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{ "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>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 8 , "speed" : 0 , "stypeId" : 4 , "successRate" : 100 , "tpCost" : 50 , "tpGain" : 0 } ,
@ -35,12 +35,12 @@ null,
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{ "id" : 36 , "animationId" : 15 , "damage" : { "critical" : true , "elementId" : 7 , "formula" : "1+(1+(b.mhp-b.hp)/b.mhp)*(0.75+(1-a.hp/a.mhp))*(a.mat * 2+a.atk*2/3 - b.mdf)*(a.level*a.mat/2048+2)" , "type" : 1 , "variance" : 10 } , "description" : "\\c[18]<2倍收割>\\c[17]<20%额外命中>\\c[0] \\c[18]<类普攻>\\c[0] \n用血魔法凝聚的长枪, 造成\\c[18]生命\\c[0]与\\c[9]冰\\c[0]混合属性伤害 ", "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\n<技能类型:类普攻>\n\n<Cooldown: 2>\n<Cooldown Steps: 1>\n\n <Multiple Elements: 16> \n<Custom HP Cost>\ncost += user.mhp/40+user.hp/20;\n</Custom HP Cost>\n\n<Before Eval>\n user.addState(228);\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 } ,
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{ "id" : 38 , "animationId" : 15 , "damage" : { "critical" : true , "elementId" : 7 , "formula" : "1+(1+(b.mhp-b.hp)/b.mhp)*(0. 95+(1-a.hp/a.mhp))*(a.mat * 2+a.atk*4 /3 - b.mdf)*(a.level*a.mat/2048+2)", "type" : 1 , "variance" : 10 } , "description" : "\\c[18]<2倍收割>\\c[17]<40%额外命中>\\c[0] \\c[18]<类普攻>\\c[0] \n用血魔法凝聚的长枪, 造成\\c[18]生命\\c[0]与\\c[9]冰\\c[0]混合属性伤害 ", "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\n<Cooldown: 2>\n<Cooldown Steps: 1>\n\n <Multiple Elements: 16>\n \n<Before Eval>\n this._bsaffective = 0.5;\n</Before Eval>\n\n<Before Eval>\n user.addState(230);\n</Before Eval>\n<After Eval>\n user.removeState(230);\n</After Eval>\n\n<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" : 1 8 , "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" : 20 } , "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\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" : 39 , "animationId" : 49 , "damage" : { "critical" : true , "elementId" : 1 6 , "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" : 20 } , "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\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" : 1 8 , "formula" : "300+(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" : 10 } , "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\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" : 1 6 , "formula" : "300+(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" : 10 } , "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\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" : 1 8 , "formula" : "700+(5/2*(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" : 10 } , "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\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" : 41 , "animationId" : 49 , "damage" : { "critical" : true , "elementId" : 1 6 , "formula" : "700+(5/2*(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" : 10 } , "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\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: 2>\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" : 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: 2>\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" : 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" : 20 } , "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<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" : 44 , "animationId" : 81 , "damage" : { "critical" : false , "elementId" : 15 , "formula" : "40+a.hp*8/100" , "type" : 4 , "variance" : 20 } , "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<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 } ,
@ -53,8 +53,8 @@ null,
{ "id" : 51 , "animationId" : 65 , "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,伤害会被全部敌人均摊,\n\\c[18]\\it[20]\\c[0]状态下,伤害受目标魔抗的削减程度会降低" , "effects" : [ { "code" : 21 , "dataId" : 59 , "value1" : 0.2 , "value2" : 0 } ] , "hitType" : 2 , "iconIndex" : 9 , "message1" : "施放了%1! " , "message2" : "" , "mpCost" : 12 , "name" : "电击II" , "note" : "<Hide if Learned Skill: 52>\n\n<Cooldown: 2>\n<Cooldown Steps: 1>\n\n<damage formula>\nvar amount = $gameTroop.aliveMembers().length;\nvalue = 880;\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+3);\n value *= (1/amount);\n value = Math.floor(value);\n</damage formula>\n\n<Before Eval>\n user.addState(229);\n</Before Eval>\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" : 10 , "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]<30%额外命中>\\c[0] 薇薇安电击所有敌人,伤害会被全部敌人均摊,\n\\c[18]\\it[20]\\c[0]状态下,伤害受目标魔抗的削减程度会降低" , "effects" : [ { "code" : 21 , "dataId" : 59 , "value1" : 0.2 , "value2" : 0 } ] , "hitType" : 2 , "iconIndex" : 9 , "message1" : "施放了%1! " , "message2" : "" , "mpCost" : 12 , "name" : "电击II" , "note" : "<Hide if Learned Skill: 52>\n\n<Cooldown: 2>\n<Cooldown Steps: 1>\n\n<damage formula>\nvar amount = $gameTroop.aliveMembers().length;\nvalue = 880;\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+3);\n value *= (1/amount);\n value = Math.floor(value);\n</damage formula>\n\n<Before Eval>\n user.addState(229);\n</Before Eval>\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" : 10 , "stypeId" : 2 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 8 } ,
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{ "id" : 52 , "animationId" : 65 , "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,伤害会被全部敌人均摊,\n\\c[18]\\it[20]\\c[0]状态下,伤害受目标魔抗的削减程度会降低" , "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" : "<Before Eval>\n user.addState(229);\n</Before Eval>\n<After Eval>\n user.removeState(229);\n</After Eval>\n\n<Cooldown: 2>\n<Cooldown Steps: 1>\n\n<damage formula>\nvar amount = $gameTroop.aliveMembers().length;\nvalue = 2030;\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+3);\n value *= (1/amount);\n value = Math.floor(value);\n</damage formula>\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[17]<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,增加电击的\n杀伤, 再电击全体敌人, 伤害会被所有敌人均摊。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<Cooldown: 2>\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>\nvar amount = $gameTroop.aliveMembers().length;\nvalue = 200+ 2030*user.level/99;\nvalue += user.mat*16/5;\nvalue -= target.mdf*3/5;\nvalue *= (user.level*user.mat/2048+3);\nvalue *= (1/amount);\nvalue = Math.floor(value);\n</damage formula>\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[17]<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,增加电击的\n杀伤, 再电击全体敌人, 伤害会被所有敌人均摊。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<Cooldown: 2>\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>\nvar amount = $gameTroop.aliveMembers().length;\nvalue = 200+ 2030*user.level/99;\nvalue += user.mat*16/5;\nvalue -= target.mdf*3/5;\nvalue *= (user.level*user.mat/2048+3);\nvalue *= (1/amount);\nvalue = Math.floor(value);\n</damage formula>\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" : 0, "damage" : { "critical" : false , "elementId" : 0 , "formula" : " 0", "type" : 0, "variance" : 2 0} , "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" : 54 , "animationId" : 15, "damage" : { "critical" : true , "elementId" : 6 , "formula" : " 1+(1+(b.mhp-b.hp)/b.mhp)*( 0.75+(1-a.hp/a.mhp))*(a.mat * 2+a.atk*2/3 - b.mdf)*(a.level*a.mat/2048+2) ", "type" : 1, "variance" : 1 0} , "description" : " \\c[18]<2倍收割>\\c[17]<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]与\\c[17]电\\c[0]混合属性伤害,几率造成\\c[17]\\it[59]\\c[0] ", "effects" : [ {"code" : 21 , "dataId" : 59 , "value1" : 0.05 , "value2" : 0 } ], "hitType" : 2, "iconIndex" : 78 , "message1" : " 施放了%1! ", "message2" : "" , "mpCost" : 0 , "name" : " 电光血矛 ", "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\n<Cooldown: 2>\n<Cooldown Steps: 1>\n\n<damage Formula>\nvalue = 1;\nvalue += user.mat*2;\nvalue += (user.isLearnedSkill(38)?(user.atk*1/3): 0);\nvalue += (user.isLearnedSkill(37)?(user.atk*1/3): 0);\nvalue += (user.isLearnedSkill(36)?(user.atk*2/3): 0);\nvalue -= target.mdf;\nvalue *= (2+user.mat*user.level/2048);\nvalue *= (2 - target.hp/target.mhp);\nvar i = 0.75;\ni += (user.isLearnedSkill(38)?0.1: 0);\ni += (user.isLearnedSkill(37)?0.1: 0);\ni += (1-user.hp/user.mhp);\nvalue *= i;\nvalue = Math.floor(value*2/5);\n</damage Formula>\n\n\n<Before Eval>\n this._bsaffective = 0.5;\n</Before Eval>\n\n<Critical Reward: +4% HP>\n\n<Before Eval>\n user.addState(230);\n</Before Eval>\n<After Eval>\n user.removeState(230);\n</After Eval>\n\n<Custom Show Eval>\n if (user.isStateAffected(30)) {\n visible = true;\n } else {\n visible = false;\n }\n</Custom Show Eval> ", "occasion" : 1, "repeats" : 3 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : -2 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 1 0} ,
{ "id" : 55 , "animationId" : 0, "damage" : { "critical" : false , "elementId" : 0 , "formula" : " 0", "type" : 0, "variance" : 2 0} , "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" : 55 , "animationId" : 242, "damage" : { "critical" : true , "elementId" : 14 , "formula" : " 1+(1+(b.mhp-b.hp)/b.mhp)*( 0.75+(1-a.hp/a.mhp))*(a.mat * 2+a.atk*2/3 - b.mdf)*(a.level*a.mat/2048+2) ", "type" : 1, "variance" : 1 0} , "description" : " \\c[18]<2倍收割>\\c[17]<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]与\\c[3]毒\\c[0]混合属性伤害,几率造成\\c[3]\\it[248]\\c[0] ", "effects" : [ {"code" : 21 , "dataId" : 248 , "value1" : 0.3 , "value2" : 0 } ], "hitType" : 2, "iconIndex" : 78 , "message1" : " 施放了%1! ", "message2" : "" , "mpCost" : 0 , "name" : " 蕴毒血矛 ", "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\n<Cooldown: 2>\n<Cooldown Steps: 1>\n\n<damage Formula>\nvalue = 1;\nvalue += user.mat*2;\nvalue += (user.isLearnedSkill(38)?(user.atk*1/3): 0);\nvalue += (user.isLearnedSkill(37)?(user.atk*1/3): 0);\nvalue += (user.isLearnedSkill(36)?(user.atk*2/3): 0);\nvalue -= target.mdf;\nvalue *= (2+user.mat*user.level/2048);\nvalue *= (2 - target.hp/target.mhp);\nvar i = 0.75;\ni += (user.isLearnedSkill(38)?0.1: 0);\ni += (user.isLearnedSkill(37)?0.1: 0);\ni += (1-user.hp/user.mhp);\nvalue *= i;\nvalue = Math.floor(value*2/5);\n</damage Formula>\n\n<Before Eval>\n this._bsaffective = 0.5;\n</Before Eval>\n\n<Critical Reward: +4% HP>\n\n<Before Eval>\n user.addState(230);\n</Before Eval>\n<After Eval>\n user.removeState(230);\n</After Eval>\n\n<Custom Show Eval>\n if (user.isStateAffected(31)) {\n visible = true;\n } else {\n visible = false;\n }\n</Custom Show Eval> ", "occasion" : 1, "repeats" : 3 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : -2 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 1 0} ,
{ "id" : 56 , "animationId" : 26 , "damage" : { "critical" : false , "elementId" : 7 , "formula" : "20" , "type" : 1 , "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同时释放黑雾遮蔽所有队友行踪" , "effects" : [ { "code" : 21 , "dataId" : 61 , "value1" : 0.5 , "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\n<技能类型:技能>\n\n<Cooldown: 3>\n<Cooldown Steps: 1>\n\n<Before Eval>\nvar subject = $gameActors.actor(12);\nsubject.forceAction(59, -1);\nBattleManager.forceAction(subject);\n</Before Eval>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 2 , "speed" : 0 , "stypeId" : 2 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 5 } ,
{ "id" : 56 , "animationId" : 26 , "damage" : { "critical" : false , "elementId" : 7 , "formula" : "20" , "type" : 1 , "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同时释放黑雾遮蔽所有队友行踪" , "effects" : [ { "code" : 21 , "dataId" : 61 , "value1" : 0.5 , "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\n<技能类型:技能>\n\n<Cooldown: 3>\n<Cooldown Steps: 1>\n\n<Before Eval>\nvar subject = $gameActors.actor(12);\nsubject.forceAction(59, -1);\nBattleManager.forceAction(subject);\n</Before Eval>" , "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" : 1 , "variance" : 20 } , "description" : "薇薇安释放寒风影响敌人行动,有几率将敌人\\it[61], \n同时释放黑雾遮蔽所有队友行踪" , "effects" : [ { "code" : 21 , "dataId" : 61 , "value1" : 0.65 , "value2" : 0 } , { "code" : 22 , "dataId" : 169 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 170 , "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\n<技能类型:技能>\n\n<Before Eval>\n this._bsaffective = 0.1;\n</Before Eval>\n\n<Cooldown: 3>\n<Cooldown Steps: 1>\n\n<Before Eval>\nvar subject = $gameActors.actor(12);\nsubject.forceAction(60, -1);\nBattleManager.forceAction(subject);\n</Before Eval>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 2 , "speed" : 0 , "stypeId" : 2 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 8 } ,
{ "id" : 57 , "animationId" : 26 , "damage" : { "critical" : false , "elementId" : 7 , "formula" : "1+(a.mat * 2 - b.mdf)*(a.level*a.mat/2048+2)" , "type" : 1 , "variance" : 20 } , "description" : "薇薇安释放寒风影响敌人行动,有几率将敌人\\it[61], \n同时释放黑雾遮蔽所有队友行踪" , "effects" : [ { "code" : 21 , "dataId" : 61 , "value1" : 0.65 , "value2" : 0 } , { "code" : 22 , "dataId" : 169 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 170 , "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\n<技能类型:技能>\n\n<Before Eval>\n this._bsaffective = 0.1;\n</Before Eval>\n\n<Cooldown: 3>\n<Cooldown Steps: 1>\n\n<Before Eval>\nvar subject = $gameActors.actor(12);\nsubject.forceAction(60, -1);\nBattleManager.forceAction(subject);\n</Before Eval>" , "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" : 1 , "variance" : 20 } , "description" : "薇薇安释放寒风影响敌人行动,有几率将敌人\\it[61], \n同时释放黑雾遮蔽所有队友行踪" , "effects" : [ { "code" : 21 , "dataId" : 61 , "value1" : 0.8 , "value2" : 0 } , { "code" : 22 , "dataId" : 169 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 170 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 171 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 2 , "iconIndex" : 65 , "message1" : "施放了%1! " , "message2" : "" , "mpCost" : 18 , "name" : "寒冻黑雾III" , "note" : "<Before Eval>\n this._bsaffective = 0.1;\n</Before Eval>\n\n<技能类型:技能>\n\n<Cooldown: 3>\n<Cooldown Steps: 1>\n\n<Before Eval>\nvar subject = $gameActors.actor(12);\nsubject.forceAction(61, -1);\nBattleManager.forceAction(subject);\n</Before Eval>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 2 , "speed" : 0 , "stypeId" : 2 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 9 } ,
{ "id" : 58 , "animationId" : 26 , "damage" : { "critical" : false , "elementId" : 7 , "formula" : "100+(a.mat * 11/5 - b.mdf)*(a.level*a.mat/2048+2)" , "type" : 1 , "variance" : 20 } , "description" : "薇薇安释放寒风影响敌人行动,有几率将敌人\\it[61], \n同时释放黑雾遮蔽所有队友行踪" , "effects" : [ { "code" : 21 , "dataId" : 61 , "value1" : 0.8 , "value2" : 0 } , { "code" : 22 , "dataId" : 169 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 170 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 171 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 2 , "iconIndex" : 65 , "message1" : "施放了%1! " , "message2" : "" , "mpCost" : 18 , "name" : "寒冻黑雾III" , "note" : "<Before Eval>\n this._bsaffective = 0.1;\n</Before Eval>\n\n<技能类型:技能>\n\n<Cooldown: 3>\n<Cooldown Steps: 1>\n\n<Before Eval>\nvar subject = $gameActors.actor(12);\nsubject.forceAction(61, -1);\nBattleManager.forceAction(subject);\n</Before Eval>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 2 , "speed" : 0 , "stypeId" : 2 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 9 } ,
@ -118,7 +118,7 @@ null,
{ "id" : 116 , "animationId" : -1 , "damage" : { "critical" : true , "elementId" : -1 , "formula" : "1+(a.atk * 2+a.mat+a.agi/200 - b.def - b.mdf/4)*(a.level*a.atk/2048+2)" , "type" : 1 , "variance" : 20 } , "description" : "魔剑士的普通攻击" , "effects" : [ { "code" : 21 , "dataId" : 0 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 1 , "iconIndex" : 0 , "message1" : "的攻击!" , "message2" : "" , "mpCost" : 0 , "name" : "南宫三八的普通攻击" , "note" : "<技能类型:普攻>\n\n\n" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 5 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 5 } ,
{ "id" : 116 , "animationId" : -1 , "damage" : { "critical" : true , "elementId" : -1 , "formula" : "1+(a.atk * 2+a.mat+a.agi/200 - b.def - b.mdf/4)*(a.level*a.atk/2048+2)" , "type" : 1 , "variance" : 20 } , "description" : "魔剑士的普通攻击" , "effects" : [ { "code" : 21 , "dataId" : 0 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 1 , "iconIndex" : 0 , "message1" : "的攻击!" , "message2" : "" , "mpCost" : 0 , "name" : "南宫三八的普通攻击" , "note" : "<技能类型:普攻>\n\n\n" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 5 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 5 } ,
{ "id" : 117 , "animationId" : -1 , "damage" : { "critical" : false , "elementId" : 1 , "formula" : "" , "type" : 1 , "variance" : 10 } , "description" : "" , "effects" : [ { "code" : 21 , "dataId" : 0 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 1 , "iconIndex" : 0 , "message1" : "追加普通攻击!" , "message2" : "" , "mpCost" : 0 , "name" : "游斗状态的追加单体攻击" , "note" : "<技能类型:普攻>\n<Cannot Counter>\n\n<damage formula>\n var i = $gameActors.actor(12)._lastallyid;\n var c = $gameActors.actor(i);\n value = 1;\n value += c.atk*3/2 + c.mat - target.def - target.mdf/5;\n value *= (c.level*c.atk/2048+2);\n value = Math.floor(value);\n</damage formula>" , "occasion" : 0 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 5 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 5 } ,
{ "id" : 117 , "animationId" : -1 , "damage" : { "critical" : false , "elementId" : 1 , "formula" : "" , "type" : 1 , "variance" : 10 } , "description" : "" , "effects" : [ { "code" : 21 , "dataId" : 0 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 1 , "iconIndex" : 0 , "message1" : "追加普通攻击!" , "message2" : "" , "mpCost" : 0 , "name" : "游斗状态的追加单体攻击" , "note" : "<技能类型:普攻>\n<Cannot Counter>\n\n<damage formula>\n var i = $gameActors.actor(12)._lastallyid;\n var c = $gameActors.actor(i);\n value = 1;\n value += c.atk*3/2 + c.mat - target.def - target.mdf/5;\n value *= (c.level*c.atk/2048+2);\n value = Math.floor(value);\n</damage formula>" , "occasion" : 0 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 5 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 5 } ,
{ "id" : 118 , "animationId" : -1 , "damage" : { "critical" : false , "elementId" : 1 , "formula" : "" , "type" : 1 , "variance" : 10 } , "description" : "" , "effects" : [ { "code" : 21 , "dataId" : 0 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 1 , "iconIndex" : 0 , "message1" : "追加普通攻击!" , "message2" : "" , "mpCost" : 0 , "name" : "游斗状态的追加群体攻击" , "note" : "<技能类型:普攻>\n<Cannot Counter>\n\n<damage formula>\n var i = $gameActors.actor(12)._lastallyid;\n var c = $gameActors.actor(i);\n value = 1;\n value += c.atk*3/2 + c.mat - target.def - target.mdf/5;\n value *= (c.level*c.atk/2048+2);\n value = Math.floor(value);\n</damage formula>" , "occasion" : 0 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 2 , "speed" : 0 , "stypeId" : 5 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 5 } ,
{ "id" : 118 , "animationId" : -1 , "damage" : { "critical" : false , "elementId" : 1 , "formula" : "" , "type" : 1 , "variance" : 10 } , "description" : "" , "effects" : [ { "code" : 21 , "dataId" : 0 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 1 , "iconIndex" : 0 , "message1" : "追加普通攻击!" , "message2" : "" , "mpCost" : 0 , "name" : "游斗状态的追加群体攻击" , "note" : "<技能类型:普攻>\n<Cannot Counter>\n\n<damage formula>\n var i = $gameActors.actor(12)._lastallyid;\n var c = $gameActors.actor(i);\n value = 1;\n value += c.atk*3/2 + c.mat - target.def - target.mdf/5;\n value *= (c.level*c.atk/2048+2);\n value = Math.floor(value);\n</damage formula>" , "occasion" : 0 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 2 , "speed" : 0 , "stypeId" : 5 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 5 } ,
