@ -19,16 +19,16 @@ null,
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@ -115,31 +115,31 @@ null,
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{ "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" : 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) || user.isStateAffected(362) || user.isStateAffected(363) ){\n var subject = user;\n subject.forceAction(118, -2);\n BattleManager.forceAction(subject);\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) || user.isStateAffected(362) || user.isStateAffected(363) ){\n var subject = user;\n subject.forceAction(117, -2);\n BattleManager.forceAction(subject);\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) || user.isStateAffected(362) || user.isStateAffected(363) ){\n var subject = user;\n subject.forceAction(117, -2);\n BattleManager.forceAction(subject);\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" : 123 , "animationId" : 95 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "保持灵活游走的战斗技巧,需要持续消耗法力,期间每次攻击 \n 都会追加一次特定的普通攻击", "effects" : [ { "code" : 21 , "dataId" : 361 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 82 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "游斗术" , "note" : "<技能类型:技能>\n\n<After ATB: 90%>\n\n<Hide if Learned Skill: 124,125>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 11 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 30 , "tpGain" : 0 } ,
{ "id" : 124 , "animationId" : 95 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "保持灵活游走的战斗技巧,需要持续消耗法力,期间每次攻击 \n 都会追加一次特定的普通攻击", "effects" : [ { "code" : 21 , "dataId" : 362 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 82 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "专业游斗术" , "note" : "<技能类型:技能>\n\n<After ATB: 90%>\n\n<Hide if Learned Skill: 125>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 11 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 30 , "tpGain" : 0 } ,
{ "id" : 125 , "animationId" : 95 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "保持灵活游走的战斗技巧,需要持续消耗法力,期间每次攻击 \n 都会追加一次特定的普通攻击", "effects" : [ { "code" : 21 , "dataId" : 363 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 82 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "大师游斗术" , "note" : "<技能类型:技能>\n\n<After ATB: 90%>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 11 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 30 , "tpGain" : 0 } ,
{ "id" : 126 , "animationId" : 204 , "damage" : { "critical" : false , "elementId" : 1 , "formula" : "1+(a.atk * 2+a.mat+a.agi/200 - b.def-b.mdf/5)*(a.level*a.atk/2048+2)" , "type" : 1 , "variance" : 20 } , "description" : "\\c[18]<类普攻>\\c[0] 对全体敌人射出流血箭,\n造成物理伤害并附加15层\\it[102]" , "effects" : [ { "code" : 21 , "dataId" : 102 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 1 , "iconIndex" : 437 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "流血箭" , "note" : "<技能类型:类普攻>\n\n<Hide if Learned Skill: 127,128>\n\n <Before Eval>\n target._bleed = target._bleed || 0; \n target._bleed += 15;\n target.setStateCounter(102, target._bleed);\n </Before Eval>\n\n<Post-Damage Eval>\n if (user.isStateAffected(361) || user.isStateAffected(362) || user.isStateAffected(363) ){\n var subject = user;\n subject.forceAction(117, -2);\n BattleManager.forceAction(subject);\n }\n </Post-Damage Eval>\n\n<Custom Counter Rate>\nif(target.isStateAffected(284)){}\nelse{ rate *= 0;}\n</Custom Counter Rate>", "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 2 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 15 , "tpGain" : 0 } ,
