user._icetimes || 0;\n user._icetimes += 1;\n if(user._icetimes >= 3){\n user._icetimes = 0;\n user.addCooldown(59,+3);\n }\n this._times = this._times || 0;\n this._times += 1;\n if(this._times == 1){\n target.startAnimation(15); }\n</Before Eval>\n\n<damage formula>\nvalue = 600;\nvalue += user.mat*2;\nvalue -= target.mdf;\nvalue *= (user.level*user.mat/2048+2) ;\nvalue = Math.floor(value/3);\nvalue *= this._times == 1?3: 1;\n</damage formula>", "occasion" : 0 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 5 , "tpGain" : 0 } ,
{ "id" : 61 , "animationId" : 0 , "damage" : { "critical" : false , "elementId" : 7 , "formula" : "" , "type" : 1 , "variance" : 5 } , "description" : "薇薇安的冰系攻击魔法, 会对相邻两个敌人造成1/3的溅射伤害\n必定附加\\c[9]\\it[52]\\c[0] , 累计三次后进入2回合冷却", "effects" : [ {"code" : 21 , "dataId" : 52 , "value1" : 1 , "value2" : 0 } ], "hitType" : 2 , "iconIndex" : 65 , "message1" : "施放了%1! " , "message2" : "" , "mpCost" : 6 , "name" : "冰刺III" , "note" : "<技能类型:技能>\n<Hide if Learned Skill: 60,61>\n<Cooldown Steps: 1>\n<Learn Cost: 8 JP>\n<Learn Require Skill: 60>\n\n<Before Eval>\n this._bsaffective = 0. 3 ;\n</Before Eval>\n\n<Custom Target Eval>\ntargets.push(target);\ntargets.push($gameTroop.members()[this._targetIndex - 1]);\ntargets.push($gameTroop.members()[this._targetIndex + 1]);\n</Custom Target Eval>\n\n<Before Eval>\n user._icetimes = user._icetimes || 0;\n user._icetimes += 1;\n if(user._icetimes >= 3){\n user._icetimes = 0;\n user.addCooldown(59,+3);\n }\n this._times = this._times || 0;\n this._times += 1;\n if(this._times == 1){\n target.startAnimation(15); }\n</Before Eval>\n\n<damage formula>\nvalue = 1030;\nvalue += user.mat*2;\nvalue -= target.mdf;\nvalue *= (user.level*user.mat/2048+2) ;\nvalue = Math.floor(value/3);\nvalue *= this._times == 1?3: 1;\n</damage formula>", "occasion" : 0 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 5 , "tpGain" : 0 } ,
{ "id" : 62 , "animationId" : 109 , "damage" : { "critical" : false , "elementId" : 15 , "formula" : "" , "type" : 3 , "variance" : 5 } , "description" : "薇薇安用自己的血液转化为生命力治愈队友, 如果存在\\c[18]\\it[1]\\c[0]的队友,\n薇薇安还会 随机复苏其中一个,但技能的消耗和冷却会 翻倍", "effects" : [ ] , "hitType" : 0 , "iconIndex" : 231 , "message1" : "施放了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "鲜血治愈I" , "note" : "<Hide if Learned Skill: 63,64>\n<Learn Cost: 6 JP>\n\n<Cooldown: 3>\n<Cooldown Steps: 1>\n\n<Custom HP Cost>\ncost += user.mhp/ 50+user.hp/25;\nvar members = $gameParty.deadMembers();\nif (members) { cost += user.mhp/50+user.hp/25 ; }\n</Custom HP Cost>\n\n<技能类型:技能>\n\n<Before Eval>\n if(target.isStateAffected(1)){\n user.addCooldown(62,+2);\n target.removeState(1);\n target.gainHp(1);\n }\n</Before Eval>\n\n<damage Formula>\nif(user == target){\n value = user.mhp/50 + user.hp/25;\n value = Math.floor(value);\n}\nelse{\n value = user.mhp/20;\n value += user.mat*(1 + user.mat*user.level/2048);\n value *= (3/4 + user.hp/user.mhp - target.hp/target.mhp) ;\n value = Math.floor(value);\n}\n</damage Formula>\n\n<Custom Target Eval>\ntargets.push(target);\nvar members = $gameParty.deadMembers();\nif (members) {\n var member = members[Math.floor(Math.random()*members.length)];\n targets.push(member);\n}\n</Custom Target Eval>", "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 7 , "speed" : 0 , "stypeId" : 2 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 5 } ,