{ "id" : 119 , "animationId" : 31 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "扔出烟雾弹掩护队友逃跑\n可以携带\\c[18]\\it[1]\\c[0]的队员逃跑" , "effects" : [ { "code" : 41 , "dataId" : 0 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 415 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "烟雾弹" , "note" : "<Before Eval>\n var subject = user ;\n subject.forceAction(376, -1);\n BattleManager.forceAction(subject);\n</Before Eval>\n<技能类型:技能>", "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 8 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 119 , "animationId" : 31 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "扔出烟雾弹掩护队友逃跑\n可以携带\\c[18]\\it[1]\\c[0]的队员逃跑" , "effects" : [ { "code" : 41 , "dataId" : 0 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 415 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "烟雾弹" , "note" : "<Before Eval>\n var subject = $gameActors.actor(12) ;\n subject.forceAction(376, -1);\n BattleManager.forceAction(subject);\n</Before Eval>\n<技能类型:技能>", "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 8 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 120 , "animationId" : 33 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "释放单向强光影响敌人视觉的技能,对\\is[398]无效" , "effects" : [ { "code" : 21 , "dataId" : 74 , "value1" : 0.9 , "value2" : 0 } ] , "hitType" : 2 , "iconIndex" : 414 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 2 , "name" : "闪光术" , "note" : "<Hide if Learned Skill: 121,122>\n\n<技能类型:技能>\n\n<技能类型:类普攻>\n\n<Post-Damage Eval>\n if (user.isStateAffected(361) || \n user.isStateAffected(362) || \n user.isStateAffected(363) ){\n this._times = this._times || 0;\n this._times += 1;\n if(this._times == 1){\n user._shottimes += 1;\n $gameActors.actor(12)._lastallyid = user.actorId();\n var subject = $gameActors.actor(12);\n subject.forceAction(118, this._targetIndex);\n BattleManager.forceAction(subject);\n }\n }\n</Post-Damage Eval>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 2 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 10 , "tpGain" : 0 } ,
{ "id" : 120 , "animationId" : 33 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "释放单向强光影响敌人视觉的技能,对\\is[398]无效" , "effects" : [ { "code" : 21 , "dataId" : 74 , "value1" : 0.9 , "value2" : 0 } ] , "hitType" : 2 , "iconIndex" : 414 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 2 , "name" : "闪光术" , "note" : "<Hide if Learned Skill: 121,122>\n\n<技能类型:技能>\n\n<技能类型:类普攻>\n\n<Post-Damage Eval>\n if (user.isStateAffected(361) || \n user.isStateAffected(362) || \n user.isStateAffected(363) ){\n this._times = this._times || 0;\n this._times += 1;\n if(this._times == 1){\n user._shottimes += 1;\n $gameActors.actor(12)._lastallyid = user.actorId();\n var subject = $gameActors.actor(12);\n subject.forceAction(118, this._targetIndex);\n BattleManager.forceAction(subject);\n }\n }\n</Post-Damage Eval>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 2 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 10 , "tpGain" : 0 } ,
{ "id" : 121 , "animationId" : 33 , "damage" : { "critical" : false , "elementId" : 10 , "formula" : "1+(a.mat * 11/5 - b.mdf)*(a.level*a.mat/2048+2)" , "type" : 1 , "variance" : 20 } , "description" : "释放单向强光影响敌人视觉,并释放精神冲击造成伤害的技能,\n有几率破除\\is[398]" , "effects" : [ { "code" : 22 , "dataId" : 123 , "value1" : 0.5 , "value2" : 0 } , { "code" : 21 , "dataId" : 74 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 2 , "iconIndex" : 414 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 2 , "name" : "闪光冲击" , "note" : "<Hide if Learned Skill: 122>\n\n<技能类型:技能>\n\n<Barrier Penetration: 40%>\n\n<Post-Damage Eval>\n if (user.isStateAffected(361) || \n user.isStateAffected(362) || \n user.isStateAffected(363) ){\n this._times = this._times || 0;\n this._times += 1;\n if(this._times == 1){\n user._shottimes += 1;\n $gameActors.actor(12)._lastallyid = user.actorId();\n var subject = $gameActors.actor(12);\n subject.forceAction(118, this._targetIndex);\n BattleManager.forceAction(subject);\n }\n }\n</Post-Damage Eval>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 2 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 10 , "tpGain" : 0 } ,
{ "id" : 121 , "animationId" : 33 , "damage" : { "critical" : false , "elementId" : 10 , "formula" : "1+(a.mat * 11/5 - b.mdf)*(a.level*a.mat/2048+2)" , "type" : 1 , "variance" : 20 } , "description" : "释放单向强光影响敌人视觉,并释放精神冲击造成伤害的技能,\n有几率破除\\is[398]" , "effects" : [ { "code" : 22 , "dataId" : 123 , "value1" : 0.5 , "value2" : 0 } , { "code" : 21 , "dataId" : 74 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 2 , "iconIndex" : 414 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 2 , "name" : "闪光冲击" , "note" : "<Hide if Learned Skill: 122>\n\n<技能类型:技能>\n\n<Barrier Penetration: 40%>\n\n<Post-Damage Eval>\n if (user.isStateAffected(361) || \n user.isStateAffected(362) || \n user.isStateAffected(363) ){\n this._times = this._times || 0;\n this._times += 1;\n if(this._times == 1){\n user._shottimes += 1;\n $gameActors.actor(12)._lastallyid = user.actorId();\n var subject = $gameActors.actor(12);\n subject.forceAction(118, this._targetIndex);\n BattleManager.forceAction(subject);\n }\n }\n</Post-Damage Eval>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 2 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 10 , "tpGain" : 0 } ,
{ "id" : 122 , "animationId" : 33 , "damage" : { "critical" : false , "elementId" : 10 , "formula" : "1+(a.mat * 12/5 - b.mdf)*(a.level*a.mat/2048+2)" , "type" : 1 , "variance" : 20 } , "description" : "释放单向强光影响敌人视觉,并释放精神冲击造成伤害的技能,\n可破除\\is[398]" , "effects" : [ { "code" : 22 , "dataId" : 123 , "value1" : 1 , "value2" : 0 } , { "code" : 21 , "dataId" : 74 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 2 , "iconIndex" : 414 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 2 , "name" : "光爆术" , "note" : "<技能类型:技能>\n\n<Barrier Penetration: 40%>\n\n<Post-Damage Eval>\n if (user.isStateAffected(361) || \n user.isStateAffected(362) || \n user.isStateAffected(363) ){\n this._times = this._times || 0;\n this._times += 1;\n if(this._times == 1){\n user._shottimes += 1;\n $gameActors.actor(12)._lastallyid = user.actorId();\n var subject = $gameActors.actor(12);\n subject.forceAction(118, this._targetIndex);\n BattleManager.forceAction(subject);\n }\n }\n</Post-Damage Eval>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 2 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 10 , "tpGain" : 0 } ,
{ "id" : 122 , "animationId" : 33 , "damage" : { "critical" : false , "elementId" : 10 , "formula" : "1+(a.mat * 12/5 - b.mdf)*(a.level*a.mat/2048+2)" , "type" : 1 , "variance" : 20 } , "description" : "释放单向强光影响敌人视觉,并释放精神冲击造成伤害的技能,\n可破除\\is[398]" , "effects" : [ { "code" : 22 , "dataId" : 123 , "value1" : 1 , "value2" : 0 } , { "code" : 21 , "dataId" : 74 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 2 , "iconIndex" : 414 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 2 , "name" : "光爆术" , "note" : "<技能类型:技能>\n\n<Barrier Penetration: 40%>\n\n<Post-Damage Eval>\n if (user.isStateAffected(361) || \n user.isStateAffected(362) || \n user.isStateAffected(363) ){\n this._times = this._times || 0;\n this._times += 1;\n if(this._times == 1){\n user._shottimes += 1;\n $gameActors.actor(12)._lastallyid = user.actorId();\n var subject = $gameActors.actor(12);\n subject.forceAction(118, this._targetIndex);\n BattleManager.forceAction(subject);\n }\n }\n</Post-Damage Eval>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 2 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 10 , "tpGain" : 0 } ,
@ -138,7 +138,7 @@ null,
{ "id" : 136 , "animationId" : 95 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "消耗: \\c[17]\\it[348]、\\it[354]\\c[0] 构成:\\c[9]\\it[350]\\c[0] 模拟战车效果,\n下回合全队获得70%的行动读条, 并增加30%的物攻和双防2回合" , "effects" : [ { "code" : 21 , "dataId" : 356 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 314 , "message1" : "启用了\\c[17]%1! \\c[0]" , "message2" : "" , "mpCost" : 15 , "name" : "卡阵•无畏战车" , "note" : "<技能类型:技能>\n \n<Custom TP Cost> \nif(user.isStateAffected(348)){\n cost -= 20;\n}\nif(user.isStateAffected(350)){\n cost -= 20;\n}\nif(user.isStateAffected(354)){\n cost -= 20;\n}\n</Custom TP Cost> \n\n <Before Eval>\nif(user.isStateAffected(348)){\n user.removeState(348);\n}\nif(user.isStateAffected(350)){\n user.removeState(350);\n}\nelse{\n user.addState(350);\n}\nif(user.isStateAffected(354)){\n user.removeState(354);\n}\n </Before Eval>\n\n<Post-Damage Eval>\n if (user.isStateAffected(361) || \n user.isStateAffected(362) || \n user.isStateAffected(363) ){\n this._times = this._times || 0;\n this._times += 1;\n if(this._times == 1){\n user._shottimes += 1;\n $gameActors.actor(12)._lastallyid = user.actorId();\n var subject = $gameActors.actor(12);\n subject.forceAction(118, this._targetIndex);\n BattleManager.forceAction(subject);\n }\n }\n</Post-Damage Eval>\n\n<After ATB: 70%>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 8 , "speed" : 0 , "stypeId" : 3 , "successRate" : 100 , "tpCost" : 60 , "tpGain" : 0 } ,
{ "id" : 136 , "animationId" : 95 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "消耗: \\c[17]\\it[348]、\\it[354]\\c[0] 构成:\\c[9]\\it[350]\\c[0] 模拟战车效果,\n下回合全队获得70%的行动读条, 并增加30%的物攻和双防2回合" , "effects" : [ { "code" : 21 , "dataId" : 356 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 314 , "message1" : "启用了\\c[17]%1! \\c[0]" , "message2" : "" , "mpCost" : 15 , "name" : "卡阵•无畏战车" , "note" : "<技能类型:技能>\n \n<Custom TP Cost> \nif(user.isStateAffected(348)){\n cost -= 20;\n}\nif(user.isStateAffected(350)){\n cost -= 20;\n}\nif(user.isStateAffected(354)){\n cost -= 20;\n}\n</Custom TP Cost> \n\n <Before Eval>\nif(user.isStateAffected(348)){\n user.removeState(348);\n}\nif(user.isStateAffected(350)){\n user.removeState(350);\n}\nelse{\n user.addState(350);\n}\nif(user.isStateAffected(354)){\n user.removeState(354);\n}\n </Before Eval>\n\n<Post-Damage Eval>\n if (user.isStateAffected(361) || \n user.isStateAffected(362) || \n user.isStateAffected(363) ){\n this._times = this._times || 0;\n this._times += 1;\n if(this._times == 1){\n user._shottimes += 1;\n $gameActors.actor(12)._lastallyid = user.actorId();\n var subject = $gameActors.actor(12);\n subject.forceAction(118, this._targetIndex);\n BattleManager.forceAction(subject);\n }\n }\n</Post-Damage Eval>\n\n<After ATB: 70%>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 8 , "speed" : 0 , "stypeId" : 3 , "successRate" : 100 , "tpCost" : 60 , "tpGain" : 0 } ,
{ "id" : 137 , "animationId" : 212 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "消耗: \\c[17]\\it[350]、\\it[352]\\c[0] 构成:\\c[9]\\it[354]\\c[0] 引导风的力量形成缓冲,\n给予全队\\c[9]5 + 0.66*自身level\\c[0] 的\\c[9]\\it[238]\\c[0]属性持续5回合, 不能叠加释放" , "effects" : [ { "code" : 21 , "dataId" : 360 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 413 , "message1" : "启用了\\c[17]%1! \\c[0]" , "message2" : "" , "mpCost" : 15 , "name" : "卡阵•风息缎带" , "note" : "<技能类型:技能>\n\n<Custom Requirement>\n if (user.isStateAffected(360)) {\n value = false;\n } else {\n value = true;\n }\n</Custom Requirement>\n\n <Before Eval>\nif(user.isStateAffected(350)){\n user.removeState(350);\n}\n\nif(user.isStateAffected(352)){\n user.removeState(352);\n}\nif(user.isStateAffected(354)){\n user.removeState(354);\n}\nelse{\n user.addState(354);\n}\n </Before Eval>\n\n<Custom TP Cost> \nif(user.isStateAffected(350)){\n cost -= 20;\n}\nif(user.isStateAffected(352)){\n cost -= 20;\n}\nif(user.isStateAffected(354)){\n cost -= 20;\n}\n</Custom TP Cost> \n" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 8 , "speed" : 0 , "stypeId" : 3 , "successRate" : 100 , "tpCost" : 60 , "tpGain" : 0 } ,
{ "id" : 137 , "animationId" : 212 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "消耗: \\c[17]\\it[350]、\\it[352]\\c[0] 构成:\\c[9]\\it[354]\\c[0] 引导风的力量形成缓冲,\n给予全队\\c[9]5 + 0.66*自身level\\c[0] 的\\c[9]\\it[238]\\c[0]属性持续5回合, 不能叠加释放" , "effects" : [ { "code" : 21 , "dataId" : 360 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 413 , "message1" : "启用了\\c[17]%1! \\c[0]" , "message2" : "" , "mpCost" : 15 , "name" : "卡阵•风息缎带" , "note" : "<技能类型:技能>\n\n<Custom Requirement>\n if (user.isStateAffected(360)) {\n value = false;\n } else {\n value = true;\n }\n</Custom Requirement>\n\n <Before Eval>\nif(user.isStateAffected(350)){\n user.removeState(350);\n}\n\nif(user.isStateAffected(352)){\n user.removeState(352);\n}\nif(user.isStateAffected(354)){\n user.removeState(354);\n}\nelse{\n user.addState(354);\n}\n </Before Eval>\n\n<Custom TP Cost> \nif(user.isStateAffected(350)){\n cost -= 20;\n}\nif(user.isStateAffected(352)){\n cost -= 20;\n}\nif(user.isStateAffected(354)){\n cost -= 20;\n}\n</Custom TP Cost> \n" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 8 , "speed" : 0 , "stypeId" : 3 , "successRate" : 100 , "tpCost" : 60 , "tpGain" : 0 } ,
{ "id" : 138 , "animationId" : 205 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "消耗: \\c[17]\\it[350]、\\it[354]\\c[0] 构成:\\c[9]\\it[348]\\c[0] 生成符文圣装,\n提升指定队友50%物攻和双防五回合,并回复全队一定生命" , "effects" : [ { "code" : 44 , "dataId" : 1 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 741 , "message1" : "启用了\\c[17]%1! \\c[0]" , "message2" : "" , "mpCost" : 15 , "name" : "卡阵•守护圣装" , "note" : "<技能类型:技能>\n\n<Custom TP Cost> \nif(user.isStateAffected(348)){\n cost -= 20;\n}\nif(user.isStateAffected(350)){\n cost -= 20;\n}\nif(user.isStateAffected(352)){\n cost -= 20;\n}\n</Custom TP Cost> \n\n<Before Eval>\nif(user.isStateAffected(348)){\n user.removeState(348);\n}\nelse{\n user.addState(348);\n}\nif(user.isStateAffected(350)){\n user.removeState(350);\n}\nif(user.isStateAffected(354)){\n user.removeState(354);\n}\n </Before Eval>\n\n<After Eval>\n var heal = user.mat*(3/2 + user.mat*user.level/2048);\n if($gameParty.members()[0].hp > 0){\n heal += ($gameParty.members()[0].mhp - $gameParty.members()[0].hp)/5;\n $gameParty.members()[0].gainHp(Math.floor(heal));\n }\n if($gameParty.members()[1].hp > 0){\n heal += ($gameParty.members()[1].mhp - $gameParty.members()[1].hp)/5;\n $gameParty.members()[1].gainHp(Math.floor(heal));\n }\n if($gameParty.members()[2].hp > 0){\n heal += ($gameParty.members()[2].mhp - $gameParty.members()[2].hp)/5;\n $gameParty.members()[2].gainHp(Math.floor(heal));\n }\n if($gameParty.members()[3].hp > 0){\n heal += ($gameParty.members()[3].mhp - $gameParty.members()[3].hp)/5;\n $gameParty.members()[3].gainHp(Math.floor(heal));\n }\n if($gameParty.members()[4].hp > 0){\n heal += ($gameParty.members()[4].mhp - $gameParty.members()[4].hp)/5;\n $gameParty.members()[4].gainHp(Math.floor(heal));\n }\n</After Eval>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 7 , "speed" : 0 , "stypeId" : 3 , "successRate" : 100 , "tpCost" : 60 , "tpGain" : 0 } ,
{ "id" : 138 , "animationId" : 205 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "消耗: \\c[17]\\it[350]、\\it[354]\\c[0] 构成:\\c[9]\\it[348]\\c[0] 生成符文圣装,\n提升指定队友50%物攻和双防五回合,并回复全队一定生命" , "effects" : [ { "code" : 44 , "dataId" : 1 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 741 , "message1" : "启用了\\c[17]%1! \\c[0]" , "message2" : "" , "mpCost" : 15 , "name" : "卡阵•守护圣装" , "note" : "<技能类型:技能>\n\n<Custom TP Cost> \nif(user.isStateAffected(348)){\n cost -= 20;\n}\nif(user.isStateAffected(350)){\n cost -= 20;\n}\nif(user.isStateAffected(352)){\n cost -= 20;\n}\n</Custom TP Cost> \n\n<Before Eval>\nif(user.isStateAffected(348)){\n user.removeState(348);\n}\nelse{\n user.addState(348);\n}\nif(user.isStateAffected(350)){\n user.removeState(350);\n}\nif(user.isStateAffected(354)){\n user.removeState(354);\n}\n </Before Eval>\n\n<After Eval>\n var heal = user.mat*(3/2 + user.mat*user.level/2048);\n if($gameParty.members()[0].hp > 0){\n heal += ($gameParty.members()[0].mhp - $gameParty.members()[0].hp)/5;\n $gameParty.members()[0].gainHp(Math.floor(heal));\n }\n if($gameParty.members()[1].hp > 0){\n heal += ($gameParty.members()[1].mhp - $gameParty.members()[1].hp)/5;\n $gameParty.members()[1].gainHp(Math.floor(heal));\n }\n if($gameParty.members()[2].hp > 0){\n heal += ($gameParty.members()[2].mhp - $gameParty.members()[2].hp)/5;\n $gameParty.members()[2].gainHp(Math.floor(heal));\n }\n if($gameParty.members()[3].hp > 0){\n heal += ($gameParty.members()[3].mhp - $gameParty.members()[3].hp)/5;\n $gameParty.members()[3].gainHp(Math.floor(heal));\n }\n if($gameParty.members()[4].hp > 0){\n heal += ($gameParty.members()[4].mhp - $gameParty.members()[4].hp)/5;\n $gameParty.members()[4].gainHp(Math.floor(heal));\n }\n</After Eval>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 7 , "speed" : 0 , "stypeId" : 3 , "successRate" : 100 , "tpCost" : 60 , "tpGain" : 0 } ,
{ "id" : 139 , "animationId" : 219 , "damage" : { "critical" : true , "elementId" : 1 8 , "formula" : "1+(a.level/45+1)*(a.mat * 4 - b.mdf/4)*(a.level*a.mat/2048+2)" , "type" : 1 , "variance" : 20 } , "description" : "消耗: \\c[17]\\it[348]、\\it[354]\\c[0] 构成:\\c[9]\\it[352]\\c[0] 对敌方全体造成生命属性的伤害\n(附带其当前生命8%的伤害, 最高20000点) , 解除其物理防御和魔法防御增幅并附加2回合\\c[25]\\it[96]\\c[0]" , "effects" : [ { "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" : 137 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 138 , "value1" : 1 , "value2" : 0 } , { "code" : 21 , "dataId" : 96 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 2 , "iconIndex" : 651 , "message1" : "启用了\\c[17]%1! \\c[0]" , "message2" : "" , "mpCost" : 15 , "name" : "卡阵•生之创伤" , "note" : "<技能类型:技能>\n\n<Barrier Penetration: 50%>\n\n<Custom TP Cost> \nif(user.isStateAffected(348)){\n cost -= 20;\n}\nif(user.isStateAffected(352)){\n cost -= 20;\n}\nif(user.isStateAffected(354)){\n cost -= 20;\n}\n</Custom TP Cost> \n\n<Before Eval>\nif(user.isStateAffected(348)){\n user.removeState(348);\n}\nif(user.isStateAffected(352)){\n user.removeState(352);\n}\nelse{\n user.addState(352);\n}\nif(user.isStateAffected(354)){\n user.removeState(354);\n}\n </Before Eval>\n\n<After Eval>\nif(value > 0){\nvar damage = target.hp*0.08;\ndamage = Math.min(damage, 20000);\ntarget.gainHp(-damage);\ntarget.startDamagePopup();\n}\n</After Eval>\n\n<Post-Damage Eval>\n if (user.isStateAffected(361) || \n user.isStateAffected(362) || \n user.isStateAffected(363) ){\n this._times = this._times || 0;\n this._times += 1;\n if(this._times == 1){\n user._shottimes += 1;\n $gameActors.actor(12)._lastallyid = user.actorId();\n var subject = $gameActors.actor(12);\n subject.forceAction(118, this._targetIndex);\n BattleManager.forceAction(subject);\n }\n }\n</Post-Damage Eval>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 2 , "speed" : 0 , "stypeId" : 3 , "successRate" : 100 , "tpCost" : 60 , "tpGain" : 15 } ,
{ "id" : 139 , "animationId" : 219 , "damage" : { "critical" : true , "elementId" : 1 6 , "formula" : "1+(a.level/45+1)*(a.mat * 4 - b.mdf/4)*(a.level*a.mat/2048+2)" , "type" : 1 , "variance" : 20 } , "description" : "消耗: \\c[17]\\it[348]、\\it[354]\\c[0] 构成:\\c[9]\\it[352]\\c[0] 对敌方全体造成生命属性的伤害\n(附带其当前生命8%的伤害, 最高20000点) , 解除其物理防御和魔法防御增幅并附加2回合\\c[25]\\it[96]\\c[0]" , "effects" : [ { "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" : 137 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 138 , "value1" : 1 , "value2" : 0 } , { "code" : 21 , "dataId" : 96 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 2 , "iconIndex" : 651 , "message1" : "启用了\\c[17]%1! \\c[0]" , "message2" : "" , "mpCost" : 15 , "name" : "卡阵•生之创伤" , "note" : "<技能类型:技能>\n\n<Barrier Penetration: 50%>\n\n<Custom TP Cost> \nif(user.isStateAffected(348)){\n cost -= 20;\n}\nif(user.isStateAffected(352)){\n cost -= 20;\n}\nif(user.isStateAffected(354)){\n cost -= 20;\n}\n</Custom TP Cost> \n\n<Before Eval>\nif(user.isStateAffected(348)){\n user.removeState(348);\n}\nif(user.isStateAffected(352)){\n user.removeState(352);\n}\nelse{\n user.addState(352);\n}\nif(user.isStateAffected(354)){\n user.removeState(354);\n}\n </Before Eval>\n\n<After Eval>\nif(value > 0){\nvar damage = target.hp*0.08;\ndamage = Math.min(damage, 20000);\ntarget.gainHp(-damage);\ntarget.startDamagePopup();\n}\n</After Eval>\n\n<Post-Damage Eval>\n if (user.isStateAffected(361) || \n user.isStateAffected(362) || \n user.isStateAffected(363) ){\n this._times = this._times || 0;\n this._times += 1;\n if(this._times == 1){\n user._shottimes += 1;\n $gameActors.actor(12)._lastallyid = user.actorId();\n var subject = $gameActors.actor(12);\n subject.forceAction(118, this._targetIndex);\n BattleManager.forceAction(subject);\n }\n }\n</Post-Damage Eval>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 2 , "speed" : 0 , "stypeId" : 3 , "successRate" : 100 , "tpCost" : 60 , "tpGain" : 15 } ,