{ "id" : 127 , "animationId" : 204 , "damage" : { "critical" : false , "elementId" : 1 , "formula" : "1+(a.atk * 2+a.mat+a.agi/200 - b.def-b.mdf/5)*(a.level*a.atk/2048+2)" , "type" : 1 , "variance" : 20 } , "description" : "\\c[18]<类普攻>\\c[0] 对全体敌人射出流血箭,\n造成物理伤害并附加20层\\it[102]" , "effects" : [ { "code" : 21 , "dataId" : 102 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 1 , "iconIndex" : 437 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "强劲流血箭" , "note" : "<技能类型:类普攻>\n\n<Hide if Learned Skill: 128>\n\n<After Eval>\n target._bleed = target._bleed || 0;\n target._bleed += 20; \n target.setStateCounter(102, user._bleed);\n</After Eval>\n\n<Post-Damage Eval>\n if (user.isStateAffected(361) || user.isStateAffected(362) || user.isStateAffected(363) ){\n var subject = user;\n subject.forceAction(117, -2);\n BattleManager.forceAction(subject);\n }\n </Post-Damage Eval>\n\n<Custom Counter Rate>\nif(target.isStateAffected(284)){}\nelse{ rate *= 0;}\n</Custom Counter Rate>", "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 6 , "requiredWtypeId2" : 7 , "scope" : 2 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 15 , "tpGain" : 0 } ,
{ "id" : 128 , "animationId" : 204 , "damage" : { "critical" : false , "elementId" : 1 , "formula" : "1+(a.atk * 2+a.mat+a.agi/200 - b.def-b.mdf/5)*(a.level*a.atk/2048+2)" , "type" : 1 , "variance" : 20 } , "description" : "\\c[18]<类普攻>\\c[0] 对全体敌人射出流血箭,\n造成物理伤害并附加25层\\it[102]" , "effects" : [ { "code" : 21 , "dataId" : 102 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 1 , "iconIndex" : 437 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "绝杀流血箭" , "note" : "<技能类型:类普攻>\n\n<After Eval>\n target._bleed = target._bleed || 0;\n target._bleed += 25; \n target.setStateCounter(102, user._bleed);\n</After Eval>\n\n<Post-Damage Eval>\n if (user.isStateAffected(361) || user.isStateAffected(362) || user.isStateAffected(363) ){\n var subject = user;\n subject.forceAction(117, -2);\n BattleManager.forceAction(subject);\n }\n </Post-Damage Eval>\n\n<Custom Counter Rate>\nif(target.isStateAffected(284)){}\nelse{ rate *= 0;}\n</Custom Counter Rate>", "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 6 , "requiredWtypeId2" : 7 , "scope" : 2 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 15 , "tpGain" : 0 } ,
{ "id" : 129 , "animationId" : 0 , "damage" : { "critical" : true , "elementId" : -1 , "formula" : "20+(a.atk * 3/2+a.mat - b.def-b.mdf/5)*(a.level*a.atk/2048+2)" , "type" : 1 , "variance" : 20 } , "description" : "\\c[17]<30%额外命中>\\c[0] \\c[18]<类普攻>\\c[0] \n对一个目标连续进行三次射击" , "effects" : [ ] , "hitType" : 0 , "iconIndex" : 116 , "message1" : "" , "message2" : "" , "mpCost" : 0 , "name" : "精湛射击I" , "note" : "<技能类型:类普攻>\n\n<Hide if Learned Skill: 130,131>\n\n<Before Eval>\n this._pcirate = 1.5;\n</Before Eval>\n\n<Before Eval>\n user.addState(229);\n</Before Eval>\n<After Eval>\n user.removeState(229);\n</After Eval>\n\n< Post-Damage Eval>\n if (user.isStateAffected(361) || user.isStateAffected(362) || user.isStateAffected(363) ){\n var subject = user;\n subject.forceAction(117, -2);\n BattleManager.forceAction(subject);\n }\n </Post-Damage Eval>\n\n<Custom Counter Rate>\nif(target.isStateAffected(284)){}\nelse{ rate *= 0;}\n</Custom Counter Rate>", "occasion" : 1 , "repeats" : 3 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 25 , "tpGain" : 0 } ,