{ "id" : 63 , "animationId" : 109 , "damage" : { "critical" : false , "elementId" : 15 , "formula" : "" , "type" : 3 , "variance" : 5 } , "description" : "薇薇安用自己的血液转化为生命力治愈队友, 如果存在\\c[18]\\it[1]\\c[0]的队友,\n薇薇安还会 随机复苏其中一个,但技能的消耗和冷却会 翻倍", "effects" : [ ] , "hitType" : 0 , "iconIndex" : 231 , "message1" : "施放了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "鲜血治愈II" , "note" : "<Hide if Learned Skill: 64>\n<Learn Cost: 8 JP>\n<Learn Require Skill: 62>\n\n<Cooldown: 3>\n<Cooldown Steps: 1>\n\n<Custom HP Cost>\ncost += user.mhp/ 50+user.hp/25;\nvar members = $gameParty.deadMembers();\nif (members) { cost += user.mhp/50+user.hp/25 ; }\n</Custom HP Cost>\n\n<技能类型:技能>\n\n<Before Eval>\n if(target.isStateAffected(1)){\n user.addCooldown(63,+2);\n target.removeState(1);\n target.gainHp(1);\n }\n</Before Eval>\n\n<damage Formula>\nif(user == target){\n value = user.mhp/50 + user.hp/25;\n value = Math.floor(value);\n}\nelse{\n value = user.mhp/15;\n value += user.mat*(3/2 + user.mat*user.level/2048);\n value *= (3/4 + user.hp/user.mhp - target.hp/target.mhp) ;\n value = Math.floor(value);\n}\n</damage Formula>\n\n<Custom Target Eval>\ntargets.push(target);\nvar members = $gameParty.deadMembers();\nif (members) {\n var member = members[Math.floor(Math.random()*members.length)];\n targets.push(member);\n}\n</Custom Target Eval>", "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 7 , "speed" : 0 , "stypeId" : 2 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 5 } ,
{ "id" : 64 , "animationId" : 109 , "damage" : { "critical" : false , "elementId" : 15 , "formula" : "" , "type" : 3 , "variance" : 5 } , "description" : "薇薇安用自己的血液转化为生命力治愈队友, 如果存在\\c[18]\\it[1]\\c[0]的队友,\n薇薇安还会 随机复苏其中一个,但技能的消耗和冷却会 翻倍", "effects" : [ { "code" : 22 , "dataId" : 66 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 67 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 68 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 231 , "message1" : "施放了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "鲜血治愈III" , "note" : "<Cooldown: 3>\n<Cooldown Steps: 1>\n<Learn Cost: 10 JP>\n<Learn Require Skill: 63>\n\n<Custom HP Cost>\ncost += user.mhp/ 50+user.hp/25;\nvar members = $gameParty.deadMembers();\nif (members) { cost += user.mhp/50+user.hp/25 ; }\n</Custom HP Cost>\n\n<技能类型:技能>\n\n<Before Eval>\n if(target.isStateAffected(1)){\n user.addCooldown(64,+2);\n target.removeState(1);\n target.gainHp(1);\n }\n</Before Eval>\n\n<damage Formula>\nif(user == target){\n value = user.mhp/50 + user.hp/25;\n value = Math.floor(value);\n}\nelse{\n value = user.mhp/10;\n value += user.mat*(2 + user.mat*user.level/2048);\n value *= (3/4 + user.hp/user.mhp - target.hp/target.mhp) ;\n value = Math.floor(value);\n}\n</damage Formula>\n\n<Custom Target Eval>\ntargets.push(target);\nvar members = $gameParty.deadMembers();\nif (members) {\n var member = members[Math.floor(Math.random()*members.length)];\n targets.push(member);\n}\n</Custom Target Eval>", "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 7 , "speed" : 0 , "stypeId" : 2 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 5 } ,
