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\n//用变量存储角色受到伤害(治疗)前的生命值\n\n\n\nif (value < 0 && this.isHpEffect()) { //判断角色受到治疗\nif (target.hp === target.mhp) { //判断角色是否满血\nvar overheal = 0\nif (target.isStateAffected(218)){\nvar overheal = (result.hpDamage + user._confirmHp - user.mhp) * \n0.2;\n}\nif (target.isStateAffected(219)){\nvar overheal = (result.hpDamage + user._confirmHp - user.mhp) * \n0.3;\n}\nif (target.isStateAffected(220)){\nvar overheal = (result.hpDamage + user._confirmHp - user.mhp) * \n0.4;\n}\n// 将过量治疗的部分存储在变量中\nif (overheal > 0) { //如果有过量的治疗\ntarget.gainBarrier(overheal); //转化为护盾值\n}\n}\n}\n","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100}, +{"id":221,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"治疗溢出为护盾计算","note":"\ntarget._confirmHp = target.hp; 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bsrate = 1\n }\n user.gainHp(Math.floor(value*bsrate));\n }\n","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100}, -{"id":235,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"100%全能吸血","note":"\n user._absrate = user._absrate || 0;\n user._pbsrate = user._pbsrate || 0;\n user._mbsrate = user._mbsrate || 0;\n user._absrate += 1;\n user._mbsrate += 0;\n user._pbsrate += 0;\n","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100}, +{"id":234,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"通用吸血计算","note":"\n user._absrate = user._absrate || 0;\n user._pbsrate = user._pbsrate || 0;\n user._mbsrate = user._mbsrate || 0;\n this._bsaffective = this._bsaffective || 1;\n if (this.isSkill && value >0 && this._bsaffective > 0){\n var bsrate = 0;\n bsrate += user._absrate;\n if (this.isPhysical()){\n bsrate += user._pbsrate;\n }\n else{\n if (this.isMagical()){\n bsrate += user._mbsrate;\n }\n }\n bsrate *= this._bsaffective;\n bsrate = Math.min(bsrate, 1);\n var hpgain = Math.floor(value*bsrate);\n var a = Math.floor(user.mhp - user.hp);\n if(hpgain > a){\n user.gainHp(a);\n var overheal = Math.floor(hpgain - a);\n if (user.isStateAffected(218)){\n overheal *= 0.2;\n }\n else{\n if (user.isStateAffected(219)){\n overheal *= 0.3;\n }\n else{\n if (user.isStateAffected(220)){\n overheal *= 0.4;\n }\n }\n }\n user.gainBarrier(overheal); \n }\n else{\n user.gainHp(hpgain);\n }\n 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