{ "id" : 140 , "animationId" : 104 , "damage" : { "critical" : true , "elementId" : 10 , "formula" : "1+(a.level/45+1)*(a.mat * 8 - b.mdf/4)*(a.level*a.mat/2048+2)+Math.min(Math.floor((b.mhp - b.hp)*0.18), 80000)" , "type" : 1 , "variance" : 20 } , "description" : "消耗: \\c[17]\\全部符卡 \\c[0] 以象征皇权的符文改变战局,对敌方造成精神属性伤害\n并附加\\it[93]和\\it[90],同时,恢复己方一定生命并附加\\it[165]" , "effects" : [ { "code" : 21 , "dataId" : 93 , "value1" : 1 , "value2" : 0 } , { "code" : 21 , "dataId" : 90 , "value1" : 1 , "value2" : 0 } , { "code" : 44 , "dataId" : 1 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 2 , "iconIndex" : 824 , "message1" : "启用了\\c[17]%1! \\c[0]" , "message2" : "" , "mpCost" : 15 , "name" : "卡阵•战争皇权" , "note" : "<技能类型:技能>\n\n<Barrier Penetration: 50%>\n\n<Custom TP Cost> \nif(user.isStateAffected(348)){\n cost -= 20;\n}\nif(user.isStateAffected(350)){\n cost -= 20;\n}\nif(user.isStateAffected(352)){\n cost -= 20;\n}\nif(user.isStateAffected(354)){\n cost -= 20;\n}\n</Custom TP Cost> \n\n<Before Eval>\nif(user.isStateAffected(348)){\n user.removeState(348);\n}\nif(user.isStateAffected(350)){\n user.removeState(350);\n}\nif(user.isStateAffected(352)){\n user.removeState(352);\n}\nif(user.isStateAffected(354)){\n user.removeState(354);\n}\n </Before Eval>\n\n<Post-Damage Eval>\n if (user.isStateAffected(361) || \n user.isStateAffected(362) || \n user.isStateAffected(363) ){\n this._times = this._times || 0;\n this._times += 1;\n if(this._times == 1){\n user._shottimes += 1;\n $gameActors.actor(12)._lastallyid = user.actorId();\n var subject = $gameActors.actor(12);\n subject.forceAction(118, this._targetIndex);\n BattleManager.forceAction(subject);\n }\n }\n</Post-Damage Eval>\n\n<After Eval>\n var heal = 5/4*user.mat*(2 + user.mat*user.level/2048);\n if($gameParty.members()[0].hp > 0){\n heal += ($gameParty.members()[0].mhp - $gameParty.members()[0].hp)/4;\n $gameParty.members()[0].gainHp(Math.floor(heal));\n $gameParty.members()[0].addState(165);\n }\n if($gameParty.members()[1].hp > 0){\n heal += ($gameParty.members()[1].mhp - $gameParty.members()[1].hp)/4;\n $gameParty.members()[1].gainHp(Math.floor(heal));\n $gameParty.members()[1].addState(165);\n }\n if($gameParty.members()[2].hp > 0){\n heal += ($gameParty.members()[2].mhp - $gameParty.members()[2].hp)/4;\n $gameParty.members()[2].gainHp(Math.floor(heal));\n $gameParty.members()[2].addState(165);\n }\n if($gameParty.members()[3].hp > 0){\n heal += ($gameParty.members()[3].mhp - $gameParty.members()[3].hp)/4;\n $gameParty.members()[3].gainHp(Math.floor(heal));\n $gameParty.members()[3].addState(165);\n }\n if($gameParty.members()[4].hp > 0){\n heal += ($gameParty.members()[4].mhp - $gameParty.members()[4].hp)/5;\n $gameParty.members()[4].gainHp(Math.floor(heal));\n $gameParty.members()[4].addState(165);\n }\n</After Eval>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 2 , "speed" : 0 , "stypeId" : 3 , "successRate" : 100 , "tpCost" : 80 , "tpGain" : 20 } ,
{ "id" : 140 , "animationId" : 104 , "damage" : { "critical" : true , "elementId" : 10 , "formula" : "1+(a.level/45+1)*(a.mat * 8 - b.mdf/4)*(a.level*a.mat/2048+2)+Math.min(Math.floor((b.mhp - b.hp)*0.18), 80000)" , "type" : 1 , "variance" : 20 } , "description" : "消耗: \\c[17]\\全部符卡 \\c[0] 以象征皇权的符文改变战局,对敌方造成精神属性伤害\n并附加\\it[93]和\\it[90],同时,恢复己方一定生命并附加\\it[165]" , "effects" : [ { "code" : 21 , "dataId" : 93 , "value1" : 1 , "value2" : 0 } , { "code" : 21 , "dataId" : 90 , "value1" : 1 , "value2" : 0 } , { "code" : 44 , "dataId" : 1 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 2 , "iconIndex" : 824 , "message1" : "启用了\\c[17]%1! \\c[0]" , "message2" : "" , "mpCost" : 15 , "name" : "卡阵•战争皇权" , "note" : "<技能类型:技能>\n\n<Barrier Penetration: 50%>\n\n<Custom TP Cost> \nif(user.isStateAffected(348)){\n cost -= 20;\n}\nif(user.isStateAffected(350)){\n cost -= 20;\n}\nif(user.isStateAffected(352)){\n cost -= 20;\n}\nif(user.isStateAffected(354)){\n cost -= 20;\n}\n</Custom TP Cost> \n\n<Before Eval>\nif(user.isStateAffected(348)){\n user.removeState(348);\n}\nif(user.isStateAffected(350)){\n user.removeState(350);\n}\nif(user.isStateAffected(352)){\n user.removeState(352);\n}\nif(user.isStateAffected(354)){\n user.removeState(354);\n}\n </Before Eval>\n\n<Post-Damage Eval>\n if (user.isStateAffected(361) || \n user.isStateAffected(362) || \n user.isStateAffected(363) ){\n this._times = this._times || 0;\n this._times += 1;\n if(this._times == 1){\n user._shottimes += 1;\n $gameActors.actor(12)._lastallyid = user.actorId();\n var subject = $gameActors.actor(12);\n subject.forceAction(118, this._targetIndex);\n BattleManager.forceAction(subject);\n }\n }\n</Post-Damage Eval>\n\n<After Eval>\n var heal = 5/4*user.mat*(2 + user.mat*user.level/2048);\n if($gameParty.members()[0].hp > 0){\n heal += ($gameParty.members()[0].mhp - $gameParty.members()[0].hp)/4;\n $gameParty.members()[0].gainHp(Math.floor(heal));\n $gameParty.members()[0].addState(165);\n }\n if($gameParty.members()[1].hp > 0){\n heal += ($gameParty.members()[1].mhp - $gameParty.members()[1].hp)/4;\n $gameParty.members()[1].gainHp(Math.floor(heal));\n $gameParty.members()[1].addState(165);\n }\n if($gameParty.members()[2].hp > 0){\n heal += ($gameParty.members()[2].mhp - $gameParty.members()[2].hp)/4;\n $gameParty.members()[2].gainHp(Math.floor(heal));\n $gameParty.members()[2].addState(165);\n }\n if($gameParty.members()[3].hp > 0){\n heal += ($gameParty.members()[3].mhp - $gameParty.members()[3].hp)/4;\n $gameParty.members()[3].gainHp(Math.floor(heal));\n $gameParty.members()[3].addState(165);\n }\n if($gameParty.members()[4].hp > 0){\n heal += ($gameParty.members()[4].mhp - $gameParty.members()[4].hp)/5;\n $gameParty.members()[4].gainHp(Math.floor(heal));\n $gameParty.members()[4].addState(165);\n }\n</After Eval>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 2 , "speed" : 0 , "stypeId" : 3 , "successRate" : 100 , "tpCost" : 80 , "tpGain" : 20 } ,
{ "id" : 141 , "animationId" : 0 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "南宫三八以极快的速度布置符卡,期间特技和普通攻击\n将被禁用" , "effects" : [ { "code" : 21 , "dataId" : 358 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 79 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "符卡急速" , "note" : "<技能类型:技能>\n\n<After ATB: 90%>\n\n<MP Cost: 4%>\n\n<Cooldown: 3>\n<Cooldown Steps: 1>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 11 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 141 , "animationId" : 0 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "南宫三八以极快的速度布置符卡,期间特技和普通攻击\n将被禁用" , "effects" : [ { "code" : 21 , "dataId" : 358 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 79 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "符卡急速" , "note" : "<技能类型:技能>\n\n<After ATB: 90%>\n\n<MP Cost: 4%>\n\n<Cooldown: 3>\n<Cooldown Steps: 1>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 11 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
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@ -168,18 +168,18 @@ null,
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{ "id" : 171 , "animationId" : 226 , "damage" : { "critical" : true , "elementId" : 11 , "formula" : "1+(a.level/198+1)*(a.mat * 4 - b.mdf/2)*(a.level*a.mat/2048+2)" , "type" : 1 , "variance" : 20 } , "description" : "\\c[27]<魔力解锁c[18]<禁咒><50%护盾穿透>\\c[0] 撕裂空间,\n对全体敌人造成高额力场伤害并有几率附加\\it[57]" , "effects" : [ { "code" : 21 , "dataId" : 57 , "value1" : 0.5 , "value2" : 0 } ] , "hitType" : 2 , "iconIndex" : 167 , "message1" : "施放了\\c[18]%1! \\c[0]" , "message2" : "" , "mpCost" : 6 0, "name" : " \\c[18] 禁咒 空间崩碎\\c[0] ", "note" : "<Barrier Penetration: 50%>\n\n<技能类型:技能>\n\n<Before Eval>\n this._bsaffective = 0.1;\n</Before Eval>\n\n<Before Eval>\n this._pcirate = 0.5;\n</Before Eval>\n \n<After Eval>\nuser.removeState(185);\nuser.removeState(186);\nuser.removeState(187);\n</After Eval>\n\n<Custom Show Eval>\n if (user.isStateAffected(187)) {\n visible = true;\n } else {\n visible = false;\n }\n</Custom Show Eval>\n ", "occasion" : 1 , "repeats" : 2 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 2 , "speed" : -50 , "stypeId" : 2 , "successRate" : 100 , "tpCost" : 4 0, "tpGain" : 10 } ,
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{ "id" : 172 , "animationId" : 194 , "damage" : { "critical" : true , "elementId" : 1 , "formula" : "1+(a.level/45+1)*(a.mat *4 - b.def/5)*(a.level*a.mat/2048+2) * (b.isStateAffected(101) ? 3/2 : 1)" , "type" : 1 , "variance" : 5 } , "description" : "\\c[27]<三层魔力解锁>\\c[0] 召唤陨石对敌方全体进行强力打击,对\\it[56]的敌人\n伤害增加50%,陨石伤害无视魔抗,但会受到护甲的一些影响" , "effects" : [ ] , "hitType" : 2 , "iconIndex" : 68 , "message1" : "召唤陨石进行打击!" , "message2" : "" , "mpCost" : 100 , "name" : " \\c[18]禁咒 陨石召唤\\c[18] ", "note" : "<After Eval>\nuser.removeState(185);\nuser.removeState(186);\nuser.removeState(187);\nuser.removeState(261);\n</After Eval>\n\n<Before Eval>\nthis._pcirate = 0;\nuser.addState(261);\n</Before Eval>\n\n<技能类型:技能>\n\n<Custom Requirement>\n if (user.isStateAffected(187)) {\n value = true;\n } else {\n value = false;\n }\n </Custom Requirement>\n", "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 2 , "speed" : 0 , "stypeId" : 2 , "successRate" : 100 , "tpCost" : 30 , "tpGain" : 0 } ,
{ "id" : 173 , "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" : 173 , "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" : 174 , "animationId" : 12 , "damage" : { "critical" : true , "elementId" : -1 , "formula" : "1+(1/2+b.hp/(2*b.mhp) + a.level/198)*(a.atk*5/2 +a.mat*3/2 - b.def-b.mdf/2)*(a.level*a.atk/2048+2)" , "type" : 0 , "variance" : 20 } , "description" : "\\c[18]<强普显示>\\c[0] 伊扎克斯刚成为魔王时的得意技能,\n开启真身时能使用且仅能使用一次, 伤害随释放时魔力层数提升, 并清空魔力层数" , "effects" : [ ] , "hitType" : 1 , "iconIndex" : 390 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "魔王斩" , "note" : "" , "occasion" : 3 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 0 , "speed" : 0 , "stypeId" : 4 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 10 } ,
{ "id" : 174 , "animationId" : 12 , "damage" : { "critical" : true , "elementId" : -1 , "formula" : "1+(1/2+b.hp/(2*b.mhp) + a.level/198)*(a.atk*5/2 +a.mat*3/2 - b.def-b.mdf/2)*(a.level*a.atk/2048+2)" , "type" : 0 , "variance" : 20 } , "description" : "\\c[18]<强普显示>\\c[0] 伊扎克斯刚成为魔王时的得意技能,\n开启真身时能使用且仅能使用一次, 伤害随释放时魔力层数提升, 并清空魔力层数" , "effects" : [ ] , "hitType" : 1 , "iconIndex" : 390 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "魔王斩" , "note" : "" , "occasion" : 3 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 0 , "speed" : 0 , "stypeId" : 4 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 10 } ,
{ "id" : 175 , "animationId" : 0 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "伊扎克斯解放魔王真身,战斗起来更方便施展,所以\n表观双攻和移动速度有所增加, 并可以使用\\is[174]" , "effects" : [ { "code" : 21 , "dataId" : 13 , "value1" : 1 , "value2" : 0 } , { "code" : 21 , "dataId" : 183 , "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 } , { "code" : 22 , "dataId" : 56 , "value1" : 1 , "value2" : 0 } , { "code" : 21 , "dataId" : 183 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 348 , "message1" : "解放了恶魔真身!" , "message2" : "" , "mpCost" : 0 , "name" : "真身解放" , "note" : "<技能类型:技能>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 11 , "speed" : 0 , "stypeId" : 4 , "successRate" : 100 , "tpCost" : 20 , "tpGain" : 0 } ,
{ "id" : 175 , "animationId" : 0 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "伊扎克斯解放魔王真身,战斗起来更方便施展,所以\n表观双攻和移动速度有所增加, 并可以使用\\is[174]" , "effects" : [ { "code" : 21 , "dataId" : 13 , "value1" : 1 , "value2" : 0 } , { "code" : 21 , "dataId" : 183 , "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 } , { "code" : 22 , "dataId" : 56 , "value1" : 1 , "value2" : 0 } , { "code" : 21 , "dataId" : 183 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 348 , "message1" : "解放了恶魔真身!" , "message2" : "" , "mpCost" : 0 , "name" : "真身解放" , "note" : "<技能类型:技能>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 11 , "speed" : 0 , "stypeId" : 4 , "successRate" : 100 , "tpCost" : 20 , "tpGain" : 0 } ,
{ "id" : 176 , "animationId" : 0 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "非战斗状态在菜单里使用可以查看伊扎克斯的被动说明" , "effects" : [ { "code" : 44 , "dataId" : 16 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 71 , "message1" : "" , "message2" : "" , "mpCost" : 0 , "name" : "伊扎克斯被动说明" , "note" : "" , "occasion" : 2 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 11 , "speed" : 0 , "stypeId" : 4 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 176 , "animationId" : 0 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "非战斗状态在菜单里使用可以查看伊扎克斯的被动说明" , "effects" : [ { "code" : 44 , "dataId" : 16 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 71 , "message1" : "" , "message2" : "" , "mpCost" : 0 , "name" : "伊扎克斯被动说明" , "note" : "" , "occasion" : 2 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 11 , "speed" : 0 , "stypeId" : 4 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 177 , "animationId" : 195 , "damage" : { "critical" : true , "elementId" : -1 , "formula" : "1+(2-b.hp/b.mhp + a.level/99)*(a.atk*2 +a.mat - b.def - b.mdf/5)*(a.level*a.atk/2048+2)* (a.isStateAffected(185) ? 11/10 : 1) * (a.isStateAffected(186) ? 23/20 : 1) * (a.isStateAffected(187) ? 6/5 : 1)" , "type" : 1 , "variance" : 10 } , "description" : "" , "effects" : [ { "code" : 21 , "dataId" : 0 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 1 , "iconIndex" : 390 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "魔王斩" , "note" : "<Critical Reward: +4 TP>\n\n\n<技能类型:普攻>\n\n<After Eval>\nuser.addState(49);\nuser.addState(50);\nuser.addState(51);\nuser.removeState(185);\nuser.removeState(186);\nuser.removeState(187);\nuser.removeState(183);\n</After Eval>" , "occasion" : 1 , "repeats" : 4 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 5 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 10 } ,
{ "id" : 177 , "animationId" : 195 , "damage" : { "critical" : true , "elementId" : -1 , "formula" : "1+(2-b.hp/b.mhp + a.level/99)*(a.atk*2 +a.mat - b.def - b.mdf/5)*(a.level*a.atk/2048+2)* (a.isStateAffected(185) ? 11/10 : 1) * (a.isStateAffected(186) ? 23/20 : 1) * (a.isStateAffected(187) ? 6/5 : 1)" , "type" : 1 , "variance" : 10 } , "description" : "" , "effects" : [ { "code" : 21 , "dataId" : 0 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 1 , "iconIndex" : 390 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "魔王斩" , "note" : "<Critical Reward: +4 TP>\n\n\n<技能类型:普攻>\n\n<After Eval>\nuser.addState(49);\nuser.addState(50);\nuser.addState(51);\nuser.removeState(185);\nuser.removeState(186);\nuser.removeState(187);\nuser.removeState(183);\n</After Eval>" , "occasion" : 1 , "repeats" : 4 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 5 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 10 } ,
{ "id" : 178 , "animationId" : 0 , "damage" : { "critical" : true , "elementId" : 10 , "formula" : "1+(a.level/99+1)*(a.mat * 2 - b.mdf/2)*(a.level*a.mat/2048+2) * (b.isStateAffected(82) ? 6/5 : 1)" , "type" : 0 , "variance" : 20 } , "description" : "\\c[27]<魔力解锁>\\c[18]<60%护盾穿透>\\c[0] 攫取敌人灵魂造成精神伤害并回复自身MP, \n随敌人\\it[250]层数增加伤害,自身三层魔力时强化为禁咒,攻击全体" , "effects" : [ {"code" : 21 , "dataId" : 19 , "value1" : 1 , "value2" : 0 } ], "hitType" : 0 , "iconIndex" : 75 , "message1" : "" , "message2" : "" , "mpCost" : 5 0, "name" : "灵魂攫取" , "note" : "< Before Eval>\n if(user.isStateAffected(185) || user.isStateAffected(186)){\n var subject = user;\n subject.forceAction(179, -2);\n BattleManager.forceAction(subject);\n }\n else{\n if(user.isStateAffected(187)){\n var subject = user;\n subject.forceAction(180, -1);\n BattleManager.forceAction(subject);\n }\n }\n</Before Eval>\n\n<After Eval>\nuser.removeState(185);\nuser.removeState(186);\nuser.removeState(187);\n</After Eval>\n\n<技能类型:技能>\n\n<Custom Requirement>\n if (user.isStateAffected(185) || user.isStateAffected(186) || user.isStateAffected(187) ) {\n value = true;\n } else {\n value = false;\n }\n </Custom Requirement>", "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 6 0, "tpGain" : 0 } ,
{ "id" : 178 , "animationId" : 0 , "damage" : { "critical" : true , "elementId" : 10 , "formula" : "1+(a.level/99+1)*(a.mat * 2 - b.mdf/2)*(a.level*a.mat/2048+2) * (b.isStateAffected(82) ? 6/5 : 1)" , "type" : 0 , "variance" : 20 } , "description" : "\\c[27]<魔力解锁>\\c[18]<60%护盾穿透>\\c[0] 攫取敌人灵魂造成精神伤害并回复自身MP, \n随敌人\\it[250]层数增加伤害,自身三层魔力时强化为禁咒,攻击全体" , "effects" : [ ], "hitType" : 0 , "iconIndex" : 75 , "message1" : "" , "message2" : "" , "mpCost" : 4 0, "name" : "灵魂攫取" , "note" : "< Custom Show Eval>\n if (user.isStateAffected(187) ||\n user.isStateAffected(186) ||\n user.isStateAffected(185) ) {\n visible = false;\n } else {\n visible = true;\n }\n </Custom Show Eval>", "occasion" : 3 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 2 , "successRate" : 100 , "tpCost" : 3 0, "tpGain" : 0 } ,
{ "id" : 179 , "animationId" : 115 , "damage" : { "critical" : true , "elementId" : 10 , "formula" : "1+(a.level/198+1)*(a.mat * 2 - b.mdf/2)*(a.level*a.mat/2048+2) * (b.isStateAffected(80) ? 21/20 : 1) * (b.isStateAffected(81) ? 11/10 : 1) * (b.isStateAffected(82) ? 6/5 : 1)" , "type" : 1 , "variance" : 20 } , "description" : " ", "effects" : [ { "code" : 21 , "dataId" : 250 , "value1" : 0.5 , "value2" : 0 } ] , "hitType" : 2 , "iconIndex" : 75 , "message1" : "施放了%1! " , "message2" : "" , "mpCost" : 0, "name" : " 灵魂攫取", "note" : "<Barrier Penetration: 60%>\n<Defeat Reward: +30 MP>\n\n<Before Eval>\n this._pcirate = 0.5;\n</Before Eval>\n\n< 技能类型:技能>", "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 0, "tpGain" : 0 } ,
{ "id" : 179 , "animationId" : 115 , "damage" : { "critical" : true , "elementId" : 10 , "formula" : "1+(a.level/198+1)*(a.mat * 2 - b.mdf/2)*(a.level*a.mat/2048+2) * (b.isStateAffected(80) ? 21/20 : 1) * (b.isStateAffected(81) ? 11/10 : 1) * (b.isStateAffected(82) ? 6/5 : 1)" , "type" : 1 , "variance" : 20 } , "description" : " \\c[27]<魔力解锁>\\c[18]<60%护盾穿透>\\c[0] 攫取敌人灵魂造成精神伤害\n并回复自身MP, 随敌人\\it[250]层数增加伤害 ", "effects" : [ { "code" : 21 , "dataId" : 250 , "value1" : 0.5 , "value2" : 0 } ] , "hitType" : 2 , "iconIndex" : 75 , "message1" : "施放了%1! " , "message2" : "" , "mpCost" : 4 0, "name" : " \\c[9] 灵魂攫取\\c[0] ", "note" : "<Barrier Penetration: 60%>\n<Defeat Reward: +30 MP>\n\n<Before Eval>\n this._pcirate = 0.5;\n</Before Eval>\n\n< After Eval>\nuser.removeState(185);\nuser.removeState(186);\nuser.removeState(187);\n</After Eval>\n\n< 技能类型:技能>\n\n<Custom Show Eval>\n if (user.isStateAffected(185) ||\n user.isStateAffected(186) ) {\n visible = true;\n } else {\n visible = false;\n }\n</Custom Show Eval> ", "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 2 , "successRate" : 100 , "tpCost" : 3 0, "tpGain" : 0 } ,