{ "id" : 59 , "animationId" : 0 , "damage" : { "critical" : false , "elementId" : 7 , "formula" : "" , "type" : 1 , "variance" : 5 } , "description" : "薇薇安的冰系攻击魔法, 造成140+2*\\c[17]Lv\\c[0]+0.8\\c[27]ap\\c[0] 点\\c[9]冰\\c[0]属性\\c[27]魔法伤害\\c[0]\n并对相邻两个敌人造成1/3的溅射伤害 , 累计三次后进入2回合冷却", "effects" : [ ] , "hitType" : 2 , "iconIndex" : 65 , "message1" : "施放了%1! " , "message2" : "" , "mpCost" : 6 , "name" : "冰刺I" , "note" : "<技能类型:技能>\n<Hide if Learned Skill: 60,61>\n<Cooldown Steps: 1>\n<Learn Cost: 4 JP>\n\n<Before Eval>\n this._bsaffective = 0. 5 ;\n</Before Eval>\n\n<Custom Target Eval>\ntargets.push(target);\ntargets.push($gameTroop.members()[this._targetIndex - 1]);\ntargets.push($gameTroop.members()[this._targetIndex + 1]);\n</Custom Target Eval>\n\n<Before Eval>\n user._icetimes = user._icetimes || 0;\n user._icetimes += 1;\n if(user._icetimes >= 3){\n user._icetimes = 0;\n user.addCooldown(59,+3);\n }\n this._times = this._times || 0;\n this._times += 1;\n if(this._times == 1){\n target.startAnimation(15); }\n</Before Eval>\n\n<damage formula>\nvalue = 140;\nvalue += user.mat*4/5;\nvalue += user.level*2 ;\nvalue = Math.floor(value/3);\nvalue *= this._times == 1?3: 1;\n</damage formula>", "occasion" : 0 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 5 , "tpGain" : 0 } ,
{ "id" : 60 , "animationId" : 0 , "damage" : { "critical" : false , "elementId" : 7 , "formula" : "" , "type" : 1 , "variance" : 5 } , "description" : "薇薇安的冰系攻击魔法, 造成210+2.5*\\c[17]Lv\\c[0]+0.8\\c[27]ap\\c[0] 点\\c[9]冰\\c[0]属性\\c[27]魔法伤害\\c[0]\n并对相邻两个敌人造成1/3的溅射伤害 , 累计三次后进入2回合冷却", "effects" : [ ], "hitType" : 2 , "iconIndex" : 65 , "message1" : "施放了%1! " , "message2" : "" , "mpCost" : 12 , "name" : "冰刺II" , "note" : "<技能类型:技能>\n<Hide if Learned Skill: 60,61>\n<Cooldown Steps: 1>\n<Learn Cost: 6 JP>\n<Learn Require Skill: 59>\n\n<Before Eval>\n this._bsaffective = 0. 5 ;\n</Before Eval>\n\n<Custom Target Eval>\ntargets.push(target);\ntargets.push($gameTroop.members()[this._targetIndex - 1]);\ntargets.push($gameTroop.members()[this._targetIndex + 1]);\n</Custom Target Eval>\n\n<Before Eval>\n user._icetimes = user._icetimes || 0;\n user._icetimes += 1;\n if(user._icetimes >= 3){\n user._icetimes = 0;\n user.addCooldown(59,+3);\n }\n this._times = this._times || 0;\n this._times += 1;\n if(this._times == 1){\n target.startAnimation(15); }\n</Before Eval>\n\n<damage formula>\nvalue = 210;\nvalue += user.mat*4/5;\nvalue += user.level*2.5 ;\nvalue = Math.floor(value/3);\nvalue *= this._times == 1?3: 1;\n</damage formula>", "occasion" : 0 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 5 , "tpGain" : 0 } ,