{ "id" : 130 , "animationId" : 0 , "damage" : { "critical" : true , "elementId" : -1 , "formula" : "20+(a.atk * 7/4+a.mat - b.def-b.mdf/7)*(a.level*a.atk/2048+2)" , "type" : 1 , "variance" : 20 } , "description" : "\\c[17]<40%额外命中>\\c[0] \\c[18]<类普攻>\\c[0]\n对一个目标连续进行三次射击" , "effects" : [ ] , "hitType" : 0 , "iconIndex" : 116 , "message1" : "" , "message2" : "" , "mpCost" : 0 , "name" : "精湛射击II" , "note" : "<技能类型:类普攻>\n\n<Hide if Learned Skill: 131>\n\n<Before Eval>\n this._pcirate = 1.5;\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< Post-Damage Eval>\n if (user.isStateAffected(361) || user.isStateAffected(362) || user.isStateAffected(363) ){\n var subject = user;\n subject.forceAction(117, -2);\n BattleManager.forceAction(subject);\n }\n </Post-Damage Eval>\n\n<Custom Counter Rate>\nif(target.isStateAffected(284)){}\nelse{ rate *= 0;}\n</Custom Counter Rate>", "occasion" : 1 , "repeats" : 3 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 25 , "tpGain" : 0 } ,
{ "id" : 131 , "animationId" : 0 , "damage" : { "critical" : true , "elementId" : -1 , "formula" : "20+(a.atk * 2+a.mat - b.def-b.mdf/9)*(a.level*a.atk/2048+2)" , "type" : 1 , "variance" : 20 } , "description" : "\\c[17]<50%额外命中>\\c[0] \\c[18]<类普攻>\\c[0]\n对一个目标连续进行三次射击" , "effects" : [ ] , "hitType" : 0 , "iconIndex" : 116 , "message1" : "" , "message2" : "" , "mpCost" : 0 , "name" : "精湛射击III" , "note" : "<技能类型:类普攻>\n\n<Before Eval>\n user.addState(231);\n</Before Eval>\n<After Eval>\n user.removeState(231);\n</After Eval>\n\n<Before Eval>\n this._pcirate = 1.5;\n</Before Eval>\n\n< Post-Damage Eval>\n if (user.isStateAffected(361) || user.isStateAffected(362) || user.isStateAffected(363) ){\n var subject = user;\n subject.forceAction(117, -2);\n BattleManager.forceAction(subject);\n }\n </Post-Damage Eval>\n\n<Custom Counter Rate>\nif(target.isStateAffected(284)){}\nelse{ rate *= 0;}\n</Custom Counter Rate>", "occasion" : 1 , "repeats" : 3 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 25 , "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" : 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" : 123 , "animationId" : 95 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "保持灵活游走的战斗技巧,需要持续消耗法力,期间每次攻击 都会追加一次\n 特定的普通攻击(可以叠加布设符卡所需的攻击次数,但不能触发普攻特效) ", "effects" : [ { "code" : 21 , "dataId" : 361 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 82 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "游斗术" , "note" : "<技能类型:技能>\n\n<After ATB: 90%>\n\n<Hide if Learned Skill: 124,125>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 11 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 30 , "tpGain" : 0 } ,
{ "id" : 124 , "animationId" : 95 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "保持灵活游走的战斗技巧,需要持续消耗法力,期间每次攻击 都会追加一次\n 特定的普通攻击(可以叠加布设符卡所需的攻击次数,但不能触发普攻特效) ", "effects" : [ { "code" : 21 , "dataId" : 362 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 82 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "专业游斗术" , "note" : "<技能类型:技能>\n\n<After ATB: 90%>\n\n<Hide if Learned Skill: 125>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 11 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 30 , "tpGain" : 0 } ,
{ "id" : 125 , "animationId" : 95 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "保持灵活游走的战斗技巧,需要持续消耗法力,期间每次攻击 都会追加一次\n 特定的普通攻击(可以叠加布设符卡所需的攻击次数,但不能触发普攻特效) ", "effects" : [ { "code" : 21 , "dataId" : 363 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 82 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "大师游斗术" , "note" : "<技能类型:技能>\n\n<After ATB: 90%>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 11 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 30 , "tpGain" : 0 } ,