{ "id" : 180 , "animationId" : 51 , "damage" : { "critical" : true , "elementId" : 10 , "formula" : "1+(a.level/45+6/5)*(a.mat * 3 - b.mdf/5)*(a.level*a.mat/2048+2) * (b.isStateAffected(80) ? 21/20 : 1) * (b.isStateAffected(81) ? 11/10 : 1) * (b.isStateAffected(82) ? 6/5 : 1)" , "type" : 1 , "variance" : 20 } , "description" : " ", "effects" : [ { "code" : 21 , "dataId" : 250 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 2 , "iconIndex" : 166 , "message1" : "施放了\\c[18]%1! \\c[0]" , "message2" : "" , "mpCost" : 0, "name" : " 禁咒 灵魂震爆", "note" : "<Barrier Penetration: 60%>\n<Defeat Reward: +30 MP>\n\n<Before Eval>\n this._bsaffective = 0.2;\n</Before Eval>\n\n<Before Eval>\n this._pcirate = 0.5;\n</Before Eval>\n\n< 技能类型:技能>\n", "occasion" : 1 , "repeats" : 2 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 2 , "speed" : 0 , "stypeId" : 2 , "successRate" : 100 , "tpCost" : 0, "tpGain" : 0 } ,
{ "id" : 180 , "animationId" : 51 , "damage" : { "critical" : true , "elementId" : 10 , "formula" : "1+(a.level/45+6/5)*(a.mat * 3 - b.mdf/5)*(a.level*a.mat/2048+2) * (b.isStateAffected(80) ? 21/20 : 1) * (b.isStateAffected(81) ? 11/10 : 1) * (b.isStateAffected(82) ? 6/5 : 1)" , "type" : 1 , "variance" : 20 } , "description" : " \\c[27]<魔力解锁>\\c[18]<禁咒><60%护盾穿透>\\c[0] 攫取敌人灵魂造成精神伤害并回复自身MP, \n随敌人\\it[250]层数增加伤害,攻击全体 ", "effects" : [ { "code" : 21 , "dataId" : 250 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 2 , "iconIndex" : 166 , "message1" : "施放了\\c[18]%1! \\c[0]" , "message2" : "" , "mpCost" : 6 0, "name" : " \\c[18] 禁咒 灵魂震爆\\c[0] ", "note" : "<Barrier Penetration: 60%>\n<Defeat Reward: +30 MP>\n\n<Before Eval>\n this._bsaffective = 0.2;\n</Before Eval>\n\n<Before Eval>\n this._pcirate = 0.5;\n</Before Eval>\n\n< After Eval>\nuser.removeState(185);\nuser.removeState(186);\nuser.removeState(187);\n</After Eval>\n\n< 技能类型:技能>\n\n<Custom Show Eval>\n if (user.isStateAffected(187)) {\n visible = true;\n } else {\n visible = false;\n }\n</Custom Show Eval >\n", "occasion" : 1 , "repeats" : 2 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 2 , "speed" : 0 , "stypeId" : 2 , "successRate" : 100 , "tpCost" : 4 0, "tpGain" : 0 } ,
{ "id" : 181 , "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" : 181 , "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" : 182 , "animationId" : 0 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "" , "effects" : [ ] , "hitType" : 0 , "iconIndex" : 0 , "message1" : "" , "message2" : "" , "mpCost" : 0 , "name" : "伊丽莎白的技能" , "note" : "" , "occasion" : 0 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 182 , "animationId" : 0 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "" , "effects" : [ ] , "hitType" : 0 , "iconIndex" : 0 , "message1" : "" , "message2" : "" , "mpCost" : 0 , "name" : "伊丽莎白的技能" , "note" : "" , "occasion" : 0 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 183 , "animationId" : 81 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "卖个萌降低敌人敌意, 减少被攻击几率, 并恢复10点TP\n同时额外对机械中枢进行一层充能, \\c[18]\\it[372]\\c[0]下不可用" , "effects" : [ { "code" : 21 , "dataId" : 157 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 205 , "message1" : "卖了个萌OvO" , "message2" : "" , "mpCost" : 0 , "name" : "卖萌使坏I" , "note" : "<Hide if Learned Skill: 184>\n\n<技能类型:技能>\n\n<Before Eval>\nthis._times = this._times || 0 ;\nuser._charge = user._charge || 0 ;\nthis._times +=1 ;\nif(this._times == 1){\n if(user.isStateAffected(372)){}\n else{\n user._charge += 2;\n if(user._charge == 3){\n user.addState(372);\n user._charge = 0 ;\n }\n }\n}\n</Before Eval>\n\n<Custom Requirement>\n if (user.isStateAffected(372)) {\n value = false;\n } else {\n value = true;\n }\n</Custom Requirement>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 11 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 10 } ,
{ "id" : 183 , "animationId" : 81 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "卖个萌降低敌人敌意, 减少被攻击几率, 并恢复10点TP\n同时额外对机械中枢进行一层充能, \\c[18]\\it[372]\\c[0]下不可用" , "effects" : [ { "code" : 21 , "dataId" : 157 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 205 , "message1" : "卖了个萌OvO" , "message2" : "" , "mpCost" : 0 , "name" : "卖萌使坏I" , "note" : "<Hide if Learned Skill: 184>\n\n<技能类型:技能>\n\n<Before Eval>\nthis._times = this._times || 0 ;\nuser._charge = user._charge || 0 ;\nthis._times +=1 ;\nif(this._times == 1){\n if(user.isStateAffected(372)){}\n else{\n user._charge += 2;\n if(user._charge == 3){\n user.addState(372);\n user._charge = 0 ;\n }\n }\n}\n</Before Eval>\n\n<Custom Requirement>\n if (user.isStateAffected(372)) {\n value = false;\n } else {\n value = true;\n }\n</Custom Requirement>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 11 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 10 } ,
@ -187,20 +187,20 @@ null,
{ "id" : 185 , "animationId" : 95 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "使用恶魔天赋强化队友的武器,提升其物理攻击\\it[124]。" , "effects" : [ { "code" : 21 , "dataId" : 124 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 76 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 9 , "name" : "武器附魔I" , "note" : "<Hide if Learned Skill: 186,187>\n\n<技能类型:技能>\n\n<Before Eval>\nthis._times = this._times || 0 ;\nuser._charge = user._charge || 0 ;\nthis._times +=1 ;\nif(this._times == 1){\n if(user.isStateAffected(372)){}\n else{\n user._charge += 1;\n if(user._charge == 3){\n user.addState(372);\n user._charge = 0 ;\n }\n }\n}\n</Before Eval>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 8 , "speed" : 0 , "stypeId" : 2 , "successRate" : 100 , "tpCost" : 10 , "tpGain" : 0 } ,
{ "id" : 185 , "animationId" : 95 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "使用恶魔天赋强化队友的武器,提升其物理攻击\\it[124]。" , "effects" : [ { "code" : 21 , "dataId" : 124 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 76 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 9 , "name" : "武器附魔I" , "note" : "<Hide if Learned Skill: 186,187>\n\n<技能类型:技能>\n\n<Before Eval>\nthis._times = this._times || 0 ;\nuser._charge = user._charge || 0 ;\nthis._times +=1 ;\nif(this._times == 1){\n if(user.isStateAffected(372)){}\n else{\n user._charge += 1;\n if(user._charge == 3){\n user.addState(372);\n user._charge = 0 ;\n }\n }\n}\n</Before Eval>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 8 , "speed" : 0 , "stypeId" : 2 , "successRate" : 100 , "tpCost" : 10 , "tpGain" : 0 } ,
{ "id" : 186 , "animationId" : 95 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "使用恶魔天赋强化队友的武器,提升其物理攻击\\it[125]。" , "effects" : [ { "code" : 21 , "dataId" : 125 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 76 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 9 , "name" : "武器附魔II" , "note" : "<Hide if Learned Skill: 187>\n\n<技能类型:技能>\n\n<Before Eval>\nthis._times = this._times || 0 ;\nuser._charge = user._charge || 0 ;\nthis._times +=1 ;\nif(this._times == 1){\n if(user.isStateAffected(372)){}\n else{\n user._charge += 1;\n if(user._charge == 3){\n user.addState(372);\n user._charge = 0 ;\n }\n }\n}\n</Before Eval>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 8 , "speed" : 0 , "stypeId" : 2 , "successRate" : 100 , "tpCost" : 10 , "tpGain" : 0 } ,
{ "id" : 186 , "animationId" : 95 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "使用恶魔天赋强化队友的武器,提升其物理攻击\\it[125]。" , "effects" : [ { "code" : 21 , "dataId" : 125 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 76 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 9 , "name" : "武器附魔II" , "note" : "<Hide if Learned Skill: 187>\n\n<技能类型:技能>\n\n<Before Eval>\nthis._times = this._times || 0 ;\nuser._charge = user._charge || 0 ;\nthis._times +=1 ;\nif(this._times == 1){\n if(user.isStateAffected(372)){}\n else{\n user._charge += 1;\n if(user._charge == 3){\n user.addState(372);\n user._charge = 0 ;\n }\n }\n}\n</Before Eval>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 8 , "speed" : 0 , "stypeId" : 2 , "successRate" : 100 , "tpCost" : 10 , "tpGain" : 0 } ,
{ "id" : 187 , "animationId" : 95 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "使用恶魔天赋强化队友的武器,提升其物理攻击\\it[126]。" , "effects" : [ { "code" : 21 , "dataId" : 126 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 76 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 9 , "name" : "武器附魔III" , "note" : "<技能类型:技能>\n\n<Before Eval>\nthis._times = this._times || 0 ;\nuser._charge = user._charge || 0 ;\nthis._times +=1 ;\nif(this._times == 1){\n if(user.isStateAffected(372)){}\n else{\n user._charge += 1;\n if(user._charge == 3){\n user.addState(372);\n user._charge = 0 ;\n }\n }\n}\n</Before Eval>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 8 , "speed" : 0 , "stypeId" : 2 , "successRate" : 100 , "tpCost" : 10 , "tpGain" : 0 } ,
{ "id" : 187 , "animationId" : 95 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "使用恶魔天赋强化队友的武器,提升其物理攻击\\it[126]。" , "effects" : [ { "code" : 21 , "dataId" : 126 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 76 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 9 , "name" : "武器附魔III" , "note" : "<技能类型:技能>\n\n<Before Eval>\nthis._times = this._times || 0 ;\nuser._charge = user._charge || 0 ;\nthis._times +=1 ;\nif(this._times == 1){\n if(user.isStateAffected(372)){}\n else{\n user._charge += 1;\n if(user._charge == 3){\n user.addState(372);\n user._charge = 0 ;\n }\n }\n}\n</Before Eval>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 8 , "speed" : 0 , "stypeId" : 2 , "successRate" : 100 , "tpCost" : 10 , "tpGain" : 0 } ,
{ "id" : 188 , "animationId" : 58 , "damage" : { "critical" : true , "elementId" : 5 , "formula" : "1+(a.mat * 2+a.atk/2 - b.mdf)*(a.level*a.mat/2048+2)" , "type" : 1 , "variance" : 20 } , "description" : "\\c[18]<类普攻>\\c[0] 炎魔招牌技能邪能大火球,用力砸过去 威力更大", "effects" : [ { "code" : 22 , "dataId" : 61 , "value1" : 0.5 , "value2" : 0 } , { "code" : 21 , "dataId" : 36 , "value1" : 0.5 , "value2" : 0 } ] , "hitType" : 2 , "iconIndex" : 64 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 10 , "name" : "火球重击I" , "note" : "<Hide if Learned Skill: 189,190>\n\n<技能类型:技能>\n\n<Cooldown: 2>\n<Cooldown Step s: 1>\n\n<Before Eval>\nthis._times = this._times || 0 ;\nuser._charge = user._charge || 0 ;\nthis._times +=1 ;\nif(this._times == 1){\n if(user.isStateAffected(372)){}\n else{\n user._charge += 1;\n if(user._charge == 3){\n user.addState(372);\n user._charge = 0 ;\n }\n }\n}\n</Before Eval>", "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 2 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 5 } ,
{ "id" : 188 , "animationId" : 58 , "damage" : { "critical" : true , "elementId" : 5 , "formula" : "1+(a.mat * 2+a.atk/2 - b.mdf)*(a.level*a.mat/2048+2)" , "type" : 1 , "variance" : 20 } , "description" : "\\c[18]<类普攻>\\c[0] 炎魔招牌技能邪能大火球,用力砸过去 \n 威力更大(造成\\c[18]物理\\c[0]和\\c[18]火\\c[0]的混合属性伤害) ", "effects" : [ { "code" : 22 , "dataId" : 61 , "value1" : 0.5 , "value2" : 0 } , { "code" : 21 , "dataId" : 36 , "value1" : 0.5 , "value2" : 0 } ] , "hitType" : 2 , "iconIndex" : 64 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 10 , "name" : "火球重击I" , "note" : "<Hide if Learned Skill: 189,190>\n\n<技能类型:技能>\n\n<Cooldown: 2>\n<Cooldown Step s: 1>\n\n<Multiple Element s: 1>\n\n<Before Eval>\nthis._times = this._times || 0 ;\nuser._charge = user._charge || 0 ;\nthis._times +=1 ;\nif(this._times == 1){\n if(user.isStateAffected(372)){}\n else{\n user._charge += 1;\n if(user._charge == 3){\n user.addState(372);\n user._charge = 0 ;\n }\n }\n}\n</Before Eval>", "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 2 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 5 } ,
{ "id" : 189 , "animationId" : 58 , "damage" : { "critical" : true , "elementId" : 5 , "formula" : "1+(a.mat * 11/5+a.atk/2 - b.mdf)*(a.level*a.mat/2048+2)" , "type" : 1 , "variance" : 20 } , "description" : "\\c[18]<类普攻>\\c[0] 炎魔招牌技能邪能大火球,用力砸过去 威力更大", "effects" : [ { "code" : 22 , "dataId" : 61 , "value1" : 0.5 , "value2" : 0 } , { "code" : 21 , "dataId" : 36 , "value1" : 0.5 , "value2" : 0 } ] , "hitType" : 2 , "iconIndex" : 64 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 20 , "name" : "火球重击II" , "note" : "<Hide if Learned Skill: 190>\n\n<技能类型:技能>\n\n<Cooldown: 2>\n<Cooldown Step s: 1>\n\n<Before Eval>\nthis._times = this._times || 0 ;\nuser._charge = user._charge || 0 ;\nthis._times +=1 ;\nif(this._times == 1){\n if(user.isStateAffected(372)){}\n else{\n user._charge += 1;\n if(user._charge == 3){\n user.addState(372);\n user._charge = 0 ;\n }\n }\n}\n</Before Eval>", "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 2 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 5 } ,
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{ "id" : 192 , "animationId" : 36 , "damage" : { "critical" : false , "elementId" : 1 , "formula" : "1+(a.atk * 2+a.agi/20 - b.def*6/5)*(a.level*a.atk/2048+2)" , "type" : 1 , "variance" : 20 } , "description" : "对小体型地面敌人专用的格斗技能,\n有一定几率将敌人击飞造成\\it[56]" , "effects" : [ { "code" : 21 , "dataId" : 0 , "value1" : 1 , "value2" : 0 } , { "code" : 21 , "dataId" : 56 , "value1" : 0.3 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 78 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "可爱头槌II" , "note" : "<Hide if Learned Skill: 193>\n\n<技能类型:技能>\n\n<Before Eval>\n this._bsaffective = 0;\n</Before Eval>\n\n<Before Eval>\nthis._times = this._times || 0 ;\nuser._charge = user._charge || 0 ;\nthis._times +=1 ;\nif(this._times == 1){\n if(user.isStateAffected(372)){}\n else{\n user._charge += 1;\n if(user._charge == 3){\n user.addState(372);\n user._charge = 0 ;\n }\n }\n}\n</Before Eval>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 5 } ,
{ "id" : 192 , "animationId" : 36 , "damage" : { "critical" : false , "elementId" : 1 , "formula" : "1+(a.atk * 2+a.agi/20 - b.def*6/5)*(a.level*a.atk/2048+2)" , "type" : 1 , "variance" : 20 } , "description" : "对小体型地面敌人专用的格斗技能,\n有一定几率将敌人击飞造成\\it[56]" , "effects" : [ { "code" : 21 , "dataId" : 0 , "value1" : 1 , "value2" : 0 } , { "code" : 21 , "dataId" : 56 , "value1" : 0.3 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 78 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "可爱头槌II" , "note" : "<Hide if Learned Skill: 193>\n\n<技能类型:技能>\n\n<Before Eval>\n this._bsaffective = 0;\n</Before Eval>\n\n<Before Eval>\nthis._times = this._times || 0 ;\nuser._charge = user._charge || 0 ;\nthis._times +=1 ;\nif(this._times == 1){\n if(user.isStateAffected(372)){}\n else{\n user._charge += 1;\n if(user._charge == 3){\n user.addState(372);\n user._charge = 0 ;\n }\n }\n}\n</Before Eval>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 5 } ,
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{ "id" : 193 , "animationId" : 36 , "damage" : { "critical" : false , "elementId" : 1 , "formula" : "1+(a.atk * 2+a.agi/20 - b.def*6/5)*(a.level*a.atk/2048+2)" , "type" : 1 , "variance" : 20 } , "description" : "对小体型地面敌人专用的格斗技能,\n有一定几率将敌人击飞造成\\it[56]" , "effects" : [ { "code" : 21 , "dataId" : 0 , "value1" : 1 , "value2" : 0 } , { "code" : 21 , "dataId" : 56 , "value1" : 0.4 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 78 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "可爱头槌III" , "note" : "<技能类型:技能>\n\n<Before Eval>\n this._bsaffective = 0;\n</Before Eval>\n\n<Before Eval>\nthis._times = this._times || 0 ;\nuser._charge = user._charge || 0 ;\nthis._times +=1 ;\nif(this._times == 1){\n if(user.isStateAffected(372)){}\n else{\n user._charge += 1;\n if(user._charge == 3){\n user.addState(372);\n user._charge = 0 ;\n }\n }\n}\n</Before Eval>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 5 } ,
{ "id" : 194 , "animationId" : 28 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "伊丽莎白研究机械时开发出的金属加工魔法,也能够用来破坏敌人\n的防御( 施加\\it[256])并解除\\it[147],但也可能解除他们受到的\\it[61]" , "effects" : [ { "code" : 21 , "dataId" : 256 , "value1" : 0.5 , "value2" : 0 } , { "code" : 22 , "dataId" : 61 , "value1" : 0.5 , "value2" : 0 } , { "code" : 22 , "dataId" : 147 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 2 , "iconIndex" : 346 , "message1" : "施放了%1! " , "message2" : "" , "mpCost" : 10 , "name" : "腐蚀术I" , "note" : "<Hide if Learned Skill: 195, 196>\n\n<技能类型:技能>\n\n<Cooldown: 2>\n<Cooldown Steps: 1>\n\n<Before Eval>\n this._bsaffective = 0.5;\n</Before Eval>\n\n<Before Eval>\nthis._times = this._times || 0 ;\nuser._charge = user._charge || 0 ;\nthis._times +=1 ;\nif(this._times == 1){\n if(user.isStateAffected(372)){}\n else{\n user._charge += 1;\n if(user._charge == 3){\n user.addState(372);\n user._charge = 0 ;\n }\n }\n}\n</Before Eval>" , "occasion" : 1 , "repeats" : 2 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 2 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 194 , "animationId" : 28 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "伊丽莎白研究机械时开发出的金属加工魔法,也能够用来破坏敌人\n的防御( 施加\\it[256])并解除\\it[147],但也可能解除他们受到的\\it[61]" , "effects" : [ { "code" : 21 , "dataId" : 256 , "value1" : 0.5 , "value2" : 0 } , { "code" : 22 , "dataId" : 61 , "value1" : 0.5 , "value2" : 0 } , { "code" : 22 , "dataId" : 147 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 2 , "iconIndex" : 346 , "message1" : "施放了%1! " , "message2" : "" , "mpCost" : 10 , "name" : "腐蚀术I" , "note" : "<Hide if Learned Skill: 195, 196>\n\n<技能类型:技能>\n\n<Cooldown: 2>\n<Cooldown Steps: 1>\n\n<Before Eval>\n this._bsaffective = 0.5;\n</Before Eval>\n\n<Before Eval>\nthis._times = this._times || 0 ;\nuser._charge = user._charge || 0 ;\nthis._times +=1 ;\nif(this._times == 1){\n if(user.isStateAffected(372)){}\n else{\n user._charge += 1;\n if(user._charge == 3){\n user.addState(372);\n user._charge = 0 ;\n }\n }\n}\n</Before Eval>" , "occasion" : 1 , "repeats" : 2 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 2 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 195 , "animationId" : 28 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "伊丽莎白研究机械时开发出的金属加工魔法,也能够用来破坏敌人\n的防御( 施加\\it[256])并解除\\it[147],但也可能解除他们受到的\\it[61]" , "effects" : [ { "code" : 21 , "dataId" : 256 , "value1" : 0.8 , "value2" : 0 } , { "code" : 22 , "dataId" : 61 , "value1" : 0.5 , "value2" : 0 } , { "code" : 22 , "dataId" : 147 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 2 , "iconIndex" : 346 , "message1" : "施放了%1! " , "message2" : "" , "mpCost" : 10 , "name" : "腐蚀术II" , "note" : "<Hide if Learned Skill: 196>\n\n<技能类型:技能>\n\n<Cooldown: 2>\n<Cooldown Steps: 1>\n\n<Before Eval>\n this._bsaffective = 0.5;\n</Before Eval>\n\n<Before Eval>\nthis._times = this._times || 0 ;\nuser._charge = user._charge || 0 ;\nthis._times +=1 ;\nif(this._times == 1){\n if(user.isStateAffected(372)){}\n else{\n user._charge += 1;\n if(user._charge == 3){\n user.addState(372);\n user._charge = 0 ;\n }\n }\n}\n</Before Eval>" , "occasion" : 1 , "repeats" : 2 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 2 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 195 , "animationId" : 28 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "伊丽莎白研究机械时开发出的金属加工魔法,也能够用来破坏敌人\n的防御( 施加\\it[256])并解除\\it[147],但也可能解除他们受到的\\it[61]" , "effects" : [ { "code" : 21 , "dataId" : 256 , "value1" : 0.8 , "value2" : 0 } , { "code" : 22 , "dataId" : 61 , "value1" : 0.5 , "value2" : 0 } , { "code" : 22 , "dataId" : 147 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 2 , "iconIndex" : 346 , "message1" : "施放了%1! " , "message2" : "" , "mpCost" : 10 , "name" : "腐蚀术II" , "note" : "<Hide if Learned Skill: 196>\n\n<技能类型:技能>\n\n<Cooldown: 2>\n<Cooldown Steps: 1>\n\n<Before Eval>\n this._bsaffective = 0.5;\n</Before Eval>\n\n<Before Eval>\nthis._times = this._times || 0 ;\nuser._charge = user._charge || 0 ;\nthis._times +=1 ;\nif(this._times == 1){\n if(user.isStateAffected(372)){}\n else{\n user._charge += 1;\n if(user._charge == 3){\n user.addState(372);\n user._charge = 0 ;\n }\n }\n}\n</Before Eval>" , "occasion" : 1 , "repeats" : 2 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 2 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 196 , "animationId" : 28 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "伊丽莎白研究机械时开发出的金属加工魔法,也能够用来破坏敌人\n的防御( 施加\\it[256])并解除\\it[147],但也可能解除他们受到的\\it[61]" , "effects" : [ { "code" : 21 , "dataId" : 256 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 61 , "value1" : 0.5 , "value2" : 0 } , { "code" : 22 , "dataId" : 147 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 2 , "iconIndex" : 346 , "message1" : "施放了%1! " , "message2" : "" , "mpCost" : 10 , "name" : "腐蚀术III" , "note" : "<技能类型:技能>\n\n<Before Eval>\n this._bsaffective = 0.5;\n</Before Eval>\n\n<Cooldown: 2>\n<Cooldown Steps: 1>\n\n<Before Eval>\nthis._times = this._times || 0 ;\nuser._charge = user._charge || 0 ;\nthis._times +=1 ;\nif(this._times == 1){\n if(user.isStateAffected(372)){}\n else{\n user._charge += 1;\n if(user._charge == 3){\n user.addState(372);\n user._charge = 0 ;\n }\n }\n}\n</Before Eval>" , "occasion" : 1 , "repeats" : 2 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 2 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 196 , "animationId" : 28 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "伊丽莎白研究机械时开发出的金属加工魔法,也能够用来破坏敌人\n的防御( 施加\\it[256])并解除\\it[147],但也可能解除他们受到的\\it[61]" , "effects" : [ { "code" : 21 , "dataId" : 256 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 61 , "value1" : 0.5 , "value2" : 0 } , { "code" : 22 , "dataId" : 147 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 2 , "iconIndex" : 346 , "message1" : "施放了%1! " , "message2" : "" , "mpCost" : 10 , "name" : "腐蚀术III" , "note" : "<技能类型:技能>\n\n<Before Eval>\n this._bsaffective = 0.5;\n</Before Eval>\n\n<Cooldown: 2>\n<Cooldown Steps: 1>\n\n<Before Eval>\nthis._times = this._times || 0 ;\nuser._charge = user._charge || 0 ;\nthis._times +=1 ;\nif(this._times == 1){\n if(user.isStateAffected(372)){}\n else{\n user._charge += 1;\n if(user._charge == 3){\n user.addState(372);\n user._charge = 0 ;\n }\n }\n}\n</Before Eval>" , "occasion" : 1 , "repeats" : 2 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 2 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 197 , "animationId" : 51 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "机械师必备的逃生装置\n可以携带\\c[18]\\it[1]\\c[0]的队员逃跑" , "effects" : [ { "code" : 41 , "dataId" : 0 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 307 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "逃生装置" , "note" : "<Before Eval>\n var subject = user ;\n subject.forceAction(376, -1);\n BattleManager.forceAction(subject);\n</Before Eval>\n<技能类型:技能>", "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 8 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 197 , "animationId" : 51 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "机械师必备的逃生装置\n可以携带\\c[18]\\it[1]\\c[0]的队员逃跑" , "effects" : [ { "code" : 41 , "dataId" : 0 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 307 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "逃生装置" , "note" : "<Before Eval>\n var subject = $gameActors.actor(12) ;\n subject.forceAction(376, -1);\n BattleManager.forceAction(subject);\n</Before Eval>\n<技能类型:技能>", "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 8 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 198 , "animationId" : 0 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "伊丽莎白所有机械装置的中枢核心,升级可以\n降低机械技能的消耗或提升它们的威力" , "effects" : [ ] , "hitType" : 0 , "iconIndex" : 351 , "message1" : "" , "message2" : "" , "mpCost" : 0 , "name" : "机械中枢I" , "note" : "<Hide if Learned Skill: 199, 200>" , "occasion" : 3 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 0 , "speed" : 0 , "stypeId" : 3 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 198 , "animationId" : 0 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "伊丽莎白所有机械装置的中枢核心,升级可以\n降低机械技能的消耗或提升它们的威力" , "effects" : [ ] , "hitType" : 0 , "iconIndex" : 351 , "message1" : "" , "message2" : "" , "mpCost" : 0 , "name" : "机械中枢I" , "note" : "<Hide if Learned Skill: 199, 200>" , "occasion" : 3 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 0 , "speed" : 0 , "stypeId" : 3 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 199 , "animationId" : 0 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "伊丽莎白所有机械装置的中枢核心,升级可以\n降低机械技能的消耗或提升它们的威力" , "effects" : [ ] , "hitType" : 0 , "iconIndex" : 351 , "message1" : "" , "message2" : "" , "mpCost" : 0 , "name" : "机械中枢II" , "note" : "<Hide if Learned Skill: 200>" , "occasion" : 3 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 0 , "speed" : 0 , "stypeId" : 3 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 199 , "animationId" : 0 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "伊丽莎白所有机械装置的中枢核心,升级可以\n降低机械技能的消耗或提升它们的威力" , "effects" : [ ] , "hitType" : 0 , "iconIndex" : 351 , "message1" : "" , "message2" : "" , "mpCost" : 0 , "name" : "机械中枢II" , "note" : "<Hide if Learned Skill: 200>" , "occasion" : 3 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 0 , "speed" : 0 , "stypeId" : 3 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 200 , "animationId" : 0 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "伊丽莎白所有机械装置的中枢核心,升级可以\n降低机械技能的消耗或提升它们的威力" , "effects" : [ ] , "hitType" : 0 , "iconIndex" : 351 , "message1" : "" , "message2" : "" , "mpCost" : 0 , "name" : "机械中枢III" , "note" : "" , "occasion" : 3 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 0 , "speed" : 0 , "stypeId" : 3 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 200 , "animationId" : 0 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "伊丽莎白所有机械装置的中枢核心,升级可以\n降低机械技能的消耗或提升它们的威力" , "effects" : [ ] , "hitType" : 0 , "iconIndex" : 351 , "message1" : "" , "message2" : "" , "mpCost" : 0 , "name" : "机械中枢III" , "note" : "" , "occasion" : 3 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 0 , "speed" : 0 , "stypeId" : 3 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 201 , "animationId" : 206 , "damage" : { "critical" : false , "elementId" : 8 , "formula" : "" , "type" : 1 , "variance" : 10 } , "description" : "伊丽莎白特制榴弹,对全体敌人造成圣属性伤害;对全体己方恢复生命\n\\c[17]【过热增幅】\\c[0] 数值增加50%" , "effects" : [ ] , "hitType" : 0 , "iconIndex" : 72 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "圣光榴弹" , "note" : "<技能类型:技能>\n\n<Skill 201 Cooldown: 2>\n<Skill 307 Cooldown: 2>\n<Cooldown Steps: 1>\n\n< Before Eval>\nthis._times = this._times || 0 ;\nuser._charge = user._charge || 0 ;\nthis._times +=1 ;\nif(this._times == 1){\n if(user.isStateAffected(372)){}\n else{\n user._charge += 1;\n if(user._charge == 3){\n user.addState(372);\n user._charge = 0 ;\n }\n }\n}\n</Before Eval>\n\n<Custom Show Eval>\n if (user.isStateAffected(372)) {\n visible = false;\n } else {\n visible = true;\n }\n </Custom Show Eval>\n\n<Target: Everybody>\n\n <MP Cost: 5%>\n\n<Damage Formula>\nif (target.isActor() === user.isActor()) {\n value = user.mat * (3/2 + (user.isLearnedSkill(199)? 1/2 : 0) + (user.isLearnedSkill(200)? 1/2 : 0));\n value *= (2+user.mat*user.level/2048)/2; \n} else {\n value = user.mat * (3/2 + (user.isLearnedSkill(199)? 1/2 : 0) + (user.isLearnedSkill(200)? 1/2 : 0));\n value -= target.mdf;\n value *= (2+user.mat*user.level/2048)/2; \n}\n</Damage Formula>\n", "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 0 , "speed" : 0 , "stypeId" : 3 , "successRate" : 100 , "tpCost" : 5 , "tpGain" : 10 } ,
{ "id" : 201 , "animationId" : 206 , "damage" : { "critical" : false , "elementId" : 8 , "formula" : "" , "type" : 1 , "variance" : 10 } , "description" : "伊丽莎白特制榴弹,对全体敌人造成圣属性伤害;对全体己方恢复生命\n\\c[17]【过热增幅】\\c[0] 数值增加50%" , "effects" : [ ] , "hitType" : 0 , "iconIndex" : 72 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "圣光榴弹" , "note" : "<技能类型:技能>\n\n<Skill 201 Cooldown: 2>\n<Skill 307 Cooldown: 2>\n<Cooldown Steps: 1>\n\n< Pre-Damage Eval>\nif (target.isActor() === user.isActor()) { \n value = -1 * Math.abs(value);\n}\n</Pre-Damage Eval>\n\n< Before Eval>\nthis._times = this._times || 0 ;\nuser._charge = user._charge || 0 ;\nthis._times +=1 ;\nif(this._times == 1){\n if(user.isStateAffected(372)){}\n else{\n user._charge += 1;\n if(user._charge == 3){\n user.addState(372);\n user._charge = 0 ;\n }\n }\n}\n</Before Eval>\n\n<Custom Show Eval>\n if (user.isStateAffected(372)) {\n visible = false;\n } else {\n visible = true;\n }\n </Custom Show Eval>\n\n<Target: Everybody>\n\n <MP Cost: 5%>\n\n<Damage Formula>\nif (target.isActor() === user.isActor()) {\n value = user.mat * (3/2 + (user.isLearnedSkill(199)? 1/2 : 0) + (user.isLearnedSkill(200)? 1/2 : 0));\n value *= (2+user.mat*user.level/2048)/2; \n} else {\n value = user.mat * (3/2 + (user.isLearnedSkill(199)? 1/2 : 0) + (user.isLearnedSkill(200)? 1/2 : 0));\n value -= target.mdf;\n value *= (2+user.mat*user.level/2048)/2; \n}\n</Damage Formula>\n", "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 0 , "speed" : 0 , "stypeId" : 3 , "successRate" : 100 , "tpCost" : 5 , "tpGain" : 10 } ,
{ "id" : 202 , "animationId" : 183 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "给全队施加两层\\c[9]\\it[377]\\c[0], 受到大于当前生命10%的伤害时\n会吸收超出部分; \\c[17]【过热增幅】\\c[0] 增加到4层" , "effects" : [ { "code" : 21 , "dataId" : 19 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 468 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "缓冲镀层" , "note" : "<技能类型:技能>\n\n<MP Cost: 3%>\n\n<Skill 202 Cooldown: 5>\n<Skill 308 Cooldown: 5>\n<Cooldown Steps: 1>\n\n<Before Eval>\nthis._times = this._times || 0 ;\nuser._charge = user._charge || 0 ;\nthis._times +=1 ;\nif(this._times == 1){\n if(user.isStateAffected(372)){}\n else{\n user._charge += 1;\n if(user._charge == 3){\n user.addState(372);\n user._charge = 0 ;\n }\n }\n}\n</Before Eval>\n\n <Custom TP Cost>\n cost = 35;\n if (user.isLearnedSkill(200)){\n cost -= 5;\n }\n else{\n if (user.isLearnedSkill(199)){\n cost -= 5;\n }\n }\n</Custom TP Cost>\n\n<Custom Show Eval>\n if (user.isStateAffected(372)) {\n visible = false;\n } else {\n visible = true;\n }\n </Custom Show Eval>\n\n<After Eval>\n target._cushion = target._cushion || 0;\n target._cushion += 2;\n user.setStateCounter(377, user._cushion);\n</After Eval>" , "occasion" : 0 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 8 , "speed" : 0 , "stypeId" : 3 , "successRate" : 100 , "tpCost" : 35 , "tpGain" : 0 } ,
{ "id" : 202 , "animationId" : 183 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "给全队施加两层\\c[9]\\it[377]\\c[0], 受到大于当前生命10%的伤害时\n会吸收超出部分; \\c[17]【过热增幅】\\c[0] 增加到4层" , "effects" : [ { "code" : 21 , "dataId" : 19 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 468 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "缓冲镀层" , "note" : "<技能类型:技能>\n\n<MP Cost: 3%>\n\n<Skill 202 Cooldown: 5>\n<Skill 308 Cooldown: 5>\n<Cooldown Steps: 1>\n\n<Before Eval>\nthis._times = this._times || 0 ;\nuser._charge = user._charge || 0 ;\nthis._times +=1 ;\nif(this._times == 1){\n if(user.isStateAffected(372)){}\n else{\n user._charge += 1;\n if(user._charge == 3){\n user.addState(372);\n user._charge = 0 ;\n }\n }\n}\n</Before Eval>\n\n <Custom TP Cost>\n cost = 35;\n if (user.isLearnedSkill(200)){\n cost -= 5;\n }\n else{\n if (user.isLearnedSkill(199)){\n cost -= 5;\n }\n }\n</Custom TP Cost>\n\n<Custom Show Eval>\n if (user.isStateAffected(372)) {\n visible = false;\n } else {\n visible = true;\n }\n </Custom Show Eval>\n\n<After Eval>\n target._cushion = target._cushion || 0;\n target._cushion += 2;\n user.setStateCounter(377, user._cushion);\n</After Eval>" , "occasion" : 0 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 8 , "speed" : 0 , "stypeId" : 3 , "successRate" : 100 , "tpCost" : 35 , "tpGain" : 0 } ,
{ "id" : 203 , "animationId" : 207 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "制造一个力场漩涡,扣减敌方大量护盾并清空行动读条,随机附加\n减速类控制和\\it[57] \\c[17]【过热增幅】\\c[0] 解除全部护盾,\\it[57]几率翻倍" , "effects" : [ { "code" : 21 , "dataId" : 52 , "value1" : 1 , "value2" : 0 } , { "code" : 21 , "dataId" : 54 , "value1" : 0.8 , "value2" : 0 } , { "code" : 21 , "dataId" : 55 , "value1" : 0.4 , "value2" : 0 } , { "code" : 21 , "dataId" : 56 , "value1" : 0.2 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 424 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "力场漩涡" , "note" : "<技能类型:技能>\n\n<Skill 203 Cooldown: 4>\n<Skill 309 Cooldown: 4>\n<Cooldown Steps: 1>\n\n<Before Eval>\nthis._times = this._times || 0 ;\nuser._charge = user._charge || 0 ;\nthis._times +=1 ;\nif(this._times == 1){\n if(user.isStateAffected(372)){}\n else{\n user._charge += 1;\n if(user._charge == 3){\n user.addState(372);\n user._charge = 0 ;\n }\n }\n}\n</Before Eval>\n\n<Custom Show Eval>\n if (user.isStateAffected(372)) {\n visible = false;\n } else {\n visible = ture;\n }\n</Custom Show Eval>\n<Custom MP Cost>\n cost = Math.floor(user.mmp*0.06);\n if (user.isLearnedSkill(200)){\n cost -= Math.floor(user.mmp*0.01);\n }\n else{\n if (user.isLearnedSkill(199)){\n cost -= Math.floor(user.mmp*0.01);\n }\n }\n </Custom MP Cost>\n\n<Custom Target Barrier>\n value = -(500+user.mat*10*(user.level*user.mat/2048+2));\n value = Math.floor(value);\n</Custom Target Barrier>\n\n<Before Eval>\n var random = Math.random();\n if(random > 0.8){\n target.addState(57);\n }\n</Before Eval>\n\n<Cooldown: 5>\n<Cooldown Steps: 5>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 2 , "speed" : 0 , "stypeId" : 3 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 203 , "animationId" : 207 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "制造一个力场漩涡,扣减敌方大量护盾并清空行动读条,随机附加\n减速类控制和\\it[57] \\c[17]【过热增幅】\\c[0] 解除全部护盾,\\it[57]几率翻倍" , "effects" : [ { "code" : 21 , "dataId" : 52 , "value1" : 1 , "value2" : 0 } , { "code" : 21 , "dataId" : 54 , "value1" : 0.8 , "value2" : 0 } , { "code" : 21 , "dataId" : 55 , "value1" : 0.4 , "value2" : 0 } , { "code" : 21 , "dataId" : 56 , "value1" : 0.2 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 424 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "力场漩涡" , "note" : "<技能类型:技能>\n\n<Skill 203 Cooldown: 4>\n<Skill 309 Cooldown: 4>\n<Cooldown Steps: 1>\n\n<Before Eval>\nthis._times = this._times || 0 ;\nuser._charge = user._charge || 0 ;\nthis._times +=1 ;\nif(this._times == 1){\n if(user.isStateAffected(372)){}\n else{\n user._charge += 1;\n if(user._charge == 3){\n user.addState(372);\n user._charge = 0 ;\n }\n }\n}\n</Before Eval>\n\n<Custom Show Eval>\n if (user.isStateAffected(372)) {\n visible = false;\n } else {\n visible = ture;\n }\n</Custom Show Eval>\n<Custom MP Cost>\n cost = Math.floor(user.mmp*0.06);\n if (user.isLearnedSkill(200)){\n cost -= Math.floor(user.mmp*0.01);\n }\n else{\n if (user.isLearnedSkill(199)){\n cost -= Math.floor(user.mmp*0.01);\n }\n }\n </Custom MP Cost>\n\n<Custom Target Barrier>\n value = -(500+user.mat*10*(user.level*user.mat/2048+2));\n value = Math.floor(value);\n</Custom Target Barrier>\n\n<Before Eval>\n var random = Math.random();\n if(random > 0.8){\n target.addState(57);\n }\n</Before Eval>\n\n<Cooldown: 5>\n<Cooldown Steps: 5>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 2 , "speed" : 0 , "stypeId" : 3 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 204 , "animationId" : 95 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "全队获得\\it[115], 并增加10点TP \n\\c[17]【过热增幅】\\c[0] \\it[115]替换为\\it[116], TP增加至15点" , "effects" : [ { "code" : 21 , "dataId" : 19 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 71 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "加速引擎" , "note" : "<技能类型:技能>\n\n<Skill 204 Cooldown: 4>\n<Skill 310 Cooldown: 4>\n<Cooldown Steps: 1>\n\n<MP Cost: 1%>\n\n<Before Eval>\nthis._times = this._times || 0 ;\nuser._charge = user._charge || 0 ;\nthis._times +=1 ;\nif(this._times == 1){\n if(user.isStateAffected(372)){}\n else{\n user._charge += 1;\n if(user._charge == 3){\n user.addState(372);\n user._charge = 0 ;\n }\n }\n}\n</Before Eval>\n\n<Custom Show Eval>\n if (user.isStateAffected(372)) {\n visible = false;\n } else {\n visible = ture;\n }\n</Custom Show Eval>\n\n <Custom TP Cost>\n cost = 30;\n if (user.isLearnedSkill(200)){\n cost -= 5;\n }\n else{\n if (user.isLearnedSkill(199)){\n cost -= 5;\n }\n }\n</Custom TP Cost>\n\n<Before Eval>\n target.gainTp(10);\n target.addState(115);\n</Before Eval>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 8 , "speed" : 0 , "stypeId" : 3 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 204 , "animationId" : 95 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "全队获得\\it[115], 并增加10点TP \n\\c[17]【过热增幅】\\c[0] \\it[115]替换为\\it[116], TP增加至15点" , "effects" : [ { "code" : 21 , "dataId" : 19 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 71 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "加速引擎" , "note" : "<技能类型:技能>\n\n<Skill 204 Cooldown: 4>\n<Skill 310 Cooldown: 4>\n<Cooldown Steps: 1>\n\n<MP Cost: 1%>\n\n<Before Eval>\nthis._times = this._times || 0 ;\nuser._charge = user._charge || 0 ;\nthis._times +=1 ;\nif(this._times == 1){\n if(user.isStateAffected(372)){}\n else{\n user._charge += 1;\n if(user._charge == 3){\n user.addState(372);\n user._charge = 0 ;\n }\n }\n}\n</Before Eval>\n\n<Custom Show Eval>\n if (user.isStateAffected(372)) {\n visible = false;\n } else {\n visible = ture;\n }\n</Custom Show Eval>\n\n <Custom TP Cost>\n cost = 30;\n if (user.isLearnedSkill(200)){\n cost -= 5;\n }\n else{\n if (user.isLearnedSkill(199)){\n cost -= 5;\n }\n }\n</Custom TP Cost>\n\n<Before Eval>\n target.gainTp(10);\n target.addState(115);\n</Before Eval>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 8 , "speed" : 0 , "stypeId" : 3 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
@ -217,12 +217,12 @@ null,
{ "id" : 215 , "animationId" : -1 , "damage" : { "critical" : false , "elementId" : -1 , "formula" : "" , "type" : 1 , "variance" : 5 } , "description" : "莉莉人形态普攻第三段" , "effects" : [ { "code" : 21 , "dataId" : 0 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 1 , "iconIndex" : 322 , "message1" : "的旋转攻击!" , "message2" : "" , "mpCost" : 0 , "name" : "旋转攻击" , "note" : "<Hit Reward: Add State 296>\n<Hit Reward: Remove State 295>\n\n<技能类型:普攻>\n\n<Post-Damage Eval>\n if(user.isStateAffected(292)){\n user.addState(167);\n }\n</Post-Damage Eval>\n\n<Before Eval>\nuser._agatktimes = user._agatktimes || 0;\nif(user.isStateAffected(292) && user._agatktimes > 0){\n user._agatktimes -= 1;\n if(user._agatktimes <= 0){\n user.removeState(292);\n }\n }\n</Before Eval>\n\n<damage formula>\n this._times = this._times || 1;\n value = 1;\n if(user.isStateAffected(292) && user._agatktimes > 0){\n value += 1/2*(user.atk * 2 - target.def*0.85);\n }\n else{\n value += 1/2*(user.atk * 2 - target.def);\n }\n value *= (user.level*user.atk/2048+2);\n if(user.isStateAffected(298)){\n value += (user.isLearnedSkill(222)?2000: 0);\n value += (user.isLearnedSkill(221)?1800: 0);\n value += (user.isLearnedSkill(220)?800: 0);\n value += (user.isLearnedSkill(219)?325: 0);\n value += (user.isLearnedSkill(218)?75: 0);\n }\n value *= (target.isStateAffected(56) ? 13/10 : 1);\n value = Math.floor(value);\n if(this._times == 1){\n value *= 3\n }\n this._times += 1;\n</damage formula>\n\n<Custom Target Eval>\ntargets.push(target);\ntargets.push($gameTroop.members()[this._targetIndex - 1]);\ntargets.push($gameTroop.members()[this._targetIndex + 1]);\n</Custom Target Eval>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 5 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 3 } ,