{ "id" : 61 , "animationId" : 0 , "damage" : { "critical" : false , "elementId" : 7 , "formula" : "" , "type" : 1 , "variance" : 5 } , "description" : "薇薇安的冰系攻击魔法, 造成280+3*\\c[17]Lv\\c[0]+0.8\\c[27]ap\\c[0] 点\\c[9]冰\\c[0]属性\\c[27]魔法伤害\\c[0]\n并对相邻两个敌人造成1/3的溅射伤害 , 累计三次后进入2回合冷却", "effects" : [ ], "hitType" : 2 , "iconIndex" : 65 , "message1" : "施放了%1! " , "message2" : "" , "mpCost" : 18 , "name" : "冰刺III" , "note" : "<技能类型:技能>\n<Hide if Learned Skill: 60,61>\n<Cooldown Steps: 1>\n<Learn Cost: 8 JP>\n<Learn Require Skill: 60>\n\n<Before Eval>\n this._bsaffective = 0. 5 ;\n</Before Eval>\n\n<Custom Target Eval>\ntargets.push(target);\ntargets.push($gameTroop.members()[this._targetIndex - 1]);\ntargets.push($gameTroop.members()[this._targetIndex + 1]);\n</Custom Target Eval>\n\n<Before Eval>\n user._icetimes = user._icetimes || 0;\n user._icetimes += 1;\n if(user._icetimes >= 3){\n user._icetimes = 0;\n user.addCooldown(59,+3);\n }\n this._times = this._times || 0;\n this._times += 1;\n if(this._times == 1){\n target.startAnimation(15); }\n</Before Eval>\n\n<damage formula>\nvalue = 280;\nvalue += user.mat*4/5;\nvalue += user.level*3 ;\nvalue = Math.floor(value/3);\nvalue *= this._times == 1?3: 1;\n</damage formula>", "occasion" : 0 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 5 , "tpGain" : 0 } ,
{ "id" : 62 , "animationId" : 109 , "damage" : { "critical" : false , "elementId" : 15 , "formula" : "" , "type" : 3 , "variance" : 5 } , "description" : "薇薇安用自己的血液转化为生命力治愈队友, 恢复150+5%\\c[18]Mhp\\c[0]+0.7\\c[27]ap\\c[0] 点 HP\n存在\\c[18]\\it[1]\\c[0]的队友时, 随机复苏其中一个,但技能的消耗和冷却翻倍", "effects" : [ ] , "hitType" : 0 , "iconIndex" : 231 , "message1" : "施放了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "鲜血治愈I" , "note" : "<Hide if Learned Skill: 63,64>\n<Learn Cost: 6 JP>\n\n<Cooldown: 3>\n<Cooldown Steps: 1>\n\n<Custom HP Cost>\ncost += user.mhp/ 20;\nvar members = $gameParty.deadMembers();\nif (members) { cost += user.mhp/20 ; }\n</Custom HP Cost>\n\n<技能类型:技能>\n\n <Custom Requirement>\n if (user.hp/user.mhp >= 0.2) {\n value = true;\n } else {\n value = false;\n }\n </Custom Requirement>\n\n <Before Eval>\n if(target.isStateAffected(1)){\n user.addCooldown(62,+2);\n target.removeState(1);\n target.gainHp(1);\n }\n</Before Eval>\n\n<damage Formula>\nif(user == target){\n value = user.mhp/20;\n value = Math.floor(value);\n}\nelse{\n value = user.mat*0.7 + user.mhp/20 + 150 ;\n value = Math.floor(value);\n}\n</damage Formula>\n\n<Custom Target Eval>\ntargets.push(target);\nvar members = $gameParty.deadMembers();\nif (members) {\n var member = members[Math.floor(Math.random()*members.length)];\n targets.push(member);\n}\n</Custom Target Eval>", "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 7 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 5 } ,