{ "id" : 126 , "animationId" : 204 , "damage" : { "critical" : false , "elementId" : 1 , "formula" : "1+(a.atk * 2+a.mat+a.agi/200 - b.def-b.mdf/5)*(a.level*a.atk/2048+2)" , "type" : 1 , "variance" : 20 } , "description" : "\\c[18]<类普攻>\\c[0] 对全体敌人射出流血箭,\n造成物理伤害并附加15层\\it[102]" , "effects" : [ { "code" : 21 , "dataId" : 102 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 1 , "iconIndex" : 437 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "流血箭" , "note" : "<技能类型:类普攻>\n\n<Hide if Learned Skill: 127,128>\n\n <Before Eval>\n target._bleed = target._bleed || 0; \n target._bleed += 15;\n target.setStateCounter(102, target._bleed);\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<Custom Counter Rate>\nif(target.isStateAffected(284)){}\nelse{ rate *= 0;}\n</Custom Counter Rate>", "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 2 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 15 , "tpGain" : 0 } ,
{ "id" : 127 , "animationId" : 204 , "damage" : { "critical" : false , "elementId" : 1 , "formula" : "1+(a.atk * 2+a.mat+a.agi/200 - b.def-b.mdf/5)*(a.level*a.atk/2048+2)" , "type" : 1 , "variance" : 20 } , "description" : "\\c[18]<类普攻>\\c[0] 对全体敌人射出流血箭,\n造成物理伤害并附加20层\\it[102]" , "effects" : [ { "code" : 21 , "dataId" : 102 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 1 , "iconIndex" : 437 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "强劲流血箭" , "note" : "<技能类型:类普攻>\n\n<Hide if Learned Skill: 128>\n\n<After Eval>\n target._bleed = target._bleed || 0;\n target._bleed += 20; \n target.setStateCounter(102, user._bleed);\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>\n\n<Custom Counter Rate>\nif(target.isStateAffected(284)){}\nelse{ rate *= 0;}\n</Custom Counter Rate>", "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 6 , "requiredWtypeId2" : 7 , "scope" : 2 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 15 , "tpGain" : 0 } ,
{ "id" : 128 , "animationId" : 204 , "damage" : { "critical" : false , "elementId" : 1 , "formula" : "1+(a.atk * 2+a.mat+a.agi/200 - b.def-b.mdf/5)*(a.level*a.atk/2048+2)" , "type" : 1 , "variance" : 20 } , "description" : "\\c[18]<类普攻>\\c[0] 对全体敌人射出流血箭,\n造成物理伤害并附加25层\\it[102]" , "effects" : [ { "code" : 21 , "dataId" : 102 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 1 , "iconIndex" : 437 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "绝杀流血箭" , "note" : "<技能类型:类普攻>\n\n<After Eval>\n target._bleed = target._bleed || 0;\n target._bleed += 25; \n target.setStateCounter(102, user._bleed);\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>\n\n<Custom Counter Rate>\nif(target.isStateAffected(284)){}\nelse{ rate *= 0;}\n</Custom Counter Rate>", "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 6 , "requiredWtypeId2" : 7 , "scope" : 2 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 15 , "tpGain" : 0 } ,
{ "id" : 129 , "animationId" : 0 , "damage" : { "critical" : true , "elementId" : -1 , "formula" : "20+(a.atk * 3/2+a.mat - b.def-b.mdf/5)*(a.level*a.atk/2048+2)" , "type" : 1 , "variance" : 20 } , "description" : "\\c[17]<30%额外命中>\\c[0] \\c[18]<类普攻>\\c[0] \n对一个目标连续进行三次射击" , "effects" : [ ] , "hitType" : 0 , "iconIndex" : 116 , "message1" : "" , "message2" : "" , "mpCost" : 0 , "name" : "精湛射击I" , "note" : "<技能类型:类普攻>\n\n<Hide if Learned Skill: 130,131>\n\n<Before Eval>\n this._pcirate = 1.5;\n</Before Eval>\n\n<Before Eval>\n user.addState(229);\n</Before Eval>\n<After Eval>\n user.removeState(229);\n</After Eval>\n\n< After 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 == 3){\n user._shottimes += 1;\n $gameActors.actor(12)._lastallyid = user.actorId();\n var subject = $gameActors.actor(12);\n subject.forceAction(117, this._targetIndex);\n BattleManager.forceAction(subject);\n }\n }\n</After Eval>\n\n<Custom Counter Rate>\nif(target.isStateAffected(284)){}\nelse{ rate *= 0;}\n</Custom Counter Rate>", "occasion" : 1 , "repeats" : 3 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 25 , "tpGain" : 0 } ,