{ "id" : 215 , "animationId" : -1 , "damage" : { "critical" : false , "elementId" : -1 , "formula" : "" , "type" : 1 , "variance" : 5 } , "description" : "莉莉人形态普攻第三段" , "effects" : [ { "code" : 21 , "dataId" : 0 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 1 , "iconIndex" : 322 , "message1" : "的旋转攻击!" , "message2" : "" , "mpCost" : 0 , "name" : "旋转攻击" , "note" : "<Hit Reward: Add State 296>\n<Hit Reward: Remove State 295>\n\n<技能类型:普攻>\n\n<Post-Damage Eval>\n if(user.isStateAffected(292)){\n user.addState(167);\n }\n</Post-Damage Eval>\n\n<Before Eval>\nuser._agatktimes = user._agatktimes || 0;\nif(user.isStateAffected(292) && user._agatktimes > 0){\n user._agatktimes -= 1;\n if(user._agatktimes <= 0){\n user.removeState(292);\n }\n }\n</Before Eval>\n\n<damage formula>\n this._times = this._times || 1;\n value = 1;\n if(user.isStateAffected(292) && user._agatktimes > 0){\n value += 1/2*(user.atk * 2 - target.def*0.85);\n }\n else{\n value += 1/2*(user.atk * 2 - target.def);\n }\n value *= (user.level*user.atk/2048+2);\n if(user.isStateAffected(298)){\n value += (user.isLearnedSkill(222)?2000: 0);\n value += (user.isLearnedSkill(221)?1800: 0);\n value += (user.isLearnedSkill(220)?800: 0);\n value += (user.isLearnedSkill(219)?325: 0);\n value += (user.isLearnedSkill(218)?75: 0);\n }\n value *= (target.isStateAffected(56) ? 13/10 : 1);\n value = Math.floor(value);\n if(this._times == 1){\n value *= 3\n }\n this._times += 1;\n</damage formula>\n\n<Custom Target Eval>\ntargets.push(target);\ntargets.push($gameTroop.members()[this._targetIndex - 1]);\ntargets.push($gameTroop.members()[this._targetIndex + 1]);\n</Custom Target Eval>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 5 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 3 } ,
{ "id" : 216 , "animationId" : -1 , "damage" : { "critical" : true , "elementId" : -1 , "formula" : "" , "type" : 1 , "variance" : 5 } , "description" : "莉莉人形态普攻第四段" , "effects" : [ { "code" : 21 , "dataId" : 0 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 1 , "iconIndex" : 283 , "message1" : "的跳跃攻击!" , "message2" : "" , "mpCost" : 0 , "name" : "跳跃攻击" , "note" : "<Hit Reward: Add State 293>\n<Hit Reward: Remove State 296>\n\n<技能类型:普攻>\n\n<Before Eval>\nuser._agatktimes = user._agatktimes || 0;\nif(user.isStateAffected(292) && user._agatktimes > 0){\n user._agatktimes -= 1;\n if(user._agatktimes <= 0){\n user.removeState(292);\n }\n }\n</Before Eval>\n\n<After Eval>\nuser.removeState(296);\nuser.addState(293);\n</After Eval>\n\n<damage formula>\n value = 1;\n if(user.isStateAffected(292) && user._agatktimes > 0){\n value += (user.atk * 3 - target.def*0.6);\n }\n else{\n value += (user.atk * 3 - target.def*0.75);\n }\n value *= (user.level*user.atk/2048+2);\n if(user.isStateAffected(298)){\n value += (user.isLearnedSkill(222)?2000: 0);\n value += (user.isLearnedSkill(221)?1800: 0);\n value += (user.isLearnedSkill(220)?800: 0);\n value += (user.isLearnedSkill(219)?325: 0);\n value += (user.isLearnedSkill(218)?75: 0);\n }\n value *= 2 - target.hp/target.mhp;\n value = Math.floor(value);\n</damage formula>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 5 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 4 } ,
{ "id" : 216 , "animationId" : -1 , "damage" : { "critical" : true , "elementId" : -1 , "formula" : "" , "type" : 1 , "variance" : 5 } , "description" : "莉莉人形态普攻第四段" , "effects" : [ { "code" : 21 , "dataId" : 0 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 1 , "iconIndex" : 283 , "message1" : "的跳跃攻击!" , "message2" : "" , "mpCost" : 0 , "name" : "跳跃攻击" , "note" : "<Hit Reward: Add State 293>\n<Hit Reward: Remove State 296>\n\n<技能类型:普攻>\n\n<Before Eval>\nuser._agatktimes = user._agatktimes || 0;\nif(user.isStateAffected(292) && user._agatktimes > 0){\n user._agatktimes -= 1;\n if(user._agatktimes <= 0){\n user.removeState(292);\n }\n }\n</Before Eval>\n\n<After Eval>\nuser.removeState(296);\nuser.addState(293);\n</After Eval>\n\n<damage formula>\n value = 1;\n if(user.isStateAffected(292) && user._agatktimes > 0){\n value += (user.atk * 3 - target.def*0.6);\n }\n else{\n value += (user.atk * 3 - target.def*0.75);\n }\n value *= (user.level*user.atk/2048+2);\n if(user.isStateAffected(298)){\n value += (user.isLearnedSkill(222)?2000: 0);\n value += (user.isLearnedSkill(221)?1800: 0);\n value += (user.isLearnedSkill(220)?800: 0);\n value += (user.isLearnedSkill(219)?325: 0);\n value += (user.isLearnedSkill(218)?75: 0);\n }\n value *= 2 - target.hp/target.mhp;\n value = Math.floor(value);\n</damage formula>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 5 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 4 } ,
{ "id" : 217 , "animationId" : 0 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "" , "effects" : [ ] , "hitType" : 0 , "iconIndex" : 0 , "message1" : "" , "message2" : "" , "mpCost" : 0 , "name" : "" , "note" : "" , "occasion" : 0 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 217 , "animationId" : 0 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "" , "effects" : [ ] , "hitType" : 0 , "iconIndex" : 0 , "message1" : "" , "message2" : "" , "mpCost" : 0 , "name" : "" , "note" : "" , "occasion" : 0 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 218 , "animationId" : 43 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "莉莉集中注意力,接下来四回合的普通攻击,每次伤害\n增加75点, 使用技能\\c[17]增加自身下回合读条50%\\c[0]" , "effects" : [ { "code" : 21 , "dataId" : 298 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 734 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "精确攻击I" , "note" : "<Hide if Learned Skill: 219,220,221,222>\n<技能类型:技能>\n\n<After ATB: 50%> ", "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 11 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 40 , "tpGain" : 0 } ,
{ "id" : 218 , "animationId" : 43 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "莉莉集中注意力,接下来四回合的普通攻击,每次伤害\n增加75点, 使用技能\\c[17]增加自身下回合读条50%\\c[0]" , "effects" : [ { "code" : 21 , "dataId" : 298 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 734 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "精确攻击I" , "note" : "<Hide if Learned Skill: 219,220,221,222>\n<技能类型:技能>\n\n<After ATB: 50%> \n\n<Cooldown: 6>\n<Cooldown Steps: 1> ", "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 11 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 40 , "tpGain" : 0 } ,
{ "id" : 219 , "animationId" : 43 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "莉莉集中注意力,接下来四回合的普通攻击,每次伤害\n增加400点, 使用技能\\c[17]增加自身下回合读条60%\\c[0]" , "effects" : [ { "code" : 21 , "dataId" : 298 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 734 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "精确攻击II" , "note" : "<Hide if Learned Skill: 220,221,222>\n<技能类型:技能>\n\n<After ATB: 60%> ", "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 11 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 40 , "tpGain" : 0 } ,
{ "id" : 219 , "animationId" : 43 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "莉莉集中注意力,接下来四回合的普通攻击,每次伤害\n增加400点, 使用技能\\c[17]增加自身下回合读条60%\\c[0]" , "effects" : [ { "code" : 21 , "dataId" : 298 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 734 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "精确攻击II" , "note" : "<Hide if Learned Skill: 220,221,222>\n<技能类型:技能>\n\n<After ATB: 60%> \n\n<Cooldown: 6>\n<Cooldown Steps: 1> ", "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 11 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 40 , "tpGain" : 0 } ,
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{ "id" : 220 , "animationId" : 43 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "莉莉集中注意力,接下来四回合的普通攻击,每次伤害\n增加1200点, 使用技能\\c[17]增加自身下回合读条70%\\c[0]" , "effects" : [ { "code" : 21 , "dataId" : 298 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 734 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "精确攻击III" , "note" : "<Hide if Learned Skill: 221,222>\n<技能类型:技能>\n\n<After ATB: 70%> \n\n<Cooldown: 6>\n<Cooldown Steps: 1> ", "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 11 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 40 , "tpGain" : 0 } ,
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{ "id" : 223 , "animationId" : 44 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "进入\\it[292], 敏捷增加20%并免疫\\it[46], 强化接下来12次普攻无视敌方\n15%护甲(其他强化效果见被动说明),但处于\\it[292]时不可再次使用此技能" , "effects" : [ { "code" : 21 , "dataId" : 292 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 579 , "message1" : "进入\\c[17]\\it[292]\\c[0]!" , "message2" : "" , "mpCost" : 0 , "name" : "脱缰模式" , "note" : "<技能类型:技能>\n\n<After ATB: 90%>\n\n<C ustom Requirement>\n if (user .isStateAffected(292)) {\n value = false;\n } else {\n value = true;\n }\n</Custom Requirement>", "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 11 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 100 , "tpGain" : 0 } ,
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{ "id" : 224 , "animationId" : 0 , "damage" : { "critical" : false , "elementId" : 1 , "formula" : "1+(a.atk * 3 - b.def)*(a.level*a.atk/2048+2)* (b.isStateAffected(57) ? 11/10 : 1)* (b.isStateAffected(59) ? 11/10 : 1)* (b.isStateAffected(61) ? 11/10 : 1)" , "type" : 1 , "variance" : 20 } , "description" : "莉莉尝试擒住敌人,命中进行一次摔打,造成物理伤害,如果敌人处于\n\\it[57]、\\it[59]或\\it[61],则造成更高伤害并解除相应状态,附加\\it[70]" , "effects" : [ ] , "hitType" : 0 , "iconIndex" : 439 , "message1" : "" , "message2" : "" , "mpCost" : 0 , "name" : "擒拿I" , "note" : "<Hide if Learned Skill: 225,226>\n<技能类型:技能>\n\n<Post-Damage Eval>\nif(target.isStateAffected(57) || target.isStateAffected(59) || target.isStateAffected(61) ){\n target.removeState(57);\n target.removeState(59);\n target.removeState(61);\n target.addState(70);\n}\n</Post-Damage Eval>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 30 , "tpGain" : 0 } ,
{ "id" : 224 , "animationId" : 0 , "damage" : { "critical" : false , "elementId" : 1 , "formula" : "1+(a.atk * 3 - b.def)*(a.level*a.atk/2048+2)* (b.isStateAffected(57) ? 11/10 : 1)* (b.isStateAffected(59) ? 11/10 : 1)* (b.isStateAffected(61) ? 11/10 : 1)" , "type" : 1 , "variance" : 20 } , "description" : "莉莉尝试擒住敌人,命中进行一次摔打,造成物理伤害,如果敌人处于\n\\it[57]、\\it[59]或\\it[61],则造成更高伤害并解除相应状态,附加\\it[70]" , "effects" : [ ] , "hitType" : 0 , "iconIndex" : 439 , "message1" : "" , "message2" : "" , "mpCost" : 0 , "name" : "擒拿I" , "note" : "<Hide if Learned Skill: 225,226>\n<技能类型:技能>\n\n<Post-Damage Eval>\nif(target.isStateAffected(57) || target.isStateAffected(59) || target.isStateAffected(61) ){\n target.removeState(57);\n target.removeState(59);\n target.removeState(61);\n target.addState(70);\n}\n</Post-Damage Eval>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 30 , "tpGain" : 0 } ,
{ "id" : 225 , "animationId" : 0 , "damage" : { "critical" : false , "elementId" : 1 , "formula" : "1+(a.atk * 7/2 - b.def)*(a.level*a.atk/2048+2)* (b.isStateAffected(57) ? 11/10 : 1)* (b.isStateAffected(59) ? 11/10 : 1)* (b.isStateAffected(61) ? 11/10 : 1)" , "type" : 1 , "variance" : 20 } , "description" : "莉莉尝试擒住敌人,命中进行一次摔打,造成物理伤害,如果敌人处于\n\\it[57]、\\it[59]或\\it[61],则造成更高伤害并解除相应状态,附加\\it[70]" , "effects" : [ ] , "hitType" : 0 , "iconIndex" : 439 , "message1" : "" , "message2" : "" , "mpCost" : 0 , "name" : "擒拿II" , "note" : "<Hide if Learned Skill: 226>\n<技能类型:技能>\n\n<Post-Damage Eval>\nif(target.isStateAffected(57) || target.isStateAffected(59) || target.isStateAffected(61) ){\n target.removeState(57);\n target.removeState(59);\n target.removeState(61);\n target.addState(70);\n}\n</Post-Damage Eval>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 25 , "tpGain" : 0 } ,
{ "id" : 225 , "animationId" : 0 , "damage" : { "critical" : false , "elementId" : 1 , "formula" : "1+(a.atk * 7/2 - b.def)*(a.level*a.atk/2048+2)* (b.isStateAffected(57) ? 11/10 : 1)* (b.isStateAffected(59) ? 11/10 : 1)* (b.isStateAffected(61) ? 11/10 : 1)" , "type" : 1 , "variance" : 20 } , "description" : "莉莉尝试擒住敌人,命中进行一次摔打,造成物理伤害,如果敌人处于\n\\it[57]、\\it[59]或\\it[61],则造成更高伤害并解除相应状态,附加\\it[70]" , "effects" : [ ] , "hitType" : 0 , "iconIndex" : 439 , "message1" : "" , "message2" : "" , "mpCost" : 0 , "name" : "擒拿II" , "note" : "<Hide if Learned Skill: 226>\n<技能类型:技能>\n\n<Post-Damage Eval>\nif(target.isStateAffected(57) || target.isStateAffected(59) || target.isStateAffected(61) ){\n target.removeState(57);\n target.removeState(59);\n target.removeState(61);\n target.addState(70);\n}\n</Post-Damage Eval>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 25 , "tpGain" : 0 } ,
{ "id" : 226 , "animationId" : 0 , "damage" : { "critical" : false , "elementId" : 1 , "formula" : "1+(a.atk * 4 - b.def)*(a.level*a.atk/2048+2)* (b.isStateAffected(57) ? 11/10 : 1)* (b.isStateAffected(59) ? 11/10 : 1)* (b.isStateAffected(61) ? 11/10 : 1)" , "type" : 1 , "variance" : 20 } , "description" : "莉莉尝试擒住敌人,命中进行一次摔打,造成物理伤害,如果敌人处于\n\\it[57]、\\it[59]或\\it[61],则造成更高伤害并解除相应状态,附加\\it[70]" , "effects" : [ ] , "hitType" : 0 , "iconIndex" : 439 , "message1" : "" , "message2" : "" , "mpCost" : 0 , "name" : "擒拿III" , "note" : "<技能类型:技能>\n\n<Post-Damage Eval>\nif(target.isStateAffected(57) || target.isStateAffected(59) || target.isStateAffected(61) ){\n target.removeState(57);\n target.removeState(59);\n target.removeState(61);\n target.addState(70);\n}\n</Post-Damage Eval>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 20 , "tpGain" : 0 } ,
{ "id" : 226 , "animationId" : 0 , "damage" : { "critical" : false , "elementId" : 1 , "formula" : "1+(a.atk * 4 - b.def)*(a.level*a.atk/2048+2)* (b.isStateAffected(57) ? 11/10 : 1)* (b.isStateAffected(59) ? 11/10 : 1)* (b.isStateAffected(61) ? 11/10 : 1)" , "type" : 1 , "variance" : 20 } , "description" : "莉莉尝试擒住敌人,命中进行一次摔打,造成物理伤害,如果敌人处于\n\\it[57]、\\it[59]或\\it[61],则造成更高伤害并解除相应状态,附加\\it[70]" , "effects" : [ ] , "hitType" : 0 , "iconIndex" : 439 , "message1" : "" , "message2" : "" , "mpCost" : 0 , "name" : "擒拿III" , "note" : "<技能类型:技能>\n\n<Post-Damage Eval>\nif(target.isStateAffected(57) || target.isStateAffected(59) || target.isStateAffected(61) ){\n target.removeState(57);\n target.removeState(59);\n target.removeState(61);\n target.addState(70);\n}\n</Post-Damage Eval>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 20 , "tpGain" : 0 } ,
@ -237,7 +237,7 @@ null,
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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 } ,
{ "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 } ,
{ "id" : 237 , "animationId" : 82 , "damage" : { "critical" : true , "elementId" : 1 , "formula" : "" , "type" : 1 , "variance" : 20 } , "description" : "" , "effects" : [ { "code" : 21 , "dataId" : 255 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 1 , "iconIndex" : 0 , "message1" : "的狗爪攻击!" , "message2" : "" , "mpCost" : 0 , "name" : "狗形态普通攻击" , "note" : "\n<技能类型:空手普攻>\n\n<Before Eval>\nuser._agatktimes = user._agatktimes || 0;\nif(user.isStateAffected(292) && user._agatktimes > 0){\n user._agatktimes -= 1;\n if(user._agatktimes <= 0){\n user.removeState(292);\n }\n }\n</Before Eval>\n\n<damage formula>\n value = 50;\n if(user.isStateAffected(292) && user._agatktimes > 0){\n value += (user.atk * 2 +user.mat - target.def*0.85);\n }\n else{\n value += (user.atk * 2 +user.mat - target.def);\n }\n value *= (user.level*user.atk/2048+2);\n value *= 0.5+user.level/198;\n if(user.isStateAffected(298)){\n if(user.isLearnedSkill(222)){\n value += 5000;\n }\n else{\n if(user.isLearnedSkill(221)){\n value += 3000;\n }\n else{\n if(user.isLearnedSkill(220)){\n value += 1200;\n }\n else{\n if(user.isLearnedSkill(219)){\n value += 400;\n }\n else{\n value += 75;\n }\n }\n }\n }\n }\n value = Math.floor(value);\n</damage formula>\n\n\n<Post-Damage Eval>\n if(user.isStateAffected(292)){\n var random = Math.round(Math.random() * 10 + 1);\n if(random <= 3){\n user.addState(167);\n }\n }\n</Post-Damage Eval>" , "occasion" : 1 , "repeats" : 2 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 5 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 10 } ,
{ "id" : 237 , "animationId" : 82 , "damage" : { "critical" : true , "elementId" : 1 , "formula" : "" , "type" : 1 , "variance" : 20 } , "description" : "" , "effects" : [ { "code" : 21 , "dataId" : 255 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 1 , "iconIndex" : 0 , "message1" : "的狗爪攻击!" , "message2" : "" , "mpCost" : 0 , "name" : "狗形态普通攻击" , "note" : "\n<技能类型:空手普攻>\n\n<Before Eval>\nuser._agatktimes = user._agatktimes || 0;\nif(user.isStateAffected(292) && user._agatktimes > 0){\n user._agatktimes -= 1;\n if(user._agatktimes <= 0){\n user.removeState(292);\n }\n }\n</Before Eval>\n\n<damage formula>\n value = 50;\n if(user.isStateAffected(292) && user._agatktimes > 0){\n value += (user.atk * 2 +user.mat - target.def*0.85);\n }\n else{\n value += (user.atk * 2 +user.mat - target.def);\n }\n value *= (user.level*user.atk/2048+2);\n value *= 0.5+user.level/198;\n if(user.isStateAffected(298)){\n if(user.isLearnedSkill(222)){\n value += 5000;\n }\n else{\n if(user.isLearnedSkill(221)){\n value += 3000;\n }\n else{\n if(user.isLearnedSkill(220)){\n value += 1200;\n }\n else{\n if(user.isLearnedSkill(219)){\n value += 400;\n }\n else{\n value += 75;\n }\n }\n }\n }\n }\n value = Math.floor(value);\n</damage formula>\n\n\n<Post-Damage Eval>\n if(user.isStateAffected(292)){\n var random = Math.round(Math.random() * 10 + 1);\n if(random <= 3){\n user.addState(167);\n }\n }\n</Post-Damage Eval>" , "occasion" : 1 , "repeats" : 2 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 5 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 10 } ,
{ "id" : 238 , "animationId" : 31 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "最炫的特效配最怂的效果————开润! \n( 可以掩护\\c[18]\\it[1]\\c[0]的队员逃跑)", "effects" : [ { "code" : 41 , "dataId" : 0 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 160 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "超级•冰火双击•水蒸气逃窜之术" , "note" : "<Before Eval>\n var subject = user ;\n subject.forceAction(376, -1);\n BattleManager.forceAction(subject);\n</Before Eval>\n\n<技能类型:技能>", "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 8 , "speed" : -5 , "stypeId" : 3 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 238 , "animationId" : 31 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "最炫的特效配最怂的效果————开润! (需要同时装备两个爪子才能用, \n可以掩护\\c[18]\\it[1]\\c[0]的队员逃跑)", "effects" : [ { "code" : 41 , "dataId" : 0 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 160 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "超级•冰火双击•水蒸气逃窜之术" , "note" : "<Before Eval>\n var subject = $gameActors.actor(12) ;\n subject.forceAction(376, -1);\n BattleManager.forceAction(subject);\n</Before Eval>\n\n<技能类型:技能>\n\n<Custom Requirement>\n if (user.isStateAffected(259) && user.isStateAffected(260)) {\n value = true;\n } else {\n value = false;\n }\n</Custom Requirement>\n ", "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 8 , "speed" : -5 , "stypeId" : 3 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 239 , "animationId" : 0 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "吃下辣条变身巨型哈士奇并回复25%的HP, 每次变身\n都要消耗辣条一包, 而且存在变身冷却" , "effects" : [ { "code" : 21 , "dataId" : 9 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 54 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 55 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 56 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 59 , "value1" : 1 , "value2" : 0 } , { "code" : 44 , "dataId" : 14 , "value1" : 1 , "value2" : 0 } , { "code" : 11 , "dataId" : 0 , "value1" : 0.25 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 343 , "message1" : "吃下辣条准备变身!" , "message2" : "" , "mpCost" : 0 , "name" : "哈士奇变身" , "note" : "<Item 0060 Cost: 1>\n<Cooldown: 30>\n<Cooldown Steps: 5>\n\n<技能类型:技能>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 11 , "speed" : 0 , "stypeId" : 3 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 239 , "animationId" : 0 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "吃下辣条变身巨型哈士奇并回复25%的HP, 每次变身\n都要消耗辣条一包, 而且存在变身冷却" , "effects" : [ { "code" : 21 , "dataId" : 9 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 54 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 55 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 56 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 59 , "value1" : 1 , "value2" : 0 } , { "code" : 44 , "dataId" : 14 , "value1" : 1 , "value2" : 0 } , { "code" : 11 , "dataId" : 0 , "value1" : 0.25 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 343 , "message1" : "吃下辣条准备变身!" , "message2" : "" , "mpCost" : 0 , "name" : "哈士奇变身" , "note" : "<Item 0060 Cost: 1>\n<Cooldown: 30>\n<Cooldown Steps: 5>\n\n<技能类型:技能>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 11 , "speed" : 0 , "stypeId" : 3 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 240 , "animationId" : 0 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "" , "effects" : [ { "code" : 44 , "dataId" : 7 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 343 , "message1" : "" , "message2" : "" , "mpCost" : 0 , "name" : "哈士奇被动说明" , "note" : "" , "occasion" : 2 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 0 , "speed" : 0 , "stypeId" : 3 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 240 , "animationId" : 0 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "" , "effects" : [ { "code" : 44 , "dataId" : 7 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 343 , "message1" : "" , "message2" : "" , "mpCost" : 0 , "name" : "哈士奇被动说明" , "note" : "" , "occasion" : 2 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 0 , "speed" : 0 , "stypeId" : 3 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 241 , "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" : 241 , "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 } ,