{ "id" : 63 , "animationId" : 109 , "damage" : { "critical" : false , "elementId" : 15 , "formula" : "" , "type" : 3 , "variance" : 5 } , "description" : "薇薇安用自己的血液转化为生命力治愈队友, 恢复200+6%\\c[18]Mhp\\c[0]+0.7\\c[27]ap\\c[0] 点 HP\n存在\\c[18]\\it[1]\\c[0]的队友时, 随机复苏其中一个,但技能的消耗和冷却翻倍", "effects" : [ ] , "hitType" : 0 , "iconIndex" : 231 , "message1" : "施放了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "鲜血治愈II" , "note" : "<Hide if Learned Skill: 64>\n<Learn Cost: 8 JP>\n<Learn Require Skill: 62>\n\n<Cooldown: 3>\n<Cooldown Steps: 1>\n\n<Custom HP Cost>\ncost += user.mhp/ 20;\nvar members = $gameParty.deadMembers();\nif (members) { cost += user.mhp/20 ; }\n</Custom HP Cost>\n\n<技能类型:技能>\n\n <Custom Requirement>\n if (user.hp/user.mhp >= 0.2) {\n value = true;\n } else {\n value = false;\n }\n </Custom Requirement>\n\n <Before Eval>\n if(target.isStateAffected(1)){\n user.addCooldown(63,+2);\n target.removeState(1);\n target.gainHp(1);\n }\n</Before Eval>\n\n<damage Formula>\nif(user == target){\n value = user.mhp/20;\n value = Math.floor(value);\n}\nelse{\n value = user.mat*0.7 + user.mhp*3/50 + 200 ;\n value = Math.floor(value);\n}\n</damage Formula>\n\n<Custom Target Eval>\ntargets.push(target);\nvar members = $gameParty.deadMembers();\nif (members) {\n var member = members[Math.floor(Math.random()*members.length)];\n targets.push(member);\n}\n</Custom Target Eval>", "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 7 , "speed" : 0 , "stypeId" : 2 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 5 } ,
{ "id" : 64 , "animationId" : 109 , "damage" : { "critical" : false , "elementId" : 15 , "formula" : "" , "type" : 3 , "variance" : 5 } , "description" : "薇薇安用自己的血液转化为生命力治愈队友, 恢复250+7%\\c[18]Mhp\\c[0]+0.7\\c[27]ap\\c[0] 点 HP\n存在\\c[18]\\it[1]\\c[0]的队友时, 随机复苏其中一个,但技能的消耗和冷却翻倍", "effects" : [ { "code" : 22 , "dataId" : 66 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 67 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 68 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 231 , "message1" : "施放了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "鲜血治愈III" , "note" : "<Cooldown: 3>\n<Cooldown Steps: 1>\n<Learn Cost: 10 JP>\n<Learn Require Skill: 63>\n\n<Custom HP Cost>\ncost += user.mhp/ 20;\nvar members = $gameParty.deadMembers();\nif (members) { cost += user.mhp/20 ; }\n</Custom HP Cost>\n\n<技能类型:技能>\n\n <Custom Requirement>\n if (user.hp/user.mhp >= 0.2) {\n value = true;\n } else {\n value = false;\n }\n </Custom Requirement>\n\n <Before Eval>\n if(target.isStateAffected(1)){\n user.addCooldown(64,+2);\n target.removeState(1);\n target.gainHp(1);\n }\n</Before Eval>\n\n<damage Formula>\nif(user == target){\n value = user.mhp/20;\n value = Math.floor(value);\n}\nelse{\n value = user.mat*0.7 + user.mhp*7/100 + 250 ;\n value = Math.floor(value);\n}\n</damage Formula>\n\n<Custom Target Eval>\ntargets.push(target);\nvar members = $gameParty.deadMembers();\nif (members) {\n var member = members[Math.floor(Math.random()*members.length)];\n targets.push(member);\n}\n</Custom Target Eval>", "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 7 , "speed" : 0 , "stypeId" : 2 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 5 } ,
{ "id" : 65 , "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" : 66 , "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" : 67 , "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 } ,