{ "id" : 130 , "animationId" : 0 , "damage" : { "critical" : true , "elementId" : -1 , "formula" : "20+(a.atk * 7/4+a.mat - b.def-b.mdf/7)*(a.level*a.atk/2048+2)" , "type" : 1 , "variance" : 20 } , "description" : "\\c[17]<40%额外命中>\\c[0] \\c[18]<类普攻>\\c[0]\n对一个目标连续进行三次射击" , "effects" : [ ] , "hitType" : 0 , "iconIndex" : 116 , "message1" : "" , "message2" : "" , "mpCost" : 0 , "name" : "精湛射击II" , "note" : "<技能类型:类普攻>\n\n<Hide if Learned Skill: 131>\n\n<Before Eval>\n this._pcirate = 1.5;\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< After 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 == 3){\n user._shottimes += 1;\n $gameActors.actor(12)._lastallyid = user.actorId();\n var subject = $gameActors.actor(12);\n subject.forceAction(117, this._targetIndex);\n BattleManager.forceAction(subject);\n }\n }\n</After Eval>\n\n<Custom Counter Rate>\nif(target.isStateAffected(284)){}\nelse{ rate *= 0;}\n</Custom Counter Rate>", "occasion" : 1 , "repeats" : 3 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 25 , "tpGain" : 0 } ,
{ "id" : 131 , "animationId" : 0 , "damage" : { "critical" : true , "elementId" : -1 , "formula" : "20+(a.atk * 2+a.mat - b.def-b.mdf/9)*(a.level*a.atk/2048+2)" , "type" : 1 , "variance" : 20 } , "description" : "\\c[17]<50%额外命中>\\c[0] \\c[18]<类普攻>\\c[0]\n对一个目标连续进行三次射击" , "effects" : [ ] , "hitType" : 0 , "iconIndex" : 116 , "message1" : "" , "message2" : "" , "mpCost" : 0 , "name" : "精湛射击III" , "note" : "<技能类型:类普攻>\n\n<Before Eval>\n user.addState(231);\n</Before Eval>\n<After Eval>\n user.removeState(231);\n</After Eval>\n\n<Before Eval>\n this._pcirate = 1.5;\n</Before Eval>\n\n< After 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 == 3){\n user._shottimes += 1;\n $gameActors.actor(12)._lastallyid = user.actorId();\n var subject = $gameActors.actor(12);\n subject.forceAction(117, this._targetIndex);\n BattleManager.forceAction(subject);\n }\n }\n</After Eval>\n\n<Custom Counter Rate>\nif(target.isStateAffected(284)){}\nelse{ rate *= 0;}\n</Custom Counter Rate>", "occasion" : 1 , "repeats" : 3 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 25 , "tpGain" : 0 } ,
{ "id" : 132 , "animationId" : 208 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "布设符文卡•长剑, 持续给队友增加20%攻击力,\n最多存在3回合" , "effects" : [ { "code" : 21 , "dataId" : 348 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 435 , "message1" : "" , "message2" : "" , "mpCost" : 0 , "name" : "符文卡 • 长剑" , "note" : "" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 11 , "speed" : 0 , "stypeId" : 3 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 133 , "animationId" : 209 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "布设符文卡•壁垒, 持续给队友增加20%物理防御和10%魔法防御,\n最多存在3回合" , "effects" : [ { "code" : 21 , "dataId" : 350 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 443 , "message1" : "" , "message2" : "" , "mpCost" : 0 , "name" : "符文卡 • 壁垒" , "note" : "" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 11 , "speed" : 0 , "stypeId" : 3 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 134 , "animationId" : 211 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "布设符文卡•权杖, 持续减少敌方15%敏捷,\n最多存在3回合" , "effects" : [ { "code" : 21 , "dataId" : 352 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 440 , "message1" : "" , "message2" : "" , "mpCost" : 0 , "name" : "符文卡 • 权杖" , "note" : "" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 11 , "speed" : 0 , "stypeId" : 3 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 135 , "animationId" : 210 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "布设符文卡•年轮, 让队友每回合自动获得20%行动读条,\n最多存在三回合" , "effects" : [ { "code" : 21 , "dataId" : 354 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 302 , "message1" : "" , "message2" : "" , "mpCost" : 0 , "name" : "符文卡 • 年轮" , "note" : "" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 11 , "speed" : 0 , "stypeId" : 3 , "successRate" : 100 , "tpCost" : 0 , "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( 159) || user.isStateAffected(160) || user.isStateAffected(164) ){\n var subject = user;\n subject.forceAction(117, -2);\n BattleManager.forceAction(subject); \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" : 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" : 18 , "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) || user.isStateAffected(362) || user.isStateAffected(363) ){\n var subject = user;\n subject.forceAction(117, -2);\n BattleManager.forceAction(subject);\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) || user.isStateAffected(362) || user.isStateAffected(363) ){\n var subject = user;\n subject.forceAction(117, -2);\n BattleManager.forceAction(subject);\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" : 139 , "animationId" : 219 , "damage" : { "critical" : true , "elementId" : 18 , "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" : 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" : 142 , "animationId" : 0 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "菜单中使用查看南宫三八的符卡师被动" , "effects" : [ { "code" : 44 , "dataId" : 9 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 187 , "message1" : "" , "message2" : "" , "mpCost" : 0 , "name" : "被动说明" , "note" : "" , "occasion" : 2 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 0 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 143 , "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 } ,
@ -500,17 +500,17 @@ null,
{ "id" : 498 , "animationId" : 0 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "被动技能,滚无视所有嘲讽效果,攻击将目标血量清空时,\n滚自身获得20点TP, 且下回合直接获得75%行动读条,无冷却" , "effects" : [ ] , "hitType" : 0 , "iconIndex" : 116 , "message1" : "" , "message2" : "" , "mpCost" : 0 , "name" : "绝对猎手" , "note" : "<Passive State: 334>" , "occasion" : 3 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 0 , "speed" : 0 , "stypeId" : 3 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 499 , "animationId" : 1 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "" , "effects" : [ ] , "hitType" : 0 , "iconIndex" : 0 , "message1" : "控制住!" , "message2" : "" , "mpCost" : 0 , "name" : "抓住" , "note" : "" , "occasion" : 0 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 500 , "animationId" : 0 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "" , "effects" : [ ] , "hitType" : 0 , "iconIndex" : 0 , "message1" : "" , "message2" : "" , "mpCost" : 0 , "name" : "" , "note" : "" , "occasion" : 0 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
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{ "id" : 507 , "animationId" : 233 , "damage" : { "critical" : false , "elementId" : 6 , "formula" : " 200 + 7000*a.level/99+Math.max(0, (a.mat - b.mdf/2)*(a.level*a.mat/2048+2)) ", "type" : 1 , "variance" : 20 } , "description" : "" , "effects" : [ ] , "hitType" : 2 , "iconIndex" : 66 , "message1" : " 的武器释放 \\c[9]电弧\\c[0]!", "message2" : "" , "mpCost" : 0 , "name" : "电弧" , "note" : "<Custom Target Eval>\ntargets.push(target);\nvar members = foes.aliveMembers();\nmembers.splice(members.indexOf(target), 1);\nvar member = members[Math.round(Math.random()*members.length)];\ntargets.push(member);\n</Custom Target Eval> ", "occasion" : 0 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
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