@ -270,15 +270,15 @@ null,
{ "id" : 268 , "animationId" : 216 , "damage" : { "critical" : true , "elementId" : -1 , "formula" : "10+(a.atk*2 +a.mat/5 - b.def)*(a.level*a.atk/2048+2) * (b.isStateAffected(56) ? 13/10 : 1)" , "type" : 1 , "variance" : 20 } , "description" : "\\c[18]<强化 • 一式>\\c[18]<类普攻>\\c[0] 使用剑或枪接连进行两次上挑攻击,可以\n挑飞敌人造成\\it[56],或者挑飞敌人的武器造成\\it[76],对\\it[56]的敌人伤害增加30%" , "effects" : [ { "code" : 21 , "dataId" : 56 , "value1" : 0.3 , "value2" : 0 } , { "code" : 21 , "dataId" : 76 , "value1" : 0.3 , "value2" : 0 } , { "code" : 21 , "dataId" : 0 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 1 , "iconIndex" : 69 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "上挑I" , "note" : "<Hide if Learned Skill: 269,270>\n<Hit Reward: Remove State 189>\n<Hit Reward: Remove State 190>\n<Hit Reward: Add State 188>\n\n<技能类型:类普攻>" , "occasion" : 1 , "repeats" : 2 , "requiredWtypeId1" : 1 , "requiredWtypeId2" : 2 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 5 , "tpGain" : 0 } ,
{ "id" : 268 , "animationId" : 216 , "damage" : { "critical" : true , "elementId" : -1 , "formula" : "10+(a.atk*2 +a.mat/5 - b.def)*(a.level*a.atk/2048+2) * (b.isStateAffected(56) ? 13/10 : 1)" , "type" : 1 , "variance" : 20 } , "description" : "\\c[18]<强化 • 一式>\\c[18]<类普攻>\\c[0] 使用剑或枪接连进行两次上挑攻击,可以\n挑飞敌人造成\\it[56],或者挑飞敌人的武器造成\\it[76],对\\it[56]的敌人伤害增加30%" , "effects" : [ { "code" : 21 , "dataId" : 56 , "value1" : 0.3 , "value2" : 0 } , { "code" : 21 , "dataId" : 76 , "value1" : 0.3 , "value2" : 0 } , { "code" : 21 , "dataId" : 0 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 1 , "iconIndex" : 69 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "上挑I" , "note" : "<Hide if Learned Skill: 269,270>\n<Hit Reward: Remove State 189>\n<Hit Reward: Remove State 190>\n<Hit Reward: Add State 188>\n\n<技能类型:类普攻>" , "occasion" : 1 , "repeats" : 2 , "requiredWtypeId1" : 1 , "requiredWtypeId2" : 2 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 5 , "tpGain" : 0 } ,
{ "id" : 269 , "animationId" : 216 , "damage" : { "critical" : true , "elementId" : -1 , "formula" : "50+(a.atk*2 +a.mat/5 - b.def)*(a.level*a.atk/2048+2) * (b.isStateAffected(56) ? 13/10 : 1)" , "type" : 1 , "variance" : 20 } , "description" : "\\c[18]<强化 • 一式>\\c[18]<类普攻>\\c[0] 使用剑或枪接连进行两次上挑攻击,可以\n挑飞敌人造成\\it[56],或者挑飞敌人的武器造成\\it[76],对\\it[56]的敌人伤害增加30%" , "effects" : [ { "code" : 21 , "dataId" : 56 , "value1" : 0.5 , "value2" : 0 } , { "code" : 21 , "dataId" : 76 , "value1" : 0.5 , "value2" : 0 } , { "code" : 21 , "dataId" : 0 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 1 , "iconIndex" : 69 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "上挑II" , "note" : "<Hide if Learned Skill: 270>\n<Hit Reward: Remove State 189>\n<Hit Reward: Remove State 190>\n<Hit Reward: Add State 188>\n\n\n<技能类型:类普攻>" , "occasion" : 1 , "repeats" : 2 , "requiredWtypeId1" : 1 , "requiredWtypeId2" : 2 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 5 , "tpGain" : 0 } ,
{ "id" : 269 , "animationId" : 216 , "damage" : { "critical" : true , "elementId" : -1 , "formula" : "50+(a.atk*2 +a.mat/5 - b.def)*(a.level*a.atk/2048+2) * (b.isStateAffected(56) ? 13/10 : 1)" , "type" : 1 , "variance" : 20 } , "description" : "\\c[18]<强化 • 一式>\\c[18]<类普攻>\\c[0] 使用剑或枪接连进行两次上挑攻击,可以\n挑飞敌人造成\\it[56],或者挑飞敌人的武器造成\\it[76],对\\it[56]的敌人伤害增加30%" , "effects" : [ { "code" : 21 , "dataId" : 56 , "value1" : 0.5 , "value2" : 0 } , { "code" : 21 , "dataId" : 76 , "value1" : 0.5 , "value2" : 0 } , { "code" : 21 , "dataId" : 0 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 1 , "iconIndex" : 69 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "上挑II" , "note" : "<Hide if Learned Skill: 270>\n<Hit Reward: Remove State 189>\n<Hit Reward: Remove State 190>\n<Hit Reward: Add State 188>\n\n\n<技能类型:类普攻>" , "occasion" : 1 , "repeats" : 2 , "requiredWtypeId1" : 1 , "requiredWtypeId2" : 2 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 5 , "tpGain" : 0 } ,
{ "id" : 270 , "animationId" : 216 , "damage" : { "critical" : true , "elementId" : -1 , "formula" : "100+(a.atk*2 + a.mat/5 - b.def)*(a.level*a.atk/2048+2) * (b.isStateAffected(56) ? 13/10 : 1)" , "type" : 1 , "variance" : 20 } , "description" : "\\c[18]<强化 • 一式>\\c[18]<类普攻>\\c[0] 使用剑或枪接连进行两次上挑攻击,可以\n挑飞敌人造成\\it[56],或者挑飞敌人的武器造成\\it[76],对\\it[56]的敌人伤害增加30%" , "effects" : [ { "code" : 21 , "dataId" : 56 , "value1" : 0.7 , "value2" : 0 } , { "code" : 21 , "dataId" : 76 , "value1" : 0.7 , "value2" : 0 } , { "code" : 21 , "dataId" : 0 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 1 , "iconIndex" : 69 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "上挑III" , "note" : "<Hit Reward: Remove State 189>\n<Hit Reward: Remove State 190>\n<Hit Reward: Add State 188>\n\n<技能类型:类普攻>" , "occasion" : 1 , "repeats" : 2 , "requiredWtypeId1" : 1 , "requiredWtypeId2" : 2 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 5 , "tpGain" : 0 } ,
{ "id" : 270 , "animationId" : 216 , "damage" : { "critical" : true , "elementId" : -1 , "formula" : "100+(a.atk*2 + a.mat/5 - b.def)*(a.level*a.atk/2048+2) * (b.isStateAffected(56) ? 13/10 : 1)" , "type" : 1 , "variance" : 20 } , "description" : "\\c[18]<强化 • 一式>\\c[18]<类普攻>\\c[0] 使用剑或枪接连进行两次上挑攻击,可以\n挑飞敌人造成\\it[56],或者挑飞敌人的武器造成\\it[76],对\\it[56]的敌人伤害增加30%" , "effects" : [ { "code" : 21 , "dataId" : 56 , "value1" : 0.7 , "value2" : 0 } , { "code" : 21 , "dataId" : 76 , "value1" : 0.7 , "value2" : 0 } , { "code" : 21 , "dataId" : 0 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 1 , "iconIndex" : 69 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "上挑III" , "note" : "<Hit Reward: Remove State 189>\n<Hit Reward: Remove State 190>\n<Hit Reward: Add State 188>\n\n<技能类型:类普攻>" , "occasion" : 1 , "repeats" : 2 , "requiredWtypeId1" : 1 , "requiredWtypeId2" : 2 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 5 , "tpGain" : 0 } ,
{ "id" : 271 , "animationId" : 197 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "拥有强化招式才能使用,禁用技能,但可以连续使用三次\n当前强化招式。期间攻击力增加20%,使用后立刻进入下一回合" , "effects" : [ { "code" : 21 , "dataId" : 21 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 421 , "message1" : "进入\\c[17]\\it[21]!\\c[0]" , "message2" : "" , "mpCost" : 0 , "name" : "专注模式I" , "note" : "<Hide if Learned Skill: 272,273>\n <After ATB: 90%>\n <Custom Requirement>\n if (user.isStateAffected(188) || user.isStateAffected(189) || user.isStateAffected(190)) {\n value = true;\n } else {\n value = false;\n }\n </Custom Requirement>\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" : 50 , "tpGain" : 0 } ,
{ "id" : 271 , "animationId" : 197 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "拥有强化招式才能使用,禁用技能,但可以连续使用三次\n当前强化招式。期间攻击力增加20%,使用后立刻进入下一回合" , "effects" : [ { "code" : 21 , "dataId" : 21 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 421 , "message1" : "进入\\c[17]\\it[21]!\\c[0]" , "message2" : "" , "mpCost" : 0 , "name" : "专注模式I" , "note" : "<Hide if Learned Skill: 272,273>\n \n<Cooldown: 6>\n<Cooldown Steps: 1>\n\n <After ATB: 90%>\n \n <Custom Requirement>\n if (user.isStateAffected(188) || user.isStateAffected(189) || user.isStateAffected(190)) {\n value = true;\n } else {\n value = false;\n }\n </Custom Requirement>\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" : 50 , "tpGain" : 0 } ,
{ "id" : 272 , "animationId" : 197 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "拥有强化招式才能使用,禁用技能,但可以连续使用三次当前\n强化招式。期间攻击力和敏捷增加30%,使用后立刻进入下一回合" , "effects" : [ { "code" : 21 , "dataId" : 21 , "value1" : 1 , "value2" : 0 } , { "code" : 21 , "dataId" : 26 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 421 , "message1" : "进入\\c[17]\\it[21]!\\c[0]" , "message2" : "" , "mpCost" : 0 , "name" : "专注模式II" , "note" : "<Hide if Learned Skill: 273>\n <After ATB: 90%>\n <Custom Requirement>\n if (user.isStateAffected(188) || user.isStateAffected(189) || user.isStateAffected(190)) {\n value = true;\n } else {\n value = false;\n }\n </Custom Requirement>\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" : 50 , "tpGain" : 0 } ,
{ "id" : 272 , "animationId" : 197 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "拥有强化招式才能使用,禁用技能,但可以连续使用三次当前\n强化招式。期间攻击力和敏捷增加30%,使用后立刻进入下一回合" , "effects" : [ { "code" : 21 , "dataId" : 21 , "value1" : 1 , "value2" : 0 } , { "code" : 21 , "dataId" : 26 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 421 , "message1" : "进入\\c[17]\\it[21]!\\c[0]" , "message2" : "" , "mpCost" : 0 , "name" : "专注模式II" , "note" : "<Hide if Learned Skill: 273>\n \n<Cooldown: 6>\n<Cooldown Steps: 1>\n\n <After ATB: 90%>\n \n <Custom Requirement>\n if (user.isStateAffected(188) || user.isStateAffected(189) || user.isStateAffected(190)) {\n value = true;\n } else {\n value = false;\n }\n </Custom Requirement>\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" : 50 , "tpGain" : 0 } ,
{ "id" : 273 , "animationId" : 197 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "\\c[17]<霸体四回合>\\c[0] 拥有强化招式才能使用,禁用技能,但可以连续使用\n三次当前强化招式。期间攻击力和敏捷增加30%,使用后立刻进入下一回合" , "effects" : [ { "code" : 21 , "dataId" : 21 , "value1" : 1 , "value2" : 0 } , { "code" : 21 , "dataId" : 26 , "value1" : 1 , "value2" : 0 } , { "code" : 21 , "dataId" : 152 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 421 , "message1" : "进入\\c[17]\\it[21]!\\c[0]" , "message2" : "" , "mpCost" : 0 , "name" : "专注模式III" , "note" : " <After ATB: 90%>\n <Custom Requirement>\n if (user.isStateAffected(188) || user.isStateAffected(189) || user.isStateAffected(190)) {\n value = true;\n } else {\n value = false;\n }\n </Custom Requirement>\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" : 60 , "tpGain" : 0 } ,
{ "id" : 273 , "animationId" : 197 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "\\c[17]<霸体四回合>\\c[0] 拥有强化招式才能使用,禁用技能,但可以连续使用\n三次当前强化招式。期间攻击力和敏捷增加30%,使用后立刻进入下一回合" , "effects" : [ { "code" : 21 , "dataId" : 21 , "value1" : 1 , "value2" : 0 } , { "code" : 21 , "dataId" : 26 , "value1" : 1 , "value2" : 0 } , { "code" : 21 , "dataId" : 152 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 421 , "message1" : "进入\\c[17]\\it[21]!\\c[0]" , "message2" : "" , "mpCost" : 0 , "name" : "专注模式III" , "note" : " <After ATB: 90%>\n \n<Cooldown: 6>\n<Cooldown Steps: 1>\n\n <Custom Requirement>\n if (user.isStateAffected(188) || user.isStateAffected(189) || user.isStateAffected(190)) {\n value = true;\n } else {\n value = false;\n }\n </Custom Requirement>\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" : 60 , "tpGain" : 0 } ,
{ "id" : 274 , "animationId" : 232 , "damage" : { "critical" : true , "elementId" : 6 , "formula" : "1+(a.level/99+1)*(a.atk+a.mat*2 - b.mdf)*(a.level*a.atk/2048+2) * (b.isStateAffected(56) ? 13/10 : 1)" , "type" : 1 , "variance" : 20 } , "description" : "\\c[18]<强化 • 二式>\\c[0] 将自身的生物电极度强化并释放出来,制造一层护盾保护自身的同时\n对选中敌人及相邻两个敌人造成杀伤, 对\\it[56]的敌人伤害增加30%" , "effects" : [ { "code" : 21 , "dataId" : 59 , "value1" : 0.2 , "value2" : 0 } ] , "hitType" : 2 , "iconIndex" : 66 , "message1" : "施放了%1! " , "message2" : "" , "mpCost" : 18 , "name" : "电蛇狂舞I" , "note" : "<Hide if Learned Skill: 275,276>\n\n<技能类型:技能>\n\n<Cooldown: 4 >\n<Cooldown Steps: 1>\n\n<Before Eval>\n this._bsaffective = 0.4;\n</Before Eval>\n\n<Custom Target Eval>\ntargets.push(target);\ntargets.push($gameTroop.members()[this._targetIndex - 1]);\ntargets.push($gameTroop.members()[this._targetIndex + 1]);\n</Custom Target Eval>\n\n<Custom User Barrier>\nvalue = user.mhp/20+user.mat*3;\n</Custom User Barrier>\n<Hit Reward: Remove State 188>\n<Hit Reward: Remove State 190>\n<Hit Reward: Add State 189>", "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 5 , "tpGain" : 0 } ,
{ "id" : 274 , "animationId" : 232 , "damage" : { "critical" : true , "elementId" : 6 , "formula" : "1+(a.level/99+1)*(a.atk+a.mat*2 - b.mdf)*(a.level*a.atk/2048+2) * (b.isStateAffected(56) ? 13/10 : 1)" , "type" : 1 , "variance" : 20 } , "description" : "\\c[18]<强化 • 二式>\\c[0] 将自身的生物电极度强化并释放出来,制造一层护盾保护自身的同时\n对选中敌人及相邻两个敌人造成杀伤, 对\\it[56]的敌人伤害增加30%" , "effects" : [ { "code" : 21 , "dataId" : 59 , "value1" : 0.2 , "value2" : 0 } ] , "hitType" : 2 , "iconIndex" : 66 , "message1" : "施放了%1! " , "message2" : "" , "mpCost" : 18 , "name" : "电蛇狂舞I" , "note" : "<Hide if Learned Skill: 275,276>\n\n<技能类型:技能>\n\n<Cooldown: 5 >\n<Cooldown Steps: 1>\n\n<Before Eval>\n this._bsaffective = 0.4;\n</Before Eval>\n\n<Custom Target Eval>\ntargets.push(target);\ntargets.push($gameTroop.members()[this._targetIndex - 1]);\ntargets.push($gameTroop.members()[this._targetIndex + 1]);\n</Custom Target Eval>\n\n<Custom User Barrier>\nvalue = user.mhp/20+user.mat*3;\n</Custom User Barrier>\n<Hit Reward: Remove State 188>\n<Hit Reward: Remove State 190>\n<Hit Reward: Add State 189>", "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 5 , "tpGain" : 0 } ,
{ "id" : 275 , "animationId" : 232 , "damage" : { "critical" : true , "elementId" : 6 , "formula" : "1+(a.level/99+1)*(a.atk*6/5+a.mat * 12/5 - b.mdf)*(a.level*a.atk/2048+2) * (b.isStateAffected(56) ? 13/10 : 1)" , "type" : 1 , "variance" : 20 } , "description" : "\\c[18]<强化 • 二式>\\c[0] 将自身的生物电极度强化并释放出来,制造一层护盾保护自身的同时,\n对选中敌人及相邻两个敌人造成杀伤, 对\\it[56]的敌人伤害增加30%" , "effects" : [ { "code" : 21 , "dataId" : 59 , "value1" : 0.3 , "value2" : 0 } ] , "hitType" : 2 , "iconIndex" : 66 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 18 , "name" : "电蛇狂舞II" , "note" : "<Hide if Learned Skill: 250>\n\n<技能类型:技能>\n\n<Cooldown: 4 >\n<Cooldown Steps: 1>\n\n<Before Eval>\n this._bsaffective = 0.4;\n</Before Eval>\n\n<Custom Target Eval>\ntargets.push(target);\ntargets.push($gameTroop.members()[this._targetIndex - 1]);\ntargets.push($gameTroop.members()[this._targetIndex + 1]);\n</Custom Target Eval>\n\n<Custom User Barrier>\nvalue = user.mhp/15+user.mat*4;\n</Custom User Barrier>\n<Hit Reward: Remove State 188>\n<Hit Reward: Remove State 190>\n<Hit Reward: Add State 189>", "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 5 , "tpGain" : 0 } ,
{ "id" : 275 , "animationId" : 232 , "damage" : { "critical" : true , "elementId" : 6 , "formula" : "1+(a.level/99+1)*(a.atk*6/5+a.mat * 12/5 - b.mdf)*(a.level*a.atk/2048+2) * (b.isStateAffected(56) ? 13/10 : 1)" , "type" : 1 , "variance" : 20 } , "description" : "\\c[18]<强化 • 二式>\\c[0] 将自身的生物电极度强化并释放出来,制造一层护盾保护自身的同时,\n对选中敌人及相邻两个敌人造成杀伤, 对\\it[56]的敌人伤害增加30%" , "effects" : [ { "code" : 21 , "dataId" : 59 , "value1" : 0.3 , "value2" : 0 } ] , "hitType" : 2 , "iconIndex" : 66 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 18 , "name" : "电蛇狂舞II" , "note" : "<Hide if Learned Skill: 250>\n\n<技能类型:技能>\n\n<Cooldown: 5 >\n<Cooldown Steps: 1>\n\n<Before Eval>\n this._bsaffective = 0.4;\n</Before Eval>\n\n<Custom Target Eval>\ntargets.push(target);\ntargets.push($gameTroop.members()[this._targetIndex - 1]);\ntargets.push($gameTroop.members()[this._targetIndex + 1]);\n</Custom Target Eval>\n\n<Custom User Barrier>\nvalue = user.mhp/15+user.mat*4;\n</Custom User Barrier>\n<Hit Reward: Remove State 188>\n<Hit Reward: Remove State 190>\n<Hit Reward: Add State 189>", "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 5 , "tpGain" : 0 } ,
{ "id" : 276 , "animationId" : 232 , "damage" : { "critical" : true , "elementId" : 6 , "formula" : "1+(a.level/99+1)*(a.atk*7/5+a.mat * 14/5 - b.mdf)*(a.level*a.atk/2048+2) * (b.isStateAffected(56) ? 13/10 : 1)" , "type" : 1 , "variance" : 20 } , "description" : "\\c[18]<强化 • 二式>\\c[0] 将自身的生物电极度强化并释放出来,制造一层护盾保护自身的同时,\n对选中敌人及相邻两个敌人造成杀伤, 对\\it[56]的敌人伤害增加30%" , "effects" : [ { "code" : 21 , "dataId" : 59 , "value1" : 0.4 , "value2" : 0 } ] , "hitType" : 2 , "iconIndex" : 66 , "message1" : "施放了%1! " , "message2" : "" , "mpCost" : 18 , "name" : "电蛇狂舞III" , "note" : "<Before Eval>\n this._bsaffective = 0.4;\n</Before Eval>\n\n<技能类型:技能>\n\n<Cooldown: 4 >\n<Cooldown Steps: 1>\n\n<Custom Target Eval>\ntargets.push(target);\ntargets.push($gameTroop.members()[this._targetIndex - 1]);\ntargets.push($gameTroop.members()[this._targetIndex + 1]);\n</Custom Target Eval>\n\n<Custom User Barrier>\nvalue = user.mhp/10+user.mat*5;\n</Custom User Barrier>\n<Hit Reward: Remove State 188>\n<Hit Reward: Remove State 190>\n<Hit Reward: Add State 189>", "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 5 , "tpGain" : 0 } ,
{ "id" : 276 , "animationId" : 232 , "damage" : { "critical" : true , "elementId" : 6 , "formula" : "1+(a.level/99+1)*(a.atk*7/5+a.mat * 14/5 - b.mdf)*(a.level*a.atk/2048+2) * (b.isStateAffected(56) ? 13/10 : 1)" , "type" : 1 , "variance" : 20 } , "description" : "\\c[18]<强化 • 二式>\\c[0] 将自身的生物电极度强化并释放出来,制造一层护盾保护自身的同时,\n对选中敌人及相邻两个敌人造成杀伤, 对\\it[56]的敌人伤害增加30%" , "effects" : [ { "code" : 21 , "dataId" : 59 , "value1" : 0.4 , "value2" : 0 } ] , "hitType" : 2 , "iconIndex" : 66 , "message1" : "施放了%1! " , "message2" : "" , "mpCost" : 18 , "name" : "电蛇狂舞III" , "note" : "<Before Eval>\n this._bsaffective = 0.4;\n</Before Eval>\n\n<技能类型:技能>\n\n<Cooldown: 5 >\n<Cooldown Steps: 1>\n\n<Custom Target Eval>\ntargets.push(target);\ntargets.push($gameTroop.members()[this._targetIndex - 1]);\ntargets.push($gameTroop.members()[this._targetIndex + 1]);\n</Custom Target Eval>\n\n<Custom User Barrier>\nvalue = user.mhp/10+user.mat*5;\n</Custom User Barrier>\n<Hit Reward: Remove State 188>\n<Hit Reward: Remove State 190>\n<Hit Reward: Add State 189>", "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 5 , "tpGain" : 0 } ,
{ "id" : 277 , "animationId" : 33 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "\\c[18]<强化 • 二式>\\c[0]\\c[17]<群体解控>\\c[0] 用微电流刺激队友的神经系统,\n可以解除\\it[74]、\\it[60]、\\it[59]" , "effects" : [ { "code" : 22 , "dataId" : 74 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 60 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 59 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 72 , "message1" : "施放了%1! " , "message2" : "" , "mpCost" : 2 , "name" : "微电刺激I" , "note" : "<Hide if Learned Skill: 278,279>\n<Hit Reward: Remove State 188>\n<Hit Reward: Remove State 190>\n<Hit Reward: Add State 189>\n\n<技能类型:技能> ", "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 8 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 5 , "tpGain" : 0 } ,
{ "id" : 277 , "animationId" : 33 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "\\c[18]<强化 • 二式>\\c[0]\\c[17]<群体解控>\\c[0] 用微电流刺激队友的神经系统,\n可以解除\\it[74]、\\it[60]、\\it[59]" , "effects" : [ { "code" : 22 , "dataId" : 74 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 60 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 59 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 72 , "message1" : "施放了%1! " , "message2" : "" , "mpCost" : 2 , "name" : "微电刺激I" , "note" : "<Hide if Learned Skill: 278,279>\n<Hit Reward: Remove State 188>\n<Hit Reward: Remove State 190>\n<Hit Reward: Add State 189>\n\n<技能类型:技能> \n\n<Cooldown: 7>\n<Cooldown Steps: 1> ", "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 8 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 5 , "tpGain" : 0 } ,
{ "id" : 278 , "animationId" : 33 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "\\c[18]<强化 • 二式>\\c[0]\\c[17]<群体解控>\\c[0] 用微电流刺激队友的神经系统,\n可以解除\\it[74]、\\it[60]、\\it[59],同时释放强光驱散\\it[75]效果" , "effects" : [ { "code" : 22 , "dataId" : 74 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 60 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 59 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 75 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 72 , "message1" : "施放了%1! " , "message2" : "" , "mpCost" : 2 , "name" : "微电刺激II" , "note" : "<Hide if Learned Skill: 279>\n<Hit Reward: Remove State 188>\n<Hit Reward: Remove State 190>\n<Hit Reward: Add State 189>\n\n<技能类型:技能> ", "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 8 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 5 , "tpGain" : 0 } ,
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@ -288,7 +288,7 @@ null,
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{ "id" : 288 , "animationId" : 0 , "damage" : { "critical" : true , "elementId" : 6 , "formula" : "20+(3/5+a.lv/150)*(a.atk * 9/5+a.mat + a.agi/20 - b.def-b.mdf/2)*(a.level*a.atk/2048+2)" , "type" : 0 , "variance" : 20 } , "description" : "\\c[18]<强普显示><10%损伤>\\c[17]<无视嘲讽>\\c[0] 郝籽的终结技,\n清空敌人血量时增加自身攻击力, 且下回合可继续使用\\c[17]\\is[288]\\c[0]" , "effects" : [ ] , "hitType" : 0 , "iconIndex" : 97 , "message1" : "" , "message2" : "" , "mpCost" : 0 , "name" : "三式 • 白虹贯日" , "note" : "" , "occasion" : 3 , "repeats" : 1 , "requiredWtypeId1" : 2 , "requiredWtypeId2" : 1 , "scope" : 0 , "speed" : 0 , "stypeId" : 3 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 289 , "animationId" : 33 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "用电流制造纯粹的强光掩护队友逃跑,\n可以掩护\\c[18]\\it[1]\\c[0]的队员逃跑" , "effects" : [ { "code" : 41 , "dataId" : 0 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 70 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 5 , "name" : "逃脱闪光" , "note" : "<Before Eval>\n var subject = user ;\n subject.forceAction(376, -1);\n BattleManager.forceAction(subject);\n</Before Eval>\n<技能类型:技能>", "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 8 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 289 , "animationId" : 33 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "用电流制造纯粹的强光掩护队友逃跑,\n可以掩护\\c[18]\\it[1]\\c[0]的队员逃跑" , "effects" : [ { "code" : 41 , "dataId" : 0 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 70 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 5 , "name" : "逃脱闪光" , "note" : "<Before Eval>\n var subject = $gameActors.actor(12) ;\n subject.forceAction(376, -1);\n BattleManager.forceAction(subject);\n</Before Eval>\n<技能类型:技能>", "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 8 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 290 , "animationId" : 43 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "\\c[18]<强化 • 一式>\\c[0] 郝籽拉开身位, 增加10%物理、魔法闪避率\n并降低被敌人反击的几率10%, 持续4回合, 恢复7点TP" , "effects" : [ { "code" : 31 , "dataId" : 6 , "value1" : 2 , "value2" : 0 } , { "code" : 21 , "dataId" : 175 , "value1" : 1 , "value2" : 0 } , { "code" : 21 , "dataId" : 188 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 189 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 190 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 82 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "以退为进I" , "note" : "<Hide if Learned Skill: 291,292>\n\n<技能类型:技能>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 1 , "requiredWtypeId2" : 2 , "scope" : 11 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 7 } ,
{ "id" : 290 , "animationId" : 43 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "\\c[18]<强化 • 一式>\\c[0] 郝籽拉开身位, 增加10%物理、魔法闪避率\n并降低被敌人反击的几率10%, 持续4回合, 恢复7点TP" , "effects" : [ { "code" : 31 , "dataId" : 6 , "value1" : 2 , "value2" : 0 } , { "code" : 21 , "dataId" : 175 , "value1" : 1 , "value2" : 0 } , { "code" : 21 , "dataId" : 188 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 189 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 190 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 82 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "以退为进I" , "note" : "<Hide if Learned Skill: 291,292>\n\n<技能类型:技能>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 1 , "requiredWtypeId2" : 2 , "scope" : 11 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 7 } ,
{ "id" : 291 , "animationId" : 43 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "\\c[18]<强化 • 一式>\\c[0] 郝籽拉开身位, 增加20%物理、魔法闪避率\n并降低被敌人反击的几率20%, 持续4回合, 恢复10点TP" , "effects" : [ { "code" : 31 , "dataId" : 6 , "value1" : 2 , "value2" : 0 } , { "code" : 21 , "dataId" : 176 , "value1" : 1 , "value2" : 0 } , { "code" : 21 , "dataId" : 188 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 189 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 190 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 82 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "以退为进II" , "note" : "<Hide if Learned Skill: 292>\n\n<技能类型:技能>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 1 , "requiredWtypeId2" : 2 , "scope" : 11 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 10 } ,
{ "id" : 291 , "animationId" : 43 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "\\c[18]<强化 • 一式>\\c[0] 郝籽拉开身位, 增加20%物理、魔法闪避率\n并降低被敌人反击的几率20%, 持续4回合, 恢复10点TP" , "effects" : [ { "code" : 31 , "dataId" : 6 , "value1" : 2 , "value2" : 0 } , { "code" : 21 , "dataId" : 176 , "value1" : 1 , "value2" : 0 } , { "code" : 21 , "dataId" : 188 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 189 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 190 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 82 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "以退为进II" , "note" : "<Hide if Learned Skill: 292>\n\n<技能类型:技能>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 1 , "requiredWtypeId2" : 2 , "scope" : 11 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 10 } ,
{ "id" : 292 , "animationId" : 43 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "\\c[18]<强化 • 一式>\\c[0] 郝籽拉开身位, 增加30%物理、魔法闪避率\n并降低被敌人反击的几率30%, 持续2回合, 并恢复13点TP" , "effects" : [ { "code" : 31 , "dataId" : 6 , "value1" : 2 , "value2" : 0 } , { "code" : 21 , "dataId" : 177 , "value1" : 1 , "value2" : 0 } , { "code" : 21 , "dataId" : 188 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 189 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 190 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 82 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "以退为进III" , "note" : "<技能类型:技能>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 1 , "requiredWtypeId2" : 2 , "scope" : 11 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 13 } ,
{ "id" : 292 , "animationId" : 43 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "\\c[18]<强化 • 一式>\\c[0] 郝籽拉开身位, 增加30%物理、魔法闪避率\n并降低被敌人反击的几率30%, 持续2回合, 并恢复13点TP" , "effects" : [ { "code" : 31 , "dataId" : 6 , "value1" : 2 , "value2" : 0 } , { "code" : 21 , "dataId" : 177 , "value1" : 1 , "value2" : 0 } , { "code" : 21 , "dataId" : 188 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 189 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 190 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 82 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "以退为进III" , "note" : "<技能类型:技能>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 1 , "requiredWtypeId2" : 2 , "scope" : 11 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 13 } ,
@ -306,7 +306,7 @@ null,
{ "id" : 304 , "animationId" : 230 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "进入\\c[17]\\it[279]\\c[0], 提高30%敏捷和20%攻击力, 直接获得20TP(TP直接获取量\n受\\c[17]机体增强模块\\c[0]等级的影响)且每回合恢复5点TP, 同时减少所有特技一回合冷却" , "effects" : [ { "code" : 21 , "dataId" : 279 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 336 , "message1" : "" , "message2" : "" , "mpCost" : 0 , "name" : "全功率模式" , "note" : "<技能类型:技能>\n\n<After ATB: 90%>\n\n<Cooldown: 25>\n<Cooldown Steps: 1>\n\n<Skill 296 Cooldown: -1>\n<Skill 297 Cooldown: -1>\n<Skill 298 Cooldown: -1>\n<Skill 299 Cooldown: -1>\n<Skill 300 Cooldown: -1>\n<Skill 301 Cooldown: -1>\n\n<After Eval>\n var tpgain = 0;\n tpgain += (user.isStateAffected(280)?5: 0);\n tpgain += (user.isStateAffected(281)?10: 0);\n tpgain += (user.isStateAffected(282)?15: 0);\n user.gainTp(tpgain);\n</After Eval>\n" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 11 , "speed" : 0 , "stypeId" : 3 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 304 , "animationId" : 230 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "进入\\c[17]\\it[279]\\c[0], 提高30%敏捷和20%攻击力, 直接获得20TP(TP直接获取量\n受\\c[17]机体增强模块\\c[0]等级的影响)且每回合恢复5点TP, 同时减少所有特技一回合冷却" , "effects" : [ { "code" : 21 , "dataId" : 279 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 336 , "message1" : "" , "message2" : "" , "mpCost" : 0 , "name" : "全功率模式" , "note" : "<技能类型:技能>\n\n<After ATB: 90%>\n\n<Cooldown: 25>\n<Cooldown Steps: 1>\n\n<Skill 296 Cooldown: -1>\n<Skill 297 Cooldown: -1>\n<Skill 298 Cooldown: -1>\n<Skill 299 Cooldown: -1>\n<Skill 300 Cooldown: -1>\n<Skill 301 Cooldown: -1>\n\n<After Eval>\n var tpgain = 0;\n tpgain += (user.isStateAffected(280)?5: 0);\n tpgain += (user.isStateAffected(281)?10: 0);\n tpgain += (user.isStateAffected(282)?15: 0);\n user.gainTp(tpgain);\n</After Eval>\n" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 11 , "speed" : 0 , "stypeId" : 3 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 305 , "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" : [ { "code" : 44 , "dataId" : 21 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 0 , "message1" : "" , "message2" : "" , "mpCost" : 0 , "name" : "机体特性(被动)" , "note" : "" , "occasion" : 2 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 0 , "speed" : 0 , "stypeId" : 3 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 305 , "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" : [ { "code" : 44 , "dataId" : 21 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 0 , "message1" : "" , "message2" : "" , "mpCost" : 0 , "name" : "机体特性(被动)" , "note" : "" , "occasion" : 2 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 0 , "speed" : 0 , "stypeId" : 3 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 306 , "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" : 306 , "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" : 307 , "animationId" : 206 , "damage" : { "critical" : false , "elementId" : 8 , "formula" : "" , "type" : 1 , "variance" : 10 } , "description" : "伊丽莎白特制榴弹,对全体敌人造成圣属性伤害;对全体己方恢复生命\n\\c[17]【过热增幅】\\c[0] 数值增加50%" , "effects" : [ ] , "hitType" : 0 , "iconIndex" : 72 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "过热•圣光榴弹" , "note" : "<技能类型:技能>\n\n<Skill 201 Cooldown: 2>\n<Skill 307 Cooldown: 2>\n<Cooldown Steps: 1>\n\n< Custom Show Eval>\n if (user.isStateAffected(372)) {\n visible = true;\n } else {\n visible = false;\n }\n</Custom Show Eval>\n\n<Target: Everybody>\n\n <MP Cost: 5%>\n\n<Damage Formula>\nif (target.isActor() === user.isActor()) {\n value = user.mat * (3/2 + (user.isLearnedSkill(199)? 1/2 : 0) + (user.isLearnedSkill(200)? 1/2 : 0));\n value *= (2+user.mat*user.level/2048)/2; \n value *= 3/2;\n} else {\n value = user.mat * (3/2 + (user.isLearnedSkill(199)? 1/2 : 0) + (user.isLearnedSkill(200)? 1/2 : 0));\n value -= target.mdf;\n value *= (2+user.mat*user.level/2048)/2; \n value *= 3/2;\n}\n</Damage Formula>", "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 0 , "speed" : 0 , "stypeId" : 3 , "successRate" : 100 , "tpCost" : 5 , "tpGain" : 10 } ,
{ "id" : 307 , "animationId" : 206 , "damage" : { "critical" : false , "elementId" : 8 , "formula" : "" , "type" : 1 , "variance" : 10 } , "description" : "伊丽莎白特制榴弹,对全体敌人造成圣属性伤害;对全体己方恢复生命\n\\c[17]【过热增幅】\\c[0] 数值增加50%" , "effects" : [ ] , "hitType" : 0 , "iconIndex" : 72 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "过热•圣光榴弹" , "note" : "<技能类型:技能>\n\n<Skill 201 Cooldown: 2>\n<Skill 307 Cooldown: 2>\n<Cooldown Steps: 1>\n\n< Pre-Damage Eval>\nif (target.isActor() === user.isActor()) { \n value = -1 * Math.abs(value);\n}\n</Pre-Damage Eval>\n\n< Custom Show Eval>\n if (user.isStateAffected(372)) {\n visible = true;\n } else {\n visible = false;\n }\n</Custom Show Eval>\n\n<Target: Everybody>\n\n <MP Cost: 5%>\n\n<Damage Formula>\nif (target.isActor() === user.isActor()) {\n value = user.mat * (3/2 + (user.isLearnedSkill(199)? 1/2 : 0) + (user.isLearnedSkill(200)? 1/2 : 0));\n value *= (2+user.mat*user.level/2048)/2; \n value *= 3/2;\n} else {\n value = user.mat * (3/2 + (user.isLearnedSkill(199)? 1/2 : 0) + (user.isLearnedSkill(200)? 1/2 : 0));\n value -= target.mdf;\n value *= (2+user.mat*user.level/2048)/2; \n value *= 3/2;\n}\n</Damage Formula>", "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 0 , "speed" : 0 , "stypeId" : 3 , "successRate" : 100 , "tpCost" : 5 , "tpGain" : 10 } ,
{ "id" : 308 , "animationId" : 183 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "给全队施加两层\\c[9]\\it[377]\\c[0], 受到大于当前生命10%的伤害时\n会吸收超出部分; \\c[17]【过热增幅】\\c[0] 增加到4层" , "effects" : [ { "code" : 21 , "dataId" : 19 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 468 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "过热•缓冲镀层" , "note" : "<技能类型:技能>\n\n<MP Cost: 3%>\n\n<Skill 202 Cooldown: 5>\n<Skill 308 Cooldown: 5>\n<Cooldown Steps: 1>\n\n<Custom Show Eval>\n if (user.isStateAffected(372)) {\n visible = true;\n } else {\n visible = false;\n }\n</Custom Show Eval>\n\n <Custom TP Cost>\n cost = 35;\n if (user.isLearnedSkill(200)){\n cost -= 5;\n }\n else{\n if (user.isLearnedSkill(199)){\n cost -= 5;\n }\n }\n</Custom TP Cost>\n\n<After Eval>\n target._cushion = target._cushion || 0;\n target._cushion += 4;\n user.setStateCounter(377, user._cushion);\n</After Eval>" , "occasion" : 0 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 8 , "speed" : 0 , "stypeId" : 3 , "successRate" : 100 , "tpCost" : 35 , "tpGain" : 0 } ,
{ "id" : 308 , "animationId" : 183 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "给全队施加两层\\c[9]\\it[377]\\c[0], 受到大于当前生命10%的伤害时\n会吸收超出部分; \\c[17]【过热增幅】\\c[0] 增加到4层" , "effects" : [ { "code" : 21 , "dataId" : 19 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 468 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "过热•缓冲镀层" , "note" : "<技能类型:技能>\n\n<MP Cost: 3%>\n\n<Skill 202 Cooldown: 5>\n<Skill 308 Cooldown: 5>\n<Cooldown Steps: 1>\n\n<Custom Show Eval>\n if (user.isStateAffected(372)) {\n visible = true;\n } else {\n visible = false;\n }\n</Custom Show Eval>\n\n <Custom TP Cost>\n cost = 35;\n if (user.isLearnedSkill(200)){\n cost -= 5;\n }\n else{\n if (user.isLearnedSkill(199)){\n cost -= 5;\n }\n }\n</Custom TP Cost>\n\n<After Eval>\n target._cushion = target._cushion || 0;\n target._cushion += 4;\n user.setStateCounter(377, user._cushion);\n</After Eval>" , "occasion" : 0 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 8 , "speed" : 0 , "stypeId" : 3 , "successRate" : 100 , "tpCost" : 35 , "tpGain" : 0 } ,
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{ "id" : 309 , "animationId" : 207 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "制造一个力场漩涡,扣减敌方大量护盾并清空行动读条,随机附加\n减速类控制和\\it[57] \\c[17]【过热增幅】\\c[0] 解除全部护盾,\\it[57]几率翻倍" , "effects" : [ { "code" : 21 , "dataId" : 52 , "value1" : 1 , "value2" : 0 } , { "code" : 21 , "dataId" : 54 , "value1" : 0.8 , "value2" : 0 } , { "code" : 21 , "dataId" : 55 , "value1" : 0.4 , "value2" : 0 } , { "code" : 21 , "dataId" : 56 , "value1" : 0.2 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 424 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "过热•力场漩涡" , "note" : "<技能类型:技能>\n\n<Skill 203 Cooldown: 4>\n<Skill 309 Cooldown: 4>\n<Cooldown Steps: 1>\n\n<Custom Show Eval>\n if (user.isStateAffected(372)) {\n visible = true;\n } else {\n visible = false;\n }\n</Custom Show Eval>\n\n<Custom MP Cost>\n cost = Math.floor(user.mmp*0.06);\n if (user.isLearnedSkill(200)){\n cost -= Math.floor(user.mmp*0.01);\n }\n else{\n if (user.isLearnedSkill(199)){\n cost -= Math.floor(user.mmp*0.01);\n }\n }\n </Custom MP Cost>\n\n<Custom Target Barrier>\n value = -999999;\n</Custom Target Barrier>\n\n<Before Eval>\n var random = Math.random();\n if(random > 0.6){\n target.addState(57);\n }\n</Before Eval>\n\n<Cooldown: 5>\n<Cooldown Steps: 5>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 2 , "speed" : 0 , "stypeId" : 3 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 310 , "animationId" : 95 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "全队获得\\it[115], 并增加10点TP \n\\c[17]【过热增幅】\\c[0] \\it[115]替换为\\it[116], TP增加至15点" , "effects" : [ { "code" : 21 , "dataId" : 19 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 71 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "过热•加速引擎" , "note" : "<技能类型:技能>\n\n<Skill 204 Cooldown: 4>\n<Skill 310 Cooldown: 4>\n<Cooldown Steps: 1>\n\n<MP Cost: 1%>\n\n<Custom Show Eval>\n if (user.isStateAffected(372)) {\n visible = true;\n } else {\n visible = false;\n }\n</Custom Show Eval>\n\n <Custom TP Cost>\n cost = 30;\n if (user.isLearnedSkill(200)){\n cost -= 5;\n }\n else{\n if (user.isLearnedSkill(199)){\n cost -= 5;\n }\n }\n</Custom TP Cost>\n\n<Before Eval>\n target.gainTp(15);\n target.addState(116);\n</Before Eval>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 8 , "speed" : 0 , "stypeId" : 3 , "successRate" : 100 , "tpCost" : 30 , "tpGain" : 0 } ,
{ "id" : 310 , "animationId" : 95 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "全队获得\\it[115], 并增加10点TP \n\\c[17]【过热增幅】\\c[0] \\it[115]替换为\\it[116], TP增加至15点" , "effects" : [ { "code" : 21 , "dataId" : 19 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 71 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "过热•加速引擎" , "note" : "<技能类型:技能>\n\n<Skill 204 Cooldown: 4>\n<Skill 310 Cooldown: 4>\n<Cooldown Steps: 1>\n\n<MP Cost: 1%>\n\n<Custom Show Eval>\n if (user.isStateAffected(372)) {\n visible = true;\n } else {\n visible = false;\n }\n</Custom Show Eval>\n\n <Custom TP Cost>\n cost = 30;\n if (user.isLearnedSkill(200)){\n cost -= 5;\n }\n else{\n if (user.isLearnedSkill(199)){\n cost -= 5;\n }\n }\n</Custom TP Cost>\n\n<Before Eval>\n target.gainTp(15);\n target.addState(116);\n</Before Eval>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 8 , "speed" : 0 , "stypeId" : 3 , "successRate" : 100 , "tpCost" : 30 , "tpGain" : 0 } ,
@ -360,9 +360,9 @@ null,
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{ "id" : 365 , "animationId" : 0 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "被动, 滚在第一回合会自动获得80%的行动读条" , "effects" : [ ] , "hitType" : 0 , "iconIndex" : 46 , "message1" : "" , "message2" : "" , "mpCost" : 0 , "name" : "先发制人" , "note" : "" , "occasion" : 3 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 0 , "speed" : 0 , "stypeId" : 3 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
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{ "id" : 366 , "animationId" : 0 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "" , "effects" : [ ] , "hitType" : 0 , "iconIndex" : 0 , "message1" : "" , "message2" : "" , "mpCost" : 0 , "name" : "" , "note" : "" , "occasion" : 0 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
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@ -398,14 +398,14 @@ null,
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